#math-and-meta
1 messages · Page 43 of 1
clikc on videos, and click on the latest one and it should be done
That's awesome. Thanks for link.
If you're referring to my message above, there's no need to make big contraptions to load-balance mixed belts. A single programmable splitters can do it (that's what I meant)
So basically, if I drone in 4 different materials and want to input those to a Manufacturer with a single belt, what's the simplest way to that without clogging the belt if I get different amounts of resources delivered by drone?
I was under the assumption that requires load-balancing
Keeping in mind that some materials are needed 30/min, some 5/min etc.
This, for instance, is a Programmable splitter used to make a load balancer that outputs 1/3 (left) and 2/3 (front), while also filtering for some items (UFRs) that need to go straight.
Depends on what you consider simplest.
The "load-balancing" method you posted a picture about earlier allows you to create the input belt once you're provided with belts full of the input items required. This means that as long as you have a stable influx of input, even if you provide too much, the system will keep running and overflow can be dealt with.
The "balanced merging" approach I prefer instead relies on having machines providing exactly the amounts of items/min needed and feeding those to the manufacturer. This doesn't allow for overflow, so underfeeding or overfeeding can cause clogging (the prior method clogs only if underfed)
The second method I mentioned can be achieved using load-balancing too, it's just that clocking machines right can make that part of the logistics trivial (simple merging)
Yeah, that's my issue with sushi belts. For me to ever personally use them, there would need to be a way to handle the under and overfeed scenarios.
I love the concept, and the efficiency having it all in one belt when its under 780 required to feed the production, but the caveats outweight the benefits (for me, personally).
That requires to use one machine input for every item you wish to have overflow control over.
In other words: you can't reliably overflow from a MIXED INPUT (a mixed belt going directly in a machine input)
Hence my wish of a advanced merger:
- Input random sushi belt with hodgepodge of long transmit items into an advanced merger
- Choose which port to use for my programmed sushi output
- Set said output port so that I want exactly 5/min of this, 10/min of that, 40/min of that
- Have one port configurable as priority overflow, that could continue to another advanced merger
- Have one port configurable as secondary overflow, that could output to a sink in case the first overflow is clogged
I could create lovely little drone port factories all over the map, without having separate drone ports for items that ship from the same location.
Sushi Manifolds are incapable of stalling, clogging, or failing.
Is there a good example of such a manifold that takes in varying bursts of 4 items and outputs them to a single belt so that there's X/min of one thing, Y/min of other, Z/min of third, and N/min of fourth?
Like you can put the WRONG items on this belt and it will not even care.
I made such a thing on my last savegame as intake for my storage area
But even with 780/min belt, it seemed to be working closer to like 400/min, and as far as I could figure the game did not like having ~40 chained smart splitters 😄
We don't (and never will) have exact per-min output splitters. So this is an impossibility.
Not sure why you would need it though.
Because I would want to use one
I get want.
I said not sure why you would need.
They over trivialize the intended belt puzzles though, so they won't exist.
Sushi manifold.
Because it cannot clog.
1 smart per input.
Overflow gets pushed through.
If you're worried about smart or programmable splitters missbehaving when using many of them... don't 
I dunno if there's any noticeable effect on FPS due to "overusing" them instead of normal splitters, but I only ever heard one person complain about that and I couldn't verify their claim
*1 belt
One isn't forced to use one smart splitter per machine input
That was actually on a dedicated, in SP there was no hiccup.
Dedicated was tied to 30 tick rate, and meddling with configuration to increase tick rate almost negated the issue
Multiplayer can bring up a lot of weird issues...
Yup
If you do 1 smart per input you avoid his issue entirely though.
Same as if you do one belt per input. It's just that one implies that you can't use 2 or 3 splitters per machine rather than 4, for some reason
Crude example: to have a single drone port in location X that is receiving items from 4 drone ports. The items will arrive in bursts and always be of a single type. I'd output from said port via an advanced splitter and have still just a single belt, but with correct mix of item amounts perfect for the production I'm doing. The overflow would be directed to a sink, or different machines depending of want.
The way I do it now is having drone port per item, connected to belts that take them to an intermediary storage and then inputting from there to production via manifolds again. Tested and true way.
This is a long message already, but to arrive at a point: The method I currently use is so simple that it's almost impossible to make mistakes with. The sushi ways I've looked into are the exact opposite, manageable, but seem so complex that mistakes and figuring them out can become a chore.
I guess my real want is that there would exist some in-between way to spice things up, without going from one extreme to another.
Sushi Manifolds are not complex. And are insanely easy to set up now that we have copy/paste splitter settings.
Yeah my og-storage was train station connected to 3 industrial storages, that outputted to a single 780 belt, that was split by ~40 smart splitters so that left/right was specified items, and middle was any undefined. About at halfway done I started noticing the further the line goes, the more the items froze for a small while before exiting the smart splitter.
Like why deal with lining lifts up for steel when you can just do this:
Any Undefined is the issue there.
I tested Any as well and made a loop, no difference, also overflow
Overflow...
Depending on how you did the loop that would be the next place I would look.
Sinking overflow is the simplest.
If you're going to loop, you have to account for that.
Usually with a buffer but at a minimum you need 1 more smart where you're injecting the loop so it can't lock the system.
And you observed this in multiplayer, correct?
So you're looking for a sushi solution specifically for multiplayer?
I mean, that sort of behaviour isn't an issue in single player
Multiplayer Broken. Plz Fix.
I'm merely chatting, these days I'm playing only SP, but I haven't tried sushi belts since MP, correct.
You misunderstood the setup, I probably explained poorly
Well, whenever wishing for overflow, manifold is the way (sushi or not).
Single input sushi feeds (SIS) all have the pitfalls we discussed earlier
If your setup is feeding machines off a single of their input slots, that's Ven's department 😁
If you would like to try sushi again in SP I recommend starting with my method and once you trust it again branch into more advanced wizardry.
780 belt in the middle, each center box was smart splitter that took specific item to the storage container on the left/right
I tested all the possible options for the center output: any undefined, overflow and any (with looping the belt around back to start)
the more I added splitters and storages, the more the center belt started to choke
probably pre-smart splitter and belt optimization done in U7
And I apologize but now that I know this was done in multiplayer, that's the only factor that matters to me 🤷♂️
and yeah, I haven't tested the setup in SP, but on dedicated it wasn't working as I assumed it would, until I increased the tick rate of the server via engine.ini
it was on u7 though
then i blame server for being server
Multiplayer fucks over basic things that work just fine.
That's why we always ask people to lead with that clarification when asking for help.
Yeah, my failure for not saying that outright
I think I'll do some testing on my SP save when I start to work on my new central storage later this week 👌
Stops us from having to troubleshoot as much because the answer is as simple as "Multiplayer Broken. Plz Fix."
Finished phase four, and I have a ton of small factories that sink anything that did not fit into 8 industrial containers plus drone port. And as the containers in all small factories are starting to be full, I'm going to drone the mats to a central storage instead of sinking them
If I can make a nice sushi solution there, it means I can create a pretty clean setup there 👌
Well, you should have all the info needed for that ^^
Aye, at least I know where to start. I know you sushi experts can help me if I hit a snatch
Aye. Don't fear throwing an @ if need arises
hey 🙂 if i need to hook up 4 smelters to a 120/min miner, i should split the miner output and then split it again so 4x30/min arrive evenly split at each smelter right?
you can manifold
havent tested this properly but i would assume that splitting 3 ways the first time and then again would leave 1 smelter underfed
if it's a multiple of 2 or 3, you can balance, but that's not space-efficient
could you elaborate? i just started a few days ago 😄
eventually, the oversupplied smelters fill up, and will only take whatever they actually use
this allows you to have 1 splitter per machine
each splitter splits between its own machine and the next splitter in line
!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...
benefits over balancing are
- trivial to build
- works with any amount of buildings (see injected manifold)
downside is - longer startup time
it wouldn't because the other ones are overfed, so the materials will overflow eventually (same as with manifold)
ive had this happen for my coal plant that ive hooked up like shown in the regular manifold and it filled up because im not at 100% usage cap. but so far ive put containers after my important lines and they rarely back up when i match their efficiencies
containers are usually not recommended
unless for storage for personal use
how come? if i have a large line that builds steel beams or reinforced plates, usually 1) the last step such as smart plating is super inefficient and 1 of the 2 inputs backs up and 2) it saves me having to build a dedicated line to make that material for personal use
ill give that a try. ease of construction might actually win out just because its starting to become really complex
make sure your production always matches consumption
because you never want to have extra in your production line 🙂
i do for 95% of things
don't put a container at the end - it won't work
soon, you'll unlock a reliable way to send excess resources to a container (hint: MAM)
ah okay so i should get into the habit because of something i havent unlocked yet, got it 😄
theyre usually not at the very end but right before the step where i cannot match efficiencies well because resources or space are short. that way stuff that i actually frequently use like (reinforced) iron plates, rotors, steel beams production doesnt just stop if the output is too much, and i can use that to build elsewhere without needing a new line to make more 🤷 worked out so far, but ill keep that in mind
have you unlocked overclocking yet?
yes
you can underclock (or, well, overclock) machines so that the total production and consumption is an exact match
changing how much a machine produces so that it fits into your production nicely
It causes your building to build slower and use less power.
I like to underclock when I need a fraction of a building instead of overclocking a building.
oh whoops @deft lichen, looks like i deconstructed that part of the first base already. but it basically boiled down to Rotors needing 20 iron rods + 100 screws to make. i already underclocked the Rotor to 75% for 15 rods 75 screws and overclocked the screw line to produce 60, but i only had mk1 belts and wouldnt have been able to match the 75 screws either way. so i put a container in that line to save rods while waiting on screws
the only solution is to underclock the assembler to use 60 screws/min
but then id have to underclock the iron rods as well and its smelter and at that point ore is backing up. so there isnt really a nice, satisfying solution 😟
nvm, i could underclock the ores as well. i guess it would work, just a whole lot of tweaking numbers
underclock miner as well and no ore backing up
it IS possible to have a completely lossless production line, it just takes quite some clock tweaking
Mk2 belts.
don't know if i'd rather have extra crafting materials saved up somewhere instead of mathing out the entire line right in the beginning
wasnt available that early
point is not lack of mk2 belts, you're just going to run into the same issue before having mk3 belts
I quickly pushed to new belts every time I could.
at this point it becomes a building space vs energy usage decision i guess. containers arent very space efficient and have a horrible grid but at least you have some stuff on the side. whereas when youre starting in the desert without biomass you should probably underclock everything tightly. although i havent played there yet
in my play style, I try to never ever have number mismatches
rather than a rotor line backing up to "make crafting materials", I build a 100% efficient production line and then another 100% efficient line for those crafting parts
which desert doesn't have biomass?
sorry, less biomass
in dune desert just walk to the closes oasis
there is more than plenty, you just have to... walk 😄
😄
youre very right. i dont think ive played a week yet and this is my take on things yet, not claiming its the correct solution
experimenting and figuring out how stuff works is the fun part
building another line just for parts early would strain energy i reckon. i started in grass fields and settled mostly in the southern areas with the big lake in the far east and the pure coal on that little floating peninsula to the south and early on im super stretched for biomass, even in that location
I'm not telling you to play like I do, play how you find it fun!
oh absolutely, not looking up stuff and just optimising as you go along is great fun in this game
imo power is the least significant limiting factor
once you get coal, stack up those generators
32-48 coal generators? why not
yeah right now power is free
Short on biomass? Kill the xeno. Fuel the industry.
power generators can be far away from your factories because you just need to run a power line back, no need to ship parts
but that whole rotor, reinforced plate, smart plating resource allocation nightmare was built entirely on solid biomass insanity
so 'just building an extra line' would have meant getting even more of that, and i was already burning out constantly 😄
Parts for a new factory, a lot more then I was expecting
And a lot less than you'll need.
IK but wasn't expecting that much currently. I expect I will need 400-500 extra Encased Industrial beams, 750-1000, 500-1000 Concrete and iron plates
Not including all the storage I will need
Biomass isn’t really an issue with the chain saw
I shit you not every time I play I always end up having like 30-40 generators
And it’s always been fine
When people tell about how they want to use all Uranium on the map in the post where they ask wether overclocking a oil extractor would allow them to produce more power than the overclock would consume... 
I like hunting for biomass the most. If you know the spwn points for mobs it's super convenient
Anyone ever had a miner randomly yellow light on and off whilst connected to power and not backing up?
wdym without backing up? there was no resources in the miner whatsoever?
sounds like a bug. collect data and send a report on the Q&A site
What’s odd is that I read a forum post where someone had a similar issue and they were able to fix it by deleting and rewiring the power. I have 3 miners on the same circuit and 2 of them suffer this problem. The power then runs FROM THERE to the other miner….. 🤯
@strong granite are you wearing a hoverpack?
Do you have power switches?
Yes
That's your issue
When wearing a hoverpack and it switches grids, it'll cause machines on the grid to quickly go idle like you're describing
I don’t think it was causing the issue though because i noticed the issue due to a lack of throughput a quarter of the way across the map.
And all my switches rn are on so they should share a grid I believe
I thought your miners weren't backing up?
That won't cause them to go idle
Exactly
maybee this is a dumb question but i'm going to ask it anyway,why aren't the hover packs running on thiere own power scource?
If the output buffer isn't full they don't idle
BRUH
I KNOW
I'm telling you it was the hoverpack
Rate my Turbofuel setup
But what you’re not understanding is the reason I investigated them at all is because from a quarter of the way across the map I wasn’t getting the 600x2 ores/min from the train.
Ah
Any chance it was because they were temporarily idling?
Yes that’s why but I can’t imagine how it could be caused by a hover pack from across the map.
There’s only one circuit over there
Do you do universal grids?
Hmm, ok
Maybe not related, just that your issue sounds an awful like what happens from hoverpack
But restarting the game seems to have corrected it.
technicaly as a hover pack souldn't that be using it's own fuel scource so as not to take away from other factory manufacturing?
All is well now. Flying all around the miners with my hoverpack. I’m just glad I didn’t have to reroute the power line over here.
that's a very strange bug hopefully they adress that soon
It's probably pretty low priority, as it doesn't really cause issues. It's just weird
but again nothing sould be interfearing with your main assembly line but if it doesn't realy bother anyone else i guess it souldn't realy bother me either though i tend to be a bit picky about things like that
Not a problem if you don't have a singular main assembly line 😉
this type of counter could help a ton for the storage bins and locolized computer readouts
why the polymer resin alt?
(also why turbofuel and not nuclear 😛 )
That kind of logic will probably not be added
'that's a shame,I do enjoy being able to keep track of my stock that way
Can also just press F and look at amounts in every bin...
true but always loved being able to display my goods and amounts in other factory games most acurately with a digital readout (also makes it a bit more realistic)
I’d like to have small Turbofuel factory for jetpack and vehicles 🙂
And I’m also too noob for nuclear. Just started Tier 5 and making plueprints for everything
Will most likely not be coming to this title outside of mods.
Jetpack does not run on Turbo.
diluted fuel is imo easier to make and is enough to get you to nuclear, so I wouldn't waste time with turbofuel 🤷♂️
FICSIT Networks may be the mod for you
I was thinking wiremod
Really?!
Do you have the chainsaw?
Does it run on anything other than Solid Biofuel?
Why did you think the Jetpack would operate differently?
Jetpack runs on liquid fuel. Turbo is liquid
technicaly speaking more advanced tech would mean more advanced fuel
Jetpack runs on Fuel.
Turbo is not Fuel.
Turbo is Turbo.
jetpack runs on packaged fuel only
I also checked on wiki, should work
If the wiki says Jetpack runs on Turbo then someone needs to fix that shit.
the wiki says it won't tho
It will not (currently)[2] work with Packaged Turbofuel or Packaged Liquid Biofuel
Can’t I pack turbo? 
Jetpack runs on Fuel.
Turbo is not Fuel.
Turbo is Turbo.
if you pack turbofuel, it's called "packaged turbofuel", not "packaged fuel"
you can. I can give you anecdotal evidence that PTF does not work on jetpacks

They might change it so that the Jetpack runs on Turbo.
It is actually very possible.
But it has not been implemented yet.
actualy though if it was a fuel i would say rocket fuel but this game doesn't realy do anything with rocket science yet
wiki also literally says it doesn't work, so idk where you read that you can use turbofuel with jetpack
There were limitations prior that made it not possible.
Those have been removed, so now it is seeing if they change it 🤷♂️
(but would be good to send the link so that we can edit it)
yet... yet...
Personally, if they make the Jetpack take multiple fuel types my first test is going to be seeing what fuel types the chainsaw can use 🙂
maybee evan add a diesel fuel to the game if they don't allready have it for trucks and trains that is
i kinda want all things that consume fuel (other than generators) to be able to consume all fuel types, just for fun
trucks can run on most packaged oil products (HOR, Crude, Fuel, Turbo) and all trains are electric
ok sounds reasonable then
But why?
just more realizim is all
some people have unrealistic wishes for this game (I desperately want oil tankers and cargo ships for coastal logistics...)
Multi-thousand ton buildings can float in mid air with no support.... 🤷♂️
how much realism do you want from a game that's set in the future and has pocket dimensions and space elevators
Smol boat I would not be opposed to tbh.
Purely restricted to coastlines though.
physics would make this game MUCH more interesting (and also eat an exponential amount of power)
reascource wise if they can do it why not?
I pretend physics exists.
Played too much Valheim.
Also holy crap Heavy Flexible Frame is not as bad as I originally thought...
I would want like a skiff for the pioneer to drive around water in, and have massive slow boats (like 10m/s tops) that have extreme cargo capacity to make up for it
so long as you have all the recycled alts and the ones that complement it
i did see mention of possible underwater builds in future installments so who knows?
was that the ChatGPT joke video?
Per the devs "This isn't Subnautica"
wait a joke video?why would they do that?
Well @wind spade made a calc that even in using Heavy Encased doesn't bring Coal in at all, lmao.
It purely uses Oil, Lime, and Iron.
If you switch that to Heavy Flexible it trades:
+800 Oil
-1000 Iron
-1350 Lime
because its funny. they literally said in the video that it was a joke
whats the total change in WP?
and doesn't have to be subnautica to work there are no wrong answers here when it comes to ways of improoving tech
(I don't know because I don't care about WP at all)
spell check would be nice
You already can build underwater though...
then it souldn't be hard to encode something like that baisicly you just ad a level of controll to craft in the water same as you would with vehicles on land and drones
again more options and a bit more realism i don't know why would you add anything to a fasctory game about automations for even more automation options maybee to keep it a bit more interesting?
Are you saying the current game is uninteresting?
building underwater factory and realism don't really go together well
not at all but if you can improove it wouldn't you want to??
Define "improve."
ficsit wants most efficient workers, those who build underwater wouldn't be much efficient
more ways of transporting goods i dunno
Do we need more ways?
trains
belts
drones
vehicles
seems good enough 🤔
why do you keep spelling improve with two o's?
it's a factory game about assembly you can always use more ways like maybee controlled cargo ships or something of the like
you have
- simple but costly
- easy but low throughput
- complex but high throughput
- mediocre but no infrastructure needed
is good enough imo
ships would be pretty much useless given how little waterways there are on the map
And we're back to "Why?"
What you're asking for takes time and resources and people to make happen.
So there has to be a reason to allocate all of those things to making it.
that's realy a shame because if the planet had more water that actualy wouldn't be a bad idea
I don't think they would do large changes to a map to justify a new feature
again that is a shame because it's such a usefull way for transporting goods irl
...
sorry maybee it seems like i am asking a bit much here but i've also worked improoving every aspect of my own game so please forgive my ignorance if i don't quite see the signifigance of things here
except we're not irl
we're on alien planet and our goal is to just extract resources
we don't need nice things, we need efficient things
i've also worked improoving every aspect of my own game
You modded the game.
So your perspective on what is/is not good for the base game is skewed.
that maybee so but how many actual factories have you worked in i was in one for 10 years learning how the automation and testing systems worked thiere is allot more that goes into it then one would think
This is relevant to a fictional, space-faring, other-planet video game... how?
just saying regardless if it's space or rl you can't argue with the fact that a factory automation is a factory automation regardless of how you look at it
imagine how much the industry changed in last 100 years... now imagine how much the industry will change in following hundreds of years (since the game is pretty much set in future)
basing your suggestions on "we do it this way IRL" is weird
And we are going to my signature phrase now:
If you believe the devs made the game wrong, there is an entire discord of people waiting to you meet you:
yes i get it nasa space exploration is an eventuality for all if they are able to continue the space program scientists would like to colonize other planets allready
ANGRY WALRUS NOISES @carmine lion
Please don't ping the coffestainers
why'd you ping Ben
walrus
👋 Hi Ben
Since you're here 
By this response I'm assuming there was no context to the ping lol
Alpaca beats Walrus.
Ez.
When do fluid trains become better / worse than solid trains?
like the math... or at which point
Basically when nitrogen
or else?
i wanna transport O I L
??
better/worse in what?
Nitrogen is pretty much always better to package and transport as far as effeciency goes
throughput obiv?
Throughput just depends on how many cars you want to build
throughputs of solid and fluid trains are basically equal
Nitrogen = Always Package and Ship
Liquids = Either way is basically equal.
3200 can be carried in Freight, but you need another car to take the Empty Canisters back.
So you need 2 cars for 3200.
Whereas a Fluid Car can carry only 1600.
Meaning you also need 2 cars for 3200.
Nitrogen has a 4x compression ratio though, so packaging is always better.
were you hinting at smart/programmable splitters here? 🙂
hey 🙂 in the case of steel pipes, the constructor says 2 Steel Pipes (20/min). Does that work out to 40ppm because it produces 2 or is the ppm description literal?
the ipm is final, you don't multiply it anymore
great, that makes it much clearer in all cases 👌
also, if i have a miner and my line needs 2.66 constructors, is there difference between underclocking all of them vs just the last one in line?
if you underclock all, you'll use slightly less power (but need to do some math on how much clock speed each of them needs)
if you underclock last, you'll use slightly more power, but math on clock speed is easy (2x100% + 1x66%)
wrong channel?
(also ultrakill reference?)
no, hampter
So, wrong channel.
^ not for #satisfactory-memes either
I did the math for working out the number of freight cars needed for a nearly 4 minute round trip and it comes out to just 1 carriage, just seems weird
600
just a uranium train, but it just doesn't sound right even though I'm pretty sure it is
I might actually just have one big train go between all 3 nodes instead so I don't have 3 tiny trains
how should i divide 5 conveyor belts (at max capacity) into 6 inputs?
well one way is to only have 5 inputs (overclock) 🙂
You can split each into six branches and use mergers at every input, but it's not space efficient
whats 3+1?
is there any fix for valves letting too much liquid through?
yeah, not using valves for limiting flow (it's pointless and does not work properly)
it's not pointless in my case
I have an aluminum setup which recycles some water from the electrode aluminum scrap back into the sloppy alumina
but the refineries producing aluminum scrap couldn't produce any more because their water output was full
for that you don't want to limit flow, but to prioritise flow
then how do I do that?
I don't really have the space for that
actually, I think I just found a spot where it might fit
I mean map is pretty much infinite, I doubt you've used significant portion of it
for valves, I recommend not using them anywhere, they have a very limited range of usecases and most people won't ever need one
I have a standardized factory with guidelines one where I'm allowed to build what
they're self-induced restrictions
that's fair, but VIP junction has like same space as few valves would have 🤷♂️
well yeah, but I need to move the water input to a different spot, the most preferable spot already has a conveyor above it
but I found another spot where it should still work
there, the refineries in the back are electrode aluminum scrap, the vertical pipe is the water input and to the right is sloppy alumina
(that valve at the bottom is only there to prevent backflow btw)
yeah no need to do that either
valves only prevent backflow from one end of valve to another
so any other part of pipe can still have backflow
better solution is to loop the pipe from one end to another
oh well
it works now, everything is at 100% and no water is backing up in the outputs
and the following factories are ramping up to 100% right now
its math
not related to satisfactory tho
yes it is I need to figure out what 3+1 is for my build bro
then ask the question related to satisfactory
it is
in the satisfactory context
please specify for what you need that
for my build
I mean what concretely
I just need to know what 3+1 is pal
(and honestly if you don't know answer to your question, then Satisfactory is not a game for you)
either you're a troll and then please stop before moderators get involved, or you legit don't know and then you should re-evaluate your education level before getting into this game
Its 6
Really? That answer sounds wrong are you sure?
as sure as it's on topic 🤷♂️
Alright man am gonna believe you I guess I have to man thanks!
wait why is it pointless? (just wondering)
- valves do not reliably allow flow exact to the limit set by player
- valves have only limited amount of values they can have (even though you can set different ones as well)
- for vavles to let max possible amount through, the pipe before it must be full (and even then it may behave weirdly)
- you want to have full pipes everywhere anyway (full pipes happy pipes)
- for "preventing backflow", it's much better to just loop the pipe and accept that backflow will be there always, no matter what you do
No right channel
ummm, not really. Wanna take it to moderators to ask them?
No, sorry
0.5
quick question about t1 pipes, and what they show. I have 3 refineries, stock 3x60 (180m3/m) connected to my very long oil pipeline, but the pipe flow rate seems to be around 140-298m3/s is this the fluctuations of not consistent consumption and I can safely plug in 2 more refineries?
The flow rate is showing them combine amount flowing in both directions on that pipe segment. Do not use that for determining how much you can consume. Use the machines and what they produce and consume that or less
why is this block sign on until another train arrives in the station
show more of the track past it, there will be a train in that block
you havent signalled your entire system
its all just one massive block
thats your problem
there are assumedly 2 trains on the system
thats the only place the two trains combine though
Signals are an all-or-nothing commitment.
You either signal the entire system, or you do not.
i added block signs to all other stations but still stuck there
What about the rails between the stations?
Because "the entire system" does not mean "just the stations.
the only place they conjoin is at that one station though both rails only have 1 train on them
the only place they conjoin is at that one station
This is completely irrelevant.
The way that signals and trains work is you either signal the entire system, or you don't.
It does not care if there are only a few places or not.
This is how it works.
So you either build what the system requires or you continue to have issues.
Up to you,.
do you need to use path signals or can you just use block
Block Signals cover over 90% of use-cases.
So just use them and then if you have issues it is worth looking at Paths.
Path is just for intersections (I think)
They have more uses than that.
you can also do intersections with block only
check the signalling guide on reddit (by sev ^^) for more in depth info - pinned in #old-questions-and-help
thanks for the help, my trains are flowing smoothly
hi guys im just dead from math can someone help me
1200 raw quartz
1200 / 22.5 = 53.3333333
i got 53 machine that run as 100%
how to do the math of the last one
if i set it to 33%
7.425
53 * 22.5 = 1192.5
1192.5 + 7.425 = 1199.925
this isnt 1200
oh 😐 i just figured out need to be set as 33.3333%
Yeah, you also can set the value of the rate for the output to 7.5
yeah that what math says im use only the .33 most of time
so i was confuse
how so
it i set this it will counsume less
U can type in plain values into the overclocker
Both for percentage and parts per minute and i calculates the other for itself, so If u enter 7.5 it should say 33.3333% when hitting enter
Just keep in mind that 33.3333% != 1/3
Man, this is the first time ive actually planed out a serious production line for super pc's and turbo motors but im completely stuck. Ive layed out all lines for quickwire, aluminum and so on, but i have no idea where to start to distribute parts for components. Any tips from someone who may have been in the same spot?
If i have 4 refineries doing Alumina Solution which need 180 m^3 of water / minute / each meaning a total of 180*4 = 720 m^3 of water every minute. Shouldn't 4 water extractors producing 480 m^3 be enough if i also have two Aluminium Scrap refineries producing the remaining 240 m^3?
I did exactly this https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_AluminumIngot_C"%3A"480"} But I'm jsut not getting enough water in my refineries
Its a hard task to reuse the water in an efficient way that doesn't ruin flow rate so best is to not use the reuse the water at all, at least from my experiences. What you could do is to take all water, including the water extractor water, and take it to some big buffers acting as a water tower. However, keep in mind that you need the first 180*4 water in the first place to get everything going.
Ideally i want to reuse the water as i have this tiny pond for the extraction of water
fully overclocked, that wont be a problem. Isnt there more water sources nearby?
I don't need to overclock them
And no there isn't any nearby, i'd have to transport it by train if that was the case
And you seem to be right. Trying to reuse the water was a bad idea
The problem i had wasnt the water, it was the flow rate. If you want to you could try to do as i said before and make a water tower with a few big buffers which you let fill up before starting the refineries, but the safest bet is to not reuse at all. Use the water for something else like concrete or something.
If you want to recycle the water back into the system just build a VIP junction.
Oh yeah, i never thought about that..
Link to the entire piping manual:
https://drive.google.com/file/d/1MdZ8Xr8P_SF_FL7B6WDjCZGS-x9Cwt-x/view
Basically:
Recycled water in the bottom pipe so it has priority to be used over injected water from the top pipe.
It also doesn't have to be copy/paste of the image, but you may wish to start there until you get the hang of them.
I.E. this is one of mine.
Bottom pipe has priority.
That's very clever actually
So i put my water extractors on the top and the output of water from the refineries on the bottom so the prio is the refineries
Would that be correct?
Something as ugly as this also works:
Yes. The last photo I posted is doing exactly that, in the aluminium chain.
That's an awesome mechanic tbh
VIPs and VOPs both work well in their respective use-cases.
VOP?
Variable Output Priority
vs
Variable Input Priority
I.E. "Fill this pipe first before sending fluid elsewhere"
Simplest example is the standard Overflow Junction.
Where you only get stuff over the hook after the main pipe fills.
Read the piping manual I linked.
That blue goes hard
Do anybody have any opinions about this?
Outposting.
Like if you're doing base Supers:
You're already building Computers somewhere.
You're likely already building HSCs somewhere.
So just make AILs and Plastic on-site and import the other 2.
Instead of trying to figure it out from ore-to-product all in 1 line.
I have computers, but in very low amounts. So you mean i should prioritize like a few components and not everything?
I would say increase your Comps production at that outpost to meet the export demand of Supers for starters.
okeyy...
Its a whole coast, but i guess 400 comps per min hasnt hurt anyone... or
What do you need 400 for?
Like I make 270...
180 goes to Supers
45 goes to RCUs
45 goes to Storage.
(and that's me sending 45/min of both RCUs and Supers straight to Storage)
Would this be correct ? Lower pipe being the water form refineries
Oh that's going to have issues...
Yeah, i was exaggerating. But i think i could produce more than that on that whole coast alone
Produce what you need is always my motto.
Don't make things just for the sake of it, always have a target and goal in mind.
I always try to keep pipes below and conveyors above.
^ That is not where I see issues happening.
Assuming green is the very first injection point of the VIP, nothing in red should even exist.
It's a single junction.
Not a chained one.
So track all the way to where you are first injecting outside water, keep that, and delete everything after.
Water doesn't come from pumps, but yes.
Initially the injected water will run the system but eventually the recycled water takes over priority.
At which point you can turn down the clock speed on the Extractors if you want, but it isn't necessary.
Why would i need to turn them down?
I need a total of 720 water. 480 being from pumps and 240 from the refineries
Oh now we have another issue...
You're shoving 720 into a mk2...
Which caps at 600...
oooh god
I completely forgot that 😢
Would it be possible to make two pipes from two extractors ?
Split em, make two pipes for two refineries
yes, why not?
Yes.
I need to go get food though, so if you have further issues someone else will be able to help with them!
This should be correct right?
Bottom one is the 240 from refineries
while the top and middle one is transporting 240 each
inline and without pumps is risky
the VIP is every temperamental and if you dont build it EXACTLY like in the manual, sometimes, it just fails
is my math wrong, 200 fuel into normal turbo fuel recipe 200/22.5*18.75
into fuel generators at 4.5/min
so just over 37 fuel gens?
nevermind, one of my refineries wasn't hooked up 😄
lol
i think it's correct, bit it's taking a while to buffer
i have three at the end that keep flipping back and forth
is there a drop off on horizontal pressure at a distance?
there is no real "pressure" no. And horizontally, no.
there is "headlift" which is faked pressure, and it just is a maximum ceiling that can be reached, from the highest pump.
dont let the whole system buffer at once - it may never catch up due to the way machines consume liquids (in chunks, often 'faster' than it can refill)
let the whole system fill, and turn on the generators one or twice at a time.
yeah, this second (of 8) rows, i'm filling before connecting power
600 crude to 296 fuel gens
which was a terrible idea, but i'm only doing it once
44.4gw
hi! I have the diluted fuel recipe as well as turbo blend fuel and turbo heavy fuel. I got 300 heavy oil residue per minute that I don't know what to do with. From my calculations it seems that the best would be to turn that into regular fuel using the diluted fuel alternative, and then use the standard turbo fuel recipe and feed that to fuel generators resulting in 16,7GW - 1,7GW electricity netting me a solid 15GW of power. Is that correct? I'm asking because the wiki suggests that turbo blend fuel would be really good especially in combination with diluted fuel and heavy oil residue, which I both have access to. However, using turbo blend fuel in combination with diluted fuel and heavy oil residue, I get 10GW. That minus 648 MW in electricity nets me 9,3 GW, so a bit less than the more direct route. Also it requires more trains and those need electricity, too. What am I missing?
Here's some ready made calculations:
Alternative Turbo Fuel + Diluted Fuel: https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_LiquidTurboFuel_C"%3A"500"%2C"input"%3A{"Desc_HeavyOilResidue_C"%3A"300"}%2C"altRecipes"%3A["Recipe_Alternate_DilutedFuel_C"]}
Alternative turbo blend fuel: https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_LiquidTurboFuel_C"%3A"300"%2C"input"%3A{"Desc_HeavyOilResidue_C"%3A"300"}%2C"altRecipes"%3A["Recipe_Alternate_TurboBlendFuel_C"%2C"Recipe_Alternate_DilutedFuel_C"]}
Wiki likely suggests turbo blend because it uses less sulfur at the cost of a bit more oil
Turbo Blend yields less turbofuel (300 Turbo for 225 Crude)
while normal turbo yields 500 for 225 crude
the sulfur and coal cost is the only difference
One of the reasons we try to kick recipe chain analysis from the wiki: A bit too weird for some players to get behind
The other benefit here is that Turbo Blend uses less buildings in total
No Assemblers and way less Refineries than the 27 + 7.5 you need for normal Turbofuel
Where are they seeing Turbo Blend "requires more trains" than Turbo?
That's my main question.
1: SCIM is not the best tool for planning factories, I would say SatisfactoryTools is.
2: not counting logistics, DF+TBF is recommended, because it requires less WP per MW generated. It also only needs sulfur and oil, whereas normal TF or THF need coal to make compacted coal, and also use more buildings IIRC
Get your ABC in thr FUBAR downtown before we FYZ you into JKY... 😆
Tl;dr: (hehehe) ... acronyms suck.
Acronym explanations:
- SCIM: Satisfactory Calculator and Interactive Map
- DF: Diluted Fuel
- TBF: Turbo Blend Fuel
- WP: Weighted Resource Points (don't ask me why there is no R)
- MW: Come on, you should know this
- TF: Turbofuel
- THF: Turbo Heavy Fuel
- IIRC: If I Recall Correctly
That's all good and such. But acronyms are one of the top reasons for miscommunication. And when you throw a half a dozen or more into the same line it gets super confusing. No matter if you think people should know them
Any time you saved in typing is almost always lost by the person reading it or by both, when you have to explain it.
Usual method: dont use acronyms unless you know the person you are chatting with
I mean I would say use Blend over Turbo because it saves on sulfur.
End of reason.
But I also would say please don't use Turbofuel as your source of power because Diluted gets you to nuclear with much less hassle...
I've been cursed with going overboard with factories, and nuclear has scarred me, so I am fine with TF. (DF-TBF)
I agree with you on recipe choice too.
There's no R because it's just weighted ppints 😛
Oh I’m using nuclear as power source. I mainly just want to get rid of the heavy oil residue from my plastic production.
It is true though that electricity through turbo fuel seems like a lot of hassle
Thanks for all that info, it’s very helpful! What are weighted resource points? Where can I read up on them? And what exactly is the issue with SCIM? I haven’t used either tool a whole lot.
As I understand it, WP tells you how efficient a recipe is in terms of its use of resources on a maximum extraction basis.
correct
In other words, if you were mining ALL deposits at max over clock, and you wanted to maximize your production, you'd want to use the recipes with the lowest WP.
That's a pretty extreme situation though. 😁
In most cases you'll want to also consider buildings involved, footprint, power requirements, access to required resources, and what you want to build.
I see, thank you
I am nowhere near this situation fortunately
One important metric for me for the quality of recipes is how much hassle they are. I can afford a slight bit of inefficiency because there are still plenty of resource nodes on the mal
not even that. it's just a semi-objective parameter that can compare raw resource usage
but in most cases you're more interested about local resources near the factory and use recipes base on that
you can't stick exclusively to the lowest WP recipes because you might run out of some resources sooner than others
I agree it's not fully objective and I don't think it should be bolded on the wiki.
Most of my alt recipe use occurs when it allows me to avoid pulling in a raw resource into a particular factory.
SCIM gives you way too much detail and certain things that basically force you to build factories in a certain way whereas SFT just shows inputs, resources flowing to each building, the equivalent clockspeeds of them, and the outputs. It's UI is also a lot easier to understand
Use it to make more Plastic.
@plush acorn This is what's happening
since it's hard to explain using text here's a little video (ignore the low fps my computer doesn't like satisfactory & discord & obs)
I get how that works, maybe a better view would help explain what i'm trying to do.
you want it through multiple floors?
yea
you just have them chain together
to keep all the crap out of view
I think I tried that and part of the lift disappeared
maybe there is something else I could try
actually testing it out it won't cooperate
found the problem
I think
you build the middle part first so you build the one between the floor holes first than the input and output lifts
it's a little wonky but it works
i'm trying to fit as many constructors as I can on a 4x4 and if my plan works I can fit 14
but I need the extra level
so you want it to merge 2 conveyors into one lift?
yea, it seems messing with it a bit has solved the problem, I thought it may just be a odd thing.
maybe something like this would work with a merger in the middle?
and this could zig-zag back and forth for as many floors as you need
i think i just discovered a great way to transport stuff to the AWESOME sink on the roof
Blueprint?
I worked out the problem, but how can you link blueprints? I'm kinda new.
I'm working on my first really big factory
Oh you make blueprints, tier 4 I think. Mostly asking because blueprints can act weird but I’ve also had that problem because I removed the foundation that the floor holes were on before the lifts and had that happen
I made factors for all the base items and a highway system to bring them all to one place
this took me a while to do even using blueprints
that's a lot of conveyors
i wonder if you can share blueprints on the workshop
if not i want that feature
if someone can show me how I'll link my highway
this is where i'm smelting iron, I'm only using 32 right now but it has space for more and if need be i'll add a second floor
I have another once for gold, copper and steel, mind you this is the biggest
there's gold in this game?
They mean caterium
i was about to ask
"close to but legally distinct enough from gold"™
the tm symbol is just colon tm colon
Its just a visual bug.
It wont effect anything, and usually goes away with a reload
What should I do
I see, thank you
Yeah this might be my best option indeed. Thanks
Pick one of the three recipes, ideally the one that you like the most
also this is the wrong channel, just a fyi
This is meta
it is not?
it's the most correct channel technically
how do you lay down a power outlet vertically? I seems I can only put them on walls
They can go on ceilings just fine.
If you want one on the floor you need to put a beam down and then snap it to the beam.
Otherwise all you will get is Poles.
ah ok
Beams and Pillars are the "this breaks all the rules" tools of vanilla placement. it either "pretends" to be a different orientation than you can normally do, or it allows for crazy rotation/granular movement (or both). They are your friends :p
what's the max round trip time for a fluid train if i need 480/m throughput per wagon? (im smooth brain)
Brain foggy, so double check:
(Freight car capacity) / (600/min) - (Load/unload times)
soo 1600/600 - (round trip time + docking time) = throughput?
so 1600/600 - 480 = round trip time by that logic?
Need to switch the numbers to fluid car ones.
So the 1600m^3 instead of the solid items and 1200 instead of 1560.
The 0.45... is the load/unload time if you wonder.
27.08/60
No, it should equal round trip time as you asked. In any case, Baldur got you 
I've got one I can't sort out. I've got 4 blenders making nuclear cells, two refineries making 50/70 sulfuric acid per minute. and I'm pushing the excess sulfuric acid into the out pipe of my fluid buffer. My fluid buffer keeps filling, any idea what I'm doing wrong?
160 acid required, 160 produced.
if buffer filling up is undesired, why have one?
remove the buffer
you could try remedying this by not mixing fresh and recycled acid
so each machine runs either on fresh or on recycled acid
if mixing, there's a "variable input priority" junction setup but that goes beyond me
I thought it would help prevent my blenders from deadlocking
Unless you're doing fluid trains, buffers never help.
They cause issues or do nothing.
They never help.
So pipes closes to the ground prioritize over higher pipes?
If built correctly, yes.
It should
are the pumps really necessary?
no
Yes.
^_^
Yes
Ok, good info, thank you!
IIRC you CAN leave the top pump unpowered if you want but I generally just power both
Depends on where it is.
imo it's not worth the brain power to try and figure out when it's needed or not.
It also depends on where the lower priotiry feed comes from
Aye.
The pumps in this case are not for Headlift, but because pumps prevent backflow from where they sit.
and they do so in a way that is MUCH safer/less prone to quirks people don't quite grok than Valves.
With the way mk1s are bugged you currently only need to power the bottom one
If they're both mk1s
I mean, if you place it down below where it needs to go and don't power it.. the lack of headlift due to the reset to 0 by the unpowered pump will fuck the system...
Mk1s don't reset headlift curently
Odd.
But I tend to build for how things are supposed to work and not rely on bugs 🤷♂️
Yes, same
It'd sure suck to be relying on unpowered pumps to pass on headlift and then have them patch it
is there some easy calculator around to calculate how much MORE recycled plastic or rubber i need to make to feed the counterpart refineries? feels like i have a plug in my brain right now
exactly 50% of the output is the input again
i feel bad right now 😄
@wind spade idk if thats something you care about buuut apparently, the factorio fluid system never actually got overhauled?
wdym? or rather what context is that for?
I'm not sure if it did or not, but it definitely went through tons of changes over the years
i was doing some digging
theres things like "blog post number 260, 271, etc"
https://www.factorio.com/blog/post/fff-274
this kind of stuff
Hi Factorians,
Here is Dominik, with an update on the fluids. This time it is pretty much finished so I can tell you facts instead of just speculations. You will find how the new algorithm will work and some new handy usability features.
In FFF-260 I wrote about how it all started, why we are doing it and what the plan is. There was ...
aaaaand apparently, NONE of these changes got implemented
just some optimization to the old system
but never a full on overhaul
I'm relatively sure that some of those changes were implemented 🤔
but idk, I'd have to read through FFF and forums again
whatever it was, its not "fluid junctions try to do equal splits"
and "fluids take some time to fill pipes"
since, if i remember right, they have magic lightspeed fluid
they do take some time to fill pipes 🤔
0.5 milliseconds or whatever. any system is pretty much instantly full.
I'm not so sure about that. It may be how it works with water pump, but that's 1200/s
but I'm pretty sure my long lubricant pipe took a few seconds to reach the other end with slow production and no buffer
it just kinda surprised me as i always thought "yea they redesigned the system, why not satis too" and then i find out they just did optimization and never changed how the system works
I remember a few big changes, one of which was removing decimals from recipes
i know that the mixing prevention sorta made it in
but the change to grouping and junctions never did
which is why those pipes have odd priorities
"first connection built gets fluid priority"
in a way its kinda great how most of these things already work in Satis pipes.
minus precision issues
well luckily it doesn't matter much as we can set own priorities using circuit network 😄
(and minus all the bugs)
@fringe pollen #screenshots message yes. everyone starts like that normally in that spot as well for their first playthrough
i wouldnt mind something like this, if that fixes the problem with pipes
eh, almost all problems with pipes can be solved with a loop.
(or removing valves)
I’m not counting those as they are user error
Are they really a user error tho?
99% of cases yes, as they are useless in those cases and only cause harm
most common thing - 'I need 30 fluid pm in this pipe' sets valve to 30 pm not getting pipes work on average flow
Yeah but thats my Point. Its not a user error in that case
Theyre Just designed bad
not really
ignoring the "limited number of values" bug on valves, they still won't work the way most people think
if it leads people to believe it works in a different way than it actually works, its not user error
is it being used right? no.
People not understanding average flow is user error
not presenting it in a way that allows the user to understand it is design error not user error
making it overly complicated to the point of users not getting it is design error
it's not complicated tho
it does exactly what it says on the box - lets at most X amount through. It's your fault if it's not ALWAYS at max
then why are most users not getting it?
it's users assuming things
then its not presented/explained correctly ingame
"flow is capped at X" doesn't mean "flow will be X"
users will always be dumb, you have to account for that
if user assumes it, then it's user error
you cant expect the user to be smart about things as a designer
paying the smallest attention, especially when troubleshooting pipes, you can see pipes ebb and flow
I expect user to know a difference between "max possible value is X" and "value is always X"
especially since they already used belts, where it's the same - 60/min belt doesn't guarantee that it will have 60/min items, it depends on how much you send on it

so I guess if your 'good design' bar is 'user doesn't need to use their brain' is your target I guess you're correct
If it actually says its max not average then it gets back to user error, yeah.
Well it has to be max right? if you set it to 300 and you only have 100 going through it's not going to stop flow entirely right?
@vapid gorge I hope I'm not jumping in the convo at a bad time, but I'd like to remind both sides that the game is still EA. As obvious as that is, it also implies that many things are in the most basic state the Devs considered "satisfactory" until 1.0, which includes no work on tutorials and tips other than the basics explained by ADA.
In other words: I think 1.0 will have a different and more in-depth approach at explaining piping to users then the current game, which only offers the basics.
no i wasnt trying to complain
i just think putting all blame on the user isnt right
you cannot account for that. Because no matter how much you do, someone will always be dumber.
I agree that the Fluid system isnt quite explained well enough. Its far more intricate than pretty much any other system in the game - Power? Belts? No where near as complex. And there is no hidden tutorial for how complex it is or what all its intricacies are. There needs to be more of an introduction loop to fluids, but I have no idea how one would do that in a game where you can do anything anywhere in any direction.
One of the keys of good hidden tutorials is limiting players at first until a certain act is passed. Like you would limit their ability to build vertical pipes so they dont have to deal with head lift.
But thats not possible.
I suspect there will be a Fluid Rework update in the future addressing some of these aspects of systems that make it a little more intuitive, but hopefully without "dumbing it down" to just "pipes move liquid like belts"
Truthfully, If the valve was changed to just say "Prevents fluid from backflowing" and remove all the numbers from it, it would probably be 100x better.
There is a huge intuitive gap when people try to "balance" fluid.
fluid doesn't need to balance. If you have a set of pipes and you send fluid into it in real life what does it do? it attempts to equalize across all pipes and so it does so here in the game as well...w hich means it self balances. But people keep thinking of pipes like belts despite the numerous points to the fact they are not (In the game now - volume. Headlift. Flow rate being not ppm but a unit of volume, completely different models and UIs)
There is only so much you can do to stop that bad assumption.
It doesn't help too that one of the primary assumptions of belts is wrong - the 'common paralance' and understanding of factory games is based in the way factorio was played, as it was one of the first really popular ones that hit the gaming zeitgeist. Factorio and Satisfactory are very different beasts - Balancing (while not strictly needed in Factorio) was highly encouraged by streamers ... and is completely unnecessary given the way the single entry input works in SF. With that in mind, its no surprise players try to balance fluids because of faulty base assumptions
Knowing that you have to do your best to make it easy to understand.
if you find an abacus and try to solve a math problem with it are you going to blame the people that made the abacus when you get it wrong?
thats nothing alike and not a fair comparison
agreed, but in this case not only are CSS fighting against just plain laziness in assuming somethign works, but also a crap ton of social / history / gaming "knowledge" of factory games saying it works differently. You can't really design well around people assuming SF works like Factorio when it doesnt.
Valves have a description, and then people flail around with them w/o looking for information or thinking about it
Some things you need to actively learn.
Actually... it kinda is a good one. Factorio is one system, Satisfactory is a different one. One of the major issues we see here is people assuming SF works like Factorio. And thats where they get in trouble.
ie: assuming an abacus works like a calculator
Hell if you go with YOUR argument then belts are the same because tons of people assume you have to split items on a belt manually
thats not what i was talking about
most days on this server I bump into someone with that assumption.
Me, googling what an abacus is because it sounds like a type of fruit.
😂
Tbh, when you first unlock coal gens, they should only give you pipes and junctions. No Buffers and no Pumps
forces you to build close to water initially
to compensate, maybe give water extractors extra head lift
When I was new I thought pumps were used for water extraction and was confused by why attaching a pump to a pipe under water didn’t work. Then I realized there was a separate building called a water extractor.
God. I rember my first coal setup
It had pumps every 16 meters of pipe height. Plus an extra pump attaches in front of the extractors.
Overpumped as hell
The idea that fluids in Satisfactory aren't the most intuitive and could use better tutorials/redesigns seems reasonable to me. Maybe there isn't a better way to do it, so it's also logical how it ended up in its current state. (giving the player valves and buffers that don't seem useful for a long time feels weird)
removing pumps for the first unlock is tbh the best thing they can do
that and buffers
Question, since I've never delved into nuclear (and actually planned to go through with it):
How would I go about deciding my recipes? Looking at greeny's calc is one thing, and while it's the most resource efficient, it has lots of annoying numbers to work with for what I'd chosen as my output, so I'm curious how I'd go about "personalizing" things to make numbers a bit less... shit, I guess.
you pick and choose recipes
so basically just a bunch of trial and error with recipe combos?
I wasn't sure if it was just as simple as that so I figured I'd ask
Are there any recipes I absolutely want to avoid with the nuclear chain? I plan to sink plutonium fuel rods to avoid having waste, so any recipes up to that point are fine.
just do default recipes as a start
its got nice ratios
10 nuclear reactors are fed by 5 manufacturers making fuel rods
then you just work out the input for those 5 manufacturers
ye 1 rod per minute = 5 reactors
after that, you can delve into using the uranium cell alt
and see if the numbers are more in your favor
but for now, default is the easiest choice
going into this the only sort of mentality I had was "minimize uranium used per uranium fuel rod, and maximize uranium waste used per plutonium fuel rod"
also you're right these numbers are nice
for starting out, that isnt worth it
its also JUST 10 reactors
ah this is just to like
remember that the max is like.... 252 or whatever
trial run the process
yes
10 reactors with default recipes will not hurt your efficiency later on
as its just 10 reactors out of a max of like 252 or even 440+ (?) with plutonium
thats less than 5% of the max
at least its not 900 Turbofuel Generators 
https://questions.satisfactorygame.com/post/63f6464c5298eb579df0c386
@oblique notch there, i made it a suggestion
i thought about that but its a pretty harsh restriction... its going to cause a lot of people to go 'wtf? why cant i get my water up that high?'
but maybe ada can warn about it, and maybe the whole "headlift indicator" can be made more clear when placing pipes
Which just means "why didnt you read the info on the extractor"
or increase the default head lift of the extractor
but, from a starter perspective.....
Imagine a new player gets to coal
i never expect anyone to read anything 😛 i want to show them.
if the "headlift indicator" that goes off when you place a pump was also visible while placing pipes that would be awesome
They get a water pump, a few pipes and junctions
then ADA goes "be sure water is close to coal"
and off they go scanning for coal
and have any pipe hologram placed higher than the available headlift turn angry red or something?
some people don't realize the build menu has descriptions until I point it out
"how faster is the mk2 belt"
"read the build menu description"
"oh"
point is not we NEED a Head Lift Gauge for the extractor
because measuring 10 m by hand is not cool
yah - Im saying the headlift UI guage should be on all pipe holograms.
Ie: place a new pipe, and the headlift guage shows where it currently is possible. Anything after that indicator is striped or something.
if it works witht he system, sure
but afaik head lift cannot be continuously measured
the pump only ever displays the sum of all head lift changes after it
"this pipe goes up 10 m, the one after 2 m, then 5 m.... makes 17 m"
a new pipe attachment that just shows head lift from the outside would be cool tbh
well Headlift is a known value on the pipe Network
but for now, making water extractors and oil extractors show head lift inside them is good enough
so when you connect a hologram to an existing network, there is no reason it cant be checked
the ring hologram?
i mean, thats one way to show it yes
but not really important to the actual check.
still has a source. All it does to determine where it should go is do some binary divisions from the source
i made a test with the ring range extended and with 2 seperate pumps
eh. Not really. the movement has a source. The final ring where it stops? thats just the current max headlift of the pipe network
you end up with 2 seperate rings on 2 seperate heights, in fact
there is no one final head lift
its two
there is the current max headlift of the pipe network. You changed the range at which the ring can travel right?
but only one takes effect
yes. just means it doesnt decay over horizontal distance
im not saying there wouldnt need to be some refactoring going on 😛 but the Pipe Network object itself has a max headlift value.
same as head lift not decaying
that would be referenced in this case. It's not for "where the new headlift will be if i place this pump" its for "this is the current headlift afforded to this pipe network"
maybe an overlay train rails!
would still probably mean that it always starts with this from source machines
put a pipe / junction / buffer in your build gun, and a color gets overlayd on top of the pipes showing what pipes are currently below the current headlift?
it doesnt have to start anywhere
its not a moving thing.
this is what im talking about:
private:
struct FPressureGroup
{
/** If valid, use the redirected groups values instead of this one. */
int32 Redirect = INDEX_NONE;
/** World Z values for different pressure points in meters, NOT unreal units. */
float HighestPumpZ = -1000000.f;
float HighestElevationZ = -1000000.f;
};
the HighestElevationZ
world z values.
that means its very easy when the hologram is being checked to check the PipeNetwork for that HighestElevationZ, and whatever is below that to put a color indicator on (just like tracks)
displaying that comes with a caveat: you always need a measure of "from - to"
no, its world z
doesn't matter? The players wont ever see it: Hold on... let me mock something up.
"what do you mean this pipe is at -25 and this one at 63"
this is all the player sees:
they pull up a pipe in their build gun and when looking at a pipe network, its overlayed with a color that shows where the pipes are underneat the current networks headlift
just like rails+signals overlay with colors indiciating each signal block
that is quick, intuitive, and will solve 99% of all headlift problems right there
ok, but... what would this one here specifically display
theres no source connected and no sink
you just get a funny pink overlay that covers the whole pipe in this case then
no, lets start here
no, because the default Max Headlif tis -1
so there wouldnt be anything
fine, let me build you a better mock 😛
right, so what do we do in this case
like i said, displaying THIS overlay without a relation to a source machine doesnt help
or without a "starting pipe we measure height from"
No headlift currently in the system. No overlay. Z coord for max headlift is -1 which is below the map, so all good. Nothign shows up.
once i put down the pump, then the overlay shows up because the max headlift value has updated to whatever that z coordinate up there is:
right THIS i can understand since there is a refinery
aka a source of applied head lift
or i guess, it should show up to 10m before
i dont know why you needed it, its a Proof of Concept not an actual system :p
my point is, this overlay would't work on any pipe system thats not connected to anything yet
thats ALL ive been arguing the past ... what, 30 minutes? 😂
that was my only concern
lolol
yes, allright. We've been dancing in circles. 😛 It happens. I guess I was just already accepting that fact and couclnt figure out why you werent already accepting it as well
i guess the point "without a source to measure from, theres no useful data" wasnt easy to get across the way i imagined
hey all. been trying to find some info on how many raw resources /min the map can provide.
dunno if im overdoing it or not but i need 3k crude to make petroleum coke... i wonder if that much crude is available at all. oh yeah and i'm running on oil power...
11.7 iirc
ah lovely thank you 🙂
More bauxite when they add nodes to Spire plz 😩
hmm so 100 heavy frames/min might a bit much for my first big project....
buff instant scrap so it outputs more 
hmm yes
with alts its a maybe
but 100 is still quite the amount
50 manufacturers
yeah gotta admit it felt great bringing ALL the iron from the desrt in.. but 24 forges ...
guess i go back to small pottoe building
with 100/min frames you are looking at hundres of foundries
and hundreds of smelters
Last time I did HMFS I did like 15 or something
That was a large build
last time i did HMFs i did one manufacturer. Fed from containers
Lol
Where's my 135/min gang?
What is a good ratio of copper products to be producing for mid-late game? I'm setting up a copper alloy production line currently that is producing 480 ingots/minute and am trying to figure out what to prioritize.
My initial thoughts are to use 50% on sheets, 25% on wire, and 25% on cable. This ends up producing 120 sheets/min, 120 cable/min, and 240 wire/min. Does that seems like a decent ratio for mid game (currently tier 5/6)?
I've never really gone too deep into tier 7/8, so I'm not sure what to expect. Like will this not be enough production to last me much later and I'll need to find other copper nodes anyways?
You're the only one who can answer that because we do not know what your end goals are.
My advice would be -- build what you currently have planned because you don't know what T7-8 is going to need.
And adjust to T7-8 when you get there.
You can't plan for it unless you've experienced it.
I've done some 7/8 before, but never really completed it (my goals would be finishing space elevator, setting up nuclear power, etc.)
automating all automatable items
Ok, so you need numbers with those items in order to answer your question.
Not going for full map optimization
Full map isn't possible.
I mean like, I don't expect to fully utilize all the nodes on the map. I'm just looking to produce every item and complete the space elevator.
Yes. So pick specific number targets for those items and you'll have your answer.
ratio depends entirely upon you
Question for production... I'm making Aluminum Casings, and the two options I have for recipes make me question the alternate. I want 360/min, and I can either use 540/min Aluminum Ingots OR 483.75/min Aluminum Ingots + 225/min Copper Ingots. The question is, is 56.25/min Aluminum Ingots worth 225/min Copper Ingots?
Worth is decided by the individual.
its hard to compare
I guess I was thinking there was a rarity value assigned to each resource, and I'm not sure what those are
apples and oranges and all that
In this context questions like:
Are you using the Copper for anything else?
Is there something else you could do with the extra Aluminium?
Are very relevant to the decision.
the rarity based on how much of each resource is on the map
we no longer use global limits to decide these things
Rarity should be based on how much of each resource you plan to use.
use local limits to decide
Because it is impossible to reach the global limit of all things.
copper nearby? no? stick to default casing recipe
Or ship it in 🤷♂️
gotcha... I'm making BP factories, so source of materials is kind of abstracted, as I plan to supply them from trains coming from all over the map
local evaluation is still prefered
granted, some resources arent local
but as you said, its 225 copper to save 56.25 aluminum
unless you plan to maximize the resources on the map and make the maximum of every item, this seems like a bad deal
but generalized: they have equal weight in this situation
googles literal gram weights of these substances to be a pedandick

situational weight, not physical weight 
yeah, I'll probably be making Pure Copper for these, so the cost is really around 110ish/min copper ore
if the extra setup is worth it to you, sure
ok, gotta run, thanks for the advice!
I think I bugged it out.
He dancing 😎
I have one that hovers around and through lakes. Pretty funny
If the machine need 10.5/min, should i feed it 10/min item or more?
you should feed it 10.5/min
have you just started out?
I only have 10/m for feed 😭😭. I though decimal 0.5 not matter.
Maybe i lower machine need to 10.05/min
10/min input should be good right
Or i lower machine need to 9.975/m for 10/min input?
Nevermind, i use mod to test the machine. Either it run fine or not with 10/m input and 10.5 machine need.
Will just take time for the buffers to empty.
200 minutes if both output and input buffers were full at start.
So it will run, but it will start stopping for moments later.
And then the output from the machine will be lower too.
If a machine needs 10.5, then you need to provide 10.5, there's no way around that
You can provide it less, but you just get uneven power usage and less out too.
I can't even produce more 0.5/m because it uranium waste, i need nuclear power to craft more uranium waste.
Uneven power usage is not a problem, but uneven production usually is
so underclock it yeah
Then underclock the machine to only need 10 instead if 10.5 (and underclock all the other machines accordingly)
Or just let it idle at times from input starvation.
Which many people intentionally do with waste processing, to keep the radiation down.
Lower i can get is 9.975/m or 10.05/m
Should i choose more 0.025/m or less 0.05/m?
But only works if you sink the plutonium rods, and don't try to use them for power.
But seems you have gone for some of the alts to do the reprocessing.
what is the machine?
Blender
Because the base recipes would use 100/min waste for single line.
And could then easily be downclocked to 10% for 10/min.
Base recipe use 37.5/m though?
For the whole single line, with 1 particle accelerator, 2 blenders etc.
37.5+37.5+25 of waste.
Or single blender @ 20% and the accelerator on 10% for 10/min waste.
if you clock it to 26.6667%, it will use 10.0000125/min, which is pretty close
Nice thanks. Should the output to use be precision? This is going to be long way.
that's why people use production calculators 😄
as soon as you get into decimals, it's hell
I got 1000 uranium waste to be use. Guess i won't sleep for a few day.
So if you have 1000 waste, why not just 10 normal lines at 100%?
1000/min waste I mean.
26 machines at 100% + 1 machine at 66.6667%
Need to reserve that 25% for the next step with particle accelerators.
Which also needs waste.
(assuming one machine needs 37.5/min)
I'd just use the non-waste alt
Two blenders doing the non-fissile @ 100% makes enough for single particle accelerator @ 100%, which then needs total of 100/min waste for the three.
And then you need three assemblers @ 100% for next step, and then two manufacturers @ 100% for last, with default recipes.
Making neat and easy line to process 100/min waste to 0.5/min plutonium fuel rods.
That what choose to
And the alts make if just that much harder, because the ratios suck.
well, if you use production calculator, it's easy 😄
What that?
You get the numbers, but they don't exactly match.
And you need much bigger cells
https://u6.satisfactorytools.com/production
The one Greeny codes.
i just follow all that and i will be fine right?
Famous last words
indeed
Atleast i know how manifold injection work. That help a lot
Mainly with nuclear I manually checked some of the numbers and rounded every clockspeed up (so x.3334 and not x.3333) and so on.
Better to have overproduction than underproduction that could after several days start cause the waste to back up.
the tool does this automatically
see the screenshot, it rounds 66.666666666...% to 66.6667%
With the x.33333... it will round to .3333. Like the normal rounding is.
But with this case you want to be .3334.
no it won't. It will display "one machine at 33.3334%"
Ok, remembering wrong then.
(talking about the tooltips on hover)
thank guys, see you in a few days.
Hello guys, how your day going ? I was wondering something. If i want to maximise the production of my node (in this case iron ore to produce RIP/Modular Frame/Rotor), is it possible to use decimal values by underclocking ? Or should i rounded everything to have a more efficient factory ?
And if i can use some decimal, how far are the limit (x,x / x,xx / x,xxx...) ? Sorry for my approximative english ^^
Well if you need to underclock a machine so that there isn't any stuttering thats fine and common?
Hei, im back. Forget to ask, does mk5 belt inconsistent already fix for 780/m?
mk5 belt was 780 always
I know, but it not stable. I get like 750 - 778 like that. Same with mk2 pipe. Does that issue been stable or not yet.