Satisfactory: 1.2 Release Is Live!

Drizzt321

Ars Legatus Legionis
33,604
Subscriptor++
Since power lines are cheaper than conveyors (and have to be run anyway to power the miner), I elected to build all the infrastructure over by the coal and ship power back instead of shipping coal in.

Always a good idea. You are likely to end up with a dozen or so generators and they take up a fair bit of space. Eventually you'll get hypertubes to travel between your sites and they won't feel that far apart.

Are they faster than mk3 conveyors? I used to just use conveyors to get places.

For character traveling, a LOT faster, plus with some foundations on the wall of a cliff you can end up going vertically, rather than having to figure out the right angle for incline/etc.
 

Lt_Storm

Ars Tribunus Angusticlavius
20,414
Subscriptor++
Since power lines are cheaper than conveyors (and have to be run anyway to power the miner), I elected to build all the infrastructure over by the coal and ship power back instead of shipping coal in.

Always a good idea. You are likely to end up with a dozen or so generators and they take up a fair bit of space. Eventually you'll get hypertubes to travel between your sites and they won't feel that far apart.

Are they faster than mk3 conveyors? I used to just use conveyors to get places.

For character traveling, a LOT faster, plus with some foundations on the wall of a cliff you can end up going vertically, rather than having to figure out the right angle for incline/etc.

Especially if you link a few of them together for acceleration... Then you get to launch yourself across the map so fast that you will be on the other side of the map before the next two frames generate.
 

Drizzt321

Ars Legatus Legionis
33,604
Subscriptor++
Since power lines are cheaper than conveyors (and have to be run anyway to power the miner), I elected to build all the infrastructure over by the coal and ship power back instead of shipping coal in.

Always a good idea. You are likely to end up with a dozen or so generators and they take up a fair bit of space. Eventually you'll get hypertubes to travel between your sites and they won't feel that far apart.

Are they faster than mk3 conveyors? I used to just use conveyors to get places.

For character traveling, a LOT faster, plus with some foundations on the wall of a cliff you can end up going vertically, rather than having to figure out the right angle for incline/etc.

Especially if you link a few of them together for acceleration... Then you get to launch yourself across the map so fast that you will be on the other side of the map before the next two frames generate.

Wait, what?!!
 

Nekojin

Ars Legatus Legionis
31,882
Subscriptor++
Yes. Iron. Before I quit last night I got the first space elevator delivery sent so I got access to coal and got a single generator up and running. I need to haul over enough materials to put up enough to saturate the coal mine’s output.
Fair enough, sorry!

Last time I played coal generators didn’t use water so this is new and interesting (there were no pipes). I guess once I get to oil that will use pipes too instead of using conveyor belts full of barrels huh?

Since power lines are cheaper than conveyors (and have to be run anyway to power the miner), I elected to build all the infrastructure over by the coal and ship power back instead of shipping coal in.
A few quick bits of info on water usage.
Quick-and-dirty: One water extractor for two coal generators.
Efficient: Three water extractors for eight coal generators. Also, eight coal generators use 120 coal per minute, which matches a normal node with a Mk 2 miner or a pure node with a Mk 1 miner.
More efficient: Three water extractors, one with a power shard, for nine coal generators (with a little extra water for lulls in the pump cycle).

Nine coal generators produce 675 power. Three extractors take up 60 power, or ~68 power with the overclocked one. Assume around 100 power for extractors with pipeline pumps.

Nine coal generators will use 135 coal per minute. A normal node with a Mk. 2 Miner will only produce 120 coal per minute, so you'll either need a second miner, overclocking, or a pure node to fill that.

Also, and this is a matter of opinion, you'll probably be better off with separated power groups, instead of one enormous connected power grid.
 
As long as you keep an eye on it and are using passive only generators (I.e. not biomass), one is totally fine. I had 3 grids when I was on biomass, but as soon as I went to coal I collapsed them. The second starting zone option has 3 pure coals as the closest coal, so that’s 18 generators (something like 1.3 gW with my 1 non overclocked miners). I have 9 built so far with a full 6 on one and just 3 on the first, but I will rebuild that node to 6 as well after I get the third node built out.

I know well the value of separate grids for overloads, but if you just watch your usage, since things don’t break down on their own, one is fine.
 

Nekojin

Ars Legatus Legionis
31,882
Subscriptor++
My current "home" grid is all one grid, connected up from the separate biomass generator groups, like you said you did. I actually run it at over production, because it's rare that everything is running at full capacity. And I have the two starter biomass loaded to fill in the occasional spikes that go over what the coal generators can cover.

When I set up other sections, like the coal area (which is close to a Pure Caterium node), that's its own power grid, and I transport excess coal back to the home grid. This time around is the first time I've actually set up a truck delivery loop, which is far more efficient than the conveyor belt path I've used for this location in the past.
 

Alyeska

Ars Tribunus Angusticlavius
6,730
Subscriptor++
Catwalks inside exposed metal framework foundation.

unknown.png
 

Sparkfizt

Ars Tribunus Militum
1,968
I've cleared all of tier 7 and have my hazmat suit....

I foresee getting nuclear power operational is going to take a lot of work. I haven't tried using drones yet as that requires making batteries.... which means I need to get sulfur to my bauxite, and expand bauxite mining/refinement... I probably ought to get drones up as that will almost certainly simplify moving goods around for the next tier.

I'm sitting on ~4GW of power consumption. I highly recommend using batteries btw, I've had 0 overdraw shutdowns since unlocking them. Eventually your consumption overtakes production, but only barely, and possibly dipping in and out. Batteries give me hours to notice and resolve. Put the batteries somewhere very visible and you'll notice if they're full or dispensing power.
 
So yeah. Oil gets a little annoying I'm seeing. Well, less annoying and more "do I have enough buffers to make changes to my setup without stalling it and impacting power generation". I'm working on direct fuel generation though. I'll build out a closed system and just sink any byproduct (not sure if there is a way to be 100% utilized for power, but if so I'll do that instead) and not touch it. Once I do that, I'll probably remove the byproduct coal generators and rework the plastic/rubber generation I have there..
 

Sparkfizt

Ars Tribunus Militum
1,968
So yeah. Oil gets a little annoying I'm seeing. Well, less annoying and more "do I have enough buffers to make changes to my setup without stalling it and impacting power generation". I'm working on direct fuel generation though. I'll build out a closed system and just sink any byproduct (not sure if there is a way to be 100% utilized for power, but if so I'll do that instead) and not touch it. Once I do that, I'll probably remove the byproduct coal generators and rework the plastic/rubber generation I have there..

I found I was able to live off byproduct gas generators for quite a while. It wasn't until aluminum production I needed to go tap some oil for only generating fuel.

Code:
Oil->Plastic/Rubber->Residual Fuel-> Gas generators
                                  -> Use a short vertical pipe segment on fuel line (will act as an overflow) and create packaged fuel

     tap for packaging
            |
fuel ->----- ------> generators

packaged fuel goes to storage container, overflow to sink.

This way you don't have to perfectly balance your fuel consumption to avoid backing up your plastic/rubber
 
Technically it's more power-efficient to convert the Heavy Oil Residue from Plastic/Rubber into Petroleum Coke to fuel Coal Generators.

Technically.

That's what I do right now. I am still building the 100 computers for fuel generators. And then when I get that, I am going to dedicate one of my 3 oil nodes to pure power generation. I've only build on a single node so far. A fully overclocked one is quite a bit of crude.
 

dferrantino

Ars Legatus Legionis
14,111
Moderator
Technically it's more power-efficient to convert the Heavy Oil Residue from Plastic/Rubber into Petroleum Coke to fuel Coal Generators.

Technically.

That's what I do right now. I am still building the 100 computers for fuel generators. And then when I get that, I am going to dedicate one of my 3 oil nodes to pure power generation. I've only build on a single node so far. A fully overclocked one is quite a bit of crude.
Just don't do what I did above (600 Oil in, 800 Plastic/800 Rubber out). That way lies madness.
 

Sparkfizt

Ars Tribunus Militum
1,968
Technically it's more power-efficient to convert the Heavy Oil Residue from Plastic/Rubber into Petroleum Coke to fuel Coal Generators.

Technically.

Wiki says residual fuel is slightly more efficient, but it sounds like mostly a wash. Gas generators are simpler to set up, no water requirements.

I'm thankfully not obsessed with maximizing everything. My ultimate goal is to complete tier 8. I don't have a grand plan, I just grow organically and try to leave room for expansions.
 
Technically it's more power-efficient to convert the Heavy Oil Residue from Plastic/Rubber into Petroleum Coke to fuel Coal Generators.

Technically.

That's what I do right now. I am still building the 100 computers for fuel generators. And then when I get that, I am going to dedicate one of my 3 oil nodes to pure power generation. I've only build on a single node so far. A fully overclocked one is quite a bit of crude.
Just don't do what I did above (600 Oil in, 800 Plastic/800 Rubber out). That way lies madness.

Is it any worse than building overflow splitters out of a crap ton of splitters and mergers because you're paranoid that your coke coal burners are going to shut off and bring the whole thing tumbling down when your plastic and rubber bins fill? Hah. I've since shipped plastic back to my main factory so that isn't likely to fill any time soon, but I noticed that my rubber bin has filled from seeing my coupon machine input jumped up. I just don't need rubber in any automation yet. Realizing that enough splitters in series feeding in to mergers for 2/3 of their output would eventually work decently for avoiding stalling while not wasting a ton of output until full was so useful. Loss is (1/3)^x where X is number of splitter/mergers you have in line.
 

dferrantino

Ars Legatus Legionis
14,111
Moderator
Technically it's more power-efficient to convert the Heavy Oil Residue from Plastic/Rubber into Petroleum Coke to fuel Coal Generators.

Technically.

That's what I do right now. I am still building the 100 computers for fuel generators. And then when I get that, I am going to dedicate one of my 3 oil nodes to pure power generation. I've only build on a single node so far. A fully overclocked one is quite a bit of crude.
Just don't do what I did above (600 Oil in, 800 Plastic/800 Rubber out). That way lies madness.

Is it any worse than building overflow splitters out of a crap ton of splitters and mergers because you're paranoid that your coke coal burners are going to shut off and bring the whole thing tumbling down when your plastic and rubber bins fill? Hah. I've since shipped plastic back to my main factory so that isn't likely to fill any time soon, but I noticed that my rubber bin has filled from seeing my coupon machine input jumped up. I just don't need rubber in any automation yet. Realizing that enough splitters in series feeding in to mergers for 2/3 of their output would eventually work decently for avoiding stalling while not wasting a ton of output until full was so useful. Loss is (1/3)^x where X is number of splitter/mergers you have in line.
Unlock Smart Splitters on the Caterium chain in the MAM. Put one on the Rubber output. Any>Bin, Overflow>Sink.
 

Alyeska

Ars Tribunus Angusticlavius
6,730
Subscriptor++
Currently just reached Aluminum technology. But me and a friend are going to build a new factory using what we've stored. We deliberately unlocked hover packs to make building the factory easy.

Selected the Northern Forest on this build. Building a massive foundation almost but not quite above everything. Basement 1 and Basement 2 will be double decker train receiving depots. Sub basement will be ground level with refineries, smelters, and resource extraction. All production will be starting at the main floor. We will build upwards creating multi level factories. Each factory is going to be laid out for specific materials. Basic factory making rods, iron plates, reinforced plates, and modular frames. Level 2 factories making things like Stators, Rotors, Steel, Encased Industrial Beams, etc. Level 3 factories making things like computers, motors, heavy industrial beams. You get the idea.

But to make the game not feel like a job, we spend a lot of time designing layouts and how to make things look good. Like the picture above where we figured out how to build walkways inside steel frames.
 
Technically it's more power-efficient to convert the Heavy Oil Residue from Plastic/Rubber into Petroleum Coke to fuel Coal Generators.

Technically.

That's what I do right now. I am still building the 100 computers for fuel generators. And then when I get that, I am going to dedicate one of my 3 oil nodes to pure power generation. I've only build on a single node so far. A fully overclocked one is quite a bit of crude.
Just don't do what I did above (600 Oil in, 800 Plastic/800 Rubber out). That way lies madness.

Is it any worse than building overflow splitters out of a crap ton of splitters and mergers because you're paranoid that your coke coal burners are going to shut off and bring the whole thing tumbling down when your plastic and rubber bins fill? Hah. I've since shipped plastic back to my main factory so that isn't likely to fill any time soon, but I noticed that my rubber bin has filled from seeing my coupon machine input jumped up. I just don't need rubber in any automation yet. Realizing that enough splitters in series feeding in to mergers for 2/3 of their output would eventually work decently for avoiding stalling while not wasting a ton of output until full was so useful. Loss is (1/3)^x where X is number of splitter/mergers you have in line.
Unlock Smart Splitters on the Caterium chain in the MAM. Put one on the Rubber output. Any>Bin, Overflow>Sink.


I assumed they would help, but I' not that far in that tree yet. I can see them, but I can't unlock them. When you have 5 of these in a row, loss is like 1 unit per 250 produced (ok, 1/243), so they're a great use until then. Once they back up, everything spits out the sink end.
 

Sparkfizt

Ars Tribunus Militum
1,968
But to make the game not feel like a job, we spend a lot of time designing layouts and how to make things look good. Like the picture above where we figured out how to build walkways inside steel frames.

Many people would consider designing layouts and/or making things look good to be a job?!?

haha yeah that's job territory for me. I should share a picture of my cancerous main factory that makes everything up to manufacturer goods. Some of that stuff is enclosed in bulidings. Though some of those buildings grew balconies to fit more constructors...

My higher end goods at least look tidy by hiding all the gross conveyors in the basement.
 
Yay, my modular frame issue is solved. I just used 3 normal iron nodes for it, and didn't use alt recipes even though they are tons better because I wanted it to be self contained. I am mostly happy with it, but I would have positioned the iron plate constructors differently if I had it to do again. I built them out (towards the camera in the image) when I should have built them over to the left instead to give it a more pretty footprint. Oh well. Ignore the yellow lights. I built it all in series, and so it has a bit of latency before it reaches an equilibrium. The latter nodes drain their reserve entirely before the first nodes even start to use any reserve, leaving the occasional warning light for now. 360 iron/minute to 15 frames per minute works out exact, so I assume eventually they will all stay green.

lG7r9Ne.jpg


edit: looks like I had a screw issue which was making it not run entirely correctly. I upgraded the screw constructors' output conveyor (even though a mk 1 is supposed to be enough) and it seems to be smoothing out. I will have to run it a while to be sure. The long splitter chains may be problematic unless I overproduce by a little bit (which I could with two power cores: 1 on a miner, and 1 on a smelter). Then I could take the fractional producers up to 100% and see if that takes care of it. I just need to go slug hunting since I only have 1 spare power core at the moment. Regardless, I am able to finally feed a manufacturer of enough modular frames to run at full speed making heavy modular frames with left over production for other uses. That was the original goal anyway, so mission accomplished.
 

dferrantino

Ars Legatus Legionis
14,111
Moderator
Turns out I needed an entire new nuke plant to turn on that factory (which is literally just sinking rubber and plastic at 140k points per minute) I posted above. Good news is I was overbuilding fuel rods enough to support another plant. Bad news is I was only building enough to support one more plant, I'm using 90% of my power capacity, and if my entire factory ever turns back on at once I'd need 2 more nuke plants just to support that.

And I still haven't built out the factories that all of this Rubber/Plastic production was meant to support in the first place.
 
Unlock Smart Splitters on the Caterium chain in the MAM. Put one on the Rubber output. Any>Bin, Overflow>Sink.
I assumed they would help, but I' not that far in that tree yet. I can see them, but I can't unlock them. When you have 5 of these in a row, loss is like 1 unit per 250 produced (ok, 1/243), so they're a great use until then. Once they back up, everything spits out the sink end.
Smart Splitters are easy enough to unlock, before you even get to coal power. IMO they should be aimed for as soon as is practical. They're well worth it, for sinking, for sushi belts, etc. This is the way.

Also, setting up a decent AI Limiter (use to unlock (and build) smart splitters) factory that sinks extra production is a gold mine of Awesome tickets for the early game. You'll have dozens of tickets before you know it.
 

Nekojin

Ars Legatus Legionis
31,882
Subscriptor++
I learned a real quick way to get tickets in the early game. Sink enough materials for your first 8 tickets. Purchase Turbo Motors then immediately sink them. Should earn about 100 tickets.


I don't believe you can purchase a thing you haven't unlocked already in the parts section.
Yeah, that strategy was possible around Update 2 or 3... fixed a long time ago.