#math-and-meta

1 messages Β· Page 7 of 1

fierce cypress
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then why dont you manifold?

livid meteor
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I like load balancing

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But it's just kinda awefull

fierce cypress
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yet you complain about load balancing and want an easier option, then dont use the easier option?

livid meteor
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All I'm saying is programmable splitters beeing able to load balance would be a super good and fitting change

hexed spindle
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I know the devs think ratios are the point of the game, but I think the point of the game is just building the stuff you need, and not making it a total unmanageable mess. When you have sites like greeny's, I feel like the ratios are kind of easy.

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As in Factorio, I spend most of my time just making sure I have enough space to lay everything out, and that the right stuff appears on the right belt at the right time.

livid meteor
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It's just that when I want to build huge factories I already have to deal with so many ressource nodes, refineries and so on that I don't really want to bother with splitting stuff

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I could understand it if space would be a valuable resource but in this game it simply isn't

spring cedar
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this is why i use the micro manage mod.
Im not a fan of tedium, manually making every connection is a chore.

with MM i can copy/paste whole sections of a modular build. expanding is pretty quick.
makes learning much easier as I have made a lot of mistakes trying to sort out factory building in 3D.

radiant lance
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hey yall, i'm making a more advanced oil refinery and I just wanna make sure, would this split manifold system work?

wintry aurora
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As long as you have the belt capacity, yes.

radiant lance
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o7

frank snow
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Trying to build this factory and its my first large factory I have ever made, how am I supposed to split the items this efficiently? Like how do I split 480 into 225, 159, and 96 perfectly??

radiant lance
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manifolds

sage torrent
frank snow
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Manifolds?

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gotta google that

sage torrent
frank snow
radiant lance
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rather than trying to balance the items perfectly, send each input down a series of splitters that each lead into a machine

sage torrent
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one machine fills up then the next and so on

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until eventually you reach 100% efficiency

frank snow
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Alright ill give it a go

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thx

radiant lance
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yeah manifolds won't be 100% efficient at first, they need time to fill up in series

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but once each machine has filled they'll run 100%

vapid gorge
# livid meteor It's just that when I want to build huge factories I already have to deal with s...

The easiest solution is probably making specific machine lines rather than merging every output then splitting it.

So if you’re making 600 screws a minute on 10 machines but 200 are going one place and 400 another- merge 1/3 of the production on one belt and 2/3 on another

And that example shows you how clocking is important since you can’t evenly split 10 machines operating at 100% into thirds

vapid gorge
radiant lance
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tyty

oblique notch
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100% second the "Use an extra machine or two under clocked (or one less and a machien overclocked) and set up everything you need for a particular 'line' together. You can even split it up - if you need 3.5 machiens worth of steel and 4 machines of concrete to flow into 2 machines to make encased beams (or whatever it is i dont recall the ratios) you set up that small 'unit' and then duplciate it as many times as you need in order to get the total output you're going for. Its much easier to debug when something is wrong cause its a smaller section that is failing, and you don't have to worry to much about belt upgrades in the middle of the system, only on the input and output when you want to add more to it

ionic galleon
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Personally I like to have a little bit extra being produced, if there's going to be a mismatch at standard clock.

oblique notch
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yah, if you aren't to the point where youare trying to maximize the entire maps worth of resources its not really a problem to overproduce a little and have a couple machines occasionalyl back up (up until dealing with nuclear tho, there ... yeah can potentially be a bigger problem)

vapid gorge
ionic galleon
oblique notch
# vapid gorge I **do** like seeing constant flow on my main belts though

Im actually at the point now where I use a lot of mk1 and mk2 belts on the outputs of machines to keep visual item movement in parts of the factory, before they merge into each other below / above/ outside / hidden into a mk4 or mk5 before heading off to whatever transportation thing im using

vapid gorge
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those particular ones have 50~ wire pm so looks good when moving

oblique notch
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ooh, have you used floor holes just to be able to flip the direction of the items somewhere in the middle of a lift because the top and bottom are facing perpindicular to where you want to face the items?

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ive started doing that extra step πŸ˜…

vapid gorge
oblique notch
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haha. I have been using them because i like the "back" of the lift to be directly away from the view point, rather than on either side. But if the point im viewing them is 90 degrees along where the path of the belt is, a single lift is alway going to have the back along the side. So i put a floor hole above and below so i can rotate the back for that one section πŸ˜…

vapid gorge
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I have ZERO extra space for tidy belt work. I hide all my crimes though

oblique notch
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I expose most of my beltwork 😫

vapid gorge
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I have very specific beltwork I expose. Like this is the side of hte stator factory moving pipes, wire up and the third one 250 stators pm down on a mk3

oblique notch
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yeah. Im doing similar (though with your towers in that second one i would have faced the two sides in opposite directions 😁 )

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this one for example, even tho its not runnign yet, the left is sulfur the right is coal, (compact coal) and the interior the top and bottom go different direcitons

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but then, i also do this:

vapid gorge
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Well in that 2nd pic, those collumns of lifts are seen from angles. So it was hard to really judge which way everything should face. Can always change it too

vapid gorge
oblique notch
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yeah - still need to "support" a couple belts. Im ok with "unsupported" belts that are straight lines (though i usually run a beam or something under them anyways) but if they curve they gotta have more.

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just havent gotten to some of those yet

vapid gorge
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Ah yeah LOTS of exposed belts. My throughput generally tends to be like 12 belts in one go so I make compact blocks πŸ™‚

vapid gorge
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UGH I should go to bed

oblique notch
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oO

vapid gorge
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just past midnight here. LONG week of teaching.

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G'night XD

radiant lance
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I used the satisgraphtory alpha version

spring cedar
fierce ruin
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That looks really interesting, gonna have to check it out later

cinder silo
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I forgot about that layout tool.

wintry aurora
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I didn't know about it actually. I prefer doing it on the fly as it were.

cinder silo
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I've always built on the fly, sometimes it doesn't come off well, my bauxite refinery is a huge shoe box balanced on another because I didn't measure/plan it, just made it up as I went along.

wintry aurora
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Probably easier to use it when you know what the area is.

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Particularily since I'm gonna build in the titan forest area which has a lot of varying terrain.

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Kind of this area somewhere roughly.

vapid gorge
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Is there something I’m missing from starting a set up like this being enough to send filled packed and come back with empties? @wintry aurora @ionic galleon

ionic galleon
vapid gorge
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Right ok. Smj is just the 2nd person in a fortnight that's talked about making an priority merger for packaged things and I still don't really get why XD

wind spade
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priority merger is just normal merger with overflow sink πŸ€·β€β™‚οΈ

vapid gorge
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I think the priority mergers people have been talking about are ones that actually act like VIP junctions in pipes but for belts

ionic galleon
wintry aurora
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That’s the basic idea, but more of a prioritization.

wind spade
vapid gorge
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Oh yeah you have to want to do it speicifically with a pri merger in mind. Lots of ways to do things w/o one. Though I think there have been a few weird sushi things people wanted to do that needed one

ionic galleon
wind spade
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that's one belt more and one merger less πŸ€”

vapid gorge
wintry aurora
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I posted images of it recently:

wind spade
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(and maybe one splitter more)

wintry aurora
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One side is a real mess, I know.

vapid gorge
wind spade
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I don't see how this is more effort, but w/e

ionic galleon
vapid gorge
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People like doing complicated circuitry things πŸ˜„

wintry aurora
ionic galleon
wind spade
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I don't see why you would want that. Sink is a thing, so anything that is backed up goes there

vapid gorge
# ionic galleon I've tended to find that precise timing is kinda fragile

One part of my factory has the manufacturers fed with a sushi belt and that needs a sink for a few hours to completely balance out, but after that it rat w/o dropping an item for ages until I turned it off.

I think almost everything else will be single item fed. like this. There's a 'tower' of ingots going up behind it feeding the machines

vapid gorge
ionic galleon
vapid gorge
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The answer to that one is that I like to suffer

wind spade
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I don't say "priority merger is useless", my opinion is that it doesn't have place in satisfactory

vapid gorge
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oh yeah but, this very specific time, no one asked for it. I know. A rarity.

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We were just chatting about it in another channel and I brought it here to post a diagram

warm sphinx
wind spade
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I'm not sure what I'm looking on

cinder silo
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Looks more design related, but I'm not sure either.

warm sphinx
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lets assume the entire belt is mk1 belts, i put 1 full belt somewere in the middle top and 1 belt in the bottom right somewere, will the , and lets assume i put a taker ( something that takes ore out of this system) in the top right, will the belts get evenly distributed

warm sphinx
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i want to create a system were i can put in as many belts that goes in, and every belt that needs it, can get a full load of a belt

spring cedar
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once it gets saturated it should run fine as long as the main conveyor line can meet the combined inputs.

if the second one is far enough ahead where it will have materials consumed, so by thie time it joins the flow there is room on the belt , that would work too.

but the main belt that carries it all will be the bottleneck, if things are not taken in time, or if your 2 inputs overwhelm the main line, it will stutter

wind spade
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sounds like overly complicated system

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why not just connect each belt to exact amount of machines?

spring cedar
wind spade
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busses are crap in satisfactory

warm sphinx
nova sparrow
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1+1?

wind spade
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hahaha, very funni. Also offtopic

spring cedar
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anyone know off their head the time it takes for the train station to complete its animation?
doing train logic with scheduales, since im forced to have a condition I want to put:
"unload all freight"+ "Or" +"minimum time needed to complete animation"

ive timed it a few times and i get just under 25 secs.
is this a good/accepted number for this animation?

wind spade
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27.08s iirc

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but it may have changed since I heard that

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even wiki doesn't agree on a single number

spring cedar
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ok cool, ill round to 30 then, would rather allow more time in between trains then bunch em together and clog them up.

thanks

stark yoke
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Is the "closed circuit" 300 crude to 900 plastic still considered the best way to produce plastic?

wind spade
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depends how you define best

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most oil efficient? yes

stark yoke
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Aight, and if I want most space efficient, it's using the default recipe?

wind spade
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yeah I guess

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tho space efficient is hardly something relevant in most cases

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since the map is gigantic

stark yoke
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Yeah, it's just harder to make larger structures while maintaining realism in terms of load-bearing and such, since that's part of my jam πŸ˜›

wind spade
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load bearing?

wintry aurora
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Pillars I guess?

stark yoke
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I mean, it should look like a structure that would hold irl

wind spade
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you can build it on the ground πŸ˜›

stark yoke
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Yeah, but it's hard to find areas that are look good with enormous amounts of foundations πŸ˜›

tropic hawk
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Dune desert is mostly flat

wintry aurora
unborn ermine
stark yoke
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yeah πŸ˜›

wind spade
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well 900 plastic is just 50 buildings

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that can fit in nice realistic 3-4 story building

unborn ermine
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I do like building there though, you can have some decent structural "support" and have it actually semi blend with the terrain.

wind spade
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also base recipe is 45 buildings xD

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(for same plastic output)

echo ether
stark yoke
toxic zinc
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that's what i like to see πŸ˜›

vapid gorge
vapid gorge
# stark yoke

Just as a side thing, unless you specifically want to make a packaged diluted fuel set up like that you could wait for blended diluted fuel. Might squish it down a bit. I know I prefer blenders instead of refineries most of the time

ionic galleon
vapid gorge
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Yeah I don't really like doing mult trains at one. I'd leave a waiting spot directly before the station just for safety

spring cedar
vapid gorge
spring cedar
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I have them sitting at the unload point for 10 mins when storage is full, helps reduce clutter on the line.
so far its been going smooth. πŸ™‚

ionic galleon
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So uh, that head-lift trick where you can lift liquid in multiple pipes and only put pumps on one of them?

Not sure now whether that ever actually worked, but it sure doesn't seem to work now. Can anyone confirm one way or the other?

stark bronze
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The pumps have to be before the pipes got split

vapid gorge
ionic galleon
ionic galleon
vapid gorge
ionic galleon
vapid gorge
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should yes but I don't bother with tricks like that

ionic galleon
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Fair. I mean I'm suddenly not bothering with that either, since I discovered that I'd screwed up and only had about 1/4 as much water as I thought I had

spring cedar
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how many components are there in game (at least how many worth getting a box filled in a storage hub).
currently at 13 and want to plan ahead a little

ionic galleon
spring cedar
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ive made space for 30, may be overkill for now but may future proof me for a little bit

bronze silo
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hey guys, in wall heights ... whats the optimal distance between pumps please?

ionic galleon
bronze silo
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nice, thanks

oblique hollow
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just snap the pump

oblique notch
maiden cave
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can someone help me find a way to split 3-600 belts and a 300 to 4-525 belts

wind spade
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well, first of all, why do you need that? πŸ™‚

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you could just use the 600 you have on belt

maiden cave
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@wind spade got 54 manufactures in 4 set of 3 sets of 7

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want to evenly split up the uranium into all of them

tropic hawk
maiden cave
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yeah i thoguht of that

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i was just wondering if there was any other way

tropic hawk
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That's the simplest way

maiden cave
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gotcha

tropic hawk
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Everything else gets complex in a hurry

maiden cave
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well thank you

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ill just do that

tropic hawk
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My pleasure

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As GLaDOS once said: "The right solution to a problem is most often the easiest."

wind spade
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that's way easier than trying to balance

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also, next time build the machines after you figure out how many belts you have, so that you can adjust the sets based on number of belts πŸ™‚

maiden cave
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will do

mint sedge
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Or just overflow-split the excess from the 600 belts on to the 300

maiden cave
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I was thinking about that

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I need to make a few thousand wire and I was wondering if I should try to use the iron wire recipe or is the normal copper one better

ionic galleon
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The real value of alts like Iron Wire is to give you more options.

maiden cave
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gotcha

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thank you

ionic galleon
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By the power of alts, I'm currently building a computer factory that only uses 3 different raw materials.

vapid gorge
# maiden cave gotcha

yeah if you need a few thousand wire you might need the copper for something else further in the process so Iron Wire can be great especially as iron is more common. And a few thousand is a LOT

Though depending on your needs and location Fused Wire could be good.

Especially if you use Copper Alloy to extend the copper and Pure caterium.

maiden cave
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this plan of using all the uranium on the map for power is getting to be a pain in the butt]

vapid gorge
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Something you should be aware of though - its possible they will be changing the uranium beacon recipe soon

ionic galleon
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Basically guaranteed, since beacons are going away

vapid gorge
maiden cave
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oh

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thats not going to be fun

vapid gorge
ionic galleon
vapid gorge
maiden cave
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this is my plan so far

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im adding as i go along

ionic galleon
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Unrelated: tfw you realise the next module of your factory is gonna need 50 refineries.

vapid gorge
ionic galleon
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(previous one only needed 42, and that was painful enough)

maiden cave
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i like my calculator better

vapid gorge
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Fair enough πŸ™‚

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For the beacons mine are entirely made of iron. It's pretty convenient

maiden cave
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gotcha

vapid gorge
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I've got 1 pure iron node making plates, rods and cable, and part of another node to make iron wire for them.

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I think the first 3 parts I talked about takes 778.5 ore using standard iron ingot recipe

maiden cave
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I might do that too

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but my CO recipe is going to take a but more iron

vapid gorge
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copper for quickwire?

maiden cave
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crystal oci;llator

vapid gorge
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ooohh yeah yeah yeah you could look at the Insulated alt for that. Depending where you're building might make your life easier

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Hmmm it's more complex but saves crystal. So maybe not great for you

maiden cave
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im making it at the oil coast place but i want to save the oil for other stuff'

vapid gorge
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Are you using a recycle loop for your rubber/plastic?

maiden cave
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idk what that is

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I just took the set up form kibitz

vapid gorge
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Ah have you seen the Recycled Rubber or Recycled Plastic recipes?

maiden cave
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I have

vapid gorge
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ah so the Loop is just turning all the oil into diluted fuel and then recycling plastic rubber with fuel until you get the numbers you want

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the Insulated Osci should only need 120 oil that way for a max uranium system.

maiden cave
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hmm

vapid gorge
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I get my rubber for them from the waste my turbo fuel station produces

maiden cave
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that might have been the better option]

vapid gorge
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Have a think - insulated osci also needs AI limiters

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which might be annoying

maiden cave
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yeah

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ive already made the Cryastal oci factory

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so i dont feel like changing that

wintry aurora
vapid gorge
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I'm looking at it now πŸ™‚

wintry aurora
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Yea it does, nvm.

vapid gorge
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a max ur rod only needs 50.4 ai limiters for the oscilators in that recipe but it's not nothing

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But I figured since I'm already making them for other things there it wasn't a huge deal

maiden cave
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yeah

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this is what i got so far

vapid gorge
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Mooooore stacks πŸ˜„

maiden cave
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yep

vapid gorge
maiden cave
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I didnt even want to try making mine look nice

vapid gorge
maiden cave
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gotcha

wintry wigeon
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Ok can we just talk about how amazing the Instant scrap + pure aluminum alt combo is?! You take no hit to aluminum produced compared to default recipes, yet you don't need horrifying amounts of silica, and disregard the problems of byproducts with refineries. All in exchange for just a little bit of sulfuric acid. If you do need even more aluminum. Just use the default aluminum recipe, and add some silica. Instant scrap is nearly as goated as the solid steel ingot recipe.

vapid gorge
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It’s less convenient than sloppy electrode in big quantities mind you. Coal and sulfur aren’t close to many bauxite nodes and with sloppy electrode pure you only need 2 oil pipes for the world aluminum supply

wintry wigeon
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Swamp.

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theres your sulfur

wind spade
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Coal and sulfur aren’t close to many bauxite nodes

wintry wigeon
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I mean to say the swamp is close to bauxite, sulfur and coal.

wind spade
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swamp has no coal and 5 bauxite + 1 sulfur node

wintry wigeon
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Lemmie show you what im talking about

wind spade
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that sulfur is already at the edge of swamp, coal is in dune forest

wintry wigeon
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Well... yea it isn't far, I was wrong saying it was directly, but its still close

wind spade
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also again, the talk was about more than just two nodes

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one place with two bauxite nodes may not be enough for your production

wintry wigeon
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Aright then, sloppy+electrode is for maximum product while instant scrap is used to get a quick 780 belt of aluminum

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But oil isn't very close to bauxite nodes either

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I know we can both agree that default aluminum refinement sucks.

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and ill definitely try sloppy + electrode sometime

wind spade
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each recipe has pros and cons, it's up to you what you prefer πŸ™‚

wintry wigeon
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Yea, and I have a virulent distaste for refineries. Most boring building in the game

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πŸ™‚

ionic galleon
warm sphinx
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stitched reinforced iron plates with steel rods and cast screws, what recipe would be good to make modular frames ?

wind spade
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wait you want to use that three?

warm sphinx
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for mopdular frames i need reinforced iron plates, i go for stiched and then also iron wire

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but then i can go for either default ( 3/12 reinforced and rod) bolted (3/56 screws) or steeled, 2/10 (steel pipe) first one takes 60 seconds, second option 24 seconds and third 60 seconds

wind spade
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well it depends what you want to accomplish

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what do you want to optimise for

warm sphinx
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or steel

wind spade
warm sphinx
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ya but with these combinations, how do i figure out the best combination ?

wind spade
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you do math πŸ˜›

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or you use online tool that does it for you

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like I did

warm sphinx
wind spade
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well it's technically the most resource efficient πŸ€·β€β™‚οΈ I've disabled oil usage in my plan

warm sphinx
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PH

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OH

wind spade
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or you can disable the oil recipes πŸ€·β€β™‚οΈ

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you can disable whatever you don't want to use πŸ™‚

warm sphinx
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with steel ignot it says to add wood, im like, i have plenty coal

robust vale
warm sphinx
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would diluted fuel be most efficient for generating fuel ?

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diluted fuel is 5 heavy with 10 water to make 10 fuel, and it is 3 crude oil to 4 heavy oil, normal heavy one is 6 heavy to 4 fuel, and normal crude is 6 crude to 4 fuel

wind spade
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it is indeed

wintry aurora
warm sphinx
wintry aurora
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O-kay

ionic galleon
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Is it my imagination, or do long fast hypertubes let you hold your speed /way/ better if you make them perfectly straight and level?

oblique hollow
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yes twists and turns reduce speed, same for train lines

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a train spiral reduces speed a lot more than a straight ramp for example

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hypertubes are affected by this logic too

wintry aurora
oblique hollow
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well slopes and whatnot surely do

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i can accept being wrong about the turns

wintry aurora
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Vertical change has an affect, yes.

oblique hollow
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but for trains curves definitely do cause slowdowns

tropic hawk
spring cedar
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what is the absolute minimum number of signals required for trains?
1 path signal per split, 1 block signal per merge?

spring cedar
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in the case of a singular train, 0 would work.
but for trains, plural, 0 would not work as they would crash.

tropic hawk
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Depends on the scheduling

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And the route

river night
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the absolute minimum is just a bunch of block signals, path is always an optimization, not mandatory

open solar
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plz help how do i split 3 belts into 5?

tropic hawk
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Is there a simpler way, probably. My way does work though

tropic hawk
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And you can do it into anything. Split X into Y belts each, merge groups of X to get Y

wintry aurora
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!wikisearch manifold

mint sedge
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Merge the two outermost ones together, then overflow-split the excess from those onto the middle one

tropic hawk
mint sedge
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oh, right πŸ€¦β€β™‚οΈ

tropic hawk
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Besides, that wouldn't work unless your running at belt capacity, which it still wouldn't work for anyway.

wind spade
mint sedge
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I would assume the production was matched to the input requirements, or close enough to

tropic hawk
wind spade
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not really, just put the clock speed in there

tropic hawk
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45-81 rule is still what I live by when I have a choice

quiet idol
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put 6 and use the other belt for something else

wind spade
quiet idol
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the 3 to 5 i can find real quick on the net all look like a big setup, would'nt greeny idea work at 83.33% ?

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much cleaner

tropic hawk
mint sedge
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If I was going for a simple approach to what I first suggested,
overflow-split the centre of the three to the outer ones, then split the outer ones into two. Centre one goes straight through

quiet idol
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possible that the ones i've found looked clunky i'm curious i'll look again

wind spade
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ideally you should plan logistics together with factory

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if you build groups of machines and then ask how to connect them, you've failed at planning logistics

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rather you should build the input first, then logistics and then output based on how many belts you have

quiet idol
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3 1 to 5 on top of each other would look kinda cool, merge it at the other end all neat

wind spade
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so in this case, if you have 3 input belts, you should plan output in multiples of 3

tropic hawk
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Or, figure out output, solve for input needed, then plan the factory

wind spade
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well that's the first stage

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you start at final product and plan backwards to find out how many machines you need. Then you start building from ores forward, planning logistics in the process (or before)

tropic hawk
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Then use a simple planning tool, like @wind spade's to solve for roadmaps on what to build, then use something like draw.io to plan, then execute ingame

hallow leaf
oblique hollow
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chaotic

main shuttle
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so do people who run long games usually clear cut & depopulate the entire map?

open solar
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although that was an older version i then realised a need to upgrade some belts lol

wintry aurora
spring cedar
#

if you are trying to combine water + ingot, but both are in separate locations.
is it more efficient to transport the ingot, or water?

spring cedar
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ok cool.
thinking about abusing the coast to make "Pure" ingot production plants.

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hmm didnt think about that.

I guess my actual question is transporting water vs ore.
is it still better to have trains bringing in ore

snow dove
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neither are better than the other

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personal preference mostly

finite sun
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in most cases it doesn't matter, you can move slightly more ore than water with the same number of freight cars but the cost of belts (vs cost of pipes) makes the difference very negligible

spring cedar
#

hmmm

so my options are

transfer water to ore locations, make ingot and ship ingots out.
or transfer ore to coast, make ingot and ship out.

think centralizing everything at the coast may be simpler, mentally.

finite sun
#

the only exception is pure caterium, which uses 2x of ore and water (so you can move twice as much ore than water)

snow dove
#

pesky caterium

frosty owl
finite sun
#

probably not anymore in U6, since they changed file format to work with smaller chunks

snow dove
#

the game is having to store and load exactly what flora you destroyed, and the more flora you destroy the more it has to load, so greater load time

spring cedar
#

wonder whats a bigger hit, remembering what flora was removed, or loading in the suspended network of factories built to avoid the flora

snow dove
fierce ruin
#

Normally I love math but what the hell Satisfactory..
SO I'm short on screws so I thought:"Why not use the other 6 impure iron nodes?"
(I've never been on this channel so idk how I'm supposed to show my math math)
8 smelters
16 constructors (making iron rods)
24 constructors (making screws)
40 screws each means in total 960 screws

Now let's say I'm gonna use all 6 nodes instead of 4
12 smelters
24 constructors (making iron rods)
36 constructors (making screws)
40 screws each means in total 1440
I'm doing something wrong no?

#

My brain hurt ;-;

deft lichen
#

Don't ever build centralized screws

#

It's all round a terrible approach

#

Make screws as you need them on the spot near where they're being consumed

deft lichen
#

As, separately for each factory

fierce ruin
#

WAIT! No each 2 nodes should be making 480 screws. So 960:2=480, 1440:3=480!
Sorry I didn't check what I was doing

deft lichen
#

Also, production planners exist

magic ridge
#

or as some people here say? "Don't use screws."

#

all products that you can make with screws have alternate recipes that don't use 'em.
of the ones you might want to automate.

fierce ruin
magic ridge
#

you will find yourself severely limited if you don't harvest drives.

#

there are a couple of MAM researches that require drives, for example.

#

and a number of the alternate recipes are far more efficient than the base recipe.

deft lichen
#

Boils down to personal preferences

vapid gorge
#

not spots on the map with the ore next to the water you could directly move?

spring cedar
quiet idol
#

once we completed the game we need a button at start that says Gimme, unlocks everything

wind spade
#

if you've completed the game, you should already have everything unlocked tho

eager igloo
#

I need help

#

I have several lines all overclocked to process 360 bauxite per minute each

#

Each row has 5

wintry aurora
#

So, you're looking for a balancer of some sort?

eager igloo
#

1 mk5 belt can only feed 780. So im having to merge a second belt in behind the second refinery But i need to merge another in behind refinery 4. If I split a third belt and split it between other lines will it balance on its own?

#

i need a total of 3,900 ore per row to run at 100% effeciency

river night
#

as long as the belts never underflow or overflow, it should balance itself just fine, the ore has to go somewhere afterall

eager igloo
#

and i currently have 12 belts which gives me a total of 9,360 ore per minute from the train station

wintry aurora
#

Only idea I have is that there's a reddit post with an album of balancers.

spring cedar
#

manifolds self balance once saturated.
current limitation is belt capacity, so if you need to feed more than a mk5 belt, you may have to feed the manifold in intervals, similar to how we do for pipes.

eager igloo
#

40 refineries total being fed by 6 freight stations

wintry aurora
#

The album I'm thinking of doesn't even go that high, 7 maybe.

eager igloo
#

i need to balance the system with a netowrk of 12 belts

wind spade
#

just put each belt into exact amount of refineries

#

don't merge the belts

eager igloo
#

the numbers arent even

wind spade
#

underclocking exists

eager igloo
#

thats not the point of my goal

wintry aurora
#

Make it one long manifold and insert where needed?

wind spade
#

well your goal is to fix the fact that you didn't plan logistic before building the factory πŸ€·β€β™‚οΈ

wintry aurora
#

Not the most elegant, but it's an idea.

river night
#

I like inserting manifolds, although when you deal with entirely full mk5 belts as your source, you likely need to split them to insert them, or you get overflows

wind spade
#

I don't like them, I'd rather underclock last machine and have X separate manifolds

river night
#

if that means having X more machines, that annoys me πŸ˜„

wintry aurora
#

Just insert at points where the input drops below the input of the belt you want to insert.

wind spade
#

X more machines is worst case. And even then, it's not a big deal anyway (and the whole system even uses less power)

river night
#

either is fine tbh, as long as you dont build a 12 way balancer

wintry aurora
#

12:12?

river night
#

12 to 12 is just 1:1 πŸ˜›

#

but i think its like 12 to 40 when i read that right

wintry aurora
#

Yea, but it balances among all.

eager igloo
#

like this?

#

i've never had to do an injection manifold before

wintry aurora
river night
#

it sounds more fancy then it really is

eager igloo
#

12 belts total

wintry aurora
#

A 6 to 6 balancer doesn't sound too bad, better than 12:12

eager igloo
#

FUCK!

#

I was doing my math for the water!

#

ok!actually no

#

this makes it easier!

#

I can feed 3.25 refineries if they are overclocked to 200% on a 780 belt

wintry aurora
#

lol, are ya using SatisTools?

eager igloo
#

no

wind spade
#

Or 3 refineries at 216.66%, then it's one splitter πŸ˜›

eager igloo
#

yes but thats gonna be like 30 water pipes

wintry aurora
#

Would certainly help to keep track even if you'd rather do the math yourself.

eager igloo
#

im already uo to 24 pipelines

wintry aurora
#

Ya doing pure ingots?

vocal tundra
#

you should use satisfactory tools for most things its very good

wind spade
#

Number of pipes will be the same no matter what clock speed

#

Also I hope you're building next to water xD

eager igloo
#

i need to move 14,400 meters cubed of water

#

i am

wind spade
#

Yeah build over ocean or smth

#

Then you can put extractors directly in front of refineries

eager igloo
#

a bit late for that

#

but im right next to the coast

#

im challenging myself to build several mega factories that all support eachother on a closed loop. the I plan to do the same once I move to the northern side of the map

fierce cypress
#

outposts > mega factory jace_smile

eager igloo
#

ok?

#

by mega factory I mean one focusing on aluminum and shipping those products. And another for steel. Another for electronics and ect

fierce cypress
#

oh well yea, those are outposts, instead of a mega factory where everything is done at one place

eager igloo
#

ah

#

i didnt realize that was different

#

i guess im just building massive outposts

#

so i can feed 3.25 refineries off a mk5 belt now

#

which means that after 4 groups of 3 i can skip 1 refinery?

wind spade
#

So 4, one at 25%

eager igloo
#

thats not the goal man

wind spade
#

It's the same result

eager igloo
#

huh..... i didnt notice that when i was doing my math

fierce cypress
#

3x 100% + 1x 25% = 3.25 refs

eager igloo
#

im running them at 200%

#

so wouldnt it be at 50%?

fierce cypress
#

how many refs do you need in total of what recipe?

eager igloo
#

alumina solution

fierce cypress
#

default recipe? sloppy?

eager igloo
#

im running 40 refineries at 200%

#

ive been hunting for sloppy for almost 2 weeks

#

i still dont have it

fierce cypress
#

so default

eager igloo
#

yeah

#

but since im running three of them at 200% wouldnt the fourth be at 50%

#

since they are on mk5 belts

fierce cypress
#

so 9.6k baux total right?

eager igloo
#

9360

#

one of them is a bleed off at the end of the belts

fierce cypress
eager igloo
#

correct

#

im offloading from 6 freight stations

#

so i have 12 mk 5 belts

fierce cypress
#

and you want to overclock them?

eager igloo
#

yeah. I dont want to build 78 refineries. im trying to safe on space cause i still have to do the next set of refineries for alumina scrap

fierce cypress
#

ok well its going to be

6.5x 100% refs per mk5 with 1170 water/min
3.25 200%
2.6 250%

eager igloo
#

i dont understand what im looking at here

fierce cypress
#

to get the decimals with oc:

6x 100%, 1x 50%
3x 200%, 1x 50%
2x 250%, 1x 155%

fierce cypress
eager igloo
#

ah ok

fierce cypress
#

im just using 100, 200 and 250 clockspeeds but if you want a different clockspeed either do the maths or ask me and i can get you the numbers

eager igloo
#

nah you helped a lot

#

thanks

eager igloo
#

I have 4 unused lines of bauxite now. wut

#

how

#

i missed 2 merging points but why do i still have 2 feed lines left unused?

#

im so confused

#

i need 8 more refineries :I

main shuttle
#

is there any reason to not use mk5 belts once you have them unlocked?

mortal spindle
#

Not enough aluminum.

wintry aurora
#

For the most part, no, but they can be useful when trying to control the rate of something or sorta priority merge by way of belt speed difference.

#

And maybe some other niche applications.

main shuttle
#

yea was thinking of maybe using mk3/4 as a throttle of some kind if needed

spring cedar
#

to convert these 4 normal iron nodes into T2 Iron components... i need
34 refinery
133 constructor
67 assembler

will give me 55pm of Rotor, modular frame and R.Plate

will be my largest factory yet πŸ™‚

main shuttle
#

have they ever talked about requiring power to operate the conveyor belts?

wintry aurora
#

Not that I'm aware of.

#

Nevermind the sudden spike in power usage that would create.

main shuttle
#

it feels like one of those early things they would have discussed, & then realized it'd probably be a bad idea

wintry aurora
#

Probably, considering that doing it now would wreak complete havoc.

main shuttle
#

yea, that would have made the game completely different from what it is now

wintry aurora
#

And would require a whole bunch of stuff to make logistics more streamlined.

main shuttle
#

or done weird things like assume tthe belts were self- powered like how the railways are partially conductive

wintry aurora
main shuttle
#

or going for max efficiency everywhere

#

which is still kinda the point, but it'd be way more critical

#

maybe that could be an augment of the belts, make em powered for a speed boost 🀣

frosty owl
vapid gorge
warm sphinx
#

oil patch = 900 m3/m
30 refinaries for heavy oil
600 reisn /m
1200 /m heavy fuel
1200 / 50 = 24 BLENDERS
2400 fuel /m3
1 gen = 12/m
2400/12 = 200 generators can someone confirm

vapid gorge
#

heavy fuel?

warm sphinx
#

residuial oil

#

the purple kind the most out of it

vapid gorge
#

Ah right

vapid gorge
warm sphinx
#

is that even possible ?

vapid gorge
#

Takes a bit of a go to use it well but worth it

warm sphinx
#

ya, my math is correct

#

200 fuel generators for my entire oil patch

livid meteor
#

Water is not reaching my refineries, what am I doing wrong? consumptions should be 400, production 480

warm sphinx
#

oh sht

livid meteor
#

there is one

warm sphinx
#

hmm

livid meteor
#

you can see it on the 2nd screen on the left

deft lichen
#

run a secondary pipe next to your current one with the junctions

livid meteor
#

Flow rate is kinda weird

deft lichen
#
W+--------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
W+        +---------------------------+
W+
W+
#

flow rate is hardly ever constant

livid meteor
warm sphinx
deft lichen
#

junctions lower throughput due to lag

#

you can remedy this with the second pipe

warm sphinx
#

do you have to pump it upwards even a tiny bit ?

livid meteor
warm sphinx
#

can you put pumps in there and check again ?

livid meteor
#

Putting a pump on a pump?

warm sphinx
#

no no

#

if there is a pump leave it but what about up

#

does tyhe up one have a pump
?

#

cuz water flow will get slower when pumping over long distances

livid meteor
#

trying more pumps

warm sphinx
#

just 1 at the very top is good

#

when the water is up, then it should go into a pump, and from there into the other parts, also, check the pipes, is any of these pipes not full ?

livid meteor
#

After the first junktion it's already that bad

warm sphinx
#

pump

livid meteor
#

Like 4 pumps and there's nearly no water getting here

woven frost
warm sphinx
#

press the pump[ icon, then check the flow

livid meteor
#

Wait what icon?

warm sphinx
#

eventually you SHOULD see an blue circle following the pipe, that is the flow

vapid gorge
# livid meteor

Run a parallel pipe and loop the end back at the start. Also don't use pipe floor holes

livid meteor
#

What's wrong with floor holes?

#

I used them everywhere and usually it worked so far

vapid gorge
#

they are buggy and can stop headlift

warm sphinx
#

i thought they fixed that

vapid gorge
#

Just safer to clip the pipe through the floor, and if you REALLY want only have a hole for show

#

shrug maybe? is it full proof? Who knows.

vapid gorge
livid meteor
#

bruh

#

Not sure if this is the issue

#

But at least some water gets up now

warm sphinx
#

ya, flow is a bit weirtd

livid meteor
#

Is it bad to have 20 head lift?

vapid gorge
#

Loop, flood the system with only some of hte machines on, then turn it on. Basic pipe build guidelines for good pipe work

warm sphinx
#

20 meter headlifgt means it can go up 20m, but preferblely, the pipe is 1m lower

livid meteor
#

So I don't need another pup to improve flow rate or something when it's only 20m headlift right?

vapid gorge
#

pumps don't change flow

warm sphinx
#

the only thing that changes flow is cunsumption

#

the less is being consumed, the less "flow rate" but what matters is is that the pipes should be full

livid meteor
#

it's just so weird to me that only 2 water extraction are even active

#

It's like the water is stuck in the pipe and not moving

vapid gorge
livid meteor
#

Does flushing the system help?

vapid gorge
#

No

#

I've given you the answers. I'm going to bed. Follow it or not

livid meteor
#

This shit works now. I don'T know why. It's basically the same

#

weird

woven frost
#

Woops forgot to remove the ping

livid meteor
#

it's fine

#

Never touch a running system

#

it works right now, so I will not try to alter it πŸ˜„

woven frost
#

Yea dont

#

If it aint broke dont fix it

astral hornet
#

My math is correct that this'll feed 80 fuel generators, right?

spring cedar
#

360/4.5=80

Yes your math is correct

oblique hollow
#

useless valves and stuff

livid meteor
#

I just thought they might fix the buggy behavior

oblique hollow
#

you trying to get 600/min?

livid meteor
#

400

#

But it works now

oblique hollow
#

a single pump should be enough, and no valves

#

floor holes?

livid meteor
#

1 pump for 400 doesn't work out

oblique hollow
#

it must

#

the things that make water arent pumps

#

the things that move it up are pumps

ionic galleon
#

Yup. One extractor produces 120/min, but one pump can pump as much as the pipe can carry (300/min or 600/min)

broken goblet
#

as for the extractors
5extractors, no OC, for a mk2 pipe.
1 extractor full OC for a mk1 pipe, 2 for mk2

marsh gate
#

Alright. I'm racing the clock here to get Fuel Generators in before U6. Plan to do this on the West coast (as it'll be untouched in U6), which has two Pure and two Normal oil nodes.
Using all four with Oil Extractors (with all of them overclocked at 250%), how many Fuel Generators would I be able to push for until I run out of a (hopefully perfect) 1:1 ratio of Crude Oil to Fuel?

wintry aurora
#

There's nothing changed as far as fuel generators, so, you're not racing against anything really.

#

Also, the wiki page has info and some equations https://satisfactory.fandom.com/wiki/Fuel_Generator?so=search

Satisfactory Wiki

The Fuel Generator is a power generator building that generates power by burning Fuel, Turbofuel or Liquid Biofuel.
At 100% clock speed, one Fuel Generator produces 150 MW. This will use 12 m3/min of Fuel or Liquid Biofuel, or 4.5 m3/min of Turbofuel.

marsh gate
#

Reason why I say this is without Refined Power (which I'll probably have to wait a few weeks for), my 32 Coal Generators cannot handle the load in the Experimental branch.

wintry aurora
#

I see.

#

Well, the wiki page has the info.

final knoll
wintry aurora
marsh gate
#

Hmm. With this issue of Mk2 pipes, how many would you suggest?

wintry aurora
#

It's the pipes that have the issue, not pumps.

marsh gate
#

Sorry, I meant pipes. Somehow I said 'pumps' instead.

tropic hawk
wintry aurora
#

and the recommended to me was have the flow be 10-15 under 600 per pipe, but you'll also have to find an arrangement that probably doesn't involve underclocking (unless you know how to deal with it).

final knoll
#

for the fuel i used 10 480 flowing pipes
the water i used 5 mk1 pipes

wintry aurora
#

Packaged fuel? Oof the logistics on that.

#

Can you use the blendered version?

final knoll
#

i made a POWER TOWER
its 100 walls tall
and 16x27 foundations

#

i could have yes but i didnt want to

#

i completed it a week ago
60k power (60000)

#

i named it
OIL ISLANDS POWER TOWER

tropic hawk
final knoll
#

takes only a minute to fill up a power battery if i place one

copper lintel
#

believe me i have taken 2 sheets of paper full of math

final knoll
#

i have 400 fuel generators
all chugging along at 100%

copper lintel
#

oof

#

how many hours?XD

final knoll
#

well just know that i started it back in april

copper lintel
#

good game SnuttsGood

final knoll
#

not the session
building the building

copper lintel
#

yea i understand

final knoll
#

putting in all 400 fuel generators took a few days
figuring how how id template the whole thing took a while
16 foundations by 27 and would work even if it was 8 foundations by 27 do it having been mirrored one side to the other

copper lintel
#

how ever my brain is death because of today's round ( i say 100% efficiency of nuclear paste)

#

good night

radiant lance
#

what would be a good use for the plastic byproduct in this production line?

#

the lazy part of me wants to sink it but that feels evil

wintry aurora
#

You should use the recycled plastic-rubber loop TBH.

#

Unless you don't have the alts yet.

radiant lance
#

definitely optimal, but the plastic is just kinda a means to an end here

wintry aurora
#

Ok.

radiant lance
#

this line is just a fun lil project to make power storage components + a lot of steel, and since i'm in midgame rn i'm not in danger of running out of oil

#

but i still don't wanna fully waste the plastic thinking_helmet

wintry aurora
#

Sink it until you find a use?

radiant lance
#

probably the best bet yeah lol

trail sail
#

So I have 3300 Copper being made a minute split into 5 conveyors, I need it split into 2130 and 1160 lines, anyone know a good way to do this?

radiant lance
#

manifolds

trail sail
radiant lance
#

what machines are taking the copper? is this a lot of constructors or is it going to a bus system

trail sail
radiant lance
#

i'd definitely recommend giving this a read then https://satisfactory.fandom.com/wiki/Manifold

Satisfactory Wiki

Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.

trail sail
#

Thank you.

radiant lance
#

since you have a huge amount of copper you'll probably need to use injected manifolds

radiant lance
#

i'm not 100% if that'd work, i've never used injected manifolds before myself, the important thing is to inject once the manifold line can handle the increased amount of items

#

so as an example if you have a mk4 conveyor with 480 items and another belt with 100, you inject once the mk4 is at 380 or below

trail sail
#

Okay thanks

wintry aurora
#

That's not the typical use of injection manifolds, at least I haven't used them in that particular application. But as desucrate said, the function is to insert things into another manifold system, just need to make sure it's at a point where the belt can handle the incoming.

#

Also, that manifold diagram needs 'ejection' manifolds on there, which is the opposite of an injection manifold, you're splitting off part of a production from a manifold line.

trail sail
#

Yeah I actually need to use a 5-4.

#

Which will actually be easy because the last line is lower than the others so I will just load balance 2-1 and then I wont have to do that.

surreal dune
#

I have 16 Refineries with an output of 162.5/min
1 @ 88/min
(2,688/min total)

That need to be split between 87 Constructors
86 with an input of 31.25/min & 1 @ 0.5/min (2,688/min total)

Cannot figure out an easy way to do it. Anyone know a possible solution?

fierce ruin
#

Just push the run off into the next cell and so on and so on until you get to the end

surreal dune
#

I did that in my other builds and was trying to find a solution that avoided that mess of belts lol. So far I don't have another option though.

#

Was messing with the clock rate of the 0.5/min constructor to see if i could lower the others currently at 31.25 to make the division better but didn't find any

wintry aurora
fierce ruin
surreal dune
wintry aurora
fierce ruin
#

He did the math

#

just splitter merger copy paste on each main output

#

merge the

#

lots of space tho

surreal dune
#

it's not that easy, hence the belt mess i'm trying to avoid.
the remainder of each adds up to more than previous, and then less when using the injection belt method. royal pita if you mess it up too

fierce ruin
#

space the things out so theres a deficit

#

every like 20

#

so the transfer belt doesn't get over welmed

wintry aurora
#

Or if possible without weird numbers, try to balance the clock rate so it's the same on all?

surreal dune
#

just haven't found the magic number yet

wintry aurora
#

Or nvm, you said already you messed with clock rate?

surreal dune
#

I did but only for a couple dozen possibilities.
There's quite a few with this many constructors lol.
& i have a lot of room if i need to break down and add more just to save a headache

trail sail
surreal dune
#

just fix those crooked belts first

trail sail
surreal dune
#

that's not? it looks like it in the pic lol. might be the PoV

surreal dune
trail sail
surreal dune
#

lol

trail sail
#

I started making things neat when I realized my FPS is tanking, I can't find anything, and it looks like spaghetti.

mint sedge
surreal dune
#

@ work. Going to take another crack at it after.

wind spade
surreal dune
#

I'm probably going to mess with the constructor count.

wind spade
#

yeah, just take the total count (which is like 86.016 based on what you provided), divide it by number of output belts you have (e.g. 16 or 8 or 4 depending on how you merge stuff), then take the resulting number (e.g. 86.016 / 8 = 10.752) and build that many machines for each belt (e.g. 10 @ 100% and 1 @ 75.2%)

oblique notch
#

There is a point to stating that when you connect machines via a manifold you can stop thinking of them as individual machines and thinking of the set as "1 machine" - that needs to produce x per minute. Doesn't matter what individual units on that manifold produce, as long as all of them produce it together the x amount

ionic galleon
oblique notch
#

and as long as its input is, then its output will be too.

#

perfect conversion is unrealistic of course, but super nice for QoL for a game like this :p

vague bridge
#

I'm having some issues with fluid rates.
I have 3 oil extractors running at full overclock, feeding into a large fluid buffer.
1 x 300
2 x 150

The buffer is full. if I empty it, it fills at 600 /m

all mk2 pipes. triple checked.
manafold is standard layout. zero elevation on any point from extractor to the refineries. except 6m from the final pipe to the refinery.

refinery 1 - 8 are always 100% full. refinery 9 - 10 are very often yellow, and idle due to no oil.

if I run the green pipe back to the start of the line, 9 & 10 are always full, but then 6 and 7 begin to run out.
they are producing fuel and consuming 60 oil per minute.
I'm feeding in 600 per minute.
and all pipes can carry 600 per minute..

am I missing something seriously obvious, or what could be wrong :/

spring cedar
#

i keep hearing about something regarding pipes, there is a bug which causes fluids to go missing, which means pipes are not 100%.
if your setup uses 100% then this bug may affect your ovrall performance.

im not an expert on the matter, but i've seen it mentioned a lot. maybe that can help your investigation

wind spade
#

that bug is fixed already

spring cedar
#

oh :/

wind spade
#

I'd get rid of the buffer tbh

vague bridge
#

testing that now cheers

eager igloo
#

I need some math help

#

im gonna use the sloppy alumina recipe so i can reduce the amount of refineries I need and i want to feed 2 off a mk5 belt. but i need to clock them to account for it.

#

i need one at 200% but i dont know what i need to put the other at to run off 380/min

eager igloo
#

200

#

Base speed is 200. I want to feed 400/min into one and 380 into the next

#

im having trouble figuring out what the second needs to be at

ionic galleon
#

Mk.5 belt maxes out at 780/min, which is 3.9*200.

wintry aurora
#

What does it show in satisfactory tools?

ionic galleon
#

So if you run one at 2x, then you'll need to run the other at 1.9x

eager igloo
#

so thats 190% clock speed?

wintry aurora
#

Like the percentage for the inderclicked one.

eager igloo
#

sweet

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thank you. much appreciated

wind spade
#

figure out how many buildings you need first

#

e.g. if you need 4.6 buildings, you need 460% in total

#

so e.g. 2 at 230%

eager igloo
#

24 since i have 12 belts

wintry aurora
#

*underclocked

eager igloo
#

im just tired of trying to split belts for this setup. so im just gonna do this the simple way

#

now that i have sloppy alumina i can make this way easier

simple moth
#

trying to figure it out to divide 270 into 6 constructors each input is 60 for steel beam

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with load balance

wind spade
#

6 with 60 input is 360

simple moth
#

oh.

oblique hollow
#

when the bad math hits

frosty owl
#

Just load balance

weak plinth
#

Hey guys!

#

Has anyone here built a large item sorter before?

mortal spindle
#

Define an Item Sorter.

weak plinth
#

I need to sort 120 potentially mixed belts of 6+ item types

simple moth
weak plinth
#

into a smaller number of pure belts

frosty owl
simple moth
#

xdd

fierce cypress
mortal spindle
#

Ohhh like a Bus Sorter.

weak plinth
#

I have some plan on how to do it, but it's going to be massive and insane

frosty owl
#

Filtering out ~50 items (or however many you plan to have on those belts) and getting each of them on a new belt from those 120 would require you (at least) ~25 splitters per belt and related mergers.

Massive indeed

weak plinth
#

I'm "just" filtering all the raw resources in the dune desert from truck stations into a central location. I know exactly how many resources there will be per min, but want to protect against items in the wrong belts and basically allow dumping the items in ANY Truck station

#

So massive total throughput

frosty owl
#

Generally speaking, all systems where you try to cover for a lot of unknown scenarios require tons of splitting/merging
In other words: having more precise info on which items will be on which belts will reduce the "filters" needed by a lot

#

Personally, I'd rather make sure nothing can "contaminate" the belts than making a system to handle such contaminations

weak plinth
#

Yeah, but my biggest issue I dont have a solution for is actually merging the belts into the final outputs. For example I will have 45 belts of iron ore from 120 input belts. How do I merge these without throttling?

frosty owl
#

Why would you "need" to merge them?

weak plinth
#

Well, I need to filter out iron ore from all 120 belts, but not all of them will contain any, and I dont want 120 output belts of anywhere from 0...600 items/min

#

So I need to merge 120 belts into 45 without throuput reductions anywhere

weak plinth
frosty owl
#

It sounds like your idea of merging all these ores on mixed belts rather than pure belts is biting you back really hard once you get to managing them.
Eg: imagine the logistic difference between

  1. Using pure belts and just filling them up to the brim with one ore each, then using them (simple throughput control may be needed)
  2. Merging ores in precise amounts/ratios so the resulting belts can be fed to buildings with appropriate input requirements
  3. Not controlling the merging and having to make a system to catch errors
weak plinth
#

This is what I've got so far. 1/3 of the belts filtering out 1 item type.

frosty owl
weak plinth
frosty owl
#

I stand by my sentence: making sure no error arises seems much simpler (logistically) than making a system to handle all possible errors

weak plinth
frosty owl
#

For instance: if (somehow) you were ti make sure that one item CANNOT contaminate any other line, that would be already (number of lines) less splitters needed for filtering

frosty owl
ionic galleon
weak plinth
#

Maybe this helps to understand. The items need to go into these train stations.Their belts go into all sorts of directions.

#

The stations are color-coded by item type

frosty owl
#

I find the "need" to make "AxB" matrices of belts a very annoying task (as in: you need to connect every group of belts to every other groups of belts carrying different items). Might be my preference at play, but I'd much rather avoid doing that by making sure all belts have what I expect them to have on them

weak plinth
#

I've done complex high-throughput chaotic belt systems before, and I'm not looking forward to them. I want a systematic approach, even if it is larger and more stuff to place.

#

Basically I just want to avoid this beltLasagne*10

vapid gorge
weak plinth
vapid gorge
#

120 mixed belts will certainly be entertaining XD
I’d probably aim to have every incoming belt to be merged to have already timed amounts so you don’t have to have balancers the size of a mountain

ionic galleon
#

Combining ~30k/min items across 6+ item types. Spicy. Definitely above my pay grade.

weak plinth
#

I just need a decent design that merges belts at full speed. That's where I'm stuck at.

ionic galleon
#

That's kinda the problem tbh. You're trying to merge ~40x the max belt capacity into a single stream.

weak plinth
#

Exactly. And I'll need the same thing in future as well.

ionic galleon
#

That is possible to do. I do not believe it is possible to do neatly (or as you put it, 'decently')

weak plinth
#

All I can come up with is to merge and overflow one belt at a time from 120 to 45, so 75 steps in this example. And I'm not even sure if that will really work either.

ionic galleon
#

I don't think that would work, no.

#

I'm struggling to understand your design choice here. Is this an accurate representation of your reasoning?:

  • Lot of inputs, lot of outputs - complex
  • Simpler if all the inputs can just get put into one big stream together, and then the outputs can just take what they need from that stream
weak plinth
woeful heath
weak plinth
#

I'll summarize:
Given: 120 belts worth of 6 resources need to go into pure belts. All belts transfer 600/min on average, except a few source belts that would be 300/min.
Option 1:
Route all 120 belts from Source (Truck stations) to Destination (Train stations) with direct belt connections. Positions of source and destinations are already set. Item type per source belt could still be defined, but would also be very time consuming and error-prone. Most importantly, routing each belt in 3D would be very complex as well.
Option 2: (vastly preferred)
Treat ALL source belts as mixed/undefined, sort and merge them into pure belts, and connect them to destination.
This offers far superior protection against mistakes (truck routes, belt connections) and truck-related bugs, and may prevent massive headaches in future, so it is superior anyway.

weak plinth
woeful heath
#

haven't progressed to that part before

#

stuck on Phase 2 of the elevator

ionic galleon
ionic galleon
#

Trying to understand the constraints here. I'm not here to browbeat you into doing things my way, don't worry.

pseudo field
#

Why do trains when you can just do 10 mile long conveyor belts

weak plinth
ionic galleon
#

Each conveyor comes from a single Truck Station?

weak plinth
ionic galleon
#

How many different items does each truck station handle?

weak plinth
#

So each truck drives through 2 stations

ionic galleon
#

*different item types

weak plinth
#

The truck paths are not created yet, so not fully defined yet

ionic galleon
weak plinth
#

Then the truck leaves to get more resources

ionic galleon
#

So there are 120 different sources that the trucks are fetching stuff from?

frosty owl
ionic galleon
frosty owl
weak plinth
ionic galleon
weak plinth
ionic galleon
#

So each truck will have only one type of item, correct?

weak plinth
#

To be clear, the 'source' truck stations in my description are where the trucks drop off the items. Source from the perspective of the transfer facility I'm currently working on, where the items get sorted into trains.

ionic galleon
#

So you'll have (guessing a bit):

  • Caterium Ore trucks
  • Coal trucks
  • Iron Ore trucks
  • Copper Ore trucks
  • Raw Quartz trucks
  • Bauxite trucks (?)

Pretty much?

frosty owl
#

Why would sources (with different item kinds) get mixed with one another then?

weak plinth
ionic galleon
weak plinth
ionic galleon
# weak plinth Yep. I think I can ensure that much.

So that all being the case:

  • Each receiving truck station ('source' in your description) will have only one type of item.
  • Each truck can be fully unloaded at a single truck station, meaning there's no reason for any one truck to visit two different stations at the train interchange
  • Therefore you'll only have 6+ different types of receiving/source truck station: eg. different Coal-receiving truck stations are equivalent.

Correct so far?

weak plinth
#

All correct otherwise, yes.

ionic galleon
# weak plinth All correct otherwise, yes.

Good. So here's my proposal:

  • Each truck collects a single type of item from one or more outposts.
  • Each truck unloads its whole load in a single truck station at your interchange: a Coal truck station for a Coal truck, etc etc
  • Multiple truck stations for the same item type, eg. all Coal truck stations, all feed into a common single-item-type stream (Coal, in this case).
  • Each of those 6+ streams is carried by a number of conveyors operating in parallel, since they won't fit on just one.
  • To make sure you don't get the wrong stuff in any of those streams, each truck station will have a Smart Splitter on its output - only the correct item type (eg. Coal) is sent to the stream
  • Any incorrect item coming from any truck station is sent to a common stream for sorting, after which it's routed to whichever stream it should have been in in the first place.

Hey presto, you've got 6+ streams that each reliably have just the one item type that they're supposed to have. And all full speed, with no item loss.

Seem fair?

#

(the key thing about the common stream for sorting here, is that here it's only for catching errors - the vast bulk of materials will stay in their own lanes)

weak plinth
#

I'm not so sure this is going to be easier than option 2

#

in practice

ionic galleon
#

Don't care if a belt came from Coal Station #3 or Coal Station #6 - just, here are all the Coal belts all together.

weak plinth
#

Well, you would still need to merge the filtered items into at least a few of the pure lines

weak plinth
#

With the hybrid solution, the best way would be to just sink any "wrong" items instead, to avoid merging entirely

#

It would still slow down the system unless I built 120 sinks (which I WAS considering additionally at one point btw)

ionic galleon
#

Don't need 120 sinks, unless you're planning to average 780/min incorrect items on each and every belt coming in

weak plinth
#

Yeah of course πŸ˜„

#

I was considering it to test throughput

ionic galleon
#

Thing is, my solution basically is a less-painful version of option 2 anyway. Just:

  • Doing the sort-to-pure-belt thing at the truck station instead of at the train station
  • Assuming that the inputs will be /mostly/ correct.
#

And seriously, is it too hard to track 6+ bunches of conveyors? Just keep the bunches physically separate, maybe color-code them if you like, and it's all good.

weak plinth
ionic galleon
#

Why 12/15 bunches?

undone carbon
#

Can you not use few mk5 belts and split at end?

weak plinth
weak plinth
ionic galleon
weak plinth
ionic galleon
weak plinth
#

The original plan was to just repeat this for each item type.

#

Only for option 2 here

#

The splitters are not "right at the truck stations" but a little away from it. There's no logical difference though.

ionic galleon
weak plinth
#

In the hybrid solution, each belt going to the left would need to find its way to a train station belt of the right type, while the rest would go to mergers.

#

How easy it is to route the correct belts to the trains depends on the allocations of the truck stations.

ionic galleon
weak plinth
#

Mostly, yes. There are still a few minor issues though. Like dealing with the truck stations that only deliver 300/min on at least one belt, which must exist because of the amounts of items coming in.

#

Each truck station delivers 2 belts and is grouped with 1 other station, so groups of 4 belts come from the same truck route.

#

The incoming resources are not all divisible by 4 belts though.

#

@ionic galleon here are the numbers (in belts) per resource btw.

cobalt jewel
#

am I dumb or is the pipe priority setup not working on experimental?

ionic galleon
cinder silo
#

I had nothing but issues with that sort of pipe setup.

cobalt jewel
#

too bad that anything but a perfect setup will cause this factory to explode πŸ˜„

ionic galleon
weak plinth
ionic galleon
weak plinth
cobalt jewel
#

see my dumbass build a huge factory first and then switched it on and with huge I mean that it processes all bauxite on the map in one factory. Redesigning it is.... tricky

ionic galleon
cobalt jewel
#

with full water recycling no less and driving some pipes at 100% capacity which makes it even worse

ionic galleon
weak plinth
frosty sleet
#

Just so i'm sure; 3 Water Extractors can provide water for 8 Coal Generators running at 100%, right? 360/45=8?

vapid gorge
frosty sleet
#

I think I can get it through 2 pipes if i run 1 at 240 and the other at 120, and just have both pipes funnel into all the coal gens with mergers at the end.

#

I got it through 3 pipes @120 my first go around, and it ran perfect (i think), but I have no clue why my brain isn't comprehending basic maths anymore.

wind spade
#
  G  G  G  G
E-+--+--+--+
E-+
E-+--+--+--+
  G  G  G  G
vapid gorge
#

Yup! a lot of people get throughput issues by trying to use only 1 πŸ™‚

wind spade
#

E = extractor, G = generator

frosty sleet
wind spade
#

np πŸ™‚ you can also run the coal belt nicely from the right side πŸ™‚

warm sphinx
#

yay

#

beams and motors are done

spring cedar
#

*for now πŸ˜‰

wind spade
#

I'd assume those will be done forever

warm sphinx
#

kinda

#

its just one big giant mess just to get mk5 belts

#

look at how clean it is clipping

wind spade
#

how can you use "clean" and "clipping" in same sentence

warm sphinx
#

lets get real, you barely see it is clipping right ?

spring cedar
#

that belt looks ike its covered in dirt πŸ˜›

warm sphinx
#

it is

royal mirage
weak plinth
#

So basically what's your goal? power? do you want to deal with plutonium waste?

royal mirage
tropic hawk
royal mirage
#

That’s actually what I meant to post I must have gotten the link wrong or something

light hazel
noble agate
wind spade
small kayak
#

hint wink

analog loom
#

Is it worth the cost of electricity to support a miner and sink on a uranium node early stage? i stumbled across one and know that the ore is worth a bit of points

deft lichen
#

I'd argue it is worth early on

#

well, it is totally worth mining and processing quartz early on, so it probably is worth doing the same with uranium

#

it's just that uranium nodes aren't often readily available

analog loom
#

Ye i found one in a cave and i dont think i can do anything with ore other than stockpile some and sink the rest

deft lichen
#

no point in stockpiling unless you want to torture friends in multiplayer

#

a miner straight to a sink will have practically 0 radiation other than what's coming from the node itself, whereas a full container will spread it some distance

analog loom
#

how far?

deft lichen
#

uh, one sec

analog loom
#

it's pretty deep in a cave

deft lichen
#

terrain doesn't stop radiation spread

#

it's a sphere that comes from the source

analog loom
#

yes i know, but the distance between the entrance of the cave and the node with storage and sink is significan

deft lichen
#

so one storage container of uranium spreads 75 m, an industrial one 94 m

thick plank
#

where is your entrance?

analog loom
#

cords 288,1326

#

near green fields

thick plank
#

ok

#

so guessing you didnt walk all the way through

analog loom
#

about 1/2 to 3/4 of the way before i hit the node i think?

thick plank
#

this means that you could actually stockpile it

#

though theres literally no reason for it

analog loom
#

i like to store things

thick plank
analog loom
#

i cannot edit my beacons now?

thick plank
analog loom
thick plank
#

aaand as this is amth and emta

#

i am free to be aggresive for inopßtimal behaviour

analog loom
#

it is good for injecting high speed amounts of resources into unfilled manifolds

thick plank
#

Engeneer, you are to report to your nearest comms device isntantly. Ficsit does not like inefficiency and waste of resources!

thick plank
#

15 or 30 minutes are nothing

analog loom
#

15 or 30 minutes is better than nothing in my opinion lol and in the case that maybe im running low on power, i can get back to work sooner.

#

although by uranium, ill have storage for power

thick plank
#

honestly, it takes, at a certains tage, weeks or (inc ase of my last production line) months to establish it. 15 to 30 minutes is nothing

analog loom
#

fair enough, i have yet to reach nuclear in my saves

vale perch
#

What's the actual "safe radiation" level? Wiki says it's 0.2 but then in its own examples lists distances that work out to 0.1

tropic hawk
vale perch
#

I'm not using a tool, I took the formula from wiki and punched it into excel myself

wind spade
vale perch
#

and while obviously 0 is ideal it rounds down at some point

#

alright thanks then

wind spade
vale perch
#

I mean to zero below the cut-off
otherwise no distance would be completely safe

wind spade
#

no

#

0.2 intensity is 0% damage. 45 intensity is 100% damage. anything in between is linear. Anything above is also 100% damage. Anything below is 0% damage

vale perch
#

The intensity level lower bound is what I was talking about
I see what you mean about the actual damage calculation though

royal mirage
#

Ok, so this seems to be the maximum theoretical power generation while still producing the most complex item in the game at a full belt speed. Am I missing something? I wanna make sure https://u6.satisfactorytools.com/production?share=0XreK8bJK49KwA02s6it

#

Now I just need to figure out what else to make so all possible world resources are being utilized

royal mirage
#

Could something be optimized? or can I make anything different?

vague bridge
#

Anyone got any suggestions or designs on splitting 4 x 600m3 pipes into 5 x 450m3 for a refinery setup?

#

This is what I currently have but need to balance it somehow

#

15 refineries on each line.
each line requires 450m3 total.
have 4 oil pipelines supplying 600m3

wind spade
#
|    |   |    |
+--+-+-+-+-+--+
|  |   |   |  |
vague bridge
#

oh, fluids don't have limits like belts do... yeah, that'll work. thanks!

wintry aurora