Ok, I condensed two trains that used to drive through each other into one megatrain, and added a new track section so it doesn't drive through a water station any more.
I'm not 100% certain, but I think that's all my problematic trains. I am a little sad that I had to rename the Nitric Acid Jazz Train because it picks up other things now, but it's for the best.
Also found a lone train engine endlessly circling the map called Kelly Marie Tram and I do not remember making it.
But that is the type of dumb thing I find hilarious so.
I am re building my coal plant. It is near the land bridge in the Northern Forrest area, close ish to the 4 normal coal nodes. My plan is to strip mine the 4 nodes for power. I think I need what, 8 plants per normal node? I am planning to use a full overclock Mk2 miner per coal node, so 4. Also was planning on 2 water extractors per 4 plants, so 8 total. Not sure on the Water math, just kinda winging the math on break at work.
That'll make it a 32 coal plant setup.
EDIT: Sound right guys?
RightfulSin on
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
I'm finally getting around to getting a Nuclear setup. Mostly because I want to not have to worry about "oh gosh how much fuel do I need to use for power vs doubling my plastic/rubber."
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
Honestly, Aluminum is really simple to setup. The biggest hurdle is just the water recycling, and that's easily solved with a Limestone/Wet concrete dump.
Seriously - if you're running a full chain to turn an entire uranium node into power, you need... 1 refinery to make bauxite into sloppy alumina, and another provided with petroleum coke to make that into Scrap, which you can then just use the Pure Aluminum recipe rather than waste silicia on the whole process (which is way too intensive to make/needed elsewhere in the nuclear chain anyway). And you should be able to make petroleum coke easily anyway, since you'll want rubber for the Heat Exchanger recipe, so you already need oil. At which point you may as well make the Insulated Crystal Beacons too.
This is also why the swamp is great - it has everything nearby, and for the vast majority of things you dont even need pure nodes, making it even easier to setup. The only stuff that's not nearbye are what, Nitrogen, Crystals, Coal and Sulfur? Kinda? even then they're super easy to get to with trains and bring in, they're just around the edges of the swamp biome.
This is production map for the Nuclear Factory i'm building right now (It's not 110% accurate because of the aforementioned concrete dumping), but it's otherwise exactly what I'm building
I keep thinking about picking this back up again after being away for a while but the whole aluminum production thing just feels so daunting from the ground floor.
I also don’t know if I have the alternate recipes that make it better.
I really wouldn’t mind starting over, but I wish I could keep the hard drive recipes.
I'm finally getting around to getting a Nuclear setup. Mostly because I want to not have to worry about "oh gosh how much fuel do I need to use for power vs doubling my plastic/rubber."
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
Honestly, Aluminum is really simple to setup. The biggest hurdle is just the water recycling, and that's easily solved with a Limestone/Wet concrete dump.
Seriously - if you're running a full chain to turn an entire uranium node into power, you need... 1 refinery to make bauxite into sloppy alumina, and another provided with petroleum coke to make that into Scrap, which you can then just use the Pure Aluminum recipe rather than waste silicia on the whole process (which is way too intensive to make/needed elsewhere in the nuclear chain anyway). And you should be able to make petroleum coke easily anyway, since you'll want rubber for the Heat Exchanger recipe, so you already need oil. At which point you may as well make the Insulated Crystal Beacons too.
This is also why the swamp is great - it has everything nearby, and for the vast majority of things you dont even need pure nodes, making it even easier to setup. The only stuff that's not nearbye are what, Nitrogen, Crystals, Coal and Sulfur? Kinda? even then they're super easy to get to with trains and bring in, they're just around the edges of the swamp biome.
This is production map for the Nuclear Factory i'm building right now (It's not 110% accurate because of the aforementioned concrete dumping), but it's otherwise exactly what I'm building
I keep thinking about picking this back up again after being away for a while but the whole aluminum production thing just feels so daunting from the ground floor.
I also don’t know if I have the alternate recipes that make it better.
I really wouldn’t mind starting over, but I wish I could keep the hard drive recipes.
Well, you can always just drive to the other side of the map and start over. Or you can make a new game and use the Satisfactory calculator to spawn in a bunch of hard drives.
I'm finally getting around to getting a Nuclear setup. Mostly because I want to not have to worry about "oh gosh how much fuel do I need to use for power vs doubling my plastic/rubber."
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
Honestly, Aluminum is really simple to setup. The biggest hurdle is just the water recycling, and that's easily solved with a Limestone/Wet concrete dump.
Seriously - if you're running a full chain to turn an entire uranium node into power, you need... 1 refinery to make bauxite into sloppy alumina, and another provided with petroleum coke to make that into Scrap, which you can then just use the Pure Aluminum recipe rather than waste silicia on the whole process (which is way too intensive to make/needed elsewhere in the nuclear chain anyway). And you should be able to make petroleum coke easily anyway, since you'll want rubber for the Heat Exchanger recipe, so you already need oil. At which point you may as well make the Insulated Crystal Beacons too.
This is also why the swamp is great - it has everything nearby, and for the vast majority of things you dont even need pure nodes, making it even easier to setup. The only stuff that's not nearbye are what, Nitrogen, Crystals, Coal and Sulfur? Kinda? even then they're super easy to get to with trains and bring in, they're just around the edges of the swamp biome.
This is production map for the Nuclear Factory i'm building right now (It's not 110% accurate because of the aforementioned concrete dumping), but it's otherwise exactly what I'm building
I keep thinking about picking this back up again after being away for a while but the whole aluminum production thing just feels so daunting from the ground floor.
I also don’t know if I have the alternate recipes that make it better.
I really wouldn’t mind starting over, but I wish I could keep the hard drive recipes.
Well, you can always just drive to the other side of the map and start over. Or you can make a new game and use the Satisfactory calculator to spawn in a bunch of hard drives.
If you're using the save editor you can just toggle which recipes are unlocked
I'm finally getting around to getting a Nuclear setup. Mostly because I want to not have to worry about "oh gosh how much fuel do I need to use for power vs doubling my plastic/rubber."
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
Honestly, Aluminum is really simple to setup. The biggest hurdle is just the water recycling, and that's easily solved with a Limestone/Wet concrete dump.
Seriously - if you're running a full chain to turn an entire uranium node into power, you need... 1 refinery to make bauxite into sloppy alumina, and another provided with petroleum coke to make that into Scrap, which you can then just use the Pure Aluminum recipe rather than waste silicia on the whole process (which is way too intensive to make/needed elsewhere in the nuclear chain anyway). And you should be able to make petroleum coke easily anyway, since you'll want rubber for the Heat Exchanger recipe, so you already need oil. At which point you may as well make the Insulated Crystal Beacons too.
This is also why the swamp is great - it has everything nearby, and for the vast majority of things you dont even need pure nodes, making it even easier to setup. The only stuff that's not nearbye are what, Nitrogen, Crystals, Coal and Sulfur? Kinda? even then they're super easy to get to with trains and bring in, they're just around the edges of the swamp biome.
This is production map for the Nuclear Factory i'm building right now (It's not 110% accurate because of the aforementioned concrete dumping), but it's otherwise exactly what I'm building
I keep thinking about picking this back up again after being away for a while but the whole aluminum production thing just feels so daunting from the ground floor.
I also don’t know if I have the alternate recipes that make it better.
I really wouldn’t mind starting over, but I wish I could keep the hard drive recipes.
Well, you can always just drive to the other side of the map and start over. Or you can make a new game and use the Satisfactory calculator to spawn in a bunch of hard drives.
If you're using the save editor you can just toggle which recipes are unlocked
I thought that might be the case but I wasn't sure.
I'm finally getting around to getting a Nuclear setup. Mostly because I want to not have to worry about "oh gosh how much fuel do I need to use for power vs doubling my plastic/rubber."
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
Honestly, Aluminum is really simple to setup. The biggest hurdle is just the water recycling, and that's easily solved with a Limestone/Wet concrete dump.
Seriously - if you're running a full chain to turn an entire uranium node into power, you need... 1 refinery to make bauxite into sloppy alumina, and another provided with petroleum coke to make that into Scrap, which you can then just use the Pure Aluminum recipe rather than waste silicia on the whole process (which is way too intensive to make/needed elsewhere in the nuclear chain anyway). And you should be able to make petroleum coke easily anyway, since you'll want rubber for the Heat Exchanger recipe, so you already need oil. At which point you may as well make the Insulated Crystal Beacons too.
This is also why the swamp is great - it has everything nearby, and for the vast majority of things you dont even need pure nodes, making it even easier to setup. The only stuff that's not nearbye are what, Nitrogen, Crystals, Coal and Sulfur? Kinda? even then they're super easy to get to with trains and bring in, they're just around the edges of the swamp biome.
This is production map for the Nuclear Factory i'm building right now (It's not 110% accurate because of the aforementioned concrete dumping), but it's otherwise exactly what I'm building
I keep thinking about picking this back up again after being away for a while but the whole aluminum production thing just feels so daunting from the ground floor.
I also don’t know if I have the alternate recipes that make it better.
I really wouldn’t mind starting over, but I wish I could keep the hard drive recipes.
Seriously, it's really not that bad!
The chain is literally
1) Mine Bauxite.
2) Ship bauxite to a refinery. Combine with water, get out Alumina Solution and Silica.
Alt: The sloppy Alumina recipe increases the amount of Alumina soloution you get, but no longer makes Silica. This can be a big deal, since Silica is quite hard to get in practice. Still, for pure making Aluminium chains, i recommend the Sloppy Recipe.
3) Next, combine the Alumina solution with a reagent of choice: Coal or Petroleum Coke. Coal is easier, but Petroleum Coke gets you better returns, so use that if you can. This is the one tricky part of the recipe, as it generates waste water. And, ofc, you have to build the PC refineries (Not a big issue, it's like two steps and there's always uses for polymer resin, even if it's just sinking it. You can either build a concrete sink here (Benefit: You get tons of concrete to use!) or cycle the water back into the aluminum chain - the latter's a lot more power efficient, but it's a HUGE pain in the arse to do, due to liquid behaviors. I can share a screenshot of how i got it working, but i recommend the combine with limestone and sink option here.
4) Finally, take the scrap step 3 produces and bake it into ingots. You can combine it with Silica for the default recipe, which gets you the most ingots, but is incredibly silicia intensive, or you can just use the Pure Aluminum Ingot recipe. I recommend the latter, as by using the Sloppy -> Electrode -> Pure chain, you get a 1 bauxite to 1 Aluminum Ingot return, which is pretty freaking good. You get a roughly 1 bauxite to 1.5 Ingot return using the base recipe, but every ingot costs you 1.25 silica, which is incredibly expensive and fast.
Boom!
At this point, you need ot what, add some copper to get the other stuff you want out? Sheets and Casings. Pretty freaking simple. Compared to the hell that is Heavy Modular Frames or Computers, Aluminum is easy.
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Aluminum looks worse than it actually is to set up, honestly.
I can share some screenshots of relatively hassle-free ways to recycle water and silica in the process if you'd like. The addition of valves and fluid buffers made recycling water a hell of a lot easier.
Did I get my math right? How many coal gens per normal node(granted full over clock Mk2 miners), 8? And somewhere like 3 or 4 water extractors?
Sorry for seemingly easy questions, but on mobile at work my data connection is questionable at best.
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Did I get my math right? How many coal gens per normal node(granted full over clock Mk2 miners), 8? And somewhere like 3 or 4 water extractors?
Sorry for seemingly easy questions, but on mobile at work my data connection is questionable at best.
Coal generators consume 15 coal and 45 water per minute. 8 coal generators will use 120 coal and 360 water (exactly 3 water extractors' worth) each minute. A fully overcloaked mark 2 on a normal node will produce 300 coal per minute, so you'd be looking at 20 generators and 8 water extractors (or 7 and some overclocking).
I once had two fully overclocked normal mk3 nodes feeding into 80 coal generators with 30 water extractors to produce 6 gigawatts of power.
The scope of the project pales in comparison to how inadequate that much power is to my current needs, to the point where I tore it all up to make room for a non-power project.
I'm finally getting around to getting a Nuclear setup. Mostly because I want to not have to worry about "oh gosh how much fuel do I need to use for power vs doubling my plastic/rubber."
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
Honestly, Aluminum is really simple to setup. The biggest hurdle is just the water recycling, and that's easily solved with a Limestone/Wet concrete dump.
Seriously - if you're running a full chain to turn an entire uranium node into power, you need... 1 refinery to make bauxite into sloppy alumina, and another provided with petroleum coke to make that into Scrap, which you can then just use the Pure Aluminum recipe rather than waste silicia on the whole process (which is way too intensive to make/needed elsewhere in the nuclear chain anyway). And you should be able to make petroleum coke easily anyway, since you'll want rubber for the Heat Exchanger recipe, so you already need oil. At which point you may as well make the Insulated Crystal Beacons too.
This is also why the swamp is great - it has everything nearby, and for the vast majority of things you dont even need pure nodes, making it even easier to setup. The only stuff that's not nearbye are what, Nitrogen, Crystals, Coal and Sulfur? Kinda? even then they're super easy to get to with trains and bring in, they're just around the edges of the swamp biome.
This is production map for the Nuclear Factory i'm building right now (It's not 110% accurate because of the aforementioned concrete dumping), but it's otherwise exactly what I'm building
Yep, I'm building off the east coast of the swamp, as well. I'm only using the closest uranium node at the moment. I currently have all of the uranium being processed into encased uranium cells (right outside the cave), and I'm now building a electromagnetic control rod factory near the oasis in the desert. It will have ~2x the capacity I need, with the extras going to the space elevator projects.
Did I get my math right? How many coal gens per normal node(granted full over clock Mk2 miners), 8? And somewhere like 3 or 4 water extractors?
Sorry for seemingly easy questions, but on mobile at work my data connection is questionable at best.
Coal generators consume 15 coal and 45 water per minute. 8 coal generators will use 120 coal and 360 water (exactly 3 water extractors' worth) each minute. A fully overcloaked mark 2 on a normal node will produce 300 coal per minute, so you'd be looking at 20 generators and 8 water extractors (or 7 and some overclocking).
I see. Ty
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
Did I get my math right? How many coal gens per normal node(granted full over clock Mk2 miners), 8? And somewhere like 3 or 4 water extractors?
Sorry for seemingly easy questions, but on mobile at work my data connection is questionable at best.
Coal generators consume 15 coal and 45 water per minute. 8 coal generators will use 120 coal and 360 water (exactly 3 water extractors' worth) each minute. A fully overcloaked mark 2 on a normal node will produce 300 coal per minute, so you'd be looking at 20 generators and 8 water extractors (or 7 and some overclocking).
I see. Ty
now, keep in mind that a pipe at the coal stage can only hold 300 water
Did I get my math right? How many coal gens per normal node(granted full over clock Mk2 miners), 8? And somewhere like 3 or 4 water extractors?
Sorry for seemingly easy questions, but on mobile at work my data connection is questionable at best.
Coal generators consume 15 coal and 45 water per minute. 8 coal generators will use 120 coal and 360 water (exactly 3 water extractors' worth) each minute. A fully overcloaked mark 2 on a normal node will produce 300 coal per minute, so you'd be looking at 20 generators and 8 water extractors (or 7 and some overclocking).
I see. Ty
now, keep in mind that a pipe at the coal stage can only hold 300 water
Ya. I figured I'll have 2 water extractors per 3(?) coal gens to not have to have the massive pain of introducing water at a halfway mark, or from the opposite end.
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
0
webguy20I spend too much time on the InternetRegistered Userregular
Yea I find about 32 coal power plants is the right amount before pushing hard for fuel generators, depending on your priorities.
I just realized that there are other materials available for the roofs. I thought I had bought all the new awesome shop items in one go, but I guess roof materials only show up after buying roofs.
It may be worth considering setting up Compacted Coal too. For a relatively small cost in sulfur and the manufacturing of Compacted Coal you get way, way more power out of your coal nodes.
And Compacted Coal is an important part of turbofuel production, pre-blenders. (With blenders it's a lot easier to just do a lazy diluted fuel setup, but that's a pretty late game thing).
Also you can use it to make gunpowder more efficiently, for easier explosives if for some reason you need that. I have boxes full of the things and they're my main offensive go-to/terrain cleaner these days....
Apparently two crashed drop pods accidently got removed in a previous patch and were restored. I see one in the desert, but anyone know where the other one is? I'm short a harddrive and I'm worried it got eaten when I was messing aroudn with mods. Trivial to just spawn one in, but I want to wiat before I do that.
Did I get my math right? How many coal gens per normal node(granted full over clock Mk2 miners), 8? And somewhere like 3 or 4 water extractors?
Sorry for seemingly easy questions, but on mobile at work my data connection is questionable at best.
Coal generators consume 15 coal and 45 water per minute. 8 coal generators will use 120 coal and 360 water (exactly 3 water extractors' worth) each minute. A fully overcloaked mark 2 on a normal node will produce 300 coal per minute, so you'd be looking at 20 generators and 8 water extractors (or 7 and some overclocking).
I see. Ty
now, keep in mind that a pipe at the coal stage can only hold 300 water
Ya. I figured I'll have 2 water extractors per 3(?) coal gens to not have to have the massive pain of introducing water at a halfway mark, or from the opposite end.
It's not too hard to set up a balanced system with a third extractor, honestly. Feed water from both ends and the center, bing bang boom.
Did I get my math right? How many coal gens per normal node(granted full over clock Mk2 miners), 8? And somewhere like 3 or 4 water extractors?
Sorry for seemingly easy questions, but on mobile at work my data connection is questionable at best.
Coal generators consume 15 coal and 45 water per minute. 8 coal generators will use 120 coal and 360 water (exactly 3 water extractors' worth) each minute. A fully overcloaked mark 2 on a normal node will produce 300 coal per minute, so you'd be looking at 20 generators and 8 water extractors (or 7 and some overclocking).
I see. Ty
now, keep in mind that a pipe at the coal stage can only hold 300 water
Ya. I figured I'll have 2 water extractors per 3(?) coal gens to not have to have the massive pain of introducing water at a halfway mark, or from the opposite end.
It's not too hard to set up a balanced system with a third extractor, honestly. Feed water from both ends and the center, bing bang boom.
Well, I am trying to think up the logistics design for having the logistics come from underneath, both resources. I laid out the gens with a corridor in the center and the inputs in the center as well. I am trying to figure out the way to arrange the pipes and belts in such as way so as to allow for it. I did have foresight and built a logistics floor under the plant floor, that floor is two walls high and has the same area as the plant. I am still in a tinkering stage.
Also, apparently the game straight up doesn't want me to play now. Had a crash, restart, crash, restart, try walking in different direction, crash again anyhow. I tried different things in the game, but all resulted in crashing within 2 minutes. Restored an earlier save, crashed anyhow. Bummer.
RightfulSin on
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
0
webguy20I spend too much time on the InternetRegistered Userregular
edited November 2021
Man, Coffee stain is evil in what they hide in the Satisfactory shop. Especially early game, when I can't necessarily waste stuff to the sink, but I want all the cool stuff!
I do love the floor decals though, and the cement foundations. They look so good!
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
this seems like a good time to post The Coal Diagram:
the numbers themselves aren't hugely important--three water extractors provides precisely enough water for eight coal generators, put enough coal in and you should be fine
what is important is that you pay close attention to where you're putting water in to the pipe network
one input each between generators 2 and 3, 4 and 5, 6 and 7
if the geometry of the plant allows, I myself prefer to go even simpler--one each at the ends, one in the exact middle
Apparently two crashed drop pods accidently got removed in a previous patch and were restored. I see one in the desert, but anyone know where the other one is? I'm short a harddrive and I'm worried it got eaten when I was messing aroudn with mods. Trivial to just spawn one in, but I want to wiat before I do that.
I'm not 100% sure this is it, but when we were playing on the server I found what appeared to be a crash site, but missing the pod itself and any items to pick up. It was by the big waterfall, visible from the caterium node.
this seems like a good time to post The Coal Diagram:
Interesting. In ye olden days, before power plants ran at max speed all the time, I just put two water extractors into one end the third extractor into the far end.
Haven't tried that since the power rebalancing, but I expect it would still work.
this seems like a good time to post The Coal Diagram:
the numbers themselves aren't hugely important--three water extractors provides precisely enough water for eight coal generators, put enough coal in and you should be fine
what is important is that you pay close attention to where you're putting water in to the pipe network
one input each between generators 2 and 3, 4 and 5, 6 and 7
if the geometry of the plant allows, I myself prefer to go even simpler--one each at the ends, one in the exact middle
I see. Thank you. I also got some guidance from a Satisfactory twitch streamer last night, so I got the model and diagram all figured out in my head I think. Now if only the game would stop crashing and let me play.
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
The easy way to run high volume flow through multiple pipes is to just throw junctions everywhere. Like have 1 primary pipe that feeds all the machines, and then support pipes that run parallel and junction into it and each other every time the primary has crossed enough machines to be running low. If in doubt, more junctions! The fluid mechanics will figure it out.
The thing I do is just set up everything as close to 600 as possible without going over, and send in a single mk2 pipe with 5 extractors hooked into it. If the extractors aren't 100% efficiant, then that's fine.
Yeah, in general, it doesn't hurt to be a bit over productive with liquids especially if you're dealing with elevation changes (Which you usally will be with Refineries and doing the Pure recipes).
I had two water extractors providing 120 water each to a set of refineries that needed 200 water total, and ended up having to add a third and rebalance the extractors to do 100 each, just because the last few Refineries were getting starved for liquid, even though by rights they "Should" have enough. Very irritating!
(And this folks is why i keep talking about stress testing your builds because it took a while to track down that problem, and woulda been hell when radiation was everywhere).
Nearly finished the undercroft of part 1 of the factory:
At this point it's just manufactuers to make Insulated Crystal Oscillators and Crystal Beacons left. Gotta rig up a train to bring in the crystals, and, i decided, silica that i'll make at the train's starting point - there's a pure limestone node right by the crystals, and it saves me having to jam in the assemblers for that down here. It's getting crowded!
So this part of the factory is producing Electromagnetic Control Rods, Beacons, Crystal Oscillators, Quickwire, Heatsinks & Iron plates. The next part will be the actual nuclear stuff - Nitric Acid, Sulfric Acid & all the steps to turn raw uranium into the rods, then all the waste into plutonium fuel rods and sink em.
Honestly getting tempted to say screw it and transfer to the Experimental, just for all the new asthetic goodies, even if it means i loose the stuff i've put in place currently (But that's okay, i'm not super happy with it anyway).
Yeah, in general, it doesn't hurt to be a bit over productive with liquids especially if you're dealing with elevation changes (Which you usally will be with Refineries and doing the Pure recipes).
I had two water extractors providing 120 water each to a set of refineries that needed 200 water total, and ended up having to add a third and rebalance the extractors to do 100 each, just because the last few Refineries were getting starved for liquid, even though by rights they "Should" have enough. Very irritating!
(And this folks is why i keep talking about stress testing your builds because it took a while to track down that problem, and woulda been hell when radiation was everywhere).
Nearly finished the undercroft of part 1 of the factory:
At this point it's just manufactuers to make Insulated Crystal Oscillators and Crystal Beacons left. Gotta rig up a train to bring in the crystals, and, i decided, silica that i'll make at the train's starting point - there's a pure limestone node right by the crystals, and it saves me having to jam in the assemblers for that down here. It's getting crowded!
So this part of the factory is producing Electromagnetic Control Rods, Beacons, Crystal Oscillators, Quickwire, Heatsinks & Iron plates. The next part will be the actual nuclear stuff - Nitric Acid, Sulfric Acid & all the steps to turn raw uranium into the rods, then all the waste into plutonium fuel rods and sink em.
Honestly getting tempted to say screw it and transfer to the Experimental, just for all the new asthetic goodies, even if it means i loose the stuff i've put in place currently (But that's okay, i'm not super happy with it anyway).
The zoop building and splitters/mergers locking to nearby in/outputs when placing them directly on a belt are massive quality of life improvements and make me super glad I moved to experimental.
+2
webguy20I spend too much time on the InternetRegistered Userregular
Yeah, in general, it doesn't hurt to be a bit over productive with liquids especially if you're dealing with elevation changes (Which you usally will be with Refineries and doing the Pure recipes).
I had two water extractors providing 120 water each to a set of refineries that needed 200 water total, and ended up having to add a third and rebalance the extractors to do 100 each, just because the last few Refineries were getting starved for liquid, even though by rights they "Should" have enough. Very irritating!
(And this folks is why i keep talking about stress testing your builds because it took a while to track down that problem, and woulda been hell when radiation was everywhere).
Nearly finished the undercroft of part 1 of the factory:
At this point it's just manufactuers to make Insulated Crystal Oscillators and Crystal Beacons left. Gotta rig up a train to bring in the crystals, and, i decided, silica that i'll make at the train's starting point - there's a pure limestone node right by the crystals, and it saves me having to jam in the assemblers for that down here. It's getting crowded!
So this part of the factory is producing Electromagnetic Control Rods, Beacons, Crystal Oscillators, Quickwire, Heatsinks & Iron plates. The next part will be the actual nuclear stuff - Nitric Acid, Sulfric Acid & all the steps to turn raw uranium into the rods, then all the waste into plutonium fuel rods and sink em.
Honestly getting tempted to say screw it and transfer to the Experimental, just for all the new asthetic goodies, even if it means i loose the stuff i've put in place currently (But that's okay, i'm not super happy with it anyway).
The zoop building and splitters/mergers locking to nearby in/outputs when placing them directly on a belt are massive quality of life improvements and make me super glad I moved to experimental.
Zooping makes building so incredibly fast. like hot damn its fast. So glad they bumped the concrete stack sizes last update.
Can you zoop when you're updating the look materials, like turning foundations into different materials like concrete?
Yeah, in general, it doesn't hurt to be a bit over productive with liquids especially if you're dealing with elevation changes (Which you usally will be with Refineries and doing the Pure recipes).
I had two water extractors providing 120 water each to a set of refineries that needed 200 water total, and ended up having to add a third and rebalance the extractors to do 100 each, just because the last few Refineries were getting starved for liquid, even though by rights they "Should" have enough. Very irritating!
(And this folks is why i keep talking about stress testing your builds because it took a while to track down that problem, and woulda been hell when radiation was everywhere).
Nearly finished the undercroft of part 1 of the factory:
At this point it's just manufactuers to make Insulated Crystal Oscillators and Crystal Beacons left. Gotta rig up a train to bring in the crystals, and, i decided, silica that i'll make at the train's starting point - there's a pure limestone node right by the crystals, and it saves me having to jam in the assemblers for that down here. It's getting crowded!
So this part of the factory is producing Electromagnetic Control Rods, Beacons, Crystal Oscillators, Quickwire, Heatsinks & Iron plates. The next part will be the actual nuclear stuff - Nitric Acid, Sulfric Acid & all the steps to turn raw uranium into the rods, then all the waste into plutonium fuel rods and sink em.
Honestly getting tempted to say screw it and transfer to the Experimental, just for all the new asthetic goodies, even if it means i loose the stuff i've put in place currently (But that's okay, i'm not super happy with it anyway).
The zoop building and splitters/mergers locking to nearby in/outputs when placing them directly on a belt are massive quality of life improvements and make me super glad I moved to experimental.
Zooping makes building so incredibly fast. like hot damn its fast. So glad they bumped the concrete stack sizes last update.
Can you zoop when you're updating the look materials, like turning foundations into different materials like concrete?
IIRC, you don't need to zoop, it's like painting; just drag and go.
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webguy20I spend too much time on the InternetRegistered Userregular
Yeah, in general, it doesn't hurt to be a bit over productive with liquids especially if you're dealing with elevation changes (Which you usally will be with Refineries and doing the Pure recipes).
I had two water extractors providing 120 water each to a set of refineries that needed 200 water total, and ended up having to add a third and rebalance the extractors to do 100 each, just because the last few Refineries were getting starved for liquid, even though by rights they "Should" have enough. Very irritating!
(And this folks is why i keep talking about stress testing your builds because it took a while to track down that problem, and woulda been hell when radiation was everywhere).
Nearly finished the undercroft of part 1 of the factory:
At this point it's just manufactuers to make Insulated Crystal Oscillators and Crystal Beacons left. Gotta rig up a train to bring in the crystals, and, i decided, silica that i'll make at the train's starting point - there's a pure limestone node right by the crystals, and it saves me having to jam in the assemblers for that down here. It's getting crowded!
So this part of the factory is producing Electromagnetic Control Rods, Beacons, Crystal Oscillators, Quickwire, Heatsinks & Iron plates. The next part will be the actual nuclear stuff - Nitric Acid, Sulfric Acid & all the steps to turn raw uranium into the rods, then all the waste into plutonium fuel rods and sink em.
Honestly getting tempted to say screw it and transfer to the Experimental, just for all the new asthetic goodies, even if it means i loose the stuff i've put in place currently (But that's okay, i'm not super happy with it anyway).
The zoop building and splitters/mergers locking to nearby in/outputs when placing them directly on a belt are massive quality of life improvements and make me super glad I moved to experimental.
Zooping makes building so incredibly fast. like hot damn its fast. So glad they bumped the concrete stack sizes last update.
Can you zoop when you're updating the look materials, like turning foundations into different materials like concrete?
IIRC, you don't need to zoop, it's like painting; just drag and go.
Gotcha. It can be a pain if you forget to paint a foundation after already placing a building. I was hoping there was a drag interface that would help with it.
So yea tip! Paint your foundations before putting stuff down.
Yeah, in general, it doesn't hurt to be a bit over productive with liquids especially if you're dealing with elevation changes (Which you usally will be with Refineries and doing the Pure recipes).
I had two water extractors providing 120 water each to a set of refineries that needed 200 water total, and ended up having to add a third and rebalance the extractors to do 100 each, just because the last few Refineries were getting starved for liquid, even though by rights they "Should" have enough. Very irritating!
(And this folks is why i keep talking about stress testing your builds because it took a while to track down that problem, and woulda been hell when radiation was everywhere).
Nearly finished the undercroft of part 1 of the factory:
At this point it's just manufactuers to make Insulated Crystal Oscillators and Crystal Beacons left. Gotta rig up a train to bring in the crystals, and, i decided, silica that i'll make at the train's starting point - there's a pure limestone node right by the crystals, and it saves me having to jam in the assemblers for that down here. It's getting crowded!
So this part of the factory is producing Electromagnetic Control Rods, Beacons, Crystal Oscillators, Quickwire, Heatsinks & Iron plates. The next part will be the actual nuclear stuff - Nitric Acid, Sulfric Acid & all the steps to turn raw uranium into the rods, then all the waste into plutonium fuel rods and sink em.
Honestly getting tempted to say screw it and transfer to the Experimental, just for all the new asthetic goodies, even if it means i loose the stuff i've put in place currently (But that's okay, i'm not super happy with it anyway).
The zoop building and splitters/mergers locking to nearby in/outputs when placing them directly on a belt are massive quality of life improvements and make me super glad I moved to experimental.
The thing is i already use the SMART mod, so zooping is actually a downgrade over what i've currently got. The snapping is not a big QoL either for me, because i build my splitters/mergers first, then belt everything up, rather than the other way around.
For now i'm gonna go see what a trashfire my base looks like loosing the current visual stuff i've got installed, and decide from there. I d o want access to the new visaul stuff is the thing, eps before i build the nuclear part of my base.
webguy20I spend too much time on the InternetRegistered Userregular
First coal facility is online in my new game. Got its a great feeling getting away from biofuel. Also the floor connectors for tubes and conveyor lifts are great. Such a clean look.
Posts
I'm not 100% certain, but I think that's all my problematic trains. I am a little sad that I had to rename the Nitric Acid Jazz Train because it picks up other things now, but it's for the best.
Also found a lone train engine endlessly circling the map called Kelly Marie Tram and I do not remember making it.
But that is the type of dumb thing I find hilarious so.
That'll make it a 32 coal plant setup.
EDIT: Sound right guys?
I keep thinking about picking this back up again after being away for a while but the whole aluminum production thing just feels so daunting from the ground floor.
I also don’t know if I have the alternate recipes that make it better.
I really wouldn’t mind starting over, but I wish I could keep the hard drive recipes.
Well, you can always just drive to the other side of the map and start over. Or you can make a new game and use the Satisfactory calculator to spawn in a bunch of hard drives.
If you're using the save editor you can just toggle which recipes are unlocked
PSN: Robo_Wizard1
I thought that might be the case but I wasn't sure.
Seriously, it's really not that bad!
The chain is literally
1) Mine Bauxite.
2) Ship bauxite to a refinery. Combine with water, get out Alumina Solution and Silica.
Alt: The sloppy Alumina recipe increases the amount of Alumina soloution you get, but no longer makes Silica. This can be a big deal, since Silica is quite hard to get in practice. Still, for pure making Aluminium chains, i recommend the Sloppy Recipe.
3) Next, combine the Alumina solution with a reagent of choice: Coal or Petroleum Coke. Coal is easier, but Petroleum Coke gets you better returns, so use that if you can. This is the one tricky part of the recipe, as it generates waste water. And, ofc, you have to build the PC refineries (Not a big issue, it's like two steps and there's always uses for polymer resin, even if it's just sinking it. You can either build a concrete sink here (Benefit: You get tons of concrete to use!) or cycle the water back into the aluminum chain - the latter's a lot more power efficient, but it's a HUGE pain in the arse to do, due to liquid behaviors. I can share a screenshot of how i got it working, but i recommend the combine with limestone and sink option here.
4) Finally, take the scrap step 3 produces and bake it into ingots. You can combine it with Silica for the default recipe, which gets you the most ingots, but is incredibly silicia intensive, or you can just use the Pure Aluminum Ingot recipe. I recommend the latter, as by using the Sloppy -> Electrode -> Pure chain, you get a 1 bauxite to 1 Aluminum Ingot return, which is pretty freaking good. You get a roughly 1 bauxite to 1.5 Ingot return using the base recipe, but every ingot costs you 1.25 silica, which is incredibly expensive and fast.
Boom!
At this point, you need ot what, add some copper to get the other stuff you want out? Sheets and Casings. Pretty freaking simple. Compared to the hell that is Heavy Modular Frames or Computers, Aluminum is easy.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I can share some screenshots of relatively hassle-free ways to recycle water and silica in the process if you'd like. The addition of valves and fluid buffers made recycling water a hell of a lot easier.
Sorry for seemingly easy questions, but on mobile at work my data connection is questionable at best.
Coal generators consume 15 coal and 45 water per minute. 8 coal generators will use 120 coal and 360 water (exactly 3 water extractors' worth) each minute. A fully overcloaked mark 2 on a normal node will produce 300 coal per minute, so you'd be looking at 20 generators and 8 water extractors (or 7 and some overclocking).
The scope of the project pales in comparison to how inadequate that much power is to my current needs, to the point where I tore it all up to make room for a non-power project.
Yep, I'm building off the east coast of the swamp, as well. I'm only using the closest uranium node at the moment. I currently have all of the uranium being processed into encased uranium cells (right outside the cave), and I'm now building a electromagnetic control rod factory near the oasis in the desert. It will have ~2x the capacity I need, with the extras going to the space elevator projects.
Fun fun fun
I see. Ty
now, keep in mind that a pipe at the coal stage can only hold 300 water
Ya. I figured I'll have 2 water extractors per 3(?) coal gens to not have to have the massive pain of introducing water at a halfway mark, or from the opposite end.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
And Compacted Coal is an important part of turbofuel production, pre-blenders. (With blenders it's a lot easier to just do a lazy diluted fuel setup, but that's a pretty late game thing).
Also you can use it to make gunpowder more efficiently, for easier explosives if for some reason you need that. I have boxes full of the things and they're my main offensive go-to/terrain cleaner these days....
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
It's not too hard to set up a balanced system with a third extractor, honestly. Feed water from both ends and the center, bing bang boom.
Well, I am trying to think up the logistics design for having the logistics come from underneath, both resources. I laid out the gens with a corridor in the center and the inputs in the center as well. I am trying to figure out the way to arrange the pipes and belts in such as way so as to allow for it. I did have foresight and built a logistics floor under the plant floor, that floor is two walls high and has the same area as the plant. I am still in a tinkering stage.
Also, apparently the game straight up doesn't want me to play now. Had a crash, restart, crash, restart, try walking in different direction, crash again anyhow. I tried different things in the game, but all resulted in crashing within 2 minutes. Restored an earlier save, crashed anyhow. Bummer.
I do love the floor decals though, and the cement foundations. They look so good!
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
the numbers themselves aren't hugely important--three water extractors provides precisely enough water for eight coal generators, put enough coal in and you should be fine
what is important is that you pay close attention to where you're putting water in to the pipe network
one input each between generators 2 and 3, 4 and 5, 6 and 7
if the geometry of the plant allows, I myself prefer to go even simpler--one each at the ends, one in the exact middle
I'm not 100% sure this is it, but when we were playing on the server I found what appeared to be a crash site, but missing the pod itself and any items to pick up. It was by the big waterfall, visible from the caterium node.
Also, the server appears to need to be updated.
Should be done now.
Haven't tried that since the power rebalancing, but I expect it would still work.
I see. Thank you. I also got some guidance from a Satisfactory twitch streamer last night, so I got the model and diagram all figured out in my head I think. Now if only the game would stop crashing and let me play.
PSN: Robo_Wizard1
I had two water extractors providing 120 water each to a set of refineries that needed 200 water total, and ended up having to add a third and rebalance the extractors to do 100 each, just because the last few Refineries were getting starved for liquid, even though by rights they "Should" have enough. Very irritating!
(And this folks is why i keep talking about stress testing your builds because it took a while to track down that problem, and woulda been hell when radiation was everywhere).
Nearly finished the undercroft of part 1 of the factory:
At this point it's just manufactuers to make Insulated Crystal Oscillators and Crystal Beacons left. Gotta rig up a train to bring in the crystals, and, i decided, silica that i'll make at the train's starting point - there's a pure limestone node right by the crystals, and it saves me having to jam in the assemblers for that down here. It's getting crowded!
So this part of the factory is producing Electromagnetic Control Rods, Beacons, Crystal Oscillators, Quickwire, Heatsinks & Iron plates. The next part will be the actual nuclear stuff - Nitric Acid, Sulfric Acid & all the steps to turn raw uranium into the rods, then all the waste into plutonium fuel rods and sink em.
Honestly getting tempted to say screw it and transfer to the Experimental, just for all the new asthetic goodies, even if it means i loose the stuff i've put in place currently (But that's okay, i'm not super happy with it anyway).
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
The zoop building and splitters/mergers locking to nearby in/outputs when placing them directly on a belt are massive quality of life improvements and make me super glad I moved to experimental.
Zooping makes building so incredibly fast. like hot damn its fast. So glad they bumped the concrete stack sizes last update.
Can you zoop when you're updating the look materials, like turning foundations into different materials like concrete?
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
IIRC, you don't need to zoop, it's like painting; just drag and go.
Gotcha. It can be a pain if you forget to paint a foundation after already placing a building. I was hoping there was a drag interface that would help with it.
So yea tip! Paint your foundations before putting stuff down.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
The thing is i already use the SMART mod, so zooping is actually a downgrade over what i've currently got. The snapping is not a big QoL either for me, because i build my splitters/mergers first, then belt everything up, rather than the other way around.
For now i'm gonna go see what a trashfire my base looks like loosing the current visual stuff i've got installed, and decide from there. I d o want access to the new visaul stuff is the thing, eps before i build the nuclear part of my base.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Some early experimentation with the new asthetic options.
Beyond annoyed that you cant change the material of curved foundations, and that they didn't include Roof corners (WHY), but things are looking good.
And yes, those are walls offset halfway through a foundation. I'm a wizard.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981