#math-and-meta

1 messages · Page 17 of 1

proven cobalt
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So I was thinking about how you'd go about designing a factory that would complete a milestone the fastest. I was figuring that you'd want to make one that produces the required items at rates proportional to the amounts required while consuming less than or equal to the available resources. Is this the correct line of thinking/has anyon3 here done something similar before?

carmine wigeon
wintry aurora
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Which milestone? And the early ones go through pretty quick, so....

proven cobalt
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Either/or really just thinking in general

carmine wigeon
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You don't really need to create a factory specifically for milestones

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For the space elevator, phase 1 and 2 I probably wouldn't bother either

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Phase 3 and 4 would warrant automation, the decision you'd need to make would be how quickly you want the items produced and how long will it take you to build that factory (which is something only you can know since you know what you've already got automated)

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You could theoretically build a factory that can produce all of the items for phase 4 in less than an hour, though it would take you a very long time to plan and build such a factory

wintry aurora
carmine wigeon
proven cobalt
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Ah, yeah I was really just thinking hypothetically if that's the kind of factory you'd want to make if you wanted to minimize time to a milestone/space elevator goal. Cause yeah, it would be a pretty big waste of time of that was your only factory in an actual ongoing game

sonic wasp
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the last elevator parts are great for sink points

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so they serve a dual purpose and a challenge

glacial hemlock
foggy cloak
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Where i can watch ?

wind spade
foggy cloak
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I cant find it, im only see a speedrun package2

wind spade
glacial hemlock
tawdry sail
charred panther
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Just wondering if this is correct or not because the mk5 conveyor can transport 780 materials total you can't overclock a mk3 miner (on a pure node) to 130 percent to get complete efficiency from it because the conveyor belt is the limiting factor.

median heath
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That is correct.

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It's been that way for years.
The 1200 from a mk3 at 250% on a pure was set before they knew mk5 belts would be the limit.

It's going to be addressed prior to 1.0.

charred panther
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Nice can't wait for it

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I'm guessing there's just gonna be a mk6 conveyor next 🤣

median heath
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No.

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"mk5 belts would be the limit"

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Game barely handles mk5s.
Mk6s would be worse.

charred panther
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Understandable

median heath
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They had them in testing at one point but pulled them before they shipped to the main game.

charred panther
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How long have you been playing I remember joining at update 3 then had a break and joined back not too long ago but I can't remember my brain melting like this 🤣

median heath
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Since before it was even available on Steam.

grim crane
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I remember mk6 belts being available in old files even before update 2, including mk2 buildings back then

barren elm
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I still hope mk2 buildings make a return

fierce cypress
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probably not

barren elm
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Some builds look positively ridiculous due to building counts

fierce cypress
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i feel like that will be a mod thing but not a vanilla thing

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i could see some mod that allows like overclock above 250% or mk2 buildings, or something like that that lowers building count

barren elm
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Should never need mods to solve vanilla issues

fierce cypress
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its not an issue

vapid gorge
barren elm
vapid gorge
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Also you're the one giving yourself problems with building count

bronze barn
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I dont have issues with my massive builds and I'm on pretty old hardware

fierce cypress
barren elm
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So you're already aware of the problem then

fierce cypress
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mk2 buildings would pretty much require a re-do of recipe progression

bronze barn
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Not to mention entirely new models of existing buildings to accommodate mk2

fierce cypress
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and they existed and got removed

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that happened for a reason

barren elm
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Would they tho? Let's say they just operated twice as fast for twice the power, like how mk2 power poles have (almost) twice the connections

bronze barn
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They also have a different model

barren elm
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Don't really think there'd be much progression interference there

fierce cypress
barren elm
fierce cypress
vapid gorge
barren elm
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Like that's just personal choice

fierce cypress
vapid gorge
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he's a madman

bronze barn
barren elm
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Yeah I don't agree with that, it's like saying "Why bother improving performance, just choose to build small"

bronze barn
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They improve performance every update though

vapid gorge
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... it's not a performance issue - it's a user created problem. You can do pretty god damn big builds especially if you create hubs as it is

bronze barn
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In fact u5 -> 6 did a lot of good for performance

vapid gorge
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I mean performance is involved but you can work around it unless you run a potato

fierce cypress
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yea, its not an optimisation

vapid gorge
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Like all things in the game there's give and takes.
Less resources? Prob needs more space
ect ect

barren elm
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Feels like you're both aware of the problem but your solutions are just "Don't do it", which is fine, but that's like, kinda pointless to discuss

vapid gorge
fierce cypress
vapid gorge
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and wanting faster machines is a fine personal choice - but it completely changes the way the game is played with logistics and planning

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at that point - just use some mods if you really feel that way

fierce cypress
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exactly

bronze barn
barren elm
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Congratulations

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To flip it around, if coffeestain were like, "Ok we're adding mk2 buildings that cost end-game resources", would you be here arguing that it's a bad idea?

vapid gorge
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I mean it's fine not being happy with a Thing - but when it's core gameplay stuff they'll never make everyone happy

vapid gorge
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and that would make me unhappy

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If I want mk2 buildings there's a mod for it

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there are mods that let you build nodes and just have everything in one spot if that gets your motor going

fierce cypress
# barren elm To flip it around, if coffeestain were like, "Ok we're adding mk2 buildings that...

it depends on what the mk2 buildings actually do, if theyre just better versions but are balanced within the game then its fine, if they have separate uses even better, but then it just gets to the point where you start arguing "we need better buildings because mk2 still causes issues eventually" its a never ending cycle, and with the current buildings it is fine as they are, and im sure if you disagree you could find a mod to fix it

vapid gorge
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It'd be easier to just make overclocking have a higher cap if people really want that

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if they do the same recipes? Just make have even faster overclock that guzzles power

Different recipes? Make them new buildings

vapid gorge
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I'm pretty sure there are mods that also do like 10x recipe speed?? there's a lot of options out there that radically alter game play for people who want it

fierce cypress
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the only problems i can see are belt throughput limitations

vapid gorge
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and mk10 belts ! 😄

fierce cypress
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simon_smile causes more problems than they fix

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imagine the throughput loss jacelul

vapid gorge
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machines that 'package' items into 'boxes' of items that get unpackaged later down the line to manage increased throughput

vapid gorge
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Yeah teh boxing and unboxing one was interesting but didn't want to fiddle with it. Stuck to trains and keeping things local instead

oblique hollow
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They rather don't do Mk 2 because it effectively retires Mk 1.designs

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simply slapping a mk 2 on it and not changing design wont do

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as stated above, shards also help alleviate some of that problematic

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not to mention alts

barren elm
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To be pedantic

oblique hollow
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Mk 2 buildings is not the only option

barren elm
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That's already the case with power poles

oblique hollow
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yeah, which are basic ass things

barren elm
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I mean, so are constructors

oblique hollow
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they dont feel like its warranted for production buildings

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theres other ways to solve it

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be that a stat boost or what ever the hell

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but even that has problems

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Mk.2 Buildings are the last option to fall back on if all the other stuff doesnt work out

barren elm
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Would you be surprised if they roll them out?

oblique hollow
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yes, very much so

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Since twice speed buildings also clashes with belts

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they already have speed issues

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why worsen it

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or even a 1.5x boost.

but, again, shards exist

barren elm
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I'll be honest I fully expect a total review of all belt outputs/inputs to solve the 780 speed issue anyway

oblique hollow
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Rather than a coal gen mk 2, theres fuel gens
Rather than a Fuel gen mk. 2 or whatever, you get nuclear

barren elm
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Sounds like the only way to fix it is to halve resource costs (and yes I know some of them can't be halved)

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Yeah I think power is in a pretty good spot in terms of building counts

oblique hollow
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As for other stuff? They just gotta tweak recipes

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easies way to cut down building count

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and they wanna do a recipe revamp someday anyway

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perfect moment to reevaluate all this

barren elm
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That does seem inevitable

oblique hollow
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yep, and its the perfect time to revisit this topic of machine count

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Default Recipes, Alts and Power Shards

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the trinity of balance

supple spire
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how many coal generators can i run on 180 coal a min

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my belts can handle it

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and my water i know how to upgrade that

snow dove
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take the amount a coal generator needs, divide 180 by that number

supple spire
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k thx

short holly
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remember that your mk1 pipes only support 300m3/s in any given section.

supple spire
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yea i can add multiple

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i can even do one water collecter per coal plant

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that would be stupid tho

median heath
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I see we had the mk2 building discussion again...

supple spire
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nah

supple spire
median heath
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Up to 120/min

supple spire
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nevermind i read the description my bad i should have read that earlier

supple spire
median heath
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So go unlock it!

supple spire
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i need steel

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so i need power

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ive already started to rip it apart

frosty owl
wind spade
wind spade
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huh, never heard of that

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I know this was an issue way back, but then they changed stuff and said it was fixed

oblique hollow
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also makes sense in the way that factorio pipes arent really made for max flow

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you are always below the limit

wind spade
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so either it's old news or it's a new issue

oblique hollow
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or you need 5 million pumps

barren elm
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Compression loss on factorio belt corners was a thing yeah, still is afaik

wind spade
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factorio pipes aren't "rated" for a certain flow anyway, since factorio uses pressure-based system

oblique hollow
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so do we, but factorio has distance loss

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we don't

wind spade
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indeed

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(but also, in Factorio it's kinda rare that you need a throughput that would require you to put a pump every pipe tile)

oblique hollow
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if you consider that our pipes are also 1000 units for one, ours are just as fast

barren elm
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Does seem like they fixed the corner compression loss bug tho from a quick search, dunno if there's some other bug they were referring to

frosty owl
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Us pipes bestest 🐒

oblique hollow
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our pipes have 6 times the theoughput of factorio

frosty owl
oblique hollow
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36000 units/sec

wind spade
oblique hollow
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vs factorios 12000

oblique hollow
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can be improved

brittle flint
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hey

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i need help with numbers

frosty owl
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Wait... Was greeny always blue? thinking_helmet
Am I tripping?
Or suddenly daltonic?

brittle flint
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i have 100 heavy oil residue

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whats the number

oblique hollow
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100/60

wind spade
frosty owl
oblique hollow
brittle flint
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ok thank you

wind spade
oblique hollow
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oh yea pipes are 6000

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so ours are 6 times faster

wind spade
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basically 3000 is what you want to count, as 6000 means "pump, pipe, pump, pipe", while in ideal world you want to do "pump, underground pipe, pump, underground pipe"

wind spade
brittle flint
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will needing .067 more cause a problem

wind spade
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the machine will stop once in a while, but shouldn't be an issue if you only need the production from 100 crude

oblique hollow
frosty owl
brittle flint
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i have figured it out thank you

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i will do 2

wind spade
brittle flint
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😭

wind spade
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it's 49.99998/min

oblique hollow
brittle flint
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NOOOOOOOOOOOOOOOOOOOOOO

snow dove
brittle flint
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i will wait eight months until i unlock wet concrete

wind spade
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I'd just do 83.3334% which is 50.00004/min

brittle flint
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yes but perfect numbers

wind spade
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are not reachable always

snow dove
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after 50,000 minutes to be precise

wind spade
wind spade
oblique hollow
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we use the same numbers of units afaik,

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factorio does no division by 1000

brittle flint
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im gonna use petrolium coke because i am bad at maths

snow dove
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assuming you’re feeding 50 oil a minute

wind spade
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uh, it's getting crude oil

snow dove
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whoops i read that wrong

oblique hollow
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fuel is better

wind spade
oblique hollow
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and needs no water

brittle flint
snow dove
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ah i’m just completely failing to read, i need a nap

oblique hollow
brittle flint
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i dont want to do coal power because i want to sleep

ivory warren
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off-topic but for the more dedicated followers - where do I find deep analysis of official videos?

wind spade
wind spade
brittle flint
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i will finshe gmaing pc tomorrow

oblique hollow
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even if they used m3, we still use more units per sec/frame comparatively

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factorio effectively uses 2/3s of a mk 1

wind spade
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and our machines need like way more than Factorio's, which makes the comparison a bit weird

oblique hollow
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but the transfer speed and pipe volume is way different

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hm wait.... actually

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transfer speed isnt the issue

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its pipe volume. thats it

snow dove
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spees

oblique hollow
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one factorio pipe is 100 units

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for ours, minimum is 5000

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so 50 times slower

barren elm
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Not sure what the point of that comparison is

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But if you're including decimals, there's decimals in factorio pipes as well

oblique hollow
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no the comparison is we transport 12 times more stuff, thus the bigger issues

sullen mulch
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guys do any of you know how to calculate train throughput over a distance

wind spade
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you need:

  • train loop time
  • number of cars
  • stack size of the item
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then use it to a formula on wiki

sullen mulch
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oh great

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well im yet to make any of the rail network so I'll have to get on that task now

upbeat tide
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So, is this wise? Looking to make recycled loops a bit cleaner.

Normally each refinery needs 30 fuel and 30 rubber/plastic. Noticed OC to 166.6667 makes the rato 50/50 and 100 output.

Now the debate if worth the extra power cost and shards to simplify the setups

wind spade
sullen mulch
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yeah that would be great if the cargo wasn't raw uranium

wind spade
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how does that change things?

sullen mulch
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I would use droned but I love my trainsbut

snow dove
sullen mulch
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well i just don't want to make loads of filters to stop myself from dying when i test it

upbeat tide
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It is but easier esp with a 400 fuel pipe

sullen mulch
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although actually i guess i could just use containers full of iron ore instead

wind spade
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automate filters then 😛

sullen mulch
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haha im too lazy

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already have way too much work to do on this nuclear plant

wind spade
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well especially if you're lazy, automating stuff will save you from needing to craft them 😛

upbeat tide
sullen mulch
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hahaha well look my tickets are getting me enough filters for the time being but i guess it would be cool to have an automated filter factory in the nuclear powerplant

snow dove
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spending tickets on stuff you can automate???

sullen mulch
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ikr im a madman

median heath
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@sullen mulch greeny gave you the variables for the exact math, but if you need rough numbers the average train line people make has a throughput of 1200/min per car.

sullen mulch
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ah right, well i reckon i'll give the maths a try because I definitely don't want to deal with a radioactive train causing issues but ill jeep that in mind

median heath
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🚙

terse umbra
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For my Diluted Packaged Fuel production, i'm starting off with 585 oil/m
Then turning that into 780 Heavy Oil Residue/m with 19.5 Refineries
Then using that 780 HOR/m to turn it into 1560 fuel/m
And according to the wiki, each fuel gen takes 12m^3/m of fuel
so if i divide 1560 by 12 that gives me 130

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So does that mean i need 130 generators, or is my calculation off

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because it just seems a bit too much

wind spade
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looks correct

median heath
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600 Oil = 133.3333- Gens on Diluted
So 585 being 130 is not "too much"

terse umbra
#

damn

median heath
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There's a reason you rarely ever see a "small oil build"

terse umbra
#

that is a lot more than i expected

wind spade
#

diluted fuel is great

median heath
terse umbra
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maybe 20 lmao

median heath
#

??????

terse umbra
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i used normal fuel recipe for my very first one

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and that was impure

wind spade
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one of the reasons why turbofuel is often skipped directly to nuclear

median heath
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HOR is broken as fuck because it INCREASES your oil conversion by a factor of 4/3

Diluted then DOUBLES your HOR amount into Fuel.

And you thought 585 was going to amount to 20?

terse umbra
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idk didn't do enough research

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just went by your recommendation a few days ago

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i just found out about Diluted Packaged Fuel afew days ago

frosty pawn
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there's also diluted fuel (no packages, it's made in the blender)

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diluted packaged fuel in refinery costs 30mj/item + 10mj/item for packaging the water + 10mj/item for unpackaging the fuel.
diluted fuel costs 45mj/item, so you save 5mj/item.
nice, but the first one can be done in tier 5 and the second one requires tier 7 which is a space elevator delivery apart.

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i honestly would rather wait for tier 7 and try to get the blender recipe because building it is quicker and easier and takes less space. each "unit" of fuel gives 750mw in a fuel generator so 5mw difference is nothing you would even notice. which recipe you choose depends on how urgently you need/want fuel and how willing you are to hunt for HDDs.

wind spade
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kinda annoyed by you saying it gives MW, as it doesn't, it gives MJ 😛

sonic wasp
#

I'm making a plastic factory about 1900 or more, using the spire coast oil

median heath
#

You'll need at least 2 nodes to accomplish that as 1 pure will net you only 1800.

sonic wasp
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looking at the other plastic recipes and I can't see a way to use all HOR up without dumping some to petro coke

sonic wasp
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well that has its own issue

vapid gorge
#

like what?

median heath
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All HOR used.

upbeat tide
median heath
upbeat tide
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Ah

fierce cypress
#

and thats following the 81 rule i assume?

upbeat tide
#

Kinda weird but ok

median heath
#

1900 / 81 = 23.4567901-
81 * 24 = 1944

fierce cypress
#

yup simon_smile

median heath
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I can get closer to 1900 but the ask was "over" so I went with the simplest clean answer.

upbeat tide
#

I think better question is why 1900

median heath
#

🤷‍♂️

median heath
#

Imagine not using Tools..

sonic wasp
#

2,728 units/min of Plastic and 151 units/min of Rubber

median heath
#

2728 / 81 = 33.67901234567901-

No thank you.

upbeat tide
#

Might as well make 3.6k and use left over for something else

sonic wasp
#

I can sink the extra but thats the min I need

fierce cypress
#

the 81 rule avoids recurring numbers in all machines in all oil setups?

sonic wasp
#

I thought 1900 plastic was all I could get from spire coast so I went with that number first

median heath
#

The less clean math is that (2728 + 151) / 3 = 959.6666666666666666 Oil
Which is also just... bleh.

upbeat tide
#

I mean just srtup two 1800 plastic loops and use your extras elsewhere

median heath
sonic wasp
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so I was going to try a different recipe instead of oil - plastic and HOR - coke - sink method

median heath
#

If you enjoy having less product per oil, sure.

Also if you're going to make that much Coke don't sink it.
Put it in Coal Gens and get free MW from it.

upbeat tide
#

Issue is when you get to that level of plastic/rubber needs a recycled loop is the real only choice

sonic wasp
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but the idea I had of oil -plastic and HOR - Diluted fuel - to plastic meant the rubber made for that loop had its own HOR to remove

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gonna try the recycled loop and change the 95 refineries I put down

sonic wasp
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so the 1800 loop is the best for even numbers of refineries?

median heath
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No.

upbeat tide
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Its best for oil to end product ratio.

median heath
#

Recycled Loop is best for maximizing product per oil.

sonic wasp
#

well I'm seeing the number 81 to get the clean clock speeds

median heath
#

Yes.

sonic wasp
#

final output in multiples of 10.125

upbeat tide
#

Tbh if you want OC the recycled refineries to 166.667%. Will get 100 plastic or rubber out of each instead of 60

median heath
upbeat tide
#

Well ingame its what it say soo 🤷‍♀️

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Plus easier to work with 50 fuel and 50 rubber/plas input

median heath
#

What it say != what it do

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Making what it say = what it do is the purpose of the 45-81 rule.

upbeat tide
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I get ya

sonic wasp
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is there a post that explains the math somwhere

median heath
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The math for the 45-81 rule?

sonic wasp
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this reddit one I found doesnt help so much

median heath
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Ouch...

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Right in the feels.

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What about it is unclear?

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Given I wrote it.

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@sonic wasp

sonic wasp
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where does 1800 or 3.6k come from

median heath
sonic wasp
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1800 divides into 10.125 as a uneven number

median heath
#

Aware.

fierce cypress
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which is why sev is saying to not use it

median heath
#

People who don't care about imprecision to 600 Oil to 1800 product.

fierce cypress
#

the only reason 1800 was mentioned was because that was the max you could get out of 1 pure node, and therefore for 1900+ you need at least 2 nodes

median heath
#

If I am using 1 pure node I will do either 1782 product or at most 1792.125

sonic wasp
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I got 6 480 and 1 450 pipes available

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so that seems plenty

median heath
#

So 3330 Oil total.
3330 * 3 = 9990
9990 / 81 = 123.33333
123 * 81 = 9963 product using 3321 oil.

sonic wasp
#

only need around 3k total output

median heath
#

If you want to shave it closer:

9983.25 product using 3327.75 oil

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ugh

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3000 / 81 = 37.037-
37 * 81 = 2997 product using 999 oil

fierce cypress
#

9989.57812 product using 3329.859373 oil simon_smile although thats probably cut a bit too close

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but tldr any number of product that when divided by 81 gives a non recurring number is fine right @median heath?

median heath
sonic wasp
#

so 3159/39=81 so I'll go with that total

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and I'll take a mk3 belt off of rubber in that loop for that rubber I need

idle citrus
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all for 15 motors per minute

glacial hemlock
supple spire
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whats the best item to feed into the sink
whats most efficient

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im using wire

median heath
fierce cypress
# supple spire whats the best item to feed into the sink whats most efficient

https://satisfactory.fandom.com/wiki/AWESOME_Sink#Points_generated_per_item
and also see the recipe improvement ratios and farming points tips

Satisfactory Wiki

The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
The Sink can consume as many ...

cyan kettle
#

Nah bro when I bought this game I didn't expect to need to do math 😢

fierce cypress
cyan kettle
#

True

fierce cypress
#

you can try using a production line calculator if you need some help

cyan kettle
#

I mostly just started so it's not horrible yet but it's getting there

vapid gorge
# cyan kettle I mostly just started so it's not horrible yet but it's getting there

Well if it helps - My method working up through the tiers is to make a factory production line for each basic part that has room to expand to deal with miners getting more ore out and then just linking belts together to form new production lines w/o worrying about math. Just let all the machines and containers fill up over time while you build and explore

mint sedge
#

I had a personal rule with gaming: If I need a spreadsheet to play I should play something else.
I broke that rule for this game

oblique hollow
#

ive never used a spreadsheet for a single factory

twin inlet
#

help

fierce cypress
twin inlet
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oh mb

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im running 16 fuel gens on 24 fuel p/m, im creating 400 p/m so i need a 17th gen to use the excess fuel right? i don't want any downtime on the refineries so i can't just let is sit as extra, any NASA scientists here know what i should clock my 17th gen to?

fierce cypress
twin inlet
#

yeah

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triple shards in each

wind spade
#

And clocked to 246.2288%?

twin inlet
#

mines at 246.2289% but it says it requires 24p/m in the chart thingy

oblique hollow
#

246.2288 is more accurate

twin inlet
#

ight i will change that, but i still need a percent for the final machine right?

wind spade
#

8 at the end is better, since it's slightly below 24, not slightly above 24

oblique hollow
#

but tbh i would just use overflow for the last gen

fierce cypress
#

the 17th should be clocked to ~145.351781 @twin inlet

twin inlet
#

thats a number

wind spade
#

145.3517 then

#

Well that's what you get from clocking gens

fierce cypress
#

yup simon_smile

twin inlet
#

yeah the fuel gens seem to be in a bit of a mood

#

but space is my issue here so i had to

oblique hollow
#

U7 fixes that thankfully

wind spade
#

Space is never an issue, map is huge and verticality is a thing

twin inlet
oblique hollow
#

whenever that drops

twin inlet
#

not where i am

#

massive rocks on top of me

oblique hollow
#

are you in a cave or what

twin inlet
#

kinda

oblique hollow
#

Caveman jacelul

fierce cypress
twin inlet
#

also another question, if i was to just not set an overclock percent on the 17th machine and just set it to 250x, it would pull in too much fuel right?

fierce cypress
#

so fuel would back up

wind spade
twin inlet
#

man maths is not my friend, how the heck do i enjoy this game

fierce cypress
#

but if it was at the 2x clock speed like the others there would be overconsumption and the gens would just cut out for small periods of time every so often because there is an 8 fuel/min undersupply

twin inlet
#

oo boy my gens are 3x clocked

#

wait my brain aint braining'

oblique hollow
#

just overclock the last one and let it turn off and on

#

its just a few weeks until U7 drops

#

then you can set the percentage precisely

fierce cypress
#

👆 then gen clockspeeds will become linear simon_smile thank god

twin inlet
#

if i did that it would pull more fuel than i have right? my setup isn't load ballanced, i rely on everything slowly backfilling

oblique hollow
wind spade
#

you can't load balance fuel gens anyway

twin inlet
#

but then the gens turn on and off

oblique hollow
#

so?

#

oooh wiggly line

twin inlet
#

i feel like im missing something incredibly obvious

oblique hollow
#

it doesnt matter if it turns off

#

it will fill and then turn back on

#

and then back off

#

and then on again

twin inlet
#

so what should i do, use the math mr tomato got me or just let it turn on and off

fierce cypress
#

either should be fine

oblique hollow
#

i would just let it turn on and off until U7 drops

fierce cypress
#

it'll have to be redone at U7 either way

twin inlet
#

ight well i will mess with them both

#

thanks!

upbeat tide
#

New 1800 plastic factory done, now to prime it and test!

#

I prime it by manually filling all the residual rubber with max resin and all the recycled loop hoppers with max plastic/rubber as well

broken stream
#

Cool

random flame
#

Anyone have any technical info on the logic steps performed by trains at stations? Specifically around 'full load' state? I'm having an issue with trains getting stuck in permanent dock when using it. Seems that having some other items already in the wagon might be messing with it but I'm getting odd results in my testing.

#

Before any one asks, I've tried various and/or settings and times and those don't seem to be the culprit.

oblique hollow
#

that logic is currently broken, theres an issue with multiple freight cars being ignored and other weird cas

oblique hollow
#

Early Access game in a nutshell

random flame
#

Thanks for answering I guess. Has CSS aknowledged it at least?

oblique hollow
#

unsure lol

#

check the QA site

random flame
#

Yeah, seems it gets reported every couple of months.

#

I was concerned one of the mods I put on was causing it, but it seems the bug itself is vanilla, though the mod may be causing it to occur more often.

median heath
#

Personally never seen the use for "full load" state. If someone could enlighten me?

oblique hollow
#

train don't go BRRRR when train no need to

median heath
#

?

oblique hollow
#

"Your train doesn't constantly move when there is no need to due to you needing items in low quantities and thus you can afford longer waiting times"

barren elm
#

There's no real train logic in satisfactory in the first place though

#

May as well embrace it and just plan around your trains running on a timer

oblique hollow
#

made a fuel tower to test bottom feeding....
surprisinglystable
then again, only using half the pipe capacity....
also modded pipe settings

median heath
#

Bleh, mods.

But when I do fuel towers I tend to sort of do this.
Pump it all the way to the top and then let it trickle down.

oblique hollow
#

except its not that,

signal nimbus
#

Just being pushed up, seems like.

median heath
oblique hollow
#

so far, perfectly stable

#

which makes me happe, now i gotta turn off the pipe mod and see what happens xd

signal nimbus
#

Lot simpler than my last setup, I'll give it that.

oblique hollow
#

though im nowhere near capacity

#

it shouldn't break......

#

like this should work perfectly fine anywhere

signal nimbus
#

I hear the qualifiers.

oblique hollow
#

hmm.... seems to work so far

vapid gorge
# signal nimbus I hear the qualifiers.

The 'nowhere near capacity' thing 😛 . Also I find more problem in unlooped systems if the machines are pulling in larger volumes per minute. Fuel gens have a comparitively low take

upbeat tide
#

attempting to VIP junction.

median heath
#

Lack of pump make cause issues.

upbeat tide
#

the mk1's have pumps just farther down

#

unless you mean both sides

median heath
#

Does the bottom pipe, which is the recycled fluid, have a pump prior to the VIP junction?

upbeat tide
#

just a valve

median heath
#

Lack of pump may cause issues.

#

Valves don't prevent backpressure.

vapid gorge
oblique hollow
#

you NEED pumps for the VIP

median heath
#

☝️

upbeat tide
#

fixing

wind spade
#

iirc you need them before the junction, not after

median heath
#

That is before.
Flow direction is towards us.

upbeat tide
#

That is before

wind spade
#

then it's VOP? 🤔

median heath
#

No.

#

Recycled flows towards us.
Fresh comes in from the left.
You're looking at the back of the refineries.

upbeat tide
#

The mk1 pumps are just not in frame

#

The three stack is the sloppy solution. The 4 stack behind is the scrap

wind spade
upbeat tide
#

the mk1's are outside right before entering the facility

#

the pumps I mean

wooden notch
#

hey so i'm making supercomputers and i noticed high-speed connecters and AI limiters are right next to each other. is it a good idea to use one drone to bring it to a place or should i use a train?

upbeat tide
#

I use neither. Would build most components very close together or in same factory complex.

wooden notch
#

yeah but oil and quick wire aren't

fierce cypress
# wooden notch hey so i'm making supercomputers and i noticed high-speed connecters and AI limi...

both are valid methods of transport
trains are harder to setup since they require rail and signal infrastructure but once a network is established it can be re-used and expanded easily, trains also use electricity as fuel which can be useful since it is not a material item, and trains also are easier to transport larger amounts of items.
drones are quick to setup as the only infrastructure you need is two drone ports, however they consume batteries as fuel which can be a pain to set up and distribute, they also can't carry as much but are set up to be a quicker and simpler alternative

wooden notch
#

i was more saying same 1 drone or train

#

i don't wanna use 2 drones cause of batteries and it's tedious

upbeat tide
#

If your gonna move stuff choose the lesser quantity. Like I wouldn't train quickwire due to volume

vapid gorge
fierce cypress
#

thoughts on this factory plan?

vapid gorge
#

Seems fine? W/o context of location and logistics though not much I can comment on.

fierce cypress
#

alu will be trained in

#

and HMF and rubber either train or drone, most likely train

vapid gorge
#

Well HMF can be made entirely with iron coal/coke - so you could probably move the hmf and rubber from the same location. With that in mind though if you use Electrode scrap then you could probably combine the oil production in one spot if you place it in a good spot

#

oh and limestone

fierce cypress
#

ive already got HMFs, rubber and alu ingots produced at other locations

vapid gorge
#

Ah fair.

#

I suppose you could always consider droning in the nitrogen and that would give you some flexibility on location?

fierce cypress
#

but im not too limited on location since the area around the well has everything i really need - nitogen, water and copper, and with a mk3 miner i could get the 385 copper/min out of that south east normal node

vapid gorge
#

Ah yeah, that's where I've got the foundations for world bauxite processing

fierce cypress
#

only problem being i don't have mk3's unlocked yet simon_smile thats what this factory is for

vapid gorge
#

oooohhh right. WELL. How many coupons do you have? I like either makign a super temp bauxite factory for unlocking mk3 ect or I buy the parts from the awesomeshop and unlock

#

Like aboslutely slap dash alum factory that I throw with existing production to smake a few things together and really get on with things

fierce cypress
vapid gorge
fierce cypress
#

but other than that the only other thing i wasn't sure about was whether or not i should make heatsinks, since they're only used for other processing not for the build gun

vapid gorge
#

Though I'd either consider making a temp factory or build to be upgradable to handle mk5 belts and mk3 miners to save time in the future. But I liek reducing rebuild and retrofiting

vapid gorge
#

Just throwing ideas at the wall here - depends entirely how you like building and planning

fierce cypress
#

and the other process that they're used for are cooling systems (made at this factory), plut rods - which would be a problem unless i use the pressure cube alt, and finally an RCU alt which i don't think i'll use

vapid gorge
#

Maximizing plut rods CHEWS through alum yeah. Prob better ways to get points. Unless you want plutonium waste. Cause that's how you get plutonium waste 😛

vapid gorge
fierce cypress
#

not planning on maximising plut rods jacelul but will be necessary for a waste free nuke setup

vapid gorge
fierce cypress
fierce cypress
vapid gorge
fierce cypress
#

i don't usually end up doing most things locally, actually maybe i do simon_smile i guess it depends on the factory - i made my starter factory locally, oil locally (duh) and alu ingots locally

vapid gorge
#

if you're interested I can pass along my resource pm by zone spread sheet once I revamp it

fierce cypress
fierce cypress
vapid gorge
#

everyone's brains work diff! 😄

I spent 2 weeks making that sheet, then plotting 8 major hubs based on resources needed tweaking alts ect. I'm very proud my my max uranium rod factory that is almost entirely local production

long crow
#

Liquid fuel question:

I have 18 blenders making 800 turbo fuel/min powering 88 fuel generators that are overclocked. I have the generators set up in 8 vertical rows that are 11 long.
I'm going to split the blender outputs into two mk2 pipes, and pump the fuel up to the top left and right corners of the generators which will then flow down to each of the 8 lower levels, and then over to half of the generators in each row.

If I connect each row across horizontally, will that still work?

upbeat tide
median heath
#

So many parts of that question hurt me...

vapid gorge
vapid gorge
upbeat tide
#

I setup shop in the hills north of the blue crater for aluminum and it sortof turned into a main hub

vapid gorge
#

You need alum for so much it makes sense

long crow
vapid gorge
# long crow Sorry if I explained it poorly, I'm pumping supply from the bottom to the top ve...

right ok so - it could, technically work I think

Possible things to think about

Merging multiple floors of fluid manifolds can create a lot of issues with sloshing and back flow.
While this could work smoothly I would personally dedicate 2 or 3 blenders to a particular floor of generators and make a seperate manifold for each level

This will reduce sloshing and make trouble shooting and find flaws in the system much easier

My 2 cents

#

Fluids are finicky enough that my personal policy is make systems feed from Point A to Point B with no interactions with other systems whenever possible

upbeat tide
#

I would actually break it down. Instead of one or 2 main out pipes split it even more but from the refineries them selves

#

Like have 200 or so in each set

long crow
upbeat tide
long crow
long crow
vapid gorge
#

after a lot of pipe work I segregate every manifold. Always leave space for jesus in between them

upbeat tide
#

Smaller segments even in a larger system usually is the best way to do it. Sortof modularity in a way

vapid gorge
#

I only ever got this to work at about 93% efficiency xD learn from my mistakes

long crow
#

I have the turbo fuel production all set up, and I feel like I organized everything really well for my first attempt at it. Just working on the generator side of it now

vapid gorge
upbeat tide
#

This doesnt exist anymore but my OLD turbo fuel base

#

Now replaced with nuclear in same location

long crow
frigid idol
long crow
vapid gorge
vapid gorge
potent jewel
#

how many coal generators can you run off one node?

#

for maximum eff

vapid gorge
potent jewel
#

120 miner / 120 belt / 15 coal permin with no OC - so almost 8 generators per?

vapid gorge
#

Sounds good 🙂

#

Leave yourself room to expand - you upgrade miners and belts quick.

potent jewel
#

thanks

wheat tundra
#

Mk2 miner, with non OC generators means 16 generators

#

Which is a pain in the butt with only Mk1 pipes

#

I think I needed 3 pipes

#

And it doesn't come out even I think

#

Note that you can set up miners supplied by pipes and belts in the middle, for two rows of 8

#

It helps if you pick up floor holes for pipes from awesome sink, and try to run pipes as much under the floor as possible

#

Which makes it easier to run your belts

wind spade
wind spade
wheat tundra
#

I don't have problems feeding from below. But I have read that opinion a number of times

#

My coal generators seemed to have ran at 100%

#

I dislike feeding from above, I admit

#

I sometimes do it, but I don't like it. But I don't do it for coal generators

barren elm
#

Can we take a sec to appreciate that the teaser box thing looks suspiciously like a blueprint bandbox

#

Even comes with 8m spaced lights

oblique hollow
#

wth is a blueprint bandbox

wind spade
#

if you have a band and the band owns a box and you make a blueprint of that box, you have a blueprint bandbox

oblique hollow
#

slueprint sandsox

barren elm
ionic thunder
#

Hi there ! I've been playing with trains for a bit of time now, and I have a question that remains unanswered : do we have any insight on the pathfinding method of trains ?

#

The more practical problem I have is : if there's a short path with a lot of congestion that results in a longer travel time than a long path with little congestion, which path will my train choose ?

vapid gorge
#

doesn't matter if it's blocked

ionic thunder
#

😦

#

that's no good news

#

thanks for the answer anyway !

vapid gorge
# ionic thunder that's no good news

Well it mostly means you have to have fairly strict logic paths for trains and provide space before stations dedicating as wait space if you ahve more than one train delivering/picking up at a particular station

Hence why a lot of people do 1 train per station

vapid gorge
# ionic thunder thanks for the answer anyway !

oh and it's why stations off to the side of main rail is useful (though station rail is calculated to be longer than it's actual length for the purposes of making it easier for trains to avoid passing through stations they don't use

barren elm
#

Yeah it's just a very basic distance calculation with some bonus "fake distance" added if there's a station on a given piece of track

#

Reason for that being so that trains prefer to use track segments without stations

ionic thunder
#

yeah I was already planning on having buffers at my train stations, but the reason I was asking is I'm building a refinery factory, and I have rails on multiple levels that are interconnected. Hence I wondered whether trains could choose the correct level depending on traffic

vapid gorge
#

Well they'll choose the right level that their station is on?

median heath
#

If you want them to split levels you need to have stations on each level and specifically tell them to go there.

ionic thunder
median heath
#

👍

broken stream
#

do you think you can use algebra for satisfactory????

vapid gorge
#

... in what way?

#

like basic algebra is just looking at addition and subtraction in different ways

broken stream
#

idk for multiple inputs

#

and make it faster

#

i will try

broken stream
#

im now

#

i think it is just kind boring

vapid gorge
broken stream
#

i had a problem with a factory that took the some part in two machines. but i had only had that much of that part. i didn't know how to split it.

vapid gorge
#

can you say that more clearly pls?

vapid gorge
# broken stream i had a problem with a factory that took the some part in two machines. but i ha...

and manifolds are the easiest way to 'split' things https://satisfactory.fandom.com/wiki/Manifold in general

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.

broken stream
#

English is not my first languid

vapid gorge
#

thats ok, try that web page.

Your first language doesn't happen to be french is it?

broken stream
#

and I'm dyslexic

#

no

vapid gorge
#

worth a shot, it's my first language

broken stream
#

i dont know French

cinder silo
#

Most people won't judge dyslexia tbh, hell my spelling is terrible and english is my first language 🙂

#

I'll scroll up and see if I can be of assistance.

vapid gorge
# broken stream and I'm dyslexic

as well as that web page I linked to yo uthis video is helpful https://www.youtube.com/watch?v=HwguwhizdlE

Hey guys and welcome back to another guide and this time we're going back to the basics in this manifold guide, the reason for this is that with the new layout series, I feel this will be a good edition so that new players can come to here to see how manifolds are built rather than having to explain it in every video.

In this video we cover wha...

▶ Play video
broken stream
#

ty

cinder silo
#

If moving radioactive items , you'll be better served with load balancers as shown here: https://www.youtube.com/watch?v=G5d4foufHGE&list=PLQo-FPWWaZE-jn38NUxfxh5S2VyJNjnO3 , it is an entire playlist guide of different numbers of outputs.

Satisfactory 1 to 2 splitter | Tutorial Ep 1
✅ Merch: https://teespring.com/stores/random-gamer
🕹️ My Setup: https://kit.co/Random_Gamer/gaming-editing-work

This tutorial is about splitting one conveyor into two conveyors.
We need one splitter for this setup. Two of them while stacking of course.

🎬 Most recent videos: https://www.youtube.com/...

▶ Play video
#

I've used this playlist as my go-to for specific applications 🙂

broken stream
#

i have 700 in satisfactory so i can do input and output but ty

#

i was asking if i could use algebra in satisfactory

#

X and all that

wind spade
#

1:2 splitter tutorial? 🤔

broken stream
#

wtf is that

cinder silo
wind spade
#

isn't that just "build a splitter"?

#

why would you need a video tutorial to 1:2 split lol

cinder silo
#

The 1-5 I used as a floor plan for my 1-100.

broken stream
#

i dont get what is happening

#

why was i being so dum

cinder silo
#

Making mistakes or missing something is not being dumb.

broken stream
#

ok

#

ty

frosty owl
cinder silo
#

Yeah trying to ignore the fact I said at the start it was a damned playlist is just meh.

wind spade
#

no matter if it's a playlist or not... there's still a video with 1:2 splitter

cinder silo
#

Not my fault or problem 🤷‍♂️

wind spade
#

well I'm not saying it is. I'm just asking why do we need a video for 1:2 splitter 🤷‍♂️

oblique hollow
#

@wicked tinsel not the best but definitely workable

#

might be possible to stack vertically tho

wicked tinsel
#

for those i usually make clip manifolds

#

like this

cinder silo
wind spade
#

I didn't ask you tho 🤷‍♂️ I was just writing here

oblique hollow
#

yea stacks fit surprisginly

#

soooo.... new meta design

cinder silo
#

Though I have encountered some people who probably need that 1-2 guide 🤦‍♂️ because some folks have been that dense.

oblique hollow
#

possibly

oblique hollow
#

that works too

wicked tinsel
#

now

oblique hollow
#

unless you wanna fit 2 manus in one blueprint

wicked tinsel
#

you can put two of those with little shift

oblique hollow
#

then its stack time

#

i think you can rotate the blueprints.... maybe?

wicked tinsel
#

those are mirrored, but i guess you can make two blueprints

oblique hollow
#

just gotta take this design and make it split-able

oblique hollow
#

and its easy too

#

3 refineries fit too

wicked tinsel
#

yeah

#

the problem is, they dont fit into double manifold, and neither should assemblers

#

so you can only really build one side and then need to connect other side manually or give up on it

#

what im curious tho

upbeat tide
#

Attempting to make tiny blueprints?

wicked tinsel
#

is the blueprint maker surface snappable or not

#

from video it looked unsnappable, but shall see in practice

oblique hollow
#

might be an error

#

.... possibly to make stuff fit?

wicked tinsel
#

gonna be pain if there is no snapping 😄

oblique hollow
#

might be toggle-able

wicked tinsel
#

each blueprint is offset by 10 cm

oblique hollow
#

ok so for blenders and manufacturers, its gonna be a stack design if you wanna fit 2 into one blueprint

#

else you gotta make a modular design for one

wicked tinsel
#

i guess its ok

barren elm
#

Why would you bother doing that though? You could just place the blueprint twice

wicked tinsel
#

btw, i hate when refineries are built like this due to their awful clipping :<

upbeat tide
#

Eh takong a look not a total fan. Knew would be restrictive but doesnt really work with my design philosophy

#

Unless they can be snapped together modularially

barren elm
#

Just because the bounding box is 32x32x32 doesn't mean all your designs need to be 32x32x32

oblique hollow
#

on the bright side: this fits? and can be connected

wicked tinsel
#

knowing coding quality of this game, i fully expect there will be no validation in the blueprint file loader and it will just allow bigger blueprints if file is manually edited 😄

oblique hollow
oblique hollow
magic island
#

for assembler manifolds, it's gonna be far more valuable to blueprint the input side than the output side. I would just just BP a single row of assemblers so I could work that part in

oblique hollow
#

yep

#

and then just a mirrored design

barren elm
#

Tbh I hope they increase the size of it, 32^3 is so restrictive that you can't even get a double manifold going without practically choking splitters down the constructors

oblique hollow
#

in brighter news: it makes foundation platform building easier

#

just click 4 x 4 platform

barren elm
#

I wonder if it allows snapping to world grid

arctic willow
oblique hollow
#

unlikely, would mean mirroring buildings

arctic willow
#

true

oblique hollow
#

you likely have to make "left" and "right" designs

arctic willow
#

fine for symmetrics but offset buildings (like foundries) would be an ass

oblique hollow
#

so halves

wicked tinsel
#

depends how snapping and repeating will work with those

oblique hollow
#

shouldnt it all snap fine?

wicked tinsel
#

not really

oblique hollow
#

they do have grid alignment on foundations

wintry aurora
#

We'll find out in experimental next week.

wicked tinsel
#

if you have 4x4 foundation blob

#

then which of 16 foundations does it snap to?

oblique hollow
#

you likely need a 4 x 4 platform that fits it

wicked tinsel
#

like if you point on side of existing foundation with that blueprint

#

maybe there will be some way to mark something as reference point

#

that would be the easiest solution

#

like you mark one foundation as reference and then when building blueprint, it behaves as if you were building that foundation (and then spawns rest of blueprint once clicked)

wintry aurora
#

Should be able to just rotate it, and yea, all questions that will be figured out in experimental.

oblique hollow
#

and once again: if its not immediately as expected, QA site exists

barren elm
#

I kinda doubt it's smart enough to know how to snap foundations

oblique hollow
#

this is proof they read feedback on there

barren elm
#

Sounds like coding hell

arctic willow
#

from the looks of the video it sort of is and sort of isn't

barren elm
#

The video just has the good old 10cm...ish snapping

#

Is it 10cm?

wicked tinsel
#

the video has no snapping at all

barren elm
#

It does

wicked tinsel
#

it snaps to the guideline

barren elm
#

It has all snapping

#

You can see the blueprint stagger as his mouse moves

arctic willow
#

with the buildings you see the 1m snapping as he moves them along the foundations

#

and the 4x4 foundation grids snap to each other as well

wicked tinsel
#

🤔

#

yeah, there probably is some magic to it, shall see when its released

arctic willow
#

where a 4x4 foundation block snaps to a 2x2 (say) foundation setup remains to be seen

wicked tinsel
#

https://youtu.be/9KBQyjy-a6g?t=338 this part is weird, it seem like mergers/splitters dont respect the snapping

We finally reveal what the new machine coming in Update 7 is used for! Hope you'll find it useful!

⬇ Overclocking Info ⬇
https://satisfactory.fandom.com/wiki/Clock_speed

⬇ How to switch to Experimental Branch ⬇
https://steamcommunity.com/app/526870/discussions/0/5595176692476878404/

⬇ Links and Info ⬇
Website + FAQ ‣ https://satisfactorygame...

▶ Play video
#

but buildings earlier do, maybe bug

#

either way, i really like this, will be really useful, particularly for decorations/architecture

#

repeating stuff is super pain when building good looking stuff

barren elm
#

Oh you meant placing on the pad itself

wintry aurora
magic island
#

i did notice the mergers/splitters were acting like they were placed on bare ground, instead of how they would act on a foundation

barren elm
#

Yeah I 100% guarantee someone will make a 3rd party tool to edit the values of blueprint data to get them all perfect

#

Just like SCIM lets you change the positions of stuff in your save files

wicked tinsel
#

yeah

#

i expect the first tool community will make is one that makes blueprints from existing builds

arctic willow
#

second (after the one that breaks the size limit)

barren elm
#

I do hope there's no size checking

#

I don't expect to blueprint entire factories, but that's so smol you can barely blueprint constructor manifolds

arctic willow
#

problem is how big do you go

wind spade
#

I find it a reasonable compromise between "blueprint entire factory and take the fun out of the game" and "no blueprints" 🤷‍♂️

wicked tinsel
#

i think 6x6 should be able to fit the two row refinery build 🤔

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i guess the two row refinery blueprint is what i would consider "reasonable" size

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especially since those are super pain to build without clipping

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and pipes love to bug when building in constrained space

magic island
#

all I would ever want blueprints for are the repetitive tasks. I still want to fully design factories myself and integrate them into the space

but I like that whenever I find myself doing the same clicks over and over, I can take it to the Cube

barren elm
#

I think an extra 1 single foundation size would make a world of difference

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But yeah it's better than nothing

wicked tinsel
#

yeah, its better than nothing

barren elm
#

They said they wanted to figure out a solution for if your blueprint has 1 minor error

wicked tinsel
#

honestly

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they need undo button, thats all there is to it

barren elm
#

I really hope that's an undo button lol

wicked tinsel
#

factorio had unto button for years now

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its really shame there isnt one here

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especially for deconstruction

barren elm
#

Factorio knows people are really just here for interactive spreadsheets

magic island
#

I would rather retain the ability to alter/fix things within the blueprint after placing, than have it be all-or-nothing where I can only delete the whole thing

and my understanding is that it's currently the former

barren elm
#

I think "minor error" here was like, building it slightly off from where you intended

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Where there's no error in the blueprint itself, but you'd still have to deconstruct it all to get the position right

wicked tinsel
#

i really would like to blueprint this sort of construction, i made thousands of those

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and they are like worst thing to build due to how game handles splitter building

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but this is too big for that blueprint planner

oblique hollow
#

if you could turn it

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hm wait...

barren elm
#

Not really? Unless there's mirroring, all your splitters/mergers would be the wrong way

wicked tinsel
#

^

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also, you still need to build all the lifts/ belts

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since they dont auto connect

barren elm
#

Yeah the more I think about it, the more I think 5x5 would be just perfect

wicked tinsel
#

pls upvote

magic island
#

if you can BP the floating splitters and main belts in place, and then BP the assemblers separately, the lifts should be trivial if you've lined it all up right

wicked tinsel
#

yeah, that only works if you keep your staff flowing 😄

median heath
#

Why would items stop flowing?

wicked tinsel
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and you probably cant build that either, since that probably wouldnt fit anyway

barren elm
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Yeah you don't need to keep stuff flowing, just clip all the belts through each other

frosty owl
wicked tinsel
#

for record

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this is how assemblers look like on 4x4 surface

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even with Sevrahn's way, there is not enough space for output

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you know what else doesnt fit into 4x4 surface? train intersections

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and i sure as heck would love to blueprint those

barren elm
#

That feels like SCIM blueprint territory tbh

wicked tinsel
#

ffs :<

frosty owl
#

Refineries could definetly use more than a 4x4 for nice blueprinting of them

median heath
# wicked tinsel this is how assemblers look like on 4x4 surface

My hatred for blueprints aside:

I'd be fine with this because I don't always know which way I want the belting to go.
So just dropping the buildings without the belts would be my primary method given if you want to change belts you have to delete them all anyway.

barren elm
#

How does one even hate on blueprinting

median heath
wicked tinsel
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i had been playing this game for years, the worst part is placing rows of buildins and then making sure the spliters, belts, pipes & lifts are properly connected

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it never works properly

frosty owl
#

Scoffs hehe

wicked tinsel
oblique hollow
#

just not facing each other

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but connecting one half to a pre existing manifold line is a lot easier than building it all by hand

oblique hollow
frosty owl
wicked tinsel
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well, they dont really work, coz those spikes are everywhere

oblique hollow
wicked tinsel
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hadnt played U6 at all coz of how bad it is

magic island
#

i guess the main thing you can do with refineries is pre-attach the junctions/merger/splitter on each side. then you can easily tile and connect

wicked tinsel
#

there is no way to fix it either

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i think i will start those blueprints by making bunch of building+splitter+merger combos

median heath
#

@oblique hollow random: Does a train station fit on the blueprint platform? hehe

barren elm
#

It'll make a lot of pointless busywork like roads and rail pillars much easier at least

wicked tinsel
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U5 station would, U6 station is bugged so probably not?

barren elm
#

No train stations are 5x2x5

wicked tinsel
#

iirc

median heath
#

Blueprint for Truck Stops 😉

wicked tinsel
#

there would be no point anyway, even if it would fit

frosty owl
#

I wish I could blueprint a assembler+manufacturer combo instead of a single manufacturer

oblique hollow
oblique hollow
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4x4x4 fits 2 manus stacked on top of each other + floor inbetween

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plus belting

barren elm
#

You just know that code wise these are all going to only care that a building's centrepoint is within the 32x32x32 grid

frosty owl
barren elm
#

Hell with any luck it won't even check for that

wicked tinsel
#

i doubt loaded blueprints will do any checking, its way beyond what this game usually delivers

oblique hollow
#

and its also kinda the philosphy as always
"if you really wanna do it, sure, go ahead"

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wanna take a dump on performance? yeah, load that 50x50x50 blueprint

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heck i'd be surprised if the game didnt just crash from large blueprints and that being the limiter on their size

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"nope, too big, system doesnt support it"

#

probably more an entity counter limit

median heath
#

With the way Snutt described them I believe the intention is not geared towards T5+ buildings.

Like the model is for building dozens of the single-input/output builds (Constructors/Smelters)

wicked tinsel
#

i had sent save to Ben to check it, but it kinda went nowhere

barren elm
#

Try blueprinting your whole factory and throwing it into a fresh save file

oblique hollow
wicked tinsel
#

hmm

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not really tbh

frosty owl
wicked tinsel
#

no clue from what, i would need Ben or someone other to tell me

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probably from architecture, there is a lot of pillars making structures, but eh

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its nowhere near the way that should cause such performance drop

oblique hollow
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from what i heard, Ben's latest work improved belt performance by 30%

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or rather, will improve

frosty owl
#

Architecture should just impact RAM usage. You're not out of that, right?

oblique hollow
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and some entity optimization

wicked tinsel
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i got absolutely beast of pc

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3090, 64gb of ram

frosty owl
#

Doesn't answer the question

#

Do you run out of RAM when running your savefile or not?

wicked tinsel
#

ofc not

frosty owl
#

Why do you seem to assume I should know how much RAM your savefile needs to run? thinking_helmet

wicked tinsel
#

game itself allocates 8gb ram when running

frosty owl
#

As far as I know, the game can easily demand >10 GB or RAM with savefile bigger than ~5 MB

oblique hollow
#

i assume light quality is on high at best?

#

or do you not use many lights at all

median heath
#

@frosty owl about the 5x5 thing:

I wonder if they intentionally chose 4x4 because they know what people can do in 5x5 and that was the intention of they don't want the feature to be able to do that much.

frosty owl
#

I guess I should've picked up the challenge so that I could've shown why they should've made it 5x5 for starters jace_smile

wicked tinsel
#

its not completely unplayable, it runs at like 30-40 fps when in multiplayer

oblique hollow
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aaaaand in SP?

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wait its MP anyway

wicked tinsel
#

50-60

oblique hollow
#

oh so with another player its worse

wicked tinsel
#

tho the whole combo of U6 changes, that delay, pile of bugs that keep showing up somewhat soured the experience

frosty owl
#

50-60 is unplayable?

wicked tinsel
#

the problem is, its not 30-40 fps constantly

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there is some shit going on in render thread, so it randomly drops a lot

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and that is annoying af

oblique hollow
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..lights?

wicked tinsel
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like you rotate the camera and it freezes

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might be lights, but im not too sure about it

oblique hollow
#

check your lights setting

wicked tinsel
#

we dont have too many lights, also they have pathetic range anway

oblique hollow
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if its ultra you are in danger

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or at least your PC might be

wicked tinsel
#

:

oblique hollow
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also, check particle effects

wicked tinsel
#

might be ultra 😄

oblique hollow
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not the best idea

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ultra is a pure performance waste

frosty owl
#

Step 1 of getting better FPS: drop video settings

oblique hollow
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changes nothing looks-wise and runs worse

wicked tinsel
#

the thing is, its slow that way no matter where i am

frosty owl
#

Step 2: pray the difference is noticeable hehe

wicked tinsel
#

probably the factory itself is what lags

oblique hollow
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is it a mega factory or what

wicked tinsel
#

we did some reserach on that coz for my friend its even worse

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not really mega

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he doesnt play on ultra lights 😄

oblique hollow
#

also check the VFX setting please

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theres no notable difference (from what i could tell) visually between high and ultra

#

but ultra also performs a bit worse

wicked tinsel
#

i will try it later

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there is also yet another bug with railroad i see

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some train crashed, which should not be possible without bugs

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ehh, maybe it will get better one day

frosty owl
# wicked tinsel probably the factory itself is what lags

I'm inclined to think a lot of signs in one place can cause weird (possibly similar) performance issues, even when far away.
Maybe something about how much info-per-pixel there can be when having a lot of them, with all their individual colours, texts, animations, reflections...

As a sidenote, imo signs are still in an early-mid stage, optimization is to be expected

oblique hollow
#

so far the probability for all that is yes%

#

every issue ive heard or seen, at some point, is resolved

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just not at the same time

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and i think once content addition is done is when a lot more polish is done

wicked tinsel
#

had they fixed the lift off bug? 😅

oblique hollow
#

the what

wicked tinsel
#

if you are using the flying thingy (hoverpack?), it tends to get stuck in going up form

#

some combination of flying & opening menus cause it

oblique hollow
#

i think that need an edit to the key input system

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many things have similar issue

frosty owl
#

I think they fixed the bug with custom colored lifts loading black, recently.
Not sure if it wasn't just my extreme lag playing tricks

oblique hollow
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hold any key and open some menu > key gets stuck

wicked tinsel
#

ah that yeah, seen that before

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there is also some obscure bug where parts of factory had cursed zones that refused to work with multiplayer

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i never got down to what the heck causes that

#

there are zones where clients cant build belts/lifts

oblique hollow
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heard of that before, but if its cryptic to us is cryptic to the devs too

frosty owl
#

As someone who colored all of their beltwork and all with custom, that bug annoyed me a bit hehe

wicked tinsel
#

its 100% reproducible

oblique hollow
#

how

wicked tinsel
#

there is just zone in my factory where clients cant build stuff, it just doesnt work

oblique hollow
#

i never got down to what the heck causes that

wicked tinsel
#

server guy needs to go there and build from his pov

oblique hollow
#

if you cant find out the cause how is it reproducible

wicked tinsel
#

there are few such zones, but its 100% reproducible in them

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but no clue what caused the zone to be created

oblique hollow
#

in those zones, but how are those zones made

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like... if you heard "yo in mp sometimes some zones become cursed"
and you are there just "..... how the hell did that zone appear"

#

I'd have no clue as a dev what to do there tbh

wicked tinsel
#

load the save, go to the cursed zone, check wtf is happening there?

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then figure out how it could had gotten into bad state

#

there is probably too many of something and it bugs on some artificial limit? dunno

oblique hollow
#

well... can the save be loaded by others and does it exist in SP?

wicked tinsel
#

it doesnt exist in SP, its purely multiplayer bug, it only happens for client

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there is probably some overflow on network layer and it refuses to sync stuff

oblique hollow
#

so now the chance that, if i load the save, tell some other dude in my office "yo play with me" and i do not run across it, then like....

#

non the wiser

wicked tinsel
#

well, sure, it can always fail to reproduce for someone else

oblique hollow
#

then you need a lot more test cases but you can't know how long it would take to encounter

wicked tinsel
#

but you know, ultimately, pile of such minor/medium issues adds up mentally

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to the point where we were like "meh, its unplayable, fuck it" and hdnt really played it since little before U6

oblique hollow
#

i know, but nailing this stuff down is also not easy

#

it took a lot of testing for US to find that dumb fluid loading bug

#

and then when we nailed it down did it finally get fixed

#

but that took multiple hours of tests

#

i think such multiplayer replication bugs will get pushed to the end of 1.0

frosty owl
oblique hollow
#

as those are, frankly, among the harder parts to test

#

personally i would also push those back as long as possible

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because "i got other issues i can more easily find and fix"

frosty owl
#

Do you think we could increase the chances of them fixing the throughput issues if we get more data on it? snuttstach_think

oblique hollow
#

i mean its all pretty solid now

#

junctions and mk 2 backflow into junction

#

and mk 2 wanting to flow when full

frosty owl
#

Yeah, we could just crunch more precise numbers and make sure wether welded belts are immune to loss or not

oblique hollow
#

a pure mk 2 pipe with no junctions has like... no isues moving 600/min

#

oh belts

#

eh, applies to both

frosty owl
#

Yeah, though I only test belts the logic could be extended to pipes somehow, depending on coding similarities

oblique hollow
#

from what i can tell theres 0 similarity

wind spade
#

inb4 Sev comes with "don't think of pipes in terms of belts"

median heath
oblique hollow
#

just that outside the behaviour is somehwhat similar

wind spade
#

YES

median heath
#

@wind spade 👋

wicked tinsel
#

i doubt pipes and belts share any code

oblique hollow
#

they are coded entirely differently

wicked tinsel
#

the problems with them are probably two different bugs

oblique hollow
#

ive been into modding and learned some more about pipes

#

the true inner flow math is still a mystery, but the outer layers are clearer to me now

wicked tinsel
#

belts are also somehow tied to FPS on server/single player

oblique hollow
#

how wouldn't they be

wicked tinsel
#

you can see it easily on the overflow splitters

#

they bug when fps drops, even tho it shouldnt happen for properly written simulation