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[Satisfactory] The Mysteries of the Plumbing & Train Simulator 2024

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  • MuddBuddMuddBudd Registered User regular
    edited October 3
    I've finished the process of replacing basically all my smelters with refiners, just need to make some nitric acid for quartz production. Now I've turned my attention to byproducts.

    Between my Rocket Fuel plant and rubber/plastic production, I have a small amount of resin and compacted coal I've been sinking... it seems like the PERFECT use for that would be to set up an automated filters/ammo facility. Just enough that I can always grab a few extra from the Dimensional Depot if I run out. And then I can still sink any resources not actively being used for that.

    MuddBudd on
    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Undead ScottsmanUndead Scottsman Cybertronian Paranormal Eliminator Registered User regular
    Also, one tip I've seen with pipes is to never put a pump immediately after a steep incline, even if you think the headlift is fine: always do it just before.

    So say you have an L shaped bend going up. Your natural inclination is "I have 20 meters of headlift, so I can put this 20 meters above on the vertical part" Don't do that.

    Your next inclination is to put it right after the bend on the vertical part. Also don't do that. Put it on the horizontal part first, before the bend, and then go from there. My turbofuel plant didn't take this into account and I couldn't figure out why it kept backing up: making that change fixed that particular issue.

  • DocDoc Registered User, ClubPA regular
    Knight_ wrote: »
    it seems a bit dangerous to have rods wander with drones around irradiating the landscape randomly.

    but that also seems funny so i'll think about it.

    That’s why I put all my uranium ore on trains

    It keeps you on your toes

  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    Also, one tip I've seen with pipes is to never put a pump immediately after a steep incline, even if you think the headlift is fine: always do it just before.

    So say you have an L shaped bend going up. Your natural inclination is "I have 20 meters of headlift, so I can put this 20 meters above on the vertical part" Don't do that.

    Your next inclination is to put it right after the bend on the vertical part. Also don't do that. Put it on the horizontal part first, before the bend, and then go from there. My turbofuel plant didn't take this into account and I couldn't figure out why it kept backing up: making that change fixed that particular issue.

    Essentially, you want the pump situated where it's always fully flooded and happy to push, rather than sitting right at the edge.

  • GokerzGokerz Registered User regular
    edited October 3
    In my first playthrough, I turned 600 uranium into 3 rods a minute, which gave me 30 nuclear plants for 75 gigawatts of power. After recycling got implemented, I took that 300/min nuclear waste and turned it into 1.5 plutonium fuel rods, which I sunk. Had I used their power, I would have gotten an additional 15 power plants (another 37,500 megawatts) producing 15 plutonium waste a minute. With the new stuff, I could use that waste to generate 7.5 ficsonium fuel rods a minute, which is another 7.5 powerplants, or 18.750 more power.

    You basically gain 50% of the previous step with ever process. 75,000 + 37,5000 + 18750 for a total of 131,250 megawatts. So you don't even double your power if you go through the entire chain. Though I didn't take alt-recipies into account.

    That said, slapping down a power amplifier on that setup would net you over 13 gigawatts all by its lonesome, which is kinda wild.

    In 1.0 with alternate recipes and sloops you can take 150 /min Uranium from an impure node, use 3 slooped infused Uranium Cell Manufactuers to turn that into 240 /min Encased Uranium Cells and then use slooped Uranium Fuel Unit Manufacturers to turn that into 14.4 / min Uranium Fuel Rods. That's enough Rods for 72 Reactors and 180,000MW just before recycling.
    At least that's what I'm trying to do, more than enough sloops in the world for that and the recycling seems to be the thing that takes the most Uranium. The basic set up is actually finished, but I want to get the recycling loop set up before I start the reactors.

    Gokerz on
    causality.png
  • DocDoc Registered User, ClubPA regular
    MuddBudd wrote: »
    Doc wrote: »
    I finally figured out the trick to fool-proofing liquid feedback (eg putting your aluminum water back into your sloppy alumina refinery).

    You need to have the head lift for the output water you want to recycle back be substantially higher than the original water going into the system. You can use a pump if you need to.

    Pipe up and put a small fluid buffer up near the top of the output head lift, then pipe back down and merge with the input. The water from the water extractors won’t be able to get up that far, and they shut down once things are filled past their head lift limit, essentially giving priority to the recycled water.

    I’m sure I’m not the first to figure this out, but it works way better than trying to use valves in wonky ways.

    I would love a screenshot of this when you get a chance. I'm just using valves to limit amounts atm, but haven't had these things running hard so who knows if it will be foolproof.

    06eafy4w4r1r.png

    Water comes up from an extractor on the right, through the two refineries, up over the top (there is a pump hidden behind the left refinery), and back down to merge with the input. I slapped a valve on there to really keep things in check.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    This is why I just don't mix my inputs. Makes water recycling a lot, lot easier. It's either feed by a pump, or it's feed by recycled water. Over and underclocking takes care of the rest

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  • DocDoc Registered User, ClubPA regular
    This is why I just don't mix my inputs. Makes water recycling a lot, lot easier. It's either feed by a pump, or it's feed by recycled water. Over and underclocking takes care of the rest

    That's a valid strategy, too. I probably will do that when I get the full setup going. You just need to make sure to arrange the solids output such that the first thing to get unblocked after things back up are the refineries using recycled water. I think that's what I missed last time.

  • MuddBuddMuddBudd Registered User regular
    This is why I just don't mix my inputs. Makes water recycling a lot, lot easier. It's either feed by a pump, or it's feed by recycled water. Over and underclocking takes care of the rest

    yeah but then you need to find a way to get rid of the excess water outputs. Which is easy if you are near limestone I guess, make concrete and sink it. But if not...

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    MuddBudd wrote: »
    This is why I just don't mix my inputs. Makes water recycling a lot, lot easier. It's either feed by a pump, or it's feed by recycled water. Over and underclocking takes care of the rest

    yeah but then you need to find a way to get rid of the excess water outputs. Which is easy if you are near limestone I guess, make concrete and sink it. But if not...

    No, you just need to balance your system correctly.

    Neither the Aluminum Refinery or the Quartz Refinery I've posted use limestone sinking, and they use up all the recycled water internally.

    There's no recipes that make more water than goes into the system in the first place.

    Quartz was really easy - one blender is set to 50% and gets it's water from a water extractor. It's waste water is combined with that of the other two blenders, both at 100%, and fed back into those.

    System needs 250 water a minute and makes 200 water a minute, so... Boom. Easy.

    Aluminium refining is similar, I posted the math earlier in the thread.

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  • Undead ScottsmanUndead Scottsman Cybertronian Paranormal Eliminator Registered User regular
    This is why I just don't mix my inputs. Makes water recycling a lot, lot easier. It's either feed by a pump, or it's feed by recycled water. Over and underclocking takes care of the rest

    You don't even need to bother with under and overclocking, just toss a valve on it to make sure you're not adding more water to the system than needed.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    This is why I just don't mix my inputs. Makes water recycling a lot, lot easier. It's either feed by a pump, or it's feed by recycled water. Over and underclocking takes care of the rest

    You don't even need to bother with under and overclocking, just toss a valve on it to make sure you're not adding more water to the system than needed.

    Valves can and will still cause problems, they're not a one-stop shop. They're pressure dependent, for one, amongst other potential issues - I find them useful for controlling flow, but don't rely on them past that. Underclolcking and overclocking is useful because it lets you exactly control input and output ratios in aggregate.

    Like, again, let's break down the math here, using Quartz Refining as an example.

    Refining 600 Raw Quartz a minute requires 50 Sulfric acid a minute.

    That takes 50 water a minute to make. Since this part of the system starts everything off, and for future proofing reasons, this is just pumped in directly - we supply 50 water to it.

    Okay, cool. Now we've got our Quartz Crystals, and our Dissolved Silica. 600 Raw Quartz makes 300 Dissolved Silica a minute. 300 Dissolved silica a minute requires 2.5 blenders to process it. It also requires 250 water a minute. It produces 200 water a minute as a byproduct.

    Since we happen to need 2.5 blenders a minute, this is actually quite easy. Blender 1 is set to 50%. It gets water 50 water pumped directly to it, and outputs 40 water a minute. This water output is connected to the outputs of blenders 2 & 3, who'll be making 80 water a minute. and the resulting 200 water a minute tube is connected back into the inputs of Blender 2 & 3, where wouldn't you happen to know it, they need a 100 water each.

    Boom. Perfectly balanced system. And upside, if you want to increase the system's production (Say because you upgrade to t3 miners and T6 belts) - you can just set blender 1 to 100%, and overclock blenders 2 & 3 to 200%. Or build two more blenders at 100%, i'm not your boss, do whatever.

    Similar logic with Sloppy Aluminum earlier in the thread - The system needs 600 water a minute and makes 420 waste water a minute. So... One refinery set to take 180 water a minute, which you pump in directly, and the rest of your refineries are set to accept the 420 water a minute. If you break that down into 4 refineries (The smallest amount it can be cleanly divided into) - Well, one can be underclocked to 90%, and the other 3 underclocked to 70%.

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  • Knight_Knight_ Dead Dead Dead Registered User regular
    the downstream machines only run on recycled water strategy is def the best one after struggling with all the other methods. it's awkward sometimes when you're building in confined space since it requires more buildings, but it does work every time forever. i switched my aluminum over to that and it's been mostly painless since.

    aeNqQM9.jpg
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Quick and Handy rules to remember for liquids & gases:

    Liquids move from areas of high pressure to low pressure, and from high locations to low locations.

    Gases move from areas of high pressure to low pressure.

    They don't otherwise care which direction they flow in.

    They will endeavor to fill a flat length of pipe evenly across the entire length. Eg: if you're trying to pump 50ms through a pipe, it's going to only fill enough of that pipe to allow that 50 to flow.

    Valves let you dictate that flow can only move through it in a direction, but it won't stop pressure waves from deflecting off each other.

    This is why you should saturate your pipes before you turn a system on fully - as it ensues the low pressure zone is always at the consumers, while the high pressure zone is always at the creators

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  • RT800RT800 Registered User regular
    This game seriously needs a "delete everything" button.

    One of my biggest frustrations is deciding to rebuild a factory and realizing that it's going to take like an hour just to take down what's already there.

  • JedocJedoc In the scuppers with the staggers and jagsRegistered User regular
    Need an alt-fire mode for nobelisks that turns them into the Recycler Grenades from Prey.

    GDdCWMm.jpg
  • TynnanTynnan seldom correct, never unsure Registered User regular
    RT800 wrote: »
    This game seriously needs a "delete everything" button.

    One of my biggest frustrations is deciding to rebuild a factory and realizing that it's going to take like an hour just to take down what's already there.

    You can upload your save file to Satisfactory Calculator map tool and use the functions there to mass delete, then download the modified save file. It's a workaround, but it's pretty easy.

  • Knight_Knight_ Dead Dead Dead Registered User regular
    if i was playing locally i'd probably load the save into the satisfactory map editor thing and just delete with that. it's so much faster to be able to whip select big chunks of factory and press the button.

    aeNqQM9.jpg
  • DocDoc Registered User, ClubPA regular
    RT800 wrote: »
    This game seriously needs a "delete everything" button.

    One of my biggest frustrations is deciding to rebuild a factory and realizing that it's going to take like an hour just to take down what's already there.

    It’s so easy to forget the time in early access before multi-delete.

  • milskimilski Poyo! Registered User regular
    edited October 4
    juta36tdt8b6.jpg

    Expanded my 240 oil/m plastic-and-rubber oil refinery into a 900/m refinery* with 16 power stations, 80/m fuel storage, 80/m rubber, 100/m plastic, 10/m circuit boards (electrode circuit boards). Only waste product not being used right now is 380/s coke, which I could loop into power but since I've got enough headroom on power now I'd rather keep it available for more circuit boards as needed. Not the prettiest build in the world, but not that ugly either, with the refineries mostly having a lot of space. The ugliest part is the second floor assembler/manufacturer pile since I just eyeballed the conveyor belts up to it instead of like, doing something smart.

    Oh, and the whole expansion was built and turned on at once with no issues besides a couple of inputs not being put in place, but all of those were in areas where the upstream was sinked so it didn't trip power or back up anywhere.

    *(technically 870/m is used because the manifold for one oil node ran into another one, and I can bump it to 1200 when I get Mk2 pipes for the pure node around here).

    milski on
    I ate an engineer
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited October 4
    Doc wrote: »
    RT800 wrote: »
    This game seriously needs a "delete everything" button.

    One of my biggest frustrations is deciding to rebuild a factory and realizing that it's going to take like an hour just to take down what's already there.

    It’s so easy to forget the time in early access before multi-delete.

    Multi delete and zoop were game changers. Having to place foundations one at a time was a nightmare.

    Back in my day, we had to make conveyor spirals to get materials up and down! We didn’t have fancy conveyor lifts!

    webguy20 on
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  • Undead ScottsmanUndead Scottsman Cybertronian Paranormal Eliminator Registered User regular
    I forget, did they remove exponential power scaling for overclocking generators and reactors?

    Like, there's basically no reason to not overclock them now (given how easy it is to get power shards now, without even getting into late game stuff), as you're not losing power and it means less stuff to build.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    They did not. Which annoys me, because I think overclocking should be incentivized. Somersloops do kinda do this - its. Much bigger power bill, but it's better to overclock & sloop a single building then to sloop multiple buildings.

    But I'm a big proponent of overclocking and minimalism in builds anyway

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  • Undead ScottsmanUndead Scottsman Cybertronian Paranormal Eliminator Registered User regular
    edited October 5
    They did not. Which annoys me, because I think overclocking should be incentivized. Somersloops do kinda do this - its. Much bigger power bill, but it's better to overclock & sloop a single building then to sloop multiple buildings.

    But I'm a big proponent of overclocking and minimalism in builds anyway

    You sure about that? The Wiki says they implemented it.
    Clock speed for power generators
    Power generators both generate power and consume fuel proportionally to their clock speed. A 1% increase in their clock speed causes them to produce 1% more power and consume 1% more fuel. The same amount of power is always produced from the same amount of fuel. Thus, overclocking generators simply saves space, but might cost a large amount of Power Shards for large power plants.

    The table below details the rates of a Coal-Powered Generator.png Coal Generator fuelled with Coal. The same logic applies to all other power generators, excluding Geothermal Generator.png Geothermal Generators, which cannot be overclocked at all.

    Clock speed Coal burn time Coal per minute Energy per Coal Operating rate
    10% 40 s 1.5 300 MJ 7.5 MW 10%
    100% (Default) 4 s 15 300 MJ 75 MW 100%
    250% 1.6 s 37.5 300 MJ 187.5 MW 250%

    Guess I'll need to fire up the game and check for myself now that I finally got sloops and sharded all of the slugs I had. (I got well over 300 shards from it!)

    EDIT: I just checked it and it's absolutely implemented. 2 shards in a Coal factory straight doubled the power output and cut the burn rate in half (Or sped it up.. it takes 2 seconds instead of 4.)

    Undead Scottsman on
  • JayKaosJayKaos Registered User regular
    I do remember them turning it down a bit during EA, which made it much more feasible to do regularly rather than only intermittently.

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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    edited October 5
    Okay, i see the confusion - i replied in haste when i replied to your post. Power generators, yeah, there's no downside to overclocking power generators and you should always be doing this.

    Overlocking production buildings is always more expensive than building more and underclocking them, but Sloops existing counterbalance this - Power production is functionally unlimited, Shard production is literally unlimited, Sloops are very limited.


    The Zombie Penguin on
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  • Knight_Knight_ Dead Dead Dead Registered User regular
    i’m fine with the exponential increase on consumption when you make buildings go zoom, it gives you a reason to make huge power plants and attempts to
    balance the insane strength of sloops plus 250% overclock.

    got my nuclear plant up and running, it’s like 40ish mw, which isn’t bad for a single impure uranium node. if i need more i could fly some in but i suspect this should be fine.

    aeNqQM9.jpg
  • DocDoc Registered User, ClubPA regular
    I have previously got two clean-recycling nuclear plants running.

    I honestly don’t see myself doing it again, especially with the rocket fuel alt recipe as it is - 600 oil and some super raw materials can turn directly into fuel for something like 500+ generators. Thats significantly more power than my old nuke plant, at a building count (besides the generators themselves) that’s probably less than just the electromagnetic control rod factory for the nuclear supply chain.

    (That’s an exaggeration, but not by THAT much)

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Rocket fuel is so good it wouldn't surprise me to see it nerfed - but I suspect it's more likely they buff up Nuclear power (Well, PLutonium and Fisconium) and Ionic Fuel instead, which would also be good.

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  • Knight_Knight_ Dead Dead Dead Registered User regular
    rocket fuel is good, but the real problem is nitro rocket fuel. at least normal rocket fuel requires you to go through the compacted coal step and burns more of some rarer resources.

    it should probably also not be able to run hundreds and hundreds of generators off a single node either but they certainly could stand to buff up the fancier fuels. fisconium is almost trolling with how hard it is to make and how little value it is worth.

    aeNqQM9.jpg
  • RT800RT800 Registered User regular
    I think the Efficiency First achievement is bugged. Finally cleared the last milestone but no achievement.

    On the upside, I guess they did include teleportation.

  • MulletudeMulletude Registered User regular
    Just got the hover pack. It's such a huge QoL tool in this game

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  • Death of RatsDeath of Rats Registered User regular
    edited October 6
    https://www.youtube.com/watch?v=sodks-YH5Us

    It's my first base thing where I plan on producing everything I need to put into my dimensional pocket thingy.

    In hyper color.

    Edit: It seriously looks like I have a Mario 64 mod going because of the hdr. I wish I could just magic the game to look that way.

    Death of Rats on
    No I don't.
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    946winjewb4t.png

    This was the bit where i plugged in my Fiscit Trigon overflow.

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  • Undead ScottsmanUndead Scottsman Cybertronian Paranormal Eliminator Registered User regular
    edited October 6
    Weird, for some reason Satisfactory didn't save my game for over an hour, despite my autosaves being set for 15 minutes.

    Undead Scottsman on
  • MuddBuddMuddBudd Registered User regular
    Well, I've officially gotten farther than I ever got in early access. I have automated all the Phase 4 project parts (with the help of some Somersloops on a few things that I miscalculated on, or in several cases, just didn't know how much I would need). They are slowly filling up the elevator now. I think the lesson I've learned is that for pretty much anything that takes an assembler, build a production line just for that thing, something designed to be scaled easily by adding another floor, etc... I had to go back and reconfigure my circuit board production a few times, for example.

    I also built an automated (and somewhat messy) ammo/filters/nobelisk factory that takes in just resource overflow and then makes a bunch of different ammos, etc... and uploads them to the depot. Mostly the explosive stuff right now. Should keep me plenty supplied for exploring and hard drive gathering, including the inevitable run into the red forest. That'll keep me busy while Phase 4 completes.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • TynnanTynnan seldom correct, never unsure Registered User regular
    Keep those automated lines running after you fill phase 4, you'll use more of those parts as components for phase 5 parts

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    edited October 6
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    4a7bko690zxn.jpg


    I did the sensible thing for my Fiscit Trigon needs, and built an entirely new Aluminum factory from the ground up.

    Works pretty well, actually - 1 Pure SAM node makes enough RSAM to match a single Normal Bauxite node. Then i used a couple of Sloops on the converters to double the output of the Fiscit Ingots, and now i' mgetting 900 Fiscit trigons a minute. Which is pretty nice! PRobably dont need that much, but when you only need two converters, why not sloop em? 4 out of 106 is a reasonble amount to spend.

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  • JedocJedoc In the scuppers with the staggers and jagsRegistered User regular
    Mulletude wrote: »
    Just got the hover pack. It's such a huge QoL tool in this game

    Remember to swap back to the jetpack when you go exploring! I mean, you won't, but now you'll remember me saying this right after you hurl yourself off a cliff.

    GDdCWMm.jpg
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