#math-and-meta
1 messages · Page 18 of 1
we've been into it before: satis is in fact not deterministic
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
and probably for 780 belts, they are so fast that even properly timed simulation is too slow for them
at least that what i got it from empiric experiments
its the transition segments
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
the belt to belt connections
pipes dont have pipe-to-pipe throughput issues funny enough, but they have other issues as we know
or maybe they do, but because they are in 1000x units, its less noticable
it's all belt to belt connections, not just mk5
yes, but the issue is more prominent the faster you get
I got a few posts on it on Reddit, if you'd like more context
Or you can just check the related thread in this channel
then again factorio has the curve issue, so its not like stuff is perfect
i think you posted that, didnt you Ven?
Just a link to someone mentioning it
yeah, but that means it isn't related to mk5 belts being to fast, but b2b connections being weird
is that recent even?
The bug?
I think they fixed it, by recent convos on Discord relating to that
You should ask @barren elm for more
you cant really find anything on goggle regarding that so cant verify xd
it's possibly just the bug they had a few years back (and fixed)
Which bug are we talking about here?
Factorio belt and Satis belt issues
Factorio curve compression bug I think? Pretty sure that's fixed
wait what? fixed b2b?
no, we were talking about factorio
Right, got my hopes up there
If FICSIT wanted you to have hope, they would have issued it to you.
it comes in patch form
FICSIT giveth (Sprint Lining)
and FICSIT taketh (Blueprints..)
Is Hope as bad as Bliss or can we keep civilisation this time?
Bliss is allowed.
I am curious, FPS or compute aside what is the fundamentally limiting factor in terms of an upper bound in Satisfactory?
I mean the answer is fps so I don't know why you'd exclude that
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.
Having a hard time translating the question into something answerable
Are you asking what in-game resource you're likely to run out of first?
TIME
That would be one potential upper bound yes. It equally could be throughput for example.
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
Contrary to what you often see around here, there's rarely a "best" alt recipe
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)
Most limits are due to engine and the fact that you can't multithread stuff that timely and orderly depends on stuff before it, which is most of the factory logic
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
The unreal objects make up all of the stuff in game, to the most degree
Building more stuff increases the number of objects that the GC tracks
I am aware of Uobject limits to be clear.
right, then the other limit is simply CPU, due to the Factory Logic
Again my interest lies not in technical limitations. My interest lies in where the mathematical boundaries lie mechanically
what would that be? got an example question?
Basically assuming infinite compute, what would be the ultimate bottleneck
What would stop the factory from growing first.
assuming you never crash and the game always performs well: resource extraction limits
Its almost safe to assume its not space, so it is either throughput at some point, or its a given resource
for the higher tier parts, its usually bauxite / quartz / nitrogen
so that limits your high-tech parts
on the lower tiers, its oil and copper i think
and even further down, coal
theoretically it could be space; the power can be maximised by underclocking everything
run everything at 1% to minimise power requirement and you might be able to run out of room before resource
that would also cause you to die of old age
before you get even one heavy modular frame produced
so if you maximize power efficiency, the mechanical limit is your life expectancy 
That is an interesting point. Basically what to optimize or maximize for
definitely not power, you got nuclear
that is finite, but enough to yield a few TW i think
if you use plutonium that is
with that however, you have a finite space and time for your save
I think that is almost a given in any endgame base no?
before everything is just containers of waste
To use plutonium I mean
eh, not needed
most cant even use all of uranium power fully
only if you REALLY build big
which isnt the norm actually
with U7 it MIGHT due to blueprints, buuut i doubt that
I mean yeah only fraction of the playerbase actively pushes a given game to its limits.
My best example in that regard is that the civ community was adamant that the vast majority plays and wins on diety regularly
until Firaxis gave them telemetry that showed that over 80 percent never won above settler (the easiest difficulty)
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
in that case, most of the large save owners / large builders here run into the limits of bauxite i think
but alts complicate all this
you can shift the balance around heavily with those
definitely
a simple example i can give: solid steel
it uses iron ingots and coal to make steel
not that interesting at first
UNTIL you look into recipes that have great iron ingot efficiency
namely iron alloy and pure iron
with those, coal is your limit on how much steel you can make
theres only enough coal to cover like 30% of ALL iron ingots made
hence the other steel recipes are needed to maximize steel
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.
theres not enough coal or oil or sulfur to use all the iron on the map to make steel
But I love to push games to their limit thus my curiosity
im currently dabbling in modding, having taken a slight inspiration from factorio regarding oil processing, else ive tried to give everything my own twist
in vanilla, im at tier 8
but i have yet to automate most elevator parts
but yeah, due tu us NOT being in an ideal world, your PC resources are a major limiting factor
with enough size, your save might not even boot
else, if you somehow get it to load every time, the limit really are the resources
theres enough space for factories to use up all the high tier resources
I have a middling machine. Ryzen 5 3600, 16 gigs of ddr4 ram and a RTX 3060
are flower petals still a thing? I noticed the flowers in grasslands are not harvestable anymore
yes they are
still used to make color cartridges (used to apply decorative patterns)
so they only drop from trees now?
and there is 4 types of alien body poarts, not just organs and carapaces?
is there any reason to keep the alien remains around after unlocking mam research?
Yes
They are going add ability to sink them for points separate from the other sink points
the ones in the GF are bugged iirc?
If you want to farm them go to the NF.
The individual remains? No.
Everything can just be processed into Protein. Which you can either keep around for Inhalers or as Boaty said process into Alien Data Capsules and sink for Coupons.
good reminder. guess I'll keep a box of each.
SCIM does not have the tape locations yet??
kibitz has a vid
Has anyone figured out the optimal Uranium plant to Plutonium plant to maximize the power output?
Currently, my math says just under 115 uranium plants and 305 plutonium plants.
Uses all the uranium, and outputs a ridiculous amount of power.
I built mine w 50.4 uranium rods and 22.4 plut rods
Plut being sunk atm with 252 active reactors
But if/when I burn the plut can get a max of 476 reactors
what Verios said is the highest possible 🙂
can you not sacrifice some uranium for more plutonium?
(i don't know, i'm genuinely curious)
You dont need to as the base non fissle recipe doesnt need uranium ore
Only side effect is slightly less non-fissle and you lock out making nuke nobelisks unless you pilfer from the belt/factories
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
49.8 urods, 12.45 plu will get you one nuke nobelisk per minute fyi
according to wiki you lose more power in uranium than you gain in plutonium by using the alt
Yea fertile really isnt that good
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
Uum each reactor makes 2500 MJ
252 reactors = 630,000MJ
224 reactors = 560,000 MJ
Totaling 1,190,000 MJ
Your setup is close but 140,000 MJ lower in max
I don't know where my math got all screwy, your math checks out.
1 reactor makes 2.5 GW, or 2500MW, or 2500MJ every second
What if Sprint-Lining cost you like 5-10MW to use? 🙂
Could be, that's negligible cost
People would still manage to crash their grids with it.
Ouch...
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
Calculator.. or production line planning?
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
that is also nicely rounded
so all machines end up at 100% efficiency
and i wouldn't have for example a machine working like 15% of the time while the other one working 100% of the time
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
have you tried
ok so i need some math help to double-check some numbers
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?
which part of the system has the valve? the fresh water or the byproduct water
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
I've never had success with vip
I've tried several times and they never worked for me
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
the most stable solution and the one i use is to segregate the systems
I'll do that if I have no choice but are my numbers right?
173.333 I'm processing 260 bauxite per minute so I can feed 3 blenders on 1 mk.5 belt
And I have 36 of them total
instant scrap right?
Yeah
does not give me rounded max production
or at least i couldn't find such option
wdym by rounded max prod?
sry not that, but rounded production cycle
i see
whats wrong with 1.5 copper sheet per min?
but thats just on you to find numbers to work really i suppose
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
i dont think theres a calc that does that for you
you can just build 2 and underclock 
do two and clock one to 50%?
Or do two and clock both at 75%?
no slugs needed
i'd still have to unlock clocking
and thats a problem why?
or is it now auto unlocked?
nope, still in the mam
ok just have two and have the production cycle stall sometimes
or do double of both and have 12 for the wire and 3 for the sheets xD there are many options
yeah i'd rather have my brain turned off and just follow a already made plan
thinking makes my head hurt
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
@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
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
Cries in imprecision.
their numbers not mine 
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
imprecision is imprecision
and sev no likey
Will this still let me use full mk.5 belts for the bauxite? Or am I gonna have to redo my belt work for these to work
Also how is it imprecise if it uses the full amount and runs at 100%?
Can you try to building it twice?
So then you have 3x
And otherwise just build 2, one will just work 50% or both 75% of the time
just take that sheet and double it
6 becomes 12, 1.5 becomes 3
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.
Presumably the same but more annoying
Kinda funny, my first thought on that vid was that I'm surprised he wasn't using some kind of fly command instead
If it can snap it would be the same.
If it can't my current building method is faster 🤷♂️
It can snap
It showed foundation to foundation snapping, alignment snapping and "it's on a foundation snap to the nearest 10cm" snapping
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?
You get to use blueprints from minute 0
Blueprints are independent of your save file so you can just import whatever you want
It's only the "blueprint maker" that needs building and unlocking
VIP junction.
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 😛
I kinda wish the bp maker was 40x40x40. Would make fitting in refineries and the inputs a bit easier
Yeah Snutt could barely fit the manifold in
Like I can see their goal of not wanting to create something that lets you just vomit out factories
But it's so small that even individual factory chunks look cramped
Good.
Let's hope the dimension checking is sloppy enough to allow larger prints
I am against that hope 😁
What happens of you push too much plastic in there?
I don't see how that is "better", but it's a clean layout.
Standard rule of sushi manifolds is overflow gets pushed elsewhere.
Something to be added after the blueprint.
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.
Nothing, it's just a manifold with all the belts horrifically clipped into one superbelt
Wonder if bp will let you preset ss and ps...
sp?
I think everything inside the blueprint will preserve settings. machines will definitely preserve recipe, clockspeed, and shards
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
Yea, but they already support copy/paste.. splitters don't..
Must have missed that memo
It'd be kinda funny if you could make a bp with an alt recipe that you don't have
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.
It was packed in with the UI update to them.
great news: you can fit lookout towers into the designer in case you ever need 4 x 4 lookout towers xd
thats rad
The more I build and test this rail network
The more I realize path signals have no reason to exist
Even in junctions with crossed rails they're more harm than good
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.
the beltwork should stay the same yea, that setup will use 1300 baux/min which should be the same
epic reply fail 
this message should have replied but it didnt
no worries
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%
ok. also i posted a pic of my pipework in the screenshots if you wanna give it a lookover.
i can easily adapt it over to yours though too
the white pipes are run-off water
the system looks fine, but i find valves to be somewhat unreliable, a VIP would probably be better suited but it doesn't look like you have much space down there, i'd say if you're confident just turn it on and in a worst case scenario where it breaks then you have other alternatives
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
if this doesn't work im gonna change to give your design a try first though
@deft lichen has anyone done testing on the new nobelisks?
AoE radius, effect duration, etc.
nothing at all, we don't even have damage values
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.
NukeNob: 25m Blast Radius, 30s total Radiation duration, 50m Radiation Radius that rapidly decays towards origin.
As for damage numbers, 🤷♂️
Hope that helps @deft lichen
Clarification: Wiki says 7.5 for nobelisk radius, which could very well be it. Trying to distinguish between 7.5 and 8 is not an exact science with in-game testing.
7.5 would also fit the 7.5/10/15 radius pattern a bit better.
But until one of the devs says "this is the number we coded it to" idk 😬
They still work, he just distrusts them because they shouldn't work if I recall his reasoning.
aah ok
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....
blocks can be used in place of paths but not visa versa, path signals can increase throughput by allowing multiple trains through an intersection at the same time but trains will still slow down before a path signal
Wow I wonder if im doing way too much math for being so early in the game
gonna have to start writing programs by the time i unlocked the next tier
hmm
or do it your own way, both are valid
oh wowers
Im trying to calculate ratios to split things into
At least it looks like my math is right so far
rod needs to be split 5:9 for rotors, etc
Have you heard about our lord and savior ‘overflow manifold’?
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...
Manifolds are the simplest and most basic way to feed multiple machines in a line
You can ‘load balance’ and split exact number sure but manifolds are just as efficient as load balancing and much easier to set up
What are the definition of those two phrases
I'll show what im imaging rn if ya dont mind
Load balancing is when you split belts in such a way that exact numbers get fed into a machine. What you were talking about
Oh yea
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
They are generally just called manifolds to make it simple
Watch the vid I linked. Much less math
So given this, if you want to make exclusively one part, you can configure A/B/C 'load balancers' in some fashion
Now im not sure if every split is a fraction that can perfectly divide
Or if its even worth it to design it in that way
You can manifold all that and it’ll still work
hm
Ok so for example how many ingots do your rods and plates need?
i guess its more of a factory design decision if you want to just pre-decide how much of everything you want
Because that way you wouldnt have any overbuilt components
You can do that with manifolds too 😉
I have extremely complex factories with precise numbers all manifolded
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
whether or not thats wasteful i guess depends on the person
As in you could hit a switch and do that?
I have no idea if the game has switches that could enable/disable that sort of stuff
But at the very least you could destroy/lay down conveyors as your configuration
I mean you could turn off a section of a factory with a power switch?
Like if sometimes you need 50/50, and sometimes 100/0. You can just have a splitter, and delete/place the conveyor
Is there a circuitry system you can manage that kind of thing?
No. You could just turn off a factory and items will back up there and flow elsewhere
Not so much disable a section but rather change distribution of a sections output
it could potentially end up fully disabling a section
It wouldn’t really be manageable for more than one tier of production because the NEXT tiers will need those parts still
If you turn off one section you essentially turn off every section that relies on that part
Yeah so theres a few problems i forsee, one is that the number of configurations will continue to increase as new end-products come
I dont want to turn off a section completely tho
There’s no way around that really. It’s automation and if one step stops working everything down the line stops
Like in this diagram, I want <A> to be a 'balancer' which can do 1:0, 0:1, and 3:4
so whenever theres 1:0 yeah it disables an entire section
But if you needed something like disconnected, 1:0, 0:1, 5:9, and 20:57
two of those configs wouldnt shut down a section (althought i dont know how the hell you would split 20:57)
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
i see
Does that mean each section needs its own power supplies?
and not a centralized grid
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
Later you can break off grids with switches
ah ok
Do you even have coal power yet?
nope lol
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
How would disabling portions end up creating efficient splits?
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
Unless you just dont need that component at all
I mean yeah I know i dont NEED to do the math
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
It wouldn’t be efficient.
If you set up miner to feed A and B production and turn off B your iron will back up
Right
Math doesn’t change unless you want it to
You would have to create your own tools if it is even possible. I’m guessing no but I might be misunderstanding what you want
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
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
My idea is basically to build the factory in such a way that it can generate any single item at maximum capacity.
And you need to re-configure how items are split to do that
Because the way the game is you’ll probably be completely rebuilding factories as you learn
oh yeah im not against rebuilding factories thats not a problem
I mean you do you. I just find a new node to build things from
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
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
And no- all my stuff is slap dash until I unlock everything
Well, the image above (admittedly only 3 splits) doesnt seem impossible
the more splits you have the harder it is tho
It’ll get worse the more parts you need.
My plan for heavy modular frames starts out with 75,000 parts per minute getting turned into 300 parts per minute
Yeah
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
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
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
im gonna finish watching this vid about manifold to understand what exactly it is
Some parts need like 20 steps. If you want to mix and match that for max output of anything? Calculus
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
Yeah but what if to make max computers you need to turn off 1/34th of your screws so more wire is made?
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.
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?
This seems more bottom-up when I think
They are introducing new blueprints but for very small sections.
Load balancers tend to need to be individually calculated and designed though
It would be cool to be able to just design a like "50x50x50 500 rotors/minute module" that you can just lay out
Also when I say production gets complicated #math-and-meta message
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
You often don’t want to use the same recipe all the time though depending on where you’re building
I will say im building to a similar goals, and already use about 40% of all my aluminum ingot supply 😭
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
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
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
Its best to not really train low end goods,
Well thats the opinion of the anti-train guy...me
Tldr long time ago they pissed me off and went down a belt only road
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
They function well now but im on a 3k+ hour save. Beyond the point of easily adding them in 🙂
but yeah, low end components dont really need modularity
Yea the addition of train signaling fixed alot of the early issues
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
Honestly don’t. It’s not clean maths and they are changing how oc and generators work in the update
If you’re doing a big world project in one spot your computer will die
I thought in the most recent update they said they were pushing back oc changes to the next update after this one
yea idk anything about how well this game runs at scale
U7 which is soon. Last I saw anyway
Massive world projects like what I linked will chug your computer even with multiple large hubs spread out.
Won’t handle it all in a spot
Does the game only simulate things in a certain radius of ur guy?
Ehhhh to a certain degree. It doesn’t keep all the objects loaded past a certain distance but it still has to do a ton of maths
Yeah that was my next question, if things still generate items
But every object in the game total puts load on it. The more obj directly near you the worse
As in machines making things?
yeah
If you have a miner attached to a storage box. does it stop producing item at some distance or anything?
Yes ofc, otherwise the whole automation collapses
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
Well if you need the computers being flown in at the other side of the map for supercomputers it’d never work if the distant factory stopped working if you moved away from it
Yea thats what i wanted to know
Items and factories just exist as math if they aren’t rendered
gotcha
Though again- play through the tiers. Then see what you want to do. I changed my mind at least twice
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
I’m on my 5th map
Yo, asking since there's activity: did you notice the custom-colour bug getting fixed?
That part yes- designing for multiple stage flexibility in output for any given part that changes based on other variables? Calculus
I didn’t know it existed
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
Except everything behind it will back up
The one that makes it so that all my lifts (custom- coloured) load as black, remember
Sorry, misunderstood, yes
And other factories in the chain should be picking up the slack
I'd say it could process 250 at 50% efficiency. Obviously, either half the machines aren't working, or they're all starving half the time
Nope! I had that happen to all my color swatches XD
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
Elaborate, please 
Actually @frosty owl is someone you should talk to about this XD
hai
Sure.
I was just answering the point about efficency, btw ^^
Yeah, i think its just a decision
... What?
I've got very little time atm, if my assistance is needed, please be quick about it or wait for later 😅
no no we're just discussing
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.
Ah fair XD
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
absolute mad man 
gotta do some thinkin
I’m pretty sure you could do that mostly with manifolds tbh
I did make an "easily configurable load balancer" recently... 
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
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
yea no problem
Ven also does needless weird things that are cool XD
Try to find his post with 1 belt feeding 4 parts into a manufacturer
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
As long as the ratio stays stable. But it’s a lot of work
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
And it’s one belt AND one input
You can do 1 belt 4 inputs pretty easily . 1 and 1 is hard
Well hmm, nevermind I think
This idea seems easily solvable with how manifolds work, yeah.
The big hurdle will be ‘maximum efficiency’ though
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
Oh and the other thing- you’ll have to build a full factory for every node because you’ll be limited by belt speeds.
So every iron node will need a screw factory and plate factory and a rod factory
mmm would u?
each thing just needs enough bandwidth for worst case, so just extra belt tracks
If you do that I’m not sure you can turn things off with a switch since you can’t connect EVERY belt
You could just turn off the first machine in the sub-section though right?
Which? What if every node needs to be making iron plate?
Ummmm
How maximised do you want to go?
Wouldn't this self-optimize to make rotors?
Like, you can also make wire from iron.
Do you want to have an optional iron wire factory?
(with the crossed out edges being turned off)
Maybe in one step processes
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
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
So yeah this is not 100% optimized because each path could have more specific bandwidths. But you could just take the maximum production of each component, and that is the absolute worst-case bandwidth of anything that could possibly utilize the component
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
Work through the tiers and keep me updated 🙂
Will do lol
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
Mind you, if there become better transportation methods. I will always prioritize modularization to squeezing out efficiecny
Well you can't get more than 100% efficiency. And honestly it's not hard to do.
If scheduled trains exist, i dont even know. I will be switching to small factories with large input buffers that get resupplied regularly
you don't get to 'schedule' them, they just do their routes
yup point a to b to c if you want
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"
nope
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
it transports items tho right?
it'll just follow the pattern you tell it to and grab whatever it can take
Come back to me in a month as we can talk about it XD
will do lmao i keep talking too much
shoo 😛
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
well 2x mk1 miner on an impure node = 60 ore/min
and a smelter can process 30 ore/min
so we divide the 60 ore produced by the 30 each smelter can handle to work out that we need 2 smelters to process 60 ore/min
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
is it backing up?
sometime like in my mind i think if it backs up it needs more smelters but math is like law right ?
yes, math is like a law, but only if your numbers are correct
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
since supply = demand, stuff that was already backed up in it won't get consumed but it won't back up further either
you can test it but removing all the ore from inside of the smelter
and watch, it shouldn't back up
ok will do thanks 🙂
so if we got a constructor next if its does 30 per minute then we only need 1 constructor correct?
if it consumes 30 and you give it 30 then it will work fine, yes
thanks again
so im on concrete now if i got a miner mk1 does 60 per minute and the constructors can only do 15 per minute i would need 4 constructors correct ?
yup 👍
but im pretty sure you're misreading here - they do 45/min and output 15/min
assuming you're using the default recipe
the constructor i mean
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
60/15=4, your math is right yes
but i think you're reading the machine wrong
its 45 limestone > 15 concrete
still not following ya :/
can you send a pic of the constructor ui?
the red is what it needs, the blue is what it makes
it needs 45 limestone/min - not 15
it produces 15 concrete/min
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 🙂
no i got constructor that take them
well then its either blocked as well or its going too slow or not working for some other reason
ok thanks
the easiest thing to do is compare how many items per minute the next machine actually consumes
does it actually use up 30 ingots/minute?
you can use notes or, if feasible, short term memory
What else should go in here? Right now it's just doing 225/min Concrete.
whatever other production you need, or leave the space for future production
Or don't build limited spaces before you build a factory
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.
👆
This is why I dont pre build factory structures. Many times have found a build to need more space, less space, or something in between. Having a pre self limitation on floor space makes life much more annoying than it needs to be
why the middle finger tho xD
I think it's meant as a pointing up/"this"
Yea oops wrong one its early
Either that or they feel very strongly about preplanning
Fixed
yeah got confusing messages from your post xD
Yea just saw a up pointy emoji went with it 😄
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.
all lines are 100% efficient
we can't really show you any layouts if we don't know exactly which recipes are used 🤔
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
This one
@wind spade does this help?
the screenshot you shared is already your setup
No, my current setup is the "default" one:
oil into fuel plus resin
resin and water into plastic/rubber
The screenshot above is from the wiki and shows a more efficient setup
no, what I mean by "your setup" is "the layout you wanted to see"
you asked for a layout, the website provides it 🙂
oh, yeah, it's exactly that
sadly the wiki doesn't provide a layout for the HMF setup
you can make your own in the calculator
Done
I thought you wanted to use the same calculator as wiki did?
I don't know where to find that one, so I used the one I knew
nice, thanks
You have got a very powerful tools. from now on you probably can't design a complex production line without it
It just takes the step out to make a calculator for it in an excel sheet
Scoffs in brain power 
The only time I took factory notes was for a maximized Turbomotors megafactory
you want to make... calculator for calculator?
or do I not understand what you mean? 😄
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
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 
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
tell that to the 150-200 rows matrix that is needed to calculate the results 🙂
linear optimisation is hardly easy math
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!)
Yeah, if you are used to modded factorio which has stuff like recursive recipes the ratios in Satisfactory are rather clean in comparision.
Quantum Sushi 👀
Will have to wait for 1.0 for that, I think 
Well, sort of "quantum" sushi... It will have quantum parts on it
Wait will 1.0 have one more tier in it?
Recycled plubber joins the chat 
huh?
Dunno, I'm just assuming the quantum-items (anticipated via holiday events) will appear in 1.0 and not sooner. Just my assumption
I just recently returned from a longer hiatus so I might be out of the loop
Appropriate wording 
Most likely not.
see the loop?
(Recycled plastic-rubber makes for loops)
➿
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 🙂
yeah im aware of the probability stuff
this and packaging loops are the only recursions we got
I quite like the cleaner math in Satisfactory though
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
Yup
Almost certainly, there's a few quantum items that as of yet can't be made
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.
Most likely not going to happen.
I know, sadly.
You could argue that the current tier 7 stuff is "brutally complex" tbh
I'm more excited to see how they expand current tiers.
And how SAM Ore is going to "make existing production easier"
Like throw a plutonium fuel cell into the calculator and revel for a second at the absolute spiderweb it vomits at you
I so far have not dabbled in mods but probably will once 1.0 is out and stable
Bleh
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"
Meh. Can fit it all in like... A flat 30x30 (kinda guessing, but not a massive are imo)
Jetpack > Hoverpack
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)
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
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
You're right, that's quite huge
(I took a look at a screenshot)
I can make a better guess: the entirety of nuclear processing (excluding the power generator) could probably fit in a range between 10x10 and 15x15
Big uncertainty because I'm unsure how the particle accelerator would fit in 
The 5x5 challenge exists
the last 2 x 5000 parts + 2 x 1000 are already, relatively, quite a lot.
maybe the devs increase that number, but that will likely be the final delivery
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.
we dunno honestly what they will do with it
7x7 is a thing too! 
#screenshots message
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 😉
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)
From a game design point of view, satisfactory is already kinda long, I can't see them stretching it too much
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
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.
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
Give space exploration mod in factorio a spin if you liked spacechem and enjoy pointlessly long and complicated unlocks
I did beat Space exploration and Krastrorio 2
Well fair enough lol
Only thing left is Pyanodon which even I dread
Because that is in a league of its own
I dream of a space exploration style mod for satisfactory, tho the added complexity of a 3d world probably makes it unrealistic
I started a Satisfactory run as a pallet cleanser basically 🙂
a bit too much right now for any currently sized small mod team
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
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"
what tools
Some nerd somewhere: "Hold my beer"
is there a formula for drone battery usage? Tried searching the wiki but may hazve missed it
4 for takeoff and 1 per km iirc.
cool, was just trying to put a ballpark estimate on max support for a 400 a min battery supply
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?
Why are you limiting your throughput per car to 780?
As long as the source ISC can completely empty out (after a couple trips), the system is good
To make it consistent throughout the system, I don't want to have to deal with odd numbers like 1553 ore/min
How else might I tackle it?
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.
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
it can be treated as 2 full belts
How would you achieve a consistent load of 2 full belts with the train load/unload stalling mechanic?
With unfulfilled wishes
by limiting a train car to only 1 full belt. Then 2 cars = 2 full belts
you can also do it with 2 car: 3 belts, or 3 cars:5 belts, or whatever ratio you can manage
I feel like it'll be easier to just make each car 780 rather than needing to balance them out later on
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.
one segment is fine, then you split 🤷♂️
Or place a merger/buffer
I mean for production and yea do split
The throughput issues are not specific to production-related or storage-related beltwork 🤔
It's the same for all belts
Yea ik, sorry explaining bad
Eh, whatever 😆
As long as no wrong info is conveyed~
Yeah i've just been reading that, sounds more problematic in larger factories
maybe the go would be to limit it to 600 then it's even easier to do the math against normal and impure nodes
That should work fine for iron, but for copper and caterium im a lot closer to the limit
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.
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
Oh right, I'll keep that in mind to always split it up for things like quick wire
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
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
It's been doing the same for me. 😦
treat your train station docks just as you would any other manifold
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...
the game update respawned all the crab hatchers, including ones inside our factory floors? Any way to handle them?
Delete, kill, rebuild 🤷♂️
nobelisks don't work through walls 
oof
It looks our steel foundry has an bug infestation! [roleplays any staple alien hunting game]
finally dark by default 🙂
How do I change it back?
no idea. I have dark theme everywhere and never bothered with light theme
Solution. Build a ton of nuke nobelisks, drop everywhere, go hide far away, detonate 50 at once
... watch PC cry
@versed violet just delete everything, kill them all, then use your modded "undo button" to build it all back in 1 move 😉
Official undo button when
Never 🙂
undo button is almost impossible
does nuke nobelisks work through walls? 🤔
No undo button... yet. There is one for foliage if you blast too much, but not for things you built.
Is this supposed to happen on bidirectional rail, if both sides have block signals on entry?
So... | There is not a mod for that
😉
Yet 😉
I don't think there ever will be
how do you implement undo button in a running simulation?
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
not really
what if because of the simulation the undo isn't possible? what kind of things do you want to undo anyway?
I'd assume building/dismantling things. this is a building game after all.
what if you dismantle something and then other player builds something in that place and you press undo?
you assume the mod would be multiplayer compatible
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?
error: not enough materials
what if you dismantle a wire that crashes your network and then want to undo it?
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
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
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
which isn't always possible because it's a simulation 🤷♂️
text editors have states, they are not a simulation
text editors store undo/redo as operations, not as state of whole document. at least some of them do, implementation may vary
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
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.
I never said anything about storing a state though
then there is no problem. just store a list of operations and it should work.
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?
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.
buildings are part of the game state tho
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.
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
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.
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"
a programmatic undo would handle belts as well, they are a buildable.
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
if you deleted your last grid-aligned support - YES
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
that really could use an undo button
could be interesting
https://questions.satisfactorygame.com/post/5e5bfa29c672159e0cdf89b5 there is a ticket for it
specially when you deconstruct smth by accident when mass deconstructing 😭
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
nobody said bluerints will ignore colissions. that would be wrong
why wouldnt they ignore collisions?
soft clearance is a thing, it probably will be for blueprints too
you can't mash two machines together.
well no
but you can perfectly mash bunch of splitters right into your manufacturer
that could happen
and how are you going to fix this 😄
but you will have plenty of time to observe in horror as they slowly buld up
yep 😄
cool main storage sorter you have here, it would be a shame if you pasted a balancer on top of it
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?
Single splitter.
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.
so just put one splitter and it will work?
Yes.
If you want to skip the spool time just pre-fill all the machines on the 135 side so it backs up immediately.
ok
@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?
I'll confirm it. Yes.
Same concept, so yes.
One of the lines out of there needs to be a Mk 1.
False.
I'm listening, but that's the simplest way to split out 60 from any line.
You can do a 95/60 split with all mk5s if you want.
so one splitter?
Yes.
i have mk4s
Works just fine.
ok
I'm sure you can... how is it simpler?
No one argued simplicity.
I said your claim of "needs to be mk1" was false.
155/2 = 77.5
77.5 > 60
60 side eventually fills and from then on can take only 60.
After which you have a perfect 95/60 split.
So Manifold/overflow.
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?
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.
sooooooo i shouldnt trust that answer?
@median heath
Yes.
ok
But by that standard, the correct answer will always be "one splitter".
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.
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.
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.
I'm aware.
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.
They... really aren't.
Either you're aware that my way of answering is helpful, or you thinking that people want only balancer-related answers.
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.
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.
I reserve balancers for radioactive items alone, manifolds are just plain simpler.
The original question was splitting 380 into a line of 200 and a line of 180, so a single splitter wouldn't be a helpful answer as a splitter splits evenly right? Which would make it 2 lines of 190. Not trying to be antagonistic even though it's plainly coming off that way, just pure drunk curiosity
Which would make it 2 lines of 190.
Yes, which I start with. And I explain how that evens out once the side lower than 190 fills.
I don't get how no fill-up time and no stacks of items in machines can be summed up with "no difference"
As if turning on factories at once (takes forever manifolding) or dealing with radiation isn't a thing at all? O.o
Radiation scenarios are rare and usually clarified.
I also denote the "end result" is the same, accounting for spool time. Which I also explain how to skip.
You can split 380 to 180 and 200 by using 1 splitter, but you also need a merger, the 180 is created using a mk1 belt (60) and a mk2 belt (120) , those two merge on to a mk3 belt to take the 180, the third and final splitter output will be 200, again on a mk3 belt, choked outputs as described are quite messy.
Or you just need a single splitter and let it overflow
I know, I was merely answering the question without bias.
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
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
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
or ditching screws altogether
"screws suck"
well they suck because you make them centralised
Assuming one has a stable enough input being provided and using a smart splitter... This can be true ^^
In other words: a normal splitter may not work as intended and discontinuous input could lead to issues even when using a smart splitter
stiched reinforced iron plates to the rescue 🙂
well there's more usages for screws than RIPs 🙂
I know, my point was more that when I can get rid of screws anywhere, I will take the opportunity generally
f.e. rotors are great with screws
I don't get what you're saying about nuclear.
Regardless, I believe that having the machines run with a full inventory or an almost empty one is not a difference that should be just ignored or brought up whenever one feels like it: saying they're the "exact same" does that imo
Nuclear punishes you for holding above the bare minimum of each radioactive resource
"punishes" only if you are near the factory
True, you absolutely don't need to care about said punishment, just that it exists
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 😛
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
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)
direct input bestest
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
Funfact: direct input makes for some of the most reliable single-input sushis 
manifolds would work fine if their implementation wasnt so braindead
Oh, the "ideal factory for performance/logistics" argument. Love that 
You really have a way with words...
there is absolutely no reason for machines to automatically load up to stack size
and this is the core problem with manifolds
Every factory game works that way
well, factorio does not, and this game clones factorio 😄
it... doesn't?
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.
its similar, yet the ideas branch
its more like parallel universe factorio
core concepts are similar
and manifold is one of them
its just badly implemented here
yeah but core concepts are things that kinda define genres
Without it, any long-range manifold could need having a loop for the items to travel around to keep up with the deliveries.
Items come in, pass in front of all machines (giving 1/2 to each) and just overflow out of the system (unless it's a closed one ofc), leaving the system empty until the next delivery
"long range" as in: fed by long-range transport
Funny you mention loops, I considered that for some of the sushi and the initial uranium intake to cut radiation 🙂
no, it would change nothing for long range transport
Factorio adds in double the resource requirement of the assembler which can be way more than a single stack size
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
To short a message to comment on 🤷♂️
I can only repeat that I don't think so (see my prior message)
our recipes are all set so they never go over half a particular item's stack size
so reduction is ok
most of them dont even go to 1/10th of stack
its not off the table yet for future updates
it should load like up to two cycles of resources, and then everything is fine
i think theres a QA site ticket for that... right? there better be
there is
got a link?
Loops are usually a bad idea for sushi 🤔
Could you walk me through your thought process there? I often hear of people considering sushi loops but don't quite get where this (imo bad) thinking stems from 
but people like to pretend that the issue is with the manifold concept itself, where in reality, its just an issue with auto loading
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
thanks
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 😦
manifolding stuff like encased beams is epic pain
Manifolding encased beams is dead easy, what are you on about?
it takes time to fill
well, you need to preload 500 concrete per machine
make 20 machines and you need to produce 10000 concrete before it can start working
time consuming≠difficult
painful != difficult
its the same issue of fuel gen setups or fluid stuff in general.
a lot of time wasted
YAY!, someone who actually uses the proper does not equals sign instead of just an equals.
just letting it run in the background while you grab a snack is painful?
a few minutes is funny
20 turbofuel gens take 30 minutes until you can detect problems
!= ftw
concrete isn't the issue with manifolding eibs so much as the steel component
thats 30 minutes of time wasted until you can do troubleshooting
When I see that I just consider it as equals 🤷♂️ , ≠ or bust.
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
a single 300 rock mine makes 100 concrete a minute, it will take hour and 40 minutes for it to fill 20 machines
non-progs will not understand
its not few minutes
well that may be just my coding "career" then 😄
thats a logistical issue for you to solve
put a storage container somewhere
normally, you would use buffer that will average out the janky input
like .. train station's internal buffer
sure, there is an unrelated problem of not being able to limit buffer's internal size
but it doesnt need to be the machine buffer
but its not a core problem of machines themselves
would also give fluid buffers more reason to be used
^
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.
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
the big problem with current approach is, some items take forever to construct
and then manifolding those take days to fill
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
like uranium reprocessing, you need to fill it with Pressure Conversion Cubes, 50 for each machine
How is that an issue when one can easily load-balance?
High-tier items are especially easy to balance, btw. Most have quite handy numbers/min
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.
from experience it can still take hours
waiting hours until a problem shows up isnt realy fun 😢
Three hours in my case had 18 reactors of the 100 running, and a lot of radiation.
say your factory A needs 100 items per 10 minutes, it means it needs 10 items per minute
you have a buffer building that holds 100 items, it gets consumed over 10 minutes, then you refill it with your 700items/min belt in few seconds once items are available
you just moved the buffering from machines to dedicated building
That applies to machines as well 🤷♂️
If an input belt has discontinuous input, the internal buffer of a machine can (and will) help with that
eh, they delay any issue
but you dont want delays
you want responsiveness
the problem is that you dont have options and this should be a game about solving issues
Please address the example I provided accurately. You're assuming that the items can back up after factory A, that is not the case for the example I gave
