Auto crafter, bots and auto trash tips.

Now with 100% more correct subreddit...

Ok... so some of my stuff is starting to get... industrial?... Which is fine, for the most part, but when it comes to some things with multiple end uses... as well as some minor... "things" around logic internals... I'm hitting some issues with my logistics.

For some of these questions I suspect the answer is "there is no answer" or "just saturate", but I'll ask nonetheless if anyone has advice

Also, spoiler tag in case this covers things the new console players haven't hit yet.

Q1. Even distribution for equal priority?

So in Humble, i have 10 x T3 ore crushers to crush uranitite delivered from a bunch of miners delivered by bots. What i hoped was the bots would evenly distribute across the 10 miners, so i could at a glance check one and, if it's full, build more recyclers. Instead what i find is ~6 are full of uranitite, 4 are completely empty. Uranitite isn't backing up at the mines, so i have more crushing power than production.... but it seems to just be delivering to the closest machine rather than ones which aren't acive/ have less supply. Priority won't help, it'll just change the order rather than smooth the distribution.

Is this something that could be fixed with positioning multiple bot stations or some other thing i don't know?

Q2. Stopping overproduction into the bin?

In a similar vein... all that crushed uranitite produces super alloy... and anything a recycler / crusher demands automatically goes onto a lowest priority demand in a shredder, so that a backlog of, say, super alloy, doesn't choke the other products like iridium or uranium (and likewise, those are on lowest priority). But i also have a stash of all the minerals needed to produce super alloys, and an auto crafter doing that. The crafter is set to supply as a backup/ reinforcement of the uranitite supply.

Fine, but this means if demand is satisfied, the super alloy made by the auto crafter just goes in the bin and starves the ingredients stash (never enough titanium.)

Is there a way to have an auto crafter produce something that goes into a supply stash without overproducing straight to the bin because that product is auto- binned elsewhere? This is an issue with things like fertilizer and recycling larvae as well.

Only solution i can think of is to not auto supply from the crafter... but then i only have a stash of 8 super alloys which isn't useful when i want to launch a dozen rockets.

Q3: Location- based production and multiple auto shred locations.

On humble again... there's around 6 different types of fish egg to harvest. But they can only be harvested along with phytoplanktons which need to be auto shredded. The problem being, i need to do this in six different locations across the map, making drones go everywhere for long times. I feel like i could solve this with local drone ports and shredders, but when bit shredding the phytoplankton, the drones will just go sunbather else in the other side of the map if there's demand right? Is there a way to prevent that?

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Thanks in advance for any tips!

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u/jmaniscatharg — 20 hours ago

I don't know who needs this, but...

I whipped this up to post in reply to another thread... but then realised there's no images in comments in this subreddit, and i hate posting imgur/ similar links as replies.

Would be a shame not to use it, so steal if you want (and have the captionless one too)...

u/jmaniscatharg — 3 days ago

Crusher vs Recycler Redux (aka it's all recycling...)

(spoilers again, just in case anyone hasn't seen these objects yet)

I wrote this post a little while ago, but have since done some investigation which basically turns my thoughts completely upside down, so much so I figured it was worth a rewrite rather than just an edit.

Short version: T2 Recycler is basically just a T4 Ore Crusher, because per this video I found and verified is still true, Ore Crushers are actually just slower, lower cost recyclers. That is, ore crushers actually crush anything into their constituent parts, just like a recycler. In my case, a Lirma Seed in an Ore Crusher became T1 fertilizer, T3 mutagen and some Phytoplankton. So when you tabulate this, you get

Name Components Cycle time # Items Out Power Usage In Slots Out Slots
T1 Ore Crusher 3 x Dolomite, 1 x Iron, 1 x Magnesium, 1 x Titanium 130 secs 3 -2.6/s 12 15
T2 Ore Crusher 3 x Bauxite, 2 x Cobalt, 1 x Dolomite 90 secs 4 -21/s 20 30
T3 Ore Crusher 1 x Uranitite, 2 x Bauxite, 1 x Dolomite, 2 x Cobalt 75 secs 5 -125/s 30 48
T2 Recycler 2 x Super Alloy, 2 x Selenium, 1 x Explosive, 1 x Circuit Board 45 secs 9 -283/s 35 48

... so when you stick them side-by-side like this, in terms of both raw cost, power consumption and stats, when you realise that the crusher and recycler do the same thing for all items, the T2 Recycler is really just a T4 Ore Crusher.... or probably more correctly, the Ore Crushers are probably T2,T3 and T4 Recyclers respectively, and Selenia's T2 Recycler is more like a T5 Recycler.

So what? Well, if you have *lots* of low-ingredient items, it's going to be way more cost/power effective to use the right Ore Crusher that yields 100% of inputs (and just, lots of them), rather than all T2 Recyclers

EDIT: Although T2 recyclers have a jump of 4 output ingredients, it's worth remembering most things only have max 6 ingredients, so anything above 6 (which incidentally includes Bauxite and Dolomite, but not Uranitite XD) is just the "Biggest items"

u/jmaniscatharg — 6 days ago

T2 Recycler vs T3 Ore Crusher

Maybe my google-fu is weak, but I couldn't find any note of this anywhere... using spoiler tags as well just in case.

tl;dr is there any point to the Ore Crusher(s) once you get a T2 Recycler?

I ran through each planet first to get the feel for the mechanics and such of each planet, and now doing my first multi-planet run. I'm going Toxicity->Selenea->(Did some unlocks on Aqualis)->Humble->Back to Aqualis->Prime

Just hit Humble... but along the way I've learned the T2 Recycler is basically just a faster, more productive Ore Crusher.

Cycle time: Ore Crusher=75s, Recycler = 45s

Items: Ore Crusher=Max 5 random, Recycler = Guarantee all items

T2 Recycler needs selenium and is more power hungry, ofc, but that makes sense if the T2 Recycler is a bigger, better ore crusher (and everything crusher)... so am I missing anything or is the ore crusher, being the only humble-unique buildable, kinda useless once you've got the T2 Recycler?

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u/jmaniscatharg — 6 days ago

I'd kill for a flat foundation (i.e that isn't a cube)

Almost certainly there's a mod for this, but for <long, boring and complex reasons> I tend not to mod, but been experimenting with some Megadome layouts[1] and, well, damn I wish there was an option for walkways, or at least foundations without the big framing underneath.

You get to see some really nice layouts (avoiding spoilers) elsewhere, but trying to do anything multifloor ends up with it looking like this:

https://preview.redd.it/kybmn0qfg4eh1.png?width=609&format=png&auto=webp&s=2aa2ea241bb07c75888c3c27f1078866227aa706

... which is just kinda gross... and unfortunately I've not found a vanilla way to avoid that look either. Considering the sci-fi nature of the megadome, it just kinda begs for nice, clean interior walkways.

Even then, doing the big foundation which hangs down below as a walkway between modules over a gap looks a big pants... so i feel like there's room for walkways in general.

[1] NGL, I was a bit worried when I read some of the dramas people were having with them, but having fiddled with it a bit, I find them really good, *especially* to pack for starting a new planet... just coz it gives a huge amount of space so you don't have to fuss about expanding out. But that's a whole other post on things I've tried there... have definitely got some ways to make use of the vertical estate.

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u/jmaniscatharg — 7 days ago

1.2 Fixes Vertical Splitters/Mergers!

Couldn't see this posted anywhere, so, yeah, per title, 1.2 fixes vertical splitters and mergers. Where they snapped to height increments before, now they function just like putting splitters on regular belts, sliding wherever you want and snapping to holes when holding (ctrl, by default)

EDIT: At least, couldn't see it mentioned with either of a quick search over Reddit/Google...

u/jmaniscatharg — 2 months ago

Just a little frustrating...

This is probably better suited to r/mildlyinfuriating ... but when I have programmed in my head "n, <searchterm>, enter" with a unique way to hit most terms in the game (e.g I type "quick" for quickwire, "limiter" for AI limiter, or just "rotor" or "stator" for those...

... the fact it's *impossible* to do this with Wire, because Quickwire is (I assume) alphabetically first, rather than "the best match" for my term.... I mean, sure, this is trivially fixed by either moving my mouse and clicking the wire entry or hitting the down arrow before enter... it's never going to codify in my head when this is the only one I (so far, anyway) have to do it for.

Urgh... don't mind me, I'm just gonna yell at the clouds for a while...

Edit: oh my... it gets worse the longer you look at it. https://www.reddit.com/r/SatisfactoryGame/comments/1tycdwi/comment/oq2pnsk/

it seems like it:

- 'AND' tokenises based on whitespace (So, "AI L" will look for words with "AI" and "L" in them, rather than with "AI L" literal in it, or even "AIL" necessarily in that order, and also

- it does alphabetical order hits, but presents buildings by alphabetical them items by alphabetical instead of, just, alphabetical.

u/jmaniscatharg — 2 months ago

Supply Module Disbanding; i guess I'm dumb?

My read of using the supply module was that you got the full refund of cost from disbanding it to a colony.... but unless i misread something, i did two side by side;

- one was the base supply crawler

- other was a speeder with a bunch of mods making it cost 150-odd

... but both gave me around 20-odd? Or is it just the cost of the supply "module" that gets a full refund?

Also, just as an aside, got back into this after reading about the thinker mod... holy heck that's a game changer... the first 100 turns i thought "this doesn't feel very different"... and now Deidre is finishing projects in 5 turns or less, and Lal just made a land bridge to invade between continents. It's awesome.

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u/jmaniscatharg — 2 months ago

Spelevator part multiplier casts some alts in a new light?

Just wondering if anyone who's played with a big space elevator part multiplier feels the same way, and if so, what recipes cut different in this mode?

Up front, i know some of this might sound obvious if you regularly use these recipes anyway, but entrenched behaviours can be hard to unstick without something making them see utility elsewhere.

For me, I'm doing 25x spelevator parts, which is enough to stop me simply bootstrapping things, but not so excessive as to be a bore... up to phase 2 which I'd normally do coal power, bootstrap parts and go exploring for alts, returning just in time to hit phase 3 and do pure ingots and fuel generators... so coming back just 10% of the way there means i gotta scale... but the biggest limiting factor is the 270ppm belt limit. So with that in mind, things that have me give them a second chance:

Compacted Coal Generators - as mentioned, i normally beeline to fuel after bootstrapping phase 2... so needing to scale off coal power alone, which competes for steel, is not pleasant. I would normally use sulfur for a bit of black powder and leave Compacted Coal until turbo fuel... but given sulfur has no use besides black powder which is only player-consumed, using this to double coal power is pretty important and sets me up early for turbo fuel.

Caterium Wire - Automated Wiring always makes me dread the cables. Sure fused wire is a thing, and i still can't get around the slow basic cable recipe initially... but fused wire just kinda adds to the complexity more than id like, needing assemblers and two ore sources. But caterium wire, at a point where quickwire giving AI limiters has limited utility, just simplifies the wire -> cable production process immensely.

Fine concrete - when it comes to steel production for multiplied spelevator parts, you'll solid steel is good... but needs molded pipe/ beam to really shine. But that needs concrete... and when it's 3:1 conversion and you have a max 270 limestone becoming 90 concrete per patch... it's pretty dismal... especially since wet/rubber concrete aren't options yet. But this, at 6:5 conversion is *pretty awesome*. I normally ignore this, because why waste precious quartz on concrete when wet is more than sufficient... but early on when quartz has little use, it's a good one!.

Steel screws - i know I'm a bit weird and like my bolted frame/ plate recipes, and people avoid screws like the plague, but I'll even leave steel screws until HMF gets on the scene. But to scale this right now, while things like stitched plate using iron wire is the most efficient, is a soul- crushing concept this early on. But once even a single beam constructor (let alone molded beams) is in place, that's 3x260 (780) screws per minute, which can feed straight to a bolted Plate or OC bolted frame factory... which is pretty tight and easy to set up (esp if you have steel plate for your iron plates OC'ed).

There's a couple other minor callouts like Iron Alloy ingot and such... but these ones are the MVPs for me atm... anyone else have similar experiences rediscovering some otherwise ignored alts in their repertoire?

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u/jmaniscatharg — 2 months ago

This anything interesting?

Not a coin person, but have a colleague who is, ... i found this coin i was going to see if they were interested in... just hard to find time to meet up with them, but figured I'd ask here to see if i'm wasting my time getting this to them.

It doesn't feel like a "physical" thing/ manufacture defect, kinda more like a burn mark? Just odd that it's a circle in the middle on both sides.

u/jmaniscatharg — 2 months ago