Satisfactory

Satisfactory

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225 rotors per min.
This has to be one of my favorite things about this game is seeing how large a scale I can make things. So since Im going to need alot of motors eventually I decided to set up a 225m copper rotor set up. Im making the copper ingots in the foundry using iron ore and copper ore, making the copper sheets in the refineries using copper ingots and water, shipping them via rail to where Im making more than 4,000 screws a min, Fun fun.
https://steamcommunity.com/sharedfiles/filedetails/?id=2923150585
https://steamcommunity.com/sharedfiles/filedetails/?id=2923150666
https://steamcommunity.com/sharedfiles/filedetails/?id=2923150778
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Showing 1-15 of 17 comments
now you just need 225 stators to match that


If I ever build something that large I will have the no screw alternate recipe.
Right now I am making I think 30 per minute to feed modest motor production and but extra for building materials. For this I need two mk4 belts to keep screws coming in. I personally am not willing to expand to a larger rotor factory with screws as an ingredient, I can only imagine the insanity you went through to produce and ship those screws.

But the fact you did it with screws....well sir you have my respect.
225 rotors >> 112 motors >> 28 turbo motors.`
Originally posted by hurenogeko:
now you just need 225 stators to match that


If I ever build something that large I will have the no screw alternate recipe.
Right now I am making I think 30 per minute to feed modest motor production and but extra for building materials. For this I need two mk4 belts to keep screws coming in. I personally am not willing to expand to a larger rotor factory with screws as an ingredient, I can only imagine the insanity you went through to produce and ship those screws.

But the fact you did it with screws....well sir you have my respect.
Do not ship screws, make screws on site. Also steel screws are where it is at, 5/min steel beams gets you 260/min screws.
you get more screws from the steel rod alternate and the extra constructors are blueprintable. 16 Is easier math than 13.
Don't forget to bring (insulated) crystal oscilators into the mix
Ever tried dyson sphere program? Where you sometimes need 10th of tausends of produced goods per second to match your production requirements?
Originally posted by kLuns:
you get more screws from the steel rod alternate and the extra constructors are blueprintable. 16 Is easier math than 13.
Don't forget to bring (insulated) crystal oscilators into the mix
I prefer to not need screws in the first place. but I agree. if you need screws the steel ones are more ideal.

at the end of the day though the issue with screws is not how you make them but the fact you unlike nearly any other ingredient int he game its the only one that always exceeds the max belt speed for normal production. I always need to run multiple parallel belts with nothing but screws to feed even a modest factory of say rotors. my 30 per minute rotor factory need 2 mk4 belts to feed 3 machines. which is when I decide to upgrade to larger rotor production it wont be with a screw based recipe.
Originally posted by hurenogeko:
I prefer to not need screws in the first place. but I agree. if you need screws the steel ones are more ideal.

at the end of the day though the issue with screws is not how you make them but the fact you unlike nearly any other ingredient int he game its the only one that always exceeds the max belt speed for normal production. I always need to run multiple parallel belts with nothing but screws to feed even a modest factory of say rotors. my 30 per minute rotor factory need 2 mk4 belts to feed 3 machines. which is when I decide to upgrade to larger rotor production it wont be with a screw based recipe.

For bulky items the dedicated production approach takes care of all belt requirement problems. Wether it's 5k quickwire on mk4 belts or 2k screws on mk 4belts. I did 10 supercomputers before sending phase 3 away it was tough job :)

Most alternates provide a good alternate for screws but the copper rotor provides the most items per machine and per resource.
I know it can be done I just choose not to do it if I need nearly a full belt for a single or 1.5 machines. I prefer simpler ways and that trends me away from mass production involving screws

for my starter rotor/motor factory that produced 30 rotors and 10 motors I am using the copper sheet and screw recipe because of its efficiency and availability in the early game when I build this setup. when I need to go to 225 rotors I will have moved on from anything connected to screws. that is just my way and its not making your way any more right or wrong...just different.

actually in my initial response I applauded you for going this route when I would never consider it....you are a better pioneer then I am for taking the efficient way even though screws have to be the biggest pain.
Originally posted by hurenogeko:
I know it can be done I just choose not to do it if I need nearly a full belt for a single or 1.5 machines. I prefer simpler ways and that trends me away from mass production involving screws

for my starter rotor/motor factory that produced 30 rotors and 10 motors I am using the copper sheet and screw recipe because of its efficiency and availability in the early game when I build this setup. when I need to go to 225 rotors I will have moved on from anything connected to screws. that is just my way and its not making your way any more right or wrong...just different.

actually in my initial response I applauded you for going this route when I would never consider it....you are a better pioneer then I am for taking the efficient way even though screws have to be the biggest pain.
Once you get to MK 4 or MK5 belsts and have played through the game entirely a few times you start to learn the recipes in your head and it becomes easy to do the math for screws. I have almost 1400 hours playing around with things but I am still learning how to be more efficient and how to produce the most bang for the buck. I was like you early on I built small factories. I think my first timing making motors I was getting like 5 per min. My first save got so complicated for me I gave up and started over because I could not find anything any more lol . I had conveyers and pipes running every which way and couldnt distinguish what was carrying what.
the math isnt the problem for me....its the large numbers that screws always requires that at every tier I am at typically exceeds the max available belt. the problem I have with screws is actually the density of them within the game.
so less a problem with math and more a problem with physics.
You can actually get in the same trouble with silica, wire, quickwire and aluminum scrap.
Easiest solution is not going over the belt limit and process full belts of the bulk.

I was thinking about a math joke to reduce the conctructor foot print for the copper rotor: make 200 per machine and overflow 5. After 39 machines you have enough screws to feed number 40 ;)
wow thats a lot of rotors! impressive
Originally posted by hurenogeko:
now you just need 225 stators to match that


If I ever build something that large I will have the no screw alternate recipe.
Right now I am making I think 30 per minute to feed modest motor production and but extra for building materials. For this I need two mk4 belts to keep screws coming in. I personally am not willing to expand to a larger rotor factory with screws as an ingredient, I can only imagine the insanity you went through to produce and ship those screws.

But the fact you did it with screws....well sir you have my respect.
225 stators a min check
https://steamcommunity.com/sharedfiles/filedetails/?id=2923954621
now on to the motors
Originally posted by hurenogeko:
now on to the motors
Those were the easy part. Although Im only making 120 motors a min with 11 assemblers 7 at 200% over clocked and 4 at 250% .
https://steamcommunity.com/sharedfiles/filedetails/?id=2924041304
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Showing 1-15 of 17 comments
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Date Posted: Jan 24, 2023 @ 4:51pm
Posts: 17