#math-and-meta

1 messages Β· Page 16 of 1

silent shoal
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Is there a way to calculate the transfer speed of a train or drone in relation to the MK5 belt?
I know it depends on many things, but is there a way to know roughly what to expect on the other side? Or how to measure how many items go out per minute?

oblique hollow
#

mk 5 belts are your limit anyway

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the only benefit of using trains or drones? not having to build 5 km of mk 5 belts

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after completing one trip, the drone port and train station display their expected throughput

wind spade
#

other benefits include:

drones:

  • not having to care about terrain

trains:

  • reusable infrastructure by other trains
  • rails transfer power
median heath
silent shoal
glacial hemlock
#

as long as the 25second belt pause is not lifted, it is very hard to achieve 2belt per wagon. The train best advantage would be reducing entity count and saving fps

median heath
#

27.08s*

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And if they ever lift it I will be very upset because it's one of the few things keeping trains balanced atm.

oblique hollow
#

unless they find a way for the animation desync to not look bad, it will likely stay

turbid osprey
#

guys what recipes should i use to make a fuel power plant bcz i dont have blenders for the diluted fuel

wind spade
#

then packaged diluted

turbid osprey
#

what

wind spade
#

packaged diluted fuel alt recipe

latent wedge
#

Anyone know the rate changes for Encased Industrial Beams when the Assembler is overclocked?

wind spade
#

normal rate * overclock % / 100

median heath
turbid osprey
median heath
#

How much power do you really have?

turbid osprey
#

i have like 200mw left to spare

median heath
#

You have oil set up, yes?

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Plastic/Rubber.

turbid osprey
#

no i recently unlocked it

median heath
#

I'll give you the basic setup that not only powers itself, gives you MORE power for your grid:

#

300 Oil

5 Rubber Refineries @ 100%
5 Plastic Refineries @ 100%

Byproduct HOR routed to
4 Coke Refineries @ 93.75%
Feeds 18 Coal Gens with no waste.

#

You need 600ish MW to jumpstart it, but it produces 1350 MW

turbid osprey
#

nice

#

i have 480 crude oil

median heath
#

You have 480 without clocking anything.

magic island
# oblique hollow unless they find a way for the animation desync to not look bad, it will likely ...

I think the train station pause makes sense from a balance perspective, but aesthetically it's clunky that you always need to pair every freight platform with an ISC. when two buildables must ALWAYS be paired up no matter what, it means something could maybe be streamlined

so I wish they could maintain that balance tradeoff while making it viable to use the platform storage directly. would feel cleaner

turbid osprey
#

yes

median heath
#

So if you clock you can get like 600 easy and make 2 of those setups.

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Which will push you into T7 just fine. Where you get Blenders for Diluted Fuel.

turbid osprey
#

@median heath ?

median heath
#

Do you even have Fuel Gens yet?

turbid osprey
#

uhhh not really

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i need to unlock them first

uncut sigil
#

Fuel generators are also expensive. Burn the coke until you’re actually ready to upgrade and need the added power.

median heath
turbid osprey
#

ye i just checked what i need to unlock the fuel gens

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so ill just use yours

latent wedge
#

splitter/merger/overlapping layout lol

iron cairn
#

What software is that?

median heath
#

Excel

glacial hemlock
#

Impressive given how tedious it's to make

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and i Restrainted myself to comment anything about balancer

cerulean lintel
#

wait... split 40 into 20 and 20 and then merge it back together hmmm

warm pelican
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Gotta fill all the holes on the merger

thick plank
wind spade
#

Pain? It's pretty simple

vapid gorge
#

the packaging and unpackaging feels more annoying than it is tbh

lunar moss
#

does this look like good aluminium setup? i can understand if you dont get our sheet but its our first sheet we made

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output is 1000 ingots

frosty owl
lunar moss
#

Ah I see

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I'll have a look at that this afternoon

frosty owl
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Anyhow, if seeing machines turn on/off every now and then annoys you, I'd advise against clocking machines to (eg) 1/3 as the game doesn't have the precision needed for that (the clock will be rounded at .3333 or .3334)

frosty owl
#

The only way to have a better-than-1 Bauxite/Ingots ratio is by using the default alu ingots recipe

lunar moss
#

i see thanks

oblique hollow
#

i love the 5 different versions of "Refinery"

lunar moss
lunar moss
#

we always change up names to random shit

glacial hemlock
#

the meta about alum processing is the recycling of waste water (and silica, if applicable). Once you get past that, any design generally works.

placid lichen
#

what is this weird split

wind spade
#

well, it doesn't have to be a split

glacial hemlock
#

702 seems completely fine running off a single belt

placid lichen
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mk.4

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anyways
it was just some miscalculation

wind spade
#

miscalculation?

silent shoal
#

I want to build a Nuclear Power Plant in the corner of the map and I want to transport one train with uranium and another one with all the things needed from my factory.
How would you move the train and why?

wind spade
#

by rails because you can't move it by other means

deft lichen
silent shoal
deft lichen
#

it's useful for above ground tracks, because there's no tall trees over the roads

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or just general passages in the terrain

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fog of war is somewhere in the toolbar on the right

fluid mist
#

Should i do 4 lines of 375 or 2 line of 600 and a 300?

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sulfuric acid btw

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Nvm 4 lines are better

wind spade
#

you should decide based on where you put it

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if you need 600 on other side, then 600 is fine. If you need 375 then 375 is fine

thick plank
wind spade
thick plank
#

so it doesnt matter

wind spade
#

even in a big project, you can still have separate productions. Doesn't even have to be at the sulfuric acid levels, it can be one or more products down the line

thick plank
wind spade
#

all I'm saying is that you should consider both logistics to transport and logistics on site before you decide on number of belts/pipes and amounts of items in them

#

if it ends up not mattering at all, good for you. But for a lot of people it matters and they do not consider things they should before building it

thick plank
wind spade
#

given that we don't have information about what they plans to build (or already built), it's kinda bad to assume it doesn't matter. What if they already built 4 groups of machines ready to accept 375?

thick plank
placid lichen
#

guys i need help.
been sitting on this for an hour now.
i only have mk4 conveyor belts so i need to do 2 conveyors for these foundries.
the problem is, i can't figure out how many foundries each of the conveyors will get.
number of foundries: 13, one of them requires 13.332 iron ingots
--------how much each conveyor gets here:
conveyor 1 - 5 refineries, 325 iron ingots per minute.
conveyor 2 - 3 refineries, 195 iron ingots per minute.
total iron ingots per minute: 520
iron ingots the foundries require: 513.33
i do think the amount of refineries each conveyor gets needs to be adjusted.
not sure tho.
(im avoiding overflow here, and over course want to have 100% efficiency.)

wind spade
placid lichen
#

lemme

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wait

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damn your right

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satisfactory tools scammed me

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πŸ’€

wind spade
#

how?

frosty owl
placid lichen
#

nah its just the fact this could have been alot easier if i just ignored the underclocking

thick plank
near zenith
#

slander of the highest order, this shall not stand

placid lichen
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i feel extremely irritated rn
e
turns out its 100% when you dont underclock

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anyways problem fixed

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nice

frosty owl
#

Funfact that might interest you @placid lichen
When the Iron Ore input is 780/min (max possible), you can refine it all and be left with exactly 30/min... just enough for one smelter at 100% rolljace

wind spade
#

if it's 100% without underclocking, tools would tell you that πŸ€”

placid lichen
#

*might be

#

numbers do add up but not sure if its possible with 2 conveyors

thick plank
frosty owl
#

780 ore -> Bunch of 100% Pure Iron refineries -> 30/min Ore leftover for a smelter

thick plank
#

man these numbers dont add up

placid lichen
#

13 x 40 = 520
65 x 8 = 520

thick plank
frosty owl
#

Nevermind... Don't know why I ended up remembering such a "funfact", but the numbers indeed don't add up. The "nice" leftover is 60/min every 12 refineries and 480/min input

thick plank
#

@placid lichen somehow your numbers are off.

frosty owl
#

I clearly remember using a smelter to even out the numbers from a 780/min line being fed to Pure Iron refineries running at 100%, but the smelter was probably not at 100% thinking_helmet

thick plank
#

wich recepie are you using?

placid lichen
#

iron or steel

thick plank
#

steel

placid lichen
#

solid steel

thick plank
#

ok. good. thx

frosty owl
#

That's a solid recipe

thick plank
#

them numbers still dont add up but its a starting point

#

you dont have enough iron

placid lichen
#

520 is how much the foundries need

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740?
wait a minute
i saw that number alot of times while doing some math stuff

thick plank
#

sry about that

placid lichen
#

might have passed it accidently

thick plank
#

i read the charts wrong

placid lichen
#

i rewrote those like 3 times

#

e

thick plank
#

so with 12 + 1/3 foundrys you need 493+1/3 iron/ min

placid lichen
#

yeah uhh,
this gonna be kinda awkward,
but those charts are kinda outdated.
things changed here:
no more underclocked stuff
conveyor 1 and 2 are pretty much the same

thick plank
#

or let me put it otherwise: with 8 refineries you can support 13 full foundrys

thick plank
placid lichen
#

the numbers add up now
but

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2 conveyors with 260
to 13 foundries

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i cant find a way to do that equally

thick plank
#

i am close to one, wait a sec

wind spade
#

which charts? πŸ€”

thick plank
placid lichen
#

the maths i did right now are missing out on 40 which would be the 13th foundry

#

that was wrong (deleted message)

frosty owl
#

Protip: learn making better use of the Codex and its (greatly expanded since u6!) item-planning features πŸ˜‰

#

That'll help in both calculating things and not getting any number wrong due to using old sources (also, it's all in-game!)

thick plank
frosty owl
#

If you expand any of the recipes in the codex, you can input an output/min or clock% and the codex will show the input requirements for that

thick plank
#

hope its obvious where to put a merger/splitter

#

red is refinery, black is foundry

frosty owl
#

#just_manifold

wind spade
#

indeed

thick plank
placid lichen
thick plank
#

but it was explicitly asked not to do that

silent shoal
#

Does anyone have a recommendation for a good explanatory video about trains and signals?

feral valve
#

i think there is one from TotalXclipse that was good

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maybe Kibitz

median heath
#

☝️

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Second pin.

fluid mist
silent shoal
#

Why does it write this?
It's a push pull system, each station looking in the opposite direction and out.

median heath
#

Need to see the other station.

silent shoal
wooden notch
#

is there a program that can do a lot of the math for me or should i stick with spreadsheets

silent shoal
# median heath nice!

My first train works B)
Not that big but another step to nuclear powerπŸ˜…
And yes I'm sitting in Locomotive and yes I'm not sure it's the healthiest thing to do🀣

By the way can the radiation stay in the things next to it?
(like in reality?)
if if I delete the storage where all the uranium is then there will be no radiation at all?

median heath
silent shoal
median heath
vapid gorge
# silent shoal My first train works B) Not that big but another step to nuclear powerπŸ˜… And ye...

Radiation technically doesn't 'stay in the stuff next to it' if you move the source away.
The reason radiation spreads is because you get unsealed radioactive material that spread radioactive particles.

So in effect you're failing to actually move the radioactive material away. So in real life if you have a perfectly sealed container of radioactive material spewing radiation at you could remove that radiation by moving the unit

glacial hemlock
#

Radiation stays with the thing that emit it

main shuttle
#

petition to have radiation be more realistic & irradiate objects that are around sources for too long

main shuttle
#

or become radioactive themselves

vapid gorge
# main shuttle or become radioactive themselves

Well that entirely depends if the radioactive material was properly sealed so that material doesn't escape.

Assuming the containers are sealed the surrounding area would not become radioactive in and of themselves

frosty owl
#

Imagine having to craft more than one hazmat suite...

deft lichen
#

Imagine having to craft more than one hazmat suit...

primal crypt
#

what is the best production of uranium fuel rods, but with an ability to make all the waste into plutonium fuel rods? and can i see a graph of it?

frosty owl
#

Use SFTools and set the production to Uranium Fuel Rods.
Knowing each Rod equals 50 Waste, give the planner an input of Rods*50 Uranium Waste/min (inputs tab)
Finally, add Plutonium Fuel Rods in the output tab and keep increasing that until you use up all the Waste input
(Note: all alt recipes lead to less waste-per-PFR)

empty elk
placid lichen
#

quick question,
if i have 160mil of fuel per minute,
and 13.333 fuel generators (exactly all consuming 160mil)
would a pipe manifold work on giving them those amounts?

median heath
#

13.3333 * 12 = 159.9996
159.9996 != 160

#

Yes, pipe manifold would work.
But you do need an overflow hook + packager to handle the inevitable excess.

silent shoal
#

I have some problems...
I'm trying to connect 2 pull-push systems to one station and I can't make everything work... is this even possible?

silent shoal
wooden notch
#

is it weird I don't build building and just have flouting foundations everywhere?

median heath
#

It is not.

wooden notch
#

cool i see all these builds and i'm just wondering if it's a meta thing

fleet flame
honest tree
#

Im so confused, Im giving my coal plants 15 coal per min when it says that the amount it uses per minute but theyre still crashing anyone know why

median heath
#

Water is the other component

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Picture of setup?

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@honest tree

honest tree
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the belt coming in gives 120 coal a min

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theres 8 plants and i split it even

fleet flame
#

doesnt look like the coal is feeding it fast enough

median heath
#

Oh my God whyyyyyy

honest tree
#

it temporary lol

median heath
#

Manifold...

honest tree
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but the belts are mk2

median heath
#

So?

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Manifold.

fleet flame
#

open one of your coal generators and see how much coal it has in it

honest tree
#

wait wdym manifold

median heath
#

!wikisearch Manifold

shadow prairieBOT
#
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. Due to the mechanisms of Spli...

honest tree
#

and when i do it just doesnt get the coal fast enough

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so i underclocked but it should be capable of 100%

median heath
#

Also what is going on with your water piping??

fleet flame
#

Have you overclocked the coal production?

honest tree
#

no underclocked

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and yeah the pipes are a mess but it gets more than enough

fleet flame
#

@honest tree how much do all of those water pumps produce total? and are that all connected to the same pipeline?

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and i would overclock the coal production

honest tree
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uh theres 1200 water i think

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theres 10 total water pumps

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anf four transport pipes all on the same network

fleet flame
#

all connected to the same pipe network?

raw mason
# median heath Manifold...

as the coal splits, less and less coal gets to the plants so you should have a system to get more coal to the end of a splitter line

honest tree
#

yes

median heath
#

As the generators fill, they take only exactly what they need, so more gets pushed down the line.
That's how manifolds work.

wind spade
fleet flame
#

so 1200 water trying to feed a pipe that only transfers 600pm. you need to split the pipe networks

raw mason
#

🀯 oops

honest tree
#

yeah I split it into 4 the water seems to be working

fleet flame
#

then it must not be getting enough coal. Overclock the coal miner

honest tree
#

is this manifold?

median heath
#

Yes

honest tree
#

this is what I had at first but I dont think its working right

median heath
#

You have to let it fill.

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Prefeeding helps.

dusky yacht
#

with a manifold, the last generator will get only a fraction of the coal until the gens before that one will be filled up

median heath
#

"You have to let it fill."

honest tree
#

i see I was being impatient with the generators, thanks

dusky yacht
#

if you want to get people to understand WHY you have to let it fill, you need to explain that :>

median heath
fleet flame
#

I need someone bored enough to join my world and just collect all the slugs and hard drives 🀣

median heath
fleet flame
median heath
#

What tier are you in?

fleet flame
#

plus ive been using the interactive map for locations of shit

median heath
#

Ugh

fleet flame
#

completed them all

#

only thing left for me is phase 4

median heath
#

See, you completing all tiers without collecting like 90% of the drives already is issue #1 πŸ˜‰

fleet flame
#

just trying to make an actual tidy factory instead of an open field with all the machines lined up lol

median heath
#

Project Parts take forever to build. So during Phase 2 and Phase 3 while they are building that's when you go on exploration runs.
Multitask.

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Because otherwise you're just sitting there waiting for them.

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Should have like 70 (both used and unused) drives going into T7-8

fleet flame
#

nah cause im building an actual factory now i had collected like 6 drives, so was just building and scanning them

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i dont mean 6 total, just 6 at 1 time

median heath
#

Yes.
You want to have all/most alts prior to building your "actual factory" though.

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So you have the options for factory permanence.

fleet flame
#

Its my first save so was kinda just working shit out. Didnt want to look anything up, i only joined this discord is cause my monorail wouldnt work and needed help lol

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was trying to just learn myself without just googling shit or looking at the wiki

median heath
#

Yet you use the online map πŸ˜‰

fleet flame
median heath
#

Fair.

fleet flame
#

just used the scanner pretty much

median heath
silent shoal
#

oh can't you? Basa it could have been beautiful...

Could something like what I created work?

I was thinking about a T junction in the middle of the road the problem is that I don't know if they will interfere with each other...
Let's say as in the drawing that the green train is on its way to the station and the yellow train will stop because the green train is in the block between the T junction and the station...

median heath
#

Dual-rail systems just work better and are simpler to both expand and diagnose issues with.

silent shoal
median heath
silent shoal
median heath
#

You shouldn't be just copy/pasting other people's setups πŸ€·β€β™‚οΈ

vapid gorge
empty elk
#

I say it would be a viable base-game feature

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But would be better for post 1.0 updates

median heath
#

Everyone assumed that's what the Hazard Personal Storage Box was πŸ˜‚

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I don't think they will add it though.
No real reason.

You can eliminate Uranium Waste entirely, and if you choose to create Plutonium Waste... dealing with that consequence is part of the choice.

fluid mist
#

I have 59220 Uranium waste left and my procing speed is 281.25 per min how many mins will it take?

fluid mist
#

Thanks

#

only 4 ish hours left

wintry aurora
#

Assuming your uranium production rate is 0.

silent shoal
#

Can anyone help me here? I can't figure out why this isn't working...
I marked the stations and the block signal in the picture

marble topaz
silent shoal
median heath
#

Still committed to bidirectional rails I see.

deft lichen
oblique hollow
#

to solve this, you need this:

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there is no other way with bidirectional rails

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the only other option is to switch to single direcrion, 2 lane rail traffic

median heath
#

Which the layout of that is a hop away from just being a 2 rail system anyway.

oblique hollow
#

yep

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you basically have to convert from bidi to 2 rail

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else ita unsolvable

median heath
#

Which is why that was my point the other day when he and I already had this discussion πŸ€·β€β™‚οΈ

oblique hollow
#

save this image

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to show them in the future "this is the hell of bidi"

median heath
#

I don't have room.
Too many memes on my phone hehe

oblique hollow
#

less memes more satis deterioration images

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@silent shoal see above, your stations are too close for anything to work

deft lichen
#

I can only see one track that connects the stations to the rest of the network, so why not just use a more sensical station layout

glacial hemlock
oblique hollow
#

errrr unlikely?

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possibly if you build a turbine intersection

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but theres still the bidi to mono conversion

wind spade
oblique hollow
#

yeah just let em crash lol

median heath
#

It can be done.
You just really, really have to know what you're doing.

wind spade
#

no, I mean don't put two-way signals anywhere (e.g. top right and top left on your schema)

median heath
#

That works if you have only 1 train.

deft lichen
#

if you only have 1 train, why signal?

wind spade
#

if you have any number of trains πŸ€·β€β™‚οΈ

median heath
#

But more than one and crash is inevitable.

wind spade
#

why would trains crash if there's signals

median heath
wind spade
#

on bidirectional rails

median heath
#

Yes.

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Hmmm

silent shoal
wind spade
#

or in other words, remove these

median heath
#

What you're suggesting is build a dual-rail, signaled system with certain bidirectional aspects.

oblique hollow
oblique hollow
median heath
wind spade
#

this is all you need for conversion from dual rail to bidirectional rail

#

red = path, blue = block

silent shoal
wind spade
#

if it's dead-end bidirectional rail, replace path with block

median heath
deft lichen
#

seems really overcomplicated to me

wind spade
#

bidirectional is pain

deft lichen
#

a bidi system with multiple trains will have horrible wait times no matter what

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still, if I had multiple end-of-the-line stations, I'd just build this, not that huge junction that separates directions

median heath
oblique hollow
#

hm

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my image is better anti-bidi propaganda jacelul

median heath
#

When I say "don't do bidirectional rails unless you know exactly what you're doing" that is one of the setups that comes to mind @deft lichen

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And you're just.. gifting it to people 😭

deft lichen
#

I was just thinking if this is some extra elaborate way of deterring people from using bidirectional tracks πŸ˜‚

oblique hollow
#

btw, doesnt that one have the danger of locking up?

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if one train wants to go where the other is in right now

oblique hollow
#

mine doesnt, if i remember right

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theres always an open exit

median heath
#

Signaling the bidirectional part of Ondars is critical.

wintry aurora
#

Looks like a convulted way of doing dynamic pathing, in a way.

deft lichen
#

good point, it's assumed that trains won't go between stations built like this

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alright, I think I understand the big junction now

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it's effectively a truly universal junction between 3 bidirectional tracks

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the directional split provides waiting room for trains

wind spade
median heath
wind spade
#

can't it deadlock with them tho?

median heath
#

The way McGalleon drew it? No.

wind spade
#

what's on the end of the bidirectional rail?

median heath
#

The station?

wind spade
#

then it doesn't need the signals at all?

median heath
#

Now I am confused.

wind spade
#

the bidi signals

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they don't add anything there really

median heath
wind spade
#

then why put them there?

median heath
#

Whether you put them in or not is your choice.

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If you're asking why some would and some wouldn't -- not my department πŸ€·β€β™‚οΈ

slender topaz
#

hello, how many fuel generators (at 250% oc) i can run with a single refinery (150% oc), standard fuel, oil node ( not essential, 5 industrial fluid buffer's worth of backlog) (pipes mk2, if it helps), i don't really need math, just the ratio coz my current is 1:2, 15 refineries to 30 gens at oc said above, i need to increase power production by as much as possible without changing the original design of my base

median heath
slender topaz
#

i know

median heath
#

Change is being implemented in U7 to fix that.

snow dove
#

simply just don’t OC generators

median heath
#

*until U7

snow dove
#

problem solved

slender topaz
#

yeah don't play the game

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problem solved

median heath
#

U7 hits Exp later this month. So it's entirely worth it to wait.

slender topaz
#

so can anyone please tell me if i can expand the current model?

snow dove
# slender topaz yeah don't play the game

what? how did you get β€œdon’t play the game” from β€œdon’t utilize a system in the game which while is functional can cause issues and a major headache”

slender topaz
#

sorry

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i don't need exact numbers

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i need to increase power production n i don't care how little i'll gain

#

the problem is that design took me dozens of hours n i''m about to throw it out the window

snow dove
#

one 1 fuel gen at max clock uses 24.28225 fuel

#

divide the amount one refinery makes by that and you’ll have your answer

slender topaz
#

thank you good sir or lady

#

n please forgive my outburst earlier

snow dove
#

or a 1:4.63301382697 ratio

snow dove
slender topaz
#

i'm just panicking, coz max cons jumped way about my estimate

snow dove
#

yeah it can be confusing

slender topaz
#

cons of making a megafactory on your first save

#

ooh

#

oooooo

#

if i oc them more i get increase the amount of gens

#

cheers!

snow dove
#

ghost ping…

slender topaz
#

sorry

#

didn't wanna bother you

snow dove
#

i mean either way i get the ping, what’s up?

slender topaz
#

but i guss i did anyway

#

100 fuel per min is 4 gens at max oc?

#

plus spare?

snow dove
#

with ~2.88 fuel extra yeah

slender topaz
#

won't mind it

#

thanks

snow dove
#

what it would cause is a refinery will turn off every now and then for a bit

slender topaz
#

yeah but in my design refineries that produce fuel for power are hidden two stories below main floor

#

what the eye doesn't see, the heart doesn't grieve over

snow dove
#

whatever works for you

frosty owl
median heath
#

Not bad.

snow dove
#

Beautiful

frosty owl
#

Ah, the beltwork is "clockwise". As in: items move clockwise around the room overall

median heath
#

It's interesting how when I'm trying to force myself to build more spaced out, you're working on compact πŸ˜‚

frosty owl
frosty owl
#

Like, imagine the sign list on the right here, but 3 times as big πŸ₯²
For one belt

fierce ruin
#

umm, is there any way to have the same amount of resource going each line?

#

i have 3 line same production, but different usage

#

any way to send the same amount everywhere?

fierce cypress
#

A splitter?

fierce ruin
#

like split every line and merge them?

fierce cypress
#

You want to split 1 line into 3?

deft lichen
#

can you merge the three lines or not due to belt limits?

fierce cypress
#

Or 3 to 1?

fierce ruin
#

nope, i have 3 lines but each line has a different resource usage

fierce cypress
#

So you want to bring those 3 lines into 1 line?

#

Or just 3 to 3

fierce ruin
#

nope. i still want to have 3 lines but with each line balanced out

fierce cypress
#

I think what you’re asking for is a 3:3 load balancer

#

Yup

fierce ruin
#

yup i think so

fierce cypress
fierce ruin
#

aaaa

#

Thank you bro πŸ˜„

#

im a new player to this type of balancing

prisma sapphire
#

Multiples of 3 in satisfactory are too easy

median heath
#

Manifolding is easier though πŸ€·β€β™‚οΈ

#

Any balancer you need (to the person who deleted) you can literally google "Satisfactory <first number> to <second number> balancer"

versed violet
prisma sapphire
#

Especially for balancers that require full throughput

feral valve
#

manifolds are easier but not always possible or preferable

#

for example, i have an input of a resource. 3 stations with a ratio of 60/30/10 and i want to have a buffer with 2 equal outputs. a 3/3 balancer is preferable to a manifold

#

ratio based on what output i need, not the item/minute

wind spade
feral valve
#

nope because i need 2 lines only

wind spade
#

for what?

feral valve
#

oh, i said 3/3 balancer, sorry, meant 3/2 balancer

wind spade
#

then I'd merge 30 and 10 and build two lanes with 60/40 ratio of consumption πŸ€·β€β™‚οΈ

feral valve
#

i can make a screenshot later to show, but i'm busy with something else now

#

but what i wanted to convey is that manifolds are not the be all all the time

wind spade
#

and I wanted to convey that unless you restrict yourself artificially with some rules, then you won't ever need a balancer

vapid gorge
#

Manifolds are easier and faster to set up and upgrade than load balancers and are as efficient.
You can have reasons outside of that of course but like greeny said, you never need them

feral valve
#

i know. around 99.9% of my setups are manifolds. but i don't swear by them. in the example i gave it was simpler for me to set up a balancer.
yes they are not easy to upgrade but in this case it never will be changed since the input and output will not change

#

also, load balancer look cooler than manifolds

wind spade
vapid gorge
#

pretty sure the simplest 1:3 split balancer requires more thought on placement and layout than just having 2 splitters in front of machines.

And yeah 'look cool' certain falls outside the basic factory needs.
I think circles look cool but most certainly doesn't benefit my factory mechanically.

feral valve
#

and yet people make factories with aesthetics

#

some even make buildings with no other purpose than to look nice

vapid gorge
#

That's our argument though what we're saying - it's an aesthetic thing.

feral valve
#

as i said, i don't think in the example i gave a manifold was preferable. not because of aesthetics but because of the way the containers would be filled if i used a manifold

#

i wanted a stable equal rate

mint sedge
#

Just wanted to acknowledge this as inspiration to get 4 fuel rod manufacturers onto a 5x5 foundation grid 🍻

median heath
mint sedge
#

Yes I plan to recycle those back around, with some provision for overflow
The cells are on their own set of 'dumb' splitters in the centre of the 4 manufacturers

vapid gorge
mint sedge
#

I'll come up with something clever, that will take me two or three tries to get right

torn valley
#

is this a sensible thing to do? I have 6 inputs and 7 outputs, with 2850 throughput if thats important

median heath
#

Are you.. making a fluid balancer?

torn valley
#

basically split things up without handling exact numbers

#

yeah its probably a balancer, if it works that is

median heath
#

You should handle the exact numbers.

#

Also: Do not think about pipes in terms of belts.

torn valley
#

i don't think i am? I'm not really sure what else to do here

median heath
#

Work with the exact numbers instead of trying to make a massive balancer

#

If you need specific amounts to go one place before anything goes other places, use Variable Output Priority junctions (VOPs)

torn valley
#

I'll look if it works and if not I'll sort it out

feral valve
#

i said i will post a screenshot of what i was talking about earlier. here it is if anyone cares
i prefer this to a manifold

ocean ivy
#

Is this the most unnecessary large factory to produce encase steel beams or what? πŸ˜‚

#

actually saying that, i'm quite new to the game and this is the biggest thing i've made ever

feral valve
#

don't worry, you will have to scale that up soon

glacial hemlock
glacial hemlock
bold crypt
#

just wondering, how would i get my pipelines to stop having a fluctuating flow rate

median heath
bold crypt
#

my pipeline close to my power plant keeps having a flow rate that will go up to 600, then drop down to 0 then go back up to 600, and so on

median heath
#

Did you let the pipe completely fill before turning the thing it feeds on?

bold crypt
#

ye

#

i can try again tho

median heath
#

Is the pipe looped or does it come to a dead stop?

bold crypt
#

wdym

median heath
#

Does it come to a dead stop at the end of the pipe?

#

Screenshot of the end of the pipe?

bold crypt
#

the pipe just goes straight from my water pumps to my nuclear power plant

median heath
#

Screenshot helpful.

#

But I'm pretty sure the problem is slosh.

bold crypt
#

k

median heath
#

Water gets to the end of the pipe, if the reactor is full it can't go in, so it sloshes backwards which reduces the flowrate of the system.

vapid gorge
bold crypt
#

ok

oblique hollow
#

simply connecting as many consumers as one pipe supports would have sufficed

#

this balancing is more likely to result in weirdness and cause long filling times

dense basin
#

One of the quickest hacks i found for sloshing is to have a 1 or 2m vertical rise and fall, which forces the pipes prior to the rise to fill, and reduces backflow when machines taking from the system start and stop the flow

frosty owl
#

I have a feeling that feeding machines fluid from below leads to less sloshing issues thinking_helmet

wind spade
#

from above*

dense basin
#

I tend to build from above. Beams 4m up are used to set pipe paths and positioning from the machines, just have to keep headlift in mind if you feed from too far above

#

That last bit of pipe is useful to act as a micro-buffer

upbeat tide
#

I also tend to build fluid input from above or at least same floor level

noble timber
#

Feeding from above is β€œbetter” but I prefer the look of feeding from the bottom

oblique hollow
#

if you can make it work: good

frosty owl
# wind spade from above*

No. I meant what I said (and I said nothing about how well feeding from above does πŸ€·β€β™‚οΈ)

median heath
#

I have a counter argument to "path in, block out" mentality that I will type up at some point.

#

I don't think it is the best way to do intersections.

tardy zealot
#

if it works it works, no?

median heath
#

Yes that is a given. This channel is about finding what works better though.

wind spade
#

separated rails

median heath
#

True.
But in the context of what most people build, I believe just using blocks is better for intersections.

wind spade
#

well in context of what most people build, that would be roundabouts πŸ˜„

vapid gorge
#

Possibly because it prioritizes passing fluid along the manifold rather than up the feed pipes

median heath
frosty owl
vapid gorge
#

valves make things worse πŸ˜›

And my pipe history is a lot cleaner now tyvm.

median heath
vapid gorge
#

pic?

median heath
#

Uhhhh. That was last run 😦 I haven't made one yet this time around.

vapid gorge
#

Ah not critical.

median heath
#

I use them to force fluid amounts to stay where they are.

#

Like if I am shoving 600 down a line and the first block needs only 450, I will put a valve after the block set to 150 -- so the 450 is guaranteed to stay in the first block.

vapid gorge
#

I fiddled with something like that but wasn't working well. Settled with a vertically stacked manifold with the feed pipe fro mthe bottom

median heath
#

150 then goes forward and merges with more water.

vapid gorge
#

ahhh injections. Hates them.

median heath
#

Your choice.

hollow juniper
#

satisfying

#

4-6 balancer for my steel factory

glacial hemlock
#

https://satisfactory.fandom.com/wiki/Balancer
Have you tried belt compressor / decompressor?

Satisfactory Wiki

Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...

upbeat tide
#

Im in the try to avoid needing to split/balance camp.

Preferred perfect ratio manifolds

glacial hemlock
#

He need 4 to 6 belt de-compressor. This page contains a section how to compress belt and he might need to build a reversed version

frosty owl
#

Meanwhile, someone totally didn't design a 789->0 throughput controller in steps by 10 (easily modifiable even to change precision)... Turns out it wasn't too complex and smaller than I thought too @ionic galleon

frosty owl
#

Don't have a picture at hand, but it's not too hard to imagine: one row of 3 smart splitters followed by mergers (main line) a row of splitters next to it and next to that a row of mergers (going backwards).
The last smart splitter takes 60/min off the main line to be split. Send whichever outputs you want to be merged back on the main line (eg: split in 2, then in 3 and you get 10/min outputs). This allows to get any possible throughput in steps of 10/min (more steps by adding more splitters), simply smart-splitting 60/120/240 and so on using the other smart splitters when you want to reduce the throughput by more than 60/min

Eg: a reduction of 350/min would equal: Smart-split 270+60, send 40/min of the split MK1 belt to the main output and be left with 350/min coming back

lethal lantern
#

do you guys just deal with irrational numbers or do you work around them?

glacial hemlock
#

Just round up and give zero care about it

#

Unless you are dealing with recycled product, that's when you have to check the underclock settings

median heath
lethal lantern
#

never heard of it

median heath
#

Book incoming:

#

So the premise of the 45-81 rule is getting production in "clean numbers" with respect to clock speed.
As you may or may not know, the game enforces a 4 decimal limit on clock speeds (it does not care about parts per minute, nor does anything in the game actually operate on parts per minute, EVERYTHING is done in individual cycles with respect to clock speed for cycle time)

Example: if you tell a Smelter to do 20/min instead of 30/min, the clock % changes to 66.6666%.
The UI will say 20 ppm, but this is a lie to make you feel better about yourself. The machine truncates anything after xx.xxxx%, so you do not actually get 20/min, you get 66.6666% of 30 (which is 19.99998).
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).

So the math was done to find out how to make production lines "behave", and the first thing we solved was the 81 part of the rule. With respect to Rubber/Plastic - always do them in multiples of 81 and all machines in the recycled loop automatically fall within the 4 decimal limit. No repeating numbers, no imprecision.
The 45 part of the rule applies to non-oil products. Do your final product amount in multiples of 45 and everything in the production chain automatically behaves without you needing to think about it.
Exceptions: Caterium Circuit Board, Pure Iron, Fine Concrete
(CtCB and PureFe usually outweigh the rule because you'll be doing them in such large quantities that they fine a common multiple somewhere up the chain.
No one should ever use Fine Concrete.)

Note: 45-81 is the lowest whole number multiple, but you can cut them in halves to achieve closer to your actual goals.
I.E. 45/22.5/11.25/5.625/2.8125, or 81/40.5/20.25/10.125 (going lower than 10.125 on oil causes issues)

So if you needed 100 Plastic, I would instead say to make 81+20.25=101.25

wind spade
#

us normals that don't care about it (as the game isn't that precise anyway), we just round up the clock speed, so if you have 66.666 repeating, we do 66.6667% and the machine idles for a few seconds every hour (not a big deal really)

glacial hemlock
#

Didn't heard about 45-81, but i do always round up and it just works.

median heath
wind spade
lethal lantern
#

i meant more for like when a refinery is set to 84.6243% speed but ill definitely think about the 45-81 rule

median heath
lethal lantern
#

its not very round either

median heath
#

If you want round numbers you're going to hate this game.

oblique hollow
#

84.6243 is probably a fraction of some kind

near zenith
#

846243/1000000 gottem

lethal lantern
#

something interesting i encountered with non round numbers is when i had to set a line of foundries to 98.7654% speed

wind spade
lethal lantern
#

in a calculator that number was 98.765432198 repeating

oblique hollow
median heath
lethal lantern
#

9 foundries

near zenith
#

if you want to really go ham, figure out what percents are perfectly representable in fp

oblique hollow
#

why all 9 foundries

#

you can also set just one

lethal lantern
#

to keep stuff even

oblique hollow
#

8,8888888 / 9 xd

#

closest is 80/81

wind spade
wind spade
lethal lantern
#

it already does

median heath
oblique hollow
#

i know nothing thus i never get upset

wind spade
oblique hollow
#

i just forget all my factories

#

and live in ignorant bliss

median heath
wind spade
oblique hollow
#

its the Sev Principle

#

even if it technically doesnt matter, it matters emotionally πŸ˜›

#

and mathematically i guess

#

since it is a mathematical thing

#

numbers technically dont matter, but the math says they do

median heath
#

😭

upbeat tide
#

One thing I have noticed is that this game is alot easier to deal with if you max productions out at 600 items a min or 480. The machinery ratio usually is much cleaner and no strange decimals

frosty owl
glacial hemlock
#

i just prefer to max up all input belt to 780/min to save headache. The output belt i am fine with less than full belt (which will then be compressed before going to the train)

wind spade
frosty owl
#

Or be a "normal"(?) player and don't care snuttstach_think

ivory thicket
#

but that throughput...

glacial hemlock
wind spade
#

(and you can belt-weld to make a segment longer than 56 meters)

#

so that's why I said that you need to keep maxed belts single-segmented, otherwise you're losing throughput

glacial hemlock
wind spade
tawdry sail
#

Is there a way to from a MK5 full belt get a MK1 Line of 30 or 15 items per min without sink anything or using it in any recipe?

wind spade
tawdry sail
#

i want get a single line of 30 items per min, or 15

#

without using the other 700..

wind spade
#

so you want to split 780 into e.g. 750 and 30?

tawdry sail
#

No

wind spade
#

so you want to limit a belt to 15/min? that's not possible

tawdry sail
wind spade
#

what is your usecase for this? why do you need just 15/30? that may help me understand better what you want

tawdry sail
#

I have a sushi belt that goes for my storage area with a max of 15 items/min of each item in the game.
I was wondering if i can just join 15 items of another random item that is travelling in a belt of 780/min. I am not using currently the 780 items/min so overflow will give me like 60/min everytime

wind spade
#

if you have just 15/min items on some belt, you can just use a merger to join it

tawdry sail
#

Yeah but my idea is get a 15/min belt from a 780/min belt no matter if i am using/sinking the other 765

wind spade
#

well yeah you need to use the sink if you have more than 15

#

then you can use a smart splitter from 780 belt to a mk1 belt, which gives you 60/min. Then smart split again to 30/min and again to 15/min. Merge all the overflows from all the smart splitters and put those into sink. You'll be left with 15/min

tawdry sail
#

Yeah i come to that solution. But i was wonder if i could do it without sinking, but yes, i think that is not possible.

wind spade
#

it's not possible, as soon as you have more than 15/min, the items need to go somewhere

glacial hemlock
#

great! let me try it and i will add it to wiki

#

@frosty owl oh it's you discovered the belt welding

frosty owl
frosty owl
magic island
#

I think the concern was that if the main belt backs up, the split-off belt will start getting more and start delivering the full 60

it can only continue to deliver 15 if the main belt is continuously consumed/sunk

ocean ivy
#

I've got a slight issue with my refineries where I am trying to maximise my output and get all the 2nd layer refineries to take in 40 polymer resin per minute. The coloured lines are my original idea of pipe work with each colour having an excess of 10 resin left in the pipes. My thinking is that the black lines are pipes connecting the sections to use up the excess. Ask if you need anymore information but will this work?

#

working with pipe lines is not my strong suit πŸ™‚

tawdry sail
upbeat tide
#

Looks like residual rubber?

#

And by chance have mk5 belts yet? Or mk4

ocean ivy
#

Ah i feel stupid haha, yeah it's residual rubber and i'm only on mk4 belts currently

#

wait, mk3*

upbeat tide
#

Ok then split it in half. Two feed left side two feed right

#

Oh

#

Why not just make rubber the usual way?

upbeat tide
#

The black line I mean

ocean ivy
#

using the standard rubber recipe from oil will make less rubber. I wanted to increase my rubber output with the other recipe

upbeat tide
#

Yea just did the numbers myself I get what your doing

#

But yea you will have 10 left over you could maybe merge it but would be tricky.

Actually do you have smart splitters yet?

ocean ivy
#

I do

#

thinking of overflowing the system before its active and flowing the excess over to 1 refinery?

upbeat tide
#

You could put one before you split to the three and set to overclow

#

Yes maybe could work

ocean ivy
#

Something like this, where the black squares are smart splitters and the line is the belt?

upbeat tide
#

Yes but you cant have two inputs on a splitter, so the two outside ones would merge into the center black line somewhere

ocean ivy
#

I got you

frosty owl
# tawdry sail But satisfactory doesn't have a priority merging 🧐

If you place mergers on line A and splitters on line B and connect the mergers with the splitters so that you output from the final merger, line A will have lower priority (the more mergers/splitters, the more priority)
I say you'd have to do priority merging because trying to 45/min with the incoming 60/min would result in both sides stuttering; you only want the 60/min to back up

tawdry sail
#

Mmm i think that i am not understanding that. Can you draw it?

#

(This become more like a logical problem that something useful but is fun)

frosty owl
#

Let me do a quick sketch

#

The orange mergers are placed on outgoing lines from a station. The splitters on incoming lines from the factory (overflow that needs to be put back in the loop to keep the belts flowing)
The effect is that the lines going from the station back up, while the ones coming from the factory can fill up the belts (each merger gives them half more priority)

#

Same for the yellow mergers, it's the same thing, just different destinations after this room

#

Is this clearer, @tawdry sail?

frosty owl
tawdry sail
frosty owl
#

If you're up for it, I can share a save where you see it in action. Pretty self-explanatory once you see it, but I don't have a video on it

#

I might be able to find something on YouTube

frosty owl
# tawdry sail I dont think so.. maybe a i am stupid. Maybe with numbers i would realize, but ...

~3:00 you can see it in action. 2 containers are being used as the inputs, the expected result is having one of them output with priority over the other
https://youtu.be/q4WCHx1W0KY

median heath
frosty owl
vapid gorge
fierce ruin
#

is there any way to calculate how long do you need to build your hyper cannon to get to the area that i want?

median heath
#

Trial and error is your option there unfortunately.

fierce ruin
#

:/

near zenith
fierce ruin
#

yeye, i already learnt that the hard way

near zenith
#

it's truly a rite of passage to hypercannon yourself up, through, and out of the map

median heath
#

Heh, something I never have done and never will do.

#

πŸ˜‚

near zenith
#
Satisfactory Wiki

A Hypertube cannon is a specific setup of Hypertube Entrances and short Hypertube segments, which can be used to reach very fast speeds, capable of crossing the entire playable world in seconds. Hypertube Cannons abuse a bug in Unreal Engine's physics system, allowing the user to gain momentum at an exponential rate. This gain in momentum is dir...

median heath
#

All of my hypers are point-to-point.

near zenith
#

technically mine are also... but i boost the entrance speeds so much i move faster than the load times and phase through the walls when i screw up

fierce ruin
#

cant wait to see how many tries do i need before shooting myself to the oil field

median heath
#

Those seem too close together imo.

fierce ruin
#

yeye ik

near zenith
#

yea, space the entrances by at least a support each

fierce ruin
#

chill πŸ˜„

near zenith
#

time to go find out what it's like to be a bird, have fun

fierce ruin
#

yeye

#

thx imma be back

#

well i didnt even fly to my closest miner with this boy

near zenith
#

the only reasonable course of action is to double it and see what happens

fierce ruin
median heath
#
  1. These still look too close imo.
  2. Delete the support on the end.
#

Kill this

fierce ruin
median heath
#

!wikisearch hypercannon

shadow prairieBOT
fierce ruin
#

didnt get me any further :C

median heath
#

@fierce ruin

fierce ruin
#

imma see what i can do

#

like this?

median heath
#

See how on the outline I have you all the entrances have a short section of pipe from them?

#

See how none of yours have pipe?

fierce ruin
#

aaaa

#

yea now i see

#

HOLE SHET

median heath
#

Welcome to the hypercannon club.

fierce ruin
#

yeah. thx πŸ˜„

wind spade
#

now let's wait for devs to remove it

fierce ruin
#

yep

cinder silo
#

Devs removing cannons would be one trigger for me to actually save editing to create teleports instead of cannons πŸ€·β€β™‚οΈ (in a new save because my current crashes scim hard)

median heath
wind spade
#

well I'd like to see it replaced with more reliable and balanced mechanic πŸ€·β€β™‚οΈ

cinder silo
#

Ripping out my map wide cannon network would be an enormous pain in the rear. so I'd just have to mess with the system to force it to work if nerfed.

wind spade
#

well you're the one relying on unintended mechanics πŸ€·β€β™‚οΈ

vapid gorge
cinder silo
vapid gorge
#

I'm not sure having your tunnels clip through a ton of stuff would be a nerf xD

#

I doubt it'll happen but it's something I'd like to see, like also having a largish island (bigger than paradise to connect infractructure back and forth

cinder silo
vapid gorge
#

I mean it's not the worst thing in the world to get up from the comp and get a drink if you have to travel to anothe rhub for a couple min

cinder silo
#

I guess, my normal tunnel network tubes do that, six minutes instead of thirteen seconds though.

wind spade
#

@charred oxide

vapid gorge
median heath
vapid gorge
#

as in extending the iron ore with alloy recipe

#

And then of course we turn all those steel ingots into iron rods -> screws as your fav recipe right greeny? πŸ˜›

wind spade
#

that is everyone's fav recipe πŸ€·β€β™‚οΈ

median heath
#

Steel Rod is such a good alt.

vapid gorge
#

xD

median heath
#

Using it for Frames JaceGasm

wind spade
vapid gorge
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I know I know it's very iron efficient

wind spade
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and you can even use it for other things than screws

vapid gorge
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yeah was looking at it for possible changes in my HMF plan but it doesn't reduce the coal needs enough that I don't still need to import some anyway. And I just ... happen to not use rods elsewhere

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I think it's screws, rotors and frames (other than buildables) and I don't use screws, I use a dif rotor recipe and the steeled frame recipe is convenient

wind spade
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copper rotor plz

maiden cave
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anyone know which plutonium fuel rod recipe is more efficient, I don't care how many machines it will take i am just running out of most recourses near my factory

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just by taking a quick look it seems like the alternate recipe (plutonium fuel unit) would be better

median heath
maiden cave
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whats the difference between the two when it comes to sinking them

median heath
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You want to use less resources if you're sinking.

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PCC's are expensive.
And you're using only 20 Cells per Rod.
You want to use the Base recipe so you use more Cells per Rod.

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The goal when sinking isn't to make the most Rods. It's to get rid of the waste.
So you use the recipes that cost the most nuclear stuff per output to get rid of the waste in the most efficient manner possible.

maiden cave
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gotcha

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ill do that then, thank you

median heath
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Getting the most Rods costs a ridiculous amount of aluminium.

fierce prawn
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I assume there is enough water in the world to use the Pure alt recipes for all metals?

median heath
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There are millions of Water/min available.

fierce cypress
fierce prawn
median heath
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Best is subjective.

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Best way to make Caterium? Yes.

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Copper/Iron? Subjective.

fierce prawn
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most resource efficient

median heath
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Purely from that metric it's Pure Copper and Iron Alloy.

fierce cypress
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they have a higher input:output ratio at the cost of more power and using water

fierce prawn
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what makes alloy superior?

median heath
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Conversion rate.

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Iron Ore to Iron Ingot conversion rate is higher on Alloy.

fierce prawn
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but doesnt that cost copper? water is basically free?

median heath
fierce prawn
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im tryna minmax everything here

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every node in the map

median heath
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There is 70k iron on the map.
You're going to be fine no matter what choice you make.

fierce prawn
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thats not the point

median heath
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ok..................

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So then accept the answer I gave you.

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Also your computer will fail before you minmax every node on the map.
Just saying.

fierce cypress
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its not really possible to minmax everything, for multiple things you always need to prioritise x over y

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hence the subjective answer

vapid gorge
vital oyster
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Aluminum scrap water output is confusing me

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I swear I'm doing the math right

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but the pipes still overflow

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and that stops production

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I have the following setup:

2 water extractors -- produces 192 water / min
2 refineries for sloppy alumina -- consumes 480 water / min
3 refineries for alumina scrap -- produces 288 water / min

The pipes overflow with water. What am I doing wrong?

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The pipes are not connected to anything else, just the localized aluminum production

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I tried underclocking the water extractors to 190 water / min and placing a valve to limit flow from the refineries back to the input

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It still overflows??? That isn't mathematically possible, so where is this water coming from?

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Is this a known issue or am I fucking something up real bad?

median heath
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Did you build a VIP junction for recycling?

vital oyster
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I have no idea what that is

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I just used a single valve

median heath
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Green = Recycled.
Blue = Fresh.

vital oyster
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But it should go without saying that mathematically the pipes should not overflow when the production is not fast enough to do so

median heath
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Textbook example:

vital oyster
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I see, so that's how you prioritize fluid input from one pipe over another?

median heath
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Yes.

vital oyster
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I assume the top pipe is the priority?

median heath
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??????????????????

vital oyster
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lmao

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gravity???

median heath
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Pressure???

vital oyster
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so the bottom pipe is priority?

median heath
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Pressure keeps priority in the bottom pipe by not allowing the top one to input.

median heath
vital oyster
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okay that's some weird ass real life physics I had no idea about

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oh sorry didn't look too deep into it yet

median heath
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...

vital oyster
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At least that's easy to build, thanks!

median heath
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I'm guessing the problem with your setup was a) assumes continuous flow and b) valves.

vital oyster
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just don't understand how < 480 / min exceeds 480 / min

median heath
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Valves.

vital oyster
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it was confusing the shit out of me, and still does honestly, but I'll just pretend that never happened and install a VIP valve

median heath
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VIP junction*

vital oyster
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^ thanks!

median heath
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Are you... trying to push 480 through a mk1?

vital oyster
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no they're different rates

median heath
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πŸ‘

vital oyster
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480 combined but the production and recycled are both < 300

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well shit, what if somehow that doesn't work?

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I'm gonna upgrade all the pipes to mk 2 and see if somehow it is fixed xD

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I believe in the junction solution but I'm curious now

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Oh, the physics make sense to me now that I really think about it. Gravity pulls the higher fluids downward, applying force in both directions from the pipe junction, so those forces neutralize. However, there is still a force (pressure) coming from one side of the lower fluids (the byproduct water being created by the refineries), so the net force follows the lower pipeline.

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That's probably incorrect logic, but it works for me πŸ˜‚

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Or maybe it's because if the higher fluids were prioritized instead, then what'd happen is the lower pipe would overflow, and that's where pressure actually comes in. I suck at physics πŸ™„

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I think I might actually get T/F questions wrong more than half of the time with physics

edgy fjord
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how to get smart at satisfactory?

vital oyster
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I just watched videos of people playing it and you'll see all sorts of things they do to optimize things and make things look pretty

frosty owl
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@wind spade First time I'm using the manifold fill time tool and here's a complaint: I wish there was a setting to calculate the fill time for the whole manifold, not just the full time of "all but the last two machines".
Example: if I feed this set of machines x items/min, after how long can I expect overflow from the input belt?

frosty owl
frosty owl
edgy fjord
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What is

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Sushi

frosty owl
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A sushi belt is a belt carrying more than one kind of item

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This can open up many possibilities in logistics and different designs

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Does anyone know (or remember a link to a related convo) wether using MK3 and MK1 outputs for a splitter being fed 240/min does always assure a split of 60-180? ||Assuming input doesn't fall behind||

I think I remember that the MK1 belt should get a bit less than 60/min but I can't quite recall why and the convo around it...

vital oyster
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@median heath I used the VIP junction and it didn't FICSIT. But that was when I found a glitched pipe. Got no idea how it got there. The recycled water wasn't flowing back to the input. Now everything seems to be working. Finally πŸ˜„

And this explains how the underflow was causing an overflow

magic island
frosty owl
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I didn't consider an irregular (but still 240/min on average) input, thanks for pointing that out!my question still stands though πŸ€”

vital oyster
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Why not use a merger to merge two of the outputs?

frosty owl
sand epoch
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When trying to max a belt out with irregular flow i always preceed it with a storage container and only tap overflow before the container.

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It requires a full container to work, but it does work.

frosty owl
sonic wasp
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any way with scim or others to see remaining nodes at a glance, to see how big I can make the final stage of the space elevator?

frosty owl
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Load your save files into SCIM, the remaining nodes will be the ones without a miner on them

sonic wasp
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or do I just start counting them

frosty owl
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Alternative: load savefile on SCIM, open the statistics and check the raw inputs used. Compare those to map limits

twilit prawn
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Hey ppl! Just finished a oil rig in my new save with the intention of storing the fuel, rubber and plastic. I now need to make a computer factory and was looking for some advice as I didnt want to use up the plastic from the rig. Should I be aiming to make excess (20/m) or just keep it simple with 1 or 2 manufactures?

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computers

frosty owl
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Simple is best for starters. Less to regret once you notice your mistakes and/or change output goal

twilit prawn
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Yeah that's fair. ty

sonic wasp
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you'd need about 100/m plastic for one manufacturer making computers

twilit prawn
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Yeah its kinda chunky that's why I didn't want to go to crazy

sonic wasp
frosty owl
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SFTools, input list of the calculator

frosty owl
sonic wasp
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ok that is able to be way bigger than I thought

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I'm at 2160 iron/m currently

frosty owl
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Heh... Cute hehe
||When compared to map limit||

sonic wasp
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I recently built a 30 reactor setup

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looks small now

sonic wasp
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8,8,2,2 ratio

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maybe take a month

glacial hemlock
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30 reactor is quite impressive. Which alts you used for the uranium fuel?

wind spade
placid lichen
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wait a minute,
i can't put this number in beacuse its too specific.
will the fact that i have 1 digit less and cant put one more change my efficency?

placid lichen
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433.33 instead of 433.333

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tools shows i gotta do 433.333

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but that is not possible

wind spade
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but you're not limited to two digits

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that's just what the game shows (and it's rounded number)

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tools also show a rounded number, just to 3 digits

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this seems to be 433.33333333 repeating

placid lichen
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oh

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okay

wind spade
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which is indeed not possible to achieve, but you can do nearest higher clock speed number

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which is 90.2778% clock speed

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(for a miner that does 480)

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aka mk3 pure

oblique hollow
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then that issue vanishes entirely

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433.333 just so happens to be a third of 1300/min

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500/min could also yield nice numbers

upbeat tide
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So now my nuclear plant is fully operational, can decomission my past turbo fuel plant. Will reclaim 1200 sulfur. Gonna make that into some nice batteries! I think anyway.

glacial hemlock
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Nice

upbeat tide
# glacial hemlock Nice

Tbh dunno when/if Im gonna build the plutonium power. Maybe once I get to 500GW of continuous production

fierce ruin
fierce ruin
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hey, what is the difference between turbo fuel and normal fuel?

frosty owl
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Ingredients and burning time per fuel unit

median heath
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Burn time and color

fierce ruin
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so no power difference?

median heath
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...

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If it burns slower it can supply more generators with the same amount.
Meaning more power.

fierce ruin
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aaaaaaaaaaaaaaaaa

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i see

median heath
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Still not worth making imo.

glacial hemlock
upbeat tide
fierce ruin
glacial hemlock
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yes. and the actual item rate to achieve max sink is at AWESOME Shop wiki page

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@fierce ruin

glacial hemlock
median heath
upbeat tide
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And yea not dealing with the waste is cool

glacial hemlock
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Waste is pretty easy to deal with, just send them to one of the sky corner.

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At 2km far they cant really hurt you

upbeat tide
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Not when you fill up 5 container slots a minute πŸ™‚

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2520 uranium waste a min is alot

glacial hemlock
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I mean, after you converted them into plutonium and burnt these.

upbeat tide
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Oh for sure

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Yea 224 a min is far more managable

thorny heron
fierce ruin
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Hey is there a way to make a priority conveyor belt?

wind spade
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smart splitter

fierce ruin
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Umm, can you PLEASE explain?

wind spade
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unlock smart splitter, it has overflow/priority settings

fierce ruin
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Hmm, i'l look into it. Thank you :D

pseudo prawn
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Does anyone have any good layout/setups for aluminium?

wind spade
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you can use online tools in pins or in #welcome to make some layouts

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they do the math for you and you just have to place the buildings πŸ™‚

median heath
pseudo prawn
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helpful...

deft lichen
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are you looking for numbers or a floor layout?

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production calculators can give you all the numbers using the alt recipes you have

median heath
wind spade
vapid gorge
mint scarab
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is this the right build for splitting 5 items p/m to 4 and 1

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like left side should get 4 items p/m and top 1 p/m

median heath
mint scarab
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huh

median heath
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One side needs 1 and the other needs 4, right?

mint scarab
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yes

median heath
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Send 5. Split in half, 2.5 each way.
2.5 > 1 so eventually this side fills.
After which it is capable of taking only 1, shoving the other 1.5 to the other side.
Perfect 4:1 split

mint scarab
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ty

magic island
magic island
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yeah, but the ratios come out different and I haven't bothered diagramming them yet.

also, with electrode I would probably spend the byproduct water on diluted fuel rather than coal gens, so it turns into a bit of a different concept overall

median heath
magic island
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the goal was to design a tidy system with no deadlocking, by using the coal and byproduct for generators. and the numbers came out rather pleasingly

building for max resource efficiency or setting up loop-backs with VIPs are also solutions, but they are different solutions that aren't what I was solving for

median heath
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Fair.

shy coral
# median heath

Do the gaps do anything here? I place my cannons super close together

median heath
fluid mist
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@median heath I'm thinking of using this alt

median heath
fluid mist
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Fair

glacial hemlock
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Or use u6 satisfactory tools to decide for you

sonic wasp
vital oyster
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It seems to be decent as long as your crystal oscillator production is good.

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One thing's for sure, the OC supercomputer alt, that one's bad.

sonic wasp
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best alts are the sloppy alumina and pure alu ingot I've found

fierce cypress
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alts are subjective

oblique hollow
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pure alu is only good if you don't really need alu

grim crane
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when i have 3 belts with various outputs, can i just split them into 9 mk3 belts, and then merge them in a weird way, do they then balance each other?

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when the system overflows

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so like the belts fill up because more production then usage, they should overflow and balance each other right?

fierce cypress
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3:3 balancer, yes

grim crane
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ok

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then my spaghettie should work, looks like that just in spaghettie

glacial hemlock
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Balancer can be easier to build if you just let the belts to clip everywhere

glacial hemlock
snow dove
oblique hollow
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1:1 machine superiority, no manifolds or balancers

upbeat tide
cinder sun
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What's a balancer

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Or a manifold

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Never used one

glacial hemlock
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balancer is branching like tree, while manifold is like the intake / exhaust pipe on the engine. More on wiki

median heath
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!wikisearch manifold

shadow prairieBOT
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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. Due to the mechanisms of Spli...

hardy phoenix
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buncha nurds

wind spade
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ok?

upbeat tide
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Speaking of nerding, currently making plans for another 1800 plastic plant to feed a battery factory

glacial hemlock
upbeat tide