Satisfactory Modeler

Satisfactory Modeler

Flash Oct 8, 2024 @ 4:58pm
Any Solution to extremely long 'calculation' times?
I was loving this tool and it worked flawlessly I found and then I updated and started a fresh draft using the outpost function (That I either wasn't there, or I had no idea how to use lol). That was very cool to make my various groups of production and factories... untilllll...

I seem to have hit either a bug, or my setup is just too complex (doubtful) and now every time I change something it is taking 3-5 minutes to calculate the updated values. I just see a spinning button that says "STOP" in the bottom right corner. It does seem to eventually figure everything out, but it has made it practically unusable to make any further changes.

If anyone has encountered this, let me know if you found a solution!
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Showing 31-36 of 36 comments
Compboy Nov 4, 2024 @ 7:07am 
Can you add an option like a check mark to "automatically" sink the output if no connections are made? this will prevent unnecessary lines to multiple sinks.

we use the sinks then only if we really want to know the coupons count
cstreet13 Nov 13, 2024 @ 4:41pm 
Quicksilver - Are you calculating this iteratively? That's really the hard way to do it. Please try using a Mixed-integer linear program (MILP). Most of these scenarios should calculate in under a second, even with circular flows. If you message me, I'd be glad to help you set it up.

In the meantime, maybe have a manual calculate mode we can select? Then we can add all our machine nodes and calculate them just when we're done...
lucken hat stil Nov 17, 2024 @ 6:48am 
Originally posted by gman:
So after looking at discord, the dev gave a good example how to fix long calculation times. Basically, use a priority splitter after creating an item and send the primary where you want it to go. Connect the overflow to an awesome sink. This avoids the hangup of dealing with back-calculating how max throughput will affect pushback from saturation. After doing this, I no longer have the STOP calculation where I was originally having issues. Easiest to do this at the source of where the material is made rather than at every point where it's used.

This solution worked for me briefly, but after adding another connection between two outposts it got back to endlessly calculating.
I´d really love to get a fix for this, as I really think it could be a great tool.
bmacy4 Nov 18, 2024 @ 1:12pm 
Originally posted by Oldstench:
Just out of curiosity, are you folks attempting to build insane megabases all mapped out in one massive tree?
Im not. im trying to plan out an iron factory. Small phase 1 factory. literally only iron.
DesertMirag3 Dec 15, 2024 @ 11:27am 
Originally posted by lucken hat stil:
Originally posted by gman:
So after looking at discord, the dev gave a good example how to fix long calculation times. Basically, use a priority splitter after creating an item and send the primary where you want it to go. Connect the overflow to an awesome sink. This avoids the hangup of dealing with back-calculating how max throughput will affect pushback from saturation. After doing this, I no longer have the STOP calculation where I was originally having issues. Easiest to do this at the source of where the material is made rather than at every point where it's used.

This solution worked for me briefly, but after adding another connection between two outposts it got back to endlessly calculating.
I´d really love to get a fix for this, as I really think it could be a great tool.

I am also still having this issue. Have we heard any other suggestions on how to fix?
bob_says_hello Dec 28, 2024 @ 12:15pm 
Most of my issues were fixed by a combination of removing excess sinks and fixing limited buildings in my system, so typically i was putting sinks after any major system with priority going down the chain (priority splurger), this seems to be a hard calculation for the game, so removing the sinks help here. It can mess with the numbers but fairly minor if you're trying to max out most things.
Other than that is fixing the building number just before a sink, seems to simplify the calculations being performed. Won't always work, but did a decent job.
Also splitting up your build into smaller sections helped. I ended up doing several outposts to reduce each build. It still needs to calculate each section, but by not interconnecting the outposts it seems to simplify the calculations. Matching the Input # and Output # does the same job to me.
So like i did Base Material processing, Intermediate elevator, final elevator builds. Separate power, test power builds, personal items, and the like.

Would be better to get this fixed, but some tips hopefully help you work through it. It's still the best calculator for satisfactory i've tried so far.
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