#math-and-meta
1 messages · Page 22 of 1
just change the game code EZ
what I mean f.e. is if you have two different recipes for something, you can pick recipe A, recipe B, or A+B in any ratio
that does mean that it probably mises out on some possible chains that involve putting things back into each other a lot but it gets most of the common ones its good enough for me.
Yep. The trees are insanely big.
the question is if the calc results are even readible / useful after that
quick lynk, write a recipe result decoder 
they arent really 😛
tools sometimes do select multiple recipes per item 🤷♂️
yeah but not all of them
basically it looks this: with each circle being a part and each square a recipe to produce that part. As you can imagine... it gets intense.
Every time it goes to add the children square recipe nodes, it checks back along the path to root to see if it has that recipe already in that singular path. If it finds it, it skips it. (preventing the infinite loops, but does loose out on some edge case scenarios).
However, it certainly is not efficient in terms of processing 🤣
but again, I wasnt going for a produciton planner like SFTools, but the ability to compare any two chain that I wanted.
In the end, while I still can do this, i ended up simplifying it and narrowing it down so that I provide the recipes I want to use for the chains and it will build just the one graph then I can compare them. Which... is pretty much what you did Greeny, except you have the optimization done through the linear algorithm but I wanted to manually pick and choose to see for myself.
which is ... very funny that we basically ended up at the same place with no communication and without me looking at your code at all
yeah the "problem" with manual picking is that you can't guarantee that the recipe will be used... unless you build the whole tree yourself
yah. Exactly. So while I could have used your tool to do exactly what I wanted as well - just by limiting what recipes were available - it would have been annoying to me to do and it doesn't include all the data i wanted either (total # of buildings, footprint of all buildings) or id have to do some calculations from what was outputed to get what i wanted. So I have a small front script that just outputs the recipes available for a given node and then asks you to select. This does mean if several leafs have the same item i could select different recipes for each branch if I wanted to (though I didnt really code it well enough to know what branch im currently on lol)
I do have some plans for something that could be helpful for your case, but again, tons of work, not enough time 😄
🤣 know the feeling.
And I like programming, so It was fun to do it myself. I have a much better understanding at designing weighted graphs and binary trees now than I did before 😅
All in your own time though, keep in mind you don't owe anyone anything, and your work on the tools is greatly appreciated 🙂
Is there gonna be mk 3 for pipes?
Doesn't seem.like it
given that mk2 pipes already have issues, I doubt it. Also there's not really anything for what you'd need mk3 pipes
ok i actually think i got it to work
have i done anything wrong that you can see? i had to disable fertile uranium to force it to use more waste
You can maximize the TPR production
Automating Project Parts 
is that SCIM?
No, that's SFTools.
No, it's the good calculator
what would be a good amount of motors per minute, if I have mk2 drills, pure nodes, and mk3 conveyors
cause rn im only making 10 a min
So I’m thinking of making a new oil extraction job hoping people with more knowledge than me can recommend focusing on byproduct or fuel and how one would go about that
This is a wrong question to ask.
How many you need for building stuff? 1-2 per minute?
Count how many products using motors as ingredients you plan to make, then build a factory matching that.
Havnt looked at numbers of polymer resin but I’m guessing that’s probably best to rubber plastic production since it adds another layer of refinement?
heavy oil residue, recycled rubber + plastic, diluted [packaged fuel] and make tooooons of rubber/plastic.
No idea what you do with rubber/plastic after that, I only got the ton part down 😅
Diluted packaged fuel feels a tad excessive but good to know that’s the optimal
Would regular diluted fuel not work as well?
IF you have blenders, yes, easier to setup
Gotcha
What about maximizing fuel you mentioned that one was good for rubber and plastic
I’m thinking I may want to go to each oil location and have it prioritize fuel and make a single byproduct
Stay off of Nukes as long as I can
won't do, unless you product is solely fuel. Plastic/rubber loop makes both.
Although yes, you can make it output single resource, but you still have both rubber and plastic flowing inside.
And nukes are awesome.
check which buildings need motors, estimate how much of those buildings are you gonna build per minute, you have your number (if it's low, you can always add more)
So the first time I built my thing, I simply made a giant pad with a conveyor bus in the middle
then I can pull things from the bus build as many as I need or expand from there, then feed it back to the bus
its ugly, but it works wonderfully
the bus method is not recommended in satis.
The common way is to build factories tree-like
why would you say it isnt recommended?
I just meant focus on more fuel less byproduct unless no matter what combination of recipes you use it always comes out to the same amount of both
Cause if I make enough fuel I’ll probably be flooded with more plastic and rubber than I need anyways
One pure node makes enough of all for all my needs.
I’d rather have it in excess instead of having to go back to the drawing board
Power is the one thing I don’t mind going overboard on
bus is used when you have variable input or variable output. SF has neither
not sure what you mean by bus, but this is what I mean. The idea of a bus is that you have multiple production lines with various inputs, some of which are repeated.
bus is the belt stack in the middle with splitters and mergers
and it's not recommended
too many belt = too many lag.
and bus implies centralized factory which also means bigger lag.
and since you know input and output of your factory, you can just do miner -> factory -> storage
Is there a way to tell from the ingame map, if radar tower is powered?
yeah, unpowered wont show all the special other icons
and its not likely the tower would simply have no artifacts or fauna/flora in range?
are you sure its plugged in?
Yes, I'm sure-
... damn
I did find one with no singlas tho, even when powered. Its on very edge of map.
Im here chilling with my 5 biomass burners and a few mk1 miners haha
Never rly looked into the game before buying it but it seems i have got some way to go
Yeah, there’s 4 space elevator phases and 8 tiers of stuff, and most people consider the time before unlocking everything the “tutorial”
Due to the 45-81 rule, I would say 22.5
Who the heck are you watching that does that? 97% of everything I see is either manifold or spaghetti.
I have some way to go
<Looks up from pile of plans for complicated nuclear plant> "what"?
He may mean equal splitting. By putting splitters in a triangle shape.
I know he means load balancing, manifold is more space effecient than load balancing.
I use load balancing when I have room or when I what a perfect split.
45-81 rule?
I believe it's a ratio rule to avoid repeating numbers in % production speed to get permanent even flow forever. If you have a repeating decimal every few thousand hours you'll get a stutter somewhere. I think. I never bothered with it because that level of control isn't interesting to me\
So the premise of the 45-81 rule is getting production in "clean numbers" with respect to clock speed.
As you may or may not know, the game enforces a 4 decimal limit on clock speeds (it does not care about parts per minute, nor does anything in the game actually operate on parts per minute, EVERYTHING is done in individual cycles with respect to clock speed for cycle time)
Example: if you tell a Smelter to do 20/min instead of 30/min, the clock % changes to 66.6666%.
The UI will say 20 ppm, but this is a lie to make you feel better about yourself. The machine truncates anything after xx.xxxx%, so you do not actually get 20/min, you get 66.6666% of 30 (which is 19.99998).
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).
So the math was done to find out how to make production lines "behave", and the first thing we solved was the 81 part of the rule. With respect to Rubber/Plastic - always do them in multiples of 81 and all machines in the recycled loop automatically fall within the 4 decimal limit. No repeating numbers, no imprecision.
The 45 part of the rule applies to non-oil products. Do your final product amount in multiples of 45 and everything in the production chain automatically behaves without you needing to think about it.
Exceptions: Caterium Circuit Board, Pure Iron, Fine Concrete
(CtCB and PureFe usually outweigh the rule because you'll be doing them in such large quantities that they fine a common multiple somewhere up the chain.
No one should ever use Fine Concrete.)
Note: 45-81 is the lowest whole number multiple, but you can cut them in halves to achieve closer to your actual goals.
I.E. 45/22.5/11.25/5.625/2.8125, or 81/40.5/20.25/10.125 (going lower than 10.125 on oil causes issues)
So if you needed 100 Plastic, I would instead say to make 81+20.25=101.25
To produce rotors t is better to use the normal rotor recipe with steel rod and screw alts than steel rotor or is their a better option
Depends where you are making them with resources at hand and what else you’ll be making on the spot 🙂
i am making 1250 steel ingots
Copper rotors are a favourite for reduced resources needs, but I like steel rotors since I’ll often be making pipes for other things and I like that sort of simplicity
Well do you need the steel ingots for something else nearby? If so maybe use copper rotor
how much copper does the copper rotor need since i am using a lot of copper for ai limiters
A fair chunk. You can get more copper by using pure copper refineries and stretching it out that way?
But if you aren’t using the steel for other things steel rotors is nice. And iron wire is a good mix too
In general any particular recipe is good depending on your situation and location.
So something like iron wire might mean you can build a factory somewhere with no copper even if you need wire or cable.
Some people like using Caterium circuit boards and caterium computers together because you need feeder resource types
I like silica circuits and cat comps because I can use more resources to make more computers 😄
crystal comps 😛
thanks for the help i also like silica circuits since you don't need plastic
Haven’t run into situations where that’s been the recipe needed but I don’t have anything against them
steamed copper sheet 1:1 with copper rotor 👀
interesting find
but then again - screws
66.66-% would cause problems when rounded down, but i believe the game rounds that up no? to 66.6667%? in which case it wouldn't cause any problems. it just means that very rarely the machine would shut down for a second because it's a tiny bit too fast. the only cases that you'd have to be careful about is when a percentage is shortened and rounded down, bottlenecking your whole factory
Basically on my map anything that can avoid using copper I go that way XD
Automated Miner 🤡
arguably useful
meanwhile: me using alclad casings
xD
has anyone ever used charcoal or biocoal
i believe the game rounds that up no?
Depends. You have to check the machine to see what it is rounded to.
66.6667%? in which case it wouldn't cause any problems
it just means that very rarely the machine would shut down
Machine shutting down = problem.
Therefore 66.6667% = problem.
probably - but they're just bad
yeah i can't think of anything good for them
apparently its cheaper in terms of coupons if you buy biofuel and use biocoal instead of buying coal 
but thats a pretty sad use case
maybe if you just started phase 1 and need power but have no coal nearby
its completely useless imo
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).
you're chocking this up to basically no big deal, and rounded to 66.6667% is a smaller difference and one that doesn't cause bottlenecking. and when it shuts down it's not consuming power. that's not a problem imo. there's bigger issues like mk.5 merger manifolds trying to handle 780/min
when it shuts down it's not consuming power
Technically false. Machines on standby consume 0.1 MW
you're chocking this up to basically no big deal
I do not deal with degrees of severity. Something either is a deal, or is not. There is no "small" or "big" deal.
Imprecision bothers me. 66.6667 not being exact is a yes/no.
I can avoid it, so I do.
That's the entire premise of the rule - avoiding imprecision.
yes and i agree i am the same way.. however in a game that has other bigger issues that make it imperfect, i'm willing to see a difference of .00004 over-clocked perfect enough to not bother with the headache of trying to force things into certain multiples
Nah, it’s still important to be precise and then let people decide how much of an issue it is to them.
Some people don’t care for the b2b issue for example
I think they are weird but they are allowed to be so
i am the same way.. however
I don't have a "however." So I would say we are not "the same way."
insert meme
I'm not memeing?
Sev is Sev'ing 
The ‘we are not the same’ meme image 🙂
snapping is another thing i'm probably going to have to give up on when trying to build giant factories. it takes way to much time trying to force things to snap when they aren't doing it automatically
plenty
the biggest one i have issues with is junctions not getting snap points from floorholes
or even actual pipes for that matter
Oh, I don’t think junctions are supposed to snap to those
or supports
they don't seem to snap to anything except other junctions and inputs/outputs of machines but most of the time that doesn't even work
And you should avoid floor holes anyway and clip pipes through. You can put decorative holes after though
i do that with belts too because im extra paranoid 
reason?
do what too
high likelihood of glitched connections
Floor holes are a bit bugged
clip through floor holes - looks the same but the pipe/belt doesn't actually interact with them
Also having very tiny sections of pipes can cause flow issues
@prime orchid if you want to snap junctions vertically like that you can put a pipe support stretched up from the ground with the pipe bit angled down. The clip the pipe up and put a junction on it
i did have this issue once where i put a junction too close to a floor hole causing the pipe to be too small and it didn't work
There’s different levels of bug with them, like it could cause a problem on the scale that you have to stare at the system for a while to see if it’s stable
Plus if you clip the pipe through and have a decorative hole it’s fewer world objects
this is true and i'm down for less objects, however i feel a bit weird about clipping belts and pipes because it didn't used to be allowed and we have holes for a reason (wow that sounds weird)
I’m pretty sure you were always able to clip pipes through foundation
well still mentally i'm like that is wrong
At least from U4
it feels like cheating
Ah XD , part of my clean pipe system methodology is as few junctions and pipe segments that you can possibly get away with for smooth flow so clipping it through with a decorative hole is standard for me
I also do weird things like this though #old-questions-and-help message
Then whats after
XD
||the golden cup||
Merger test fun.
Sorry about the above, I've never created a thread before, the above is specifically about issues surrounding conveyor mergers and throughput issues specific to them.
Divide by 10.
Point is you're dividing the total by the number per minute, which gets you how many minutes it'll take.
Basically creative factory build mode... I mean you can still technically die, but it’s rather hard. Also hoverpack
I personally am going to start with coal power researched from now on
Coal is quick enough to research at least.
Yeah, I just don’t enjoy the bio burner phase much
I’ll still use them a bit ofc, I just want to be able to set up auto power once my area runs out of foliage
The thing im strugling with is expending after phase 1 of spece elevator
I just rushed phase 3 for trains so I can transport my infrastructure from grass plains to desert
My disappointment when I remembered oil was needed first
I'm usually knocking on the door of nuclear before I build a single train.
Hello, its better to use trucks or trains?
depends on a situation
Usually trains, but like Greeny said, it depends. what is the use case?
Move a medium amount of items to another facility that isn't that far away.
how big is medium and how far? you can use SCIM for distances, and a rough estimate for the number of items
Ok, thanks :)
Trucks can handle up to and including 1560/min throughput.
Anything above that is train territory.
what if you use multiple truck stations on both ends?
Doable but usually not worth the hassle. 🤷♂️
I still haven't tried trucks again.
for some reason it just never occurred to me that truck lines actually have infinite throughput because it's possible to keep adding more trucks and more truck stations
not saying that it's a good idea, just that it's totally doable
I find myself imagining a pile up and a line of trucks after trying something like that.
Still having trucks and drones around would make the world look more alive.
Maybe it's been fixed, but previously if you did this they'd just get stuck in a traffic jam
possible, I'm just theorizing, it might not actually be feasible to use
It's simpler to put stations across from each other than in line.
Do it right and you can unload into 2 stations at once 🙂
Ok you lost me, but from what I get is that your products should be in multiples of 85 so you can get more precision
How did you get 85 out of the numbers 45 and 81?
So wait is 81 is not for all of oil, just a recycled loop ( I don't know what that is)
@median heath what exactly are the cycles
So you keep sending plastic and rubber back and forth to make more rubber?
That's the power of recycled, you can make shit tons.
Yes.
You could probably google "Satisfactory Recycled Loop" if you want a more thorough breakdown of it.
And that's the only time the 81 rule is in place?
Yes..
Ok so I think it get it
You want non oil products to be multiples of 45 to maximize production with the exception of you are making a huge amount of something. While 81 is for a recycled loop to maximize production with rubber and plastic
It's not about maximizing production.
It's about eliminating imprecision.
Ok
fyi it's also so little imprecision, that it in 99% of cases doesn't matter
the game is most likely less precise than the imprecision sev is trying to remove
If you choose to see things in degrees of severity, then the 45-81 rule is not for you.
more severe is imo the (most likely) u7 bug where mk5 belts only reach 740-750 😛
that gives a lot more imprecision
What's the one percent of cases?
people that want theoretically 100% efficient system like Sev
Damn
So the rule doesn't matter that much cause I'll never really see that imprecision
Thank you greeny.
For convincing people that hours of work doesn't matter at all 👍
the imprecision is around 1 item per several hours (obviously depends on recipes and stuff, but it's definitely not something big)
I'm not saying it doesn't matter. I'm just saying that it's not the place where people want to spend time in most cases
spending a few extra hours just go get system to be 0.0001% more efficient is not really worth (in my book and in many others')
Yes. Because as (mostly) solo game the only thing you have to consider is is it worth your time to deal with a .0001% imperfection.
To sev it obviously is and he gets enjoyment out of it. To me I'd rather tell the machines to f off and under/overclock everything until it's easy whole numbers
To you? You decide.
You don't spend extra hours in playtime though...
The hours were spent once to solve the problem. Now you just build.
Actual amount of time played remains the same.
the extra hours come from you having to figure out numbers that fit in the rule when planning
(you as the player)
Now that I know that my factory isn't producing as efficient as possible, it makes me kinda mad
you can't just maximise production from nodes anymore
No.
The purpose of the rule is you don't have to figure jack shit out.
You pick a number and it takes care of itself...
Or you just overclock/underclock everything to thr same number and walk away, 10 machines feeding into 10 machines feeding into 10 more :p
it never was, not just in the cases 45-81 tries to prevent
you pick a number that needs to be divisible by 45/81
and we both now how many people solve from beginning or maximise nodes
This is genuinely coming across to me as a giant shitfest on the work that was done and how I choose to do the math.
I'm not sure if that's your intent or not so I'm just disengaging before I get any more depressed.
Bye.
this is not aimed against you in any way. This is just aimed towards turtletrademark, to tell them that it's not as big deal as you make it sound (if they don't care about 0.00001% inefficiencies)
That ended pretty badly
Sev being Sev, we're used to it
I'm not making it sound like a BIG deal.
Stop fucking seeing things I do in degrees of severity because I do not.
Something either is a deal, or is not.
What do you mean by can't maximize from nodes?
for people that read your messages "inefficient factory" sounds like a big deal, "inefficient by 0.00001%" suddenly doesn't sound like a big deal. since I do know you, I'm very much aware of what you mean, but new people aren't.
oh that was in relation to the 45/81 rule - if you want to maximise node (e.g. all iron ores to make reinforced plates), you can't just take the max result, as it may not be divisible by 45
Makes sense
I've definitely learned a lot today
I do have one more question but I'll save that for later
Any link with more info of this?
Oh. big text
if it's too much text I can give you tl;dr
basically since you can only clock in increments of 0.0001%, some final production numbers are not reachable. So if you produce everything in multiplies of 45 (or 81 for oil products), you'll hit the "correct" numbers that you can hit with clock speed. With other numbers you can be off by 0.0000something per minute and for those that care about this, the 45-81 rule is great
anyone ever made some calculation of how much this 0.0001% affect the production in a simple scenario? (in, idk, 10 hours of playing)
it obviously depends exactly on a situation
but let's do some example... let's say Heavy Encased Frame (alt) at 2/min production, you need 0.711111111... machines. you have two choices of a clock speed: 71.1111% or 71.1112%. So, you'll either get 1.9999996875 per minute or 2.0000025 per minute. Over 10 hours that equals to 0.0001875 less or 0.0015 more modular frames.
The example was just randomly picked, I have no idea if it's smaller or bigger than average, but I'm gonna say there won't be cases where the difference is orders of magnitude bigger
(and also keep in mind that if you have exactly the correct amount of resources, picking the higher clock speed will result of the machine stopping for a few seconds every few hours, but you'll still get 2 plates per minute on average)
Throw in belts doing whatever they please and mergers doing the stutter step production can easily be knocked off kilter.
Interesting how the decimal point affect that..
Honestly, i think that caring of this while playing is a little stupid.
yeah this is level of precision is way more than we can currently get from the game
but again, the rule is mostly for people that want theoretical 100%
A couple of us have been running some serious experiments (mostly because we have nothing better to do 🤣 ) and uncovered some major flaws.
yeah I've mentioned that here 😄
The mk5 thing seems to be exacerbating the merger stutter step that was just a mild occasional blip in the past.
well hopefully it's just a small bug that can be easily fixed 🙂
or it's a step towards halving the game
is that just mk5s btw?
Fingers crossed, seeing the experiments play out the way they have has been a huge eye opener.
High (750ish) throughput from a merger in to a mk5 seems to show the big stutters that cause backups and experiment rejects, I haven't seen it when testing lower mark belts yet but I haven't adjusted the miner based test yet.
wait I thought it's also a case of miner -> mk5 -> splitter
This shown in the merger test fun thread shows the effects of spiky throughput with an average of only 311 parts per minute, the number of objects thrown should be 0, but there are loads after just four and a half hours.
I set this little experiment up on my live warehouse in feed from the north after seeing stalls on the merger.
Splitters have been pretty well behaved, there is a tiny lag when the merger decides what order the mixed feed will come out based on inputs, before the mk5 situation worsened it only really stood out when a line was oversaturated and backed up.
wait, so miner -> single segment mk5 -> splitter can still do 780 (ish)?
it's just "don't merge over 720" and "don't do maxed belts over more than one segment" then?
The mk5 single section is debatable now, I posted that experiment under belt to belt, and that throws things too.
well I guess it's the only place where you really don't have a choice 😄
I'm glad my bauxite & aluminium plants only do 720 and rubber/plastics are 600 per line because it would be a disaster.
how severe is the single segment thing? is it up to 10 or more?
One moment please, I restarted my single section experiment a couple of hours ago, I'll grab its data.
Welp, in the space of two hours, the single section loop threw 21 pieces.
that's 0.00224% loss 🤔
or 779.825/min throughput
I'd say that's acceptable for "780ish" definition 🙂
Before update 7 though the single section experiment (running for months basically) threw 0
yeah that's fair
This is the experiment in motion before I restarted it.
I know you're doing tons of those, but would be interesting to see them with mk1-4s so we know if it's the belt system or just mk5 belt being too fast
I'll need to expand the test area.
I do have a mk1 loop up, that hasn't thrown anything at all, the mk3 though threw 5 pieces but it took 36h.
so I guess it's all belts, just relative to it's max speed
Gets way worse the faster the belt is.
It isn't a problem that can really be solved while overclocking is a thing, you have fractional outputs, like 4 decimal places that won't quite hit the mark and it rounds down, that tiny miss just accumulates in little errors that cause the throughput ripples that lead to the dreaded yellow lights.
So I'm just looking into Nuclear; I've got a calculator for 28.8 Uranium Fuel Rods/m, which feeds 144 Reactors and making 1440 Waste/min..
And it looks like 1440 Uranium Waste/m can feed 10.8 Plutonium Rods/min (with default Non-Fissile) with 100% Waste consumption
Its not the most perfect outputs possible I know, but it has no waste and looks like 360,000 GW of power which should be excellent. Any issues with a plan like this for a first try? 
don't burn the plutonium rods, just sink them.
10.8 plutonium rods from 1440 waste? I use default non fissile and get 5.25 plutonium rods from 1050 waste.
Of course, I meant that all Uranium Waste would go to Sinked Rods - according to this
the second default recipe (plutonium pellets) also uses some waste to reduce processing.
Apparently so!
Incomplete there, the ratio of waste seems to show you're using the same reprocessing just with like 40% more waste which is why I'm not seeing how you can get double the plutonium rods.
maybe alt recipe for plutonium rods is at play?
Possible, I just went with defaults for the entire reprocessing chain to sink.
The actual flowchart itself is very scary, really - but looks like 216 Encased Plutonium Cell goes up, and indeed goes to the Alt: Plutonium Fuel Unit
Yep you called it, alt plutonium fuel rod recipe 🙂
you can save yourself the horrors of pressure cubes by going the default recipe way
I only have a part of my old nuclear plan still since all the stored plans are on a pc that was stolen back in march 😦 , from back when I tried using SCIM as a production planner.
have you remembered to make off-site backups?
The above and other things including my save were backed up to my NAS.
Oh damn you're right, thats a pretty big difference. I guess it just takes more Uranium but really frees up a lot of other resources
The goal of getting shot of waste is to burn as much as possible, the defaults are great at that.
If your goal is to get rid of uranium waste, just use al default recipes to get to sinkable pluto rods with least headaches. You can also use them to fuel trucks, just make sure the truck loop is far away from where you want to walk.
I've got a megaprint Train system ready to feed the area of the map I settle on, so I probably will just sink them after all
sinking is good, unless you're a Titanic.
For really small nuclear loops you can get away with burning the plutonium since its waste accumulates slowly, for the most part unless you want a truly colossal amount of power, sinking the plut rods is generally the best way.
if you plan on playing on said save for a long time, accumulating plutonium waste p[roblem is not worth it.
Unless you have 50-100 reactors burning plutonium though, you'd have to accumulate thousands of hours for the nuke tomb to become a problem.
That said I still sink it all, 100 reactors burning uranium fuel at 105% (for load balancer to work) is more than enough for me 😄
Is doing this stuff necessary for my factory run properly or am I waisting time.
this is me trying to take a 100 input and turn it into five outputs of 20
I know it isnt exact cause I didnt worry about the decimals
but would it be better to just make a conveyor line and split at certain points
Is this just to supply five machines that take in 20 items/min each?
Then yeah you don't "have to" balance, a Manifold would work
Sure the first machine would take 60/min instead of 20/min, but once it fills up then all the overflow moves down the line, and so on and so on - eventually they all balance out and just take 20/min off the line each
so production would be slow at first but would eventually get to max speed
Pretty much, and it doesn't take very long to get to max speed with most items.
Nothing wrong with a "Balancer" (aka "Bus") as you thought of, just different methods with the same result. I use Manifold style primarily to save space
embrace manifold
ya, manifold is the way in this game
I tried making balancers when I first started, its a giant waste of time
I mean the only time I do something even remotely like this is when I have 2 lines and I make it so if one is backed up it backfeeds into the otherone
so... injection manifold?
well, its just when I have 2 production lines for say rods. More than a single belt can carry, so I have 2 outputs. I then use splitters and mergers in case one line isn't being used to the max, it overflows to the other line
... just from words that sounds over engineered but I suspect it's not a complete enough description
nah, otherwise I may have shortage on one line while the other sits idle
its a simple fix
why not just clock the machines to use what is being provided though?\
Because then you are underclocking while I do have the resources, they are simply in the wrong belt. The other reason is because I built using a main bus. It allows me to expand production earlier in the bus without having to worry too much about how much is coming off each belt
right so you aren't making dedicated worth paths, got it
ya
especially as I built stuff as I was teching, so I knew my upstream would eventually have to be upgraded
fair enough 🙂
In fact when I built my lines off say a node, I didn't just build it to say consume 270 ore
I made it for twice that
So if I had one making plates, and another making rods, each consuming a separate mine. I made them each for twice as much, so if one was backed up the ore would overflow into the other line
I don't sink much stuff early on so I just let items back up and pause production, or splits items willy nilly to places not caring if enoug his getting everywhere because eventually as they fill they'll shut down.
yeah I don't sink stuff either, thats why some stuff will back up and others wont
just a different way of building
had one dude earlier telling me foo foo about the way I made it due to lag (centralized hub with a dual bus). But I never had any issues with lag, then again I got a fast pc
build as you want, everyone has a different way
Anyone in here think they may be able to solve my fuel gen problems? lol
Make a thread in questions and post LOTS of pictures of hte set up. Can't trouble shoot pipes w/o pics
That is called balancer. In @dense cave example, a 2 line balancer. Very useful.
that's not a balancer. A balancer is always feed X number of items down any particular path. What necro has is a series of overflow systems from a factorio style bus
So I'm planning a factory dedicated to Assembly Director Systems...with the alt recipes I have unlocked on this play through, my target of 18.75 per minute is calling for over 2500 buildings....does that sound right?
That sounds like a lot. are you using tools?
oh wow a lot of that is dedicated to constructors with cable
yeah I'm seeing 3500 with base recipes
Eep...
It's a pretty involved system though. tons of wire, hmf, supcomps.
I just don't want to sink a ton of stuff to get tickets for all the sub parts and bypass the production chain. 4000 for the employee of the planet.....then the next step of 4000 magnet field...
You could always just make a system taht does like... 2 pm and you'll get the number you need pretty quickly
2/minute would take 33.34 hours
how long will it take you to build the rest of the phase 4 space parts?
and plan it?
That part is done.... I've played over 1700 hours on several saves combined....so I helped myself for those. But I want to legit grind for the employee of the planet
A lot of people just don't bother with actually autoimating space parts. They just smash the end products together to grind it away
If that's what you want 🙂
this is my plan for it, but it includes hmf, comp, scomps coming in from other hubs https://www.satisfactorytools.com/production?share=wii0vCqZ4h8HoFCCq4Bz
why 1m x 8m ?
ramp slopes
Spirals 🤢
1:8 is extremely shallow. 1:4 is mostly good for just about any train I think
while 4:8 is probably too steep for most
this vertical distance is for each quarter section of the spiral. you can also use it for any kind of radial turn you want with a vertical climb
yup already tested and removed that section
was gearing up for a cheat sheet that included half helix turns but it seems like the game doesn't like them
trying to do incorrect shape. but uh oh that means the half helixes might not even be proper.. hm
the radius just isn't large enough
imo train spirals are only good if you really want a train spiral from visual perspective 😄
we might have to hope for different modes for rails. like one for shortest distance which includes tightest possible curves, and one that follows the full curve of the tracks it's connecting
(Or adapt to how the rails currently work
)
because this should work, it's just fighting itself to pull in closer to the two connection points instead of going out further to make one big curve
you can get 180 degree curves tho can't you?
maybe the height difference is just stuffing with it or something
and yes i agree, i think we should also get snap angles like with belts when you use scroll wheel to turn which way it's facing. then we could guarantee straight connections or force curves without having to anchor at all
lemme check without height real quick
The curves with the smallest radius can only be achieved with a snap every 90 degrees (or less) iirc. 180 doesn't allow for the tighter turns
nope
must be misremembering then, i thought you could, although thinking back i might've done multiple smaller curves like ven said
Yeah you can only do a 180 with two 90’s (Or more of less angle)
so this is why so many connections that should work, aren't working. it needs to be smart enough to know how to only curve as much as it's allowed instead of just saying it's impossible
Physically, that would be too tight a turn for a train to be able to complete
You need a bigger turn radius (hence the two 90 degree tracks)
i think what they're saying is it would be nice if the rail snapping forced the radius
to make curves that always have a good curve
That radius will always remain the same unless you move the rails further apart from each other
thats not the issue
I don’t understand what you mean then
A 180 turn with a two foundation gap is impossible
only because of these tight curves it's forcing itself to use instead of going out further
Oh I see what you mean now
well hang on let me make sure
Although I still think that turn wouldn’t be possible?
that curve is possible with two pieces, but building it in one doesn't work
at least i think it does 
It’s been so long since I’ve built a track that I’m now doubting myself 😂
according to wiki this is the tightest possible 180 degree turn, so maybe it is too tight
Yeah
Tbf, I don't think belts act too differently, even with their additional snapping options comlared to rails.
For tight turns, there are situations in which one needs to place 2 belt segments where one would have sufficed but the belt was like "too sharp turn" (it it makes the same turn if forced through 2 segments)
So would you be able to build that in one piece I wonder?
@prime orchid if you really want to test the theory, do it with this spacing (or larger) and see if it still breaks
I’ve actually never tried to build a 180 in one track. Just programmed to build 2 90’s
No. 6 foundations are required for a single-segment 180 iirc
(5 foundations left-right, 2.5 foundations up-down)
This is how I build mine (but in 2 90’s) I go 3 foundations “up” and 3 foundations “left/right”
Try 6 ^^
Oh that is 6 😂
shouldn't it be 4.25 minimum for 180?
if the wiki is correct in saying 17m is the minimum 90 degree radius
works with quarters but look how much farter out it is than when it's trying to do 180
In my (small) experience a 90 degree turn can be slightly smaller than 2.5 foundations, so that doesn't sound impossible
yea, its trying to do 1.5 foundations, whilst it should be 3 foundations
2.125 foundations
connecting to the same points that were anchored straight, you can see the problem
very obvious
and my guess is that even the quarter turns are having the same behavior, just as belts would
like this
just less obvious
you know how we have to force belts to make 90 degree turns like this, maybe there's also an optimal distance to force rails into a "perfect 90 degree turn"
@prime orchid ^^ this
the radius, and 2.125 - not 1.125
balancer is not called bus, bus is something totally different
yes but then your snap points aren't straight
they are if its a perfect 90 degree curve
you can build it without the anchors but then you wind up with this
so doesn't seem like it
again, thats a build order problem
maybe it's not a perfect 90 degree after all, which would seem obvious when trying to snap them to anchors in the first place
it is a perfect 90 degree turn, its just got weird connection requirements
probably a bug(?)
nah i think it's just the same exact issue i was pointing out above. imperfect curves and not being able to snap ends rotationally
its a build order issue
because of....
^
as i said before, it doesn't work if you are trying to connect to to snap points
which is what you are doing
because of the issue i pointed out above. if that wasn't an issue then you wouldn't need a specific and imperfect build order
how is this different to this? - they are the same thing
and thus you would be able to complete the circle
you can complete a circle with a large radius afaik, im pretty sure its only buggy when doing the minimum
nope they actually aren't because i removed the first quarter of the circle that was snapped to the anchor in the first point. so none of the connections are straight
that doesn't change the fact that you are snapping between two points with an incorrect build order - it should be possible, but it isnt for whatever reason
i wonder if the reason is the one i have been mentioning
again, it is a perfect 90 degree turn that just bugs when you try and build it with that build order
the one with 180 degree segments?
which is still relevant to the quarter segments
as mentioned here
well no, because perfect 90 degree segments are possible, perfect 180 degree segments are not
how can you disagree - you can go in game and prove it yourself, hell you just did
what is there to disagree with?
opposite
i just proved everything i've been saying idk how you're trying to argue against it when it's obvious
the 180 problem is different to the circle problem
same problem
they.... aren't
ok 🤷♂️
because as i said, you can build perfect 90 degree segments
so i don't see what your 'problem' is
the fact that you can't make a full circle with them is due to a build order bug
not because the 90 degree segments aren't perfect
you think you can build perfect 90 degree segments but in reality it is slightly imperfect but it's ok if you want to believe that it's perfect at least i know it's not and that's all that matters tbh
prove to me that they are imperfect in some other way than "you can't make a circle with them"
i already did i don't know how else to help you buddy
... where?
go back and re-read through the last hour of this channel
i could also prove to you through belts if you want
i have been actively part of the discussion, and i cannot see any other 'proof', so please, point it out to me
You can’t compare belts to tracks though
who would've thought
same snap points, one is rotationally locked to 90 degrees (such as what we do when we anchor with rails, by god, i compared them gasp)
yet you can visually see this is not the case with rails
so you don't think it's at all possible that the difference is minor enough that it's not visually clear but still enough to pose a problem?
no, but you can't seem to prove it
maybe when we get rotational snap points for rails then you might get the proof you need but i already have enough proof
i already have enough proof
being what?
Reminder that tone is hard to transmit or understand properly through text
if you want some further clarification - the wiki has some pretty self explanatory explanations of how the rail curves and snapping work
also i feel like if all the curves in the game were imprecise, someone would have noticed before now
or you could simply prove that they aren't in any matter of ways
ironically one being a train spiral, which allows you to 'make a circle' except with vertical distance to avoid the build order bug
and wow, would you look at that - it lines up perfectly
anyway
i should probably sleep
build order is only half the problem, when snapping between two connections it exhibits the issue i mentioned above which is the other half of the problem, and when building free hand it seems to curve properly. this isn't necessarily proof that the snap points at the ends of free hand builds are straight, but would lend itself to favoring that assumption. and not being able to finish a circle is because of the same issue, and not necessarily because of imperfect connections, still open to proof
however when trying to freehand a 180, the same issue arises as when trying to snap between two connections, the proper curving seems to stop vaguely around 140-145 degrees
I would wish to add to your argumentation that there is a difference netween two 45 degrees turns and a 90 degrees turn that both cover the exact same distance (aka you build half of the 90 degree turn and then directly the other half).
Sometimes you cant directly build the full 90 degrees and instead have to split it down in two equal parts. Eventhough i couldnt ever figuere out when thats the case.
But you should be aware that in the picture you just sent the length is different between all these curves, meaning that this picture doesnt really proof anything
the length doesn't matter, they all have the same radius
You should use the second option, just split the 3 in two halves and build them. Thats better and more precise
WHAT?
sorry, not radius, what would it be called radial arc? no i don't think that's right either. idk anyway you get what i'm saying right
they all have the same center point
Ah yes, thats true
Ok im a bit confused rn. Whats this discussion about? I understood it that someone stated that build order mattered when building a track
yeah it seems to in the case of connecting two points causing the rail to path differently than free-handing it
Well, it does, just by a tiny margain. You cant see it, but its there
so the general thought process of always wanting to anchor each end is actually not always good
i know that's what i was pointing out, the middle rail is using two connections while the ones to the left and right were only anchored from one end
But thats not the reason why its deformed
You dont always turn at the same rate
Its always dependent on the raidius
*radius
I don't know if its perspective but aren't two of those on the top left a bit close?
no i think it's perspective or fov they are perfect when checking up close
i changed the outer one to a connection between two anchors and this is how bad it is
halfway through the rail next to it
it is still possible that the free hand curves aren't perfect but they're clearly better than anchoring both sides
rail builder had always had this bug
it interprets point-point and point-free build modes differently
so it's looking like even the free hand curves aren't perfect after all, let me triple check
i have no idea what kind of spaghetti they cooked for it to be broken like this
its the reason why you cant make 3x3 curve connection and its a reason why you often cant rebuild deconstructed rails
probably one of worst bugs in railway maker, dunno if it affects other stuff like belts and pipes
tho those behave in weird ways too, so its quite possible
yeah it looks like even the freehand curves are too shallow and not using a proper center point to curve around
if you build straight rail here, decon the curve and try to rebuild it, it will either claim that its too sharp or will rebuild differently shaped rail
as for free hand curves, no clue, its possible they are also wrong indeed
but given super low precision of everything here, its not super visible
yeah but that's only on the inner one because it is tighter than the others, but yeah it's due to the same issue i've been mentioning
no it's precise i triple checked my placements. no weird numbers or anything, only variable is curve
it's a huge difference
i was even noticing it in this picture, you can see the curves seem shallow, but assumed it was perspective/fov
yeah, they seem to be wrong
10 computers PM + 5 circuit boards PM leaves 290 HOR which makes just enough power to run the factory self sufficiently. has to use the battery storage when i use a hover pack lol
rails seem to be a pretty decent gripe among the community so i assume they will get fixed eventually
It annoys the hell out of me that some lengths of rail have a little gap between the segments
or when you build rails on ramps and it does the little wavy thing
we've already covered that in https://discord.com/channels/370472939054956546/1045558425884557374
There's a trick to that actually
Always build from existing rails to a new point, never build from a new point to existing rail
Your rails will always be pixel perfect straight
(new point to new point is also fine)
I do existing to new point and it still is wavy
Your existing rail is wonky then
It would, however, be nice if rails just snapped to nice rotations with some settings or something though, shouldn't have to go through this nonsense
Did you read through my posts in the linked thread
No, I don't use trail spirals, I think they look silly
Just ramps
And ramps follow the same "no waviness if building from existing 'straight' rail" logic
Oh yeah it’s way less complicated when building on straight ramps as long as you don’t start with flat rail. Gotta put an anchor on the ramp first
It's splines. It's... just weird math. It doesn't really matter how clean their code is. It's trying to fit curves of any degree and arc length onto a square grid. It doesn't line-up for every radius - it's always going to be slightly off because it's a math thing.
Yes your radius at both ends of your 90* arc is X meters. For it to br a perfect curve it also needs to be X m from center to any point on that curve, as you no doubt know
But the game world is built on a square grid. Even though it's a basic x,y,z coordinate system there is no way to make a perfect circle on a square grid - after all, pi is never ending and you need pi to discover the length of any part of the circle. You pick any spot other than exactly left/right or up/down and you are going to find the length of the radii is going tonalways need more decimal points to be "exact' to make a good looking curve.
So you have to make an approximation. You can get super fine detailed That the human eye has trouble picking out the flaws but the human brain is really good at finding them if you stare long enough.
And that's a spline in essence - a mathematical formula to describe in Cartesian points as much as possible a curve. But you have to make sacrifices - you can make it super fine detailed and as close to perfect a system that can only really deal with powers of 2 (binary) can do... but that takes more time and processing. So you make sacrifices in order to ensure good game play.
But the game world is built on a square grid.
It isn't
The global grid is a lie, it's more of a "snap to nearest 8 meters"
Everything you place in the world has a float coordinate that can be very fine
But
... still is. It's built on a Cartesian points (x,y,z) which... effectively makes a square gird just of squares of .000001 sides
the thing is, those splines are attached and should defined by their ends x,y,z and rotations
Still makes circles a swine, how @vapid gorge has the patience for his rings within rings I'll never know.
you got one end fixed by previous rail and new one is generated based on where the rail ends (where you point your mouse)
I assume it has something to do with a given section of track needing to have a minimum length for working with trains and objecta
so it defines start x,y,z+rotation & destination x,y,z+rotation and then fits a spline between them
however, for some arcane reason
Perfect circles makes it possible - still a pain in the ass though
After seeing your build, I believe it!.
the reuslt is different depending on whenever end is dynamically computed based on mouse position or if its attached to something pre-existing
which is completely baffling, as it would mean they have two separate spline generation algorithms
thus the spaghetti
? No? Just the snap point isn't as fine as the mouse ray?
no
its same, thats the problem
but the result is different somehow
lemme paint it really quickly
I doubt it's the same. Undoubtedly the snap point is slightly higher z or has less granularity than your mouse look ray to find a point and sonthey are starting with different end numbers resulting in different splines.
Add into it it really looks to me that it actually divides the splines in large about 5 m chunks that is going to exasperate any small difference in values for the calculation
(I say about 5m because of the way the top and bottom of ramps curve out, meaning it is probably looking every 5 m or so for a major change in z to smooth out the ramp)
its like this
the problem is, despite the fact that red and green rails have same begin/end points, they get different shape
despite the fact that logically, only coordinates of begin/end should be an input for the curve generation algo
in other words, if you build three rails in row, scrap middle and rebuild it, you will get different result
which is completely wrong
And my point is I'm fairly certain snapping and mouse look are not providing same end coordinates
its possible that its broken in that way, but
logically, both should have same coords
if game is bugged and it provides different coordinates for both cases, then yeah, it would explain it
but in first case there's no end rail to provide it's rotation, 🤔
Combined with what is obviously larger than fine grained float coordinates (the chunks to smooth out height changes) and you will end up with any small deviance growing larger
rotation is generated, but, since you built second guide rail based on first one, it retains pre-existing rotation after you scrap&rebuild
so fundamentally, rotation is still same
tldr: build three rails in row, in a way that middle one is curved, scrap middle one and rebuild it
the result will be different and it should not be
whenever the coordinates are offset weirdly or some other issue occurs isnt really relevant, the bug is still there
Then there is probably some end point clamping or manipulation when snapping to that is different or doesn't occur when snapping from
sure, its possible
Ie when you remove that middle piece and rebuild it, when it snaps to the 3rd piece it must use slightly different coorda
but still, by design, it should do the clamping action on the virtual destination too
so that result is consistent
Yes that would be a bug😅
its possible they fucked up some quaternion, there is no normalization or some other issue occurs
but all those would be just a bug
I doubt it - it's probably the same spline generation abstracted and across the entire game, just weird interactions on the way the values are given to it
ultimately, it means that some stuff cant be build, or build order is super important, or scrapping something accidentally is catastrophic unrecoverable action
all of which are bad 😦
well, if you ask me, i would throw entire rail builder to trash can and start from scratch at this point
thats rather extreme without seeing any of the code.
at least stuff like being able to cut rail arbitrary should had been there
given the experience i have (external, small, and mostly with discussion with just one or two CSS devs) their code is rather abstracted and well encapsulated. So, i agree there is a bug - there is something in there that needs to be redone, but probably lots of it is just fine. But there is some place that is not lining up and not doing the right things.
but i doubt its something that can be added at this point without major rewrite
its missing some super basic features like guidelines too
i think this is just not exposed.
because it already has segements, there just is not any exposure of it
i also wish it was possible to somewhat free-form the end without building&scrapping guidelines :\
especially since its virtually impossible to tell what is "too sharp" for engine
and that aside from the fact that "too sharp"'ness calcuiation seem to be bugged too
it could, for example, display ghost in last viable position when you go too-sharp
there is no feedback on rail steepness either, despite the fact that its critical feature for gameplay
😔
it would be nice for an implementation of a ctrl snapping for curves
btw, seeing how unrelated changes always break unrelated things, i somehow doubt in this statement 😄
Nothing is ever really unrelated
Backlogs are backlogs and i dont doubt they know of rail issues
but if anything, they will do thing as always: in one go
possibly when some spline optimization happens
nah, its not this game experience at all
its more like #patch-notes message "we fixed bunch of random minor stuff"
and it somehow broke vehicles completely
or just a revisit of build mechanics
which was supposedly visual only
people reported stuff still getting delivered
wasnt it broken on the physical range and working on the teleportation range?
"teleportation" is gone
its more like non-phys now
since they move along spline curves now
name is as you like, effect is same
teleportation/warping/flying along spline
still, its not the first time such issue had occured
its usually minor patch with few minor stuff and something major explodes
which certainly puts doubt in the "abstracted and well encapsulated" statement 😄
their QA couldnt catch everything as Ben said
EX is there for them to throw stuff out and see what works
in effect, WE are the QA
we are just unpaid CSS employees at this point 
Frankly, i wouldn't pay that much attention to quality either in EX.
Get all the features, fix major bugs when they happen, polish it up, move to EA
I'm not saying its perfect! 😅. Just that in general it's far better than many of enterprise systems I deal with day in and out. Buuuut its still a monolith being its a game and lord only knows what is connected and what isn't sometimes
it might be perfectly encapsulated but ultimately, it behaves like big ball of mud architecture 😅
So it may just be my standards for "well done" are very low because of the crap I fix at work 🙄
Well you can't do a distributed Microservice architure in a game and maintain GameTick accurately! 😂 (just playin)
might explain why their simulation is so jank 😄
Of course. They just need to offload it to the cloud! Doesn't Ficsit know proper Tech Uplift?
i don't think that's quite the issue. it seems clear that there are different rules for track shape when connecting two different connections and snapping to an open ended point. for example when trying to snap to an open ended point the rules might be, "try to make a nice big curve to wherever the new point is" and when connecting two points it's like "try to connect these from point a to b, but give it some decent curves so it doesn't look like horrible sharp angles"
i think part of the reason the first rule works that way is because it doesn't have any connection angle info. so it's just maintaining the one from the other end. but when connecting two points, they could be different angles so it needs to be able to have separate rules to adjust for that
hmmm this could very well be.
i could see that.
that would still be related to what i posited, but its not just origin-> endpoint coordinates, but rather other info such angle of interaction, distance, ect. some of that info is null/defaulted when not snapping to another rail, and some of it is provided when doing so.
if i were the one writing that code, it would still be the same spline/output calculation, just that in snapping/not snapping some data would be defaulted
and that would of course mean a different output
yes and unfortunately from my testing even the better curves without connecting two points still produces imperfect curves. they are straighter than they should be. and i don't think the reason for this is any kind of game grid 1's and 0's nonsense. we've been making perfect circles on computers for a very long time. it's not hard if you have two points with 2 trajectories and maintaining and arc around the calculated center point
i think the code just doesn't do what it "should" by some of our standards
but judging by the general consensus from the community that rails need work, hopefully they will receive some tlc in the future
well. you think theyre perfect circles. they arent of course, they are still made up of squares. But the reason for it i dont think is the carteasean directly, but im fairly certain track is done in several meter long chunks.
(and to the naked eye at a reasonable distance, they look perfect enough)
but regardless of that - the track im fairly certain is in chunks - so that it can do the round off on the hills.
and 5 or 8 m chunks will defintely cause weird points in any curve, especialyl if its doing something like generating the curve for each chunk rather than as whole
interesting point
let me fiddle with that real quick
hm i actually don't think it's doing that. it doesn't seem to follow hills. it goes straight through them. however it can kind of mimic following hills a tiny bit just from gathering data from the slope of the 2 endpoints. it has the same behavior as it does with placing on ramps. the end points are forced into the slope of the ramp angles. the only other thing that changes is height and distance. when a short length is used over a hill, the curves produced by the end point slopes is pretty effective, but over longer distances they don't do much for the middle of the rail that is mostly straight. sort of the same reason we get rollercoaster spirals
i bet i can find a pretty good example in game to capture
both ends have mostly flat trajectories so it goes straight through this hill. it's a pretty long rail and doesn't seem to get any info in the middle from the hill it's going through.
well it ignores terrain in the middle. I meant more if you raise the end point enough of a height it smooths out the curve from the slope to the end
that doesnt happen instantly, that happens over a distance - and thats the chunk distancte
heres a rail in the same hill but each end is on the sloped area. it's just trying to smooth out the differences of each slope and not actually trying to follow the hill
it does not follow hill. It bends according to what start and endpoints are bent too. If you put them on foundation, it goes flat, if you put it on ramp, it goes up.
yea look at this , ||can't place on 4m ramps since slope is too steep but|| look how drastic it is, from two open end points on ramps
try making a quarter circle with 3x3 foundation radius and check if it keeps the radius or deviates either way
regarding the 'what kind of curve rails follow'
no what i mean is this:
fact that there are two different direction curves - one from level to slope, and another from slope to level - indicates there are "sections" to this rail (at least). Each section with its own start and end (as a single spline calculation cannot do multiple curves by itself, not in a non wave like way, these are individual splines fused together into one)
and if i'm correct, its these mini chunks that are fusing into a single path that cause the weird ness - wherever their endpoint is internally to the line, and the calculation is not smoothing across it
so it basically behaves like a rubber baton?
worse... a segmented rubber batton.
so there are points where it just will bend somewhat unnaturally, where as the parts in between are fine to curve, when it reaches one of the segments it may be a bit unnatural
and given the texture on the rails, it wouldnt surprise me if they are 8 m maximum segements (1 foundation).
So it generates the curve for the first, then the next, and the next and the next and so on, using the end point of one to be the start point of the next. But that does not necessarily make a smooth curve - the curve radius would need to be adjusted slightly and i bet that adjustment needs... a bit adjusting :p
so, with that in mind. This was built with the typical method of curves - 4x4 foundation L, track at start and track at end.
and we can see, if my guess on size is correct based on the texture, 6 segements of curve
can you put a diagonal founcation with the ctrl-method to see the deviation?
maybe. wish i had mm working lol
don't need mm to measure that, just vanilla rotation
I always get impression the curve is a bit flatter than it should be.
it does seem to be. can only really easily get 4 in there:
which would indicate that whatever the spline calculation is it starts perhaps from an angle rather than a flat surface
you can almost see what im talking about here: the first bit (between red adn blue) doesnt seem to curve enough, then suddenly starts curving more
im guessing the first segment of a curve created stays going straight instead of starting the curve right away
which, when a human looks at it we want the curve to start from the red line, where we started the damn thing. But because it goes straight for a little bit more? its actually creating a curve from a slightly smaller point
could you start the curve from middle of foundation, then put a diagonal row of foundations from the focal point, to compare how it deviates?
which would also explain why a track built Straight -> Curve -> Straight in that order can produce a different curve when the curve part is removed and replaced, because its also doing the same thing at the end: It creates a small straight path when it ends (either when snapping or when not, im not sure which)
coudl but currently in a work meeting 🤣
bad boy, playing at work
ah that's what you mean, i gotcha now
it could be that it is segmented and each segment's curve is generated from the segments in front and behind it, so near the middle the segment changes would be less drastic than near the connection points where it's forced to be a certain angle
idk if i'm on board with the segment theory though
in order to take into account the curves when it changes in height it doesnt have a choice though. You can't generate a single spline that curves in multiple directions that way - it is always curve to a point, then another curve generation the other direction ...
assuming i understand the math right. lol.
But im 90% certain that the math of an S curve (like the height change) would be basically (x[splinecurvemath]y) + (y[-splinecurvemath]z) where x = the starting point and z equals the ending point, and y is some arbitrary point in between the two that defines where the spline changes direction.
Since thats the math, it means that the fact we can generate an S curve of any [height within clamped bounds] and it dynamically is factoring in these features, it is at the very least creating two segments in the math. This would have an effect on straight horziontal curves as well.
Maybe Mr. Bezier could explain it better?
im actually going to posit that it is 3 segments.
1 first curve upwards
2 straight at an angle
3 second curve back to horizontal.
where the start and ends are
1: start of placment, end is some small amount into the track - say 8 m
3: start is 8m from the end of the placement, end is the placement
and the last part is just whatever is left.
This would explain why curves are showing a slight weirdness.
the first 8 m is generated on that spline, then it starts a second spline for the remainder to -8m from the end, and then a 3rd spline. Those 2 internal points would cause some slight bends as the math restarts, not creating a perfect curve. Potentially when snapping to another track however, if the two tracks are the same Z coord it skips the 3rd segment.
what exactly is being discussed here?
Why tracks are inconsistent in curves
ahh ok I thought it might have been ways to use rail to make arches xD
oh... oh.
that... oh. i wonder... no no way the foundations change directions, but you could do it with beams.
But pillars might
probably would in fact
cause that was my first read about what you were talking about xD a more fluid means for pillar arches
not a fan of using rail to make horizontal curves cause it's imprecise but more versatile arches? Sign me up
Are you playing with rails and beams now? xD I haven't had a chance yet
lol no i havent yet either.
Going to try tonight, might make for more flex in making arches
no sadly beams nor pillars curve vertically with arched rail
got a little math question:
For 15 Limiter/min, it'd equal 300 QW/min and 75 Copper Sheet/min
75 CS/min would equal to 150 Ingots aka 5 Smelters 1 overclocked Mk 1 miner, correct?
(QW irrelevant bc I got 600/min intake)
depends on node purity and recipes
hahaa sorry, meant pure node, my bad
but yea, your math seems fine
normal copper nodes would be too far away than to make use of
(the circled in is the qw factory)
clockspeeds
7 at 100%, 1 at 50%
8 at 93.75%
3 at 250%
whatever way that adds up to 7.5
750%
oh yea no, I forgot that it takes 20 ingots for 10 sheets and forgot about that 150 can't be evenly split to even amount of constructors of 20 each
7500%0
3 at 250% actually sounds even better thinking about it, personally prefer even rounded numbers
50% is nice rounded number 😛
nah
20 is not a ln "even" fraction of 150, that's why. Splitting it in 15s or 25s or 30s would be different 😉
well it's the same even-ness as 250% 😛
no because you got 100% of the machines being at the same rhythm
In other words: changing clocks can make for the smallest load-balancers 
well that's not really relevant in this game anyway
but it's something that keeps bothering me personally
in worst case sink the overflow - even easier load balancing
Eg: load-balancing 150/min to 3 machines is a trivial task
I'd rather do 8 machines at 93.75%
because then you do 1:2
oh nvm it's the old screenshot lol
I mean I'd had as many constructors as assemblers, which makes the lines evenly split
with 250% each
if you do 5 constructors at 150% you can do nice 1:1 setup
could you eventually explain me how 5 constructors on 3 assemblers would be 1:1 and not 5:1 while 3 constructors on 3 assemblers aren't? I don't really get load balancing yet, sorry >.<
I assume we're talking about copper sheet machines?
ye
ingot -> sheet would be 1:1
Splitting in 5 is just "splitting in 6 with extra steps" btw. Literally.
Split in 6, merge 1 back before the splitter. That's a 5-ways split
or just manifold
or 1 smelter at 250%, 3 constructor at 250%
1:3 split - ez
wait hold on, I feel like I miscalculated
it'd be a 2:3, my bad
still clock it to 166.6667% for 1:1 ratio
would mean 3 smelters, 3 constructors, 3 assemblers
inb4 Sev comes and tells you it's not 100% efficient
how?
but I've manually did set it to 50/min tho
how can it be not exactly 50/min when I set it to 50/min? I changed the amount, not the %
so it's actually 50.00001/min
if you change amount, game calculates clock speed % and sets that much clock speed
and clock speed is limited to 4 decimals
amount/min is never saved anywhere
oh
it's just "easier" way to set clock speed for people that don't want to calculate it
I mean, don't you just need to type the equation into the % field anyway? I feel like the flat amount field seems useless then but idk
no matter what you do, you can't get perfect 50/min
It's useless if your equation exceeds the precision aviable and you want that extra precision. This covers a small portion of users
the closest clock speeds are 166.6666% (49.99998/min) and 166.6667% (50.00001/min)
I personally wouldn't care about these small amounts and I'd just set the higher speed (and machine will sometimes stop for a few seconds). But Sev is Sev and he cares about these inefficiencies (even though the game is most likely less accurate than that)
5:3 it is then, I guess
are there any on how to do such a 5:3 lb set-up?
I mean I am someone who cares about those inefficiencies as well.. sadlly.. ._.
merge 5 belts, one splitter
but wouldn't that mean that the Mk3 splits into 90 each?
I thought you want a 5:3 load balancer?
150/3 is not 90...?
because I kept thinking, that a splitter tries to fill a belts capacity before "choosing" other belts..
no, it just goes round robin
Funfact: such precision issues make some single-input sushis impossible to do reliably (have them run forever) as they lead to pile-ups or starvation
it actually doesn't care about belt speeds or item input/min at all. First item goes left, second middle, third right, repeat
oh
@noble currentif you set them to 166.6667% you're not "losing" anything or bottlenecking in any way. it's just not perfect timing. that machine will just be working a tinytinytiny bit faster than what you need it to do, but it's not working less than what you need it too, which in that case you would be losing out on production
doesn't splitter duplication bug does that as well?
To be exaxt: a splitter will send an item to the left, then to the middle, and finally to the right output. Then repeat forever, skipping any backed up output
too late 😛
wtf is this sushi y'all are referring to?
You can control that by how many times you load the game (eg: knowing that loading X times could possibly lead to issues)
But that is fixed in U7 anyway, sooo :P
A sushi belt is a belt carrying more than one kind of item
they fixed splitter duplication?
well I've just seen by a friend, how he added a smart splitter at his factory and the 2nd output to "overflow", yet even the main belt wasn't completely full, it kept sending to the overflow belt every once in a while, which is what confused me about splitters
smart splitter can have priority settings
Aye. I heard from the "duplicator guy" themselves (the one who made a whole challenge playthrough without mining thanks to duplication)
That has only happened for a short period of time in EXP after U7 (currently fixed)
he did set the main belt to [item] and the overflow belt to..well...overflow, yet even tho the main belt wasn't maxed out, it kept sending stuff to the overflow belt every now and then
@frosty owl it happened like, last night
Was the output the same MK as the input?
What was making you think the output belt was empty, exactly?
well, he transported 100/min on a mk 3 soo...pretty sure it wasn't maxed out - the main belt after splitter was an mk 2, so still not maxed out theoretically
MK3 moves items faster than a MK2. If you provide the 100/min in "bursts" (eg: mutlipe items coming back-to-back on the MK3 belt) the MK2 belt won't be able to keep up all the time and overflow will be achieved
if the items arrived in batches, then it's perfectly understandable that some will go on the side belt
too late 😛
wait, so will it be affected by not-smart splitters aka normal ones as well?
so when instead I have a normal splitter instead of the smart splitter, will it still cause an uneven split?
sorry, just trying to understand the mechanics >.<
Splitters rarely split evenly with outputs of different MKs
Eg: splitter with MK3 in and MK2s out will split evenly. If just ONE output is a different MK, the split may not be even
so as long as I have all belts in the 5:3 as one type of belt, it'd stay even, basically?
Yes. You can use lower MKs for the outputs (if throughput allows and you prefer doing so), just make sure each splitter outputs on belts all of the same MK (different MKs can pull different amounts of items/min from the splitter, possibly leading to uneven spitting)
I assume similar to mergers? Faster belts would prioritised on being merged over slower ones (output belt would fit max capacity), right?
Eh, kinda. Mergers don't prioritize belts, but if a belt can push items in the merger faster than another one, it will
Thus leads to some possibly counter-intuitive results: if you merge 60/min (on a MK2) with a full MK4 belt, the MK4 belt will back up but NOT the MK2. The merger takes more 3 items from the MK4 for every 1 it takes from the MK2, but that's enough to keep the MK2 going at full capacity (60/min)
If the MK2 was a MK1 it would back up slightly.
huh, interesting
and yea, that's kinda what I meant to ask, sorry for bad wording
out of curiosity, is there a more compact way for a 5:3 setup?
yeah, manifold merge the 5
you can build it more compact yes, but in terms of splitter/mergers i think(?) thats the minimum, it is a bottlenecked design though and doesn't input balance
| | | | |
---M--M--M---
|
You can use all the mergers' inputs and use 2 of them instead of 3
actually yea ^^, you can use one less merger
Oh I see now
I am never wrong 
Ok, I'm out after this weird flex but ok
| | |
---M---
| | |
-------M---
|
even less input balanced though 
and still bottlenecked of course
Input balancing is unneeded unless trying to output specific amounts via smart-splitting later from the merged line (then eliminating/reducing the bursts of items can be useful)
Well, unneeded outside of visuals, ofc

mhm...
I mean it's a good way to dodge foliage one can't remove, I guess
I know I only need 150 ingots but I am currently debating myself if I shouldn't just do a 600 ingot/min refinery factory anyway
You can always expand later if you leave room
space management is my biggest issue in this game, unfortunately
Have you considered some verticality? 
yes, but planning in 3D is my weakspot
you see, this abomination is basically:
steel (beams, pipes and enhanced)
screws
plates
rods
RIP
Rotors
factory
plus whatever necessary for SE
Redesigning is always an option, there is a 100% refund on deconstruction
ye
Am easy way to start is piling up experience. Make a second floor whenever you feel like it (don't have enough space, wish to replicate the same as you did on another floor, want to separate productions... Any excuse is good enough), see what you like/dislike and want to change, do better for the next floor. Repeat
@frosty owl well, my biggest issue are multi-level production lines, like for example all the iron/copper/steel factory stuff
tried looking for some guides but it felt like it didn't really helped me either..
What do you mean? Like how to organize the factory when multiple production steps are involved?
ye
organizing the outputs for further products like modular frames on one hand but also storing stuff at the same time - while keeping production rates at the same level without underclocking the "final" product
It's nigh impossible making "perfect" layouts the first time. As this is your first playthrough, I suggest accepting that everything you build at the moment will not be perfect and use it all as experience to see what you dislike about it later as you use it
Whenever you may redo a similar production line you'll have a much clearer idea of how you'd like to design your production lines
like for this qw factory for example - pretty simple, caterium ore gets in at 100%, refineries producing ingots at 100%, constructor producing qw at 100% and I got enough to confidentally supply a 100% 15/min limiter factory
but I can't see how I could do it with the copper/steel/iron products tho
like, I feel like I'm missing this "red line" of production chain to get the most out of stuff while being able to store products
Maybe using a combination of the codex and the annotations (right side of the screen, like the to-do-list) can help you planning it out 
I love annotations, best feature added recently
because at some point it's just so many products and side products to keep in mind - iron alone has like 7 "main products", copper 3 and with steel you already need more iron and still need product-combinations out of copper/iron
a good part of the game is figuring out how to stay organized
it's just like "yea screws, plates, sheets, rods, wires and cables and gets hit by the truck of the other stuff"
Eg: I plan for X HMFs/min. This needs Y steel Pipes constructors, so I just increase the constructors by 1 to add some for personal use and plan the steel usage accordingly. When planning later, if something else needs pipes I reiterate the calculations for Pipes and Ingots....
and I am already thinking how to transport rubber and plastic
Keep notes and divide the production in "blocks" you find easier to manage
ye, but it's kinda difficult if they overlap, for example smart plating needs rotors and RIP, while modular frames need RIP and rods it' already feeling like total spaghetti in my head
personally, i usually start with a starter base which i don't care that much about that produces all the basic stuff - say up to tier 4. all the production there just goes straight to the storage room or to other parts in that factory. then for higher tier stuff i will build satellite factories and outposts and build mostly from the ground up only importing some things such as higher tier items or items purposely made at other factories because it makes more sense - such as oil products.
Counterexample to my prior example: if one just maxes out the steel ingot production in the area (sinking excess) they can easily make individual setups for the different products; each setup would just be fed some Steel Ingots/min + whatever else it might need, avoiding having to split the constructors (splitting the ingots is usually simpler)
So setup 1 would make just smart plating
Setup 2 Modular Frames
Setup 3 stuff for personal use (?)
(Just an example, of course)
ye, but you can't make 3 divided production lines from like 2 nodes, no?
like where I am at rn, the closest are 2 pure iron nodes - I don't really see how one can make for every "base" iron product an individual chain - lets say for each line a separate iron rod line for example - you get what I mean?
and since I haven't unlocked trains yet long distance traveling, just to collect a stack of plates whenever needed feels kind of redundant
Are you worried that you don't have enough iron (or other ores) for your needs? What would you like to produce as final output?
you can make 3 production lines out of 2 nodes, but also word of advice - stop thinking of producing based off nodes, think in terms of items/min, for example if i was creating 15 ai limiters/min, it requires 150 iron/min, i can get this from a multitude of combinations of node purities, miner mks and overclocking.
@frosty owl that's kinda of my worry, that I either don't have enough to make more 1/min for the further products or, that I have wait too long to be able to build further
As Tomato said... First build the part of the factory that provides you with items for personal use (milestones/building). Basically just machines connected to starages and sinks if you want to keep them going.
Then you can build the rest of the production based on what ores you have left or whichever parameter you prefer
The priority should be having building materials aviable as everything else depends on that
(No materials, no factory-building - > you repeat the whole "basic part" issue everytime you move)
yea, but since I already at T5 with HMF, Modular Motors and computers and such, it just feels bit very overwhelming than "just base materials"...
It's kinda weird that you wouldn't have production lines for building materials yet 
Or is this project involving a rebuild of the factory you used for basic components too?
ye, I meant more in terms of rebuilding into something that works but also looks nice
not just a flat concrete sky
Do you have alt recipes aviable for all products?
if you're rebuilding, don't destroy old factory before building new one
ahhh sorry for adding too many pictures
and start with one product, build that product, repeat for all products you want
for each product, decide how much you're gonna need for building and milestone progression and build that many
evreything up to this point, I have alt recipes for @frosty owl
I think that first you should decide how to plan it out: wether by end-product (this floor/setup makes X RIPs/min or any other final output) or step by step (this floor/setup makes X iron ingots/min)
While making it all you tweak the numbers as you go (help yourself with notes or Tools not to lose track of stuff), just place some machines to see the recipes, consumption, spacing... and move them around until satisfied, repeating it for all production areas/floors
Alt recipes give you a great flexibility in achieving the desired output/min using as few ores as you can
"simple" way to do it is to have separate production lines for every item
so if you produce e.g. iron plates, you only produce them to storage. If something else needs iron plates, you'll build those plates as part of that factory
When trying to keep things balanced, I think it tends to be easier keeping everything from the ingots up on separate setups
thinking about it - things like smart splitter also help with separating things easier, don't they?
oh
but if not different place, at least separate setups
basically if you want to have e.g. central iron plate production, then you need to know in advance how many plates you need for rest of the game. Which is super hard to do if you're not familiar with endgame and don't have clear end goal in mind.
Much easier is to just make what you need right now, separate everything into their own productions, so that if you choose to rebuild one, others are not affected
out of curiosity - in which dimensions should I plan? I heard some people saying, that they already planning their mk 1 miner factories as mk 3 miner factories.. are things like these adviseable?
that's exactly why I suggest keeping things separate
because then you only need to plan for now
so basically (considering the small space of my current position) 1 production factory/node? this my current "main" area (plus long beach for the 4 oil nodes)
Not advasible unless one has experienced all the recipes/milestones already imo 
basically I mean this
another advantage of this approach is that you don't have to have "main base". Every factory can be placed wherever you want and just the product will be transported to storage (which can be called "main base", but w/e)
e.g. place things near nodes it uses
@wind spade out of curiosity, is it okay to split from ingots into, let's say, plates and rods? or is it a 1 node 1 fix product type of thing?
Sorry for being too slow
the image I sent is just an example.
f.e. the reinforced plates also need ingot->rod->screw, which can be part of that building
or like similar with copper being "main product" being copper sheets and whatever I have left being wire or cables?
splitting a node is fine imo
you can have one factory that makes multiple products
point is that you never connect factory to another factory
always raw ingredients -> production -> storage
which gives you the advantage of not having to plan ahead ("how many plates will I need for T6 items?"), but just plan for now ("how many plates do I need for building stuff?").
but doesn't HMF or steel related products basically push you to connect multiple factories with each other?
and you can always just copy the factory to make more if you need
it doesn't?
it requires you to connect multiple nodes
example of mixed factory
example of separate factory:
total amount of buildings is the same, total amount of products is the same, but they are logistically disconnected
oh THAT's what you meant by factory
you can do both approaches
but the bottom one is easier imo
because you don't need to know how many modular frames you're gonna make at the time you're building reinforced plate factory
yea, if it'd be me, I'd do add a container on each byproduct of the upper picture additionally
I blew up my old factory then procrastinated for ages while my stored parts dwindled 🤣
except I'd had built it in a way that I first add storages and then add splitters between machine and storage once it's full
yeah that's where you build smart splitters and overflow things to sink
if your storage is full, it makes sense to sink the rest, so that machines never stop and you get some nice coupons from it
Those coupons add up big time, I have more than 2700 spare thanks to an overflowing warehouse (and ofc plutonium rods)
no, not sinking, so far, I just added a branch for a new product
that I do not recommend
the "new product" is only produced when the container is full. Much better is to just make a separate production for that "new product" that is reliable and produces all the time
You're going to have to terminate with a sink sooner or later otherwise you will have an epic logjam.
Oh crap he's overflowing in to new production? 🛑 Stop! 🛑
ye, but I am just about to be able to get smart splitters on a regular basis without having to worry of having enough resources for the s.splitter
Feed through new production first THEN storage, doing it arse backwards will leave stalls just for withdrawing stuff.
I just unlocked s.splitters around I've finished my caterium production factory
if I'd had cheated myself the ability to use s.splitters from the get go, I'd had set those splitter up to "overflow" (those leading into storages)
I just did built with what I had at that time
storage should always be the main destination for your items
with secondary destination being sink
Leave cheating until later imho, it can be amusing in any game but if you do so early you rob only yourself, keep at least one game cheat free if you're experimenting imho 🙂
overflowing into another factory means that said factory doesn't work 100% of time, which is weird
I have a setup where material will overflow from one factory to another, but never in to storage.
@cinder silo yea no I don't cheat, just saying if I would had
I misunderstood, sorry.
all good
The reason my save is at 2000h is because I personally don't cheat and have spent ages running experiments to stress the game out and find bugs.
😅
HOLY
so best case with this would be demolish all, take one iron node, one concrete node and a coal node, make a single factory just for s.beams and pipes and i.beams only, right?
as an example
At least you didn't need to demolish a 1.2km facility while spending two days doing it 🤣
Oops sorry I had a quick chat with ben about the conveyor holes break, I just wasn't paying attention, sorry.
all good
..maybe I should've turned the miners off before starting to get rid of everything
Yeah shutting down a site before squaring everything away is generally a good idea.
