#math-and-meta
1 messages · Page 620 of 1
You can get rid of sloshing, by packing everything. Only way I have found to make sure
pressure is literally just volume / max volume
and then there is overfill
which keeps pressure up
that might make sense for a pressure of compressible liquids
but incompressible it would always be 1
well then satis fluids are all compressible xd
would make sense why you can pack 1 m3 into a canister thats smaller than 1 m3.....
Or how things have different size on belt vs outside of it
I never want them to fix it.
Sloshing reminds people to stop thinking about pipes in terms of belts. 🙃
I guess thats fair
sloshing isnt the reason why mk 2 cant do 600
its that full pressure = full pressure for junctions
pressure doesnt go above 1 or something
I think sloshing is more a result of not constant usage and production. Any dead space, will slosh fluids one way or the other.
i thought it happens when a fluid reaches a dead end and gets bounced back, hence why you need a loop at the end
A machine making 60/m, dont output 1/s
Dont a pipe going into a building, counts as a dead end?
its less bouncing back, empty pipes dont do this
i mean like at the end of a manifold for example
Simple fix then, dont use splitter at the end, but make it go directly into last machine
if anything, its actually something like water hammer.
water hammer in sidelines that interrupts the mainline
thatd make sense too
tho its basically the same thing
fluid hitting the pipe with force
css should add surge drums lol
💦 🔨
the loop part allows the flow to not be at 600 and thus you have some extra capacity to take the blow
true
Has anyone tested loop vs direct connection as the last part? As in it dont end it a splitter
Or put another machine at the end, to use the last splitter port
So the moment you split fluid, you get the issue?
the very first one that splits the mk 2 into 2 x 300 flow
the moment that sideline mk 2 backs up you get Mk 2 Hammer
it doesnt happen if the machine consumes 300 tho
So do a fluid balancer KAPPA
since then it cant fill up
the one time where this might be true
What happens if first split, is into 2x 300 manafolds?
mk 1 doesnt seem to have that issue, same for mk 2 at 300 flow
and in essence, a loop does exactly that, split it into 2 300 manifolds
Mk1s behaving 
doesnt that mean that the problem doesnt occur if you feed the manifold in the middle
I've done that, it's still had issues w/o a loop or other fixes
loop is safer
I strongly suspect part of the problem is machines sucking up too much fluid in one go creating empty spaces in spots so that if the pipes arent full and timed properly water will start flowing backwards and interupt flow causing feedback loop in the production
also feed from above, then it shouldn't matter
You can still have problems from top feeding. And bottom feeding is fine as long as you are aware 😛
loop still needed when feeding from ANYWHERE
the first pipe can and will still fill up
and then you get the pressure surge
The rat on my shoulder agrees with this statement
So you either loop, or balancer.
worth it?
Imo, no.
Power Storages are practically useless since they desynced geothermal
in the most practical use, you can have enough power storage to even out the fluctuation coming from geothermal
or you can have enough power 🤷♂️
also if my power grid fails, i have a lot of time before total faliure
The fluctuation from geothermal in total is about 1.5 GW.
Which if you're REALLY strapped for that much there's an issue.
it's better to invest time and resources to systems that can reboot your power rather than systems that can hold your power a bit longer
doesnt hurt to have a grace period in case you inadvertantly make a mistake
i dont think 100 will be a bit more time
Get the consistent, minimum 3.5 GW for geothermal is more than enough from that source imo.
When it was synced and the variance from geothermal was over 50% of the total power, yes they had much worth.
it doesn't, but it's still not a solution, just delaying the error
@fierce ruin power storages do look nice though, so they have that going for them.
yeah but it gives you time to undo the error before your grid shuts down
assuming you notice the error, can fix it in time, etc... and if you don't, you still need a system that re-starts your power
i now have the most unnecessary power storage
so wouldn't it be better to make a system that re-starts your power? you'll also notice immediately that your power is not working since everything will stop, you won't have to check your power storages all the time if they are discharging or not
Looks like a Lithium Ion pack, to me. Peak design.
power storages got me through tiers 5 and 6 just with 2400 MW from coal, I wouldn't say they're unnecessary or bad
I just didn't sink excess so as long as I didn't take too many things out of storage at once, it was fine (max consumption at 6 GW 😛 )
Yeah, they have a use case early on when you're not producing effectively infinite power. Can let you keep building without stopping to make more/bigger plants for a little while. Especially when you don't have 100% uptime on your full grid's consumption.
my power gird has too much power free if 100 power storages has no bad effect
they stop being as important once a large fuel/turbofuel/nuclear power plant is built, but I still won't get rid of them (why would I)
Would you say that you are satisfied having built it?
ofc the charge time fluctuates due to geothermal
yes lmao
Then you are playing the game as intended.
Nothing else ultimately matters.
Math-wise, is it a good or bad idea? The answer is always "depends".
i already have 20 power storage units before building, so since i have 120, when full, i will have 12GW of power stored
To receive your precious stators and modular frames back, obviously.
i just realized i could make an alarm sound when the grids overtaxed and the power storages kick in to make them even more useful
i like to use isolated buffers so i can restart poewr plants
i.e. for a coal power plant, fluid buffers full of water
in the roof
If you think that's unnecessary you haven't seen mine haha, 7200 power stores in one facility, 72 identical rooms like the one pictured here 🤣
Papa Elon would be proud.
with power storage i think my new rule is going to be enough capacity for one hour discharge time for current capacity, so if i fuck up, I have one hour to fix the power grid 🤣
fortunately my grid rarely trips
I just built as many power stores as I could get away with on that site, I had half built a way larger store but It caused my pc at the time to chug hard when I hit 16000.
Lesson learned at the time, don't build colossal structures with the intention of building 32,000 power stores, not my brightest move 🙂
That place was lit, each floor was 20x20 stores and lit by 16 ceiling lights, sometimes scaling back and building in other places is more helpful.
But.... more
if you have a charged bank of batteries disconnected from your main grid you can connect it to restart power production if you suffer a total failure
except that there are tiny goblins in the batteries themselves that discharges them when power supply is down
the only difference is youll be notified only after a while
Their purpose is to prevent a total failure. if it's setup right, you'll normally have a few hours from the notice to grid failure.
so keep them connected to the grid. There's also the issue that if you're producing 1000mw, but you're using 1200, 200 is coming from the batteries. but if it's setup so you connect it after failure, now 1200 is coming from the batteries.
I have graduated from winging it to putting down design on paper!
More or less trying to figure out the layout and needs for assemblers
Tbh, I prefer a few power storages to a power facility to kickstart power plants. Quicker to build and easier on the FPS imo
Iirc, the discharge notice warns when there's <30 minutes worth of charge left...
Or did it notify at 50% too? 
it's just percentage. it doesn't give you a time. the notice is to get your attention so you'll check a powerpole.
What a lovely capacity wave.
yeah i like that the geysers make the capacity waves do that
sin(x) 😅
I had an idea about making a dedicated fab with a train station for every low to mid tier item and just grab what is needed from there to make higher end stuff.
My guess is that this approach will produce too much traffic on the rails, but maybe someone got it working that way and can give me some hints?
Is it not simpler to make all of those materials in one location and have a single train pick them up?
maybe, but let me rephrase that:
i.e. ingots:
a fab with a station for iron ingots
a fab with a station for copper ingots
a fab with a station for caterium ingots
and so on
Usually not worth moving ingots. Move ore or move processed materials
Fab = ?
Because I keep reading it as shorthand for "fabulous"
Fabricator would indicate single machine so that doesn't make sense to me.
Calling an entire factory a "fab" is a stretch in that context, but I'll try to work with it...
I think they’re thinking of it like a fab lab
If you're meaning like have 1 outpost that produces all Iron Plates and distributes them everywhere... yeah I'd agree with your own initial assumption that is a bad idea.
I have no problem calling that a factory, fab is only what got stuck as short version of it
Glad I'm not alone 🤣
as non native speaker it's sometimes not so easy...
No worries.
Just my term for what you're describing is "outpost".
Yeah assuming you want to achieve any kind of significant scale of production you won’t want to move basic items around. Make them where you use them.
yeah, probably will make mid tier stuff in some outposts to be available as input for high tier factories
Thanks!
Everything that can be produced without research in T1-2 I make on-site.
Steel I make as much on-site as I can, but sometimes requires satellite outposts to supplement.
Everything from Stators up I usually do a singular outpost for that supplies all others.
Few exceptions based on local resource availability.
will make a small basic alu factory now and then go for an outpost for rubber and plastic next, the newly acquired blender should help with that
what's the formula for water required in coal generators ? i need to get rid of 9.61m^3 but the clockspeed doesnt seem to scale with water consumption linearly
tried the calculator websites but they dont seem to do only water input
It should
Pro Tip: stop overclocking power generators.
Coal gen normally takes 45 water, so just divide 9.61/45 and put that in as clock speed
yeah thats what i did but it doesnt work
Doesn't work that way.
Oh yeah lol
Power is exponential, not linear.
So when you adjust clock on gens, resource change is also exponential, not linear.
Yup
Which is why I don't recommend adjusting clock on generators.
im not overclocking im underclocking; it's a water byproduct from sulfuric acid and aluminium and junk
Should just recycled those back into line, no?
Else I would just do wet concrete or something 🤷♂️
mehhhhhh
Its easier to eat the excess up sometimes
i guess i could turn up the reactor but i hate wasting fuel like that
the fluids are being recycled but there's still a bunch left over 'cause of the way ive organised things
Fuel can't be wasted by turning up a gen.
The amount of MJ per unit doesn't change.
i mean like making power that im not using
my production's already above what i need
Yes.
Production should always be above what you need.
Like... skyrocketing far into the atmosphere above what you need.
fair honestly
So that you never have to even think about power.
Max Uranium is like 600 GW.
Do we need that much? Never.
But we do it so power never is a factor in decision-making
ok, i'm torn on how to build my Bomb Factory. i can set it up in one way that splits coal output 60/180, routing the 180 into basic recipe steel production to make the exact rate of steel pipes i need for the bombs, but i'd like to save power by using the Solid Steel Ingot recipe. HOWEVER, that would only use 120 coal, leaving an extra 60 coal free. if i were to use it for more black powder, then i'd need more pipe production or sinking extra powder... should i just underclock the coal miner?
What I always do is build my production to the most resource-efficient standard, and if I have extra coal I slap some generators down. Free power from excess 🤷♂️
no nearby water
so, go for the Solid Steel Usage?
Where are you that has coal with no water?
the water isn't deep enough
Interesting.
i'm considering something else, but dad just got home, so i'll brb.
i'd also like to make rotors here, with the copper vein in the area. using only two normal iron nodes for the steel leaves another two for rotors. i have the copper rotor and steel rotor recipes unlocked. should i try to pull an extra 40 coal from the node(extracting 220/240 total then) and somehow balance 60/160 split to make steel pipes... wait... steel pipes and wire... that's the Stator recipe... and i'm already doing that elsewhere...
i'm dumb...
oh well
80/160?
i only need 60 coal for black powder. that leaves 180 for steel pipes. the resulting 60 black powder out works perfectly with the pipes, as 180 steel ingots can make 120 steel pipes, and combined with 60 powder makes a perfect ratio for bombs
so, i have 120 wire coming out here. the motor production i have(basic stators and steel rotors) uses 110 wire. if i setup a manifold with a smart splitter set to overflow at the end(the last splitter in the line), would the manifold work?
Put the overflow splitter prior to the manifold.
why are the "centers" misaligned?
maybe it's lining up with something else behind you?
welcome to Marinara Land. if i set overflow of copper wire to split from the bottom belt to the output belt of motors and set the smart splitter to sort motors left into storage with a center overflow to a sink, everything here should work out, right?
ok ....maybe im missing something
im inputting 720 into a train station , relatively short distance , and only like 660 coming out the other side
the input and output have double mk4 belts to handle the start and stop of items during unloads/loads
and the input station never fillls up , only bout half way each time ....so in theory should easily transfer the 720 but im only getting 660
if i use a smart splitter, could i theoretically avoid using this setup to divide 240 into 60 and 180?
Regarding strictly power producers- clock speed IS linear to input requirements.
So you're free to overclock coal / fuel gens etc with no downside in terms of usage.
Think of it as trading power shards for less space requirement to produce X output power
How do you know you're getting 660? If you're going off the platform UI it's probably wrong. Major, if you want to limit to 60 you could use a mk1 belt.
Super pro tip: go ahead &do it if you've got shards to spare
Overclock everything. Also protip.
Water extractors for nuclear? Overclock. Miners, overclock. Production machines overclock. Particle accelerators, maybe not.
can the items per min listed on train stations be trusted?
Yes
You would be needing one less splitter, just a smart splitter and a merger
If I understood everything correctly, yes. Personally, I love merging stuff on output belts as I find that an incredibly "easy" way to be surely cutting down on beltwork
I managed to place a single water extractor in this pool. It was tricky...
Not worth, producing extra steel products with the excess coal
Went on a tour for hard drives. Came back with 39. 6 hours. F
were you analyzing the drives while you were out and about?
going to guess by the sheer quantity no, but it doesn't hurt to ask anyway
Its good to stockpile them anyways unless you are going for 100%
nice to get the basics done then unlock a MAM section at a time to select what you want.
People should always do this..
that doesn't mean they did
it's good practice, but you don't know it until you either a) get told it's going to save you time or b) realize it yourself
i was too busy doing the collection - building, falling, dying, fighting distracted spitters, etc. to futz with the mam. it would have been sensible to be doing 2 things at once, mind
i also am going to hold out for certain recipes. i have plenty to do in the meantime
Fair enough
not sure if this is the best place for this question so let me know if its not
What is the best way to run train logistics in a world with modular factories? It is seeming to get really complicated when I have a factory that has material that needs to go to several other factories in the world as well as my central storage room. How do you manage this from a overall point of view?
An idea I had was to send all materials from all factories to a central logistics base where they will be transferred to trains going out to other factories that need the material. My main storage room would also be located here since all items in the game go through that building. Is there a better way to manage the logistics? Ideally I want to just transfer what I need from one factory to the next but then I am faced with the issue of how I get some of that material to also go to a storage room and other factories evenly.
Best is subjective.
Only "best" practice I can tell you is don't make a global network first and then try to attach things.
Make your network as you make your outposts. Having it develop organically as you build will make it more efficient.
Note: "best" practice is to use all 3 logistics methods (trucks, trains, and drones) in concert in contrast to just doing everything via train.
I really want to try running logistics from factory to factory instead of a big central factory if I can but I just don't know about the advanced uses of trains. Is there a way to have a train only drop off half of its container at a station so it can drop the other half at the next stop?
I have used a fair bit of them when they didn't have collision but that seems to have almost completely changed how they work and how you need to think about your network
Right now the most viable options seems to be shipping everything to a central logistic hub and then send the materials I need back out on a train.
For dropping off, it's the exact same as manifolds.
It will drop everything at station A until those lines back up, after which it will drop only what A requires and take the remainder to station B.
Alternatively, because you know it's dropping everything at A, you can have it immediately split in half to send half onward and load the other half back onto the train.
Also collision doesn't change anything about how trains work as far as logistics, just how you have to do your rails.
TODAY IS THE DAY I FINALLY COMPLETE STAGE 3
ok, average ficsit employee
Soon, my child
trains are ideal when you have a high volume of an item (or better yet, several items) that all need to travel to and from the same point(s). when implementing trains, think about which high-volume items ought to be travelling together, and mitigating unnecessary extra stops
trucks are great for rounding up a singular resource from multiple places, and or dropping it off at multiple outposts, and for visiting singular nodes/outposts that don't justify their own stop on the rail network.
drones are for when you've got, like, that one thing way off on the other corner of the map. they also make it easy to Trade an item between two places
from what you're describing, you might consider using trucks as first/last mile transport, rounding up items from various outposts to a load into a train station and transport them along the main rail corridor
Trucks are perfectly good for moving multiple resources.
No need to restrict them to a single item.
yes just add smart splitters at the output
Poggers are bugged for one.
For 2, don't need to put smarts immediately at the output if you just leave the belt mixed all the way to production. 🤷♂️
idk im having fun making a supercomputer factory
i decided to make it where you only input raw resources except for any oil products, it turned into a mess quickly
nice, i just recently got all 500 engines too
now on to stage 4 
🍝
D'oh! belt clipping fml.
its gonna be way better when resources are running through them, its gonna be a mess tryna understand it
machiiiines
I was thinking of something along those lines, but I still dont know how to work train logistics between all my factories. I am building a large assembly factory to produce 5 unique items at mass quantity at the moment and I want to make sure I plan for a proper train logistics system that can carry the items elsewhere. I was planning to build the world where there is only one factory for each unique item that supplies the factories that need it elsewhere on the network. Do I need to have a train for each unique item leaving the factory and have that make a loop to everywhere that needs that item?
that sounds like it would give you a lot of tiny trains, and/or a really long train that makes too many stops
yeah that's the issue I am running into... It may to be best to route everything to a massive logistics hub with 20 or 30 train stations that can transfer items between inbound and outbound routes to various factories
im not even done hooking up power lines holy shit
Generally building a setup that produces each individual item en masse will run into the issue that you need massive quantities of base items (plates, rods, etc) and those are better made on-site where they’ll be used
Yes ? thats like 2 coal gens
wait until i get more power shards ;)
and i still have way moe to hook up
ew why are you overclocking coal gens
Dont
not the coal gens, the factory
oh
Still dont get your point
still you could just make more buildings
The standard 8 coal power plant is 600mw
that means i need to route conveyer belts to the new buildings
overflow belts
this factory's conveyer belt system is already spaghetti, i dont need it to be worse
I am not too concerned about this in the long run, I can just build a massive rod and plate factory with several train routes on the same station. I already have a pretty big one producing close to 1k per minute of each
space isnt a concern, this is being built in the sky
I’m building a HMF factory that is going to use 9,000 steel pipes per minute. Trust me, you do not want to be moving basic parts all over the map at any kind of scale
overflow belts are the least spaghetti thing you can do
Especially when you don’t need to. Why ship iron ore halfway around the world only to bring it back as plates?
Then again if that’s the challenge you’re trying to take on by all means go for it
that can be on a case by cases basis, and for low level parts I dont have a problem with having more than one location for those
so do I have a central logistics hub so I avoid a bunch of headache? I can just sink all the excess there too with smart splitters
i think i found the best reason to use power shads on production machines
balancing resource usage
i want to keep my machines at 100% working time in a factory, so i keep the last machine at 100% and adjust other machines as needed to match resource requirement
that means some stuff gets underclocked to meet the same usage too
Why use power shards and not just underclock
have you done stage 4 before McG?
@fierce ruin yeah just build an extra machine and underclock it, save those shards 😄
(if you want to!)
You guys are going to hate my outposts this run lol.
I'm OCing everything to save even more space just to see what it enables design-wise.
^^^
yea, but never completed it
I trapped a pet within my conveyor spagetti.
Accidentally, of course.
Yet it stays here because of the fact that it can't simply walk over the conveyors.
Not realistic, but I didn't design the game. : P
I preferì doing the literal opposite: leaving "all" machines at 100% and leaving the ones at the end of the line with different clocks.
That or I just OC the whole line to the same clock
(but the previous method requires less shards)
Spoiler: makes sushi even more convenient 
Full oil setup in my new U6 world all condenced to this small area.
60refs doing HOR.
80refs doing diluted fuel.
30 refs doing residual rubber
30 refs doing recycled rubber
30 refs doing recycled plastic
6 full pipes of fuel going out to my generator farm. and the remaining 2 fueling recycled stuff
noice, perhaps someday i can do stuff like that lol
This is the area above coal lake north of the grasslands
depends on how large the production line is, if there is a decent number of machines, it makes sense to tune other machines accordingly
all this beautiful FPS
Ok so question so when it says it needs 3 of an item then down below it says 45 a min does that mean it needs 45 sets of 3 a min or am I just really stupid and just did a bunch of math wrong
3 per cycle
45 per minute
it means it needs 3 per craft or 45 per minute
you either use one or the other number, depending on what you're doing
well looks like i just did a whole bunch of math for nothin
if you're trying to figure out how much you need on a belt, you use the per minute numbers
if you're trying to see how good a recipe is (e.g. how much resource efficient), you use the fixed numbers
ok thank you you just saved me
Does anyone have a good example (or multiple examples) of how you could plan out a production line on a spreadsheet?
and when you get bored of it, use online tools to do it for you 😛
(though yeah I recommend trying it for yourself, that makes you understand the mechanics more, just in the lategame it's almost impossible to do proper calculations without mistakes or compromises)
Start with the desired result and work your way back.
Or build a database of the different recipes and create macros so that when you put one thing in it creates a list of what you need as far as inputs and recipes.
Got a Google sheet I found on reddit that it is useful. It is missing packaged products, but it's quite good for others.
https://docs.google.com/spreadsheets/d/1Fnbr7lOTfIflAdGbdbs7UZd_e5D3hRRTgmRQFBBBMFU/edit?usp=drivesdk
I'm talking about how to actually lay it out on a spreadsheet. I've been planning things out using a notebook but I want to solution that I can change in the future but I can't figure out a way to neatly organize each prod. line.
This is what I've been doing.
Apparently I need access that I don't have to view it.
Shit. Imma go find the original on reddit, one moment
There we are!
Again, it's technically outdated, but it works for the recipes that didn't change
In the past I've used the online calculators but this time around I'm trying to calculate everything on my own (at least for now) just to challenge myself.
yeah that's fair. Then indeed working from the product back to ingredients is just way easier
If you want to challenge yourself don't do it like that (unless you love math). I do constraints on my build, such as modular input, unbreakability, remote throttlability, etc.
Plus I personally found that using external resources took out a part of what I initially enjoyed about Satisfactory.
If you want to do this, do a Word Document or a Google Doc, and use the bulleted list, and hit tab to nest cells.
Or figure out how to nest cells in Excel. Because I have no idea how to do that.
I'm still early stages in my current playthrough (just got my first coal power plant built yesterday) so production lines aren't terribly complicated.
I'll have to look into that, thanks!
Again, that's how I make challenges for myself.
My current challenge involves a lot of waves...
Howany fps is that?
I unlocked drones so I need to make batteries, but how many do I need?
depends how many will the drones use 🤷♂️
Error: insufficient information provided.
Question = unanswerable.
drones need batteries based on distance of flight
its 4 batteries minimum + 1 for each kilometer of flight distance
The question is messier because I don't know how many drones I'll use lol
Are bauxite wells rare? I don't wanna waste the few I have solely on batteries
there are enough that you can make everything you need ime
They added bauxite WELLS 👀
Well, well, well..
100 batteries per minute will give you TONS of fuel for many many drones and doesn't consume much bauxite. But I recommend finding the alternate battery recipe.
assuming you aren't doing a world spanning project
Liquid bauxite 
Sloppy Bauxite 😉
Delicious
Diluted alumina solution
Now that would be beautifull
sloppy is basically diluted
ahah yeah sorry, what's the correct term? Patches?
Ore Nodes?
Wells are the things we use Pressurizers on.
This makes me want tier 4 miners or something, fluid outputs. 
https://www.epa.gov/uic/class-iii-injection-wells-solution-mining
Injects water to dissolve and extract ores and materials
They added that in U4
Not for sulphur and uranium
sulfur might make a lot of sense actually
just need water into the pressurizer and out comes sufuric acid
one step further towards overthrowing refineries
I would upvote such a QA post
The best part too, it would just be a tech tree boost and not an early game changer.
By the time you get to this, you would most likely be deep into trains or have pipelines set.
if you were to do it with uranium you'd need to inject the sulfuric acid rather than water, yeah?
Im almost thinking if they did that they would need a new fluid type, so probability of that being base game content dropped a bit.
But just a bit.
Curiosity: coal gens require 15 coal per minute, right? That’s why eight take 120/min?
Yes
Right.
Next: anyone else super picky about the height of their factories? Like, when you build your first factory, there’s four positions within one 8x4 block of grid that you can align foundations to. Once you’ve selected which of these four possibilities you like, do you try to make sure every other factory is along that same alignment as much as possible?
no i just place them on any height because i do not use the world grid 
I started the save before global grid was added, so I just build from the same origin, extending it through long-distance train tracks
if I was using global grid I probably wouldn't care for the vertical offset
Ok
I prefer to align my buildings based on the local terrain features whenever there’s something interesting to build around. If I wanted a uniform grid I would just build sky factories
^ this so much
Same, but that's how I spend 8 hours building a shell around a perfectly good coal factory
you can have so cool factories when you work with terrain yet 99% of people are like "can I remove this" and "you must put everything on global grid" and they end up with just a flat ground 2D factories on foundation field
#touchthedamndirt
Are path signals even worth it? It feels like all the train slowdowns end up being worse than if one just went through the interesection at full speed. I only use path signals where im supposed to (where a rail crosses both rails) and i make the block leading up to the signal extra long to give the train time to reserve the block
I think if you have proper spacing trains do not slowdown 🤔
is the any indepth up to date guides regarding path signal optimization? most of the guides i seem to find are about how to use them and when to use them, but not how to optimize them
When you understand how they work and how chaining works, block signals become the rarest part of your network.
Signal Logic Rules has a section on how chaining works.
Quick question.. do I need a second pump on the output?
or will pump between the buffer and source apply headlift correctly even when source stops outputting?
i usually build my factories such that at least one wall is a cliff face, and if there's ever a cool tree in the way I'll often build frame floors/walls around it with railings, instead of cutting it, so it can poke right through the building
If I ever built a factory as an endless expanse of foundations with no terrain integration, I'd fall alseep of boredom in my chair
What the heck is going on here?
let me guess, hoverpack?
EA, so no multiple slots and bladerunner is visible
ah
Ping me if you know a fix. I would be posting this on the Satisfactory Q&A Page, but apparently the website doesn't recognize my email.
not to mention hes still in phase 2
looks like not enough water @cedar goblet
From the looks of it, not enough water
Can still have hoverpack that early, if you are not following game progression
I overlooked that part, thank you both.
is my automatic first guess on power issues 🤷♂️ it's like 80% cases 😄
Yeah, that 100MW is a lot, for small outposts
Needs more water
https://clips.twitch.tv/SourSlipperyPartridgeKappaRoss-ybfkkwZVt-F5p7VT Snutt explains changes that will be made to make mk2 pipes work at a full 600 500m^3/min.
Summary: All recipes and buildings will be changed to produce use less fluid to take pipes down to something like 250/500, you won't need to do anything but the numbers will change.
Watch Snutt101's clip titled "Snutt explains future fluid changes to fix mk2 pipes"
Thought everyone here should know it's being planned
making fluids use base 5 as opposed to solid base 3 systems would be a fresh change
and filter out those who arent here for a challenge
Solid base 3?
most solid items and belts all use base 3 math
2.8125 is base 3?
Or better, first item you automate - Plates, coming out at 20 is base 3?
Who would've seen it coming 
It would take the highest lift between the pump and the buffer I believe
Ah well as long as it doesn't need retooling that's fine. Though it was kinda fun making mk2 pipes work
no it wasn't, its tedious and not satisfying at all
what's a good rule of thumb for number of freight cars per mk5 conveyor?
1
really? is one freight car able to sustain that throughput, even for routes that stretch across the map?
you can have multiple trains 😉
youre not supposed to merge them all together if thats what youre thinking, so you have one belt per platform
ok greeny. what's a good rule of thumb for number of freight cars and number of trains per mk5 conveyor?
but depending on how much stuff you got and how long the round trip is you can also do a more precise calculation as shown here https://satisfactory.fandom.com/wiki/Electric_Locomotive#Train_throughput
number of trains entirely depends on how long the track is 🤷♂️
if you don't want to calculate, just keep adding trains as long as they are going full. If they are leaving not full, then you know you have enough 😄
ok, thanks 😅 guess i'll need to tinker before planning everything
Wont the new fluid changes screw with packagers and container setups ?
<.< napkin math shows worst case scenario of about 6 cars (going across the map=12 minute 1-way, 100 items), which was my original estimate. so I'll do 4, if it's not enough i can add a second train, and it has the added benefit of 1 locomotive per belt, too
.> although 3 would get me down to one splitter/merger on either end, instead of 3
what changes?
they will probably just adjust everything to match
packagers will either take less or work slower so ratios still hold
yeah zago said everything will be adjusted automatically
@wind spade #math-and-meta message
already got sent that link above, see also my answer above
I should finish reading the tread before XD
Ye what i was worried about is fluid container item production not matching up to new fluid numbers
As the containers are not a fluid
to be honest, if you ask me, i would flash fluid values by like half at least
theyll prob be smaller or something so the numbers stay the same
so old 600 would be new 300 or something
at least fluid containers would look more proper
ouch
HMF? Haha I think my 5/min came out at the same amount of iron haha
its 2/min
thats not even one full MK5 belt, its fine 😄
Fewer trains with more cars on longer routes = highest possible max throughput
why does the game allow this
Cause its how the game works
https://www.youtube.com/watch?v=IeYAFCJ0N3I count how many variants you see
gotta go fast
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Comm...
I count 4 variants but 6 different speeds
look at the handrails at the end
The last few look the same but different speeds
i wish i had a 1200/min conveyer belt
also keep in mind this video was made long before even mk 5 or 6 was added to the game
They removed mk6 because they realized just adding another rail isnt going to cut it
Totally not because of some other legit technical reasons
even if you had 1200/min belt, you wouldn't have 1200/min belt
you dont even have a 780/min belt if you make it anymore complex then a straight short connection between two machines
just make it 1205/min problem solved 😎
(or weld together)
if theirs 1200 items being made and the belt is rated for 1200 then you have 1200....
"rated for" and "running at" are two distinct things =p
you forgot to consider lag
except that's not how the game works. Belt may be rated for X/min, but belt segment connections lose throughput, most noticeable with faster belts
even the 780 belt already starts dropping some throughput in many (common) situations
Sounds like a whole lotta conspiracy theory to me
thats why it'll never go higher in the base game, unless they manage to re-work and fix this inaccuracy. Similarly, they are talking about reducing pipes to 250/500 to fix their efficiency loss at max
but hey you do you
how does higher speed=less efficiency
Because 1200 was set before they knew you couldn't do 780 reliably.
Will be addressed later.
they've been talking about potentially giving mk3 a second output, or rebalancing miners in general, we shall see
why would 780 not be reliable
you can set the input of a larger factory to be 780 and 1200 and still be efficient
Because if you try to do 780 without using workarounds you won't get 780.
Belts can't handle it.
how?
its a technical limitation
belt segment connections lose max throughput
Uhhh
Let me just draw on my extensive, doctoral degree background in coding and say:
"because"
if you connect two segments of mk5 belt together, you lose some of the throughput. It's already noticeable if you connect a few, so most people only rely on 750ish/min on mk5 belt or they only make mk5s full on one segment
me who doesnt know what throughput means
Items/min = throughput
just pretend mk5 belt is only 750 and you wont run into the issue most likely
Doesn't limit anything the belts still work fine
if you were to stand by a belt and count how many items pass in a minute, that's throughput
You have me muted, but no - they do not.
That's why they will be addressing it.
Because they don't work fine.
mk5 belts work fine for my 900 bauxite/min alluminum factory
most people wont even really notice if a belt is running slightly slow
"fine" maybe, but not at 100% of their capacity
with mk4 belts my alluminum factory suffered
We are all happy to hear that.
But we are telling you the factual truth, whether you believe it isn't our problem.
if power generation depends on 780 you might have generators shutting down, which is a far more obvious problem
its just fine if the belts are reliable
I have systems that expressly use 120 belts
cause thats how many items are being made
i also usually make belts that are slowed down because higher belt speeds are uneeded
PSA
End the load balancer vs manifold war today! Know your previous worst enemy better and make it your best friend.
Manifolds DO:
-Provide consistent reliability
-Decrease stress when constructing
-Fit well in most spaces
Manifolds DON'T:
-Work as soon as it's constructed
-Leave any machine starved in the long run
-Take as much space and decrease as much aesthetics as load balancers
https://www.youtube.com/watch?v=AYAkmygsQBk
Send this to your pro load balancer friends without context
Non manifold believers will go bankrupt!
lol
If a machine needs just 20/min i'ma give it just 20/min
No need to try and give extra
They work as soon as constructed if you prefeed them 😉
thats fine, but beware of the splitter duplication bug, it can mess up perfectly balanced systems
i didnt show prefed ones in the video because its just the last static frame of the animation
Fair.
when you load the game there is a chance an item in a splitter gets duplicated
imagine your nice balancer turning into a manifold because the splitters didnt work right 😛
so things can sometimes back up unexpectedly
Im usually ripping things out of machines anyways
alright
Smart splitters with overflow…. Why care about it at all?
you mean used in manifolds or normally
Indeed.
so uh
define better
that's also true with manifold
apparently not lmao
whats the problem
700 chunks of raw metal ore being made into into two pathetic cubes?
yes, as soon as it stabilises, each machine gets what it needs
if you can, get the heavy encased frames recipe, makes it much easier
Yup, just has to fill first. Can fill while running, just will take longer.
greeny no need to keep going if even the video couldnt convince them
it never does
if your manifold never stabilises, you built it wrong
All mine do. Weird.
which is an achievement on it's own as it's almost impossible to make a mistake
It was made just like any other
people have been arguing with him all day but he wont listen
let him build balancers its fine too
I'm bored 🤷♂️
It begins to beg the question if he's serious or not, honestly.
Theres nothing to listen to since i've already determined all possible errors with it
@wind spade that's why I just blocked.
They are the shining example of "you can't fix stupid".
I'm not saying "don't build balancers". I'm just wondering what's their definition of "better" when talking about manifolds vs balancers
did you consider the engineer that build it as a possible error? I'd say thats a big risk
he just thinks manifolds plain dont work even when presented with evidence to the contrary
controversial opinion: all builds are 100% efficient as they produce 100% of what they can
😮
its not controversial if its right
In America it can be both controversial and right at the same time. In fact, practically mandatory.
unless we're talking about different efficiency (e.g. resource or power efficiency), in which case please specify that
its not built wrong
how does it "not work"? what does it do?
Based on your statements to now I don't believe you're capable of proving that, but you really would have to.
cause they literally never have if i try to make them
it still is
the resource efficiency never changes if you use the same recipe
same goes with power efficiency
and a setup only produce as much as its provided the inputs
which is 100% of what its supposed to do
resource efficiency is usually compared between different recipe paths 🤷♂️ so a build is usually resource efficient if it's the cheapest recipe path given the resource weights
same for power
well from where you started i assumed you meant a set recipe combination, just how well someone executes it
anyways it seems like the video wont come in handy just yet
again, please give us an example of what happens, so we can help you troubleshoot the problem
you only said "it doesn't work"
No i havent
you never said how it doesn't work
I've said exactly why its not working
please link me that message (or type it again) because I must have missed it then
I can't find it in last 100 or so messages, so that's why I am asking
Curious… I wonder what is the most efficient oil power system?
By that I mean it uses fuel powerplants and outputs the most power minus the power used to create the system?
Including all alternate recipes as well.
Go look at Kibbitz?
alternate heavy oil residue -> diluted (packaged) fuel -> fuel generator
I think its kibbitz
it's "kibitz" and he doesn't always have the most efficient setups 🤷♂️
diluted fuel is great yeah
That’s why I’m asking if anyone has done the actual math.
the fuel gen he had a while ago was
yeah check the wiki page for fuel generator
what actual math? like how much you need? 300 oil -> 800 fuel (+ 200 polymer resin byproduct)
nothing complicated about that math
diluted uses 1 heavy oil to turn 1 water into another fuel
I’m currently setting up around 900-1000 oil input.
1 hor + 2 water -> 2 fuel
finger slipped
I’ve currently got it configured to do the standard fuel recipe…. But only getting 8100 MW power output peak.
thats the awkward thing about meta alts
they make it not very intuitive to invest too much into the og recipe
That’s what I was thinking…. The original system seems lackluster.
yeah, with diluted fuel you get 300 oil -> 10 GW
diluted compared to normal fuel lets you run 4 times as many generators
MOX has been having this argument for days in the Design channel but won't actually demonstrate the problem. Just insists that a 10/m input split into the first machine consuming 2/m will never fill up that first machine and therefore, since there can't be any errors in their setup, manifolds are a lie.
The diluted fuel is a package full, and it’s an alt recipe, correct?
both diluted fuels are alts, one is in the refinery and the other in the blender
Both thankfully use the same resources and produce the same numbers, go with the blender 😄
There are 2 diluted fuel recipes and both of them are alts
One of them is for packager+refinery, another is for blender
what is the benefit of this alt recipe? It just seems more complicated, am I missing something?
I stayed with the standard recipe because of how trivial it is, AI limiters are just easy.
It uses slightly less copper and coal
You get the alt recipe for circuits too and its great, cuts out oil
If you have already set up a high-speed connector factory and have excess connectors, you can use those to boost your electromagnetic rod production
Though it does look weird I will say
I’m not saying it won’t fill, just hasn’t
The setup is literally what everyone says to do
And it’s not working
it needs some time to fill up
you can get around that by pre-filling machines
I’m pretty sure over night is enough time to see some sorta “filling”
Which it hasn’t
can you share screenshot of your setup?
that's hardly true. Alternate recipes are different. They give you an alternative that you can use if you feel like it's worth for you
The blender recipe is the most efficient it appears… will look into retooling the fuel factory then… and adding another layer of fuel generators to the power towers.
That blender recipe allowed me to cut the size and complexity of a turbo fuel refinery by about a third compared to the old packaged dilute method.
the blender recipe is great for making the production lines simpler, but the blender unlocks pretty late, so there is that
So Is this the best way for turbo fuel the route of
Crude-> HOR-> Diluted Fuel-> Turbo Fuel?
Good point, I'm not sure how my next save will go, I swapped to blender after the demolition because of having it unlocked.
I personally wouldn't do turbofuel. It doesn't add much to power production and if you have diluted fuel already, you're fine until nuclear, so doing turbofuel is just a waste of time and hard drives imo.
I'm on Experimental where Turbofuel is part of the MAM
So it's unlocked along with compacted coal
all the other turbofuel alts are still HDDs tho
I have them
🤷♂️ then you already wasted the hard drive in my eyes 😛 and even then I wouldn't do turbofuel, it's just more spam of fuel gens and you're gonna do nuclear eventually anyway
Just trying to find the most Crude oil efficient recipe for power I don't plan on Nuclear.
Well, I might, it's just extremely complicated
I wouldn't say extermly
the vanilla recipes are pretty easy
and you get tons of power out of them 🤷♂️
I'm just worried about the uranium fuel alt as it's pending a change due to removal of beacons
well you can not use it 🤷♂️
or use it and then resolve the removal when they actually remove it
Making a factory of everything for my storage except alum. I made the numbers extremely easy and it's just sooo satisfying
True
Yeah, we’ve already got all the HDD unlocked, and all the techs unlocked. I’m just needing a good power boost using oil to jumpstart the big nuclear project in the works.
one question regarding nuclear power:
how do you feed 1 fuel rod per minute to 5 power plants without having to wait 5 hours for all of them to start up
Satisfactory 1 to 5 splitter | Tutorial Ep 4
✅ Merch: https://teespring.com/stores/random-gamer
🕹️ My Setup: https://kit.co/Random_Gamer/gaming-editing-work
This tutorial is about splitting one conveyor into 5 conveyors.
We need 3 splitters and 1 merger for this setup.
🎬 Most recent videos: https://www.youtube.com/c/RandomGamerWASD/videos
❗...
interesting, so it is not advised to use manifolds with nuclear plants in general?
I personally prefer not to, especially with nuclear fuel, it is incredibly slow to start and makes for an un-needed radiation hazard area.
I'd just feed the fuel rods from manufacturers directly to power plants
it's a nice 1:2 ratio (1:3 with the alt)
Load balancers do take up a lot of space, in the case of radiation hazards, I build said balancer in the attic space of a building, out of the way.
Everything else I just manifold.
Holy shit the one thing I’ve been looking for
if only you could like... google it
Told them that yesterday.
Even told them the exact words to type into google.
or into !wikisearch xD
But why search for something when you can come here and make others do it for you?
Bet it's not going to fix your problem, though
I have
Greeny IS biased vs TF.
Not going Nuclear doesn't mean you HAVE to go TF but if you like the idea of squeezing as much as you can from oil and don't mind the extra logistics it's pretty good but DOES ad significant logistics for not that much more power than diluted fuel.
thank you
Is it Worth overklokking nuclear plants? I've got 6 uranium rods amd 1.5 plutonium per min
Nah its best to build more, powerplants become weird when you overclock them
especially fuel plants
My nukes have a slight overclock to make numbers work, and I didn't plan on rebuilding the plant to accommodate 5 more reactors. less than ideal but 106.5% to get the required 105% took a slight bit of maths to burn that 21 fuel.
Agreed
welp that video totally blew on reddit
there are probably as much downvotes as upvotes
What video?
Which video?
The one you saw
I manifolded 30 reactors. It’s been around 8 hours of playtime and it hasn’t started operating at full power yet
it takes longer the slower your items get produced, and fuel rods produce and consume at pretty low rates afterall
most people also prefer doing balanced reactor setups to avoid full lines of radioactive material to reduce the radiation impact a bit
Nuclear is really awkward because if you use a centralized balancer you'll need to find a way to route 50+ belts for long distances, on top of the 50+ pipes
or just build nuclear next to power plant 😛
Idk if this is accurate. But you are all available to correct me if i am wrong.
Sooo liquid freight tank on train can carry 2400 litres oil per tank
Packaged fuel takes 30 litres per barrel and stacks to 100 barrels with 48 slots a train cart. that total of 144k litres of oil.
That means the liquid freight tanker will have to travel 60 times to make up for 1 full freight cart
fluid trains aren't the best
yeah for trains its better to package
1 packaged fuel contains 1 volume unit of fuel, but even then its still a factor of 2 you gain from packaging, just not 60
it is indeed wrong.
Freight car can transport 1600 m3 (not liters) of fluid.
One item of packaged oil is 1m3 of oil.
Freight car can handle 32 stacks of solid items, packaged oil stacks to 32, so 3200 pakcaged oil or 3200 m3 or twice as much when unpackaged.
HOWEVER you also need a second freight car to move back the canisters (or multiple stations, which reduces throughput), so in the end they are roughly equal
it would be swell if one car could go both ways, but alas it doesnt let us 😄
why not just sink the canisters and make new ones
that's a waste of resources
Wiki says they stack to 100? 48 slots per cart.
🤷
32 slots per car
i would probably do that in some situations, i'll often find its a chore to even find a use for the polymer resin
I mean in ideal case you don't want to move fluids anyway
So if it says 30 oil on wiki it is 1m3?
it doesnt say 30 oil
you may be confusing m3/min with m3
On wiki it does.
where
it says it consumes 30 per minute, but it also produces 30 barrels per minute
one barrel is one m3
It says 30/min
yeah but also produces 30/min
2 crude oil + 2 canister = 2 packaged oil
each craft turns 2m3 of oil + 2 canisters into 2 barrels of oil
or even simpler, 1 oil = 1 packaged oil
😕
a factor 30 for packaged transport would be insane and totally destroy any use for any pipelines, you would package it anywhere you possibly could
theyre tiny barrels
who needs 600 pipes if a mk1 belt can carry 1800 already 😄
so yeah, just check this again, it's pretty much equal if you send back canisters, the train is better if you sink canisters but then you're also losing resources to produce canisters. Ideally just don't transport fluid at all and build your factory near the fluid
um what
its a joke based on the factor 30 idea
ah
So I'm just dumb 🤣
Lol ok back to the drawing board for me.
if you haven't built anything yet, then I heavily recommend building factory near the oil field. Or at least part of the factory that converts it to solids like plastic and rubber and then transport those
in summary, fluid transports are totally viable if you need to or want to transport fluids. personally, i like the style of fluid trains, but its often a bit of a hassle to do it
but its often easier to build to avoid it
What i wanna do is transport oil to lets say for example. Computers factory to process the plastic for it. Instead of moving the plastic itself.
in general - while mass transport is possible to do (and not really that hard), that doesn't mean you should always mass-transport everything. Processing resources before you ship them can greatly reduce the amount of vehicles you need. Or reduce the hassle if you convert fluids to solids
it's obviously up to you, but I recommend moving the plastic instead of oil 😉
Yea I'll have to go back to drawing board on this one.
dont let any arguments stop you if you really want to move the oil because you like the style of it or whatever, as long as its fun to you 😄
its just "easier" to not ship fluids, its not impossible to get it working just fine
I wanted to do oil depot that collects oil from all the nodes and then distribute it. But if it gonna take multiple trains. Then yes it won't work
Yea. I'll just do replanning.
It depends on what you want to do. If you want the easiest option or if you want to do it your way for the sake of challenge
Tbf if you plan on doing some crazy setup with the fluid that nets more product than what you would send normally vs fluid I would say send fluid.
But its all "ifs" and "buts"
I wanna net all the oil. Gas and water in multiple depos so i can centralise it all under one logistical system.
All I'll ever want is two trains. One to collect all the items from all the factories to central storage space and other train to deliver fuel for all the trucks and oil for factories that needs plastic and rubber
I'd recommend every train to go only between two stations, makes it easier to track what is happening and change only parts of your network
if you have one train doing everything, that would need to be a super long train
No because it wouldn't matter if i get 2 modular frames for example every min. It just for storage.
Not to produce anything else
but everything is a lot of things 🙂
All together yea. But hopefully i can reduce it all to handful 😛
i have a few collector trains in my latest game, but they only hit like 4 stations and collect like one product at each of them, and their route would take them by them anyway, so it feels fine
i prefer using trains of at least some length so i can use a single station to handle multiple products more easily
without needing to get into a complex sorter setup
i have a central storage hub and then distribution hubs with train stations for each wider area with factories, roughly around each starting area
that would be the alternative, have them collected and re-distributed in separate hubs
not build enough satellite factories yet to bother
I only have 1 machine per item for storage. Each item has it own factory for all machines and raw resources required.
Which begs the question: why suggest moving oil over solid products if the goal is having less long-range transport? 🤔
I'm assuming alts are involved
goal is to have easier transportation. Which means solids > fluids, secondary is transport less > transport more
"most optimal" is to have a factory near nodes that makes the product as complex as possible (more complex stuff is usually in lower quantities)
ideally one that makes final product that is then transported to storage
I personally prefer transporting oil to a somewhat close location then belting oil products to the other factories
The rest of the factory is getting nuked when i reach MK3 miners. This save is still young
As in everything on the plains
let's say i need 120 water, i have 85 water per min from byproduct, can i just lower the water extractor to 35/min and it will go without problems forever? or will i have some issues?
As long as that byproduct is produced with 100% reliability/no downtime, then I can't see why not.
And even then you could buffer it.
just make sure the byproduct gets priority or your factory will stall
My aluminum setup has been running for a long time reusing the byproduct water. But getting it to work took some trial and error. For my large nuclear plant I’m trying to avoid problems by sending the water out to an external fuel power plant where it will be converted to fuel with diluted fuel recipe and burnt.
the safest is to use a priority merger, the layout for that is shown in the plumbing manual
also other suggestions on how to solve it are in there
The tool makes me produce plastic from rubber and oposite, can i just exclude the "steps" and subtract the two making plastic and rubber from eachother ?
i dont get the question
i just want to make the amount of rubber and plastic that i need from crude oil, i don't want to do all the extra steps and "reuse" and use all the resources
you can disable recycled recipes, but you won't be able to make as much rubber/plastic from your oil
crude oil is not a problem, the next problem was that i actually have built 60% of the factory already and started with the crude oil, and when i changed those to recipes everything changed xD so i had to go trough all my recipes to not "fk" up everything i already built
well that's up to you 🤷♂️ I personally recommend using the recycled recipes
i only need more oil and i have more than enough oil here to use :P but thanks for the info
also, next version would be great if it was posible to "save" how i put stuff in the Visualization :D
Thats called "Print Screen + Paint" 
or snipping tool
it's definitely possible, just not a priority right now. Priority is finishing changes that are in beta version currently, after that I'll probably be making some bigger QOL update
your tool is amazing! i have no complaints .. :) just wanted to share that it would be awesome to be able to save it .. but not any demands! :)
i do this, but i also move them after i finish a step
like this
well with paint you can e.g. cross them with a line or something 🤷♂️ but yeah, definitely plans to do something about it
I forget that people use insanely huge maps, I try to mix it up a bit to maintain some semblance of sanity as I go.
this is just my setup for Nuclear (6 uranium, 1.5 plutonium)
this is our endgoal , and we are not building everything at one place
I havent gotten to that point in a long while, had a break when I was about to start that in update 4 and now im back to play 
But like what I mean, is that I would take each of those, setting up a tab for each and use resource limiters on them to match the "main" tree (like you have)
Probably not without its faults
i get what you mean... :P
You can disable the recipes in calculator, but use them in-game though
I guess... though why would that be useful in any way? 😛
You use calculator to get the exact numbers of plastic and rubber you need
Then divide it by 3 and get the amount of crude oil you need for that
sure... but why not have the recipes in the calculator in the first place?
but when (in my situation) the tool says i need to make more than i need because of efficiency, then it would be wrong to se the amounts and divide by 3
the tool never makes more on it's own
the tool makes exactly as much as you need
you can set an amount of items you want instead of maximize
what i mean is , to make my "end product" i don't need the amount that the tool said... it just uses up allready made products to not "waste" it ..
that's not true
are you talking about the recycling recipes
yes
the recycling recipes work that way
they convert 6 rubber + 6 fuel into 12 plastic and vice versa
so i make more rubber and plastic than i would need to make my rods ... :P
im not complaining, i just didnt picture it that way
you can't make less though, as the extra plastic needs to go to the rubber production
otherwise the rubber production won't have enough resources
thats why i removed the recipes and made it another way :)
the thing is
having that loop of recycling in there lets you get more plastic and rubber out of the oil
you're using more oil that way 🤷♂️ it's your choice of course, but the recycled loop is most resource efficient
so you need less oil
yes yes i understand :) but i have 450 oil that i can use and i need only 200, that is not used for anything else, and since im a norwegian i like my oil 😏
well... you don't need it for now 😛
later you will
nah we good
never too early to start saving resources 🤷♂️ but again, it's your choice
im using a resource well :P
alright
but thanks for the explanations ! appreciate it ofc ! :)
This is the way if you want lots.
Worth noting this setup consumes power, vs the default way produces power.
Whenever i want to travel far nowadays i dont use hypertubes anymore
Its all bladerunners+Jetpack+MK5 belt
Slidejump off belt and keep speed with jetpack
wait i minute what is happening, why can't the calculator do a motor production line what
Uh oh guess you have to do it the other way
Can you share the production line?
probably forgot an input resource
You can produce even more rubber by turning the polymer resin to rubber
When you dont want to do the final mission because you find it boring and just want stupid scale.
300 refineries being built for a centralised iron cleaning facility
Taking in all the medium and unpure grass field iron
that won't get you from one side of the map to the other side though
Sure it does.. you just build tinny Mk5 booster ramps when you land 😛
but that will riddle the map with stupid ramps
Stupid but effective 🙂
trains are enough for transport 🤔
Slow
trains are faster than unboosted tubes and like tubes, don't require you to do anything while you travel.
indeed
@wind spade HUGE ty for SCIM. I make a 5 story factory and then found out it wasnt foundation aligned with the rest of my stuff. 🙄 I was able to offset the entire factory there in a couple of minutes vs the time it would have taken to destroy and recreate same factory. Awesome too.
... not a problem, just... I didn't make scim 😛
"This tool was made by greeny, with help from Lucek and other contributors."
that's not SCIM though 😛
Not enough coffee
that's satisfactory tools
Do you guys build 5 water extractors for each x2 nuclear plants?
yeah, it's a nice ratio
any designs or stuff i should know about to get the 600 m3 /min ? everyone talking about 600 per min not obtainable
P P
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600m3 is obtainable if built correctly, but this setup doesn't have 600m3 anywhere anyway
if you don't care about extra power and shards, you can overclock water extractors and have one extractor per power plant
how much more power does 1 extractor use when clocked? the 75 i need will use 1500 mw
20 MW at 100% or 86.6 MW at 250%. So for the 2 power plants, non-clocked extractors use 100 MW in total and clocked ones use 173.2 MW, so 73.2 MW extra per two plants
but also 6 power shards needed for that (per two plants)
i've got 1.5 plutonium rods aswell that i can make plants for, but think im gonna sink those rods, to afraid of radiation
it's so frustrating that the SCIM doesnt show me what slugs i picked up allready or not
@fierce ruin for choosing alts, ideally you want to post the image somewhere where people can comment. And also - choose what your save needs, not what other people tell you 🙂 alt recipes aren't good or bad, they are just different, so feel free to check wiki or other sources on what each recipe does and then choose yourself 🙂
Yup, some will save you resources, some will save you machine count, some will give you new uses for old materials, it's really down to what you want to build, and how.
Ah ok, thanks for the heads up I'm doing a steel factory ATM, so been trying to see what I can unlock. I only have one more HD left, so apologies if I've been spamming. 🙂
it's just that posting it into #screenshots makes it very hard to give you feedback on the recipes you have
if you're not sure and want hints, that's fine. Post it here or in #old-questions-and-help and people will help you 🙂
Got it, I want solid steel I think. Thanks again!
but I recommend asking for more than just "pick #2". Ask why would they pick that option and what does the recipe (and the others) do
allows you to make educated decisions yourself and understand more about why you picked the recipe
solid steel is a boost for steel production, at the cost of more power I think
That's helpful cheers, power isn't an issue ATM so that's viable. I want steel to be a fairly big factory with many floors. I've laid out many foundations ready to start the build so was trying to get the HD for Solid Steel, but as I got others I figured ask as I really didn't know what was any good.
yeah, the problem is that "good" is very subjective, some people like smaller builds, some like more resource efficient ones, some like power efficient ones, some like less complex ones, etc.
which is why I dislike when people just put it in screenshots, as you can't really ask them this or give them info about the recipes (well you can, but you have to ping them in other channel and it's just weird)
Not weird at all, I appreciate the heads up and will give some info next time as to what I'm doing.
well the thing is that other people don't see the recipe screen, so for them it's just a random message and it's harder to join the conversation
unless they check the screenshot channel as well
No worries, I'm off searching for some more HD shortly so I'll be sure to post them in the right place.
I think the same way on that but I've been bitched at for posting in design and architecture when I'm wanting to discuss exactly that ...
I guess it fits #old-questions-and-help or #math-and-meta more
I suppose, I still dislike gatekeepers thinking they have some kind of authority on who gets to post even when it's in the correct (subjective ofc) topic/channel.
I'm not saying that it's bad to post it in #screenshots, I'm just saying it's hard to engage into discussion when it's posted into #screenshots
That is the huge drawback with screenshots is you can't easily get a discussion going.
iirc #design-and-architecture was created to talk about the... well... design side of thing, so visual stuff, not recipes or math 🤷♂️
(got it muted anyway)
I get that, I have often aimed to talk about design style, mostly to get ideas to improve my own play but if a discussion can help anyone else, then cool.
Got it, just as I finished the first floor. Well that's Steel sorted.
Oh yeah solid steel is amazing
I think there's a good reason to keep convos in the "right" channel as much as possible: ease of searching. For instance, if I was searching for station designs, I could search "train station" in #screenshots or #design-and-architecture, but if I wanted to find convos about how to load and unload trains properly, I could do the same search, but in #math-and-meta
why not search server wide since people discuss everything everywhere anyway
Too many results
You would also get lots of "polluting results" (useless for the search) from #old-questions-and-help... Almost anything is mentioned multiple times every day there
Point is I was talking design and architecture, in the proper channel and got bitched at so I kind of blew off said gatekeeper.
Sure, that's why I gave you a different example to explain my point
Sorry, overheated & ratty right now.
Then let me clarify: I'm not taking sides, just making a point for why some "gatekeeping" can help searching for stuff
Have you ever had a pipe simply refuse to carry fluids?
floor hole?
Nope, just a horizontal line, this two in particular, I had to rip them out and rebuild exactly as is because the pipes themselves somehow got bugged.
Not the first time I hear of that for sure...
Fluid just stopped, and after about an hour messing with pumps, valves thinking I blew it with head lift, I discovered those two pipes, about 150 metres of them just didn't want to carry fluid and the oil extractors went idle.
Imo, building stuff fast enough can still lead to some similar issues (eg: stuff being placed in "impossible" positions if you click fast enough when making multiple instances of the same building)
I saw on a reddit thread someone had a belt reversed pulling from inputs, that was funny.
And that's just one of the ways pipe connections can get borked
I do build quite quickly, it's probably just that rearing its head.
yeah theyre buggy
once i had a pipe that no fluid went through so i deleted it, and when i tried to rebuild it exactly as it was, the position was suddenly illegal
Its fixed now, I was just curious if others had encountered the issue.
Found that input reversed reddit post I mentioned https://old.reddit.com/r/SatisfactoryGame/comments/vnpivx/apparently_conveyors_can_go_backwards_my_internet/ , copper wire coming OUT of the input haha.
huh
" the conveyor made my game unstable, crashed it 3 times and once forced me to restart my pc" lol
Inputs are meant to take stuff in, not spew it out due to a borked belt 🤣
how much sulfur did you need again for a max nuclear build? assuming you use infused uranium cell alt and default non-fissile uranium recipe
SatisfactoryTools would know 😅
true
Oh wait, it's easy, it's a 1:1 with Uranium
... Plutonium processing though... I can't recall that part exactly
Alright, I checked the recipes:
2100 Sulphur for Uranium Cells
756 Sulphur for Sulphuric Acid
thank you!!!
Lucky I was still idling in the bathroom xD
hey guys if i have 2 pure nodes, each with a mk1 miner on it, and i need 180 iron per minute. what percentage do i need to underclock them at?
if that makes sense
nevermind im an idiot. i coulda just halfed it LMFAO
Here the current list of schematic changes from u5 to u6:
https://docs.google.com/spreadsheets/d/1KlEeocG1XqDmkOgXKQWwQf0vjx4EP6HpqN6pdizgNTg/edit?usp=sharing
U5
Name,Input,Input rate (/min),Output rate (/min),Output,Produced in,Comments
Alternate: Polyester Fabric,16xPolymer Resin,80,5,1xFabric,Refinery
10m³Water,50
Color Cartridge,5xFlower Petals,37.5,75,10xColor Cartridge,Constructor
Biomass (Mycelia),10xMycelia,150,150,10xBiomass,Constructor
Black...
Funnily enough you could just strangle one on them with a mk1 belt to get the right ratio XD
how much percent of 12 is 31.44?
(31.44/12)*100 = 262%
i noticed my mk5 belts aren't hitting their advertised 780/min. I get approx. 750-760. Is there any reason for this - and a fix?
nope, it's caused by FPS lag
either that or you dont output 780
you can reduce it by only using really short belts between buildings, otherwise assume their real capacity is around 760
aha - and if i am away from my factory, will it then reach the 780 capacity?
🤷 wouldn't count on it
well shit
only if you output 780/min
and if i crank my fps - would that get it to raise the capacity?
do you have multiple belt segments?
aka a long belt made of many parts
yep
thats the issue
do buffers help?
mk 5 belts suffer from segment-to-segment loss of throughput
use splitters inbetween
those help
that sound like something that may be fixed
that sounds like something that might be fixable?
we dont know
sooo I´m about to plan out my Computer production. And i have the caterium alts for booth the circuit boards and the computer, and I´ll use the caterium computer. the thing is, i only have a single normal caterium node near my oil, but i have 2 copper nodes. So would it be better to use caterium computrers and the normal circuit boards with the copper sheets?
this would fix a potential caterium bottleneck right?
What about fused quickwire?
It's pretty much a solution for "not enough caterium but extra copper"
you mean this one?
Yeah
so, 2 normal copper nodes and a single normal caterium node
you think this will work out?
Depends on tons of other things. I'd personally just select all recipes I have and let tools calculate how much I can make and how
got an idea:make all caterium wire with the alternate 1 recipe, rest of the copper then into sheets and see how many circuit boards this makes
or something like that, at least
I´m probably also going to make my first train line from the 4 coal nodes in the lake biome to my steel factory, for that extra ton of steel
imo the best way to haul coal is trucks, because you can just borrow a little of the cargo to double as fuel
but i gotta admit trains are the most fun, so do what feels right
its a long distance, and the way there is that small stone cliff road, and i want trains
sooo its train time
https://satisfactory-calculator.com/en/planners/production/index/json/{"view"%3A"REALISTIC"%2C"maxBeltSpeed"%3A"780"%2C"maxPipeSpeed"%3A"600000"%2C"Desc_Motor_C"%3A"5"} how do i load balance things here?
Will probably built the main part of the route in a way that it can be used for a main train way later
Tip: don't load balance, it's not required, manifolds work as well
but, for example, the iron requires one belt to have 45/min, another belt with 45, and a third belt of 27.5
then there's also an ingot line that splits into 15 and 12.5
Anyone an idea how to split 600m3 fuel to 5x120?
In any way you want. coss sections on a pipe are not conveyor splitters
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+--+--+--+--+
| | | | |
again, using a manifold works 🙂
i dont think i can manifold 40/min into 25/min and 15/min
it's just a single splitter 🤷♂️
going into three things
Or the more convoluted way: Split into 4, then 1 into 2. You now have 3x 10 and 2x 5, then merge back into 25 and 15.
i think i made a load balancer for the 40 to 25 & 15
and yet a single splitter can do the same job
This is a load balance. A manifold could do the same with just 1 splitter
That is what greeny is saying
When the 15 gets backed up the 25 will get what it needs
yeah, but if it gets 20 and only needs 15, it'll fill up and overflow the extra 5 to the other side
when i started i HATED running overflow systems like this, but now im addicted
it saves so much space
1120 Quickwire per minute right here.
this also means that this theoretically is enough for quite some computers
i hope.
oh god how am i supposed to do the math without just guessing things
okay so. To make 3,75 computers a minute it takes a total 217,5 quickwire per minute. 105 for the computer, 37,5 for 3 circuit board assemblers each.
i can make this setup of 3 assemblers and a manufacturer 5 times.
which means 18,75 Computers a minute.
I expected juuuust a bit more bit I´m 101% fine with this
could´ve also been way less
imma start getting the setup done
now i need a system to put all these assemblers into 5 lines
send help

300 refineries lined up being slightly overfed by 18 lines of 600 iron ore being turned to 30 lines of 650 iron ingots
Scale is fun
As you can see each floor has 50 refineries and each belt coming out is grabbing 10 of those