I use my polymer resin for fabric, but a resource sink is absolutely needed. You want that over flow insurance. But the fabric is incredibly useful because you can automate gas masks and iodised gas masks.
AFAIR, I was using polymer resin to produce plastic and then empty canister for diluted fuel recipe before blender recipe. Excess canisters was dumped into sink. A little complex but 100% efficient build with in 2 story building which supplies almost 44 fuel generator. But it was far long ago 😂
I set up Diluted Fuel + Turbo Blend, for maximum fuel with minimal sulfur usage. Except pipes being all wonky, it was really nice, something like 800 sulfur to1200 crude oil. I forget the exact output but I think it struck a nice balance, since sulfur is oddly placed (and rare depending on what you do).
My main fuel plant used this setup. Just above crater lake I have 160 generators running turbo blend. Yeah, all that piping took me days, but it looks clean.
Plastic and rubber sound great! I just started playing a few weeks ago and have just gotten to oil refineries, this is such a huge help I just got the heavy oil alt yesterday and was trying to figure this all out in my head. This takes so much of the guess work out of it. Im working on the same spot too with the 2 pure nodes and the one normal.
Once you've got to Resource Well Pressurizers, the oil node roughly in the middle of the map is the absolute maths-perfect mid-game power solution. It has enough Crude Oil resource (fully overclocked) to create a 45GW fuel generator plant using Blenders and the Diluted Fuel alt recipe. You can build it in three stages, 15GW at a time, if need be. It'll take your power needs right into late-game and frees up all regular oil resources for other nefarious FiXit deeds ;-)
My powerplant setup isn't very efficient, but here it goes: few oil extractors combined into 3000m³/min crude oil, 34 refineries making 3400m³/min heavy oil residue (all polymer resin goes to sink for now), 12 refineries making 1200m³/min residual fuel, 5 refineries making 1500m³/min petroleum coke, 2 normal sulfur nods with mk3 miners making 1200m³/min sulfur, 20 blenders making 2250m³/min turbofuel and lastly 208 fuel generators. I have capacity for 246+ of them as they consume only 9,11m³/min turbofuel, but just didn't have enough space for all of them. Still, 63GW of power was enough for 5 particle accelerators. And everything, every single machine is overclocked to 250%.
I have 2 turbofuel power plants, both using heavy oil into diluted fuel as base. One is using default turbo fuel recipe, the second uses turbo blend fuel, cuz I never tried that. Now I can say I prefer turbo blend fuel by far because it uses way less sulfur at the cost of higher oil consumption but I don't need coal at all. The setup felt much easier and faster to build.
I got lucky and ended up with the Turbo Blend Fuel recipe and on a wild whim decided to go full tilt with it. Six refineries, six blenders, 54-ish (I forget at the moment) generators. Oh, and a slightly overclocked normal Sulfur node to make up for the lag of rail-delivered materials.
Been running the diluted fuel. Not concerned about space or number of buildings, just to get the most bang out of each oil node. Unless there is a better way?
I'm struggling to decide. It seems to me we should choose based on the most practical use of Sulfur. There are plenty of oil nodes, and coal, but precious little sulfur. Same thing as quartz being in short supply for aluminum etc.
8:40 I believe if you use the alternative Dil Fuel in a blender recipe, you can get more out of this build by further min maxing the Heavy Oil residue to make more petroleum coke and send excess to make more turbo fuel.
I prefer the Turbo Blend Fuel. It actually produces more energy compared to the other recipes. Yes, you get less Turbo Fuel, but if you turn the left-over sulfur into compacted coal and put that together with the now still left-over coal into Coal Generators you get about 10-20% more energy (compared to your last setup) for the same amount of input materials. Obviously I'm using the coal and sulfur for other things.
I'm already getting 18GW from standard fuel refineries and 3 pure nodes (250% boost clock) + 4GW from coal generators, honestly I'm already good with that. My next step will be nuclear power I think.
So Satisfactory 1.0 is out. I wanted to use your Last build with said recipies.. now may it be possible that the calculation with 60 Generators for 266 Turbo Fuel isnt working anymore? If the Generator now uses 7.5 TF per Minute you only get 36 Generators
At some point, alternate recipes get way too efficient for available buildings. It's fun to think strategically, optimize, and solve complex logistical problems. But once you solved this - it's just soooo tedious. Overclock a single pure oil node > diluted fuel + turbofuel - great that's efficient (but hey, maybe you should actually save the sulfur for late game...). Oh, wait, now I have to spend hours placing and feeding 142 fuel generators ?! For just 1 node? It's just a pain... I recently finished my nuclear build (43.2 uranium rod + processing waster), but I seriously can't be bothered placing all needed nuclear powerplants - it's just so boring. I might do it with next update by overclocking at 250% with 600 H2O needed - but still a pain
I did a 100GW diluted turbofuel setup that uses 666 fuel generators. 1350 crude oil -> 3000turbofuel. With the Smart! mod it took me just over 20 hours
@@rocknmeat I can't even imagine playing without Smart! anymore. I wish you could just snap adjacent building to your manifold and pipe automatically. I suppose that's the idea behind blueprint. Still doesn't solve the billion water extractors you need for the nuclear reactors. I feel like fuel generator and nuclear power plant should just burn more and produce more electricity per building.
So I I have a game where I did 100 nuclear pasta per minute. (Inspired by fan factory). Just to jump start my 200 nuclear power plants and all the machines that needed to produce the uranium and water I had to place 500 fuel generator and to jump start that I had to place 80 coal power generators. The way I look at it is that I'm making art. I enjoy the whole process.
1:58 Basic Turbofuel (Compacted Coal alt.) 4:55 Heavy Turbofuel (Heavy Oil, Compacted Coal alt.) 7:18 Blend Turbofuel (Heavy Oil alt.) 10:40 Turbofuel (Diluted Fuel, Heavy Oil, Compacted Coal alt.) The problem I always see with how much energy you are going to get in the end is somewhat useless when people do not calculate how much energy is processing going to spend. Yes, there is problem with underclocking energy consumption when we want to scale it massively, so it might be a good idea to provide with two extra numbers: a) setup eats exactly this much energy b) calculate energy spent if underclocking energy consumption would be linear If anyone is interested, then: 1.a) 193 1.b) 199.9 2.a) 319.1 2.b) 324.8 3.a) 349.1 3.b) 365 4.a) 949.4 4.b) 968.1 Does not include Sink and Oil extractor. Uses Water extractor and U6 EA power consumption. At least that is what I always found lacking when I was deciding how to power my save, though this might be more useful when comparing with other sources of energy(coal, ...).
Scrolled thru the comments looking for this exact thing (so I could post the un-mentioned chapter @ 4:55 if it wasn't already). Thanks for the additional chapter markers, @mhx47, and thanks for another great tutorial, @TotalXclipse!
A correction Turbo fuel produces 2 Megajewels of energy where Fuel produces 0.75 Megajewels of energy this means that Turbo fuel produces 266% more power or just under 4x the power compared to normal fuel. Total's double comparison is lacking in how much of a power boost you get.
Im confused, I didn't think you could set clock speed at more than 250%? Yet you are saying to set the blender to 320% clock speed? Edit: I think I get it, you mean 320% as a whole? So 4 blenders is 400% speed? It's a weird way of phrasing it tbh, I set my blenders at 80% each rather than 3 at 100% and 1 at 20%, I take it that has the same effect?
I'm still having problems getting my fuel generators to run properly. I have 6 rows of 25 fuel generators which are then combined into 3 groups of 50 and each group of 50 is being fed by 5 turbo fuel benders but some generators are starved for fuel.
Why do you do things like setting 5 Refineries at 100% and the 6th at 12% rather than all 6 Refineries at 85.3%? Wouldn't that be much more efficient and load balanced, rather than your final refinery not always getting the resources it needs, since the earlier buildings along the split belts would be taking so much more resources per second?
Nope - the way manifolds work is by saturating the belts fully - once theyve saturated and you're ensuring your receiving the right amount per minute as required they will run just as efficiently as a load balancer. Same goes for piping and underclocking. If you're using 300 oil perminute and you're receiving 300 oil per minute. How you underclock it doesn't matter
All resources are coming in through the same manifold and go out through another. The total amount is the same, but you only have to change the speed of one refinery, instead of all. This also goes well with the planning tools that are around, which may tell you that you need 5.12 refineries, which means 5 at 100% and one at 12%. There is no difference if you set them all to 85.333%, it comes out as 5.12 refineries ("512%" total) as well.
@@TotalXclipse Except it will take longer to saturate the belts when the first buildings are using more resources per minute. The end result will be the same, but it'll take longer to get there.
@@mh-sn9dt A couple of things that shoot down your complaints about effort or complexity: 1) Copy/Pasting settings is the fastest way to setup multiple buildings, so setting the one to 85.3% (or whatever the equivalent number of units per minute) is as easy as setting them all that way. 2) It's stupidly easy to calculate the % you should set every item to. Take the number the planner gives you and divide it by the total number of buildings. 5.12/6 = 85.3333. It's so simple, I'm surprised the planners aren't doing this already. But most of these things are fan-made, so I won't complain too much about obvious missing features.
Guessing you mean like at 12:03 where its said 320% Clockspeed on the Blenders. Well: 100% = 1 Machine 250% = 2,5 Machines 320% = 3,2 Machines 320% Clockspeed means a total of 320%. If you cant reach it with 1 Machine, just build another. For Example: (A) 1 at 250% and 1 at 70% = 320% Total Or (B) 2 at 160% = 320% Total Example (B) uses 4 Power Shards and Example (A) only 3. Im guessing (B) uses less Power than (A) and since Power Shards are technically infinite I´d uses (B) > (A) if I had to choose one of them. Both (A) and (B) use 2 Machines, but one is ressource cheaper, the other is power cheaper.
@@biffthundermuffin4450 A bit late, but 250% is the same as 2,5 machines. 320% just means you need a total of 3,2 working Machines. So 3 at 100% and 1 at 20%. This makes 4 Blenders (, if no overclocking), but you don´t have enough ressources to have them all work at 100% Efficiency. The underclocking makes the last Blender not use more Power than needed and no consumption fluctuations.
I use my polymer resin for fabric, but a resource sink is absolutely needed. You want that over flow insurance. But the fabric is incredibly useful because you can automate gas masks and iodised gas masks.
AFAIR, I was using polymer resin to produce plastic and then empty canister for diluted fuel recipe before blender recipe. Excess canisters was dumped into sink. A little complex but 100% efficient build with in 2 story building which supplies almost 44 fuel generator. But it was far long ago 😂
I buy my filters for a total of 3 coupons and I’m set for days
@@BirolAKBAYYou can recycle canisters anyway though?
So much dedication, and clean tutorials. Just want to say thanks. 🙏
I set up Diluted Fuel + Turbo Blend, for maximum fuel with minimal sulfur usage. Except pipes being all wonky, it was really nice, something like 800 sulfur to1200 crude oil. I forget the exact output but I think it struck a nice balance, since sulfur is oddly placed (and rare depending on what you do).
My main fuel plant used this setup. Just above crater lake I have 160 generators running turbo blend. Yeah, all that piping took me days, but it looks clean.
Exactly.
Thanks for the awesome build used it just now! Just a small note it is a "15" x 23 grid you need for the final build version.
I would personally love to see a layout for rubber and plastic. Love the videos have helped me a lot on my build.
This is some of the best guides i have found so fare and it have helped me alot setting up my power plants. So keep up the great work.
Plastic and rubber sound great! I just started playing a few weeks ago and have just gotten to oil refineries, this is such a huge help I just got the heavy oil alt yesterday and was trying to figure this all out in my head. This takes so much of the guess work out of it. Im working on the same spot too with the 2 pure nodes and the one normal.
If you know how to use spreadsheets, you can use them to plan out large builds.
Great analysis, clear explanation, clean builds, chill music, helpful and fun graphics.
Thanks! Definitely i will go with the Diluted fuel -> Turbo fuel recipe.
Once you've got to Resource Well Pressurizers, the oil node roughly in the middle of the map is the absolute maths-perfect mid-game power solution. It has enough Crude Oil resource (fully overclocked) to create a 45GW fuel generator plant using Blenders and the Diluted Fuel alt recipe. You can build it in three stages, 15GW at a time, if need be.
It'll take your power needs right into late-game and frees up all regular oil resources for other nefarious FiXit deeds ;-)
God yea I love those. I hang mine right off the cliffs, stacking them to the valley floor below
It’s where I set up my fuel setup. Water and sulfur are right there too.
I just rewatched this about a month later, and it only got better.
My powerplant setup isn't very efficient, but here it goes: few oil extractors combined into 3000m³/min crude oil, 34 refineries making 3400m³/min heavy oil residue (all polymer resin goes to sink for now), 12 refineries making 1200m³/min residual fuel, 5 refineries making 1500m³/min petroleum coke, 2 normal sulfur nods with mk3 miners making 1200m³/min sulfur, 20 blenders making 2250m³/min turbofuel and lastly 208 fuel generators. I have capacity for 246+ of them as they consume only 9,11m³/min turbofuel, but just didn't have enough space for all of them. Still, 63GW of power was enough for 5 particle accelerators. And everything, every single machine is overclocked to 250%.
I have 2 turbofuel power plants, both using heavy oil into diluted fuel as base. One is using default turbo fuel recipe, the second uses turbo blend fuel, cuz I never tried that.
Now I can say I prefer turbo blend fuel by far because it uses way less sulfur at the cost of higher oil consumption but I don't need coal at all. The setup felt much easier and faster to build.
I asked for that video and there it is. Very nice!
Which Fuel/ Turbo Fuel recipe do you use in your builds and why?
- also, what would you like to see next in this series?
I got lucky and ended up with the Turbo Blend Fuel recipe and on a wild whim decided to go full tilt with it. Six refineries, six blenders, 54-ish (I forget at the moment) generators. Oh, and a slightly overclocked normal Sulfur node to make up for the lag of rail-delivered materials.
Been running the diluted fuel. Not concerned about space or number of buildings, just to get the most bang out of each oil node. Unless there is a better way?
Oil-> Heavy Oil Residue -> Diluted Fuel
Turns every 30 oil into 80 fuel, pretty good
315 Oil -> Alternate: Heavy Oil Residue -> Alternate: Diluted Packaged Fuel -> Alternate: Compacted Coal -> 7000 Turbo Fuel
I'm struggling to decide. It seems to me we should choose based on the most practical use of Sulfur. There are plenty of oil nodes, and coal, but precious little sulfur. Same thing as quartz being in short supply for aluminum etc.
8:40 I believe if you use the alternative Dil Fuel in a blender recipe, you can get more out of this build by further min maxing the Heavy Oil residue to make more petroleum coke and send excess to make more turbo fuel.
My bad. I jumped the gun. I see you mentioned that as the best way 😄
I prefer the Turbo Blend Fuel. It actually produces more energy compared to the other recipes. Yes, you get less Turbo Fuel, but if you turn the left-over sulfur into compacted coal and put that together with the now still left-over coal into Coal Generators you get about 10-20% more energy (compared to your last setup) for the same amount of input materials. Obviously I'm using the coal and sulfur for other things.
This is perfect thanks mate.
I'm already getting 18GW from standard fuel refineries and 3 pure nodes (250% boost clock) + 4GW from coal generators, honestly I'm already good with that. My next step will be nuclear power I think.
So Satisfactory 1.0 is out. I wanted to use your Last build with said recipies.. now may it be possible that the calculation with 60 Generators for 266 Turbo Fuel isnt working anymore? If the Generator now uses 7.5 TF per Minute you only get 36 Generators
this math's out just right I just made this exact set up in this video and I got exactly 36 running
At some point, alternate recipes get way too efficient for available buildings. It's fun to think strategically, optimize, and solve complex logistical problems. But once you solved this - it's just soooo tedious. Overclock a single pure oil node > diluted fuel + turbofuel - great that's efficient (but hey, maybe you should actually save the sulfur for late game...). Oh, wait, now I have to spend hours placing and feeding 142 fuel generators ?! For just 1 node? It's just a pain... I recently finished my nuclear build (43.2 uranium rod + processing waster), but I seriously can't be bothered placing all needed nuclear powerplants - it's just so boring. I might do it with next update by overclocking at 250% with 600 H2O needed - but still a pain
I did a 100GW diluted turbofuel setup that uses 666 fuel generators. 1350 crude oil -> 3000turbofuel. With the Smart! mod it took me just over 20 hours
@@rocknmeat I can't even imagine playing without Smart! anymore. I wish you could just snap adjacent building to your manifold and pipe automatically. I suppose that's the idea behind blueprint. Still doesn't solve the billion water extractors you need for the nuclear reactors. I feel like fuel generator and nuclear power plant should just burn more and produce more electricity per building.
So I I have a game where I did 100 nuclear pasta per minute. (Inspired by fan factory). Just to jump start my 200 nuclear power plants and all the machines that needed to produce the uranium and water I had to place 500 fuel generator and to jump start that I had to place 80 coal power generators. The way I look at it is that I'm making art. I enjoy the whole process.
@@demonicpanda4602 That’s a lot of copper lol
@@runningwithsimon Yea I forget the math but I had to use miner mk4 mod and 2000p/m conveyors.
1:58 Basic Turbofuel (Compacted Coal alt.)
4:55 Heavy Turbofuel (Heavy Oil, Compacted Coal alt.)
7:18 Blend Turbofuel (Heavy Oil alt.)
10:40 Turbofuel (Diluted Fuel, Heavy Oil, Compacted Coal alt.)
The problem I always see with how much energy you are going to get in the end is somewhat useless when people do not calculate how much energy is processing going to spend.
Yes, there is problem with underclocking energy consumption when we want to scale it massively, so it might be a good idea to provide with two extra numbers:
a) setup eats exactly this much energy
b) calculate energy spent if underclocking energy consumption would be linear
If anyone is interested, then:
1.a) 193
1.b) 199.9
2.a) 319.1
2.b) 324.8
3.a) 349.1
3.b) 365
4.a) 949.4
4.b) 968.1
Does not include Sink and Oil extractor. Uses Water extractor and U6 EA power consumption.
At least that is what I always found lacking when I was deciding how to power my save, though this might be more useful when comparing with other sources of energy(coal, ...).
Scrolled thru the comments looking for this exact thing (so I could post the un-mentioned chapter @ 4:55 if it wasn't already). Thanks for the additional chapter markers, @mhx47, and thanks for another great tutorial, @TotalXclipse!
hey Total, i would like to see rubber or maybe batteries
I think heavy oil residue > diluted fuel > recycled plastic/rubber is the most efficient. It's...annoyingly efficient.
Hmm could look into it!
thanks total, helps alot
I wonder what the best netto gain is. How much power does take to make each setup and what does it give you back minus the cost.
A correction Turbo fuel produces 2 Megajewels of energy where Fuel produces 0.75 Megajewels of energy this means that Turbo fuel produces 266% more power or just under 4x the power compared to normal fuel. Total's double comparison is lacking in how much of a power boost you get.
my built uses 600crude to 1320 turbo = + ~40000MW
Im confused, I didn't think you could set clock speed at more than 250%? Yet you are saying to set the blender to 320% clock speed?
Edit: I think I get it, you mean 320% as a whole? So 4 blenders is 400% speed? It's a weird way of phrasing it tbh, I set my blenders at 80% each rather than 3 at 100% and 1 at 20%, I take it that has the same effect?
I'm still having problems getting my fuel generators to run properly. I have 6 rows of 25 fuel generators which are then combined into 3 groups of 50 and each group of 50 is being fed by 5 turbo fuel benders but some generators are starved for fuel.
Aren't these videos just implementations of the "maximise" calculations from satisfactorytools?
3:12 Random question but isn't it better to underclock all machines equally? I thought that would gain better energy savings.
Well power savings were exponential so you'd have to compare In game 😅 as long as it doesn't effect the layout I don't worry too much
im running 1 oil node to 10 refiners to 44 fuel generators
I am in the process of building refinery complex with diluted fuel and this weird numbers are such a mess!
I went nuts and made a 12k MW power plant =)))
I cant seem to figure out the logistics towards the generators. the last ones arent getting enough turbofuel to keep running
Hi, is there a scenario that uses both the diluted fuel recepie and the blender turbofuel ? wouldn't that be maximum production?
does the heavy oil residue alt formula no longer exist?
It still exists
is it better to wait to get the blenders?
It's a long time to wait
Are you still with Edna? Would like to see a new player's perspective on the game.
Why do you do things like setting 5 Refineries at 100% and the 6th at 12% rather than all 6 Refineries at 85.3%? Wouldn't that be much more efficient and load balanced, rather than your final refinery not always getting the resources it needs, since the earlier buildings along the split belts would be taking so much more resources per second?
Nope - the way manifolds work is by saturating the belts fully - once theyve saturated and you're ensuring your receiving the right amount per minute as required they will run just as efficiently as a load balancer.
Same goes for piping and underclocking. If you're using 300 oil perminute and you're receiving 300 oil per minute. How you underclock it doesn't matter
All resources are coming in through the same manifold and go out through another. The total amount is the same, but you only have to change the speed of one refinery, instead of all.
This also goes well with the planning tools that are around, which may tell you that you need 5.12 refineries, which means 5 at 100% and one at 12%.
There is no difference if you set them all to 85.333%, it comes out as 5.12 refineries ("512%" total) as well.
@@TotalXclipse Except it will take longer to saturate the belts when the first buildings are using more resources per minute. The end result will be the same, but it'll take longer to get there.
@@mh-sn9dt Once everything is saturated, yes, but it could take far longer to saturate than if you balanced everything equally.
@@mh-sn9dt A couple of things that shoot down your complaints about effort or complexity:
1) Copy/Pasting settings is the fastest way to setup multiple buildings, so setting the one to 85.3% (or whatever the equivalent number of units per minute) is as easy as setting them all that way.
2) It's stupidly easy to calculate the % you should set every item to. Take the number the planner gives you and divide it by the total number of buildings. 5.12/6 = 85.3333. It's so simple, I'm surprised the planners aren't doing this already. But most of these things are fan-made, so I won't complain too much about obvious missing features.
2:06 66.6 Turbofuel? Muhahahahaha. We just need a fuel chainsaw and we can go to town on the local -demo- ekhm, enemies.
I am using 1 pure oil node doing 600/min and i have 97 fuel generators so, something here doesnt add up
Why not overclock the node to get 300 out of it?
Because that'll be 2.5x the work to create a video for - but that doesn't mean you can't do your builds like that
Powaaaaaa... unlimitedddd....powaaaaaaaaaaaa
lol ! I can hear it as I read it 🤣
How to turn on turbo fuel? I could not find
What do you mean Turn On? To unlock the recipes you need to research it, in the mam, in the sulphur tree
the problem is the new patch is extremely crashy
Am I stupid. There is a max clockspeed of 250% How is this even possible?
Guessing you mean like at 12:03 where its said 320% Clockspeed on the Blenders.
Well:
100% = 1 Machine
250% = 2,5 Machines
320% = 3,2 Machines
320% Clockspeed means a total of 320%. If you cant reach it with 1 Machine, just build another.
For Example:
(A) 1 at 250% and 1 at 70% = 320% Total
Or (B) 2 at 160% = 320% Total
Example (B) uses 4 Power Shards and Example (A) only 3. Im guessing (B) uses less Power than (A) and since Power Shards are technically infinite I´d uses (B) > (A) if I had to choose one of them. Both (A) and (B) use 2 Machines, but one is ressource cheaper, the other is power cheaper.
turbo fuel isnt used in the jet pack
Not currently - hence the written message 😉 but the Devs were using it as jetpack fuel in their U6 Dev stream
LOL nobody can say "Nuclear" properly anymore.
First
Nu------clear, nu clear. not nucular. there is no second U.
If I got a penny everytine someone said this, I'd be a millionaire. I know I pronounce it wrong, but the habits so ingrained
you cant clock blenders to 350 percent. did you mean 250?
Blenders are clocked at 267.7% what's the timestamp when I say 350%?
@@TotalXclipse 12:09. The blenders will be set to 320%. I don't know if that's some kind of cumulative number or what, since the max overclock is 250%
@@biffthundermuffin4450 A bit late, but 250% is the same as 2,5 machines. 320% just means you need a total of 3,2 working Machines. So 3 at 100% and 1 at 20%.
This makes 4 Blenders (, if no overclocking), but you don´t have enough ressources to have them all work at 100% Efficiency. The underclocking makes the last Blender not use more Power than needed and no consumption fluctuations.