#Satisfactory/Factorio/Other Logistics Games
1 messages · Page 3 of 1
oh my goal is to 100% avoid circuits as much as possible
but they are so helpful
i bounced of having to hand craft too much
im not touching circuits unless i really really have to
dont play space exploration then
i wont lol
ive seen videos on it
im not touching seablock/space exploration
im fine with space age
but like this is how i do train unloads
but honestly the best tip for trains is to get a chunk aligned blueprint book for tracks
makes it so much easier to set things up
yeah i probably will get a blueprint book for rails
im generally trying to stay away from using blueprints i havent made myself
but for rails i dont really wanna reinvent the wheel
we do a bit of 🍝
yeah i made my own but honestly its better to grab one as its going to be mostly the same but there are some nice qol features some have put into their books like i know there are som where they have made sure verything is aligned just right that you can drop turns and such over stright aways and not have to mess with signal placement
also oh how i crave default inserter recipes
i still remember a run i did where people wanted to do tons of trins but didnt want to do city block stuff and i was just like 
They key to circuts is starting simple. "If the recieving chests at this stop are still full, turn off the stop."
Back in late 1.0 I made my own roboport-scaled trainblock book. I really need to get back and reside it for 2.0 rails. Maybe after Silksong.
Figure it out, please 🥺
Ye I can leave it to you to figure out, just remember to consider what your circuits will do when the power is out

notes for self: finish copper mine, finish copper smelter, set up reactor fuel
when is next?
Oof
Also based off of today ina have to pester you to add mining patch planer and a ratio calculator mod
Which ratio mod?
lemme go see which one i use
That'd do it
Installed

and did you get https://mods.factorio.com/mod/mining-patch-planner?
those two will make it much easier if i'm having to do most of the new mines and refactoring of the base
I did

but yeah early into next session i should be able to fix our copper problem which should fix a decent amount of our other problems
and i'll just slowly keep pestering you to add more qol mods
oooooooooooooooooooooooooooooooooooo i think one opf my favorite mods is no longer incompatable with SE
yaaaaaaaaaaaaaaaaaaaasssssssssssssssssssssssssssssssss
Which one, smol bugcat?
blueprint sandbox
will grab link
is v nice for designing
basically gives you a lil creative world
Ah, ye
iirc it gives one per player and one shared
ok so actually that was an old iteration of normal stick this is normal stick
and this
is cold stick
trains slowly happening
Trains good
TRAINS!!!!!!!
I think a lot of people get caught up on the signals because people explain them so poorly
They're so simple!!11! 😄
Ye
The space between two signals is called a block
A train can't enter a block belonging to a rail signal if there's already a train there
A train can't enter a block belonging to a chain signal unless it can make it all the way to a block belonging to a rail signal without encountering another train
"But why is THAT important?"
Because trains have social anxiety and you have to tell them when it's okay to pass each other or they can get stuck
At some point we need to do a big run with everyone from pnet
I'm still on my silksong grind.
Yesssssss
Mods, obvs
Ye thinking once SE 0.8 comes out that could be interesting
I never actually got off Nauvis in 2.0 Got distracted doing early quality and building out a space platform, but never a spaceship.
Quality is such a trap of a mechanic
It's remarkably easy to cheese but such a massive resource sink if you approach it directly
Yea, the "intended" route is just to skim quality incredients off your science supply line for mall use.
...without ever backing up into stopping the science line.
And that works fairly well once you get recycling
But the good way to do it is the lds shuffle
recycling is the cheese. :p
Get legendary coal from space make lds on Vulcan recycle it now you have legendary iron and copper
Dont you need a Gleba recipy to turn carbon into coal?
Maybe?
Recycling cheese is a helluva drug.
But with the right research and modules you can get 100% of your plastic back out of the lds shuffle so you basically get to print infinite legendary iron and copper
Every non liquid can have quality iirc even wood
And fish
I saw a video where someone had incorporated the gleba planting towers into their defensive lines to grow replacable dragon's teeth.
I want to do a space age run with people where I'm not constantly begging them to do something that resembles efficiency, oh and not getting a strep throat abscess in the middle of the run would also be nice
Anybody played Shapez here?
Surprisingly not
trains go brrrrrrrr
Note for self: swap reactors to only insert one fuel have latch open on inserter pickup+belt
"Insert reactor rod if Steam drops below 50%"
thats what the old controler did but now you can directly read the reactor heat
Does the heat stay up with no load?
as far as i know yeah
Interesting
so now you can just set the reactors to refuel once the temp is low but we dont have the enrichment yet and wont for a while so fuel conservation is big so i want to make sure it only puts in one as iirc reactors will burn fuel even at full heat
so i just gotta remember to change that over next time i get to play

TFMG?
I should grabs lunch too
TFMG?

Next time later this week
might redesign a bunch of things to down scale, kinda hard to fit stuff on the map
but i cant tell if thats just because krastorio is making stuff take more space or not
note to self for next time: the CME is top priority
@carmine carbon also i'm not like overstepping with bringing in big blueprints am i?
As long as they be simple, not really
Simple as in just tedious to reproduce, but easily parsable
ahh ye then i'm good, all of my stuff and planned stuff has just been like laying things out in the right ratios or numbers and lining up rails and stuff
The Rail book is a work of art
eh there are a few improvments on it i could make
Give yourself credit
i mean its good but i could make it a bit better
like i could make a T and + intersections able to be placed over the corner
i need to get around to updating the station book already
Like spoons, but for dealing with people /lh
the combination of k2 and SE is super draining
Yeeeeah
like i feel like either independently might be fine but together its just 
with SE needing previous versions of every thing for upgrading and K2 adding all the extra crafting steps for the sake of extra steps
and i feel like the cool stuff they add might make up for it
but being botless and before the cool stuff stage

well requesterchest-less
its tempting to just go up and bootstrap some science but the last thing i want to to make a temp setup that becomes permamnent
and getting everything on trains is going to be usefull anyway
next session i'm going to try to get us ready for the cme and i'll put down a few more of my city block style train factory thingies
Rebuilding my railgrid in 2.0.
Looking for train advise. The end product should be a tileable cityblock (roboports halfway down each straightway) with up to 8 stations surrounding it, 2 per side- the pic has an example of both station types.
Unfortunaly, it looks like I've run out of room for signals.
Playing Oddsparks again now that it's out of EA,
it's unique how the design of the game means the length of roads and where you pick up vs put down items is actually important, as it affects your overall throughput
My current bane is intersections though, need to figure out a solution for them
Just unlocked elevated rails in my railgrid file, trying to figure out the best way to integrate them.
Cloverleaf
Roboport coverage in rail blueprints always makes me nervous
how so?
it enables some bad decisions
It defines block size, but I believe I've worked out the problems associated with that.
i know for a fact some of the people i play with would remotely delete a mining outpost where the train stop still has chests full of ore
Pain
I had to reposition a backed up unloading stop to solve a signalling issue on a corner, so I saw that first hand.
not remote though, so I was able to turn on a few buffer chests with filters nearby
Assembled the rails needed for essential loops first, letting the bots handle the rest of the blueprint as my indersized rail production catches up.
Yes, waiting for recycling is better for any quality builds. But this extracts rare components for personal upgrades from the science stream while still on nauvis, although you have to deal with the Uncommon waste products.
tempted to start another Dyson Sphere Program run
just lds shuffle and then do a scrap thing for just the pink stuff
I dont thing recycling is very well designed for that reason. also, I've never done a interplanetery mission yet.
oh
you talked about recycling and i didnt look to cloosly at the screenshot thought it was a recycler array for fulgora
one thing of note speed modules have -quality on them
if you're doing stuff like that you can automatically burn off lower quality stuff you dont want by turning it into science or or repair packs
Huh. I didnt see that. Guess I need to strip those out.
I've rebuilt everything except sulfur in the railgrid now, at least in mall quantities. Time to tear down the old base and scaling up the railgrid.
Trying to remember how circuts work.
wa you trying to do?
When (chests frontcar) have (stack size)x40 and (chests backcar) have (stacksize)x40, Send (activate) to (Trainstop)
In 1.0 I manually set stacksizex40 as a limit in an Decider combinator, and when the stop recieved 2 green checkmarks, it activated.
This should output!
Fixed it
Cleaned up and functional loading stops.
And unload stops
Found a few alignment errors in the above blueprint. Otherwise, it works pretty well.
Trying something tricky with low demand items Lube and Sulfur. Will see if it works.
This might be crimes.
12 halflanes unloaded while there's a train present, merged into 6 full lanes, and the solution for making it happen in only 5 spaces between station and build involves splitting a redbelt into two yellows just long enough to beltweave with 2 other redlanes.
But are the lanes properly throughput balanced?
Or is that train slowly going to gain a bias for one of the cars and tank your throughput
there's a 6->4 balancer just past the screenshot.
which, yes, tanks the thourput just a bit once it backs up to the train.
How common are biter attacks on Railworld supposed to be? I got one attack really early and haven't actually had an attack party in like 8 hours
Maybe I'm being too proactive about clearing out nests, but it feels like there's been a couple that absorbed a ton of pollution without attacking
Railworld is Zero Expansion. You only get attacked if your polution cloud expands over an existing nest.
It came to me in a dream, required about 2 hours of work to make real. untested.
I can go back to sleep now
I THINK I've figured out a counter that shows the highest throughput a belt achieved in the last minute.
Clock decider transmits it's current clock and 1 clock (so, advancing clock by 1) to itself and everything else, as long as Clock does not equal 3600, resetting the clock to 0 (60x 60-tick seconds, or 1 minute in-game) (I may need to change that to 3599)
Counter recieves a pulse whenever a new item enters the belt, and adds it to the number of pulses it counted last tick, unless Clock = 0
Decider reads the output of Counter, and transmits it ONLY on Clock=3600 (just before reset, so the highest value achieved over that minute)
Memory remembers what Decider transmitted, until Clock = 3599, resetting the memory just in time for a new minute count.
if you know an easier way, feel free to let me know.
wait the highest throughput in that minute or the throughput for that minute?
because those are two different numbers
The number of pulses recorded by Counter in that minute.
ok so the total throughput of the belt for that minute
yea
there may be some way to cut down the number of combinators but honestly that's a perfectly serviceable way to do it
Ok, just confimed my clock needs to end on X99, not X00
the real fun is in trying to get a continuous average of throughput
Give me 3600 separate memory cells, I think I could manage it...
A moving average doesn't need that much memory
Probably, but the way I'm thinking of it is one cell refreshing per tick, and taking the total of all cells.
3600 is the minute tic count, 60 is the second tic count
I'm unloading "enough" materials, but I'm pretty sure it isnt entirely balanced unloading. And I could make it a lot better if I could force factorio to place a straight conveyor where it wants to place a turn, but there's no room for a feeder conveyor, and the underground exploit is facing the wrong direction.
hazards of scaling up my 1-2 station design for 3 red belts up to a 1-4 station for "6 belts"
Solved it
Now to figure out what I can actually DO with a continuous 180 items per second, inside a single standard railblock. That can be 60 green circuts a second from copper wire with only 30 green circut assemblers (adjusted for crafting speed modifiers), or with three of those, feeding assemblers making 9 blue circuts per second (thought that's 90 assemblers at crafting speed 1, so that might not fit in a railblock)
Why all the wires
power
i've never seen wire spaghetti before
The wires could be cleaned up a but, but it's not terrible.
The ratio problems are worse.
Dynamic priority. The more green lights there are in the holding area's traffic lights (that is, less trains waiting) the higher the priority of the stop. (Green signal x20 = alert signal, alert signal = stop priority)This way, the closest stop doesnt fill up with 4 trains while other stops go empty. Also, because I could, the train currently being unloaded is detected 3 times- if there's no train unloading, that's a massive spike in priority until it gets replaced.
I dont know if that a thing that's actually a problem, but it might be based on my schedule archetecture, so including it now.
well that was a waste...
Misremembered smelting speeds, made room for half the smelters I would need with uncommon smelters. It works with legendaries, but by the time I have that many legendaries I'm not hunting for rare drops like this.
Otherwise, it DOES work, at half speed.
Or full speed with legendaries, as above
Easiest fix would probably be to reformat it as a twin cityblock and stretch the smelters over twice the distance lengthwise.
not sure which one
actually
imma replace the center lines with conveyors
mmm this works
I feel like you could chill on the lighting a bit? Like cut okay the middle two
Otherwise, looks great
They run at 60%
Even without the lights on, they look real busy to me - but different asthetic tastes. it's your road! Go nuts!
ughj
I’m going to raise this platform up later
But the idea here is it’s just a simple left/right deal
Go right and I believe that should be the grand central mall
Random brainstorm I had. Dunno if it's worth doing.
the sound is daunting
\
remember that this thread probably existed so
factory https://i.imgur.com/T2nO1CP.jpeg
is it efficient? no
does it produce everything i need? also no
is it well designed? once more, no
parking garage :D
Looks loke you just need Engines and yooull have blue science!
Lol the workplace accurate big truck that's parked diagonally taking up 2 spaces
Enjoy.
one of my issues rn is fucking nuclear
160 god damn uranium powerplants
and i could go into ficsonium but it takes too damn much effort for the amount of energy you get
plus it uses like, over a whole map's worth of SAM
this many, plus the incomplete third row
is only 54 nuclear reactors
for reference the factory is 160
it takes 1 pair per reactor
320 extractors total
4 rows of 80
lmao
ok just made it a touch longer, total length is now 40 in 2 rows
500 gigawatts of nuclear's worth of extractors
before redundancies (an extra 4)
or 5% backup
i feel like i should expand this to 3 towers instead of 2, but dedicate only 1 to nuclear so i can run water across my whole world
so i decided to actually buy factorio (and space age) [🏴☠️] and completely restart, this time on a rail world, so heres a new definitely bad but functional base https://i.imgur.com/gTpgbiO.jpeg
(the copper mine is further south, as visible on the map)
also in exchange for my first oil field on the previous world being a single patch (of like, <50% base), this world has given me this monster https://i.imgur.com/XHFbYlL.png
21 pumpjacks https://i.imgur.com/oTpMT5o.jpeg
originally i was going to connect the power to the main base as well and even ran a line, but realized that solar was more than sufficient
even if it stops at night, im fine with that for now
also this time im seriously building out solar https://i.imgur.com/y5Tbpa2.jpeg
im going to build a separate accumulator field later
spabghet https://i.imgur.com/luSJliX.jpeg
i completely dismantled my entire base (besides the solar) and im now rebuilding it from scratch, so heres oil https://i.imgur.com/VUSPKSr.jpeg
(20:5:15 instead of 20:5:17 but i think thats Close Enough)
also iron, steel, gears, sticks, yellow and red belts, yellow and red undergrounds https://i.imgur.com/s0MWjYT.jpeg
splitters requires green circuits, which requires copper, but building the copper stack needs red circuits for the substations and im out of plastic which is why i went and did oil
i have successfully launch my first rocket https://i.imgur.com/m4BnGsQ.jpeg
I still havnt launched a ship to the next world. I keep getting distracted by Quality 2 on nauvis
oh also, around the time i set up a seperate coal mine, i decided to mine out the local coal patch completely, just dumping all of it into chests, except then i had to move the chests to make room which took forever and now im moving them again so i built this monstrosity https://i.imgur.com/KoGcW2O.jpeg
(yes im using a million splitters instead of any kind of actual balancer, i just want everything moved)
(also the radars were already there)
reactor! (i had one already, i just built a nicer bigger one) https://i.imgur.com/EDXvdBA.jpeg
yes im dumping on the fuel onto a circular belt but the inserters are set to only activate when theres no fuel and the temperature is low, so very little is wasted
ahh steam buffers, one of the few buffers i dont intrinsically feel hatred for
hilariously, my solar array still outputs more power during the day
though thats only because im not drawing enough to actually fully utilize the reactor so the system defaults to solar instead
oh also i read the wiki wrong, i need WAY more turbines
2 per exchanger is without neighbor bonuses
i actually need 138 total
okay yeah, now we're good https://i.imgur.com/Mr5MYzG.png
Pain
thats definitely one way to do it
I only sent up 2 inserters, 1 mk 2 assembler, and a few grabbers, grinders, solar panels and smelters. Plus a rocket and a half of wire.
i'm going to tell you this since the game wont: Platform WIDTH not weight is what will limit your speed
Belt witchcraft is fun. :)
For context, we're playing Krastorio 2, and setting up steel plate production at scale with room for beacons once we have the materials and belts necessary for it.
The recipe for steel plates is 10 iron + 2 coke makes 5 steel plates. So we need 2 belts of iron input and a bit less than half a belt of coke input to make 1 belt of steel plates.
Essentially, this little contraption uses a left-prioritized splitter to pull off the steel plates, an underground to only pull the steel, then puts it onto the space between the furnaces and belts, where the second input belt of iron was just a few tiles earlier.
We could've just removed a furnace and routed the output through the gap, but that meant a few beacons wouldn't be buffing the maximal amount of buildings, so we fought with our belts a bit until we got this. :)
(The numbers also worked out really nicely; once we upgrade this to blue belts and productivity modules/speed beacons, it'll saturate a full blue belt with one or two extra machines to make sure there aren't any gaps.)
slowly growing
i am not very good at building in 3d spaces
I'm working on the start of my big fancy universal train network
one might say I am using it as an excuse to linger in phase 3, I say it's because I need more encased industrial beams
And because train tunnel
Love the train tunnels and that rail loop with a tower in it
I set up a pylon system with blueprints for rails
The big flat topped building just behind the space elevator is sort of intended to be a logistics hub
So I will just stack it higher with stations as needed for import and export
The tunnel happened because I have that copper ore shuttle that was running through there and wanted to place a set of stations for collecting iron/coal/concrete there so I just made a tunnel through its foundation
Copper ore shuttle?
I needed more copper for my Computing/Weapons facility, so I ran a quick double headed train
It has its own dedicated rail and is kinda small, it makes me think of the shuttles you sometimes see at big airports and stuff
It's probably more optimal to have a long noodle conveyor but eh, train
Oh right shuttle like train
I can't believe I forgot my dogs, Gloopy Doo and Gloopy Two
I accidentally fed a iron ore belt into the output of a smelter stack (intead of the input) and I did not notice so now I need to clean it all out
Clearly I need to color code these
Last message today, but this is my work in progress steel-iron products facility, it should provide all the supplies I could possibly need for everything up to and including heavy frames and motors
I predict it should have 1-2 more floors added
Researching my first other planet, but I havnt actually secured my base yet. Evolution just hit the point where tank shells dont oneshot nests anymore, and also, I havnt actually redesigned my base post bots yet.
I am constructing a mere 130 generator turbofuel plant in a collaborative save with a friend and I am dreading doing this alone in my own save
At some point it feels more like a chore than a puzzle to hook up that many giant buildings
I may have forgotten the number but it's just a plant that is using one pure node at 600m³/min and using the alt recipes to make as much turbofuel as possible
In the future I might try to stack this stuff by just getting the crude and water way high up with minimal pumps and then feed it downward with gravity
That looks really nice! :D
Huh so something I read on the wiki is the factory cart has a single inventory slot and can be self driving like a truck/tractor.
I have a silly idea, dozens of automated carts on the same path to move low output exports to truck stations just for the aesthetics of seeing them zip around
It's too bad I went and farmed a ton of alternate recipes and now I have a screw-production-line shaped tumor inside the building
It may be simple but I find this to be a genuinely useful thing to install to any frequently visited building
Complete project in background
I also finally jumped into phase 4 and am massively expanding my rail line to automate crystal oscillators and aluminum
(but before that I am gonna build a stupid 132GW turbofuel plant)
(Which will require me making a mainenance power plant just so I can entirely tear down and re-organize my messy old setup at the eastern crater lake, my chosen location)
Imagine tearing down your old stuff couldn't be me
It's really awkward to transition from the starter base to a railbase because you're so reliant on the legacy infrastructure to handle your buildout. I decided to blueprint a Rail Mall with everything important at this point, that only needs smelted iron and smelted copper on rails to get started.
Fellow railbase-r!!
We should show off our K2 railbase here sometime... 
Y'all should
.. I should start a SE save
This took some skill on my part, I think
(I'm absolutely getting blenders instead for my next diluted fuel production chain)
Refining a full 1800/min crude oil with this production chain is rediculous and I wish I would just do aluminum so I could at least have the next tier of belts
does
does this work
The things we do for two belts and a fluid input in plus a belt out...
Pretty proud of it. 5.4k AI Cores per minute. :)
(Krastorio 2.)
Two solid imputs, one fluid imput?
Yep. Processing units, Immersite Crystals, and Nitric Acid go in, AI cores come out.
From what I understand yes, strictly speaking, but it is unreliable as its behavior can change between save/loads
And also why make such a high bump in the pipe? I assume it is to stop sloshing but I make mine like half as tall
pumps are only needed if you require more height, they don't promote flow in any special way
i have no clue how they workall i heard is "if it is high anything below it is gonna get water"!
Yea that's how I assume it works, even the slightest incline upwards would need a pump but any downwards doesn't
From what I understand the concept of "head lift" concerns the elevation of the source of the fluid (pump, refinery, etc) and then you can go as far below as you want up and down but only a limited amount upward relative to the machine
I mentioned sloshing, which happens if the flow of liquid is too unrestricted between the output and input machine, and for me the main solution to prevent it is to make sure to add some kind of flow restriction to the input machines
well if i put it all the way up now i dont have to worry about
getting it higher if i build higher
thats how i think at least
my brain is very simple
That is fair in terms of expandability
For a more general tip, or at least another thing I personally do is making a pipe manifold for multiple machines where I run a length of pipe perpendicular to the machines and add junctions to split off into them as needed
See above image
And as you can see I put the pipes above the input so some fluid pools in and helps make a sort of micro-buffer to ensure consistent operation (at least the intended result)
Dyson sphere program ass belts
What don't see a drone just phasing through the belts so it's not an authentic dyson sphere program belt
.....
Why did it take me seeing this to realize "wait i can stack belts"
somefhing more like this then?
Yea I'd say so
I hate this place and I think it hates me too
it's not even sloshing, the pipes just don't want to use all their throughput and it's clogging machines at the start of the chain
I even spotted some bits where adding a junction to the pipe apparently stopped flow through and literally just deleting and reconnecting the pipe fixed it and that's just one potential factor
of course it's just the difference between 70GW and 80GW of power which isn't a huge deal because it's already eclipsing my demand currently but there's just that little goblin in my brain that wants it to run at full capacity
I eagerly look forward to a project that doesn't handle mass fluid logistics
Trains once again goated, much more reliable for transporting liquids very long distances
By that I meant short distance logistics
Making a manifold input 600/min into a pipe without clogging and actually feeding that into the machines
My heavy oil is backing up because I just designed my factory poorly I guess
I mean if I really cared I can maybe move that whole refiner block up so the output flows down instead of up
I still don't understand fluid and don't know what sloshing is
Pipes are bi-directional so the fluids can hit the end of your pipe run or the input of a already full machine, reflect and start back-flowing, which causes havoc on throughput
Self-reinforcing loop that just makes everything inefficient and the solutions are obnoxious to say the least
Y'know the thought is only now occuring to me, am I ever even gonna use 70GW of power in this save?
i saw this while watching anime and my first tought was
"average megafactory"
that is what most cities are, to be fair
Too clean, wheres the spaghetti
theyre belt-weaving through the skyways
Death on wheels. >:)
Tonk!
Indeed. :)
Thank you, Krastorio 2.
(It has three railguns, an Impulse Cannon, an HMG, and a 12x15 equipment grid. Best. Thing. Ever.)
Yerp
My workplace still runs hand fed assemblers too
LEA CROSSCODE?!
Eyup!
Someone made a skin mod for her for Factorio, and we wanted to be a girl. 
It's probably that bend up in the pipes, you need a pump up there if you want to do that
Satisfactory fluid dynamics is very stupid
what,like
in the middle?
Head lift determines how high fluids can be pushed up. Only the vertical distance, or the difference between the elevation of starting and ending points, matters; it does not depend on the Pipeline's shape. Each meter of head lift can lift the fluid by one meter vertically. Fluids can flow freely along perfectly horizontal pipelines.
Head lift d...
Basically the pumps raise the height the fluid goes to
yeah, basically any height in the pipes means you need pumps
Pressure? Never heard of it
the extractors themselves do generate some by themselves
Yeah, just not enough to get up there, and head lift is a fixed value from the pump spot up, so you need a pump a little bit up the side of that bend, basically
though it should be more than enough in that setup, which is strange
If you're doing that to walk through it, I would make ramps over the pipes instead
No I know,I just thought this would be enough
Maybe it's just not tall enough?
Head lift starts at the pump, it doesn't increase as you add pumps at the same height
So a ground level pump adds like less than a person's height of full head lift iirc, you basically have to stairstep them
My train shouldnt be doing this.
There's the loading stop, two waiting areas (behind signals), and a shortcut into the loading stop (using a chain signal)
The train SHOULD prioritize the waiting stops when the loading area is full. who is it not working?
(I've also got a clever setup that sets the priority of the loading area based on how many waiting areas are filled, but that doesnt work inles I can get this basic funtionaity working)
uhm
This next to a stack of 1 meter foundations is near transcendental
well that aint good
As a temporary hotfix, I've removed the direct path entirely.
A gift from doggo
Also I figured out the problem
This setup produces and consumes 360m³ water per minute
But a mk1 pipe can only hold 300m3
I love satisfactory but fluid mechanics need to be redone
Also this may be it
Gonna go check when I am back from boxing
Yeah, i've seen those glitches before. tehy are very annoying
I hate reinfienreis because of how much goddamn space they take up.
and you need So. Fucking. Many of them. because a lot of the "bet" recipes use them
It's a factor of their use
Incentivizes power shards probably
It also makes the ingame fluid dynamics weep if you use them poorly like I did
thank u
Home stretch! :D
(Krastorio 2.)
Now all we have to do is charge it up with 30 terrajoules of energy (minimum 15GW) and that'll be Krastorio 2, complete. :)
Then on to SE
Buddy.
I am not playing K2/SE.
Maybe if I can beat Seablock I'll give that one a shot.
I was tlaking about vanilla SE
Mmmmmmmaybe.
I'm not a fan of Earandel's approach to balancing.
Telescoping?
where the electric furnace requires the steel furnace which requires the normal furnace
Ahhh, yup
which i get it its very annoying at times
but also
do not stack k2's 20 extra steps on top of it

I.... Have not continued that server
i figured
...actually no, not really.
[Reply to:](#1161710447716745357 message) the telescoping?
That's... not our favorite, but not a deal breaker.
Mostly it's things like neutering other mods to fit his idea of "balance" instead of allowing people to make their experience their own, and mechanics like rocket crashing, meteor defense, and the like.
.you know
when i see the megafactories people build
it doesnt feel like i did a whole lot
You'll get there
It helps if you're space inefficient
I like to build tall buildings for each factory
sssSHIT
oooh manufacturers are too tall...
cool this all has to go down
so i can raise all floors by one
man i am like
not very good at organizing space
this is what my factory looks like too
I prioritize how nice an assembly line looks
Space is not a concern in satisfactory since you can build up
Also makes your factories look more impressive
....ok so
I think I am gonna have to do like
One floor per tier of part
The only problem there is how you've setup your splitters.
It's much better to do a manifold design normally - one splitter per building, with it setup so everything feeds in one end and gets distributed down.
It does have the disadvantage of taking time to prime everything (since it'll prioritize filling the first one), but manifold designs just work better
i mean,the space is mostly gonna be the same since
altought there probably is
a better way to do this
god that looks so nice
I put a lot of effort into keeping my builds asthetic and also clean
....so this setup i have is
Damn that is a nice clean look
And youre using vertical conveyors? What a chad
Ive only recently discovered vertical conveyors just make your floors so much cleaner looking and use less space
It's much easier to integrate those designs into bigger factories too
I always forget that the blueprinting is a thing
Not a fan of how small it is at first
I always make my assembly lines very modular with a containers for inputs and container for output so the only hookup I need to do is between containers
It's quite a shame cause it could add a lot if it was available sooner and larger
Having played so much I already know generally how I'm going to build layouts up until a certain point.
first floor
all that is made here is iron plates,iron rods,copper wire,copper sheets,steel beams and steel tubes
unfortunately theres
no way to navigate it on foot but thats ok
WRONG
yuou can slide under conveyor belts
Yourr so right AGAIN bestie
It's like i have nearly 2k hoursi n the game!
Some of the otehr builds in that world
Including the gigantic power towers
You can parkour for a reason
They really didn't need to add nice movement to satisfactory but I'm glad they didn't
You see with 2k hours it would mean I would be an expert at making spaghetti
also uh
can i ask how do i take from these equally in multiple outputs
like
the first floor is gonna be producing tier 1 stuff
the second floor is gonna be storage and distribution
shit
There is anotherr use case for them, which is train stations
where you link them up so there's whatever you're loading going into a container, and then both the exits of the container feed into both the train station's inputs
or vice versa
but that's becaus otherwise trainstations slow down stuff because they cant be loaded/unloaded while they're moving stuff onto a train
or off a train
so your'e basically using the cargo container as a buffer to let you account for that issue
well i am
a bit stumped on what to do now
maybe some diving is gonna clear my head
hm
Super nice
oh
its not just a solid purple package
the slop
Ground meat
While that is true, it is ground meat cause it's the meat that drops directly onto the ground if you kill a creature
Not to be confused with ground meat tm, which is meat made from meat found in the ground.
good old castlevania wallturkey,
FINALLY finisher rebuilding the mall to smelt ores on site- first with coal, then with solid fuel once petrogas is on the grid. Also, since iron ore is on site, I add concrete structures.... and also modify the surrounding railblock frame to allow adding construction bots directly to the robot network.
all logistics boxes are restricted to red zones, which did require a bit of creativity in some places.
most egregious example of logistic spagetti
Honestly that's incredibly impressive!
not without it's brainfarts...
...running tests now. It's going to take a LONG time to saturate.
I did double check all the boxes were limited, though
green circ production is far enough down the iron plate pipeline that it's only giving a few dregs so far.
Power pole production just came online...
fixed a few more "forgot to actually put the input inserters"
worst one was where I had to swap which factory was making factory 1s and factory 2s in order to spagetti an iron line to the dedicated smelter for the factory2 steel
I think I've patched over the remaining errors with spagetti. I've still got major slowdowns on anything dependant on Steel and Green Circs, but there's a path for all of it once the supply saturates the other requests.
oh this is funny
Why is this train not entering it's holding area?
i mean,its saying that its detecting this train so it cant advance
But it's supposed to advance to the end of what it clearly detects as green, and stop at that signal.
Why is is stopping WAY BACK THERE?
I don't understand trains well but
I think this entire green thing is one block
And because it detects that if it goes into that block it won't have anywhere to go,it stops before entering it
You would have to make the holding area itself it's own block
I think
On the entrance to the holding spot do you have a rail or a chain signal?
The tl;dr on signals, only one train between any two signals. Trains will only pass a chain signal if they can get all the way to a station (?) or past a non chain signal
Chain coming out of the turn, chain at the entrance of the depot, chain on each branch of the depot, rail at the FRONT of each branch of the depot, rail after the station.
The longer version: the space between two (or more) signals is a block. The signal at the entrance of a block defines the behavior for a train trying to enter that block. All blocks can only ever have one train in them. For a train entering a block with a rail signal is allowed to park in that block either for a station or to wait for the block ahead of it to clear. A train entering a block starting with a chain signal is not allowed to park in that block and intact will not enter that block unless it can fully enter the next block, if that next block is a chain block it also must be able to fully pass that block too and it will keep looking ahead till it finds a non chain block
do me a favor and toss a bluprint import link for the rail bit
and the rail format:
Hmm. Turning all the chain signals in the sidings to rail signals seems to work on first pass.
chainge the thing in red to rail signals and blue to chain
when you enter an intersection you want chain
when you leave an intersection you want rail
By having chain at the spots in red you were telling the trains they could not stop until the got past the signals marked in blue
Actually you may want both all of them to be rail let me look again
i'd signal this like this with red being chain and blue being rail
though depending on whats down track that signal at the station could be either and not cause problems
Oh then yeah that should be chain
So pretty much, I have chain and rail signals reversed EVERYWHERE.
except the actual corners.
Basically a train will not pass a signal unless it meets all of its requirements
A rail signal had one requirement:
- there not being another train in that block.
A chain signal has 2 requirements:
- there not be another train in that block
- the train can meet the requirements of the next signal along it's desired path
- a train will look several signals ahead
it can help to think of chain signals as no parking signs
or as trains as having to reserve the entire path through chain signals
which more important chat
Were the ficsmas hat, ornament trinket etc a permanent unlock during ficsmas or was it just for that save?
least efficient way
there we go
now i am producing
1 modular engine per minute
What's the usual turnaround for experimental>release? Cause I kinda wanna wait for satisfactory 1.2 before starting my playthrough
ok so i dissasembled everything again
unfortunately i am still not smart enough to know how to deal with
this design probably sucks
it's important to never let perfect be the enemy of good, if it works fine it works fine
there we go this should be better
the ground is just a little confused about where it should be
Oh no why is Boxing Malewife making a Main Bus in Satisfactory
Terminal factorio brain :v
its all i know how to do
All Factorio players know is eat hot chip, trainbase, and main bus
eat spaghetti
If they'd eat it, it wouldn't be a problem :v
you have to make the spaghetti before you eat it
Really good factorio players also know how to prepare Sushi.
I should do reactor sushi in Satisfactory
I call this method "Radiationmaxxing"
If I get around to making a reactor setup I also wanna specifically store all the waste on-site
I will also be automating iodine filters, obviously
I haven't played Factorio but I love making main busses in Dyson Sphere Program
Once that assembly line circumnavigates the whole planet it feels cool even if it's inefficient
No but really what should I do here instead
And NUCLEAR ANNIHILATION- 
[Reply to:](#1161710447716745357 message) All Factorio players know is eat hot chip, trainbase, and main bus
That's just a very hot chip
hey
i got a nuclear nobelisk too
Build modular and build vertically
I tend to build small factories near resource nodes and transport the finished goods to a central warehouse base that does no production.
And if I am bottlenecked I just build another factory and dont redo old ones. I kind of design around trains so every once in a while I have train station hubs to consolidate the output of multiple factories in a region that ultimately goes to warehouse
i mean that is kinda what i am doing
but
wrong i guess
What do you think youre doing wrong?
i dont know it just
doesnt feel like i am doing it right
If you are producing components that are critical to space elevator parts you are doing fine by Ficsit standards
That being said, I feel organizing all the components into a main bus is a sort of waste of factory floor when I can just plug the output into the input as needed. If you have a blueprinter unlocked I highly reccommend designing machine stacks that you can easily slap down for production
I doubt factorio would have the main bus be such a popular design paradigm if they could make undergrounds just go wherever
oh no that is
just a room that i built for building adaptive control units and modular engines
i just didnt know how to make the parts needed to build that go to the right places witouth
....doing that
....about that
....nevermind i cant
make a video of the factory small enough to show it through discord
but!
...man fluid mechanics piss me off why is half nopt working
TIL there's more major updates planned for dyson sphere project, just planned for further than 2026
Oh yeah the enemy faction is like, not even half done from what they want iirc
Here's a mini-course in Satisfactory Fluids if you want, as far as I know it is accurate
would probably be against the spirit of the game but
being able to make artificual planets/space statins would be cool
Or just being able to build on the outside of dyson spheres
I think stations are going to be a thing
Sort of like things in high orbit that just are around a planet, but I think they were more for combat
The combat is still very not done
the horrors
uhm
I finally finished the 'small' 45GW turbofuel power plant with my friend from a while ago
It also thankfully has benefitted from numerous lessons I have learned in pipe management so it actually runs at full capacity
3 sets of 60 generators, each set in 5 rows of 12 and each pipeline only ever has to handle a absolute maximum of 450/min, so there's some room to slosh
(Jumping here from a convo in CCC.)
i actually spent a bunch of time just making some ships optimized for being narrow stic which admittedly was fun but they still need some work
nod
In terms of planets other than Gleba, Vulcanus seems... honestly quite interesting. Demolishers don't re-expand so you don't need perimeter walls or anything, which is a welcome change. And the production chains seem interesting - even if the Foundry is, if what we've heard and seen is true, such an incredible upgrade that it blows everything out of the water. :P
it is behind some of the most overpowered things you can do
its the key to no effort legendary quality everything
Right, yeah. The whole thing with +300% productivity, right?
yeah the lds shuffle
(Get 4x the stuff from one input, get enough for an input back from recycling- yeah.)
that and liquids dont have quality
so if somthing (like lds) has only one non liquid input you only need to get that to legendary quality to make it legendary 100% of the time
...Quality is... interesting to us. It's interesting, adding a level of vertical progression to many items, though it does kind of feel like managing so many different qualities of things would be... a lot.
ye, i find its best to run most things at just normal quality and then have some part of the base somewhere that works with quality stuff and to only make it for manual use
so like armor or stuff for space platforms
that way you dont have even more inventory clutter
...yeah. We kinda would've liked stuff like "mk2, mk3, mk4" items that require a lot more resources and more complicated production chains rather than just "feed in more raw resources until you get what you want", since the former seems like a more interesting logistics challenge to us, but we don't hate it.
Not quite our cup of tea, but something we'd deal with for the benefits.
nod
...back to the planets.
...quick question, before we go on. Is there anything stopping you from orbit-dropping lots of resources to help you get started on a planet? I.E drop onto Vulcanus, orbit drop belts and machines and pipes and the like, get a basic base going, then start up local production of products so you don't need to ship them in?
Hmm, got it.
it is better to like get a hub down on the planet iirc but theres no import restrictions so long as you have the export and transport capacity
That's... kinda nice.
...you're pretty heavily incentivized to make your factories self-contained eventually though, right?
As opposed to making a giant factory on Nauvis that ships out resources to other planets and brings back manufactured products for final assembly.
ehhh
i mean i wouldnt hub from nauvis
most people tend to do so from vulcanus or fulgora
...huh, you can do that?
Most of the videos and posts we see online seem to have people setting up basically entire factories on each planet, so we figured there was Something incentivizing you not to hub.
(Presumably Nauvis for biolabs?)
items have diferent max stacks when you're exporting them from a planet
like you can get a few hundred copper cables up per rocket but only 25 uranium magazines
...right, yeah. They capped magazines heavily to force people to engage with the orbital resource production chains. 😔
so there is some incentive
i think yello magazines are 100 per rocket which isnt too terrible tbh
oh copper cable is 4k per rocket
iron plates are 1k
theres definitely a bit of a penalty for stuff like that but given how most resources are infinite you totally can hub
(See, again. I would never want to bulk ship up ammo to meet the demands on space platforms. Making it from resources you get for free on orbit is magnitudes more efficient than spending fifty rocket parts per launch.)
(But it still feels kinda iffy being immediately forced to do things their way, as opposed to being able to make a planetary-supplied platform for a bit just to get started before transitioning to self-sustaining platforms as we need more of them flying and more complicated ammo types being produced in large quantities.)
i mean you totally can
yellow ammo is more than enough for platform defense and its not too bad to ship up
...right. Actually yeah I was thinking basegame 1000 LDS/processing units/rocket fuel per rocket terms, at which point that for 100 yellow mags would be painful.
I keep forgetting rockets in Space Age aren't as pricey as vanilla. Apologies. :P
you just have to not be like my friend who made their ship and decided to try stockpile it with 10k uranium magazines with out checking the shipping cost and then complained we didnt have enough launch capacity
...see I would start trying to do that, go "Oh shit what, why is it so hard to ship up uranium magazines?? I had no idea! Hell no, I'm not doing that" and then ship up yellow mags or make stuff on orbit.
...or at the very least, instead of complaining about not having enough launch capacity, I'd increase launch capacity.
...segwaying back to the planets.
Fulgora and Aquilo I'm both uncertain about. Lightning-based power on Fulgora seems interesting; I'd have to experience it firsthand and find out if it's at least reasonably consistent or if sometimes RNG screws your power grid. Having to heat everything on Aquilo sounds like... a chore, TBH. Especially if they haven't changed heat pipe behavior and they still get diminishing throughput as distance increases like in vanilla.
the lightning power if you squint hard enough is just weird solar
iirc the storms are time of day based
Fulgora scrap processing seems... I'm also not sure. It feels like it'd be a lot to manage and I'd feel a bit sad having to void excesses via recyclers to make room for more (wasted resources :(((((( ), but I feel like eventually we'd get it working?
i'm not sure about the heat pipes but in my run i dont remember ever having a problem with them being too long
yeahhhhhhhhhhhh i hate having to just scrap things but, the tiny scrap islands are effectivly infinite
Okay, that's... good. We'd hate it if we had to put new heat sources every 20 tiles.
Oh huh. I thought they ran out like normal resource patches?
[Reply to:](#1161710447716745357 message) yeahhhhhhhhhhhh i hate having to just scrap things but, the tiny scrap islands are effectivly infi…
they do
but iirc
its like tens of millions of scrap
and the big drills ahve 1 base 50% productivity
...okay that is a lot of scrap. :P
...do they go up in size and richness as you get further from (0,0) like on Nauvis?
i'm not sure
i didnt really get to do any of the planets in the one run i did
well i kinda did kinda didnt
Hmm. Regardless it's nice you don't need to be constantly rebuilding your scrap extraction outposts.
i went around fixing everything as it broke
Lemme guess, had to- called it. 😔
yeah
and got abcessing strep throat in the middle of the play through and came back to all of the planets stalling
Oh god, abcessing- fuck that sounds awful.
it was less than pleasant
I would fucking die if I caught that.
Straight up drop dead.
Asthma plus that? Noooooooo.
ANYWAYS. :P
ok quickly loaded a save the small scrap islands are around 20-30m scrap and i was incorrect the big drills have a 50% resource drain reduction that is separate from productivity, so you dont really ever need to rebuild them unless you're like hyper baseing
...I think that's basically everything that made us kinda apprehensive about buying Space Age.
...I think we'll still give it a shot, but I'm not sure we'll spend ages and ages grinding for promethium at the Shattered Planet, y'know?
Get it done for the experience and for access to quality/elevated rails and then move on.
...and if it turns out we really don't like it... ah well.
There's always Space Exploration.
...which is its own animal. 
...even with that base you showed us??
And the orbital laser that scoured every single biter nest from Nauvis??
...right, interstellar capable, right?
and then never went through the secret ending as i ran out of steam
(I just said right twice. Forgive me I'm eepy and can't grammar. :P)
it has to reach a certain speed for like 10 minutes or somthing
i could have made it but i never did as i wanted to do the secret ending
Which involves an insane puzzle, right? :P
and then i got part way into gathering the stuff to work that out and had an idea on how part of the puzzle worked (which was right) but just kinda ran into it being too much to do just for my self
well
technically it was a save with the same people i did space age with
so there also was some amount of i've put forward so much effort i'm not handing you all the win
...yeahhhhhhhh.
...we did that once in a Minecraft modpack, but that was because the only other person on the world was our best friend and we made an effort to play together as much as we could, even though life kept getting in the way.
We waited a week for him to be able to hop on so we could do the ending together.
...sounds like they weren't really trying to put in the effort; we don't blame you.
Regardless: maybe tomorrow we can start Space Age.
Looking forward to it. :)
yeah i think they all like dropped out a couple hundred hours in and i ran it up to like 5 or 600
though a lot of that time was just letting the laser do its thing
i will have to look through mods and stuff
buh for now i should food and eep
is almost midnyight
I would offer to join, but timezones
And....yeah
We lean towards right hand drive in most cases, though that's mostly for self-consistency.
We're fine with left if that's what you prefer.
[Reply to:](#1161710447716745357 message) Right or left hand drive?
Oops, sorry
i was just being a bit funny
and also dont want another base where it switches in the middle
also like i'm sure there would be some overlap of play times as long as everyone is okay wif it

It is almost 4 now
youtube has recommended me https://www.youtube.com/watch?v=2onxJwvvjbg
Big mods are fine and good, but what about small mods? Quality of Life mods are essential to every Factorio playthrough, so I thought I'd talk about which small mods I like which you can add to your games today.
Auto Deconstruct - https://mods.factorio.com/mod/AutoDeconstruct
Auto Train Painter - https://mods.factorio.com/mod/Automatic_Train_...
it knows
Finally automated crystal oscillators in Satisfactory, now I am aiming for Gas and Iodine filters, and then maybe finally actually automating nobelisks too, and then maybe nukes
And then probably actually automating space elevator parts
Phase 4 makes it necessary to do so
Getting harder and harder to wait for satisfactory 1.2
My wonderful elegant small factory for mostly plastic but I decided to run the fuel recipe a bit to make some extra rubber as well from the residue byproduct
Sneaked out an extra 50/min or so of plastic and rubber both atop the designed 400/min of plastic
I can use those trace materials in space elevator components, but I mostly need this for computers
@graceful galleon wa think about https://mods.factorio.com/mod/emberthal
HOLY SHIT- 

null I love this this is the best mod ever THANK YOU-

I may need to replace my protogen engineer.
Oooo after I get my steppies in I should check if there's a mod that let's you use multiple skins in one save
ok so there is but its not yet working with the dragon mod but that is in the works
In other news, I'm almost done with my first ever spaceship designed to reach vulcanus.

o nice the dragon mod now works with the character selector mod
:D
so i can be the normal engy and you can be dragon
I might get that to swap between dragon and proot.
Particularly on vulcanus, the dragon really blends in to the terrain.
I feel like I am actually getting better at the game in Satisfactory as I am making higher tier components at larger scale and easier as my technology progresses, mostly it comes down to getting more familiar with the building system. Nudging is the best thing ever.
Oh yea the highlight of one of my newer factories so far is a belt that has a throughput of 600 wire/min using the iron wire recipe so that is fun
hey uuuuh
quick question
how do i make it so the train takes the diversion if it detects another train there
Context needed
Trains route by choosing the fastest path to their destination, and stations put a distance penalty on that calculation, so if that station is not the destination a passing train will always take the bypass
oh so i dont need to add blocks?
if 2 trains are going to that one station and you want it to stop and wait while the other is loading/unloading you will need a block
Or to prevent a train from colliding while merging back on to the main rail from the station
Are you familiar with signals?
nope
So just to start, put one block signal at each end of the station, this makes the station its own block, this will be shown by the section of rail there being highlighted with a different color
How a block works is that if a train is occupying it, no other train will enter the zone set by the block signals
Is this a two-way rail?
i am running 3 trains on the same track
they all have 2 destinations. one where they load up on ore,and the station where they all unload and then go back to their specific loading station
nope
Ok, so you can enforce that with signals too
You may notice signals have an arrow over the rail when you place them, this is the directionality. If it were a 2-way rail you'd have to put 2 signals for both directions on the rail.
Anyway, you also probably just want to make sure the train won't collide on exiting the station, so add a block signal at the exit of the intersection and then another on the bypass before that intersection, that section of rail should also change color
the entire thing is just red
Gonna be a bit busy for a moment but I can elaborate shortly
@vivid plover At this station, have you tried this? With block signals at the red circles?
nope
Does not work?
let me go see
okie dokie
Oh yea make sure to move that signal at the junction over at the right a bit further down
the game doesn't really like when you put signals right where a track merges/splits
It's probably why you are getting yellow caution signs on those signals
And once that is done, I suggest putting block signals along your straightaways at regular intervals, to break up the blocks so trains can co-exist along the one big rail
urple...
This is neat: https://github.com/Snagnar/Factompiler
hell ye
i even managed to put a fourth loading station in
Sweet
also i made a horrid aluminum thing
I am currently setting up Nuke Nobelisks and got to make a fun train setup for bringing in a ton of raw stuff
I drew a diagram for a friend because I felt clever
It's a double headed train and the vertical bit on the right bypasses over the main rail, the way it goes from A to B actually "flips" the train so it loads both ends without gaps in the station's freight depots
It could also probably skip going over the main rail totally but I might also export nuclear fuel rods
Trying to comprehend
Is it using alt recipes?
nope
I imagine you would want to route water from the scrap refinery back into the solution one
that would have been smarter tahn
this is my aluminum place, using sloppy alumina and electrode scrap
setting up a packaging facility in the middle of my logistics
and sinking the bottle water
...the refineries are just below offscreen on that picture
I am also using the alt aluminum recipe that lets me just make the ingots without silica because I cannot be bothered despite losses
We'll just say it is free output increases if I do decide to swap
here this may help
However sloppy alumina recipe is just entirely a bonus imo, if you did want the silica from it you are probably better off using a different alt recipe to improve your silica production anyway, because the basic recipe already does not cover the costs for making scrap
(the sloppy recipe increases the throughput of the machine and also improves the ratio of bauxite to solution, at the cost of eliminating the potentially useful silica byproduct)
I'm using just one refinery to process 480 bauxite/min
Are you just voiding the output water or something?
ye
Oh I see
It would be trivial to just loop it back and reduce water pump throughput so its output + water byproduct meets the solution refinery's needs
never overflows, doesn't need constant material to package and sink water
(It's also a crucial concept going forward with more advanced refinery/blender recipes)
Wait so
I am meant to just loop the same water forever when making aluminum?
Aluminum is an introduction to this, you aren't making enough water from the scrap process to feed the entire factory, but you are best served to remove the water byproduct by just feeding it back into the start
So you will need to feed in enough water to balance it all so it won't clog or starve, but overall it makes for a rather lean production line if done right
To clarify, you aren't doing anything wrong, I just think the voiding water thing is the least effective of the possible things you can do with the byproduct
I have a knack for finding the least efficient way to do thing in factory games
But for example, and this is a much more direct example, encased uranium cells consume 40 sulfuric acid/min and then spit out 10/min. Should I try to package and void the extra acid, or should I operate as if the recipe actually uses only 30/min input and route the output back in?
Case in point
Oh so that's how nuclear Is gonna be ok
The aluminum is a bit more confusing perhaps because there is the solution in the middle to confuse things, but overall there's an input, and output for the process, and you are already using the silica to feed the foundry
This is only the start to be fair, the cells is one of the products required for an actual fuel rod
To turn a cell into anything useful sort of requires caterium products
And of course it is heavily encouraged to process uranium waste into plutonium at least
And nuclear generally is optional
I've got just enough Vulcanus automation to automate Red ammo production, and simplify handcrafing gun turrets. I've killed two baby demolishers, but I'm losing construction bots.
thank u
The good timeline
Oh it appears there is a present for the perceptive upon closer look
I do enjoy the aluminum processing apparently gets a little room to the side for itself
I wonder how the bauxite is getting there
uhm
i mean my goal is to give everything their own little room
its jus thtat
adaptive control units and modular engines need a 4000 square foot home
I will just assume that conveyor belt has a long journey to a resource node
Have you tried blueprinting stuff for belt busses at least?
I have a blueprint that lets me set down a raised belt line with a built in power pole it's very convenient
it has a train in the way
Fancy
I tend to use a vertical conveyor and just stick stuff to the ceiling for transport inside a factory
You can place splitters and mergers up there pretty easy and quick if needed
It just occured to me I have an incredible opportunity to do nuclear sushi with my first uranium handling factory
It's a bunch of components at small throughputs, it's a perfect opportunity
This post is spaghetti beyond my comprehension
https://www.reddit.com/r/SatisfactoryGame/s/jT3gb3SHlv
And it's not just one area either
There's more than 1 image and it's actually a functional setup

Behold my nuclear sushi
The manufacturer needs only one belt with filtered splitters
The uranium cells are most of what is left on the belt because I am intentionally overproducing, but I am also skimming them off for use later as they pass the nuke assembler
I also am skimming off uranium if they somehow get past the blenders just in case
The machine has 100% uptime which means this is in fact the most efficient way to perform this manufacturing process
I just doubled production because why not, sushi power
I've amost got a launch pad set up on Vulcanus, but I still havnt actually done any proper automation here, except for red ammo. Elerything else is single chain + boxes, with ingredients moved by hand from the magma base to the acid base and back, supplemented by the coal mine and carbon dropped from the spaceship.
In this video, I drop my spaghetti.
Consider supporting what I do: https://www.patreon.com/Zyllius
The Mod:
https://mods.factorio.com/mod/mandatory-spaghetti
Also I used Clean Floors, Text Plates, Disco Science, Extra Zoom, No Remote View Border, Pushbutton, Stats GUI, and Better Victory Screen
Music used:
Factorio OST
Siren - Two Steps
spagoot
I instantly know someone is likely a dosh fan the moment they mention a starter base
Even if there is no starter base in this particular video
My starter base is designed around only having access to two wooden power poles until green science.
as the designated fixer the spagetti calls to me
I normally end up following behind people fixing their builds before they death spiral the base so I'm often limited on space and/or time
The worst part of that video
that's how I design stuff normally in games like this :v
(without the extra limiter mod obv)
rocket fuel burner inserters is criminal though
not even on Aquilla?
haven't played factorio since way before space age
TLDR planet where everything that isnt burner needs heat pipes next to it, and those pipes need to be heated by a reactor or other facility.
Oh, this is awkward...
I leave you all with the super steel train
Some serious rubber/plastic production
1200/min crude into 1000/min of both rubber and plastic seems like it should feed my needs for basically forever, though I was super inefficient with power in the interest of saving space so this place alone must consume more than 5GW
how bad of a design is it to like
make one factory floor to turn raw metals into tier 1 parts like wires and plates
then a logistics/storage floor gor those aprts
then floor 3 to make tier 2 parts into tier 3 and so on and so forth
Not at all, especially with trains/drones/vehicles it can lead to great modular scalability
Only thing you gotta watch out for(I don't know if this is a thing in satisfactory but it was in factorio), some recipes make more items than the resources they need, so it's better to just transport the raw materials for those
I internally consider that concept as the item's "density"
Stack size and the volume it is made relative to its component parts
I think screws and quickwire are the worse offenders for very low density, generally required in high volumes, where most space elevator parts are quite dense, turning lots of stuff into only a bit of output
The pictures I had above are all gonna feed to this facility I am calling the "Super Steel Plant" for the fact that it is gonna make a lot of the higher tier items that require steel (fused modular frames, mostly)
https://youtu.be/RQu4UUfRzgs @autumn jewel
We estimate the golden number pi.
Link to the blueprint: https://drive.google.com/drive/folders/1goe01BF7EIPuwncLL7zdU8ajojV3QK2t?usp=sharing
0:00 Introduction
1:58 Train method
6:19 Recycler method
8:10 Taylor series method
19:22 Epilogue
In this video, I suffer
Consider supporting what I do: https://www.patreon.com/Zyllius
0:00 Intro
0:55 Suffering
17:38 Suffering Again
27:16 Construction Bots
29:51 Operation "Oh God, get the Oil back"
32:03 Landmines
35:50 Operation Cuckbox™
43:34 Operation True Oil
50:36 Operation Iron Apocalypse
1:06:44 Actually making Science
1:19:28 Oper...
ooh
Was looking at that before, guess I could try it out to see if it's worth
Oh this is actually 3d Factorio
Semi unrelated, but SHapez 2 hit 1.0 a few weeks back
tossing this out as it seems to be something not many people know about
if you have a combinator pointing in to an asteroid collector, and then on the other color one pointing out you can both read the contents of and set the filters on an asteroid collector
this lets you use the 39/44/49/54/64 slots in the collector as more storage, you can then do some simple logic with a hold all on your circle belt to only pull out what you need
you can either have like each collector maintain its own balanced storage or you can link them all up so that its ballanced across all of them
Playing Satisfactory and thinking about conveyor management in 3d is so fun, I just thought about making crawlspaces for hiding logistics between sections of factories and just the wall conveyor mounts to put quite a few on the ceiling so its easy to walk under them and have hallways ceiling be lined with finished goods so as im using hallways I can spot a bottleneck
And factory carts can carry things with 1 inventory slot hmmm, I could have like 4 carts be enough for some slow outputs
Behold chat, I have brought a very American eco conscious highway to this unblemished natural world, soon it'll be ready for a walmart parking lot
When I play Satisfactory again I might build all my highways in orbit
It would be easier, the 1.2 experimental vehicles are really good
They revamped the auto driving functionality to work well and now you dont need to drive every car and it can figure out routes based on invisible paths you put down
You just need to put a vehicle on a track, prompt it to go to these stations and itll figure out a loop.
Also an easy to miss feature is you can set a vehicle to autopilot to coordinates outside of paths and I assume it just bolts in a straight line towards it

