#math-and-meta
1 messages · Page 28 of 1
nope
It runs literally everything else fine? it's just frustrating that this game is such a hog
Quick google search says satisfactory caps out at 8 cores but that is just someone else's post
ooo thanks, didn't even think about that - but yeah only 1 person. I've posted on reddit about this too. Just want multiple data points before a big purchase
I will say tho that if you use your PC for anything other than gaming, ie development, rendering, etc, the jump from 8 to 12 cores is crazy
If it's just gaming then I don't think you'd see much of a difference between 7700X and 7900X
Nah won't do more than gaming. So maybe stick to the 8 core option. Though interestingly it looks like the base speed of the cores on the 8 core chip are slower? if I'm reading it right
Yeah that's right, tho if you do care about performance it is a good idea to overclock them
Even prebuilts come with overclocked CPUs these days
Overclocking a CPU isn't as... lifetime limiting as overclocking a GPU
I'd have to look into how to do that. Would probably need extra fans on the tower I'm guessing?
If you're building it yourself
I'd just buy a decent noctua fan, it'll probably outlive you
I'm guessing you don't mean the cheaper 50$ ones I'm looking at xD
They're expensive but I've used the same noctua fan for like 12 years now and it's still completely silent
mind if I dm you real quick?
Sure
msged 🙂 also brb walking dogs
i feel like pipes and water extractors work different when it comes to calculating how much water you need to run a machine
so if I have 6 machines that require 100 water per minute or whatever the measurement in and a mk2 pipe with a flow rate of 600, the amount of water it can actually hold isn’t 600 so would running all 6 machines on a mk2 pipe work if I had 3 water extractors pushing 200 water each
water extractors draw 120/min as a base number
and yes, not accounting for any weird situations often caused by elevation problems, a mk2 pipe can properly transport 600 fluid/minute
it is generally better to instead structure the pipes and junctions feeding your factory to enter the pipeline structure at multiple points, to potentially alleviate the need for mk2 pipes (which cost both plastic and more sheets than mk1 pipes)
that principle is how you would structure a 8 coal generator:3 water extractor design, for instance
ty
yeah, the idea is that the rate statistics are more important than any actual storage, because the machines are almost always eating the incoming resources fast enough that you don't need to actually be able to hold 600/1200/whatever the rate
it isn't spending 600 fluid every minute but only doing it once per minute, it's spending 60 fluid every time it makes something and does it 10 times per minute
I know my math isn't that complicated, but can someone please check it?
https://docs.google.com/document/d/1opPHinF2XoX2QTA-oDmobVkPJambcRDipBR92OfEwko/edit
should work out. Ill advice you to build it here
except if you arent in the grasslands
I have a spot, give me a moment to send a screenie
be carefull though on how you use your water extractors. they can get a bit wonky cause pipes are a load of sphagetti
Pure node most likely for steel later
ah your at that spot. yup, thats a very good one. But theres a better one enarby
theres also 2 pure quartz node in that area*
oo
down south
id use your current coal spot together with the oil of the coast for a turbofuelsetup
there are three sulfur nodes nearby
bit more wiring needed for that, my base is here
so
over all the wiring needs to go..
one sec
its not that far away
but yeaah, its your call. both spots are fine. You can also use mine for a very strong steel production
and the turbofuelsetup can happen back here
I’m gonna say it now, I thought that when the blueprint designer was put it was something that would have helped me a lot with my factory.
The thing is that: 1) it is completely bugged and I had to play 2 more hours to understand witch bug was crashing my game. 2) the way you place them is strange cause they feel like you’re placing a foundation so if you build something up to 32 meters you won’t be able to place it aiming at the top/middle 3) the fact that belts/ railways attached in a blueprint won’t work if you connect another blueprint next is disappointing, so you can’t create a train/belt line but only the structure holding it 4) the blueprint designer can’t hold more stuff than a 4x4x4 of foundation and that’s incredibly inefficient, as you can only put smaller machines in there and nothing serious.
So my hype was annihilated and basically is faster doing it by yourself instead of using BPD.
Some people might get mad cause I feel the effort they are putting in those updates, but this one in particular added more bugs and inefficient stuff.
(That’s my opinion obviously, don’t harass me…)
There do be a QA site to leave feedback on 😉
I’m lazy
1, and 2 are genuine issues, yeah, but 3 and 4 are intentional so it isn’t too overpowered
blueprints were a controversial idea to begin with
And not interested in posting in the right places it seems 
- bugs are still around and they are being sorted out, it's EA game so it's understandable
- there are multiple snap modes, have you tried them all?
- they are planning to add this feature (or at least part of it, I think they want to add it for rails). However the BPs are meant to be small pieces that you connect together, so they may not add connecting to all things
- size is intentionally limited (see above), it's to add a challenge for the player to fit stuff in BPD, or to make modular blueprints that are connectable together
ofc you're free to not like it, I'm just trying to clarify things 🙂
WAIT YOU CAN CHANGE SNAP MODES???
HOW?
I think there's at least "normal" and "blueprint", but I haven't used them yet, it's just what I'm aware from streams and videos
You can create blueprints to help snapping blueprints too 
I actually did it
i was planning on having a random foundation at the bottom of my railway blueprint to make it easier to place
Same
tbf i might still do that
from wiki:
Blueprint snapping
- When building under 'Blueprint' mode, blueprints snap to each other based on the center of blueprinted buildables, provided there is free of encroachments.
- When on default mode, blueprints can be snapped to 'loose foundations' - foundations those are not built using blueprints, at 1 meter in horizontal or 0.5 meter in vertical. This requires careful manual alignment.
That can work too. Just one object to take away, little work
yeah
my supports work like that
so i basically make a temp walkway beneath it, then place everything ontop that
then remove the walkway, extend the supports, and place the railways
i have a whole floor in my main base specifically for experimenting with stuff
which includes my blueprint designer
I like to keep my blueprint designers out in the open... with enough space to print (and easily remove) a blueprint to test it... removing a printed blueprint is a pain...
In default mode they also nicely snap to walls now.
Big blueprints should be endgame to save you time
yeah, that’s intentional to make blueprints not OP
But the thing is for simple mining/extraction rigs with train tracks attached it isnt a fun part of the game anymore its simply painful in the late game
i would like t have a 5 x 5 Foundations Designer so that i can organize the logistics input/output cleaner , i had no Problem this designer where limited to 2-3 aktive machines
Why do u need blueprints for funnels
I used blueprints for my smelting rigs but even then it was limited
I made a complete set for a "vertical factory"... but after a bit of testing I removed everything again and placed it on a normal foundation grid by hand.
Sådan henning
(a set of templates for all machine types)
Just wondering, what country are u from?
why do you ask?
i mostly make the in /out in BP for machines setting it manually is a bit annoying since i have left the rage of good fps
and doing it 80+ times in a row is not much fun ether
Your name is common where im from and ive never met anyone not from this country that has the name
Germany
I thought about making blueprints for single machines with splitter manifolds attached, but there are too many variants because stuff coming from different directions
i make the BP on demand for me it's time efficient when you have to place a lot of them
okay, I can see this when you have to place a few dozens... most of my factories are smaller
that's my actual project
https://u6.satisfactorytools.com/production?share=MraXqakQOKFarc7iyZu0
yeah, when you want to maximize numbers get a bit out of hand 😉
Just make the smelting rig in parts then?
If you just want to copy paste the same thing over and over doing it as parts A , B and C built on each other is simple
Interesting
since the pump applies 9 m already, no
9 m is 9 m to the pump
its a "technically yes but also no" kind of thing
but wouldn't the 18m would be gravity
and the other 4 is from the pump and extractor BC in the manual u made you said they stack
the extractor and pump not pump and pump
Anyone know a spot where i can find blueprints for the game?
if you read the manual carefully, you will know that pumps dont stack.
2 pumps next to each other will not have double head lift, you need to space them
the same applies from extractor head lift
extractors are just weak pumps basically
and the manual also states pump head lift only stacks with gravity AFTER the pump
if the pump applies 9 m, then those 9 m are always being applied by the pump
the other part in that image is through gravity
whether you think that its now 18 m through gravity or 9 m pump and 9 meters gravity doesnt matter anyway
its not like you can tell a difference or use this information for anything
"McGalleon is wrong, its 18 m through gravity"
Whether thats true or not, honestly, its useless information and you also cant find a way to disprove it
functionally, these 2 are identical
oh sorry I thought you said they do I was so excited to prove you wrong
alr thank you
dont worry i know my manual xd
but like I was saying shouldn't gravity be 18 and not 9
because it's going down 18 then going up 18 plus the pump and extractor
extractor does not matter, this is only about what the pump applies
the knowledge question was "will the pump be able to pump the water up"?
not "is it gravity or is it only the pump"?
the first and the second 9 m are identical
you do not add those
its not 9 m ( pump) + 9m (gravity) + 9m (pump)
because the "9 m (pump)" are the same head lift
the pump treats them the same
it doesnt double count those
you could do this indefinitely
and it still will be the same
they are all the same and the pump only counts them once
same for this. the pump applies 9 m on ALL these pipes at the same time
will adding a valve to these inputs in a manifold help with the last generators in the manifold not getting fuel?
its fluctuating all over the place - should stabilize at 9750
nvm im noticing the middle machines of my refinery setup are struggling???
im losing my mind over this, the pipe just before the last bend before the refinery is constantly full but the pipe leading into the refinery is at most half full at any given point
does anyone know why this is happening?
loop the pipe, it should be fine
and now all of a sudden the refinery just got filled entirely - why is this so inconsistent?
i did already
you saying it wont fill the manifold ever if theyre fed from below?
its been like this for hours now
I'm saying that you need to have all pipes full before you start it if you feed from below
also, don't add any valves
alright ill turn off all refineries and wait until the pipes are filled
i cant really rebuild this, i spent hours on this factory so if this design is fucked id rather just take a break from the game lol
well I recommend for future builds to feed from above
it doesn't require full pipes to work
why doesnt filling from below work?
it does, just needs full pipes
you know how in real life fluids keep the same level in all pipes?
the same thing happens in SF
hm ok
Keep in mind feeding from below will pull chunks out of what's in the pipes, causing that loop to have to fill up before it can feed other machines.
so youre saying as soon as the first machine gets enough for production to start it will make all the other pipes "lose" height?
You can smooth that with loops or having buffers to act as a take up before the system is onlined, it is preferred to feed from above, a lesson I learned the hard way.
so really this is only a problem because input matches output?
I'm somewhat infamous for feeding from below, the result was mixed at best.
yeah lesson learned i guess
The pipes really need to be kept full one way or another when feeding from below.
problem is every single machine in this factory is fed from below
because feeding from above is ugly
I have the same issue in this place, it is a monstrous installation of fed from below, unscrewing the mess isn't that straight forward, don't copy me 🙂
fed from below>>>
view from side, if you don't have full pipes, left one is feeding from below, right one feeding from above
nice drawing, i appreciate the art
if fed from above, fluid naturally flows down to the machines
but i think i understand that
just prefill everything or overproduce by just a tiny bit and feeding from below works great
if fed from below, the fluid has to first fill the pipes to reach the machines
nvm didn't let it run for long enough im doing to remove it
im guessing the problem is that theyll get a tiny sip each incrementally instead of being drowned in oil
I fed this lot from above so fluid lessons weren't wasted on me 😄
thats a huge building
exactly that.
underfloor piping means that all pipes must rise to the same height
but if one pipe gets drained, due to the way head lift works, ALL pipes drop in level
alright, both oil pipes and fuel pipes are completely filled now, hope this works
yeah
the best you can do is probably a pipeline pump on every pipe going up but thats kinda ridiculous
and even that that might have issues
fluids just dont like moving up :/
cuuuuuurse youuuuuu, gravityyyyy
I personally prefer to feed from below as well and (somehow) never had issues with it.
What I always do is:
- Having a buffer before the machines
- Let the buffer fill up (to a certain level) before letting fluid reach the machines
With this all my machines are soon full of fluid and I never had weird flow issues
Note: I don't mean one buffer PER machine, I just build enough to store enough fluid to fill the inventory of all machines connected to it
Eg: 6 refineries can hold up to 300 cubic meters of fluid, so a small buffer would suffice
hm idk if this is working, fuel was filled in all refineries as well as oil but its slowly draining
there should even be 10 fuel too much
10 refineries to 13 overclocked generators (cant figure out how to overflow the last bit from 3 of these setups into a final overclocked generator)
yeah, but if this doesnt work ill probably just concede and come back at some point in a few weeks and rebuild this factory
I'm considering retrofitting the facilities that are fed from below with buffers to even them out, far easier to do than re-piping the whole thing.
honestly this would all have been much more intuitive if we could see fluids moving in the pipes but thats prolly not gonna happen
Ever since I started having buffers before big fluid setups I stopped considering them "borderline useless" 
You can see them, just not with fine detail 
It never occurred to me, I used buffers to prevent my old TF plant from going wrong in the event an oil well got stuffed up or I overloaded power. I'd updated to power stores and forgot the buffers can smooth out bottom feeds ~oops.
I appreciate a lot how it allows me to control the fill-up of machines on stsrt-up
too early to tell but regardless if this works or not, thanks for the responses
@turbid otter https://u6.satisfactorytools.com/
here have an embed
links are whitelisted, if a link is whitelisted, it gets embed (if it has one)
but all links that pass have embeds
because the embed permission in discord is the same as media permission
here have a gif
see
it's the same permission, there's no difference between "upload image" and "have embed on messages"
and gifs are basically embeds from tenor
our "privileges" are "you can post all links" and "use external emotes"
which is the best recipe for copper ingots
pure copper or alloy
depends what do you mean by best
most resources out of copper ore or least power used or least space used? or something else?
would i need all the iron in the world ?
nah
most resources are available at such high amount that you won't really run out of them
what if I have fun with minmaxing
Pipes still wonky at a full 600?
pipes always worked nice with 600
it's player's builds that make them go below
if you loop the pipe and pre-fill the setup, it can do 600 nicely
k still the seven p's then
nah I want that sweet Factorio DLC
even their pipes suck ass near capacity
they dont even have proper junctions 
no nice flow division like satis junctions crosses
and most importantly, nowhere near our flow rates
1200/s
we have 30 000/s and 60 000/s, its just hidden better
ah wait
wrong units
500/s and 1000/s
no wait... i know its 5 cubic meters and 10 cubic meters internally, and thats the per second flow....
yeah, 36 000/s and 18 000/s
wait... ffs
well converting to "game units" is not really relevant
i cant fucking math i hate units so much
relevant comparison would be "how much compared to average machine drain"
Have you tried not fucking it then?
"How to convert m³/min to liters/s Bing yahoo google"
it's irrelevant tho
isn't it just 10k L per m3?
(also factorio unit isn't "liter")
its units
1k
You forgot Duck Duck Go
our units visible units are just the engine units/1000
and sometimes you even see them when you add a recipe to the to-do list
ah yeah 100cm^3
looking at factorio's building, most machines need ~10-15/s on average
so one pipe can support roughly 90-120 buildings
which is way more than we can do in SF
1000 l per m³ but ive been circleing around the damn /min to /s
1 mL = 1 mm^3
1000000000 mL = 1m^3
1,000,000 L = 1m^3
why do you need it?
which is kinda by design, you arent ever supposed to hit the limit in factorio cuz the pipe flow decreases with every segment
so the rational approach there would be to slash that by a few numbers
well yeah but it's much more relevant comparison is "amount of buildings fed by pipe", as we don't know factorio's units of volume and it wouldn't be relevant anyway
Did I get my ratios wrong? Could have sworn there is 1000^3 mm^3 per m^3
if factorio uses m3 as well, they have way more flow, if they use mm3, they have way less flow. What's the point of such comparison?
10 decimeters per m, for a m² thats 10 x 10
for m³ thats 10 x 10 x 10
so 1000
for centimeters its all that x 10
and for mm all that x 100
100k mm³ per m³
I think we both misremembered things. My reflex was also wrong
nah its 1 cm³
1l = 1dm3
Right, let's move on now that we know we are both idiots
so when hospital dramas say '10 ccs stat! You know that's 10ml and a giant needle
well biggish needle
ok so 60 m³/min is 1 m³/sec
deci is a cursed unit. Like °R
deci IS a cursed unit.
Yep
2 Turbo-Pressure-Motors/min... (and a few Fused Frames and Radio Control units)
FINALLY... 🙂
meaning its 5000 L/sec and 10000L/sec
Or 5000000000000000000 Чm/sec
I can one up this. I really can. By "looped" does the loop start at the output machine or where the straight line pipe hits the inputs.
Look, my keyboard may have a button for ¥,©,•, and more, but no Mu...
idk why but mine does
You realize that's a letter, right?
well duh upside down 4 is a number
Also, Russian alphabet has a letter for 'Ch' while English has to use two.
like 'i' is a number. Who would ever use it as a 'letter', pffft
i would
Quick question that doesnt really need a post
is there more manuals other than pipeline
I like having them
What else needs them? O0
not as far as I know - though the yare trying to put together a more thorough discussion on alt recipes for the wiki I think?
Most everything else is 'do it how you like' , fluids are just a pain in the ass
Bit late on this but factorio pipes usually cap out at 20 or so buildings
If you look at popular quad nuclear reactor designs, they're often fed by 6+ pipe inputs because factorio has similar fluid flow issues as satisfactory
factorio has the problem of flow rate dropping off the longer the pipe goes without assistance, which satisfactory doesn't model
Can someone help me with something? I have 3 water extractors, producing 360 water a min, and 8 Coal gens, how do I split the water up (im only on pipelines mk1
8 coalgens only take 360water a min to clarify
considering adding a 4th extractor so I can do 2 extractors per 4 gens but Idk yet
Nuclear is very much an exception as it needs tons of water. I was mostly talking about oil-related stuff
Geez that's low res lol
thing is I cant do one pipe because mk1 only takes 300
so id be bottlenecking the system
Follow the layout
ah
These 3 are one of many possible solutions
The limit isn't for pipe system, it is just for single segments.
Oh? guess ive been reading it wrong lol
I could stack a second 8 on top and if I need
thanks guys :)
i cant read that lol
So doing the 360 as total, but no segment is doing more than 120.
In that specific case.
Junctions and buffers have infinite flow, but are limited by the connecting pipes, so 1200 in suitable configuration.
Hooked my coal gen system producing about 600 Mw to my sytem drawing at max 570MW but most of the time about 520ish and it gave me a fuse error at the coal plant, is there something wrong with suddenly adding it to the sytem?
nvm just cheked, my coal gens arent fully saturated yet, so my 1 of my power plants randomly turned off due to no coal
yeah, always pre-fill your gens before turning them on 🙂
I have started planning for my first nuclear powerplant... the Swamp in the East looks like the perfect place for it, everything reasonable "closeby" except for Caterium, which can be easily brought in by train or drone... do you agree or is there a better place (the northern-forest/rocky-desert "gulf" and surrounding area is already blocked by most of my factories ^^)?
Most people like to avoid the swamp...
nuclear plant is best built on water 🙂
Ah, only nuclear. Then thats normal.
oh, just saw there is also a caterium node on the edge of the swamp... 🙂
my plan would be to build a fully self-sufficient factory complex that produces the fuel rods (and recycles them) in the swamp, then set the reactors close to the coast
not that I need nuclear power... but this is my third game and so I finally want to tackle nuclear/plutonium...
hmm... there is enough geothermal power near the swamp to run an uranium cell factory for 10 nuclear generators... I wonder if its worth the effort to keep this factory separate to make "cold starts" easier
wanna annoy people with my poor belt work
i’ve seen and made FAR worse
lol
this looks like it was made by someone with OCD compared to some of the belt work i do
ive just destroyed that entire factory
it appears I do because that gave that bad of an aneurism
someone make sure this is right/ give me tips
im struggling
You should have commenter, just leave comments on where you think could be updated
U can use satisfactory calculator and check if that is right
have, but i wanna triple check because this is the last thing im doing 2nite
so i dont wanna wake up and want to re-do it
If u have, then build this and test
im not even up to advanced steel yet lol
Seeing less than 15 RIP/min as output of one machine makes me want to cry 
just realised my design and the calculators arent the same
another hour of math is fun
If you don't like math, letting the calculator do the annoying part for you might help 😉
What do you mean "new save" and why is the Arch man mentioned?
how the hell do I control how it splits
thats why im asking for people to review my math, because this calculator has failed me too much
You don't, you just fill a manifold.
And it will balance itself once everything is full.
idk if i should know this but// whats a manifold
I just do sushi...
The fact that I wanted it to be understandable "by anyone" required the signs
(AND tanked my performance...)
Anyway, I made nothing interesting outside of that save... I have literal GBs worth of savefiles, but I doubt you'd be interested in most (all?) of them... I guess I could offer my 7x7 (incomplete) challenge save, or my the save with my first ever sushi, or one with a tentative maximized Turbomotor factory, or the U7 playthrough using tons of early-game sushi...
I dunno 🤷♂️
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
In this case just any unbalanced conveyer system that works by being full.
Usually means series of mergers or splitters in series one for each machine.
SFTools for the win :P
I never changed :P
Blueprints help too now
Four 1-4/4-1 balancers in that picture. And several more balancers in the same building...
im not upset by the idea of more time it just annoys me
Also Sushi
why did I say us wtf?
Da bu di da bu dai... 🎵
That's like... 8 biomass burners
im on coal now
That's like... 3 coal gens... Not even 60 coal/min worth of power
if i was rich, and had patience, and space
and had the option to transport 500 nearly 600 at a time wtf?
And had tons of steel...
I much prefer "wasting" steel to make screws instead :P
You can. Just not on one single belt 
and then caterium
And also limited :/
You can, if you trash it...
does someone have like.. 2 hours on hand to help me make a simple modular frames factory!? (im just coping
I always run out 🤷♂️
Steel can do almost everything that Iron can and more. So of course one can prefer that, it's a great way to cut down on machineries
would two belts of 120 (one for plates and the other for rods work)?
Want iron plates? Add a smodge of plastic and enjoy that 45/min output
Want some RIPs? You bet the ratios go well from Coated Plates to Bolted Plates.
Bolted Frames? Not a sweat.
... Oh, I'm out of Steel Beams for screws already 😅
TLDR: I could always use more Beams
You think I make screws with Rods or Iron? 
That takes more steel-per-frame iirc
I used to plan based on a "maximized production" perspective, building big factories (but part of the same big megaproject) in different savefiles so that my hardware could somewhat keep up.
To carry 90 and 60/min?
Yes, 120x2 should be capable of that
Because it cuts down on buildcount 
Eg: take my SFTools production plan (using steel screws and bolted recipes), enable normal or cast screws and see how the buildcount goes up :P
Iirc I cut down on a few thousand stitches plates assemblers for a few hundreds bolted assemblers
You need experience.
Jumping on using online tools skips the "let's figure it out" part and you end up feeling annoyed because you don't even understand how the tool reaches the solutions its giving you and lose on valuable (and basic) gameplay experience: how to make a basic factory layout from scratch
Imo, if you "just follow YT video" you'll end up repeating this routine over and over:
See cool thing; want to do cool thing; don't know how to do it; copy it; thing don't work; don't know how to fix it; back to step (1)
I've tried, first design was scrapped because it was ugly, took up space, and didnt work, second attempt was too inefficient, third attempt, using sf tools and tips from here ended up being too complicated and I didnt know where to start, I could try be original again but if I do ill end up with a sub par factory that runs just well enough to scrape by
id like to have excess if possible
I try taking every new playthrough as a chance to experiment with different recipes, layouts and combinations. It's fun ^^
I don't even know how the tool reaches the solution and I made it 
Making a "perfect" factory is a very tall order. You need to know what you like, how to build it and how to layout the production for it. To me, it sounds like you don't even have a hang of the first point yet...
What I want to say is: you're trying to build factories as if you're in end-game when you've barely started the game. Factories need to make stuff for you and give you experience. Give yourself a few more hundred hours before you start losing your mind because your early-game factory isn't exactly as cool as you wish ^^
Because you don't play enough. If you did (like me), you would be able to tell almost every time :P
(Almost joking. Experience makes a big difference)
well... it's purely math based, I don't think playtime makes a difference
The more one plays, the more they use the tool and the more familiar they're with resource aviability, the tool's weighting system and recipes combos. These are most of the ingredients needed to understand the solutions the tool provides
well I'm mostly talking about when I'm developing it and making changes to the algorithm, it does weird shit sometimes 😄
I guess if you're familiar with beta, you'll know what I talk about
I don't think so, but that does sound like a smellier can of worms
"here do you want 2/min byproduct HMF when asking the tool to produce 200 fuel?"
Oh, that. I haven't encountered it myself, I just noticed when Cobalt was having issues with the tool "using too much oil" ("byproduct: fabric" instead of making the polymer into Rubber)
on normal tools it sometimes adds extra step for byproduct for no reason 🤔 but on beta it goes completely haywire sometimes
f.e. "hey do you want to package and unpackage for no reason? 😄
or this
||TLDR: Greeny sucks at CODING ||
(Cccheck the reply) if I wanted to split the iron ingots to the plate and rod constructors, how would I, would I do 3 constructors for plates and the rest for rods orrr?
You can use whichever number of constructors you prefer. As long as their total clock (for plates) is 450%, they'll satisfy your production needs.
About splitting, you could manifold it all or do some load-balancing, at preference
Please reformulate your question ^^
actually true
you should split that based on how much rods and plates you need
im going to explode, ok, give me a minute to work that out
figure out what do you want to produce (final product), solve from that
don't start with "I have 120 iron", start with "I want 10 modular frames/min"
👆 this is often the easiest kind of planning
well you still need to know what you want to make

I can only produce 5 ref plates per minute, and I only need 3 per modular frame, where the hell do I send the excess 2? or, I can only make 15 rods per minute, what about THOSE excess
it make no sense
Sometimes I just do as Max said only knowing the proportion of outputs I want rather than how much x/min I want
Eg: I want 3 RIPs every 2 Frames...
yeah, that's fine
you need to know at least item type to make though
otherwise the answer to your question is 0-infinity 😄
ill just figure it out its fine
How about this: use 3 RIPs for Frames, leave the rest for storage/personal use
(this is a much more specific question than the previous one!)
Or: underclock the RIP assembler so it only makes 3
Or: make more frames so you need 5 RIPs/min
well no tool can help you with making things look nice 😛
because "nice" is very subjective 🙂
I try to tell people not to follow the planner exactly. I hate the look of those buildings, they seem nonsensical to me :/
ok.. but what about the screws? or the plates? how do I make them, where do I put the machines to make them or how do I know what amount to make for the amount of plates im making for the rips? or how do I balance the amount of 12 rods with the amount of 3 rips because the screws also need rods!
idk anymore, might just resort to a bottlenecked system at this point
which buildings? 🤔 sftools just give you numbers
||STFUTools when?
||
Building made up of: 6.7 pure copper refineries followed by 12.5 copper sheets constructors with a single 0.5 iron wire one... You get what I mean?
When people literally try to recreate the "production bubbles" the tool visualizes and then even wonder "how do I move 1200/min between two productions..."
I don't keep doggos, too much risk of unwanted waste.
that's not what the planner shows tho. It shows resource flow between recipes, not factories 🤔
what if I do 4 plater constructors and underclock two so im making 60 plates a min and then have like.. 6 assemblers for the rips using those plates, then I just have to eyeball the screws I guess
the screws annoy me because I make so many
it just doesnt work out in my head
make them 1:1
put screw constructors directly in front of machines that need screws
or without having machines not run at 100% efficiency
they make too little if I do that, unless I did for and undercloked
clocked*
im confusing mysekf
if you clock it in a way that it makes exactly that (or e.g. put two constructors for each machine), it's easier
self*
You can sum that up to 2 points:
1) How many of the input items (screws, plates, Rods) should I make? This is easy to answer when planning from the end-product to the ore. Eg: 5 RIP/min need 30 Plates/min, which need 45 Iron Ingots/min. You also need 60 screws/min, so that's X rods/min and Y ingots/min you need too, so you sum them... And so on going backward from end-product
2) How to split items between destinations? This comes down to either load-balancing or overflowing/manifolding. If curious about either, feel free to ask
f.e. if a recipe needs 40 and screws make 50, clock screws down to 40 and build 1:1
if a recipe needs 90 and screws make 40, clock recipe to 80 and build two screw constructors
i dont know how to load balance
that term gets tossed around and I kinda get it but I dont
its splitting belts
I could guess that much
if you have a belt with, say, 60 on it, and you need 40, you split the belt in 3 and recombine 2 outputs
how to "balance":
--S--S--S--S--S
| | | | |
X X X X X
When you have 30/min, split it in 3 and merge 2 outputs together, you made a load-balancer that outputs 10/min and 20/min
If you set up a single splitter and expect it to split as you want once the outputs back up you made a manifold (which relies on overflow)
If you recall, a link about manifolding was shared earlier
yeah now to teach them what "bus" actually means
I feel so stupid right now, i feel like I know how to build it but I physically cannot
Sushi busses are good
well most youtubers think that long belt is a bus
stack of belts that goes through your factory, with splitters splitting for machines and mergers merging back ingredients
bus is mostly something for factorio 2D Factory Game, here its less useful
something like this
I call that "inexperience" :P
Do, build, have fun. You're overthinking things imo, errors are made to learn and rebuilding requires no resources, go nuts and experience, find what you like~
it's pretty bad for SF as it's tons of belts for no reason. For Factorio it makes more sense due to variable input and output
looking at the organisation in this image is making it harder for me to build
because that image is a bad example
its not the best kind of thing to do in Satisfactory
yeah bus is basically bad in Satisfactory (if you want to go for it, we won't stop you though)
my intial point though was that streamers and youtubers misuse the word "bus" to just call any belt a bus
and it gets really confusing
when people come and say "hey I want to bus my items"
basically, if you pull multiple belts to the same place, usually next to each other, its a bus
not really
you still need that splitting and merging
that's the thing that makes bus a bus
yeah, sorry, missed that
otherwise it's just stacked belts
kinda like having a main artery with capillaries coming off
(the term is originally from computing, see this)
without the splitting and merging, it's not a bus, but just lines of wire
No idea why they didn't use fixed point instead of floating point.
Probably didn't think of it at right point.
"Straight" integers wouldn't work and many times you don't remember about integers as fixed point.
Not overflow. Being able to use small numbers.
Well, then Int32 can do up to 2,147,483,648 and you only need up to few thousands max probably, easy to shift the point to get lot of decimals too.
if signed, and if unsigned the double.
because XYZ in UE is float I'd assume
But you have to remember that is possible when you start, and not when everything is already float32 because you needed the decimals.
Unreal does only Int32 and Float32.
Float64 would solve most of the problems, but that isn't supported.
and changing to fixed point would be a huge rewrite.
10 Frames a Minute requires 60 rods and 15 RIP’s Per minute.
60 Rods/Minute = 4 Constructors
60 Rods per minute Requires 60 Iron ingots Per minute 60-240 = 180 to spare
15 RIP’s/Minute = 90 Plates/minute + 180 Screws/Minute
90 Plates/ Minute = 4.5 Constructors, This would use 135 Iron Ingots a minute, 45 left over
180 Screws/Minute = 5 Constructors under clocked, the rods for the screws would need to be made at 45 rods per minute which would use 3 constructors and 45 iron per-minute
Correct me if im wrong but I think this is how my factory should work
dont unfortunately
I think I messed up a little math w/ the first set of rods
none atm
too lazy
later
4 iron rod constructors only uses like.. 40 ingots
no wait
i was right nvm
so I got my math perfect.. time to build
time to.. build
bolted 🤢
grah
how do I get 105 iron ingots out of smelters making 30 a minute
I guess I could underclock
Seems to have: www.unrealdirective.com/tip/float-is-now-double
But haven't been able to find official source.
idk why everyone thinks float is the downfall of belts
float?
Could always build the belts underwater and rely on "sink" 😛
Floating point causes precision issues but can handle large ranges of exponents. Integers are always accurate but the range is limited.
But larger the exponent, less "precise" the float is.
And floats are many times used in place of integers when programmer realizes he needs decimals in the numbers.
But doesn't understand that the correct solution is to use fixed point integers.
But I have no idea if UE4 restricted that Int32 wasn't usable everywhere and only FP32 was supported in some places.
Speaking if Stin, do you know if he minds getting pings on this server?
There's something I've been curious to ask 
Yes, the fixed point integer. But as I said, that isn't always remembered.
i hate mid build running out of convyor mats
If everyone "misuses" something, there might soon going to be another use (definition) for "something" 
In other words: if everyone uses a word a certain way, that word can acquire that meaning (at least in one context)
As I said. Float is the wrong solution, but at first glance it seems to be the only solution. When the right is fixed point
goddamn it its 12 am again
i always manage to stay up late on this game
which I think is a good thing?
i enjoy playing late more than playing at like midd day
idk why, I just do
AUS bby
that feeling when :
I <3 plates
i was so low on mats cuz my bio kept running out but cooal
ohh coal,
well but not everyone uses it that way, there's still like half of the community (mostly people from factorio) that use it the correct way
now my storages are full
even my rip plate is nearly full
and thats says something bcs that factory was sub par at best
god I can already feel the comfort of my bed
arachnophobia mode gives you an increased advantage over stingers, much easier to see and hear
real
You old Factorio players won't win the semantic war! 

If you enjoy checking out factories just for the production plan rather than seeing the items zooming by/nice decor, the (WIP) 7x7 challenge save I was making might interest you. I'll link a screenshot for reference below
Edit: actually, just check my most recent #screenshots
im nervous
if it breaks im gonna kill m-
gonna sleep and try again :)
now I need to make more coal gens
that can happen tomorrow
I jsut wanna hold the first frame
That one might be nice if you're looking for very compact designs (no clipping), but it's not properly built :/
... Can you define "properly", though? 
guts its starting
all the debating in this chat has led to this
no fuse broken would be optimal
I hate how slow it feels at the start
just wait for it to saturate youll be fine
Btw, did you ever get to the "credits" part of my SFR savefile?
There's all the people that influenced/help me and my mediocre architecture skills
you could try for saves from any of those (I particularly suggest Socio as his building style isn't very "known" so you might have kot seen even any screen of his stuff yet. Also, he has a thousand-hours+ save!)
In the unloading room on the first floor, below the station, on signs placed on the ISCs' sides
I have a U7 version if you wish 👍
well, im feeding from above now but its still very inconsistent - last 2 generators are not getting enough fuel and turn off intermittently
I've yet to find reasons to make one 
did you loop the pipe?
no but there is a pump at the start
oil works just fine, you can see that in the back, green pipes, no loop
nearly fucked my whole system by trying to load balance mid saturation
would not recomend
your pipes arent full, thats why
leave me alone
you can see that the last few pipes dont have a fully expanded ring
im new and im tired
ive done like 2-3 worlds before this
first 1 I got to coal and stopped
second I was nearing the end of phase 1
and this is my third
I only have like 80 hours
well yeah thats the problem isnt it
compared to games like siege where I have 700 hours im new
why dont they?
not enough pressure?
or sorry, lift
if it reaches the first one it surely should reach the last pipe?
cuz it takes more and more time to fill
im sure some kind expert will explain
every pipe has a volume
50m pump at the bottom there
50 m pump doesnt matter, its the flow rate that matters
if you feed in 200, then near the end its only like 24 or something
less flow near the end means pipes take longer to fill
wtf no
yeah i understand that lol
:<
you just gotta wait like 30 minutes
but its been a shitlong time now, and the 3rd to last has had 50 fuel for a long time
basically like conveyors saturating
yeah thats pipes for you
long pipes = long waiting times
which is why your pipes arent the best for this
all veeeeery long from the top down
well other than having refineries above the generators i dont see another solution to that problem
piping them near the floor maybe
is it a good idea to leave my pc running to let my belts satuarate?
this has the least waiting time
ill be leaving it on while I sleep
you wanna waste power for a game?
in the current year?
we are on solar
you saying that even though its a vertical pipe itll be a longer wait time?
yes because your pipes are super long
compare yours to the one i sent
which one has shorter pipes?
short pipe = shorter fill time
well yeah but gravity surely?
i can reduce the power cost too, turn off all the fancy lighting, lower graphics to nill, and I my computer has specific power saving modes
wdym gravity
Alien planet?
hm
gonna try closer to the ground then
ok please imagine the following for a moment:
a really tall glass vs a short one
which one takes longer to fill
doesnt matter does it
when they over full
pipes rely on "filling and spilling over"
oh yeah good point lol
this is exactly like in real life
if you have a long pipe and fill it from the top, its gonna take a long ass time
And if you keep drawing from the filling pipes, it might not fill up ever.
yeah. this isnt just a glass, this is a glass with some dude sipping from it constantly
and you gotta fill the glass fast enough to spill over
if you want, you can turn off some generators
so all the pipes fill
and once full, turn it all back on
shes-a workin, thanks to everyone to helped me!
loop the pipe, it should work
My VIP Junction jammed up, and I am not sure why. Should have ~420 recycling from the left, and ~160 from right as needed. Shouldn't this work?
The refineries on the left were stopped because the water filled up.
does the pump on the right perhaps need to be at ground level?
I need some clarifcation with decimals...
If I set a mk3 miner to, lets say, 105,75%, will it produce exactly 507,6/min as it shows, or will it differ from that output?
it does round at a certain point, but it will show at least 2 decimal places if so
Need to calculate based on the percentage. The shown /min value can be rounded differently. But in this case as is only has single decimal it should match.
will it round up or down tho?
Depends.
Normal rounding rules for the shown values.
Just take the 100% production and calculate yourself with the percentage you are going to use to check.
wdym?
480 * (105,75 / 100) = 507,6
So it matches. But if the percentage had 4 decimals, or the /min had 2 decimals, you couldn't be sure and have to check.
ah
well, I was curious, because with that I have a 0,3/min error margin (actually overproducing 0,3/min), which is why I was curious
it’ll go to four decimals but will only show 2
time to set up 43 refineries and 193 constructors, lol
But usually the small possible difference doesn't matter.
I was just afraid of the possibility of underproducing
any thoughts on how to build a high bandwidth universal smart splitter?
hey, what are all of the different materials used in building production buildings?
Don't.
the pumps go on the input side
not one on input, one on output
those are both inputs. Output is to the bottom right
why?
huh..
oh well, cant help there.
If the VIP doesnt want to, it doesnt want to.
you can try rebuilding it or whatever, but theres absolutely 0 guarantee you can get it to work
which is why i no longer tell people about the VIP when they wanna recycle water in aluminum processing
Is there a best practices spacing between train tracks to allow for smooth turns and junctions
using two adjacent foundations with each rail center on each works for me
Endgame-related question: I built a factory that supplys me of 16200 copper sheets/min. Now Im looking for the best way to load/unload it via trains for my nuclear plant (all uranium nodes) and more stuff...Would you rather put one long train for that purpose or a shorter one and place 2 trains? distance between those two factories is travelling from paradise Island to north-west side of the map...
im not sure why you would need two disconnected trains
Thanks!
the thing is Im not sure if I can achieve higher throuput by refilling one train station with 2 750/min belts or by more carts...
anyone know of a way that i can combine 3 belts of the same output per minute (not maxed out belts) to fill 2 belts and the overflow into a 3rd?
you can build one train, and then put a sink on the end to verify, also make sure you have storage buffers on either station with two belts
Id use a merger (3 in 1) and put a smart splitter afterwards setting two outputs to your output item and the third one to overflow...
yeah sure need to cover the travel time either way well okay then its one train
i dont think that would work the way i want because that would always use the middle belt but the outer 2 would eventually get backed up which i dont want
What logic do you want for the overflow then
And what's the reasoning for not wanting the first two lines to back up
well if those 3 belts are all together the belt maximum, the backup shouldnt be much. try to put smart splitters with overflow beforehands and see what they are splitting out
i have 3 belts making 390 per minute on mk4 belts. i want 2 belts at 480 and the remaining goes into a 3rd overflow belt
easy thing do it like I said and put a smart splitter on every input with the overflow setting for the overflow belt and combine them
im not following
belt1 (390) with belt2(390) into a merger equals one 480 belt+overflow. one smart splitter before the merger of belt1 and 2 so you get the first overflow. the take belt 3 with a merger to that overflow and youre fine
That's the solution
That makes sense. I diverted the output water to a decomissioned coal plant, and it works much better. I get a free power boost anytime the aluminum is flowing
Well... kind of. Each of the lines should be split 2 ways with the 3rd way being the overflow
And all 3 of the lines should feed the 2 mergers that you want to be fully saturated
I would stack 3 of these on top of eachother
................^Output 1 (Any)
Input-->SS-->Overflow
................vOutput2 (Any)
i need a picture.i kinda follow but not completely
Sadly I'm at work so that's the best picture I can give
SS = Smart splitter. Those are the settings for each of the outputs
So for each smart splitter, you have 1 input and 3 outputs
For the settings in the splitter, have left and right be set to "Any". In the picture, those are outputs 1 and 2. Output 1 = your 1st line of 480 and output 2 = your 2nd line of 480
So do this for all 3 of your input lines. Then, you can merge the 3 output 1 lines and the 3 output 2 lines for your 2 lines of 480
Those smart splitters will each try to send 195 (390/2) to each side and when they hit belt limits, will overflow the rest down the middle
belt on the right is your final overflow belt while the other 2 belts are full 480. not much space-saving but working
Yh my solution isn't exactly space efficient either xD
But both solutions will accomplish your goal
lol forgot one belt between the SS of belt 2 to the merger for output 2. but I hope you got the Idea
Also a good time to plug manifolds
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.
Well you can... Just don't expect it to be by any means compact... And every time you add a belt that it grows in size by how many belts (100% growth for 2, 67% for 3, 50% for 4, etc.)
still unable to get it working properly
takes time
did you remember to connect the second overflow belt?
this is for 3 input belts
what is this even about
Argument being redirected from #satisfactory
well yeah but like whats the argument about
is it just 1 guy not understanding stuff and not trying solutions
I think so
Where are you stuck?
For each of your three lines, set up something like this:
................^Output 1 (Any)
Input-->SS-->Overflow
................vOutput2 (Any)
For each one of these input lines, we'll label them a, b, and c. So input a would result in output 1a, 2a, and overflow a.
Output 1a---v
Output 1b->Merger--->mk4
Output 1c---^
Output 2a---v
Output 2b->Merger--->mk4
Output 2c---^
Overflow a---v
Overflow b->Merger--->Overflow
Overflow c---^
If he follows the design McGalleon shared he most probably missed a "overflow" setting in one of those splitters. its bulletproof
The design he used is a standard belt compressor set up twice
and the best of it: expandable endless
Yep
thats how you get a compressor matrix
Though word from the wise, allot two square foundations per compressor. Otherwise you get a mess
Ahhh gotcha!
or don't do compressors 😛
Out of curiosity, how do you all manage raw resource outputs? I'm currently transitioning from truck depots to trains and am trying to figure out if I want to restructure my system. Currently, I have truck depots that are depositing into a buffer storage that then has 2 output lines that I use for the different resources. My biggest worry with this system is that I am starting to lose track of exactly how many resources are left on each of the 2 lines and worry that this system will be pretty hard to keep track of as the megafactory expands
well, I wouldn't do megafactory in the first place
I would build separate bases around the map near resources they need and then just transport final products into central storage for building
Idk part of me enjoys being able to see a city of different structures with each structure being dedicated to a specific component
well then you have to deal with the consequences - harder logistics, easier to mess up and low fps 😛
Yeah I'm saying all of this in like tier 6
Currently, the structures that I have around the factory are just making basic things like heavy modular frames, crystal oscillators, and computers
I just felt it was easier to centralize all of the resources to then be branched off for different uses
well each "use" knows exactly how much of which resource it needs, so it's better to build near those resources
With that method, how do you gauge how much of that thing to produce
That was always my biggest hesitation with the satellite factory system: with my current design, I produce only what is needed for that use and nothing else
well, you look at an item and check which buildings need that item, you estimate how much you're gonna build (or just guess some small number like 5/min). If you keep running out, you increase production
Yh makes sense
I might try and migrate over to a system like that then
Do you have any suggestions/recommendations on how to decide where the best locations for different component facilities would be?
well you figure out how many raw resources you need and find a nice place near those resources (or train in a few resources from other place)
I mostly check for areas I dont care beeing covered by foundations and supply enough water/oil/nitrogen...then set a radius you want to travel at max and hammer the numbers into the calculator to get max output^^ works pretty well
I'll probably wait until I have trains/drones all set to go before making the switch
But I think that may be the way to go
How I want the exterior to look, or how close it is to a transit hub
Hey @wind spade do you take suggestions for Tools? I am curious if it be possible to add to the drop down for items/min or maximum other options like "belts" (ie produce enough to fill a mk1 belt) or factories (ie enough to cause 5 manufacturers to be completely full)
since most of my builds are decoration based, I usually have a space and know i can fit "x" machines into it. Yes, i can do the math myself and make the tools work for it, but im lazy too and sometimes don't want to think :p
machines is impossible, you don't know which recipe will be used
mmm fair,fair
well, not without additional input which would be a fundamentally different approach to how your entire tool works. Fair. Fair.
guess ill just have to keep using this brain of mine. Ah well.
either that or code my own and ... nah, no thank you. lol
i already did most of that and dont want to clean it up 🤣
The belts one is nice, and I would like that
Though I would recommend putting it on the SFTools discord rather than this one
belts are... decent, but you can just put "60" instead of "mk1" 😄
Aside from added "complexity" of needing to package/unpack water, setting up fuel refining using packaged diluted fuel seems to yield the same fuel with less power than the blender option. Am I missing something or is there no real downside to implementing this prior to having T7 bauxite refining done
I was thinking and trains
Trains are alittle complecated
but a manual for everything is cool
also quick question will trains go up 2m concrete?
Complexity and the need for loops. Blender superiority
Depends on the ratio of engines:cars, but usually
That is the suggested one, so yes
alr thanks
if your only using one monorail with differently programmed trains to supply different resources to daisy chained facilities, then is the number of trains on the single rail the only limiting bandwidth of supply? assuming you use buffers appropriately and you can put down arbitrary number of daisy chained facilities?
If I understand you correctly, that the only thing limiting train bandwidth is the amount of trains on a circuit, then no
Yep, I know. And I can do 25 for five machines of a recipe that produces 5/min but I'm lazy 😜... that and I'm always forgetting how many are on a mk5. Is 720 or 780? And looordy knows I dot have any idea how many a given recipe produces without going to thr wiki.
But no worries! Thought it be a nice QoL feature but also, very much not necessary in anyway 😅
Yeah makes perfect sense. Given thst your sire automatically picks the most efficient recipe from those available there is not a good way to do machines
Listen to me explaining things to the creator of the sight 🙄 heh
Good morning guys
woke up to a nice suprise, the modular frame factory I built last night is now full!
there's even fun cases like "multiple recipes make same item", e.g. if you make rubber from recycled loop + residual rubber 🙂
in that case, "produce 4 buildings worth" is even less useful 😄
when is the ideal time for a steel factory
when you need steel
i was thinking about building it right after my coal but i need frames, and my frame factory sucks up 200 MW so i need more coal
so i think I have to make more coal then I can finally do steel
and quartz actually
is it 720 or 780?
Me too!
Before HMFs
I haven't played the game much and yet I know that lol
Yeah f that loop. Ugh. That was a pain in the butt for my efficiency calculations
So im trying to calculate this
I need one of these to be 60%
but since I got 2 floors I need both to be unclocked to X amount
I need to know X amount
or can I just unclock 1 and it works
second set of 8 coal gens now connected
if im working on a quartz plant is it 100% nessacery that I include stuff further down on the research tree?
i found a manifold that works
all manifolds work 🤔
i needed to find one that made 3 belts of 410 into 2 belts of 480 and 1 belt of 270
that's... not a manifold
also, why would you want that?
just connect each belt into machines that need 410 resources
@main dagger im gonna dm you some of previous planning soyou can get an idea of my previous attempts at math
correction, its very close to working
what ever. i need one and im close to getting one working
again though, why?
also, manifold looks like this:
--S--S--S--S--S
| | | | |
X X X X X
i still need help.
with?
making the odd balancer
i just need something that takes 3 belts of 410 and makes 2 480 belts and 1 270 belt without having any of the input lines back up
1270 belt? that's too hard.
im not that good with things like this
and its 1230
im very close, i just cant figure out how to fix it
If you absolutely have to, just have the middle belt of 410 go in to a smart splitter, the centre being overflow, the left and right feed mergers on a pair of mk4 belts with whatever filter you see fit.
also, heavily recommended to not do it
Ive tried that and it doesn’t work. The outer 2 inputs slowly back up
instead just put each 410 belt to machines that need 410
I wanna do it my way
the problem is that you're maxing belts
I know. Its a pain in the butt to figure out but i want to
are you aware of the bug that makes belts lose throughput if they are full?
If not you might want to look through #1006573529183027401 the results may surprise.
That's two belt compressors.
Instead of doing a really complex balancing why not just clock the machine’s production to make X items and only merge those machines?
The lines are coming from 3 different lines of refineries
Im bringing in 3 iron lines of 480 and putting them into refineries using the pure iron recipe
I have 15 refineries per line at 3 lines. I would use up more space that way.
you should always build machines after you've figured out logistics for previous step
Nein
how would i split 262.5m³ into 37.5m³ and 225m³ per minute
should've read the description first
always thought they were used for closing off segments of pipes
Yeah that’s where over and under clocking come in - but it’s a hell of a lot simpler
just a single pipe junction
no, don't use valves
Don’t use a valve - they do not work as people expect them.
You can either just split it normally and let the pipes self balance by having the machines consuming the right number OR clock the machines so you can merger the exact amounts at location of production
They work for me when i used them.
alright
valves working is mostly luck or the setup would work without valves as well
They will at best do nothing bad or at worst stutter the whole thing.
There are very few pipe situations that benefit from valves and buffers
For some reason my system turned off, none of my coal gens powered off however, but all of my factorys stopped, no power was lost and the it was able to be turned on soon after
anyone got any idea what might have happened?
Do you mean all your machines became full and shut off?
All have their uses.
3 woulda been nice when I was building my EID factory
It's IMHO the best overall steel recipe.
solid steel reduced both iron and coal consumption... much better than "pure steel"... of course if you really want, you can combine the two
Does t matter and never does 😁. Take the one you're most likely to use next.
Other than Bolted. Bolted is a trap. 😜😅
it has it's uses, same as the other two 🤷♂️
It does. They all do, truthfully - but... bolted is definitely the most niche
Sometimes you are just screwed...
I sometimes wonder if bolted just exists to help you use up stored screws faster when you realize you don't ever need to store screws
To me, it's a trade: use a bit more Screws (than normal recipe), need less machines (in combo with steel screws, thus the "screw cost" translates in more steel used than standard recipe)
The ratios go well with flexible frames too, iirc. In machines: 1 bolted plate -> 2 bolted frames - > 1(?) flexible frame
quick question, does a smart splitter have a max speed? or is it just however you can feed it. (270/min incase of a t3 conveyer)
all splitters and mergers are instant
cool thanks
anyone have a 3 to 2 balancer with a third output for overflow?
i have this balancer im trying to make but cant seem to get it working. its close to working right but not there yet. im trying to basically make a 3 to 2 balancer with a third belt for overflow
@oblique hollow using yours
i got a gap in the mk4 even tho there is just enough to fill all 3 belts
overview of the splitter setup please?
its funny that the right mk 4 seems to have no gaps
and neither does the middle belt
even tho the mk 3 should have gaps
hm.... and the mk 3 is.... full?
there should be no gaps at all
one is
huh... which one
its usually not obvious until a few minutes later on.
i.... guess its working now. no gaps for a bit
nevermind
cant detect any issues on my end
how long were you watching it?
minutes
those gaps were something i wanted to fix so i am trying something a tiny bit different
since i couldnt detect any on my end, the design doesnt really see to be the issue. maybe whatever you are producing comes in a lot more bursts
.. also makes no sense
yes. rn i have it on a switch so it does come in bursts
i turn it off in between output reworks so they all produce a cycle at once
i might have found a winner
this one doesnt seem to have any issues yet so its the most promising so far
My friend, have you looked at the belt compressor? Just set up two of them.
compresses belts, usually not needed but some people like to build them for some reason
It takes two inputs and makes one as full a belt as possible, and the other one is overflow. It never clogs.
makes full belts that are problematic 
It's not always full, just as full as possible.
Where can i find a belt compressor bp?
Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...
Scroll down in the article until you hit belt compressor
@willow finch
The schematic for the 3:8 Coal Power plant
tier 7 and 8 is the worst tiers in the game
Imo the worst spot is after you’ve unlocked everything in t4 and are just making stuff for space elevator
And can’t build anything really because you know you’re about to get a bunch of upgrades right when this finishes
Actually T1-4 is the worst.
7 and 8 is where the fun begins
Hi guys, im trying to balence 3 equal belts to 8 equal outputs but cant quite work out the splitter/merger layout for this to work, any chance someone smarter than me can give me a hand?
hi, first of all, do you really need to balance? a simple manifold can be much easier to build, if you're fine with that
manifold:
--S--S--S--S--S
| | | | |
X X X X X
No i dont really need to balance, although im not quite shure how to get my 3 lines to all go equally into my 8 outputs with a manifold as my belts are at capacity already and i cant merge them
well other easy option is to build 9 buildings instead of 8, underclock them accordingly and have each belt go to 3 machines