#math-and-meta

1 messages · Page 18 of 1

frosty owl
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In an ideal world... hehe

oblique hollow
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we've been into it before: satis is in fact not deterministic

wicked tinsel
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so what likely happen, they are written in gaming way, to advance simulation by fraction of second, and this breaks when that fraction of second is too long

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and probably for 780 belts, they are so fast that even properly timed simulation is too slow for them

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at least that what i got it from empiric experiments

oblique hollow
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its the transition segments

frosty owl
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Which, considering how there's never no drop of FPS or whatever at all, makes it so that there is never no throughput loss, even with 60+ "stable" FPS

oblique hollow
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the belt to belt connections

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pipes dont have pipe-to-pipe throughput issues funny enough, but they have other issues as we know

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or maybe they do, but because they are in 1000x units, its less noticable

wind spade
wicked tinsel
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yes, but the issue is more prominent the faster you get

frosty owl
oblique hollow
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then again factorio has the curve issue, so its not like stuff is perfect
i think you posted that, didnt you Ven?

frosty owl
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Just a link to someone mentioning it

wind spade
oblique hollow
frosty owl
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The bug?
I think they fixed it, by recent convos on Discord relating to that

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You should ask @barren elm for more

oblique hollow
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you cant really find anything on goggle regarding that so cant verify xd

wind spade
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it's possibly just the bug they had a few years back (and fixed)

wintry aurora
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Which bug are we talking about here?

oblique hollow
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Factorio belt and Satis belt issues

barren elm
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Factorio curve compression bug I think? Pretty sure that's fixed

wind spade
vapid gorge
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Right, got my hopes up there

median heath
vapid gorge
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it comes in patch form

median heath
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FICSIT giveth (Sprint Lining)
and FICSIT taketh (Blueprints..)

uncut sigil
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Is Hope as bad as Bliss or can we keep civilisation this time?

median heath
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Bliss is allowed.

fierce ruin
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I am curious, FPS or compute aside what is the fundamentally limiting factor in terms of an upper bound in Satisfactory?

barren elm
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I mean the answer is fps so I don't know why you'd exclude that

fierce ruin
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I am excluding it because I want to know what factor otherwise would define the upper bound, since that gives a better understanding of the game on a mechanical level.

barren elm
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Having a hard time translating the question into something answerable

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Are you asking what in-game resource you're likely to run out of first?

versed violet
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TIME

fierce ruin
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That would be one potential upper bound yes. It equally could be throughput for example.

barren elm
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Most end-game products have enough alt recipes to allow you to use a wide variety of resources, so as you run out of one resource, you can just use another

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Contrary to what you often see around here, there's rarely a "best" alt recipe

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Steel is a prime example, if you were to use the whole planet's worth of resource, you'd end up using every single steel recipe at some point (excluding the default)

oblique hollow
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The engine limit is the amount of "things" the dev can put in the game before the Engine's Garbage Collector freaks out and crashes the game. Can't increase that limit without unforseen instability issues

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The unreal objects make up all of the stuff in game, to the most degree

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Building more stuff increases the number of objects that the GC tracks

fierce ruin
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I am aware of Uobject limits to be clear.

oblique hollow
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right, then the other limit is simply CPU, due to the Factory Logic

fierce ruin
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Again my interest lies not in technical limitations. My interest lies in where the mathematical boundaries lie mechanically

oblique hollow
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what would that be? got an example question?

fierce ruin
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Basically assuming infinite compute, what would be the ultimate bottleneck

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What would stop the factory from growing first.

oblique hollow
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assuming you never crash and the game always performs well: resource extraction limits

fierce ruin
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Its almost safe to assume its not space, so it is either throughput at some point, or its a given resource

oblique hollow
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for the higher tier parts, its usually bauxite / quartz / nitrogen

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so that limits your high-tech parts

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on the lower tiers, its oil and copper i think

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and even further down, coal

arctic willow
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theoretically it could be space; the power can be maximised by underclocking everything

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run everything at 1% to minimise power requirement and you might be able to run out of room before resource

oblique hollow
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that would also cause you to die of old age

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before you get even one heavy modular frame produced

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so if you maximize power efficiency, the mechanical limit is your life expectancy jace_smile

fierce ruin
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That is an interesting point. Basically what to optimize or maximize for

oblique hollow
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definitely not power, you got nuclear

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that is finite, but enough to yield a few TW i think

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if you use plutonium that is

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with that however, you have a finite space and time for your save

fierce ruin
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I think that is almost a given in any endgame base no?

oblique hollow
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before everything is just containers of waste

fierce ruin
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To use plutonium I mean

oblique hollow
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eh, not needed

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most cant even use all of uranium power fully

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only if you REALLY build big

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which isnt the norm actually

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with U7 it MIGHT due to blueprints, buuut i doubt that

fierce ruin
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I mean yeah only fraction of the playerbase actively pushes a given game to its limits.

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My best example in that regard is that the civ community was adamant that the vast majority plays and wins on diety regularly

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until Firaxis gave them telemetry that showed that over 80 percent never won above settler (the easiest difficulty)

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Meaning to say those involved in communities always tend to be more competent in a given game simply due to their longer and or more intense engagement with a given community

oblique hollow
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in that case, most of the large save owners / large builders here run into the limits of bauxite i think

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but alts complicate all this

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you can shift the balance around heavily with those

fierce ruin
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I love the whole alternative recipe idea

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it gave the game a lot more depth

oblique hollow
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definitely

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a simple example i can give: solid steel

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it uses iron ingots and coal to make steel
not that interesting at first

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UNTIL you look into recipes that have great iron ingot efficiency

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namely iron alloy and pure iron

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with those, coal is your limit on how much steel you can make

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theres only enough coal to cover like 30% of ALL iron ingots made

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hence the other steel recipes are needed to maximize steel

fierce ruin
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To be clear I am still at best middling in Satisfactory. Just recently came back to it because I needed a pallete cleanser after doing a Krastorio 2 and Space exploration mod run in Factorio which nearly broke me.

oblique hollow
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theres not enough coal or oil or sulfur to use all the iron on the map to make steel

fierce ruin
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But I love to push games to their limit thus my curiosity

oblique hollow
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im currently dabbling in modding, having taken a slight inspiration from factorio regarding oil processing, else ive tried to give everything my own twist

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in vanilla, im at tier 8

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but i have yet to automate most elevator parts

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but yeah, due tu us NOT being in an ideal world, your PC resources are a major limiting factor

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with enough size, your save might not even boot

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else, if you somehow get it to load every time, the limit really are the resources

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theres enough space for factories to use up all the high tier resources

fierce ruin
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I have a middling machine. Ryzen 5 3600, 16 gigs of ddr4 ram and a RTX 3060

versed violet
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are flower petals still a thing? I noticed the flowers in grasslands are not harvestable anymore

oblique hollow
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yes they are

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still used to make color cartridges (used to apply decorative patterns)

versed violet
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so they only drop from trees now?

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and there is 4 types of alien body poarts, not just organs and carapaces?

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is there any reason to keep the alien remains around after unlocking mam research?

sonic wasp
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Yes

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They are going add ability to sink them for points separate from the other sink points

median heath
median heath
versed violet
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SCIM does not have the tape locations yet??

sonic wasp
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kibitz has a vid

smoky quiver
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Has anyone figured out the optimal Uranium plant to Plutonium plant to maximize the power output?

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Currently, my math says just under 115 uranium plants and 305 plutonium plants.

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Uses all the uranium, and outputs a ridiculous amount of power.

upbeat tide
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Plut being sunk atm with 252 active reactors

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But if/when I burn the plut can get a max of 476 reactors

wind spade
arctic willow
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can you not sacrifice some uranium for more plutonium?

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(i don't know, i'm genuinely curious)

upbeat tide
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You dont need to as the base non fissle recipe doesnt need uranium ore

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Only side effect is slightly less non-fissle and you lock out making nuke nobelisks unless you pilfer from the belt/factories

smoky quiver
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Fertile uranium is more efficient with Uwaste though, at the cost of using some raw Uranium. my math create 30.5 Prods out of 1146 Uwaste

near zenith
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49.8 urods, 12.45 plu will get you one nuke nobelisk per minute fyi

arctic willow
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according to wiki you lose more power in uranium than you gain in plutonium by using the alt

upbeat tide
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Yea fertile really isnt that good

smoky quiver
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I disagree, with 115 and 305, you end up with 543,760k MJ and with 252 and 224 you end up with only 525,000k MJ

upbeat tide
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Uum each reactor makes 2500 MJ

252 reactors = 630,000MJ
224 reactors = 560,000 MJ
Totaling 1,190,000 MJ

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Your setup is close but 140,000 MJ lower in max

smoky quiver
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I don't know where my math got all screwy, your math checks out.

glacial hemlock
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1 reactor makes 2.5 GW, or 2500MW, or 2500MJ every second

fierce ruin
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2500MW != 2500MJ

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1 MWh = 3600MJ

median heath
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What if Sprint-Lining cost you like 5-10MW to use? 🙂

glacial hemlock
median heath
next bramble
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is there a calculator that would more help me when it comes to min/maxing my production from ores?
i have 4 pure iron nodes really close to one another but currently am using 2
so I want a more automatic form of calculating how to use those 240 iron ores by choosing my end recipes

sand epoch
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Calculator.. or production line planning?

next bramble
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uh production line planning, but without the planning, I just put in my max ores i can provide and it calculates and plans everything out for me

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that is also nicely rounded

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so all machines end up at 100% efficiency

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and i wouldn't have for example a machine working like 15% of the time while the other one working 100% of the time

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daniel's planner on github works close enough, but i still gotta adjust my end products so it works as close as possible to be rounded up

fierce cypress
eager igloo
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ok so i need some math help to double-check some numbers

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i have 5 blenders in a line using 104 water each per minute and they produce 86.667 per minute. so i have a total of 433.335 run-off per minute. if I feed that back in to the loop after a valve choked down to 166.7 that should give me 600 correct? im not using the full 600 in the pipe though. will that cause a back up?

fierce cypress
eager igloo
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fresh water

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i have the run-off going through a pump to keep it one-way

fierce cypress
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it could work but i'd probably rather use a VIP just in case, or even better segregate the fresh and byproduct water systems entirely

eager igloo
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I've never had success with vip

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I've tried several times and they never worked for me

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I've been forced to use wet concrete to get rid of it in the past and I want to do it right this time

fierce cypress
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the most stable solution and the one i use is to segregate the systems

eager igloo
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I'll do that if I have no choice but are my numbers right?

fierce cypress
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your numbers are right yes

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what clockspeed are the blenders at?

eager igloo
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173.333 I'm processing 260 bauxite per minute so I can feed 3 blenders on 1 mk.5 belt

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And I have 36 of them total

fierce cypress
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instant scrap right?

eager igloo
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Yeah

next bramble
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or at least i couldn't find such option

fierce cypress
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wdym by rounded max prod?

vapid gorge
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I'm guessing not repeating decimals?

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that link does do 1900 flat though

next bramble
fierce cypress
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i see

vapid gorge
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whats wrong with 1.5 copper sheet per min?

fierce cypress
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but thats just on you to find numbers to work really i suppose

next bramble
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i don't wanna do 1 and a half constructors, i wanna aim either for one, or for two and if i use one, then take into consideration a power slug

fierce cypress
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i dont think theres a calc that does that for you

fierce cypress
vapid gorge
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no slugs needed

next bramble
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i'd still have to unlock clocking

fierce cypress
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and thats a problem why?

next bramble
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or is it now auto unlocked?

fierce cypress
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nope, still in the mam

vapid gorge
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or do double of both and have 12 for the wire and 3 for the sheets xD there are many options

next bramble
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yeah i'd rather have my brain turned off and just follow a already made plan

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thinking makes my head hurt

vapid gorge
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so build 2 constructors from that 'ready made plan' and they'll only each be on 75% of the time and you won't need to under clock shrug

fierce cypress
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@eager igloo for a segregated system do something like this:
all you need is 86.666 recurring fresh water in to feed that rightmost blender, and the other 5 are fed off of the waste water, then for the alu output you get your 5 orange lines with 520/min each - you just combine the two weird clockspeed refs together

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or alternatively the other way that people do with instant is they feed the 50 waste water/min back into the sulfuric acid one which also needs 50 water/min so its a 1:1 ratio there

median heath
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Cries in imprecision.

fierce cypress
glacial hemlock
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For me, 0.0001 doesn't matter because it can take thousands of minutes before taking effect. And even if it does, the machine maybe only interrupted by few seconds

fierce cypress
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imprecision is imprecision simon_smile and sev no likey

eager igloo
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Also how is it imprecise if it uses the full amount and runs at 100%?

fluid forge
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So then you have 3x

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And otherwise just build 2, one will just work 50% or both 75% of the time

oblique hollow
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6 becomes 12, 1.5 becomes 3

median heath
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Random thought about the blueprinter:

Everything he showed involved the Hoverpack, so will be interesting to see how it operates for people like me who build from the ground level.

barren elm
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Presumably the same but more annoying

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Kinda funny, my first thought on that vid was that I'm surprised he wasn't using some kind of fly command instead

median heath
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If it can snap it would be the same.
If it can't my current building method is faster 🤷‍♂️

barren elm
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It can snap

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It showed foundation to foundation snapping, alignment snapping and "it's on a foundation snap to the nearest 10cm" snapping

uncut sigil
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A lookout tower is almost as good as a hoverpack if you're building on a small area. I think it's going to be a little earlier. I'd say phase three would fit in terms of scale, but I can see it being with steel somewhere if they want it to be a major convenience for pulling people in.
Especially considering they mentioned wanting to fit coal generators into the box. Why bother if it's going to be way past fuel until you get to use blueprints?

barren elm
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You get to use blueprints from minute 0

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Blueprints are independent of your save file so you can just import whatever you want

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It's only the "blueprint maker" that needs building and unlocking

median heath
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VIP junction.

uncut sigil
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Ok, chicken and egg thing aside, the game needs to introduce blueprints at some point, and it's not going to do that by saying: btw, here's a thing you can download off random people on the internet 😛

upbeat tide
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I kinda wish the bp maker was 40x40x40. Would make fitting in refineries and the inputs a bit easier

median heath
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Plz... no.

barren elm
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Yeah Snutt could barely fit the manifold in

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Like I can see their goal of not wanting to create something that lets you just vomit out factories

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But it's so small that even individual factory chunks look cramped

median heath
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Good.

barren elm
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Let's hope the dimension checking is sloppy enough to allow larger prints

median heath
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I am against that hope 😁

barren elm
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I'm just happy it'll be able to fit my "sushi but better" layout in

ruby field
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What happens of you push too much plastic in there?

median heath
median heath
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Like if I end up using the BP machine at all I won't put belts in it. Because I sometimes change my mind about direction and I'd rather not delete all of them.

barren elm
sand epoch
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Wonder if bp will let you preset ss and ps...

median heath
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sp?

magic island
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I think everything inside the blueprint will preserve settings. machines will definitely preserve recipe, clockspeed, and shards

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that's why snutt was able to make distinct rod/plate manifolds, not just a generic 8-constructor manifold. logically, smart splitter settings should carry over too

sand epoch
median heath
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Splitters do.

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They added that in U6.

sand epoch
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Must have missed that memo

barren elm
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It'd be kinda funny if you could make a bp with an alt recipe that you don't have

median heath
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The only thing I want to try is using beams to make a lot of random wire crossings, then delete the beams and save it so you can copy/paste a floating ball of yarn.

median heath
oblique hollow
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great news: you can fit lookout towers into the designer in case you ever need 4 x 4 lookout towers xd

winter grotto
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thats rad

barren elm
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The more I build and test this rail network

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The more I realize path signals have no reason to exist

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Even in junctions with crossed rails they're more harm than good

median heath
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They work decently when chained. But you have to build with that in mind. Otherwise yes, using just blocks works for the vast majority of cases.

fierce cypress
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the beltwork should stay the same yea, that setup will use 1300 baux/min which should be the same

eager igloo
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?

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oh

fierce cypress
eager igloo
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no worries

fierce cypress
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all ive done is split the 5th refinery into two, the last two refineries on the right hand side will consume the same and produce the same amounts as one of the other ones clocked at 173.3333%

eager igloo
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ok. also i posted a pic of my pipework in the screenshots if you wanna give it a lookover.

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i can easily adapt it over to yours though too

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the white pipes are run-off water

fierce cypress
eager igloo
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I've never had success with VIP. but yeah i designed it to easily send the run-off to a concrete sink if all else fails

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if this doesn't work im gonna change to give your design a try first though

median heath
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@deft lichen has anyone done testing on the new nobelisks?
AoE radius, effect duration, etc.

deft lichen
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nothing at all, we don't even have damage values

median heath
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Base Nobelisk: 8m Radius
Pulse Nobelisk: 10m Radius
Cluster Nobelisk: 8m Radius, shoots 5 additional nobs up to 8m from original blast, each with their own 8m radius.
Gas Nobelisk: 15m Radius, 30s duration.

Testing NukeNobs atm.

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NukeNob: 25m Blast Radius, 30s total Radiation duration, 50m Radiation Radius that rapidly decays towards origin.

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As for damage numbers, 🤷‍♂️

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Hope that helps @deft lichen

median heath
upbeat tide
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@oblique hollow why VIP distruster?

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something change with the method?

median heath
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They still work, he just distrusts them because they shouldn't work if I recall his reasoning.

upbeat tide
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aah ok

supple belfry
# barren elm Even in junctions with crossed rails they're more harm than good

I've been wondering about this myself. Regretably built out a bit of an elaborate series of junctions early in my rail network, and I'm too lazy to fix it. Using block signals, locomotives seem to slow down at every intersection. Will path signals fix much of this? It's not terribly high-traffic, but there is the possibility of collision there....

fierce cypress
fading coyote
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Wow I wonder if im doing way too much math for being so early in the game

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gonna have to start writing programs by the time i unlocked the next tier

fierce cypress
fading coyote
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hmm

fierce cypress
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or do it your own way, both are valid

fading coyote
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oh wowers

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Im trying to calculate ratios to split things into

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At least it looks like my math is right so far

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rod needs to be split 5:9 for rotors, etc

vapid gorge
fading coyote
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Nope

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Just barely put down the space elevator guy

vapid gorge
# fading coyote Nope

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
vapid gorge
fading coyote
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hmm

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I mean hey conveyor splitter/merger can get you any fractional split

vapid gorge
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You can ‘load balance’ and split exact number sure but manifolds are just as efficient as load balancing and much easier to set up

fading coyote
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What are the definition of those two phrases

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I'll show what im imaging rn if ya dont mind

vapid gorge
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Load balancing is when you split belts in such a way that exact numbers get fed into a machine. What you were talking about

fading coyote
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Oh yea

vapid gorge
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An overflow manifold is just making sure the belt has the same number of parts that the machines connected to it have. The first machine will fill up first but eventually it’ll self balance

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They are generally just called manifolds to make it simple

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Watch the vid I linked. Much less math

fading coyote
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So given this, if you want to make exclusively one part, you can configure A/B/C 'load balancers' in some fashion

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Now im not sure if every split is a fraction that can perfectly divide

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Or if its even worth it to design it in that way

vapid gorge
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You can manifold all that and it’ll still work

fading coyote
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hm

vapid gorge
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Ok so for example how many ingots do your rods and plates need?

fading coyote
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i guess its more of a factory design decision if you want to just pre-decide how much of everything you want

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Because that way you wouldnt have any overbuilt components

vapid gorge
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I have extremely complex factories with precise numbers all manifolded

fading coyote
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I was thinking, you could design it which could be reconfigured in any way to fully utilize the input to make any one component. But that would mean, say, completely disabling the rod-> factory segment

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whether or not thats wasteful i guess depends on the person

vapid gorge
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As in you could hit a switch and do that?

fading coyote
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I have no idea if the game has switches that could enable/disable that sort of stuff

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But at the very least you could destroy/lay down conveyors as your configuration

vapid gorge
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I mean you could turn off a section of a factory with a power switch?

fading coyote
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Like if sometimes you need 50/50, and sometimes 100/0. You can just have a splitter, and delete/place the conveyor

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Is there a circuitry system you can manage that kind of thing?

vapid gorge
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No. You could just turn off a factory and items will back up there and flow elsewhere

fading coyote
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it could potentially end up fully disabling a section

vapid gorge
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If you turn off one section you essentially turn off every section that relies on that part

fading coyote
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Yeah so theres a few problems i forsee, one is that the number of configurations will continue to increase as new end-products come

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I dont want to turn off a section completely tho

vapid gorge
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There’s no way around that really. It’s automation and if one step stops working everything down the line stops

fading coyote
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so whenever theres 1:0 yeah it disables an entire section

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But if you needed something like disconnected, 1:0, 0:1, 5:9, and 20:57

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two of those configs wouldnt shut down a section (althought i dont know how the hell you would split 20:57)

vapid gorge
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Ok, the easier method is putting the machines you want ‘off’ on a separate power grid and turn it off so they don’t use parts

fading coyote
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i see

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Does that mean each section needs its own power supplies?

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and not a centralized grid

vapid gorge
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It would have the same effect at the push of a button.

I’m not saying you CANT do what you want. Just not seeing the point

vapid gorge
fading coyote
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ah ok

vapid gorge
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Do you even have coal power yet?

fading coyote
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nope lol

vapid gorge
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Ok honestly just slap things together until you set up a coal power station

Until you have coal power the game is just a long tutorial

fading coyote
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How would disabling portions end up creating efficient splits?

vapid gorge
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I just commented because you said ‘should I be doing so much math this early??’

And the answer is no, you’re just doing it to yourself

fading coyote
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Unless you just dont need that component at all

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I mean yeah I know i dont NEED to do the math

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I was more asking 1. Is the math required going to change later (probably yes, since switches will exist) and 2. are there already tools that solve exactly what im trying to

vapid gorge
fading coyote
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Right

vapid gorge
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Like I said: all these parts depend on the parts before them. Turning off step 4a will just turn off every factory that needs whatever 4a is all the way down the line.

Can you do it? Sure. Just don’t see why

fading coyote
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well like you said, you gain new abilities with coal power like electrical switches. So in some sense I might be wasting my time if this work will need to be re-done with more efficient tools

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My idea is basically to build the factory in such a way that it can generate any single item at maximum capacity.

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And you need to re-configure how items are split to do that

vapid gorge
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Because the way the game is you’ll probably be completely rebuilding factories as you learn

fading coyote
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oh yeah im not against rebuilding factories thats not a problem

vapid gorge
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I mean you do you. I just find a new node to build things from

fading coyote
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but if im gonna do 2 hours of math and thinking. But in 30 minutes I'll unlock a tech that makes that math not useful. Then there isnt much of a point in building advanced early-game structures

vapid gorge
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And building ‘any item at maximum capacity’ will be VERY hard at more than 1 step of production.

I imagine you’d actually need calculus

vapid gorge
fading coyote
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Well, the image above (admittedly only 3 splits) doesnt seem impossible

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the more splits you have the harder it is tho

vapid gorge
fading coyote
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Yeah

vapid gorge
#

You need A LOT of basic parts. And yeah the tech will constantly change what you need and you’ll need more of everything.

Personally I find 2 normal nodes dedicated to each basic part can make good progression if you keep upgrading miners and belts

#

That’s a throwing things together to grind out tech levels

fading coyote
#

I think its just more of some graph analysis to work out what splitters you need for each component

#

dont think (?) youd need any calculus or anything

vapid gorge
#

The other thing about manifolds is they are very easy to upgrade as you get better tech if you leave yourself space

You can’t ever upgrade load balancers

fading coyote
#

im gonna finish watching this vid about manifold to understand what exactly it is

vapid gorge
fading coyote
#

I dont think so

#

I worked it out by hands for the basic components. For rotors. 100% of the iron needs to go to rods. 5/9ths of the rods go into screws, 100% of that goes into rotors, and the other 4/9ths of rods go into the rotor as well

#

and for reinforced plates, it's 3/4ths of the iron into plates, 1/4th into rods. Then 100% of the rods into screws, and then all that into the reinforced plates

#

Just continue the path, calculate every different split % you need, and figure out a way to implement that in a non-stupid way

vapid gorge
#

Yeah but what if to make max computers you need to turn off 1/34th of your screws so more wire is made?

fading coyote
#

You dont need those extra screws tho, thats the logic of this design at least. In reality, I imagine you eventually could make use of every component you manufacture

#

Now. Because you need to account for the cases where 100% of the iron goes into rods. Sometimes you don't use 100% of the machinery
that's a downside.

vapid gorge
#

Most people I think do make use of every component

#

Design top down is often easier

fading coyote
#

Top-down meaning what exactly

#

Like " i need a lot of iron ", so you make machinery to smelt 100% of your iron mining
then "i need rods" so you do that, "plates" etc, and just continue to stack everything up?

#

So actually another question about the game overall, not math related at all. Is the modularity. 1. Is there efficient long distance item travel you could make use of to simplify and segregate component factories? and 2. Is there any sort of automatic-construction stuff where you could make designs and copy/paste them effectively?

fading coyote
vapid gorge
#

They are introducing new blueprints but for very small sections.

Load balancers tend to need to be individually calculated and designed though

fading coyote
#

It would be cool to be able to just design a like "50x50x50 500 rotors/minute module" that you can just lay out

vapid gorge
fading coyote
#

Oh boy

#

So like that stuff makes me think you NEED modularity of some sort

vapid gorge
#

Ehhhh I in fact do the opposite of modularity

#

All designed top down and separated

fading coyote
#

I play openTTD and it would be very cool to have something that can efficiently supply multiple factories with, say, "electrode- aluminum scrap" (that diagram above has 3 outgoing destinations of that component)

#

Instead of making the alu scrap factory. And bolting on the 3 outgoing factories onto the main one into some gigantic cube

vapid gorge
upbeat tide
#

I will say im building to a similar goals, and already use about 40% of all my aluminum ingot supply 😭

vapid gorge
#

Like honestly. Unlock coal, work through all the tiers once, then figure out what you want to do. You’re coming at this without actually knowing what tools and materials you have to work with

fading coyote
#

Like lets say i make a factory that does 500 screws/minute, and two factories which consume 250screws/min each. A train just looping around in a timely way keeping input buffers full would be very cool

long crow
#

What do I need to OC fuel generators at to burn 100 turbo fuel/min across 11 fuel generators? I'm not sure I understand how the oc scales exponentially to get it so each fuel generator burns exactly 9.0909... turbo fuel/min

upbeat tide
#

Tldr long time ago they pissed me off and went down a belt only road

fading coyote
#

I have only heard that trains exist, I dont know how they function at all

#

i play a train transportation game sometimes and im just thinking if it works like that it'd be very nice

upbeat tide
#

They function well now but im on a 3k+ hour save. Beyond the point of easily adding them in 🙂

fading coyote
#

but yeah, low end components dont really need modularity

upbeat tide
#

Yea the addition of train signaling fixed alot of the early issues

fading coyote
#

Of course you would integrate every pure iron-only components into one factory, or at least directly adjacent boxes

#

Modularity awsome in theory. I dont have enough experience to comment on doing it in-game

vapid gorge
vapid gorge
long crow
fading coyote
#

yea idk anything about how well this game runs at scale

vapid gorge
vapid gorge
fading coyote
#

Does the game only simulate things in a certain radius of ur guy?

vapid gorge
fading coyote
#

Yeah that was my next question, if things still generate items

vapid gorge
#

But every object in the game total puts load on it. The more obj directly near you the worse

vapid gorge
fading coyote
#

yeah

#

If you have a miner attached to a storage box. does it stop producing item at some distance or anything?

vapid gorge
#

Yes ofc, otherwise the whole automation collapses

fading coyote
#

Well the whole thing could just freeze

#

like yknow minecraft just doesnt simulate chunks after a distance, maybe this game similar

#

I feel like there would be nice tricks to closely approximate the net effect of a factory, never tried it myself, that sounds like annoying math

vapid gorge
fading coyote
#

Yea thats what i wanted to know

vapid gorge
#

Items and factories just exist as math if they aren’t rendered

fading coyote
#

gotcha

vapid gorge
#

Though again- play through the tiers. Then see what you want to do. I changed my mind at least twice

fading coyote
#

calculating an efficient balancer %'s is definitely just some graph traversal the more i think about it

#

Yeah im just gonna upgrade my factory and keep playing lmao

vapid gorge
#

I’m on my 5th map

frosty owl
#

Yo, asking since there's activity: did you notice the custom-colour bug getting fixed?

vapid gorge
fading coyote
#

Well

#

any factory that can handle, say, 500 input/minute. Could also efficiently handle 250 input/minute, no?

#

So you just over-build each sub-factory to handle the maximum throughput

vapid gorge
frosty owl
fading coyote
#

No

#

If a sub-factory is backed up, then the balancer is splitting incorrectly

vapid gorge
fading coyote
#

And other factories in the chain should be picking up the slack

frosty owl
vapid gorge
fading coyote
#

Yeah, it has to be over-built, and there will be idling machinery. However, you sacrifice that idle machinery for the sake of optimizing the end product

frosty owl
vapid gorge
fading coyote
#

hai

frosty owl
fading coyote
#

Yeah, i think its just a decision

frosty owl
fading coyote
#

no no we're just discussing

vapid gorge
#

Rugg wants to set up a factory that is load balanced in a way that could have parts turned off to nearly maximize any item

#

Ven does sushi load balancing.

fading coyote
#

Yeah pretty much right on, so some kind of load balancer that can adjust it's distribution. So that you can have any component maxed out for its original inputs

fierce cypress
fading coyote
#

gotta do some thinkin

vapid gorge
frosty owl
fading coyote
#

im not even close to experienced enough with the game to know effective designs

#

But I know for a fact, obviously, you can brute force any fractional balance

frosty owl
#

Might not be what you're looking for but (apologies) I have no time to discuss it atm.
See my recently posted links to find it if interested

fading coyote
#

yea no problem

vapid gorge
fading coyote
#

Huh

#

not sure how that would work unless you can ensure the order of the belt's input

#

(also if splitters split in a deterministic way)

#

Ahhh, ok. I'm learning

vapid gorge
fading coyote
#

Manifold distributes each 'child' 1/2, 1/4, 1/8th. Until the first one gets backed up from it being overflowed, and that continues for a while. Seems like that would cause a pain point on an extremely long first child, it would take forever for it to begin backing up

vapid gorge
#

And it’s one belt AND one input

#

You can do 1 belt 4 inputs pretty easily . 1 and 1 is hard

fading coyote
#

Well hmm, nevermind I think

#

This idea seems easily solvable with how manifolds work, yeah.

vapid gorge
#

The big hurdle will be ‘maximum efficiency’ though

fading coyote
#

If you want rotors, you just kill these edges. And once any buffers in the blocked edge fill up, everything would start flooding thru the available pathways

#

So like you said

#

Just have a switch to disable certain sub-factories. I get it now

vapid gorge
fading coyote
#

mmm would u?

#

each thing just needs enough bandwidth for worst case, so just extra belt tracks

vapid gorge
fading coyote
#

You could just turn off the first machine in the sub-section though right?

vapid gorge
fading coyote
#

Ummmm

vapid gorge
#

How maximised do you want to go?

fading coyote
vapid gorge
#

Like, you can also make wire from iron.

Do you want to have an optional iron wire factory?

fading coyote
#

(with the crossed out edges being turned off)

vapid gorge
fading coyote
#

Im just thinking with these components because it's what im actually working with

#

Im really early in the game we know

#

let me do a little thinking ill show u smth

vapid gorge
#

I'm sure you could do it with the set up you showed before.

#

I'm talking about the big factory idea yo uwere sharing

#

But yeah go do things and set up a big coal power plant

#

continuous power changes the whole game

fading coyote
#

So, using mk1 belts for the sake of simplicity
obviously Rotors do not need a 720/60 = 12 belt wide screw input. But it is the worst-possible-case

#

You could work backwards given an ore rate and figure out how wide rotor needs to be of course. but this seems quite simple and sort of an obvious way to build a factory

vapid gorge
#

Work through the tiers and keep me updated 🙂

fading coyote
#

Will do lol

vapid gorge
#

Working through the tiers what I did:

Made 1 pure node of each basic part - connected it to multiple 2nd tier part reguardless of how many items needed/used there were, parts of hte factory shut itself down when containers filled uip dirrecting other parts to sections

fading coyote
#

Mind you, if there become better transportation methods. I will always prioritize modularization to squeezing out efficiecny

vapid gorge
#

Well you can't get more than 100% efficiency. And honestly it's not hard to do.

fading coyote
#

If scheduled trains exist, i dont even know. I will be switching to small factories with large input buffers that get resupplied regularly

vapid gorge
#

you don't get to 'schedule' them, they just do their routes

fading coyote
#

What do you get to tell them?

#

At least which stations they go to?

vapid gorge
#

yup point a to b to c if you want

fading coyote
#

So what would be sufficient is something like
"Go to the screw factory, and load up 500 items worth"
"Go to the rotor factory, and unload 250"
"Go to the reinforced plate factory, and unload 250"
"Loop this path"

vapid gorge
#

nope

fading coyote
#

sadge

#

How does it decide?

vapid gorge
#

just go to screw factory
go to rotor
go to plate

#

it doesn't decide. You set an auto pilot and it does it's thing

fading coyote
#

it transports items tho right?

vapid gorge
#

it'll just follow the pattern you tell it to and grab whatever it can take

fading coyote
#

ah.

#

Could still be doable, but gets more scuffed as the limitations build

vapid gorge
#

Come back to me in a month as we can talk about it XD

fading coyote
#

will do lmao i keep talking too much

vapid gorge
#

shoo 😛

fierce ruin
#

im horrible at math can someone tell me or help me if i got 2 miners mk 1 they spit out 1 copper ore every 30 per minute how many smelters should i then have total to evenly have it

fierce cypress
fierce ruin
#

ok i get that but why would i have extra accumulating in background like i have enough that the machine is so stocked if i did just 2 smelters

fierce ruin
#

sometime like in my mind i think if it backs up it needs more smelters but math is like law right ?

fierce cypress
#

yes, math is like a law, but only if your numbers are correct

fierce ruin
#

i just read what the machines said and you was right about 60 ore produced by the 30 each smelter can handle work out that we need 2 smelters thing

#

like i tried turning it off then on again make sure numbers were correct and they are but still smelters have alot ore extra i feel i should add extra smelters but then when i do then they insufficient and run out its just weird

fierce cypress
#

you can test it but removing all the ore from inside of the smelter

#

and watch, it shouldn't back up

fierce ruin
#

ok will do thanks 🙂

#

so if we got a constructor next if its does 30 per minute then we only need 1 constructor correct?

fierce cypress
#

if it consumes 30 and you give it 30 then it will work fine, yes

fierce ruin
#

thanks again

fierce ruin
fierce cypress
#

yup 👍

#

but im pretty sure you're misreading here - they do 45/min and output 15/min

#

assuming you're using the default recipe

fierce ruin
fierce cypress
#

the constructor i mean

fierce ruin
#

oh yes constructor is 15 per minute

#

basically dont you divide the 60 divided by 15 and you get 4 ? maybe my math is wrong one second ill use caculator

fierce cypress
#

60/15=4, your math is right yes

#

but i think you're reading the machine wrong

#

its 45 limestone > 15 concrete

fierce ruin
#

still not following ya :/

fierce cypress
#

can you send a pic of the constructor ui?

fierce ruin
fierce cypress
#

the red is what it needs, the blue is what it makes

#

it needs 45 limestone/min - not 15

#

it produces 15 concrete/min

fierce ruin
#

sorry dude ill ask my dad explain it later. im just not following you learning issues. i havent been in highschool since 2012 so plus got bad memory to math learning

#

thanks for trying tho 🙂

fierce ruin
#

backed up

fierce cypress
#

because the output is blocked

#

the ingots have nowhere to go

fierce ruin
#

no i got constructor that take them

fierce cypress
#

well then its either blocked as well or its going too slow or not working for some other reason

fierce ruin
#

ok thanks

oblique hollow
#

does it actually use up 30 ingots/minute?

#

you can use notes or, if feasible, short term memory

loud trellis
#

What else should go in here? Right now it's just doing 225/min Concrete.

fierce cypress
#

whatever other production you need, or leave the space for future production

wind spade
#

Or don't build limited spaces before you build a factory

loud trellis
#

I was thinking about putting Encased Industrial Beams in here since it's mainly concrete stuff, the current setup uses up all limestone I have around the area.

#

But now that I think about it the limestone will get increased, so, future production it is.

upbeat tide
wind spade
#

why the middle finger tho xD

barren elm
#

I think it's meant as a pointing up/"this"

upbeat tide
#

Yea oops wrong one its early

barren elm
#

Either that or they feel very strongly about preplanning

upbeat tide
#

Fixed

wind spade
#

yeah got confusing messages from your post xD

upbeat tide
#

Yea just saw a up pointy emoji went with it 😄

mystic tusk
#

The wiki mentioned two very efficient production lines.
One for HMF based on the Heavy Encased Frame alternate recipe with a bunch of other alt recipes and one which was labeled as "diluted fuel cycle" with recycled plastic/rubber, diluted fuel, diluted packaged fuel and heavy oil residue.
Can someone please show me a layout of these cycles? the web calculator isn't really helpful because I haven't understood how these cycles work.

wind spade
#

all lines are 100% efficient

we can't really show you any layouts if we don't know exactly which recipes are used 🤔

mystic tusk
#

For HMF:
Bolted Frame
Cast Screw
Encased Industrial Pipes
Heavy Encased Frame
Iron Wire
Pure Iron Ingots
Solid Steel Ingot
Stitched Iron Plates
Wet Concrete
mentioned here: https://satisfactory.fandom.com/wiki/Heavy_Modular_Frame#Tips

The second one I have found a schematic for already

Satisfactory Wiki

The Heavy Modular Frame is a mid-game crafting component commonly used for mid to late-game structures. It is the successor to the Modular Frame.

#

This one

#

@wind spade does this help?

wind spade
#

the screenshot you shared is already your setup

mystic tusk
wind spade
#

no, what I mean by "your setup" is "the layout you wanted to see"

#

you asked for a layout, the website provides it 🙂

mystic tusk
#

oh, yeah, it's exactly that

#

sadly the wiki doesn't provide a layout for the HMF setup

wind spade
#

you can make your own in the calculator

mystic tusk
#

I'm trying rn

#

will definitely be my most complex production line

mystic tusk
wind spade
#

I thought you wanted to use the same calculator as wiki did?

mystic tusk
#

I don't know where to find that one, so I used the one I knew

wind spade
mystic tusk
#

nice, thanks

glacial hemlock
# mystic tusk nice, thanks

You have got a very powerful tools. from now on you probably can't design a complex production line without it

fierce ruin
#

It just takes the step out to make a calculator for it in an excel sheet

frosty owl
#

The only time I took factory notes was for a maximized Turbomotors megafactory

wind spade
#

or do I not understand what you mean? 😄

fierce ruin
#

My point was more that while its a neat tool what makes it a good tool is the frontend it provides. The math itself is not that complicated.

#

In regards to the comment above that once you use it you can not do without it

frosty owl
#

I see both points. As a counter to your point, I've seen some (which is already too many imo) become almost dependant of having everything nicely spread out and shown as in SFTools in order to imagine things. Like, they stop being able to just visualize production layouts snuttstach_think

fierce ruin
#

I somewhat agree with you on that one. It largely depends how you learn really

#

I am not a visual learner myself so I do better with rows and tables of data

wind spade
#

linear optimisation is hardly easy math

frosty owl
#

Gets easier if you know how to ignore the bad paths from the get-go like my incredibly advanced quantum computer brain does :P
Jokes aside, I think their point was that it's not hard to calculate the production needed once one is familiar with the recipes (the codex improvement helps tons with planning too, now!)

fierce ruin
#

Yeah, if you are used to modded factorio which has stuff like recursive recipes the ratios in Satisfactory are rather clean in comparision.

frosty owl
#

Will have to wait for 1.0 for that, I think hehe

#

Well, sort of "quantum" sushi... It will have quantum parts on it

fierce ruin
#

Wait will 1.0 have one more tier in it?

frosty owl
fierce ruin
#

huh?

oblique hollow
#

recycled plastic + rubber

#

its a dual recursive loop

frosty owl
fierce ruin
#

I just recently returned from a longer hiatus so I might be out of the loop

frosty owl
#

Appropriate wording hehe

median heath
frosty owl
median heath
fierce ruin
# oblique hollow

Now take that and imagine that it only works n percent of the time, and if it does not work it produces some sort of waste that you have to deal with, and you got modded Factorio 🙂

oblique hollow
#

yeah im aware of the probability stuff

#

this and packaging loops are the only recursions we got

fierce ruin
#

I quite like the cleaner math in Satisfactory though

oblique hollow
#

hmmm... technically water recycling also counts as loops

#

but doesnt have to be a cycle, so theres that

#

afaik the only vanilla loop in factorio is the kovarex process

fierce ruin
#

Yup

barren elm
fierce ruin
#

I would just love one more tier to cap it off that is brutally complex and requires a lot of material as a long term goal.

median heath
#

Most likely not going to happen.

fierce ruin
#

I know, sadly.

barren elm
#

You could argue that the current tier 7 stuff is "brutally complex" tbh

median heath
#

I'm more excited to see how they expand current tiers.

#

And how SAM Ore is going to "make existing production easier"

barren elm
#

Like throw a plutonium fuel cell into the calculator and revel for a second at the absolute spiderweb it vomits at you

fierce ruin
#

I so far have not dabbled in mods but probably will once 1.0 is out and stable

median heath
#

Bleh

barren elm
#

I can't play without Just Fly anymore tbh

#

The hoverpack gave me a taste of flight, and then it was just a case of "why am I even dealing with this weird power distance mechanic"

frosty owl
median heath
#

Jetpack > Hoverpack

barren elm
#

30x30 is bigger than the size you need to finish the whole game in

#

(assuming you just make a factory capable of finishing the final milestone)

frosty owl
#

Is it?
I'm just spiteyeballing based on a portion of the size my nuclear factory is, but I can't quite recall it's size exactly

barren elm
#

But yeah, 10 is a nice number, there's weird quantum stuff they keep givng us for christmas, and teleportation feels like an easy carrot on a stick

#

There's also as of yet nothing like factorio's personal logistics system which is another easy carrot on a stick reward

#

Feels like it'd fit nicely into a teleportation themed tier, you know, teleporting items into your pocket dimension

frosty owl
fierce ruin
#

The 5x5 challenge exists

oblique hollow
fierce ruin
#

I heard the opposite really that some numbers will be reduced since they were only set as high due to it being temporary as a sort of endgame.

oblique hollow
#

we dunno honestly what they will do with it

frosty owl
fierce ruin
#

According to what I read that was an official statement from CSS on the topic but I do not know how valid that claim was/is

#

I like my factories pretty though. Monuments of brutalist architecture. If they are not evoking bladerunner vibes I am doing it wrong 😉

frosty owl
# fierce ruin I know, sadly.

Maybe as a sub-goal...?
If they add more costly items to the Awesome Shop, getting them all could require sinking those "brutally complex and a lot of materials" (or waiting forever)

barren elm
#

From a game design point of view, satisfactory is already kinda long, I can't see them stretching it too much

frosty owl
#

Rewording my point: I partly agree with McGalleon and think that the current end-game is already the max a general user can take without having too much people feel like it's too much work.
Thus my thought that having a higher ceiling might be left for "sub-goals" or achievemt-like things such as the AWESOME SHOP

fierce ruin
#

Might be the old man in me talking but I liked games way back when that a sizeable chunk of people playing it could not beat.

#

To give a more recent years example of that something like Spaechem

#

which was brutally hard, but so gosh darn rewarding to beat just a single level.

#

Generally all Zachatronics games really.

#

To be clear I get why devs do not do that anymore, and agree with the sentiment of it.

frosty owl
#

I disagree only on the basis of the vibe of this game. (Imo ofc) it's supposed to be chill and relaxing. Can get challenging, sure, but shouldn't become a chore. Having many not finish the game because "too hard/too long" isn't in line with that

barren elm
#

Give space exploration mod in factorio a spin if you liked spacechem and enjoy pointlessly long and complicated unlocks

fierce ruin
barren elm
#

Well fair enough lol

fierce ruin
#

Only thing left is Pyanodon which even I dread

#

Because that is in a league of its own

barren elm
#

I dream of a space exploration style mod for satisfactory, tho the added complexity of a 3d world probably makes it unrealistic

fierce ruin
#

I started a Satisfactory run as a pallet cleanser basically 🙂

oblique hollow
#

in factorio, the 2D aspect makes things easier because you just need sprites for everything

#

here its literally a whole other dimension on top of that

barren elm
#

Yeah I don't even know what the state of satisfactory's mod tools are

#

I just presume it's the usual affair of "none"

oblique hollow
#

what tools

frosty owl
upbeat tide
#

is there a formula for drone battery usage? Tried searching the wiki but may hazve missed it

median heath
upbeat tide
#

cool, was just trying to put a ballpark estimate on max support for a 400 a min battery supply

still brook
#

I'm looking at setting up a bunch of trains to slurp up ores
In order to ensure that I get a 780 belt on the outputs side is it as simple as having a ISC buffer on either side and make sure the train loop time is low enough?

median heath
#

Why are you limiting your throughput per car to 780?

frosty owl
#

As long as the source ISC can completely empty out (after a couple trips), the system is good

still brook
median heath
#

Just seems like you're using more cars than you need to imo.
Manifolds are consistent as long as you supply them correctly.

If the way you've chosen to build requires limiting cars and using more of them, then stick with that.

It's moreso something to consider during the planning phase.

still brook
#

Yeah that's fair, right now im just doing the math waiting for blueprints
It'll be annoying to have 1 car per miner, it means there's going to be a lot of trains on the network, but even with manifolds I cant have the miners stall mining while the trains load

glacial hemlock
still brook
frosty owl
#

With unfulfilled wishes

glacial hemlock
#

you can also do it with 2 car: 3 belts, or 3 cars:5 belts, or whatever ratio you can manage

still brook
#

I feel like it'll be easier to just make each car 780 rather than needing to balance them out later on

upbeat tide
#

As a hard rule for my game I just dont max mk5 belts. Have had pretty bad issues in the past with 780 throughput going weird

Like my max for any mk5 belt is 750/min.

wind spade
#

one segment is fine, then you split 🤷‍♂️

frosty owl
#

Or place a merger/buffer

upbeat tide
#

I mean for production and yea do split

frosty owl
#

The throughput issues are not specific to production-related or storage-related beltwork 🤔
It's the same for all belts

upbeat tide
#

Yea ik, sorry explaining bad

frosty owl
#

Eh, whatever 😆
As long as no wrong info is conveyed~

still brook
#

That should work fine for iron, but for copper and caterium im a lot closer to the limit

upbeat tide
#

Yea 600 based production lines is my primary goal. Some stuff just doesnt fit nicley into 600.

Silica for example. The cheap silica alt can take in 600 quartz and limestone but makes 750 silica.

frosty owl
#

600 is definetly a good number of to work with.
Just throwing it out there for clarity's sake though: using max throughput from a belt is not impossible, "just" needing extra care if the belt is longer than one belt segment

still brook
#

Oh right, I'll keep that in mind to always split it up for things like quick wire

frosty owl
#

If interested, you can find some numbers about the loss you can expect depending on your segment-count in the "b2b" thread in this channel

versed violet
#

Satis wiki keeps opening in dark layout. I switched to light layout several times, but it gets reset to dark. Is that normal or is my browser borked?
-> satisfactory.fandom.com

median heath
barren elm
#

throw in every input via splitter manifold, and every output via merger manifold, then you only have to worry about remembering the total inputs/outputs

#

Sure it's technically inefficient and could be done without a manifold, but if you wanna remove the need to remember weird numbers...

versed violet
#

the game update respawned all the crab hatchers, including ones inside our factory floors? Any way to handle them?

median heath
#

Delete, kill, rebuild 🤷‍♂️

versed violet
#

nobelisks don't work through walls tired_jace

median heath
#

oof

versed violet
#

It looks our steel foundry has an bug infestation! [roleplays any staple alien hunting game]

median heath
wind spade
#

no idea. I have dark theme everywhere and never bothered with light theme

upbeat tide
median heath
#

@versed violet just delete everything, kill them all, then use your modded "undo button" to build it all back in 1 move 😉

barren elm
#

Official undo button when

median heath
#

Never 🙂

wind spade
#

undo button is almost impossible

versed violet
versed violet
#

Is this supposed to happen on bidirectional rail, if both sides have block signals on entry?

median heath
versed violet
wind spade
#

how do you implement undo button in a running simulation?

versed violet
#

you would have to keep track of all building construction/deconstruction. Would be quite heavy memory wise & touching a lot of game internals, but theoretically, possible

wind spade
#

not really

median heath
#

128 GB ram required. 😉

#

64 to run the game, 64 to run the undo button.

wind spade
#

what if because of the simulation the undo isn't possible? what kind of things do you want to undo anyway?

versed violet
#

I'd assume building/dismantling things. this is a building game after all.

wind spade
#

what if you dismantle something and then other player builds something in that place and you press undo?

versed violet
#

you assume the mod would be multiplayer compatible

wind spade
#

I don't assume it's a mod, I assume it's a functionality that needs to work

#

what if you dismantle something and trash the items from it and then want to undo it?

versed violet
#

error: not enough materials

wind spade
#

what if you dismantle a wire that crashes your network and then want to undo it?

versed violet
#

it restores the wire. you still have to reset fuse manually

#

if that happened to be one important wire in mess of dozen of wires, undo would be nice

wind spade
#

there's just so many cases that need to be handled because it's a simulation, it doesn't have states to go back to

#

pretty much impossible to do properly

versed violet
#

you don't have to store states, this isn't mspaint

#

just store the actions and replay them backward/forward.

#

kinda like text editors do

wind spade
#

which isn't always possible because it's a simulation 🤷‍♂️

#

text editors have states, they are not a simulation

versed violet
#

text editors store undo/redo as operations, not as state of whole document. at least some of them do, implementation may vary

wind spade
#

that doesn't change anything about it having or not having a state

#

point is that you can always do the "operation" to get back to the same state as you were before. Which isn't possible with a simulation

#

because the state may have already been changed between the action and it's undo

versed violet
#

you don't need to store state, if you can apply a set of operations. and whether operation is possible to execute, thats a game logic thing.

wind spade
#

I never said anything about storing a state though

versed violet
#

then there is no problem. just store a list of operations and it should work.

wind spade
#

it's not about storing, it's about possibility to make the functionality

#

if a state can change on it's own between action and undo, then making proper undo button is impossible

#

to follow up to your text editor example: if you wrote abcd and then you wanted to delete bc, but in between state changes to abXcd, what happens now?

versed violet
#

false premise. You assume world state and buildings state to be the same thing. I picture the undo button affecting solely the buildables. whatever world does in the meantime is irrelevant - only the buildings being added destroyed. You could compare it to writing abc, changing font color and taking back the bc. It doesn't conflict.

wind spade
#

buildings are part of the game state tho

versed violet
#

as far as I'm aware, creating buildings and dismantling them does not crash the game, so such operations are allowed.

#

even more, dismantling buildings while they are processing parts is also allowed and works.

#

we also have functionality to mass diamntle and mass construct (soon to be in vanilla), so basic building pieces are available, we only need a way to track player actions.

vapid gorge
#

it sounds like the g ame would have to remember every obj you build which would very quickly increase the number of obj in the game

versed violet
#

it would have to remember kind and location of objects, and sequence of them - basically what it stores in savegame, just uncompressed. Probably limited to some sane number of steps - 10, 100? or couple last minutes.

wicked tinsel
#

i also support having undo functionality, it would really improve a lot of things

#

especially since actions are not symmetric in this game, particularly due to belts not auto attaching

#

sure, it might be tricky to implement this, but ultimately, it would be worth it, imho

#

it doesnt need to store everything, it can be depth limited, a lot of undo functionality is and its perfectly acceptable

#

also tbh, i have no idea what greeny was trying to said, state in this game can only be influenced by player and nothing else

#

the only exception is railway, but its a minor one

#

and even that is very simple to work around with, "cant undo railway construction, train in the way"

versed violet
#

a programmatic undo would handle belts as well, they are a buildable.

wicked tinsel
#

you can dismantle everything and you can build everything at any moment, its impossible to get into a state where last action cant be undone

#

but undoing last action manually is often epic pain

versed violet
#

if you deleted your last grid-aligned support - YES

wicked tinsel
#

even such mundane actions like accidentally deleting a manufacturer

#

how much pain it is to rebuild it is inconvincible

#

nevermind dismantling stuff like train station by accident

#

gl rebuilding that

#

(or you zooped some foundations bellow map and now its impossible to delete them :D)

#

happened at least few times

versed violet
#

that really could use an undo button

fierce ruin
#

could be interesting

wicked tinsel
fierce ruin
#

specially when you deconstruct smth by accident when mass deconstructing 😭

wicked tinsel
#

from my experience, you know very fast that you fcked up, even having "undo up to last 5 actions" would be a great thing

#

it doesnt need to undo all the way to beginning of game

#

with blueprints its going to be even worse as collisions are no longer a thing

#

so you can perfectly misclick and mash your blueprint right into core of your factory 😄

#

gl fixing that

versed violet
#

nobody said bluerints will ignore colissions. that would be wrong

wicked tinsel
#

why wouldnt they ignore collisions?

#

soft clearance is a thing, it probably will be for blueprints too

versed violet
#

you can't mash two machines together.

wicked tinsel
#

well no

#

but you can perfectly mash bunch of splitters right into your manufacturer

versed violet
#

that could happen

wicked tinsel
#

and how are you going to fix this 😄

versed violet
#

but you will have plenty of time to observe in horror as they slowly buld up

wicked tinsel
#

yep 😄

#

cool main storage sorter you have here, it would be a shame if you pasted a balancer on top of it

raw flame
#

i need some help, i need to split a line of 290 into a line a 155 and a line of 135. how do i do this?

median heath
#

Single splitter.

raw flame
#

oh

#

thats it?

median heath
#

290/2 = 145
145 > 135

135 side eventually fills and from then on can take only 135.
After which you have a perfect 135/155 split.

raw flame
#

so just put one splitter and it will work?

median heath
#

Yes.

#

If you want to skip the spool time just pre-fill all the machines on the 135 side so it backs up immediately.

raw flame
#

ok

raw flame
#

@median heath I have a line of 155 and I need to split it into a line of 95 and a line of 60. Is it just 1 splitter?

signal nimbus
#

I'll confirm it. Yes.

signal nimbus
#

One of the lines out of there needs to be a Mk 1.

signal nimbus
#

I'm listening, but that's the simplest way to split out 60 from any line.

median heath
#

You can do a 95/60 split with all mk5s if you want.

raw flame
median heath
raw flame
median heath
raw flame
#

ok

signal nimbus
#

I'm sure you can... how is it simpler?

median heath
#

No one argued simplicity.
I said your claim of "needs to be mk1" was false.

signal nimbus
#

I'm still not hearing how it works.

#

Manifold/overflow, yeah, doesn't matter.

median heath
signal nimbus
#

So Manifold/overflow.

raw flame
#

sorry to bother you again but i have a line of 380 and i need to split it into a 200 and a 180, is it one splitter again?

signal nimbus
#

Look, I agree that it's a correct answer. When someone asks "how do I split X from Y" and I answer "like this", don't... don't put it down.

raw flame
signal nimbus
#

It's... correct.

#

It's not elegant and it's not load-balancing.

raw flame
#

@median heath

raw flame
#

ok

signal nimbus
#

But by that standard, the correct answer will always be "one splitter".

median heath
#

You don't ever need to load balance because resources are infinite.

If you choose to spend more time and take more space making balancers to get exact splits, that's a perfectly fine choice you can make.

Manifolding is simpler, achieves the exact same end result, and takes far less space.

signal nimbus
#

You don't need to preach it, I use manifolds almost 100% of the time.

#

But when someone asks that question, they're generally looking for load balancing, and there are reasons for that.

median heath
#

So?

#

Most people across the past 4 years of asking that question are thinking balancer because they haven't had manifolds explained and it shown how they are equivalent in results.

signal nimbus
#

I'm aware.

median heath
#

So for most people telling them 1 splitter is both an answer and showing them a simpler way to do things.

#

If someone needs a balancer for a specific reason, they state that after being told "1 splitter".

#

These are opposing statements to me.

signal nimbus
#

They... really aren't.

median heath
#

Either you're aware that my way of answering is helpful, or you thinking that people want only balancer-related answers.

signal nimbus
#

My intent is to answer the question asked, not say "you're thinking wrong".

#

I'm aware you're technically correct and I hate it when someone puts down the way I'm trying to do it.

median heath
#

Yeah I'm out.
We are of opposing minds on this and aren't going to agree, neither will we change how we answer people.

cinder silo
#

I reserve balancers for radioactive items alone, manifolds are just plain simpler.

paper girder
median heath
frosty owl
median heath
cinder silo
wind spade
cinder silo
tidal wren
#

this was a lot of communication for what amount to :

choked balancing is the answer you seek
manifold is the answer we feel you need

oblique hollow
#

the best way to balance outputs is to play with machine clockspeed and NOT merging all products onto one belt directly

#

in a way, the machines are your ratio splitters

barren elm
#

That's a lesson screws are meant to teach you

#

It hurts seeing people make 50 belts worth of screws before shipping them off to other factories

wind spade
#

or ditching screws altogether

#

"screws suck"
well they suck because you make them centralised

frosty owl
#

In other words: a normal splitter may not work as intended and discontinuous input could lead to issues even when using a smart splitter

fierce ruin
wind spade
fierce ruin
#

I know, my point was more that when I can get rid of screws anywhere, I will take the opportunity generally

wind spade
#

f.e. rotors are great with screws

frosty owl
barren elm
#

Nuclear punishes you for holding above the bare minimum of each radioactive resource

wind spade
#

"punishes" only if you are near the factory

barren elm
#

True, you absolutely don't need to care about said punishment, just that it exists

cinder silo
#

Not much of a punishment even if you manifold radioactive sources, that's what the rad suit is for, some of us mitigate the hazards, others are fine if the world burns, this is a sandbox and we do our own thing 😛

barren elm
#

Right, but it exists

#

I'm not saying that you must care about it

#

I actually really like the nuclear mechanic and hope there's other rifs on this "manifolds perhaps not the best" concept in future

frosty owl
#

I'm inclined to agree, but I reckon that depends on how the Devs want the logistics to feel "complicated"
Having a "basic" and relatively easy solution to all problems could be somethinf they don't want to stray from (having manifold not work in some situations Vs how they currently just cause slow warm-up & radiation in some situations)

wind spade
#

direct input bestest

barren elm
#

I do wonder whether having a gigantic direct input factory, even if some machines end up with really small overclock values, lags less than a traditional factory

frosty owl
wicked tinsel
#

manifolds would work fine if their implementation wasnt so braindead

frosty owl
frosty owl
wicked tinsel
#

there is absolutely no reason for machines to automatically load up to stack size

#

and this is the core problem with manifolds

barren elm
#

Every factory game works that way

wicked tinsel
#

well, factorio does not, and this game clones factorio 😄

wind spade
#

it... doesn't?

cinder silo
#

Avoiding the startup issues with manifolds is straight forward, either do a staged startup where the whole thing is primed by its own action then is filled before the next stage, or just add the stuff manually.

oblique hollow
#

its more like parallel universe factorio

wicked tinsel
#

core concepts are similar

#

and manifold is one of them

#

its just badly implemented here

oblique hollow
#

yeah but core concepts are things that kinda define genres

frosty owl
#

"long range" as in: fed by long-range transport

cinder silo
wicked tinsel
#

no, it would change nothing for long range transport

barren elm
#

Factorio adds in double the resource requirement of the assembler which can be way more than a single stack size

oblique hollow
#

i think for most recipes, 3 times the demand per cycle should be an ok stack size. and if 3 x is larger than the items normal stack size, it only does double

frosty owl
oblique hollow
#

our recipes are all set so they never go over half a particular item's stack size

#

so reduction is ok

wicked tinsel
#

most of them dont even go to 1/10th of stack

oblique hollow
#

its not off the table yet for future updates

wicked tinsel
#

it should load like up to two cycles of resources, and then everything is fine

oblique hollow
#

i think theres a QA site ticket for that... right? there better be

wicked tinsel
#

there is

oblique hollow
#

got a link?

frosty owl
wicked tinsel
#

but people like to pretend that the issue is with the manifold concept itself, where in reality, its just an issue with auto loading

oblique hollow
#

probably because they simply gave machines a normal inventory

#

with no extra checks

#

eh, they'll likely redo that once they do a pass over all recipes

#

thats the perfect time for that

oblique hollow
#

thanks

cinder silo
# frosty owl Loops are usually a *bad* idea for sushi 🤔 Could you walk me through your thoug...

I said I considered it not went with it, I realised early on that it would unbalance things and cause a clog, Just some parts of my facility flow through with excess inputs and deals with them down the line, I was hoping to eliminate that, the uranium plant has its uranium ore on its own feed and I wondered if looping that would work, even that didn't go as planned simply because of the blender buffer holding on to a shit ton of ore, the idea while it sounded cool was abandoned 😦

wicked tinsel
#

manifolding stuff like encased beams is epic pain

oblique hollow
#

and balancers arent really that meta

#

...at least thats what it feels like

cinder silo
oblique hollow
#

it takes time to fill

wicked tinsel
#

well, you need to preload 500 concrete per machine

oblique hollow
#

its not difficult to manifold

#

but long winded to get it running

wicked tinsel
#

make 20 machines and you need to produce 10000 concrete before it can start working

snow dove
#

time consuming≠difficult

wicked tinsel
#

painful != difficult

oblique hollow
#

its the same issue of fuel gen setups or fluid stuff in general.

a lot of time wasted

cinder silo
oblique hollow
#

waiting for it all to fill

#

50 m3 is a lot

snow dove
#

just letting it run in the background while you grab a snack is painful?

oblique hollow
#

a few minutes is funny

#

20 turbofuel gens take 30 minutes until you can detect problems

arctic willow
#

concrete isn't the issue with manifolding eibs so much as the steel component

oblique hollow
#

thats 30 minutes of time wasted until you can do troubleshooting

cinder silo
frosty owl
#

You have a factory receiving a bunch of items at once every 10 minutes. Factory A processes most of such items, factory B uses most overflow and the remaining goes to storage
Machines need 1 item per production cycle (stack of 100) so they take up to 2 whenever possible (your logic).
What happens is: items come in, deposit 2 items per machine and everything else reaches factory B (more than one wants). Same happens for factory B and a humongous amount of items end up reaching the storage (just 2 items per machine stay behind) while the machines will starve until the next delivery comes

Please correct what I got wrong

wicked tinsel
#

a single 300 rock mine makes 100 concrete a minute, it will take hour and 40 minutes for it to fill 20 machines

oblique hollow
#

non-progs will not understand

wicked tinsel
#

its not few minutes

wind spade
oblique hollow
#

put a storage container somewhere

wicked tinsel
#

like .. train station's internal buffer

oblique hollow
#

if you have discontinuous production, you use buffers

#

thats factory 101

wicked tinsel
#

sure, there is an unrelated problem of not being able to limit buffer's internal size

oblique hollow
#

but it doesnt need to be the machine buffer

wicked tinsel
#

but its not a core problem of machines themselves

oblique hollow
#

would also give fluid buffers more reason to be used

wicked tinsel
#

^

cinder silo
# wind spade well that may be just my coding "career" then 😄

Probably, I wasn't good at coding back in college, I learned the hard way just how much of a pain it can be when bug hunting in even the most basic program, 1 typo in a data field had me rewriting the whole damned thing causing numerous extra bugs with each change until the whole thing was unrecognisable, then I saw the typo, epic fail on my part that told me it is one career I couldn't do.

oblique hollow
#

there plain currently is no demand for buffer spaces because fluid recipes by default already store like 20 times the demand

#

except for alumina

#

or blender recipes

wicked tinsel
#

the big problem with current approach is, some items take forever to construct

#

and then manifolding those take days to fill

frosty owl
# wicked tinsel normally, you would use buffer that will average out the janky input

I feel like you're not attempting to have me understand...
What's the station' buffer gonna do about the situation I described?
It'll just empty out as fast as the belts allow, putting 1/2 items inside each machine and having all the rest of the items reach the end of the line. The machines will get more items only if they manage to finish a production cycle before the item-stream ends

wicked tinsel
#

like uranium reprocessing, you need to fill it with Pressure Conversion Cubes, 50 for each machine

frosty owl
cinder silo
#

The only manifold that I encountered that would have taken days is my reactor hall, filling 100 reactors with fuel, everything else has been much quicker than that.

#

I tore it all out after three hours and built the 1-100 balancer, the entire thing was producing power within 5 minutes and no death zone.

oblique hollow
#

waiting hours until a problem shows up isnt realy fun 😢

cinder silo
wicked tinsel
#

you just moved the buffering from machines to dedicated building

frosty owl
oblique hollow
#

but you dont want delays

#

you want responsiveness

wicked tinsel
frosty owl