#math-and-meta

1 messages · Page 43 of 1

robust carbon
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I think a multi splitter/merger clipping hulk is far from what typical players might use

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I guess it comes down to how casually some things are possible

uncut jacinth
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clikc on videos, and click on the latest one and it should be done

zinc crater
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That's awesome. Thanks for link.

frosty owl
robust carbon
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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?

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I was under the assumption that requires load-balancing

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Keeping in mind that some materials are needed 30/min, some 5/min etc.

frosty owl
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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.

frosty owl
# robust carbon So basically, if I drone in 4 different materials and want to input those to a M...

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)

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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)

robust carbon
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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.

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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).

frosty owl
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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)

robust carbon
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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.

median heath
robust carbon
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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?

median heath
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Like you can put the WRONG items on this belt and it will not even care.

robust carbon
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I made such a thing on my last savegame as intake for my storage area

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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 😄

median heath
robust carbon
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Because I would want to use one

median heath
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I get want.
I said not sure why you would need.

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They over trivialize the intended belt puzzles though, so they won't exist.

median heath
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1 smart per input.
Overflow gets pushed through.

frosty owl
frosty owl
robust carbon
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Dedicated was tied to 30 tick rate, and meddling with configuration to increase tick rate almost negated the issue

frosty owl
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Multiplayer can bring up a lot of weird issues...

robust carbon
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Yup

median heath
frosty owl
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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

robust carbon
# median heath I get **want**. I said not sure why you would **need.**

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.

median heath
robust carbon
# median heath If you do 1 smart per input you avoid his issue entirely though.

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.

median heath
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Like why deal with lining lifts up for steel when you can just do this:

median heath
robust carbon
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I tested Any as well and made a loop, no difference, also overflow

median heath
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Overflow...

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Depending on how you did the loop that would be the next place I would look.

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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.

frosty owl
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I mean, that sort of behaviour isn't an issue in single player

median heath
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Multiplayer Broken. Plz Fix.

robust carbon
robust carbon
frosty owl
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Well, whenever wishing for overflow, manifold is the way (sushi or not).
Single input sushi feeds (SIS) all have the pitfalls we discussed earlier

robust carbon
median heath
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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.

robust carbon
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780 belt in the middle, each center box was smart splitter that took specific item to the storage container on the left/right

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I tested all the possible options for the center output: any undefined, overflow and any (with looping the belt around back to start)

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the more I added splitters and storages, the more the center belt started to choke

oblique hollow
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probably pre-smart splitter and belt optimization done in U7

median heath
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And I apologize but now that I know this was done in multiplayer, that's the only factor that matters to me 🤷‍♂️

robust carbon
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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

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it was on u7 though

oblique hollow
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then i blame server for being server

median heath
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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.

robust carbon
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Yeah, my failure for not saying that outright

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I think I'll do some testing on my SP save when I start to work on my new central storage later this week 👌

median heath
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Stops us from having to troubleshoot as much because the answer is as simple as "Multiplayer Broken. Plz Fix."

robust carbon
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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

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If I can make a nice sushi solution there, it means I can create a pretty clean setup there 👌

frosty owl
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Well, you should have all the info needed for that ^^

robust carbon
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Aye, at least I know where to start. I know you sushi experts can help me if I hit a snatch

frosty owl
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Aye. Don't fear throwing an @ if need arises

median heath
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@iftheneedarises

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@frosty owl not a person 😉

young viper
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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?

deft lichen
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you can manifold

young viper
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havent tested this properly but i would assume that splitting 3 ways the first time and then again would leave 1 smelter underfed

deft lichen
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if it's a multiple of 2 or 3, you can balance, but that's not space-efficient

young viper
deft lichen
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this allows you to have 1 splitter per machine

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each splitter splits between its own machine and the next splitter in line

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!wikisearch manifold

shadow prairieBOT
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Satisfactory Wiki

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...

deft lichen
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benefits over balancing are

  • trivial to build
  • works with any amount of buildings (see injected manifold)
    downside is
  • longer startup time
wind spade
young viper
wind spade
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unless for storage for personal use

young viper
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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

young viper
deft lichen
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make sure your production always matches consumption

wind spade
young viper
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i do for 95% of things

deft lichen
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don't put a container at the end - it won't work

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soon, you'll unlock a reliable way to send excess resources to a container (hint: MAM)

young viper
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ah okay so i should get into the habit because of something i havent unlocked yet, got it 😄

young viper
# deft lichen don't put a container at the end - it won't work

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

deft lichen
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have you unlocked overclocking yet?

young viper
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yes

deft lichen
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you can underclock (or, well, overclock) machines so that the total production and consumption is an exact match

young viper
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i did but its still not working out

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ill give you an example

wind spade
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changing how much a machine produces so that it fits into your production nicely

elder cypress
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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.

wind spade
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or saving power

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but ratio adjustment is imo the more important thing

young viper
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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

deft lichen
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the only solution is to underclock the assembler to use 60 screws/min

young viper
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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 😟

deft lichen
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oh, multiple assemblers

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each having up to 60 screws/min

young viper
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nvm, i could underclock the ores as well. i guess it would work, just a whole lot of tweaking numbers

wind spade
deft lichen
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it IS possible to have a completely lossless production line, it just takes quite some clock tweaking

elder cypress
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Mk2 belts.

young viper
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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

young viper
deft lichen
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point is not lack of mk2 belts, you're just going to run into the same issue before having mk3 belts

elder cypress
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I quickly pushed to new belts every time I could.

young viper
deft lichen
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which desert doesn't have biomass?

young viper
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sorry, less biomass

deft lichen
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in dune desert just walk to the closes oasis

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there is more than plenty, you just have to... walk 😄

young viper
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😄

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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

deft lichen
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experimenting and figuring out how stuff works is the fun part

young viper
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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

deft lichen
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I'm not telling you to play like I do, play how you find it fun!

young viper
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oh absolutely, not looking up stuff and just optimising as you go along is great fun in this game

deft lichen
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32-48 coal generators? why not

young viper
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yeah right now power is free

elder cypress
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Short on biomass? Kill the xeno. Fuel the industry.

deft lichen
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power generators can be far away from your factories because you just need to run a power line back, no need to ship parts

young viper
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but that whole rotor, reinforced plate, smart plating resource allocation nightmare was built entirely on solid biomass insanity

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so 'just building an extra line' would have meant getting even more of that, and i was already burning out constantly 😄

open bolt
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Parts for a new factory, a lot more then I was expecting

signal nimbus
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And a lot less than you'll need.

open bolt
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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

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Not including all the storage I will need

kindred spoke
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I shit you not every time I play I always end up having like 30-40 generators

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And it’s always been fine

frosty owl
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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... simon_smile

frosty owl
strong granite
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Anyone ever had a miner randomly yellow light on and off whilst connected to power and not backing up?

tropic hawk
strong granite
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Correct

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It just stops mining intermittently for no reason

tropic hawk
strong granite
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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….. 🤯

mystic moon
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@strong granite are you wearing a hoverpack?

strong granite
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Yes I was

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I restarted the game and it doesn’t appear to be happening….

mystic moon
strong granite
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Yes

mystic moon
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That's your issue

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When wearing a hoverpack and it switches grids, it'll cause machines on the grid to quickly go idle like you're describing

strong granite
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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.

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And all my switches rn are on so they should share a grid I believe

mystic moon
strong granite
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They weren’t

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But they weren’t putting out their maximum output

mystic moon
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That won't cause them to go idle

strong granite
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Exactly

river tusk
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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?

mystic moon
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If the output buffer isn't full they don't idle

mystic moon
scenic gull
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Rate my Turbofuel setup

strong granite
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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.

mystic moon
strong granite
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Yes that’s why but I can’t imagine how it could be caused by a hover pack from across the map.

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There’s only one circuit over there

mystic moon
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Do you do universal grids?

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Hmm, ok

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Maybe not related, just that your issue sounds an awful like what happens from hoverpack

strong granite
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But restarting the game seems to have corrected it.

river tusk
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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?

strong granite
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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.

river tusk
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that's a very strange bug hopefully they adress that soon

mystic moon
river tusk
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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

median heath
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Not a problem if you don't have a singular main assembly line 😉

river tusk
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this type of counter could help a ton for the storage bins and locolized computer readouts

wind spade
mystic moon
river tusk
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'that's a shame,I do enjoy being able to keep track of my stock that way

median heath
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Can also just press F and look at amounts in every bin...

river tusk
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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)

scenic gull
median heath
wind spade
tropic hawk
strong granite
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I was thinking wiremod

scenic gull
median heath
# scenic gull Really?!

Do you have the chainsaw?
Does it run on anything other than Solid Biofuel?

Why did you think the Jetpack would operate differently?

scenic gull
river tusk
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technicaly speaking more advanced tech would mean more advanced fuel

median heath
wind spade
scenic gull
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I also checked on wiki, should work

median heath
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If the wiki says Jetpack runs on Turbo then someone needs to fix that shit.

wind spade
scenic gull
median heath
wind spade
tropic hawk
scenic gull
median heath
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They might change it so that the Jetpack runs on Turbo.
It is actually very possible.
But it has not been implemented yet.

river tusk
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actualy though if it was a fuel i would say rocket fuel but this game doesn't realy do anything with rocket science yet

wind spade
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wiki also literally says it doesn't work, so idk where you read that you can use turbofuel with jetpack

median heath
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There were limitations prior that made it not possible.
Those have been removed, so now it is seeing if they change it 🤷‍♂️

wind spade
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(but would be good to send the link so that we can edit it)

median heath
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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 🙂

river tusk
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maybee evan add a diesel fuel to the game if they don't allready have it for trucks and trains that is

tropic hawk
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i kinda want all things that consume fuel (other than generators) to be able to consume all fuel types, just for fun

tropic hawk
river tusk
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ok sounds reasonable then

river tusk
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just more realizim is all

tropic hawk
# median heath But why?

some people have unrealistic wishes for this game (I desperately want oil tankers and cargo ships for coastal logistics...)

median heath
wind spade
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how much realism do you want from a game that's set in the future and has pocket dimensions and space elevators

median heath
tropic hawk
river tusk
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reascource wise if they can do it why not?

median heath
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Also holy crap Heavy Flexible Frame is not as bad as I originally thought...

tropic hawk
tropic hawk
river tusk
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i did see mention of possible underwater builds in future installments so who knows?

tropic hawk
median heath
river tusk
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wait a joke video?why would they do that?

median heath
tropic hawk
river tusk
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and doesn't have to be subnautica to work there are no wrong answers here when it comes to ways of improoving tech

median heath
median heath
river tusk
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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

median heath
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Ok but why?

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And "why not" is not the answer.

river tusk
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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?

median heath
#

Are you saying the current game is uninteresting?

wind spade
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building underwater factory and realism don't really go together well

river tusk
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not at all but if you can improove it wouldn't you want to??

median heath
wind spade
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ficsit wants most efficient workers, those who build underwater wouldn't be much efficient

river tusk
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more ways of transporting goods i dunno

median heath
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Do we need more ways?

wind spade
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trains
belts
drones
vehicles

seems good enough 🤔

tropic hawk
median heath
#

impruv*

river tusk
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it's a factory game about assembly you can always use more ways like maybee controlled cargo ships or something of the like

wind spade
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you have

  • simple but costly
  • easy but low throughput
  • complex but high throughput
  • mediocre but no infrastructure needed

is good enough imo

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ships would be pretty much useless given how little waterways there are on the map

median heath
river tusk
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that's realy a shame because if the planet had more water that actualy wouldn't be a bad idea

wind spade
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I don't think they would do large changes to a map to justify a new feature

river tusk
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again that is a shame because it's such a usefull way for transporting goods irl

median heath
#

...

river tusk
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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

wind spade
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we're on alien planet and our goal is to just extract resources

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we don't need nice things, we need efficient things

median heath
river tusk
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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

median heath
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This is relevant to a fictional, space-faring, other-planet video game... how?

river tusk
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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

wind spade
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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)

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basing your suggestions on "we do it this way IRL" is weird

median heath
#

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:

shadow prairieBOT
river tusk
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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

proven hamlet
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ANGRY WALRUS NOISES @carmine lion

mystic moon
oblique hollow
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why'd you ping Ben

proven hamlet
#

walrus

carmine lion
#

err

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wat

mystic moon
#

👋 Hi Ben
Since you're here hehe

mystic moon
median heath
#

Alpaca beats Walrus.
Ez.

ocean sluice
#

When do fluid trains become better / worse than solid trains?
like the math... or at which point

ocean sluice
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or else?
i wanna transport O I L

median heath
mystic moon
#

Nitrogen is pretty much always better to package and transport as far as effeciency goes

ocean sluice
mystic moon
wind spade
median heath
#

Nitrogen = Always Package and Ship
Liquids = Either way is basically equal.

median heath
# ocean sluice throughput obiv?

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.

young viper
#

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?

wind spade
young viper
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great, that makes it much clearer in all cases 👌

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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?

wind spade
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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%)

lost mortar
ocean sluice
lost mortar
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no, hampter

wind spade
fierce cypress
sullen mulch
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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

deft lichen
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could be

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how many items/min?

sullen mulch
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600

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just a uranium train, but it just doesn't sound right even though I'm pretty sure it is

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I might actually just have one big train go between all 3 nodes instead so I don't have 3 tiny trains

slim lichen
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how should i divide 5 conveyor belts (at max capacity) into 6 inputs?

wind spade
dark sedge
wild sage
#

whats 3+1?

olive ember
#

is there any fix for valves letting too much liquid through?

wind spade
wind spade
olive ember
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it's not pointless in my case

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I have an aluminum setup which recycles some water from the electrode aluminum scrap back into the sloppy alumina

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but the refineries producing aluminum scrap couldn't produce any more because their water output was full

wind spade
olive ember
#

then how do I do that?

wind spade
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see pipeline manual in pins

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VIP junction specifically

olive ember
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I don't really have the space for that

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actually, I think I just found a spot where it might fit

wind spade
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I mean map is pretty much infinite, I doubt you've used significant portion of it

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for valves, I recommend not using them anywhere, they have a very limited range of usecases and most people won't ever need one

olive ember
#

they're self-induced restrictions

wind spade
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that's fair, but VIP junction has like same space as few valves would have 🤷‍♂️

olive ember
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well yeah, but I need to move the water input to a different spot, the most preferable spot already has a conveyor above it

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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)

wind spade
#

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

olive ember
#

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

wild sage
wind spade
wild sage
wind spade
wind spade
#

in the satisfactory context

wild sage
#

Whats 3+1 guys?

#

its for my build

wind spade
#

please specify for what you need that

wild sage
#

for my build

wind spade
#

I mean what concretely

wild sage
#

I just need to know what 3+1 is pal

wind spade
#

(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

muted goblet
wild sage
wind spade
#

as sure as it's on topic 🤷‍♂️

wild sage
#

Alright man am gonna believe you I guess I have to man thanks!

ocean sluice
wind spade
# ocean sluice 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
lost mortar
wind spade
fierce ruin
#

how much fuel does a 250% Overclocked fuel gen burn a second?

#

shit nvm

wind spade
#

0.5

signal jungle
#

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?

oblique hollow
#

it averages 180/min

#

120/min more is.... possible but not ideal

oblique notch
#

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

weak saddle
#

why is this block sign on until another train arrives in the station

fierce cypress
weak saddle
fierce cypress
#

you havent signalled your entire system

#

its all just one massive block

#

thats your problem

#

there are assumedly 2 trains on the system

weak saddle
#

thats the only place the two trains combine though

median heath
weak saddle
median heath
#

Because "the entire system" does not mean "just the stations.

weak saddle
#

the only place they conjoin is at that one station though both rails only have 1 train on them

median heath
#

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,.

weak saddle
#

do you need to use path signals or can you just use block

median heath
#

Block Signals cover over 90% of use-cases.
So just use them and then if you have issues it is worth looking at Paths.

hollow zenith
#

Path is just for intersections (I think)

median heath
#

They have more uses than that.

fierce cypress
#

you can also do intersections with block only

weak saddle
left fractal
#

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

potent wharf
#

It should be 7.5

#

Not 7.425

left fractal
#

oh 😐 i just figured out need to be set as 33.3333%

potent wharf
#

Yeah, you also can set the value of the rate for the output to 7.5

left fractal
#

so i was confuse

left fractal
#

it i set this it will counsume less

muted goblet
#

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

median heath
#

Just keep in mind that 33.3333% != 1/3

obsidian breach
#

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?

spare osprey
#

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?

obsidian breach
# spare osprey If i have 4 refineries doing Alumina Solution which need 180 m^3 of water / minu...

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.

spare osprey
#

Ideally i want to reuse the water as i have this tiny pond for the extraction of water

obsidian breach
#

fully overclocked, that wont be a problem. Isnt there more water sources nearby?

spare osprey
#

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

obsidian breach
#

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.

spare osprey
#

wait i can use water for concrete

#

I guess i'm gonna have to go on a hard drive run

median heath
#

If you want to recycle the water back into the system just build a VIP junction.

spare osprey
#

I'm not familiar with the term VIP junction

#

Enlighten me :p

obsidian breach
median heath
#

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.

spare osprey
#

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?

median heath
#

Something as ugly as this also works:

median heath
spare osprey
#

That's an awesome mechanic tbh

median heath
#

VIPs and VOPs both work well in their respective use-cases.

spare osprey
#

VOP?

median heath
#

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.

obsidian breach
median heath
#

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.

obsidian breach
#

I have computers, but in very low amounts. So you mean i should prioritize like a few components and not everything?

median heath
#

I would say increase your Comps production at that outpost to meet the export demand of Supers for starters.

obsidian breach
#

okeyy...

#

Its a whole coast, but i guess 400 comps per min hasnt hurt anyone... or

median heath
#

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)

spare osprey
# median heath

Would this be correct ? Lower pipe being the water form refineries

median heath
obsidian breach
median heath
obsidian breach
median heath
#

^ 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.

spare osprey
#

Okay i reamde it

#

Green being from my waterpumps, red being from refineries

median heath
#

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.

spare osprey
#

Why would i need to turn them down?

#

I need a total of 720 water. 480 being from pumps and 240 from the refineries

median heath
#

You're shoving 720 into a mk2...

#

Which caps at 600...

spare osprey
#

oooh god

#

I completely forgot that 😢

#

Would it be possible to make two pipes from two extractors ?

obsidian breach
#

Split em, make two pipes for two refineries

oblique notch
#

yes, why not?

median heath
#

I need to go get food though, so if you have further issues someone else will be able to help with them!

spare osprey
#

This should be correct right?

#

Bottom one is the 240 from refineries

#

while the top and middle one is transporting 240 each

oblique hollow
#

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

fair oriole
#

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?

oblique notch
#

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.

oblique notch
fair oriole
#

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

wheat nymph
#

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?

#
oblique hollow
#

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

median heath
#

Where are they seeing Turbo Blend "requires more trains" than Turbo?

#

That's my main question.

tropic hawk
oblique notch
#

Get your ABC in thr FUBAR downtown before we FYZ you into JKY... 😆

Tl;dr: (hehehe) ... acronyms suck.

tropic hawk
oblique notch
#

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.

oblique hollow
#

Usual method: dont use acronyms unless you know the person you are chatting with

median heath
tropic hawk
wind spade
wheat nymph
wheat nymph
#

It is true though that electricity through turbo fuel seems like a lot of hassle

wheat nymph
sleek willow
#

As I understand it, WP tells you how efficient a recipe is in terms of its use of resources on a maximum extraction basis.

deft lichen
#

correct

sleek willow
#

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.

wheat nymph
#

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

sleek willow
#

You almost certainly can.

#

The only resource to maybe keep an eye on is sulfur.

wind spade
#

but in most cases you're more interested about local resources near the factory and use recipes base on that

deft lichen
#

you can't stick exclusively to the lowest WP recipes because you might run out of some resources sooner than others

sleek willow
#

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.

tropic hawk
true chasm
#

@plush acorn This is what's happening

plush acorn
#

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)

true chasm
#

I get how that works, maybe a better view would help explain what i'm trying to do.

plush acorn
#

you want it through multiple floors?

true chasm
#

yea

plush acorn
#

you just have them chain together

true chasm
#

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

plush acorn
#

actually testing it out it won't cooperate

true chasm
#

maybe brute forcing it is the anwser

plush acorn
#

found the problem

true chasm
#

I think

plush acorn
#

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

true chasm
#

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

plush acorn
#

so you want it to merge 2 conveyors into one lift?

true chasm
#

yea, it seems messing with it a bit has solved the problem, I thought it may just be a odd thing.

plush acorn
#

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

vapid gorge
true chasm
#

I'm working on my first really big factory

vapid gorge
true chasm
#

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

plush acorn
#

that's a lot of conveyors

#

i wonder if you can share blueprints on the workshop

#

if not i want that feature

true chasm
#

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

plush acorn
#

there's gold in this game?

vapid gorge
#

They mean caterium

plush acorn
#

i was about to ask

true chasm
#

sorry

#

"not gold" TM

plush acorn
#

"close to but legally distinct enough from gold"™

#

the tm symbol is just colon tm colon

true chasm
#

Well I think it's done, lets hook it up and see if it runs the way I want it too

oblique notch
#

It wont effect anything, and usually goes away with a reload

tropic crest
#

What should I do

wheat nymph
wind spade
ocean sluice
vapid gorge
#

This is meta

wind spade
#

it's the most correct channel technically

true chasm
#

how do you lay down a power outlet vertically? I seems I can only put them on walls

median heath
#

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.

true chasm
#

ah ok

oblique notch
#

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

ocean sluice
#

what's the max round trip time for a fluid train if i need 480/m throughput per wagon? (im smooth brain)

frosty owl
#

Brain foggy, so double check:
(Freight car capacity) / (600/min) - (Load/unload times)

ocean sluice
#

soo 1600/600 - (round trip time + docking time) = throughput?
so 1600/600 - 480 = round trip time by that logic?

opaque oak
#

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

frosty owl
autumn field
#

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.

deft lichen
#

if buffer filling up is undesired, why have one?

snow dove
deft lichen
#

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

snow dove
#

from the fluid manual

autumn field
median heath
#

They cause issues or do nothing.
They never help.

autumn field
#

So pipes closes to the ground prioritize over higher pipes?

median heath
#

If built correctly, yes.

autumn field
#

will that work?

mystic moon
#

It should

autumn field
#

are the pumps really necessary?

snow dove
#

no

median heath
#

Yes.

autumn field
#

^_^

mystic moon
autumn field
#

Ok, good info, thank you!

mystic moon
#

IIRC you CAN leave the top pump unpowered if you want but I generally just power both

median heath
#

Depends on where it is.

autumn field
#

imo it's not worth the brain power to try and figure out when it's needed or not.

mystic moon
median heath
#

Aye.

oblique notch
#

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.

mystic moon
#

With the way mk1s are bugged you currently only need to power the bottom one

#

If they're both mk1s

median heath
#

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...

mystic moon
median heath
mystic moon
torpid prism
#

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

oblique hollow
median heath
torpid prism
oblique hollow
#

@wind spade idk if thats something you care about buuut apparently, the factorio fluid system never actually got overhauled?

wind spade
#

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

oblique hollow
#

i was doing some digging

#

theres things like "blog post number 260, 271, etc"

#

aaaaand apparently, NONE of these changes got implemented

#

just some optimization to the old system

#

but never a full on overhaul

wind spade
#

I'm relatively sure that some of those changes were implemented 🤔

#

but idk, I'd have to read through FFF and forums again

oblique hollow
#

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

wind spade
#

they do take some time to fill pipes 🤔

oblique hollow
#

0.5 milliseconds or whatever. any system is pretty much instantly full.

wind spade
#

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

oblique hollow
#

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

wind spade
#

I remember a few big changes, one of which was removing decimals from recipes

oblique hollow
#

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

wind spade
#

well luckily it doesn't matter much as we can set own priorities using circuit network 😄

#

(and minus all the bugs)

dark saffron
#

@fringe pollen #screenshots message yes. everyone starts like that normally in that spot as well for their first playthrough

heavy gust
vapid gorge
#

eh, almost all problems with pipes can be solved with a loop.

wind spade
#

(or removing valves)

vapid gorge
#

I’m not counting those as they are user error

muted goblet
#

Are they really a user error tho?

wind spade
#

99% of cases yes, as they are useless in those cases and only cause harm

vapid gorge
muted goblet
#

Yeah but thats my Point. Its not a user error in that case

#

Theyre Just designed bad

wind spade
#

not really

#

ignoring the "limited number of values" bug on valves, they still won't work the way most people think

heavy gust
#

if it leads people to believe it works in a different way than it actually works, its not user error

vapid gorge
heavy gust
#

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

wind spade
#

it's not complicated tho

vapid gorge
#

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

heavy gust
#

then why are most users not getting it?

wind spade
#

it's users assuming things

heavy gust
#

then its not presented/explained correctly ingame

wind spade
#

"flow is capped at X" doesn't mean "flow will be X"

heavy gust
#

users will always be dumb, you have to account for that

wind spade
#

if user assumes it, then it's user error

heavy gust
#

you cant expect the user to be smart about things as a designer

vapid gorge
#

paying the smallest attention, especially when troubleshooting pipes, you can see pipes ebb and flow

wind spade
#

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

heavy gust
vapid gorge
#

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

muted goblet
#

If it actually says its max not average then it gets back to user error, yeah.

vapid gorge
#

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?

frosty owl
# heavy gust then its not presented/explained correctly ingame

@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.

heavy gust
#

i just think putting all blame on the user isnt right

oblique notch
#

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

heavy gust
vapid gorge
heavy gust
#

thats nothing alike and not a fair comparison

oblique notch
#

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.

vapid gorge
#

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.

oblique notch
#

ie: assuming an abacus works like a calculator

vapid gorge
#

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

heavy gust
#

thats not what i was talking about

vapid gorge
#

most days on this server I bump into someone with that assumption.

median heath
#

😂

oblique hollow
#

forces you to build close to water initially

#

to compensate, maybe give water extractors extra head lift

silent roost
#

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.

open patrol
#

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

amber umbra
#

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)

oblique hollow
#

removing pumps for the first unlock is tbh the best thing they can do

#

that and buffers

muted crypt
#

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.

snow dove
#

you pick and choose recipes

muted crypt
#

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.

oblique hollow
#

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

muted crypt
#

ye 1 rod per minute = 5 reactors

oblique hollow
#

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

muted crypt
#

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

oblique hollow
#

its also JUST 10 reactors

muted crypt
#

ah this is just to like

oblique hollow
#

remember that the max is like.... 252 or whatever

muted crypt
#

trial run the process

oblique hollow
#

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 simon_smile

muted crypt
#

listen-

#

don't make me set that up again just to spite myself you

oblique hollow
oblique notch
#

but maybe ada can warn about it, and maybe the whole "headlift indicator" can be made more clear when placing pipes

oblique hollow
#

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

oblique notch
#

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

oblique hollow
#

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

oblique notch
#

and have any pipe hologram placed higher than the available headlift turn angry red or something?

deft lichen
#

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"

oblique hollow
#

point is not we NEED a Head Lift Gauge for the extractor

#

because measuring 10 m by hand is not cool

oblique notch
#

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.

oblique hollow
#

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

oblique notch
#

well Headlift is a known value on the pipe Network

oblique hollow
#

but for now, making water extractors and oil extractors show head lift inside them is good enough

oblique notch
#

so when you connect a hologram to an existing network, there is no reason it cant be checked

oblique hollow
#

the ring hologram?

oblique notch
#

i mean, thats one way to show it yes

#

but not really important to the actual check.

oblique hollow
#

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

oblique notch
#

eh. Not really. the movement has a source. The final ring where it stops? thats just the current max headlift of the pipe network

oblique hollow
#

you end up with 2 seperate rings on 2 seperate heights, in fact

#

there is no one final head lift

#

its two

oblique notch
#

there is the current max headlift of the pipe network. You changed the range at which the ring can travel right?

oblique hollow
#

but only one takes effect

oblique hollow
oblique notch
#

im not saying there wouldnt need to be some refactoring going on 😛 but the Pipe Network object itself has a max headlift value.

oblique hollow
#

same as head lift not decaying

oblique notch
#

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!

oblique hollow
#

would still probably mean that it always starts with this from source machines

oblique notch
#

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.

oblique hollow
#

no machine no head lift overlay

#

no head lift source no info

oblique notch
#

hold on

#

let me go glance at the headers again

oblique hollow
#

there is "addpressure" from machines

#

or rather output connectors

oblique notch
#

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)

oblique hollow
#

displaying that comes with a caveat: you always need a measure of "from - to"

oblique notch
#

no, its world z

oblique hollow
#

i mean for the overlay

#

we dont really like world z

#

as players

oblique notch
#

doesn't matter? The players wont ever see it: Hold on... let me mock something up.

oblique hollow
#

"what do you mean this pipe is at -25 and this one at 63"

oblique notch
#

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

oblique hollow
#

ok, but... what would this one here specifically display

#

theres no source connected and no sink

oblique notch
#

ignore that its a mock

#

pretend its part of a larger network

oblique hollow
#

you just get a funny pink overlay that covers the whole pipe in this case then

#

no, lets start here

oblique notch
#

no, because the default Max Headlif tis -1

#

so there wouldnt be anything

#

fine, let me build you a better mock 😛

oblique hollow
#

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"

oblique notch
#

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:

oblique hollow
#

right THIS i can understand since there is a refinery

#

aka a source of applied head lift

oblique notch
#

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

oblique hollow
#

my point is, this overlay would't work on any pipe system thats not connected to anything yet

oblique notch
#

of course not

#

there is no headlift - and thats fine.

oblique hollow
#

thats ALL ive been arguing the past ... what, 30 minutes? 😂

#

that was my only concern

oblique notch
#

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

oblique hollow
#

i guess the point "without a source to measure from, theres no useful data" wasnt easy to get across the way i imagined

mighty rover
#

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...

oblique hollow
#

theres 11k/min crude

#

maybe even more

median heath
#

11.7 iirc

oblique hollow
#

all values are in /min

#

water is effectively infinite

mighty rover
#

ah lovely thank you 🙂

median heath
#

More bauxite when they add nodes to Spire plz 😩

mighty rover
#

hmm so 100 heavy frames/min might a bit much for my first big project....

oblique hollow
#

buff instant scrap so it outputs more jace_smile

oblique hollow
#

with alts its a maybe

#

but 100 is still quite the amount

#

50 manufacturers

mighty rover
#

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

oblique hollow
#

with 100/min frames you are looking at hundres of foundries

#

and hundreds of smelters

mystic moon
#

Last time I did HMFS I did like 15 or something
That was a large build

oblique hollow
#

last time i did HMFs i did one manufacturer. Fed from containers

mystic moon
#

Lol

median heath
#

Where's my 135/min gang?

mighty cloak
#

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?

median heath
#

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.

mighty cloak
#

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

median heath
#

Ok, so you need numbers with those items in order to answer your question.

mighty cloak
#

Not going for full map optimization

median heath
#

Full map isn't possible.

mighty cloak
#

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.

median heath
#

Yes. So pick specific number targets for those items and you'll have your answer.

wind spade
jade shore
#

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?

median heath
#

Worth is decided by the individual.

oblique hollow
#

its hard to compare

jade shore
#

I guess I was thinking there was a rarity value assigned to each resource, and I'm not sure what those are

oblique hollow
#

apples and oranges and all that

median heath
#

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.

jade shore
#

the rarity based on how much of each resource is on the map

oblique hollow
#

we no longer use global limits to decide these things

median heath
oblique hollow
#

use local limits to decide

median heath
#

Because it is impossible to reach the global limit of all things.

oblique hollow
#

copper nearby? no? stick to default casing recipe

median heath
#

Or ship it in 🤷‍♂️

jade shore
#

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

oblique hollow
#

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

median heath
oblique hollow
#

situational weight, not physical weight simon_smile

jade shore
#

yeah, I'll probably be making Pure Copper for these, so the cost is really around 110ish/min copper ore

oblique hollow
#

if the extra setup is worth it to you, sure

jade shore
#

ok, gotta run, thanks for the advice!

true chasm
median heath
#

Yeah I posted that behaviour a few weeks ago.

#

They borked.

rustic patio
#

He dancing 😎

dense oxide
#

That’s not a big, he is just alittle special

#

Bug*

formal lynx
round talon
#

If the machine need 10.5/min, should i feed it 10/min item or more?

fierce cypress
vapid gorge
round talon
#

I only have 10/m for feed 😭😭. I though decimal 0.5 not matter.

oblique notch
#

This game is about precision.

#

So, it does. Quite a bit.

round talon
#

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?

round talon
#

Nevermind, i use mod to test the machine. Either it run fine or not with 10/m input and 10.5 machine need.

opaque oak
#

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.

wind spade
#

If a machine needs 10.5, then you need to provide 10.5, there's no way around that

opaque oak
#

You can provide it less, but you just get uneven power usage and less out too.

round talon
#

I can't even produce more 0.5/m because it uranium waste, i need nuclear power to craft more uranium waste.

wind spade
#

Uneven power usage is not a problem, but uneven production usually is

wind spade
opaque oak
#

Or just let it idle at times from input starvation.

#

Which many people intentionally do with waste processing, to keep the radiation down.

round talon
#

Lower i can get is 9.975/m or 10.05/m

Should i choose more 0.025/m or less 0.05/m?

opaque oak
#

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.

round talon
#

Blender

opaque oak
#

Because the base recipes would use 100/min waste for single line.
And could then easily be downclocked to 10% for 10/min.

round talon
#

Base recipe use 37.5/m though?

opaque oak
#

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.

wind spade
round talon
#

Nice thanks. Should the output to use be precision? This is going to be long way.

wind spade
#

that's why people use production calculators 😄

#

as soon as you get into decimals, it's hell

round talon
#

I got 1000 uranium waste to be use. Guess i won't sleep for a few day.

opaque oak
#

So if you have 1000 waste, why not just 10 normal lines at 100%?

#

1000/min waste I mean.

wind spade
#

26 machines at 100% + 1 machine at 66.6667%

opaque oak
#

Which also needs waste.

wind spade
#

(assuming one machine needs 37.5/min)

wind spade
opaque oak
#

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.

round talon
opaque oak
#

And the alts make if just that much harder, because the ratios suck.

wind spade
#

well, if you use production calculator, it's easy 😄

round talon
opaque oak
#

You get the numbers, but they don't exactly match.
And you need much bigger cells

wind spade
#

there are some in pins here or in #welcome

opaque oak
round talon
#

i just follow all that and i will be fine right?

round talon
wind spade
#

indeed

round talon
#

Atleast i know how manifold injection work. That help a lot

opaque oak
#

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.

wind spade
#

see the screenshot, it rounds 66.666666666...% to 66.6667%

opaque oak
#

But with this case you want to be .3334.

wind spade
opaque oak
#

Ok, remembering wrong then.

wind spade
#

(talking about the tooltips on hover)

round talon
#

thank guys, see you in a few days.

mental anchor
#

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 ^^

vapid gorge
#

Well if you need to underclock a machine so that there isn't any stuttering thats fine and common?

round talon
#

Hei, im back. Forget to ask, does mk5 belt inconsistent already fix for 780/m?

wind spade
#

mk5 belt was 780 always

round talon
#

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.