#math-and-meta

1 messages · Page 26 of 1

main atlas
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stitched iron plates

willow yoke
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I have gotten to the late game for the first time, and am working on the Nuclear Plant of my dreams. Doing the math, I can pull a maximum of 2100 Uranium/m.

I am using the Alt Recipe for UCells in 42 Manufacturers at 200% Overclock (not the full 250 so it gives me some round numbers), which will use all the Uranium at a rate of 50/m per machine to create 1680 UCells/m.

I am using the Alt Recipe for URods in 42 Manufacturers at 200 % Overclock (This is where the round numbers were made), which will use all the UCells at a rate of 40/m per machine to create 50.4 URods/m.

50.4 URods/m powers 251 Nuclear Plants at .2 URods/m. Does this math seem correct?

willow yoke
# median heath 50.4/0.2 = 252

THANK YOU. I could've sworn I did the math before and got 252, and when I wrote it out I got 251. Leave it to me to drop the ball at the last and easiest part. This makes my brain happy, 252 is a way more useful number.

median heath
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If you've got the shards, 252/2.4 = 105
Much easier to build.

willow yoke
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I might, I was just trying to get base numbers down

wind spade
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or 100 at 250% + one at 200%

willow yoke
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Fair enough. The real question is gonna come when I choose where the waste is gonna go. Turning into plutonium is an easy choice, but do I burn than for more power, or do I Sink it.

median heath
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Set it up and sink it first, can always change your mind later.

willow yoke
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A fair point. Thank you again

gusty nexus
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staring at this spreadsheet trying to balance a turbo blend plant and petrocoke for an aluminum plant is making my head hurt

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should i not bother with trying to split it liek that?

wind spade
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turbofuel 🤢

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also, have you tried online tools?

gusty nexus
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it feels like an intermediate step in complexity before actual nuclear

wind spade
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diluted fuel gives you tons of power already 🤷‍♂️

median heath
gusty nexus
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they only go for target output and not squeezing the most of existing inputs

gusty nexus
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i don't actually need much power, i'm doing it for its own sake lol

median heath
gusty nexus
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i have, but not the maximize function

topaz hedge
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diluted fuel with blenders > packagers

toxic latch
topaz hedge
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4800 fuel a min from that little setup.

toxic latch
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I have been doing it all in my head till now

maiden steeple
topaz hedge
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^ this is what you want.

toxic latch
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Damm might be usefull late game

topaz hedge
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it's useful mid game too.

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it's a tool. it can be as useful as you need it to be.

toxic latch
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Idk if im mid game im at the point of mk2 miners mk3 belts and foundries ect

topaz hedge
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early still. it's still useful.

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takes the headache out of of stuff like.. modular frames, or rotors.

maiden steeple
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Midgame imo is once you've researched everything in t5 and 6

crystal venture
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I've got 8 conveyors with 300 items/min, which is equivalent to 5 conveyors at 480/min (mk4 is the highest I've unlocked), but I can't figure out how to evenly distribute the 8 conveyors into the 5 conveyors

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actually, what if I had 5 storages which they fed into, unevenly, with the assumption that as long as I only draw items out of each of them at 480/min, there won't be a shortage anywhere

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as long as overflow from one will feed into the others

topaz hedge
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Why?

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Like is there a reason you want to compress them? Feed them into 8 production modules that consume 300/min

median heath
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Also belt compressor 🙂

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Just need smart splitters to do it.

abstract stirrup
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Guys, how many hard drives are on the map? I’m trying to find a great recipe I know

river night
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enough to unlock all recipes

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97 in all

drifting vale
abstract stirrup
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I need a recipe about screws, so if I haven’t unlock anything else, the probability of me getting it should be higher

river night
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it depends on your game progression, if you collect a few harddrives early, you are going to get early recipes as well

abstract stirrup
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I know, like charcoal

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I got 10 now I hope I’ll get that

wind spade
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steel screws?

abstract stirrup
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Nope

wind spade
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😦

abstract stirrup
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The one you can craft screws with ingots and not pipes

wind spade
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that one doesn't save any resources 🤷‍♂️

river night
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dont you usually promote every recipe to being good in its own way? 😛

abstract stirrup
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I know but I built my whole factory basing on that

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And so I have to cover much more space using pipes

wind spade
abstract stirrup
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Rather than ingots

wind spade
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screws are not made from pipes tho

abstract stirrup
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Idk how to call them

wind spade
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as they are called ingame 😛

abstract stirrup
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Iron long things?

river night
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rods

wind spade
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iron rods

abstract stirrup
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There we go

tall kestrel
#

@wind spade was just working with the calculator and might seen a funny bug: https://www.satisfactorytools.com/production?share=ZIc5tuu6qpfNPsk4uQWg its telling me to use "-0x Assembler" producing "-0/min Bolted Frames" to feed 7,964 Manufacturer producing Heavy encased frame. Is this a floating comma thing so I should plan to produce bolted frames or does it mean that this part is unnesseccary?

wind spade
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nah those are a bug and are not needed

cunning meteor
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Is this all correct? using plastic and rubber to make plastic and rubber plus HOR, then make fuel from HOR then use recycled plastic and rubber recipes to make more plastic and rubber

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not burning fuel to make power, Im running nuclear and geothermal only

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and dont want to grab water altho if that makes me more plastic and rubber without increasing complexity too much then that might be good, but otherwise I think this is the simplest way to make plastic and rubber in a 1 to 1 to oil ratio

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I dont need this much plastic and rubber but who knows maybe it'll come in handy plus it'll look cool haha

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I was inspired by Kibitz's build where he was making over 2000 of each plastic and rubber so I wanted to do something like that but not to that scale

oblique hollow
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i mean, the resin IS an important part

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especially when you do 1:1 and not 1:3

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oh wait, no resin i guess

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hmmmm

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i think using the heavy oil alt is a better choice

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HOR > Fuel > Recycled

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downside is you need to use water

steady dome
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I've heard there is a throughput issue of Mk. 2 pipes where they don't reach 600 m^3/min? Is that still the case?
I'm only using a Mk. 2 pipe with 600 m^3/min throughput at my Oil Extractors, then they're immediately split into 2 Mk. 1 pipes. Would this still have issues?
Also, what's up with pipes? How can they be so overcomplicated and have so many issues?
(Ping me.)

barren elm
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It's not like it's free, it's directly derived from resources

fierce ruin
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I would only consider power a resource if there is an active constraint on it.

barren elm
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I wouldn't use cast screws beyond the early game so I get the point being made here, but it does directly save resources

fierce ruin
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As in if making that power competes with the output you need for example.

wind spade
prime orchid
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@wind spade U6 is adding 5 refineries to the layout to turn polymer into plastic instead of just having polymer as a byproduct like in U5, not sure if this is desired, just wanted to show you in case it's useful info.

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also adding extra water extractors

magic island
#

here's a comparison of a few different approaches to 600 rubber/plastic

if you only use Residual Fuel instead of Diluted, starting with Rubber is significantly better in terms of power/space, with a comparable oil cost

if you do use Diluted Fuel, starting with HOR is a good chunk more oil-efficient while being a bit less power efficient

vapid gorge
steady dome
steady dome
wind spade
steady dome
steady dome
wind spade
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if you have exact production, buffer should never fill up and everything should work normally - pointless buffer
if you have overproduction, your pipes will be full all of the time (or most of the time) - pointless buffer
if you have underproduction, buffer is also pointless for obvious reasons

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buffer is basically just a big pipe

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and because you want to have full pipes (as we know - full pipes are happy pipes), you want full buffers

steady dome
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I just thought it might help because fluids seem to do whatever they want.

wind spade
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which means that if you don't prefill your setup, buffers cause issues (because they are not full). And with full buffer it's almost the same as not having it at all

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much better approach is to loop the pipe

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-----+-----------------------+
     |                       |
     +--+--+--+--+--+--+--+--+
     |  |  |  |  |  |  |  |  |
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that, combined with "no valves", "full pipes" and "simplest possible setup" rules, eliminates 99% of pipe issues

steady dome
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Well, I have 28 generators in a two-sided manifold and that manifold is filled from both ends by two pipes (400 m^3 fuel each). You could either have a 2x14 manifold, or 2 2x7 manifolds; does that make a difference?

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Also, I pre-filled everything but "module 2" has some issues, all other 8 modules are fine and working as expected. They're all built exactly the same.

cold jasper
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It could just be a pipe connection issue

steady dome
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Well, the generators don't get enough fuel, and the HOR refineries (which produce it) are idle every now and then because they can't get their HOR into the pipe, or something.

cold jasper
steady dome
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No that I know. everything should work exactly as intended.

cold jasper
steady dome
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This is the HOR output manifold, and on the bottom are 2 of the 4 fuel blenders. I'm using Mk. 2 pipes for the section where there are 400 HOR – just like I would for conveyors – should I not do that? Should that entire pipe be Mk. 2?

cold jasper
steady dome
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4-times per module.

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And the 4 blenders then produce:

cold jasper
wind spade
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the efficiency meter is unreliable, unless you've seen them stopping and starting, don't trust it

cold jasper
steady dome
steady dome
steady dome
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Yes, 26 of them use this and 2 of them are at 83.3333 %.
Therefore: 26 * 30 m^3 + 2 * 10 m^3 = 800 m^3

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Btw, SCIM has that "fill all pipe inventories" (or so) option, how does that work? When I try to use that, my pipes are always filled.
Like, I can have no inputs and keep draining large pipe sections, and the fuel generator don't run out of fuel. Basically perpetual motion?

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The fuel manifold looks like this and is filled from both ends by one pipe each which each are connected to 2 blenders and therefore (should) have a throughput of 400 fuel.

The 'two' manifolds are connected in the middle because the top 2 generators are only using 10 fuel each. Therefore the top manifold is using 380 fuel and the bottom manifold is using 420 fuel.

Should I instead use an ugly but equally distributed 238.0952 % for each fuel generator, so the top and bottom manifold consume the same amount?

oblique hollow
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nah screw that general clocking stuff, clock one generator only or something

steady dome
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What do you mean?

oblique hollow
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instead of equally clocking all to some percentage, clock just one generator per floor, if anything

steady dome
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That would require 66 generators though?

oblique hollow
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ok lemme rephrase:
"Instead of clocking all generators to 238.0952%, clock just one generator down"

i dunno what all others are clocked to

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do you get what im saying tho?

steady dome
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Now, yes.
26 are at 250 %, 2 are at 83.3333 %. That consumes exactly 800 m^3/min.

oblique hollow
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i assume the 400 lines never meet?

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so one generator line gets 400 fuel and thats isolated from the other one?

steady dome
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Oh, and with 'top' and 'bottom', I meant when viewed from above. They're both on the same floor. The 2x14 manifold can be thought of as 2 2x7 manifold connected in the middle.

steady dome
oblique hollow
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well..... why

oblique hollow
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oh wait

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thats a fuel generator

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ok better question
are ANY of the blenders or refineries stalling?

steady dome
# oblique hollow well..... why

Well, as I said, two generators are underclocked to 83.3333 %, and I just chose to underclock the two top ones (when viewed from above). Therefore the top manifold (if they were separated) uses 380 m^3 and the bottom one uses 400 m^3. I just thought by connecting them, the bottom manifold could give it's surplus to the top manifold and everything would be fine.

steady dome
# oblique hollow ok better question are ANY of the blenders or refineries stalling?

What do you mean by stalling?
As described above, some HOR refineries have HOR build up in their output because they refuse to pump it into the full pipe, or something.
The blenders are working as intended, assuming they get enough HOR.
And for some reason the HOR refineries' oil manifold isn't full, with or without a buffer before it.

oblique hollow
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if the HOR stalls, consider a different pipe approach

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or check for possible head lift issue

steady dome
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Well, I removed the oil buffer from module 2 and refilled the fuel pipes. It's now working again as intended, but I don't know if this is a permanent fix.

median heath
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🤷‍♂️

deft lichen
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isn't marginal underconsumption like that good?

median heath
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Underconsumption would mean fuel will eventually back up.
Which means things feeding into fuel will also eventually back up.

So if anything else relies on by product from this system then there will be issues 🤷‍♂️

deft lichen
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true that

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solvable with an overflow valve I suppose

median heath
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Unless overflow hook with packager to deal with fuel backip.

median heath
deft lichen
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yk what I mean

median heath
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I do, but words have meanings and we should choose them carefully otherwise people will actually build valves. 😉

steady dome
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Yet I have too little fuel. And my buffers aren't even full, so that's not the issue (yet).

median heath
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Buffers also are not a good idea.

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Given in a system like this they will never help you.

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They either cause issues or effectively do nothing.
They do not help.

deft lichen
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do buffers have any other genuine use than with freight platforms?

median heath
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Aesthetics 🤷‍♂️

cold jasper
steady dome
oblique hollow
steady dome
oblique hollow
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you will be missing 1 m³ of fuel after 3000 hours minimum

median heath
oblique hollow
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and you should know nuance by now

deft lichen
median heath
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And you know I am literal 🙃

oblique hollow
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and you know im pragmatic

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this isnt helpful for this issue specifically.
aiming for a slightly corrected value will not fix the issue of Mizuchi's Fuel Generators or fuel production line

median heath
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Sure 👍

steady dome
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Ok, little logic question: if everything is calculated correctly, all machines are at 100 % efficiency (though that's apparently not that reliable :/), and I just filled all fuel pipes, why is the fuel manifold pretty empty again and my fuel generators are stalling?

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Well, I removed all fluid buffers. Let's see how that goes.

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Is there an easy way to fill several pipe networks, without screwing up other parts of the 'factory'?

median heath
median heath
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Also I didn't scroll all the way up, but if you're at any point trying to force 600/min through a mk2 without looping it that could also be why some aren't getting enough 🤷‍♂️

deft lichen
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Sevrahn breaking down after a stray photon messes through one bit in his RAM and causes a factory to halt production for 2 frames 😛

median heath
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I don't break down though? 🧐

steady dome
median heath
wind spade
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and game is most likely less precise than that level of precision anyway

steady dome
median heath
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You wanted to make 800.

But then you realize 800/12 is 66.666666-

So if you want precision you now just... don't pick 800 because it causes repeating decimals.

steady dome
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Yes, but it also allows me to make the maximum amount of power from those 300 m^3 of oil. And pragmatically speaking, it will take quite some time for the imprecision to be an issue. And even then, it might not even really be much of an issue.

median heath
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Ah, you're solving forwards.
That's the issue.

steady dome
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Eh?

wind spade
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that's the issue in Sev's book

median heath
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You're starting at the node and solving forwards from there.

median heath
wind spade
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I do not recommend "I have X what can I do". But at some point you kinda have to "solve forward", e.g. "I need to use 2000 oil for this and here I want to build factory from 600 oil, what do I need"

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I do not recommend solving forward without a clear end goal, but with end goal it's completely fine to do so

median heath
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<@&387163995947270144>

dark badge
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@fierce ruin yo

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why you spamming A

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i wonder if something is on their keyboard

steady dome
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Might just feel really funny or they're hacked or something.

dark badge
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you clearly are typing so im going to assume its on purpose

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!mute 992412847944507476 spamming letter A 1d

shadow prairieBOT
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dynoSuccess Uraniumguy#9630 was muted | spamming letter A 1d

median heath
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Or 26 @ 250% and 1 @ 100%.

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Dial it up 1 notch:
299.25 puts you at 798
798 / 12 = 66.5
Still clean and no repeating decimals 🤷‍♂️

steady dome
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Might've been better but I didn't consider it at that time, and I'm certainly not rebuild everything again.
Also, are there no 'awkward' imprecise productions anywhere in the fuel production line?

median heath
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In the 2 I just listed? Shouldn't be.

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299.25 / 120 = 249.375% of the Oil Extractor.
299.25 / 30 = 997.5% of Refineries.
399 / 50 = 798% of Blenders.
Which is 6650% of Fuel Gens.

steady dome
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So is there any tool with which I can just fill my pipes easily, without them being filled permanently, which is what SCIM apparently does?

oblique hollow
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...no

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turn off your generators if you want those pipes to fill

steady dome
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I have turned off all fluid generators and emptied all fluid pipes with SCIM (so every module would have the same amount of fluid in the pipes so they'd be full at the same time). Then I waited until the generators and manifold was full, saved, and turned everything on again with SCIM. But of course it doesn't just go that smoothly and work.

oblique notch
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Yeah don't turn them on with scim. That turns them all on and start drawing from your pipe at the exact same moment, and since their holds are empty that's hundreds of m3 of liquid that's going to exit your pipes.

You need to turn them on in sequence, over time

steady dome
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They are not empty; fuel generators accept input when they're turned off.

vapid gorge
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No idea why you’re messing with SCIM for this

steady dome
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Yes but that would probably easily take 10+ minutes for just 1 fuel manifold, out of 9. And then there are the pipes connecting the blenders and generators which also add some to the volume I'd have to fill.
I don't know why I'm using SCIM (for that). I know one thing for sure: fluids are by far the worst and most annoying part of Satisfactory and I'm kinda sick of them.

vapid gorge
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And yeah - sometimes you have to wait while a system fills

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And fluids are fine when you get the basics - you sound like you’re torturing yourself

oblique notch
# steady dome Yes but that would probably easily take 10+ minutes for just 1 fuel manifold, ou...

well when you mess with SCIM on these things its only going to make it worse.

I dont know if Im just blessed or something but ive never had any issues with pipes - i know i know, anecdotal which doesnt help your situation. I tend to think that one of the problems however is that, because there are a few finicky bits, everyone jumps in with a ton of advice on how to "fix" it and even if someone isnt being actively helped/addressed they end up with this side knowledge. Problem is, in most situations, its just not needed.

You need 3 things to make a successful pipe network: 1) Less consumption than flow. 2) enough headlift. 3). patience.

With over 1200 hours in the game since update 3 Ive never had any of the issues that people have had, even when building large fluid networks full. So i must be doing something right.

I always plan for a bit of extra flow versus needed consumption. Helps reduce issues, and its not like belts where you see it stopped across your whole factory (even less of a problem with indicator-less pipes. (solves #1)

I alway start my production chains as the highest point - all consumers of the fluids produce from that point onward are always lower. This reduces the need to worry so much about adequate headlift - i also usually place an extra pump, uless the headlift for reaching the top of the network is already less than half of the total a pump can provide. These solve #2

And there is no substitute for patience.

steady dome
steady dome
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I'm also wondering, am I just too 'stupid' to do the whole fluid stuff correctly, or is it just too hard and overcomplicated (and there are some bugs)? Considering how many people seem to be struggling (I think), it seems to be the latter.

oblique notch
wind spade
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you also shouldn't

oblique notch
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shouldnt what? oO

wind spade
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load balance fluid

oblique notch
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oh. yeah. Its practically impossible and its a reallllyyy bad idea.

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oh i said dont have to you are correct, you shouldnt is a better way to put it

wind spade
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yeah, that was my point 😉

steady dome
vapid gorge
wind spade
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your setup can work perfectly fine even without overproduction 🤔

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the bugs that required overproduction are fixed already

vapid gorge
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Don’t use valves

Don’t try to load balance

Don’t use buffers

oblique notch
wind spade
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well there was "5m3 deleted from each machine on save load"

oblique notch
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oooh yeah that one

wind spade
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I'm not aware of floating point errors 🤔

oblique notch
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that was a bigger deal than any other bug

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i dont even really know if that one (rounding) even is real or not. I could see it being a possiblity at extremely tight systems - ie nuclear - where even a tiny bit off and a tiny bit of pause in one machine may end up gunking up the entire system. My suspicion is, that if there is any issue with rounding, it smooths out over time and most systems wont ever notice it. And with Nuclear now needing 240 instead of 300, its easier to not be an issue anyways.

wind spade
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I don't think there's any rounding

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internally the game uses liters to count fluid

oblique notch
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well there is always rounding 🙂

wind spade
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so it uses integers

oblique notch
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theyre floats

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not ints. It counts in 1000, but they are floats.

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the litre to display change of m3 is to hide the floating point math somewhat weirndess. It basically reduces it by a factor of 1000 and so you dont see any difference on the outside - and hoenstly, the game doesnt really care much either. One time you may end up with "move 1001" and the next time you end up with "move 999" and it balances out over time.

(and more realistically its more like "move 1000.0000005 or 999.99999995" and you notice it even less

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given tho that the mk3 pipe mod is discontinued and broken broken now... im going to guess that has somethign to do with clamping things down and making that kind of rounding errors even less of a problem, and will probably never mention it again so as not to confuse or mis-inform others

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😁

steady dome
steady dome
oblique notch
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i will give you that the tools that are given - buffers and valves especially - are for very specific purposes and not helpful in other situations. and the game does not do a good job of explaining that at all

vapid gorge
steady dome
oblique notch
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add another junction...

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                m    m    m 
input ---- + -- + -- + -- + ---+
           |    m    m    m    |
           ---------------------
steady dome
#

Fair enough. xD
Well, yeah, haven't planned enough space for that.
Also, could you have the loop go over the manifold, or would that height difference be a bad idea?

oblique notch
#

or ... change your designs. dont do a two sided manifold. Use two pipes from a junction at the begining:

             m   m 
          ---+---+---
         |           |
input ---+           |
         |           |
          ---+---+---
             m   m

Lots of ways.

And yes, the loop can go over the manifold if you want. I wouldnt make it very high cause then you run into headlift issues, but yes, it can.

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again, as long as headlift is enough to fill the top pipe, and as long as you fill your pipes before hand.

steady dome
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Ok, thanks. I'll consider that for future builds.
In this case, I upgraded from the previous version of that power plant and I preferred to not increase the width of the modules, so I didn't think of that. And maybe I just didn't think of that in general.

prime orchid
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does satisfactoryproductionplanner know something we don't?

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why does it say this recipe makes 18.8/min when the game says 18.75?

steady dome
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Rounding?

prime orchid
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judging by the numbers it gives when i change the output to 1,000 i don't think it's rounding. it seems like it gives pretty precise numbers

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in order to get proper numbers i have to change turbofuel output to 1,002.6667~

steady dome
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Weird. When I calculate the per minute value from "5 every 16s", it's just the expected 18.75 though.

prime orchid
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this is with output set to 1002.6667~ which is 18.75 converted to 18.8

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maybe this site is just outdated? idk

vapid gorge
vapid gorge
vapid gorge
#

Just new webpage planner? I’d trust whatever one gives you further decimals

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So prob tools

prime orchid
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that one is precise it just seems like they have a number incorrect

vapid gorge
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@steady dome so like this but with the feeds going down (I don’t recommend the pipes feeding upwards like in this pic)

vapid gorge
prime orchid
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actually yeah it does seem like it's rounding to 1 decimal place. turbo motors should be 1.875 but it has 1.9

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but it's only with that one number. all the others are precise

vapid gorge
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Yeah that’d be enough for me to not use it

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That’s weird

prime orchid
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yeah it's pretty dumb but i still like it for some of its features. all the calculators have things i like and don't like about them so i switch between them

still brook
#

I wear aluminum is just messing with me at this point. I'm trying to do large scale Sloppy + default scrap but every setup i've tried so far stalls if the outputs isn't 100% used.
The latest one I tried was a block of 4 refineries, 2 solution 2 scrap.
Both water ouputs feeding back into one of the solution refineries, but after deleteing the output belt and putting it back in i've noticed the water output clogs the whole thing

tawdry sail
prime orchid
soft ridge
#

I still don't know what's a nice number of reinforced steel bars to be producing per minute

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It's like I have to do 3750/min just for 100% efficiency

versed violet
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  1. A standard reply would be: however many you need for your next stage product + couple for your building use and no more.
  2. Why steel bars instead of pipes? What do you need them for?
lethal arch
#

Hello, can anyone help me with my fuel setup?
I should be producing 1200 turbofuel/m but no matter what I do I can't satisfy my generators.
I'm splitting it to 2 600 pipes which each feed 53.3 generators @ 250% clockspeed.

frosty owl
lethal arch
frosty owl
#

That's what I was referring to when I said "add one or more pipes". As long as the flow is below ~580 getting the expected flow shouldn't be too complicated

lethal arch
lethal arch
#

I just want to make sure, before I suffer more, this works right?

frosty owl
#

I suggest not limiting the valves. Let the fluids figure themselves out and overflow accordingly

lethal arch
#

Alrighty, I'll do that 🙂

frosty owl
#

To clarify: leaving the valves van be beneficial against sloshing. I'm just saying not to limit them!

lethal arch
#

Ah, so the valves have a function even though they're not limiting anything, that's good to know actually. So much to learn about fluids in this game jeez 😄 Thanks for the clarification

frosty owl
#

You're welcome. If you have more doubts or seek more details, feel free to ask, but if you're looking for a more "complete read" know that there exists the Piping Manual too, between the pinned tools and links checkpins

lethal arch
wind spade
frosty owl
#

At the modic cost of the ability to know the flow in pipes :P

lethal arch
frosty owl
wind spade
lethal arch
frosty owl
#

Just don't ask wether to use manifold or load-balancing or you'll cause a world war

wind spade
cinder silo
frosty pawn
tawdry sail
#

I dont remember this.
I know that the train station can't transfer the max transfert rate of 2xMK5 full belts due to the docking.
But truck stations could do it, right?

oblique notch
#

But sloshing is definitely real

frosty owl
oblique notch
# frosty owl Was this mentioned in the patch notes or anywhere else?

Somewhere it was mentioned the 5m3 hold that "disappears' on load of a game was fixed (that caused a lot of sudden draw on game load that messed up a lot of pipe systems).

Also, in general a lot of the optimizations done seem to have improved the manner in which machines draw liquid from the system in general, reducing some of the hiccups that occur there too.

In general even 600 input/600 output systems are pretty stable, as long as headlift is accounted for and a loop is used from last to first, and pipes are full

frosty owl
#

The 5m buffer was the only part I knew of

oblique notch
#

Plus there seems still a ton of misconception around what the actual unreliability is and what is just the nature of the fluid simulation.

Slosh/backfill causes unreliability for example, but isn't unreliability of the fluid system - rather its an intended(ish) complication, one dealt with by filling pipes fully and proper headlift , the return loop, and sometimes using gravity to your advantage

#

I still probably wouldn't do 600i/600o for nuclear tho. Anything that can cause disaster if it fails doesn't feel like a good place to risk it lol.

#

Redundancy, backup, acceptable tolerance are all real world strategies after all 🙂

median heath
#

600 works as long as you loop the system.
Dead stops cause the slosh which causes the issues because mk2s are more sensitive to it than mk1s.

Which I think is why they are altering pipes down to 500 max in the future, because it's too sensitive for how they want it to behave 🤷‍♂️

wet python
#

the fluid mechanics in this game are very sloppy

oblique notch
oblique notch
#

Problem is... fluid movement is not something that is intuitively understood by most people, or their understanding is missing key features

median heath
wet python
#

fluids don't move THAT slow

oblique notch
#

Honestly, I'd say I'd anything the simulation is too good, and thst causes problems because people don't really understand what industrial applications of fluids is like.

oblique notch
#

Internal radius smaller, that is

wet python
#

fluids would never flow BACK if the pressure is being applied in only one side of the manifold

oblique notch
#

... again. That's a statement on thr assumption of full pipes. Partially filled pipes definitely have slosh. Liquid always tries to equalize. And backwards is entirely possiblr

#

And when you take liquid away from the middle of a pipe... there is now a gap behind a section of the pipes, causing backflow.

Yes. Higher pressure should indeed make that less likely, but it's not impossible. And we don't have an option for increasing pressure. Not really anyways (though it is part of the calculations, its just hidden behind headlift and flow)

#

I will say I don't believe the calculations take Into account going from a mk2 > m1 pipe should increase the speed of water, but this is a game and with flow rate being the value to produce/consume in this scenario, a mechanic that effectively created flow from nothing would be a bad idea 😉

Besides they call it flow and headlift in the display/gui. But its really also got pressure (but not super involved pressure, as I just mentioned) and volume as well in the calculations; they "simplified" it to just flow and headlift to reduce confusion (I'm not sure it may have had the alternate effect tho)

wet python
#

even without pressure, gravity itself should equalize water level in pipes WAY faster. It seems all the liquids have way too high density, and behave themselves like a goo.

#

IMO pressure should be added as a variable in the calculations, instead of headlift.

oblique notch
#

It actually is pressure, not headlift 😁. It's just renamed and simplified because in real life it's pressure head, and it's far more complex than it sounds. I mean there is an entire branch of physics devoted to the study of how fluids move.

#

By using only the head part of it and naming it headlift the hope was too simplify the interaction for players by again being just about how high you can go and how much you can consume

#

I will certainly say the system does need some tweaking, and probably a bit in the way of a hidden tutorial or some adjustment with how it's introduced, but I have no idea how to do either of those things. No experience here

wet python
#

headlift in the game doesn't change how liquids move horizontally in pipes, so it's far from pressure.
I agree that developers should make it easy for the common player, but I think they oversimplified it to the point of it being counter-intuitive for anyone with a little more knowledge.

#

For example, electricity is simplified but it is still intuitive even for an electrical engineer.

mystic moon
#

I think the problem is that doing anything more realistic old have a huge performance impact

oblique notch
# wet python headlift in the game doesn't change how liquids move horizontally in pipes, so i...

That's because they discarded pressure overall, or at least the effect of pressure over distance. Not with lift obviously, bt you can't have lift without pressure. But they did discarded the pressures affect on speed or anything like distance - there is no ONI or Minecraft equivalent of a "magma blade" for example - if fluids are hooked up to a pipe they will continue to flow all the way through the entire system (Assuming completely level) until they equalize - so yes viscosity is completely ignored.

But as F or F said... performance. Simplification. Fluid dynamics is insanely complex and for a performant system that doesn't cause too much draw on resources, it's remarkably good

#

That all being said, the combination of it being so very different from belts, a few bugs in the implementation early on and a few quirks resulting in a lot of "fixes" and strategies muddling the community knowledge base leads to a lot of confusion and a lot of people thinking they need something they don't or adding things they don't.

oblique hollow
#

viscosity supposedly exists tho

#

and as for pressure: it kinda exists but its not that universal

#

like... a dead end pipe being pressurized from one end? that shitter will not stay still, it will try to move, even if it means moving against the supposed pressure

frosty owl
#

Do pipes going into machines count as "dead ends"?

#

Or are they lively ends?

oblique hollow
#

machine full makes that pipe a dead end

#

ive repeated that like 500 times at this point

#

and its in the manual

frosty owl
#

Pfft, reading manuals is for nerds

vapid gorge
cinder silo
daring sonnet
#

I just read the wiki, shouldnt it say 300/min?

#

or 300 was the old value?

sand epoch
#

old. pre OC changes

daring sonnet
#

thx

oblique notch
#

pre U7 (last tuesday) changes, since they changed overclocking. since you can now get to 250% proper overclock (and that actually means 250% power produced, not 200% like it used to be) 300 water would be impossible to provide to a 250% nuke

oblique notch
#

With all the byproducts and paths to complete that I know McGalleon would love to see in SF

vapid gorge
#

that sounds liek a nightmare

#

Fluid dynamics is the 2nd worst dynamics and thats only because Thermodynamics includes fluid xD

oblique notch
#

i know right? But we could like, tell people its a way to make SF Fluids easier, give it to them, they get super frustrated with it and throw it accross the room and either a) never bother us again or b) realize how much easier SF fluids really are? 🤣

#

sounds like a win/win! (except for the part of having to make the damn thing and struggle through fluid dynamics ourselves.... )

vapid gorge
daring sonnet
#

Uranium Fuel Unit really isnt worth enough the hassle with the extra work for the oscillators right?

#

although it is a 50% improvement on energy output... is this one of those "depends" decisions?

#

actually, is every nuclear decision a "depends" decision? I mean, in general is there any part of the process that is objectively better or worse?

sand epoch
daring sonnet
#

but wouldnt I sink the plutonium rods?

#

whats to sink when Im dealing with uranium fuel units? its not even waste yet, am I missing something?

sand epoch
#

My bad. Thought you were talking the 2nd level of nuclear :/

daring sonnet
#

no, im noobing the hell out of nuclear still

vapid gorge
daring sonnet
#

thats actually a good point, sorry if my questions are dumb, but Im still getting the grasp of using the wiki and calculator properly

#

also, this is probably a known number, but if my math is right, for each 100 uranium waste I need a reserve of 83.3333 Uranium for recycling and disposal, right?

#

this is what Im based of

vapid gorge
daring sonnet
#

100 (uranium for recycling) because 250/2.5 and 83.333 (uranium for reactors) because of 208.3333/2.5

vapid gorge
#

all the base recipes I take it?

daring sonnet
#

im considering all alts

vapid gorge
#

Base recipes is cheapest if you just want to sink it

#

for example the base recipes you need 75 waste to Non fisile and 25 to pellets

daring sonnet
#

my calculation only got as far as fertile uranium, the rest is inconsequent for complexity I guess

vapid gorge
#

I mean fair but I did just snip the part involving the waste at you

daring sonnet
#

so, non-fissile is preferable?

vapid gorge
#

It's cheaper in resources so it's often the choice if you want to sink rods

daring sonnet
#

the wiki mentions it has a 3x higher WP, I dont actually understand what WP is, but I was going rfom that

#

I guess I thought it meant in the end it was cheaper

vapid gorge
#

Not sure what that is either tbh.

#

but the base recipes for plutonium rods is the set used to quickly get rid of waste. You get fewer P rods ofc.

daring sonnet
#

hummm, I think I understand your point, the extra Uranium should be pretty useful for a little sacrifice on production

vapid gorge
#

Just depends what your goal is - you'll get more points with alt recipes because you'll make more rods but you'll need more infrastructure and resources

#

are you doing a maximum uranium rod power station?

daring sonnet
#

i was aiming at something close to it

#

but I was struggling to understand how much uranium I should save for recycling

#

but if I dont use Fertile I really need to save nothing, I havent thought about it before

vapid gorge
#

Well Max Power? you use all the uranium for uranium rods

#

There's probably some sort of ratio if you want max sink points and they probably talk about it on the P rod wiki page

daring sonnet
#

yeah, Im pretty sure its 1 to 0.83333

#

but your idea is probably better

#

I mean, what sane person would prefer more tickets than power?

vapid gorge
#

shrug up to you and what you want 🙂

#

It's a sandbox game, you set your own goals xD

daring sonnet
#

fair enough

#

either way. thx again, it helped me a lot

vapid gorge
#

I'm building in circles for example - totally unescesary

wind spade
daring sonnet
#

yeah, I get it now, but then I was mostly seeing it from a utilitarian lens

wintry agate
#

Which one should I choose?

#

Second one?

vapid gorge
wintry agate
frosty pawn
#

i like 1 but usually it means shoving stacks of 500 quickwire in and out of train stations

#

limestone can be found pretty much anywhere so if youre doing something that needs silica near a quartz node, the added limestone is not a problem

wintry agate
#

I am doing 2 i think

#

WTF is this

#

in caterium

fluid heath
wintry agate
#

sus

wintry agate
fluid heath
wintry agate
#

I cannot place a miner

fluid heath
wintry agate
#

How

fluid heath
#

Blow up *

wintry agate
#

Do i gete explosive

#

What tier

fluid heath
#

Yes, research in the mam

#

Sulfur

wintry agate
#

What research?

#

oh

fluid heath
wintry agate
#

where do i find that

fluid heath
wintry agate
#

k

fluid heath
#

Look on an interactive map where to find some

wintry agate
#

ty

wintry agate
fluid heath
wintry agate
#

Can yu dm me the link?

fluid heath
frosty pawn
#

there are also quite a few alt recipes that use quickwire instead of wire so you basically combine copper and caterium with fused quickwire alt to do the copper and caterium stuff

#

once you have a lot of alt recipes and 3 space elevator deliveries, you probably also have a bunch of factories and logistics everywhere so having more choice over what raw materials to use and what products to combine into other products can help you do stuff like save power by making things faster or save one type of resources because you have a lot of another type etc etc

wintry agate
#

@frosty pawn thabks slot for the info

#

I was afk

#

Then my pc gpu temp got up to 93 celcius

frosty pawn
#

im playing satisfactory because its so damn cold today. pc is helping 😄

wintry agate
#

Lol

vapid gorge
mystic moon
#

I just have a big train to ship the quickwire lol

#

Less efficient but makes me happy

oblique notch
# wintry agate interactive map?

or, if you want it entirely in game, you wander around until you find one of the sulfur deposits - not a node, but the rocks of sulfur (yellow colored in the rock) when you hand mine it ADA will inform you its sulfur and unlock the ability to scan for it. Then you can scan for it and go to a node

#

(or you can scan for it after the first node of the MAM tree? i dont remember its been so long)

wintry agate
#

I already have a 23 slots

#

of sulfer

#

But What is the explosive called=

#

umbrella

oblique notch
tropic hawk
wintry agate
#

thanks yall both

viscid shadow
#

My brain is fried can some one check my math? I have a belt of 600 Uranium, and each use of 50 uranium takes 15 concrete and 30 Sulfuric acid, so that means I need 180 concrete and 360 Sulfuric acid for my belt of 600

sharp lion
#

sounds about right ye

tropic hawk
oblique notch
viscid shadow
#

yah its not that complicated

#

I am just tired

versed violet
#

Have we got any hints on what will happen with the beacon ingredient for fuel rods alt recipe?

tropic hawk
#

Not to my knowledge, which does make me nervous

frosty pawn
#

no news on that yet but i guess probably steel beams?

wet python
#

is it correct? one fully overclocked pure oil pump (600/s) can sustain 133 fuel generators with diluted fuel?

cold jasper
wet python
#

i wasn't prepared for THAT many generators... and each one is damn big too.

cold jasper
cold jasper
cold jasper
tropic hawk
cold jasper
#

But I think bioburners still beat it

cold jasper
tropic hawk
#

Each burner is 30, right?

cold jasper
cold jasper
#

A 33.33% increase

tropic hawk
#

15750 burners then

cold jasper
tropic hawk
#

<fuse trip noises>

cold jasper
#

Batteries don't even charge from them...

gusty nexus
#

how do i use valves to enforce feeding water byproduct back into prior steps in the process (i.e. aluminum manufacturing)?

#

on second thought, it appears that valves actually fucked up the entire process, and removing them (and redoing the piping in the process, since the valves apparently chopped them into weird little segments) fixed it

#

Am i better served using the byproduct to feed something else in order to avoid complications with backflow

oblique notch
#

check the pins for the Fluid Manual and use a priority input

#

or pumps

#

valves have this bad habit of not sustaining the amount you set them to, becuase of how they operate. Pumps just prevent backflow even when unpowered, giving you the same effect

oblique hollow
#

Usually its easier to just dedicate a few of the alumina refineries to run only on byproduct water

#

and the others run only on fresh water

vapid gorge
#

A whole zeno's paradox on having smaller and smaller sets of refineries running on smaller amounts of waste water

oblique hollow
#

its not really a paradox, its a finite limit you approach really fast

frosty owl
frosty owl
frosty owl
#

Or was it just power that didn't change below 1%...?

oblique hollow
#

you can get 0%

#

iirc

vast jungle
#

It's called standby button 😉

vapid gorge
oblique hollow
#

at some point the scrap refineries dont make enough to feed a solution refinery.

#

it diminishes really quickly

#

its not a positive loop, its a negative loop

vapid gorge
#

Sure but doesn't that mean there's a small amount that needs to go somewhere?

oblique hollow
#

nope

#

pick whichever case you want

#

for every refinery fed with fresh water, theres a finite amount of recycling refineries needed

vapid gorge
#

ah right. Didn't realise it conveniently ratiod

oblique hollow
#

you get 1/3 of your input water back out

#

with default recipes

#

so you just need 2/3 fresh water and 1/3 recycling

#

for sloppy and default scrap its 3/5 of input

#

normal solution and electrode its 7/18

and for sloppy + electrode its 7/10

#

sloppy and electrode thus yields the most byproduct water

opaque oak
#

And then there is me with 1-to-1 refineries with Sloppy one being downclocked to 75% to match single electrode refinery and new unlimited water mixed to recycled water flowing back for each pair...

vapid gorge
opaque oak
#

Yeah, I'm just weird.

#

And I do things like this. Picture from mockup before doing a blueprint set. Because I have to do 36 of the modules.

#

The weird thing in the middle is the priority input junction.

oblique hollow
#

VIP junction my beloved behated

snow dove
opaque oak
#

Using the holes.

#

Haven't had problems with my own save so far. Only once when helping another person.

#

Cannot place the refineries into the BP because of height limits, so will just include everything else and then manually place the refineries, lifts and pipes to them from the holes.

pale geode
#

Probably more fitting here. Have 10 constructors running at 1%. Trying to figure out how much it actually save but I think MW only show 1 digit after the comma. Will try 100 after I update unless anyone else knows how much each actually consumes

balmy siren
#

What is the maximum stack size for uranium waste?

oblique hollow
#

500

vapid gorge
vapid gorge
pale geode
wind spade
#

that was on U6 though. I'm not sure how much they changed it on U7

#

just checked wiki, it seems it uses 0.0091 MW on U7

pale geode
#

Wierd, I had 10 connected and they used 0.1 (or the game rounded it to that at least)
Ok with it using 0.0091 makes sense. With 10 that makes 0.091 and that rounds up to 0.1

wind spade
#

yeah

versed violet
#

Is it necessary to touch the nukes OC dial after the update? I've heard coal gens needed that to apply actual modified overclock? Or nukes will just know htah 250% means 'use 0,5 rod per min'?

wind spade
#

I think they reduced water consumption so you'll have extra water, but it'll work

oblique notch
#

that will be 100% exactly the same as it was before

#

other than less water lol

#

but everything else if it was carefully balanced, will be used in the same amounts

versed violet
#

nah, I like how they are more compact now

#

they are in monofold arrangement anyway

topaz hedge
vapid gorge
#

I don't suppose you're around @wind spade ?

wind spade
#

👀

vapid gorge
#

I've got a plan I'm tailoring

I'm picking through the different Super computer recipes - the current plan uses Super state and the total oil use is 175 oil

I physically remove the other 2 super comp recipes that aren't being used and the total oil use increases

#

Just can't pick out what the 'change' could be considering I didn't remove a recipe that was being used

wind spade
#

huh

north tinsel
#

Hi

wind spade
#

can you link the two lines?

vapid gorge
#

Sure one sec

vapid gorge
#

It could just be me being a doofus

wind spade
#

it indeed is using only that 🤔

#

ok so my guess (well not a guess, it's most likely) is that maximise is at work here

#

since maximise doesn't optimise for raw resources, it just takes whatever solution it finds (as long as it produces the most possible)

vapid gorge
#

oh shit

#

you're right I'm a doofus

wind spade
#

and selecting different recipes changes the solver model in a way that it first finds a different solution

vapid gorge
#

plutonium rods is screwing me

#

Thanks xD I needed another pair of eyes

wind spade
#

which is kinda a bug, but yeah... ideally don't use maximise 🙂

topaz hedge
#

Don't put so many things in it at once either xd

vapid gorge
#

Yeah it was just a quick dirty fix that I should not have done xD

wind spade
vapid gorge
wind spade
#

yeah tools not really ready for that lol

topaz hedge
#

It's a clutter issue for me lol.

wind spade
vapid gorge
topaz hedge
#

why minimum steel? the other two make sense but xd

vapid gorge
#

trouble is - no coal. So have to use coke steel and electrode alum

topaz hedge
#

fair

vapid gorge
wind spade
vapid gorge
#

But I'm not changing any of hte produced item numbers? (as far as I can tell)

topaz hedge
#

do the american thing and use more oil x:

vapid gorge
#

no recipe change - just setting the production to what Maximise found in the first place

wind spade
#

point being that the tool optimises for "lowest weighted resources", each resource is assigned a weight based on it's appearance on the map.

maximise just finds any solution. items/min finds the "least weighted resources" solution. So while the maximise solution may use less oil, it probably uses more of some other resources (especially the rarer ones). Items/min solution uses least weighted amount of resources

#

(if you're part of beta, you can try there, it allows you to change resource weights, so you can try there, though it's on U5 recipes and it may do weird stuff sometimes)

vapid gorge
#

Interesting. I'm going to follow it down the line to see what changes

#

I think rubber concrete is the devil here

#

did not expect that change

wind spade
#

here are weights for the resources:

Desc_OreIron_C: 1,
Desc_OreCopper_C: 2.4386694386694385,
Desc_Stone_C: 1.3314415437003406,
Desc_Coal_C: 2.2776699029126215,
Desc_OreGold_C: 6.375,
Desc_LiquidOil_C: 6.015384615384615,
Desc_RawQuartz_C: 6.702857142857143,
Desc_Sulfur_C: 10.289473684210526,
Desc_OreBauxite_C: 7.196319018404908,
Desc_OreUranium_C: 33.51428571428571,
Desc_NitrogenGas_C: 5.865,
Desc_Water_C: 0,

bigger number = rarer resource. The tool minimises the total weight, e.g. [amount of iron used] * [iron weight] + [amount of coal used] * [coal weight] + ...

topaz hedge
#

til stone is worth more than iron

topaz hedge
#

rubber is used more than iron in my world..

wind spade
#

it's not really a "best" or "only" rating system, but it's one I have and works decently well for most recipe choices

crystal venture
#

It will take this many refineries to process an mk5 conveyor of iron ore. Should I use 22, and accept that not all the iron will be processed, or 23, and accept that the refineries won't operate at 100% efficiency, or should I use extra refineries and underclock to be as precise as possible

vast jungle
#

Or you overclock at least one of the 22 refinery

sharp lion
#

Instead of typing in the % at overclocking you can type the items/min

crystal venture
#

oh

#

thats an option? niceee. thanks

crystal charm
#

it's been a while for me, but is that water flow going to sustain itself?

#

i usually do extractors piping to one end, and one to the other end

opaque oak
#

Shouldn't be any problems related to the injection points to the manifold.

crystal charm
#

i thought it might be that build style, cause i was getting this

opaque oak
#

Even using straight runs on all should work fine.

crystal charm
#

but then i went back and checked, and realised i'd forgotten to connect a pipe

#

starting to stabilise now

opaque oak
#

But if you want, you can even move the two lower pipes one slot up in the manifold. To get all with straight runs.

crystal charm
#

it still wasn't stable, so i shift one of the extractors to the end pipe, and now it is

frosty owl
shy mist
#

how much energy make one nuclear reactor

vapid gorge
wintry agate
oblique hollow
#

yes that is a coal generator, very cool

wind spade
oblique hollow
#

ah

sand python
# oblique hollow ah

the context is the kid wanted everyone else to do all the math for him and didnt want to learn

fierce ruin
# wintry agate

Tip #1, save your power shards for your miners, unless you are going to overclock that generator to 200%, in which case the numbers double and it is easier to setup.

Tip #2, It takes 3 water extractors split over two pipes to provide enough water for 8 coal generators.

Tip #3, make your power setups by water, electricity is required to move water up from its point of origin whilst
items on a conveyor do not require the same.

shy mist
#

How to go to tier 5 and 6 the faster wave

#

?

snow dove
#

you produce the items for the space elevator, then unlock the milestones

tropic hawk
#

Yep

fierce ruin
tropic hawk
#

If you chest in the milestones, did you really earn them?

fierce ruin
#

I assume this isn’t @shy mist ‘s first time through?

frosty owl
uncut kraken
#

Hey guys- I just set the smelters up to produce 270 steel ingots- About to start on the constructors now- but whats an ideal ration for steel beams and pipes.

#

i see the steel beam one wants to eat through 60 a min 😐

#

ignore me- i found what I can do with em

cold jasper
uncut kraken
#

ill add that to my sticky notes.

magic island
#

there's no single "ideal" ratio because you'll be using beams and pipes a lot for manual construction, not just in production

uncut kraken
#

1 beam and 1 pipe takes 90, so just gonna build 3x of this.

cold jasper
uncut kraken
#

I dont have an alt yet. Im not making encase beams at the moment. Im just doublin up each factory before i start next tier after unlocking mk2 miners

cold jasper
#

Not even cast screw?

uncut kraken
#

I have some yes- but not for steel bems.

magic island
#

throughout the game, you will use tons of beams to manually build (mainly conveyors, but other buildables too)

pipes will probably be used in much greater quantities endgame in your automated production, but they're important for manual construction too

so you need a healthy supply of both, regardless of what else you produce with them

uncut kraken
#

I have cast screw- I went hunting this first! haha

magic island
#

just to clarify, there are no alts for steel beams or pipes. there is an alt for ENCASED beams, which is the next step after what you're doing

mild tartan
#

Anyone else really hate long conveyor belts?

#

Like, it feels like they have to be as short as possible or you've messed up somewhere

snow dove
#

nah i use em all the time

magic island
#

I find long belts tolerable within a big factory if I can keep them tidy, but over open terrain I'll look into a vehicle solution

more of a design/style matter though

mild tartan
#

Yeah

#

I like ground machines and conveyor belts suspended above personally

fierce ruin
wind spade
#

conveyor busses 🤢

#

that's valid in factorio, not here

vast jungle
#

a satisfactory conveyer bus could be just a bundle of 3x3 belts... we have 3D ! 😉

wind spade
#

well satisfactory bus is also pointless as we have fixed input and fixed output, not like in factorio's malls and science

vast jungle
#

its annoying enough to keep mixed belts for autosorters running in Satisfactory... if you don't need to mix things, don't mix them ^^

#

I even built a rubber/plastic factory that doesn't mix outputs during the whole production process... much easier to debug and the same layout can be used for plastic or rubber.

cinder silo
#

I mix low throughput belts because it is a lot tidier having one or two belts mostly full than ten or more almost empty.

vast jungle
#

the problem is that mixed belts cannot properly block

cinder silo
#

Yeah they need to overflow somewhere, other processes, stores or a sink, if you can do it, great it makes for an elegant and minimalist solution, but it doesn't work for everything, saturated lines being the chief example.

vast jungle
#

at the moment I am trying to channel the output of an autosorter back into a train station (before overflowing this belt to a sink)... so I can have an autosorter distributed over multiple places

cold jasper
wind spade
#

so your consumption may be very much different from your production

wind spade
cold jasper
cold jasper
wind spade
cold jasper
wind spade
#

because they can?

#

sink is also a thing

cold jasper
wind spade
#

that's not the point of what I said

cold jasper
#

Oh, ok then nvm

wind spade
#

my point is that in SF you can keep producing things forever (and do) because overflow goes to sink. So there's never a case of "machines stopping because output full" in most games

abstract stirrup
#

Guys, what do I need to unlock to see my factory on the map?

wind spade
#

while in Factorio, your production goes to crates or to labs, where consumption is variable in both cases

wind spade
abstract stirrup
#

Damn

#

I’ll use the mod then, but that’s disappointing

cold jasper
#

SCIM

#

Oh, live, nvm

topaz hedge
#

superstate supercomputer or regular supercomputer?

deft lichen
#

According to WP, superstate wins

#

Somehow OC supercomp seems to be the worst in all cases but I really like it

topaz hedge
#

it's fast, and simple.

#

I like it too, but I can't justify the aluminum cost of it

abstract stirrup
#

Are 6 heavy modular frames/per minute good for my fist factory making them?

#

I just got to phase 2 but I don’t know if they are a decent amount….

topaz hedge
#

any automation is better than none :p

abstract stirrup
#

Does that mean it’s bad 🥺

topaz hedge
#

"good enough" depends on the needs of your world.

#

Not at all. if it's enough for your needs then yeah, it's good xd

abstract stirrup
#

I can basically build a manufacturer every 1,30 minutes

abstract stirrup
#

feeding it though....

#

that's a lot of stuff

topaz hedge
deft lichen
#

Manufacturers are a step up in complexity, good job getting it working sustainably 👍

abstract stirrup
#

well, not my objective rn xd

#

entire building 🙂

topaz hedge
#

and train stuff. looks very nice ^^

deft lichen
#

Computers are up next, those are easier though imo

abstract stirrup
#

i'm crafting some of them to make the exact amount to bring stuff i need with 1 train

#

i wanna bring more steel pipes in cuz they are eating my iron

#

so i'll look forward to them, thanks for your thoughts on that!

mental basalt
abstract stirrup
mental basalt
#

let alone organizing them

abstract stirrup
#

That’s actually my first one, the thing I understood is that at some point you have to stop and do a real project that won’t be modified in the future. Before that, I had like 3 stages of factories that were there just to made me reach phase 2 and the materials to build that

mental basalt
#

how come u still have the "Build the space elevator" quest

abstract stirrup
mental basalt
#

ah

vapid gorge
abstract stirrup
#

I always think about that being a “temporary building”

#

I just discovered the power of generators that uses oil waste instead of coal JaceGasm

vapid gorge
#

imo sink the coke instead. Early oil production is very temporary and not something I'd want to base my power supply on

topaz hedge
#

burning coke is alright. temporary sure. it helps with the power demand of oil

abstract stirrup
#

I think that if I find a way to keep the waste production, I might go for generators

#

It doesn’t seems to difficult

#

<famous last words>

vapid gorge
#

It's not difficult, I just don't like very temporary power set ups that rely on other things. I segregate power and other production completely

vapid gorge
#

technically hor is the precursor to coke - so coke is still wate

willow yoke
#

I just realized, is there any reason to max out Mk 3 Miners on pure nodes? For example I have a Caterium node I am using to make quick wire. I was doing the math based on using a Mk 3 Miner Overclocked to get me 1200 ore per minute. But I just realized that Mk 5 belts can only transport at 780. Does it matter that I can produce 1200 if I can't ever pull it out fast enough

fierce ruin
willow yoke
fierce ruin
#

Yes that is correct.

#

Although, bear in mind the b2b connections with MK5 slow it down, reducing your items/min to below 780.

#

This can be avoided by not having segmented conveyors and instead linking them into splitters or storage containers.

tropic beacon
#

Oh really? Is that a well known issue?

willow yoke
wind spade
wind spade
#

since you don't lose items/min, you lose max throughput

#

so if you don't have maxed belt, you won't be affected

vapid gorge
tropic beacon
#

How do you weld them and how does b2b change the throughput?

vapid gorge
#

Welding - if you have to segments of belt connected you can build a merger/splitter on the joint, let it finish build, then delete it and it'll become 1 object

#

Belt welding does get WEIRD after like 500m AND if you go over 1000m theres the danger of crashing your game.

But as an example this is just 1 belt

tropic beacon
#

Oh wowww good to know, thank you

vapid gorge
fluid heath
vapid gorge
fluid heath
opaque oak
#

Walls and mounts removed after building probably.

vapid gorge
opaque oak
#

Fortunately you can usually now do the fiddly bits only once as a BP, and then spam it much easier.

#

In this case making a BP with some mounts hanging in the air at correct heights.

abstract stirrup
#

Simple question: a train is an equivalent of….120/ items per min…240…480…?

vapid gorge
abstract stirrup
#

Oh

vapid gorge
#

It’s possible to get more than 1000pm per car for example

abstract stirrup
#

Anybody has an excel sheet with those math things?

#

😁

vapid gorge
#

On the wiki there are formulas for it

abstract stirrup
#

Really nice

vapid gorge
abstract stirrup
#

I produce 30/ min of the thing I need to transport

#

And I exactly consume 30

oblique hollow
#

just use one freight car lol

vapid gorge
oblique hollow
#

no need to math it out

abstract stirrup
oblique hollow
#

a train is almost overkill for that

#

if you had drones you could eveen drone it over

vapid gorge
abstract stirrup
#

Oh I just forgot I also need another materiel

abstract stirrup
#

Ehm, upgrading in milestones

vapid gorge
#

Just make a temporary belt- you’ll probably demolish or completely refurbish that factory soon anyway

abstract stirrup
#

I’m gonna use a train anyway, I unlocked them after 55 hours of gameplay so seem fair to me to use them

#

I made good bps for the railway

#

Just need a station layout for now

main atlas
#

This aint.. right..?

wind spade
#

what's the problem?

main atlas
#

doesnt look proper to me

wind spade
#

why?

oblique hollow
main atlas
#

well the coal barely reaches the 6th machine

main atlas
oblique hollow
#

you need 270 water not 240

main atlas
#

ah

wind spade
oblique hollow
#

and 6 gens need 90 coal total

main atlas
#

120/m

wind spade
#

coal's fine then

main atlas
#

hmm power is stable tho

oblique hollow
#

just wait and let them fill

#

but you definitely gotta fix the water

main atlas
#

where do i put the pipe in tho..

oblique hollow
#

yes, 30 more water per minute

#

just merge it

main atlas
#

this doesnt look right to me

oblique hollow
#

put another junction on it and done

#

pipes can move 300 and 270 is not an issue

oblique hollow
main atlas
#

but for expanding it wont work i guess lol

main atlas
oblique hollow
#

put the pipes higher?

oblique hollow
#

you can snap junctions to pipes

wind spade
#
  G  G  G  G
E-+--+--+--+
E-+
E-+--+--+--+
  G  G  G  G
oblique hollow
#

where you merge in that extra 30 water doesnt mater at all

main atlas
#

so i shouldnt connect it to the 2 intakes

#

oh

oblique hollow
#

why do you think it matters is the better question

#

because with belts you wouldnt care either

main atlas
wind spade
#

it's one of the possible 3:8 layouts

main atlas
#

8..

#

i only use 6 rn i suppose

wind spade
#

3 extractors : 8 gens is exactly enough water and uses 120 coal

oblique hollow
#

whether you merge in extra stuff on a belt nesr the middle or the end or the beginning doesnt matter as long as the belt is fast enough

main atlas
#

i see

tropic beacon
oblique hollow
#

what does matter is when you need to move more water or material than a belt or pipe can handle

wind spade
tropic beacon
#

Oh extractors nmm

main atlas
#

so 3 extractors for 8 gens

oblique hollow
#

and "2" pipes

main atlas
#

yeah

oblique hollow
#

because 360 water

main atlas
#

well shit, that means i need a lot more space in the air

#

time to destroy my whole build i guess

tropic beacon
#

You dont though

main atlas
#

i do, i only can place 6 gens in this corner

tropic beacon
#

Oh i see

main atlas
#

sad i dont have the materials for it

#

whats the recommended space between the coal gens where the pipes and belts run?

oblique hollow
#

around 3 or 4 splitters wide

wind spade
#

enough to fit your pipes and belts 😛

#

just build two gens and see how do you fit two pipes and a belt between them

#

see what looks good

main atlas
#

well normally i always did 1 pipe and 1 conveyor but it fucks up so much

tropic beacon
#

You want atleast 3 splitters between them. I usually have 4 for 2 foundations space

main atlas
#

ah ye 2 foundation space

#

sounds good

frosty owl
#

I just leave half a foundation and b have the piping above the belting. Half a foundation is enough for me to not have anything clip

main atlas
#

hmm how so?

frosty owl
#

I have the belts on the same level as the generators (assuming manifold), so that part is easy. The pipes I usually place at max pole-height or on stackable poles and 4m are enough to snap a pipe from a junction to a pipe input. Since the inputs alternate, the junction on the pipe won't be on top of a splitter for the belt (which is "bad clipping" to me).

main atlas
#

ohh interesting

#

Do you have a screenshot on how that'd look?

frosty owl
#

Not as I write from my bed 😅
But it's really straight forward. Assuming you line up the generators with a foundation (so the outputs are right between 2 foundations) you just place a splitter in front of the first input (4m of distance, half foundation), place stackable conveyor poles in front and behind the splitter to get the horizontal pipe and then keep adding splitters/pipe junctions wherever needed and connecting them all

#

You could build the belt and snap the splitters ON it too like with the pipe junctions, too

main atlas
#

hmm... stackable conveyor poles for pipes

#

sounds useful

#

like this?

#

it doesnt snap and i dont think this is logical

#

decoration-wise this kinda fits

frosty owl
#

Erm... There exist attachments called "stackable pipe poles" (pretty self-explanatory), but they require unlocking :P

A normal (and high) pole can work too

#

But yeah, the final design is pretty much that: a stack of belt+pipe 4m away from the generators

main atlas
main atlas
frosty owl
# main atlas i dont have those poles yet 💀

I just use normal poles before that.
Since I dont like clipping, this works out fine because I make generators in banks of 4, which only need 2 pipe poles (no pipe-too-long-issue) which don't have to intersect the belts for how I built them

main atlas
#

it seems like it works

#

conveyors "hold" the pipes now

#

Should i let each output of the water extractors run it's own pipe or merge 4 e into 2 pipes?

oblique hollow
#

why 4 into 2

main atlas
#

idk, cause pipe?

oblique hollow
#

still makes no sense

#

why 4

#

you need 360 water

main atlas
#

well because i'm gonna be needing more than 8 coal plants in the future

oblique hollow
#

thats gonna be a problem for future you

#

your belt cant support more than 8 right now either

main atlas
#

i have 3 coal nodes

#

only one is used

oblique hollow
#

in that case: just build 16 generators then

wind spade
#

build in 3:8 modules

oblique hollow
#

why wait for future issues

wind spade
#

don't connect the modules

main atlas
#

thats my planning, thats why im wondering how many pipes should i have

oblique hollow
#

6 extractors 16 generators

#

have an image of a similar plant

#

that i built once

main atlas
#

im thinking of 9 pipes here, 3 per plant setup

#

actually 6 can get out of here

oblique hollow
#

these are 2 coal plants i have

#

the bottom image can be mirrored for 16 gens

main atlas
#

hmm i see

#

i just dont have enough space in the water to have it like that

oblique hollow
#

2 water extractors on one end, one at the other end of the pipes

#

that way you get 360 in "one" pipe

#

because its from both sides

#

otherwise you can just overclock the water extractors to save space

#

the top plant is built in grass fields

main atlas
#

well i got this right now

oblique hollow
#

well thats 6 extractors

#

so i dont see an issue

#

connect 2 to one pipe each

main atlas
#

well im still working on extending them lol

#

how many do i need exactly?

oblique hollow
#

best case, 3 pipes

main atlas
#

well for 16 gens

oblique hollow
#

one pipe has 240 water

#

240 x 3 is enough for 16 gens

#

720 total

main atlas
#

alright

#

i got 9 extractors right now

oblique hollow
#

thats enough for 24 gens then

main atlas
#

better to be safe i suppose

#

ok so whats a good pipe layout

oblique hollow
#

refer to the image i shared of the plant that can be "mirrored"

#

thats for 16 gens

#

2 extractors connect to one end, 2 to the other end, 2 in the middle

main atlas
#

oh okay so one line i suppose

#

my coal wont reach that tho

#

do i merge coal mid-belt as well?

oblique hollow
main atlas
#

hmm

oblique hollow
#

the belts would need to come from 2 sides

#

either that or one mk 3 belt with 240 coal

main atlas
#

hmm

#

yeah i can only place 8 in the area

#

not 16 unless i put that on the other side

frosty owl
#

Btw (to expand on my prior comment) I build generators in banks of 4 because:

  1. its half of the "golden number" of 8 generators, so it scales up nicely.
  2. If I overclock it I get the "golden 8"
  3. It inputs 60 coal/min, I like that, easy to balance
main atlas
#

yeah i think im gonna go the 4-4 method as well lol

frosty owl
#

It's a bit more "granular" than the entire full-8 setup

main atlas
#

or... i throw in 4 pipes idk

wind spade
#

@snow dove

#

if items are on IN belt, no items go to OUT belt, and vice versa

#

color of the arrows - two different types of items

#

green = mixed red+blue items

#

OF = overflow

snow dove
#

i have no idea how that works

wind spade
#

if no items are coming through the red belt, the blue production from top produces a full mk2 belt, which goes through the green arrow, green smart splitter filters out red items (none), rightmost smart splitter then splits 60 to sink and 60 to output

if items come through the red belt, the green merger makes 1:1 mix of red and blue items on mk2 belt (60 of each), red items are filtered out and rightmost smart splitter puts everything to sink, since there's only 60 blue items, leaving none for output belt

snow dove
#

OR and XOR gates are my favorite

wind spade
#

(I have no idea if this will actually work with how belts and splitters are sometimes a bit buggy, but at least in theory it should work)

#

since you can make AND gate (assembler) and OR gate (merger) and NOT gate (this thing), you can make any gate

snow dove
#

that is cool

frosty owl
wind spade
#

belts basically are the "wires", items on belt = 1, no items on belt = 0

#

which makes SF turing complete 🙂

snow dove
#

i always thought it was interesting that switches in computers are getting so small, that if they got smaller they’d have issues involving quantum tunneling

frosty owl
#

Afaik, they're already making them so small that they have to account for some such effects. In other words, we're at the point where making them smaller would make the quantum shenanigans uncontrollable

wind spade
#

the two different states of this gate (numbers are items/min on belt)

snow dove
#

basically certain particles the sun produces can flip switches in computers, which the computer just accounts for

wind spade
#

sun wants to play some satisfactory as well

snow dove
#

the sun actually rigged an election one time

#

a european country (i forget which one, american moment) was trying a new computer based voting system, and one of those particles flipped a bit in the counting system from a 0 to a 1, adding a few hundred thousands votes to a candidate

#

the sun apparently wanted the candidate to win

snow dove
main atlas
#

ok guys i prob need help rn

#

im gonna use the 6 method, i got 3 E and 6 G, can i use the "overflow" of the 3rd E for the next batch of 6G?

#

or should i keep them apart

#

2 on pipe 1 from front, 1 on back

wind spade
#

recommended to do 3E 8G