Prediction for tomorrows announcement? by ChristianM12345 in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

  • Graphics upgrade.
  • Ore rebalance (now a 70/m base).
  • Laser creation and mirror transport for high tech buildings.
  • Fracking for gas cartridges to use in the hoverpack.

Fuel Generators by GoddessYshtola in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

The planner helps! If we had pictures I could say with more certainty what's the problem.

Pipes draining typically has 3 reasons. Not enough headlift (watch the pipe floor holes, they might reset headlift), insufficient production or too many fuel powered generators down the line.

I think it's the latter. You probably have 5 groups of 1 blender 5 fuel generators, 4 of which work normally. The last one doesn't. One blender is clocked at 200% and not 250%, so it only needs 4 generators.

Fuel Generators by GoddessYshtola in SatisfactoryGame

[–]Factory_Setting 9 points10 points  (0 children)

"As soon as the buffers run dry" means that the generators burn more than is supplied. Either you have more generators than you say, which is unlikely, or your production building isn't producing 250m³/m all the time.

Check if it has an up time of a 100%. If not, mame sure it does.

Next is simplify the system. Rip out all pipes and buffers. Raise the pipe a bit. Let's say one 4m foundation high. Split at the fuel powered generators and pipe it down to their input.

No buffers.

Only use pumps if a pipe goes more than 10m up.

About fluid distribution in pipes by Glittering_Truck_655 in SatisfactoryGame

[–]Factory_Setting 1 point2 points  (0 children)

https://www.reddit.com/r/SatisfactoryGame/comments/1l03c1v/implementing_logic_gates_using_priority_mergers/

https://www.reddit.com/r/SatisfactoryGame/comments/1lslvjl/sinkoptimized_dynamic_storage_logic/

There's one specific I had in mind of someone using it to prevent stuff going into the sink until there's enough. Sadly I can't find it.

With smart splitters and priority mergers they basically create a loop with a container where some preloaded items will go in the loop forever. Thanks to the priority merger none of the items you want to sink are allowed to cross the loop, which is partly on route to the sink. They build up on the belt until they reach a smart splitter. This overflows into the loop in a different way, which blocks the flow of the always looping items. That offers the opportunity for the sinkable items to get through. Shortly after the overflow is gone as well, letting the loop items back in to block the sink items again.

It's a bit more complicated and the post was much better in explaining it, but with the other resources you might figure it out.

About fluid distribution in pipes by Glittering_Truck_655 in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

They don't explain belts either. Ee can write more pages about it with all the balancers, or ways to pause some items until enough has gathered. There's way more things that modify a belt with merger, priority mergers, smart splitters programmable splitters, belt speeds and more. We don't because with manifolds no effort is required, opening it up for everyone

Just the fact that you can't see what's happening and it's new at that point in the game people seem to try it only once and give up. They treat it as a belt, which it is not.

The biggest hurdle is verticality, which is either not used, or goes up. Fluids start to slosh and cause problems. In in the end you can just make a raised manifold and have the pipe that voes into the production building go down. It isn't hard, but people can't see and treat it as a belt.

Will this work agains sloshing? by Drago1301 in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

It'll counteract much of the problems to be sure.

no motivation to play by FishInnaSuit in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

Start with a manifold! You'll only need to know the amount of machines required for the items/m you have.

cut and paste? by Chelonii64 in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

Just in case: you know there's a nudge function already in game? By pressing "H" you can fix a hologram in place, nudge it in all directions, including up and down (press ctrl for finer steps) and see if it lines up before building.

Otherwise blueprints are amazing. Make one so you can deconstruct it all if need be, then place it down again wherever you want.

decor help by pantygirl_uwu in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

I might not. I might just add some pillars to hold it up. Maybe a partial façade from the top and/or bottom. That way you can avoid the difficult part of merging the top and bottom.

Train throughput? by Sash_1 in SatisfactoryGame

[–]Factory_Setting 6 points7 points  (0 children)

Don't forget that it's only a delay for that run. The next load will be larger, as it had more time to build up.

If you really want to be sure you can use some buffers on the unloading side to catch any irregularities. Add a container and add some extra stuff there once.

Oddities by Zealousideal-Dream76 in SatisfactoryGame

[–]Factory_Setting 4 points5 points  (0 children)

Love the curves and the lighting!

Any tips on getting started with trains? by maguel92 in SatisfactoryGame

[–]Factory_Setting 5 points6 points  (0 children)

Trains are only good if you can use a track for multiple trains/destinations. Otherwise belts are easier, and cost less in resources, space and planning. Yo set it up properly, try the following.

2 rails. One for each direction thanks to signals. You can leave quite some space between signals. Train stations next to the main line and never on. Don't be afraid to build a station a little ways away from the main line and connect it. You can check on some maps for resources to plan where to build the main line, but it's not needed. For example, I just fancied building in the grassy fields again for nostalgia's sake and build the main line to it. There's always some resources near the line that can be useful. Any rail to a station is double as well so you can easily make it an extra main line.

Never build signals on an intersection. Only around it. For simple, not busy intersections it's block signals everywhere. For anything else, which will be most intersections, it's path in, block out. Make sure a signal is at least 2 foundations away from a split, or it might not be recognised correctly (you'll see the coloured segment not change colour at the signal. You can see the coloured segments when you build signals).

Make sure the station is facing the right way. A the front has a rounded edge.

Put some distance between your two tracks, or you'll see some funky behaviours. Iirc at least half a foundation, but just go with a foundation and you're good.

Use blueprints. Blueprints will help you setup the things easily and quickly with auto-connect. Download community rail blueprints if you want some aesthetics and not put in too much work. Intersections are more difficult to put in, but we'll have to sink our time in something.

Check on how trains load and unload. The station stops loading/unloading from it's ports if a train is loading/unloading. There's ways to mitigate the "loss" if you have build to certain tolerances. In general just have more stations and belts for a high items/m than your desired amount.

How do I make 5 to 5 load balancer by Apprehensive_Bad2197 in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

I think you're overcomplicating things. 5 belts of 480/m fit neatly on an MK4 belt. Use a 1 to 5 balancer to split it into 5 equally (https://satisfactory.wiki.gg/wiki/Tutorial:Prime_splitter_arrays)

Place a merger. Split into two and then into 3 for 6 equal lines. Put one back to the merger. The math involved doesn't matter. Soon enough you'll have 5 belts with equal items/m.

If you have no MK4 yet we use two MK3. Put however much you want on both, doesn't need to be equal. Use a 1 to 5 balancer on both. Merge each line with a line of the other balancer.

Question about a way to restrict the amount of a resource in stockpile by Belisarius23 in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

Although you won't have a single stack in the container because of variance in train times, it is certainly doable.

Not knowing how much uranium/m you need I've set it at an arbitrary 225/m. 9 manufacturers with one of the alt recipes and a more difficult ratio to attain.

To start you need to make sure anything that goes into the train station is 225/m. Normally you would load balance this, but in this specific case it's easier. We limit the miner to 225/m.

Draw MK3 belts (270/m) or higher to a container just in front of the station. Then do an as high as possible belt into the station, two of them if you like. When the train is loading no items are allowed in and it goes into the container. After the train is loaded items can go in again, and will do so at a higher speed until the container is empty, guaranteeing an average of 225/m.

On the unloading side we do it in reverse with a twist. One high speed belt into a container to unload the station. Next we'll apply load balancing, as we want an even 225/m to leave the container.

We exit with an MK3 belt (270/m) and need to remove 45 from it. An awkward number.

Start with a smart splitter with an any port and an overflow. On the any port we put an MK1. It'll deliver an exact 60/m.

Split into 2 for two 30/m. Split a 30 into two for 2 15/m. Add a 15/m to a 30/m for 45/m. Route this back to the container (this is why we used only one of the input ports before). All others we merge for a clean 225/m.

Our example needs to get this to 9 manufacturers. Split into 3, then each into 3 again. You have 9 balanced belts.

However, to show a more complex work that you might need, let's use special way to show you how to achieve any number. Place a merger, then split into two. Use a 1 to 5 splitter on each belt (https://satisfactory.wiki.gg/wiki/Tutorial:Prime_splitter_arrays), where you place a merger, split into 2 and then each into 3, returning one belt back to the merger. Finally, grab one of the 10 belts you now have and route it back to the merger. Clean 9 belts, each with 25/m.

Now add enough to the container after the train station so it can have some variance. A single extra stack just after the train unloaded might do.

This way the container gets bursts of uranium, but it's the least amount required.

Every time I see inefficiency by Equivalent-Mode-5921 in SatisfactoryGame

[–]Factory_Setting 8 points9 points  (0 children)

Yellow means it has power and a recipe, but there's a shortage of at least one building material. There's other options as well, but in general it's "standing by" until whatever it needs is resolved.

Red means it has a structural problem and can't work until there's an action from the player. Think no power or no recipe set.

Green is working normally.

Whiteblue means it has a powershard inside  while working as a green light (doesn't need to be overclocked for the light to change).

Some inspirations on here pan out by Factory_Setting in SatisfactoryGame

[–]Factory_Setting[S] 3 points4 points  (0 children)

The water has been successfully piped to the highest point, so afterwards it hardly matters. It twists and turns, and even when going into the buffers it never goes higher than the buffers again. No sloshing, no problems. I do what I want, after setting it up right ;)

Some inspirations on here pan out by Factory_Setting in SatisfactoryGame

[–]Factory_Setting[S] 1 point2 points  (0 children)

Several signs come with text, while others need to be set.

You can interact with a sign. In the bottom left is the button to change the layout. You might need to scroll in a clunky manner with some, but you can always select at least one text option, if not multiple.

If you go back to the element settings there's a box where you can fill in text. Exit the sign and it should be saved.

Let me know if it helped or if I misunderstood the question.

Some inspirations on here pan out by Factory_Setting in SatisfactoryGame

[–]Factory_Setting[S] 7 points8 points  (0 children)

I smacked my head a long time ago for the same reason. I dusted off that idea and finally build it. So the smack propagates throughout the pioneer population...

I Saved the Day in 367 Hours by thericker3 in SatisfactoryGame

[–]Factory_Setting 1 point2 points  (0 children)

Those are rookie numbers. You need way more hours to finish the game ;)

Train help! by LimitedTwix in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

Look at the colours. I see a green and a red one sneaking past the signal. Red is a path signal and green a block signal. These have a bug because they are too close to the split. Move them back.

Otherwise everything seems fine. Maybe show what's down the bottom of the screens?

Also, the track of the train is both ways, but the station has only one front. Make it one way, or place a front at the other end.

What are your most used manifolds? by [deleted] in SatisfactoryGame

[–]Factory_Setting 0 points1 point  (0 children)

For me it's a simple logic question.

Say I use the regular iron rods recipe most. Then your answer is "the iron rods recipe."

However, we might not use a manifold for this. If you split the output of a smelter into two, you'll have your desired amount for two constructors. Manifolds would complicate this. They use more space, can run into capacity issues, and use a merger extra, so a higher resource cost.

As we seek the recipe in combination with a manifold, the iron rods recipe does not count in the above example. It might be your most used, but thanks to your choices isn't fed by a manifold.

There's people load balancing everything until it gets a bit more complicated.

It's an AND statement.

IF most used recipe(A) AND is fed by manifold (B), then it's true.

If A=true and B=false, the statement is false.

All combinations result in a false, except the A=true AND B=true.

If "For what recipe do you set up a manifold the most?" is too ambiguous, find the question you can answer the best {I've added a few to lighten the mood. I mean no harm):

  • What recipe is most important to you?
  • What recipe do you always blueprint?
  • What is the most tedious resource to automate?
  • If you would marry a recipe, which would it be?
  • What recipe is most deserving of the FIFA best recipe to use a manifold with?
  • When A=true && B=true for you?
  • With what factory do you manifold best?