#math-and-meta

1 messages ยท Page 44 of 1

wind spade
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no, it's not related to mk2 pipe or mk5 belt.

For belts, there was an issue affecting all belts, where belt to belt connections would reduce throughput. That one is fixed

For pipes, there's no issue with stable throughput, the "issue" is that people don't build in a way to make that throughput possible (looping the pipe, not using valves, feeding from above, etc.) Mk2s can reach 600 without issues

round talon
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Already fix, nice. Thank for info.

frosty owl
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The issue has been minimized.
Wether that means you won't notice it or not, depends on your own beltwork, precision in design and hardware performance

TLDR: The issue got better, but it's not fixed

frosty owl
wind spade
frosty owl
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Depends on how you define "very minimal", but definetly not "fixed"

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This ๐Ÿ‘† for instance were losses recorded by me before U7 (bad game performance) Vs the same setup tested by someone else after U7 on the right (much better game performance)

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"0" is not absolute as there's room for error with results smaller than 3

round talon
oblique notch
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Neither. The results recorded after u7 fix for it are statistically insignificant. Literally cannot be measured due to how splitters/overflow works.

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And from Ben's report (the dev that fixed it) performance has no effect on it down to 2fps.

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Maybe... maaaaybe over hundreds of hours of continuous (ie you don't restart / reload the game) you notice one slipped part. Maybe.

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780 is perfectly viable and you will never notice otherwise unless you are deliberately trying to force the system to fail

wind spade
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if you're really concerned, you can just use the same "trick" that was used before the fix - split the 780 belt into two immediately (one segment belt only)

round talon
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So less segment, less issue?. What about conveyor lift. Long conveyor lift with one segment would be stable 780m right?

wind spade
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the issue isn't the belt itself. It's belt to belt connections

oblique notch
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It's neither actually

wind spade
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if you have no belt to belt connection on full belts, you have no issues (theoretically)

round talon
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Vertical factory would be marvelous

oblique notch
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The issue was that the belts were assigning too much space between items. So if you had a belt that was 10m long and (for example) that fit 10 items on it, the space between items was actually being calculated as like 10.1m

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(Total)

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So it manifested most often in mk5 belts with many segments because each one would wait just a smidgen to long to move to the next section. The actual belt to belt wasn't thr issue - with a single welded belt of significant length you would have seen a loss as well (though smaller)

round talon
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Does that affect mk5 conyevor lift too, or just mk5 belt.

oblique notch
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This has been fixed AND thr optimizations to factoryTick and how often a belt/machine checks to take an item from the previous entity have been clamped for performance reasons so the issue has been reduce d to nothing

oblique notch
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But it was all belts (and lifts are still belts. Their underlying code is no different just their visual)

round talon
oblique notch
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Let me make this clear:

there is no throughput loss bug in any even extreme belt configuration (unless you are deliberately designing a situation to force a failure)

For all normal uses, and even many beyond normal, it will never be experienced

round talon
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So belt from end world to end world would be good right. I hate train.

oblique notch
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It's a matter of scale, and for anything that is not a deliberate attempt to push the absolute extremes of the system, there is no loss of throughput. At the very very extremes you might see 1ppm "loss" over hundreds of hours

wind spade
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belt from one end of the map to the another sounds like weird thing to do ๐Ÿค”

round talon
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Well, belt is free energy...so

oblique notch
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Sounds painful to me but to each their own.

wind spade
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why not build the factory in the place where items are

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why move them to the other end of the map

round talon
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Just for raw item like coal or iron ore. Everything will move to they own factory. Im not going from end to end world, not when i don't have to.

wind spade
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I'd just build where you have those items

round talon
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Lynkfox say 780 is good, i will remember that.

round talon
deft lichen
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sometimes they will

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if not, just pick a location so that you don't need to run too many long belts

wind spade
round talon
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Im not yet explore on dessert dune. Maybe that will change what i know.

noble ice
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how much coal/min would i need if i have 32 coal generators?

round talon
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Pure 2

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Satisfactory Wiki

The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator produces 75 MW at 100% clock speed.

deft lichen
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the wiki page linked above has all the numbers

noble ice
frosty owl
oblique notch
# frosty owl Why do items pile up in testing setups, if there is no throughput loss?

they only do in your own extreme, push the system to its limit testing? And by other, less extreme far more practical tests, they don't at all? Vencam did 16 hours of Miner->Sink and multiple belt segments in between and had 0 back up in the miner? A test that doesn't have the inaccuracies of the smart splitter buffer that you mentioned in yours, causing there to be a segment that cannot be measured Because for all practical purpsoes it does not affect anyone and no, the issue isnt 100% completely never see in absolutely any situation gone, but the situations which one does see it are litterally dozens and dozens of hours of continuous running across systems that are far more complex than anything a normal person would be creating without a machine somewhere in the middle that would effectively reset the issue, and the issue is effectively reset on restart of a game?

oblique notch
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look. you can disagree with me all you want, but the fact of the matter is that for 99% of people who play this game they will never ever notice it. Please dont confuse them by saying there is a bug when for all practical purposes, the bug is squashed.

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your average player here does not need to optimize to sending only 770 or something down a belt because its just not needed for them and only when you get to the extremes of the likes of Sev or yourself does it possibly - in some rare cases - become an issue.

frosty owl
# oblique notch they only do in your own extreme, push the system to its limit testing? And by o...

That's a poorly structured text... I don't say this to be mean, it's just hard for me to address all the points orderly, so I'll try to split it:

  1. The issue shows only in extreme scenarios: the tests were made with a setup where a splitter overflows any item that (for whatever reason) backed up along a belt. The lenght of the belt was variable to account for different scenarios (from 1 to 100 belt segments). What part of it is so "extreme" that makes the testing setup too far from what happens during normal gameplay?
  2. "Vencam did..." I am Vencam. Just clarifying that you're talking about the same person
  3. I have yet to see results for miner->sink with noticeable amounts of belt segments that don't back up
  4. Restarting the game may reset the issue: if a machine lacked an item due to the issue, there's no way to reset that as the production cycle has been delayed and can't be sped up to compensate
  5. 99% of people who play the game will never notice: even if I may not agree with the exact number, I never give this info out assuming one will or will not notice. Addressing your last message too, I simply clarify that the precision isn't perfect, adding how this is unlikely to impact their gameplay unless they really like exact numbers and providing exact data on the issue if required. I do not bring this up anytime, but only in cases in which it looks like the user might be looking for "perfection" or they mention the bug themselves (like previously)
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On the other hand, simply saying "the bug has been fixed" is, imo, wrong and misleading.
"Pretty much fixed" could probably fit most contexts better

median heath
oblique notch
# frosty owl That's a poorly structured text... I don't say this to be mean, it's just hard f...
  1. By your own words, splitter overflow cannot be measured with under 3 items being thrown so you made an assumption that it might have 3 items in there. You might also remember that Ben said smart splitters operate differently, and are not reliable to indicating the status of the belt item spacing bug

2/3) Apologies, didnt realize you had changed your name. I mis-remembered, it was Taromani then. My mistake. #1006573529183027401 message to be exact. 11 hours, not 16, whoops, but the point still remains. And that 1 in the buffer in that link? That's not definitive a throughput loss. That is probably just a timing issue / way the system works. As the belt takes from the miner, the miner has to have 1 in inventory for the belt to take from it. So it produces 1 item, then the belt takes it. If it had 2 then yes, i would say there was some throughput issues, but because you can't take from 0 inventory i do not consider this to be any indication of any loss. After eleven straight hours of running.

  1. A restart was never about items in a machine, but rather the resetting of build up of an error over time (Note the original bug existed for all belts, but it was just never seen on slower belts because the amount of items it took to see it have an effect)

  2. The bug has, for all intents and purposes been fixed. The bug was that there was too much space between items, and this has been tuned to the appropriate amount. Any other throughput bugs due to performance have also been rectified due to clamping on how many actions per second the Factory Tick can take, and its completely separated from FPS of your game (ie your games performance does not affect throughput or factory calculations)

Indicating in any other direction just causes confusion for people who have no need for that. You have people coming in here from old reddit posts saying they can't use 780 on a mk5 belt ... when this is demonstrably wrong. You have to go out of your way to force an extreme that causes any sort of extremely minor throughput loss. That isnt a bug, thats pushing a system beyond its limits deliberately by a user. ie: user error / user malpractice.

oblique notch
median heath
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Only time I will mention belt loss anymore is if people are building world-crossing busses.

oblique notch
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i don't agree that such knowledge is necessary to play the game for pretty much ... anyone... but i can't deny the fact that you do know the numbers very very well.

median heath
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Fair.

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Also I have been trying to ensure that my opinion is stated as my opinion and people are free to play how they want.

oblique notch
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well, let me clarify. Such extreme ends of the knowledge of the numbers, like the lockout time on train stations to 6 decimals or something ๐Ÿ˜› but still. You got it, its good to have. And i'll freely admit, since its there... i include it when im thinking about it

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and ive noticed that as well (your view as your opinion) and ive made an effort (not sure at my success rate but... im making it) to not get involved trying to be the opposite foil other than a "play as you want" statement to anyone caught in our cross fire.

median heath
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pew pew noises

oblique notch
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explosions

median heath
oblique notch
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i think there may be a snowball in hell right now.

median heath
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Singing Bon Jovi no doubt.

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๐ŸŽถ Livin on a Prayer

tropic hawk
median heath
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WHO-OA
LEMON ON A PEAR

tropic hawk
median heath
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Whoa, we're half-way there.
Who-oa, ๐Ÿ in the air?

silent roost
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But it does seem that particular problem can be avoided as long as all belts connected to a merger are all the same speed

oblique notch
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Your test has waaaay to many other variables to be reliable

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It simply has too many moving parts meaning you can't be sure you're testing belt throughout or merger or miner or freight platform or half a dozen other situations.

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Hence the miner>belt>sink test as the most simple one we can do with the tools on hand.

Also... Ben has the developer tools to simulate any situation and is confident the actual throughput of a specific belt is fine. (Throw in mergers and multiple miners and what ever else there may be and there are dozens of other places for a potential bug that would conflate the issue)

silent roost
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True, I cannot demonstrate the cause of the problem. But the measurement is accurate enough to demonstrate that there is loss.

oblique hollow
median heath
oblique hollow
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I saw something with mergers

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I ran test on Mk5 on the day of the fix, together with others. Afterwards i even ran tests on modded belts with higher throughput

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The result was that they are pretty stable

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well... mk 5 at least

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The modded belts still crap out as expected

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what i DID notice was mergers only have one slot for buffering now

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while as befote that they had a bigger buffer

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meaning things that get to the merger at the same time must wait

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leading to a miniscule throughput drop now

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most noticable with mk 4 and mk 3 merged onto mk 5

oblique hollow
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its not even one slot, sorry. its one item of capacity

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while splitters still buffer more

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mergers only buffer a single item

median heath
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Odd.

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Wonder why they changed it.

oblique hollow
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Maybe game runs better that way

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no clue tbh

median heath
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But that has potentially bad effects on sushi lines...

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๐Ÿ˜ฆ

oblique hollow
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๐Ÿคท

oblique notch
# silent roost True, I cannot demonstrate the cause of the problem. But the measurement is accu...

i dont know if i agree on the accuracy. Your test is assuming the nature of a lot of things we dont know for certain: Deleting 4 belts in one go - is it actually deleting them simultaneously? Similarly turning on and off the power - do they really start simultaneously?

You are making an assumption at at least 3 points that these are all "simultaneous" actions, when i'm relatively sure they are not - they are sequential. I believe (could be wrong!) that the powering on and off is also done once per factory tick as the code recursively reads through a power network - and I also could see the deconstruction of buildables not being on the factory tick, with the assumption that no one needs that to remain constant through FPS drops. As such, there is no gaurantee that there are not items being moved during any of these "simultaneous" actions that your test assumes is not happening

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again, too man unknowns / uncontrollable parts to make a valid test

silent roost
frosty owl
# oblique notch 1) By your own words, splitter overflow cannot be measured with under 3 items be...

(1) I included the uncertainty brought by the 3-items-buffer in the calculations. Technically, I COULD have eliminated the uncertainty by checking the splitters with the dismantle tool right at the end of each test, but for practical reason I didn't (I'd rather just add more buffers to make the test more precise)

(2) That test was made (iirc) either on a single segment or a 2 segments long belt. I think running the same test for 1h on a 20+ segments belt would be indicative of wether the issue could be detectable by the general efficient user or not (by this I mean: if the issue causes at least 1 reduction in efficiency every hour, people monitoring the power draw or yellow lights would notice).

(4) It's fine if item buildups on belt disappear, but if they do go on different paths due to smart splitters before one restarts the game there will be effects on the machines (eg: Uranium line at 780/min into a factory with connection to sink for overflow).

(5) The semantics of wether the "bug" has been fixed or not don't quite interest me, I'll take your word on that. But practically speaking, there are still the same considerations to be done as in U6 when dealing with maxed belts when one wants perfection. As I said, this is not something I mention often anyway and always accompany with knowledge on wether this can affect their gameplay or not (which allows one to decide wether they care or not).
I'd rather end up spending 5 extra minutes reassuring someone they won't have to worry about the issue, then hours trying to make sure wether that one big builder who wants max efficiency is actually suffering of throughput losses or just any other sort of user error somewhere

median heath
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(need to change this channel to math-and-meta-and-books) hehe

limpid schooner
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I am looking into the math related to power generators, im doing a 10k MW. So I am planning on 800/f a min. Is the math all linear to overclocking fuel gens? It appears that way but wanted to make sure before i build them all. Or is there any issues related to overclocking fuel gens related to the math?

oblique notch
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yes

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a 200% oc generator burns twice as much fuel (per minute)

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and generates twice as much mws

rose violet
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Hey nerds

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Well wait I play satisfactory a lot too nvm

river tusk
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i'd be the real nerd here if i told you i was doing allot of the stuff in satisfactory before the game

deft lichen
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Thinking about playing Satisfactory > Playing Satisfactory

river tusk
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just saying it DID have a few predicessors after all

thorn bane
median heath
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27.08 is still the number as far as I can tell.

opaque oak
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I independently confirmed that number with video capture and frame-by-frame analysis.
But limited by both FPS recording and the 60FPS for the captured video.

vale sierra
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that's 27.08s?

rancid galleon
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is there a curve or line for overclocking?

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if so whats the graph

oblique hollow
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heres what the part from 0% to 100% looks like

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this was tested with a constructor, so base power is 4 MW

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one basic point to note: at 200% Overclock you use 2.5x the original power

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and at 250% it is nearly x3.36

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the factor 1.321928 is basically Log (2.5) / Log (2)

frosty owl
# median heath But that has potentially bad effects on sushi lines...

Noted at the end of my post about U7 belts: you can expect longer "cues" of items when merging lines carrying uneven amounts of items. This in turn means that if you have balancers very close to such merging points, they might be affected by such (temporary) item pile-ups

Note: this behaviour could be seen prior to U7 too though it was minimized thanks to the 9-items-buffer they used to have

Note2: @oblique hollow except smart and prog, splitters/mergers now have one inventory space per output

chrome prawn
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whole time i was so confused why i have only 10 wires left over when im supposed to have 30, turned out it's a 6 not 8

glass copper
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Anyone familiar with satisfactory calculator?

I want to make effient layouts, but the calculator is saying that i need a miner mk3. I only have miner mk1 unlocked, how do i change this?

hollow zenith
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go to options and set it to realistic mode

vapid gorge
# glass copper Anyone familiar with satisfactory calculator? I want to make effient layouts, b...

use tools instead - it's easier to look at what to actually do and it'll just tell you you need X resources per min and you can sort out that yourself https://www.satisfactorytools.com/production

glass copper
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Im wondering, do i need to automate every single material? or are there some things what are not worth automating?

wind spade
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top right corner, switch to U6

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U6 and U7 have same recipes

glass copper
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Ahhthank u ! got it ๐Ÿ˜„

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Do i need to automate every material? or are there some materials not worth automating?

exotic acorn
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I recomend automatic all of materials :)

wind spade
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you only need to automate those materials that are required for building

oblique notch
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You can always do the clocking different and yourself too.

When you're inputting clocking on a machine you can also put it in thr amount you produce (instead of a percentage). You can also do math right in the input fields (ie 20/30*100)

wind spade
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there are 33 of them across all tiers

snow dove
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33 non-consumables to be specific

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though you may want to automate certain consumables too

oblique notch
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You only need to store as endpoints the parts that are used for building

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You automate everything but you only need to store those 33 parts

glass copper
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Ahh, since im now on tier 2. i automated the basics, but was wondering if i need to automate rotor / reinforced iron plate / modular frame / smart plating

oblique notch
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(And you can get away with not storing screws as they are only used for thr Awesome Shop

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The entire point of the game is automation

fierce ruin
glass copper
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yea that confused me since it said 'space elevator'

snow dove
glass copper
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so basicly automate all except whats under 'space elevator'?

oblique notch
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Since you only need a set number of them a lot ofnus just chuck the parts into some storage bins and connect those up to a machine creating the SE parts

wind spade
fierce ruin
glass copper
fierce ruin
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the only point you'd need to worry about automating them is for the very last phase

wind spade
glass copper
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so i dont know what i will need for future wise

vapid gorge
fierce ruin
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which is after you unlock tiers 7 & 8

wind spade
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future stuff will have own factory anyway

fierce ruin
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btw why do people make dual lane railroads?

oblique notch
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And you'll get alts for parts you already are building which use entirely different production trains

oblique notch
glass copper
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ahhh, yea i was thinking like this 'i now unlocked rotor, modular frame, reinforced iron plate, smart plating'.
So i was thinking of making a specific factory just for that

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just as what i did with the starting stuff basiclyu

oblique notch
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Instead go "I need rotors to build this building. So I will automate rotors today" or "I need modular frames for this building. So I will automate them"

glass copper
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ahhhh gotcha ! thanks allot ๐Ÿ™‚ now its time to automate rotor, modular frame and reinforced iron plates then. oh man i need coal power asap haha

glass copper
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Quick question aswell. So the visualization tells me i dont need to overclock or underclock the smelters.
ALTOUGH i need less ingots to go to my iron rods then i need on my iron plates?

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this confuses me without splitters and mergers in there lol

oblique notch
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Trains will collide. With signals you can prevent this but it also prevents two trains to be between the same signals. If you only have one track, train coming from one side enters, the train on the other side has to wait until the segment between signals is clear before it can go

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So for a long 1 track length on which trains go both directions on the same track, you have to wait until a train clears it for another to enter. This means trains are sitting and waiting

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If you use paired tracks and each track is one direction only (ie right hand drive, like both lanes of a road) then your trains can continue to move down those dual paths without waiting for it to clear

wind spade
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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...

glass copper
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OOOOOOOH

oblique notch
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Since your raw ores are infinite you never have to balance them (as there are no gaps in the supply) so you can just do the manifold. Once it equalizes itself it will always be equal

glass copper
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So if im correct i need it like this then?

-Smelter Merger

-Smelter Splitter up

-Smelter Merger

-Smelter Splitter up

So basicly like this? so that smelter 1 and 2 are connecting their outputs and so does 3 and 4?

wind spade
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just merge all smelters

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and then make a manifold out of all the machines that need the ingots

glass copper
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ahh alright gotcha ๐Ÿ™‚

wind spade
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(assuming you have mk2 belts)

glass copper
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yea i thought that i needed 2 smelters for top part and 2 for bottom part lol

wind spade
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no, you need slightly less than two for top and slightly more than two for bottom ๐Ÿ™‚

glass copper
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ahhh yea got it, no the arrows kind of confused me there ๐Ÿ™‚

vapid gorge
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I mention this because a lot of people want to send belts with specific numbers on them and try to do overly complicated load balance systems when you can just make a set of machines make what you need

glass copper
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Damn this stuff is confusing. My brain cells arnt big enough for this

vapid gorge
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any bit in particular you have a question about?

glass copper
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I guess im just a idiot ๐Ÿ˜‚ dont wanna emberace myself here haha

vapid gorge
glass copper
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Aight let me try and do something, ill be back soon once i am struggling, what will probably be in the next 5 minutes lol

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Lol here i am already, so to merge ALL 4 smelters. how do u do that? a splitter doesnt work nor does a merge

vapid gorge
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often times because you benefit from overclocking miners your limiting factor is your belt speed

A lot of people have the urge to bring all one thing and merge them as much as possible and splitting them again but it's a ton of work and awful when you have the option to upgrade belts and miners

glass copper
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Oh, couse greeny told me to do it a second ago

vapid gorge
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he mentioned merging smelters? Not quite the same thing

glass copper
vapid gorge
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you can send all the ore from 1 miner to 1 set of smelters and then merge all those easily?

glass copper
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Oh its inputs he ment, yea i did that already, thought he ment the outputs

vapid gorge
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Well you wouldn't merge all the smelters from 4 miners - I'd imagine in general that's way more than 1 belt can handle

glass copper
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oh yea i got 1 miner, then splitting into 4 mergers. but i thought he ment merge all the outputs

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since i was talking about this like AFTER the smelter

vapid gorge
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Do you have mk1 or mk2 belts?

glass copper
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mk2

vapid gorge
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ok well if you wanted to with that plan you could merge them all? but I wouldn't since upgrading things later would be worse

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do you have power shards to over clock miners?

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shouldn't need 4 nodes for 120 ore

glass copper
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Alright so let me quickly do a explenation, i think i got it

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So if im correct [acording to the picture] this is how u do it?

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that top row of the line btw, with the 3.5x constructor

vapid gorge
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for hte rods? looks good

glass copper
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Yea

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oh man i feel stupid lol thank u !

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oh wait now im continueing i know what the issue was lol

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so the iron ingot bottom line is 67.5/m. but it only has 2 smelters, so it only gets 60/m. and it is not connected to the output of the other 2 smelters

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so it cant manifest neighter

vapid gorge
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add another then ๐Ÿ˜„

glass copper
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oh yea i was talking about trying to follow that satisfactorytools ๐Ÿ˜„

vapid gorge
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but I'm heading to sleep, sometimes it helps to manually draw things at first to get it straight if you don't have a good spacial grasp of things ๐Ÿ˜„

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like draw each machine with numbers - after a bit it'll prob come naturally

glass copper
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Alright sorry to keep you awake ! good night !:D

round talon
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Plan to produce 750 silica but the calculation from assembler that produce silica are 749.999.
Does the number good or it going to be a problem?

tropic hawk
round talon
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Nice, thanks

glass copper
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What calculator website do u guys like the most when you try to plan something out? There seems to be so many of em

noble timber
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Excel ๐Ÿ˜‰

glass copper
median heath
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Question: "What website?"
Answer: "Tools" with a ">" indicating it is greater than the rest.

round talon
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Link?

median heath
muted goblet
round talon
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Oh, that the one i use.

left fractal
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how to make this 100

wind spade
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33.3333%

median heath
left fractal
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anyway to like calculate

left fractal
median heath
left fractal
wind spade
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[required] / [produced] * 100

median heath
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300 * 0.333333 = 99.9999
99.9999 != 100

wind spade
left fractal
wind spade
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required = 100
produced = 300

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first screenshot shows it produces 300

left fractal
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oh

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i thought the other machine produced

tropic hawk
left fractal
wind spade
tropic hawk
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You can do desired/original *100 to get 100% accuracy

left fractal
tropic hawk
left fractal
tropic hawk
left fractal
tropic hawk
left fractal
abstract copper
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Is satisfactory tools up to date, or is there a new place to go for a similarly awesome planner?

wind spade
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it is up to date

abstract copper
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Cool, I couldn't remember if there were any recipe changes in update 6 or 7

wind spade
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just change to U6 in top right

abstract copper
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Thank you!!!

prisma kraken
fickle ocean
#

guys, i need to know how to split a 15 item belt into 5 equal conveyer belts, can u please help

remote lance
remote lance
#

@fickle ocean also, do all incomming belts have different loads or are some equal do begin with?

#

@fickle ocean Are you sure you need to balance them, or could you also work with overflows?

visual grail
#

Split the 15 belt into 3 belts of 5. Split each of those into two belts. Send one of those (now six) belts to merge it back into the line before the first splitter.

remote lance
visual grail
#

๐Ÿคฃ Yeah, that would be more complicated for sure.

muted goblet
#

Ha, silly me thought 1k quickwires per min were already big thinking. I'm rebuilding to get 1600 to fulfill my current needs and after that i need to grab an extra node.

#

Theres so much need for quickwire when using those alts.

median heath
#

QW is Screw 2.0 once you get to the higher tiers.

muted goblet
#

Kinda yeah

vapid gorge
muted goblet
# vapid gorge yeah I have 12k qw in one spot xD

Holy.. ๐Ÿ˜„ i might max out things later. But for now i just need to add 2 more BPs and some Belts. If i move my PC Factory a little, i can also fit another pure node inbetween If i really need it.. ๐Ÿ˜„

vapid gorge
muted goblet
#

Bruh.. uranium rods take that much? Nuclear is the next project once i've unlocked the last tier..

vapid gorge
#

I think you can make uranium rods with 0 qw actually

muted goblet
#

Well yeah thats probably dependend on how the recipes are, didnt look into it too much yet

#

I'll unlock it once i pumped up the qw production and Made the third Elevator Part

vapid gorge
muted goblet
#

I might still hunt the missing alts, some might be easier

ocean sluice
#

also for plutonium unless you are using them for power the defaults for everything is best imo cause less rods/m and less machines

#

if you want to use plutonium power... things get tricky

muted goblet
#

Nah man, waste-free it is

limpid schooner
#

So i currently have this setup, 20 fuel gens(10 each side) fully overclocked taking 30 fuel each.

Why are the 2 ones that are yellow having an issue getting fuel? Is this just a scenario using 600 fuel is not a good idea?

#

I split it in the middle to just see what would happen. The ones closer to me are always full and this is where the 2 300 pipes meet. So each inlet should be getting 30 each and that pipe not connected would in theory have 0 left

ornate nimbus
#

hi I need help doing some steel math

#

so I have 1250 steel ingots p/m as input and I want to turn it all into steel pipes

#

I'm fine with overclocking or underclocking but I just can't figure out a nice number where the inputs divide evenly and the outputs come to a whole number

zinc crater
#

And just manifold the 3 rows.

ornate nimbus
#

it's kind of annoying that it can't come out evenly but that's steel for you ig

zinc crater
# ornate nimbus alr

If you split your 1250, you can make 3 mk4 belts that will have 416.66666667 items/min on them, so you won't have to worry about bottle neck. and go straight to your rows of machines

#

Your end result will be 2 belts that match, and one belt that has slightly less pipes.

#

But you'll get 833.333 steel pipes/min off that.

ornate nimbus
#

oh ok

#

I know you can also modify the manifold so it will normalize quicker if you only use the minimum mk belt for the direct lines from the splitters

#

like this:

ornate nimbus
#

like, how do I balance that without the mk level bottleneck?

zinc crater
#

Like what's the setup for ingots being made.

ornate nimbus
zinc crater
#

I meant foundries..

ornate nimbus
zinc crater
#

Thanks

ornate nimbus
#

there are two of these that are 500 lines

#

and then there is one 250 line at the end

zinc crater
#

If you want it to be totally balanced for the numbers, you can make a 3 to 3 belt balancer so that the 3 lines get split and merged, 3 and 3

#

sec

#

Something like this

#

then 3 three lines coming off the mergers will be the 416 and bit...from there you just plug em into the three rows of constructors and let it saturate.

#

make sense?

ornate nimbus
#

where did you go for that?

#

I wish I could draw diagrams like that

zinc crater
#

It's very rarely most/all of these need to be used. But for your situation, I think a load balancer would be simplest for you to get the steel pipes results you want.

wind spade
wind spade
zinc crater
#

@ornate nimbus do you have mk5 belts unlocked?

zinc crater
#

Then you can split your 250 line, merge each half to the 500 lines, and send two 650 lines to 2 rows of 21 constructors, with the 42n'd clocked like I mentioned before.

#

Or if you overclock the constructors, you can use a lot less of them.

Everything I suggested before was under the impression you had mk4 belts only.

wind spade
#

why not send 500 lines to set of machines that use 500 and send 250 line to set of machines that uses 250?

zinc crater
#

^ or that.

mk5 belts makes it a whole lot simpler to setup.
I thought you were trying to balance it with a belt limitation.

ornate nimbus
#

ig I'll go with manifold

zinc crater
#

well technically, all of them are manifolds lol

#

It's just a matter of picking one of the 3 options we've given. There's obviously other ways too.

ornate nimbus
summer fox
#

if i put a smart spilter set on overflow on a belt with 960 pm the 180 over the belt limit would be classed as overflow wouldnt it, i have 2 nodes at 480 and i would like to merge them

frosty owl
#

Belts only carry up to 780/min, unless you mod (in which case, it's not certain wether exact splitting is possible or not)

#

Anything that doesn't fit on one belt after merging multiple ones tends to back up behind the merging point.
"Overflow splitters" send this "back up" to different outputs after it surpasses 3 units (which go in the splitters' overflow buffer)

vapid gorge
vapid gorge
summer fox
vapid gorge
#

still a terrible idea - and if they are mk3 then your node limits should be 300 600 and 780

summer fox
#

i`m not overclocking them

frosty owl
#

Oh? That's rare ^^
Any reason why?

summer fox
#

it is for a steel factory in the desert and i am uncertain how much steel i am going to need i rather not overclock and have to build double the amount of smelters+foundaries and be over producing, if i need more i can overclock and expand at a later date

vapid gorge
#

if you have mk5 belts you've already built your heavy modular frame factory I guess?

vapid nest
#

Sorry to barge in like that, but after a few months not playing the game I decided to start my old save file again. I got spawned to my Asheet factory, with 7 refineries in front of me. At first confused, as I thought I finished the factory, I went to see what they produced: purified iron ingots. I then noticed the to do list just saying "SB / SP" and I immediately knew I went for a steel factory. Through Reverse engineering I found out I wanted to produce 120pm each. Now for my question: why would you want "this many" items when you have a perfectly working steel factory at base. Or would it be just a more efficient way, considering the addition of water increases the yielded steel significantly?

vapid gorge
#

is your question 'why am I using pure iron ingot recipe?'

vapid nest
#

my question is why would I build a new steel factory when I already have one

vapid gorge
#

I guess if you were making a iron refinery you probably had plans to do something with it? steel isn't the only thing iron is used for

#

Might need more

vapid nest
#

For what

vapid gorge
#

.. A big factory?

Why am I making 22,000 steel ingots for?

vapid nest
#

The next best use for steel beams is plutonium rods, but I haven't even started with nuclear yet

#

Hm.

vapid gorge
#

Iron wire is very useful

vapid nest
#

Maybe it really is just a more efficient way to produce steel

vapid gorge
#

many many iron plates for more HMF

#

depends what you mean by 'efficient'

#

using Pure Iron Ingots and Solid Steel ingot would be very efficient sure

#

but there's so much iron about I haven't considered using Pure Iron recipe

#

my factory I'm planning to make 300 HMF per minute needs something like 16k iron ingots per min - there so much in the area I'm using the base recipe for iron ingots

vapid nest
#

Maybe it's because my steel factory at base is convoluted and building it anew with the pure iron is more efficient. Yea, probablythat.

vapid gorge
#

Maybe ๐Ÿ˜„

fickle cedar
#

Why u need so many heavy frames tho?

vapid gorge
tranquil talon
#

need a quick help to start my diluted packaged fuel factory:
I made a closed system of conveyor belts that connects the water packagers and the diluted fuel unpackagers. The factory is composed of 4 arrays of 6.66 packagers and unpackagers and 6.66 refineries (.66 meaning one structure underclocked at 66%) for a total of 4x400m3 of water/tanks per min, the conveyors beetween the machines are short and all the machines are connected by manifolds.
How many empty tanks do I need to start and let the factory run at 100%?

vapid nest
#

@tranquil talon I don't have an exact answer to that, but here's what I did:
In the loop where the empty tanks would be, place a storage unit (or a industrial one), then, fill the entire thing with tanks. Then wait (the whole system needs to be running). Additionally, place the max stack of empty tanks into the packagers. And then refill the storage units until no more tanks get drawn out. Done.

#

Safe to say you need a lot of empty tanks.

tranquil talon
#

cool ty!

oblique hollow
#

then you dont havy any of these issues, ever

#

and its easy to build more. if you are smart about it you can save space with that

#

the whole "giant loop of canisters from every machine is collected" is a silly design in my opinion

verbal fog
#

quick question. does over clocking production to be faster than the belts move make a difference at all?

median heath
verbal fog
#

dang. good to know then. thanks!

median heath
#

1200 from mk3 on pure was implemented before they knew 780 would be the engine limit.
It's on their "to-fix" list.

verbal fog
#

ah

median heath
#

Mk6 belt is extremely unlikely given issues.
Most probable solutions are numbers rebalance where they bring everything down a bit or they just add a second output to the mk3 model.

Know one knows what precisely they are doing other than the devs themselves.

verbal fog
#

right now im trying to rebuild my whole factory and just got mk4 belts. wondering if over clocking my nearby coal mines to 600 would do anything or if i should jus keep em over clocked at 480

median heath
#

You can't put 600 onto a 480.
So...

heavy gust
#

watch me

oblique notch
#

It's worth noting that faster than 780 can be done without issues... in a vacuum.

But the devs have to balance the entire game and the performance of the entire game. Mk6 belts likely tip several delicate performance balances in the wrong direction. It's something that could be accounted for of course, but is that simple solution worth the resulting effort to make other systems work better/faster to make up for any performance hits faster belts cause?

Or - as CSS is doing - should other/all potential solutions be explored that may not only fix that particular problem, but also address other things?

hard plank
#

Hereโ€™s my first attempt at a planning document. Any opinions or changes are welcome https://docs.google.com/spreadsheets/d/1_hJPJfyB6nDTA93NXQlms_wIu1VCGrctaK_fiKQBYKk/edit

median heath
#

ANY opinions eh?? hehe

#

Major dislike because it isn't on real paper notepad.
๐Ÿ˜

hard plank
#

Iโ€™m pretty new so Iโ€™m sure I did a lot wrong ๐Ÿ˜…

median heath
hard plank
#

Iโ€™ll add a separate box for plutonium fuel rod output and alt recipes ๐Ÿ‘๐Ÿผ

median heath
hard plank
#

Yes itโ€™s in the ax column at row 77/78

median heath
#

OH YOU CAN SCROLL DOWN ๐Ÿ‘€

hard plank
#

Yes I have pictures for everything ๐Ÿ‘๐Ÿผ

median heath
#

Yeah most of my outlines fit in the first 36 line section you can see without scrolling, lol

hard plank
#

Yeah I went for a less compact design with this one ๐Ÿ˜‚

#

@median heath overall do you think itโ€™s pretty good?

median heath
hard plank
#

Makes sense. I Guess I should look at things with a wider lens ๐Ÿ‘€

#

Thanks for the insight

elder cypress
#

What might be useful is a way to track what you have built and still need. I know you can do that in game but I find the checklist sometimes gets hard to use when there are a lot of things to build and I have had to rebuild sections of the production line.

deft lichen
#

my way of tracking my factories are 50 SFTools tabs

wind spade
hard plank
oblique notch
#

Whatever works for you ๐Ÿ™‚ I use in game signs lol

lament aurora
#

Diluted or turbo fuel for a fuel gen setup?

wind spade
#

Diluted

lament aurora
#

Best recipes for maximum bauxite value?

fierce cypress
rustic patio
#

You should reconsider wether you actually want max bauxite

#

There is another recipe that uses no quartz and only produces a "little" less aluminium

vapid gorge
#

Yeah max bauxite is a time and a half.

vapid nest
#

Uhm is it bad when my belts are a higher tier than needed? My machines won't fill up and my system doesn't run at full capacity, was using only mk5 belts a bad idea?

rustic patio
#

Nope

#

If your machines don't run at 100% all the time you either are not supplying enough resources or used a belt tier too low

vapid nest
#

found the issue

#

didn't realize the cole node was normal. Thought it was pure.

#

Time to find SCHLUGS

vapid nest
#

Question to those guys that run massive systems that produce thousands of items per minute: Build everything in one building and ship the raw materials in or process as much as possible before shipping them? Does it even matter?

wind spade
#

build separate factories that process ores to final products and ship products to storage

vapid nest
#

But what if you can't process it to the final products because it needs resources from a different location?

wind spade
#

build the factory close to nodes it needs ๐Ÿคทโ€โ™‚๏ธ

#

in the rare cases it needs something from far, deliver that to the location ๐Ÿคทโ€โ™‚๏ธ

vapid nest
#

Good location for a RCU factory?

oblique notch
#

Or make dedicated sub factories. The more you can refine material to higher tier parts close to nodes the less you have to transport making your large scale logistics significantly easier

wind spade
#

the reason I recommend final product factories is to reduce the complexity of logistics, you have isolated factories that don't depend on each other

vapid nest
#

That's what I think as well, but seeing the amounts of raw materials needed for RCU I just think some parts needto be shipped in

wind spade
#

or some raw ores ๐Ÿคทโ€โ™‚๏ธ

rustic patio
#

Or make a giant train network that sends stuff all over the place just because it's fun

vapid nest
rustic patio
#

well, lets say you want 100rcu/min

#

but that spot only has enough resources for 60

#

so instead of shipping resources in, just make another factory that produces the other 40

wind spade
#

why would you need 100/min

rustic patio
#

i couldve said 90000, the number is irrelevant

#

if you want X rcu but the production capability of a location is <X rcu then you can make a second factory so that the total production == X

#

replace x with whatever number you want, 10, 100 or 2

wind spade
#

fair, but you won't ever need more than like 10-15 rcu/min and for that most spots have enough

median heath
rustic patio
#

You could say the same about wanting to produce 10 RCU/min and only having capacity for 6

wind spade
#

most spots have enough for that

rustic patio
#

Again, beside the point

#

It was just an example to answer the question...

#

You can change out the component and amount for anything

median heath
#

Now you have me wondering if it is "besides" or just "beside"....

rustic patio
#

I could've just as well talked about producing 4737 flux capacitors/min

rustic patio
#

Without the s apparently

snow dove
spice jolt
#

Been seeing a lot of users posting videos/screenshots of them accidentally blasting themselves to oblivion with Hypertube cannons. Has anyone done the appropriate experiments on how far each length will shoot you on the map? (I have, but don't want to clutter this area up with the requisite table/screenshot, until I know it isn't already available.)

oblique hollow
#

!wikisearch hypertube+cannon

shadow prairieBOT
#
Satisfactory Wiki

A Hypertube cannon is a specific setup of Hypertube Entrances and short Hypertube segments, which can be used to reach very fast speeds, capable of crossing the entire playable world in seconds. Hypertube Cannons abuse a bug in Unreal Engine's physics system, allowing the user to gain momentum at an exponential rate. This gain in momentum is dir...

oblique hollow
#

theres is your graph for launch distance

#

X axis is number of entrances

#

Y is launch distance in m. Blue curve

spice jolt
#

Okay, I'm confident that equation was formed by trying to create a formula based on a few points and trying to shoehorn them to work. It is slightly inaccurate below 7 entrances, and WILDLY inaccurate above 13.

oblique hollow
#

its just open office trying to fit in an equation

#

because we didnt have enough data points

#

not to mention

#

its been normalized for 0 entrance evlocity and 45ยฐ launch angle

#

the data points on the graph are all from measurements

spice jolt
#

This is real-world data from walk-in velocity on flat ground:

oblique hollow
#

though making it work for varying entrance velocities is a hard pass

#

walking in and running in and jumping in all yield different results

#

and im not even sure if varioues cannon designs dont affect it either

#

soooo chances for a proper equation are 0, these are for estimation at best

oblique hollow
spice jolt
#

I'll take information from literally anyone else at this point.

oblique hollow
#

there is none

#

your own measurements are the best bet

spice jolt
#

I mean anyone other than you.

oblique hollow
#

.... im not sure anyone else bothered?

median heath
#

All of my hypers are point-to-point.
So my care level for "how far will this shoot me if I didn't do point-to-point?" is extremely low.

#

๐Ÿคทโ€โ™‚๏ธ

oblique hollow
spice jolt
# oblique hollow .... im not sure anyone else bothered?

Every interaction I have with you, you just start spouting information without actually reading or considering what anyone else has contributed. It's phenomenally annoying, and I would hard-block you if it were possible on Discord.

median heath
#

(Added because he said "anyone other than you" and I am other than McGalleon)

oblique hollow
median heath
#

@oblique hollow Welcome to the club โค๏ธ

spice jolt
oblique hollow
#

You know.... within tolerance, both your measurement and what i did seems to overlap.
the tolerance being "within the same order of magnitute"

#

getting any closer would be hard anyway since entrance velocity can greatly vary

spice jolt
oblique hollow
#

aaaand i agreed there

#

unless it didnt come across that way

spice jolt
#

FFS, Discord needs a hard block function.

oblique hollow
#

honestly, I think im rather just gonna block you because getting that tilted that fast is not the kind of person i honestly wanna attempt to help

#

Passing note: feel free to correct the wiki data.
its open to anyone anyway

wind spade
#

I missed popCat ๐Ÿฟ?

oblique notch
# spice jolt I'll take information from literally anyone else at this point.

Hyper cannons are a physics bug. They cannot be accurately measured because they rely on a glitch that is intentionally not being fixed. As that glitch is related to the physics engine snd multiplication of speed in ways we have no way to measure, and even a small change in starting speed will change the outcome for similar tests, there is no way to properly measure or control them.

Literally the difference of a few cm further back from the cannon entrance when you start moving toward it changes your starting velocity and therefor changes your output.

The difference in your frame rate can also affect it.

The difference in cpus calculating and resulting in slightly different ( but programically equal) floating point numbers can change it.

It's a bug. One we take advantage of, but one that cannot be relied on.

vapid gorge
spice jolt
vapid gorge
#

Oh shit dude, youโ€™re lucky heโ€™s chill

Iโ€™m super helpful but Iโ€™d tell you to tie your tongue in a knot and choke if you compared me to musk

wind spade
#

idk why everyone has an issue with musk ๐Ÿคทโ€โ™‚๏ธ

median heath
#

Can we not have that conversation in this channel? Please?

spice jolt
#

patiently waiting for 'Shitposting about users who definitely ran from class-to-class in high school despite never being at risk of being late' to become a category on the server

sand epoch
#

Clearly I missed another party. Who are we blocking now?

vapid gorge
sand epoch
#

It's all the pipes.. too much fluid on the brains.

barren elm
#

Someone out there intentionally added your current movement speed to your new movement speed

#

The framerate thing is because it's just easier to tie anything physics-based to framerate

#

After all, if you have 180 frames per second, you expect all the physics objects in the world to update 180 times per second, including yourself

median heath
# barren elm Is it really tho

It is. Going from 1 Entrance to the other isn't supposed to compound. But it it does. ๐Ÿคทโ€โ™‚๏ธ
Not intended behaviour, but "fun" so it is most likely never going to be fixed.

spice jolt
median heath
#

It's an accepted bug now.
So what Lynkfox said about it not being able to be precisely measured is true.

spice jolt
#

I'm not sure how much variance is actually imparted by the variables. At some point, I'll play around with framerates and see what percent of difference it actually makes. Even if it's 5-10% of the total, that's still small enough to be fine-tuned with jetpack use pretty easily.

median heath
#

You've still got the variable of your own speed when entering.
Like.. are you sprinting? Do you have Blade Runners? Did you slide-jump off a mk5 conveyor belt?

#

Did you jump-pad yourself into it?

spice jolt
#

I've standardized the entrance speed to "walking on flat terrain" (a foundation, specifically).

oblique notch
# spice jolt I've standardized the entrance speed to "walking on flat terrain" (a foundation,...

starting even a couple cm's farther back could change your speed. Entering it at an angle instead of straight on could change your speed. Having a lag spike right before you enter could change your speed.

These are not things that can be controlled in your environment.

Feel free to run ever test you want. Just be aware... the results will have a larger than ~~normal ~~standard deviation because of the number of factors you cannot reliably control.

#

hell, the different foundation types have different speed coefficients. Its small, but it does exist.

rustic patio
#

The way you place the entrances also changes how fast you go

#

If you place them super close together it doesn't work as well

#

I think you can get the same speed every time with some tricks and get basically the same distance every time, I think "it's a glitch so we can't/shouldn't measure it" is a bad argument

oblique notch
#

Long and short of it, the one thing you have to control to an absolute 100% - the entrance speed - cannot be controlled reliably.

And look, again - do whatever you wish. Some information, even imperfect, is more useful than nothing sure. But my day job is testing. Designing testing rules/sets/situations to be as close to reliable as possible and one of the cardinal rules I follow is if I can't control every aspect except the part im testing, its a suspect test and needs to at best be held to the side and not mixed in with any that require certainty, but more normally just not used - Design a better test.

Said the same thing to everyone doing the belt 2 belt throughput testing. many of those tests were suspect to me simply because we dont control everything.

rustic patio
oblique notch
#

That all being said: There is never a point as consumers we will ever control all of them

rustic patio
#

At least that's what I heard

oblique notch
rustic patio
#

I mean the same entrance speed

oblique notch
#

but anyways - finishing my previous thought - We'll never control everything. So test. test as best you think you can. Its better than nothing, and it can provide a "range" of results that give some information and its the only situation we have.

spice jolt
#

I'm kind of over all of the "These are all the reasons it won't work" nonsense. I've got more than 400 hours in the game. If anyone thinks I haven't encountered the variations, it means they assume I'm either new, or stupid. Both are dangerous assumptions to make of anyone. The fact is that every time I enter one of my hypertube cannons, I end up in roughly the same spot. Some of you are making is sound like I can end up in totally different areas of the map on each attempt. Getting it 100% right may not be possible, but 90% right is a lot better than the nonsense which is currently on the wiki. If you have a legitimate concern, feel free to give it; if you're just trying to tell me why my answers can never be 100% accurate, go perfect your own existence before you try correcting anyone else's. ๐Ÿ˜ค

oblique notch
#

just be very very well aware ... and be clear with anyone and everyone - those results may not be indicative to how it works on someone elses system ... and given some quirks in the system it may not even work the same way in the same game in different locations then thats fine.

rustic patio
#

i want to try that out now

oblique notch
# spice jolt I'm kind of over all of the "These are all the reasons it won't work" nonsense. ...

Look. We have people who come in here every day who still think that mk5 belts cannot do 780ppm. Who think that its a Mk2 pipe literally cannot do 600m3/min. Whom believe all sorts of things they heard on reddit or the wiki or here or anywhere that are incorrect

Because people did "tests" and presented the information as gospel. People did "tests" with flawed premises or bad testing or starting points of data that cannot be accurately controlled and that information now continues to percolate through the community every single day, leading people to believe things that simply are not true.

So when you read my posts here, and you get angry because i tell you your testing will inherently be flawed, your end results will inherently be flawed, don't take that as me telling you its useless, or that its stupid. Take it as an adult and understand - as you said - some information is better than none, BUT it is extremely important that the qualifications of how it can be inconsistent and a local users mileage may vary, that such results are a starting point and not a definite must be clear.

Because otherwise it just becomes another piece of flawed, partially mis-informed or off kilter information floating around and making more confusion.

median heath
#

(complete sarcasm and just to poke at Lynkfox a bit)
So I'm allowed to speak to this topic as I have already perfected my own existence?

oblique notch
#

and to be fair - their was a throughput bug for the mk5 belts. And 600m3 in mk2 is not an easy thing to achieve if you dont understand the ins and outs. And Sev believes (somehow) he is a perfect being.

But well... things change. And physics based glitches are the most likely to change without knowledge or warning or even a glimmer that it has changed until suddenly it does. Its one of those things that might get fixed on accident because of some other change somewhere else. Because glitches are not reliable

But that does not mean - in any understanding - that you should not go out and explore the boundaries of the glitch.

rustic patio
median heath
#

Sev believes (somehow) he is a perfect being.

It was clarified sarcasm ๐Ÿ˜ญ

#

@oblique notch ๐Ÿ˜ญ

spice jolt
rustic patio
#

aah

oblique notch
median heath
spice jolt
#

I established the end of the cannon, then measured distances where I landed. The marker for the player can be WILDLY inconsistent because the center of the marker is the player location, not the end of the little arrow coming off one side of it. Thus, I had to ensure I was facing the same cardinal direction at every measurement to ensure I was using the "ruler" to measure to the same relative spot for each measurement.

oblique notch
#

that... sums it up alright. ๐Ÿค” ๐Ÿคท ๐Ÿ˜Ž

median heath
mystic moon
median heath
#

If you're wanting to do exact measurements you'd need to build foundations all the way out from the launch point so you could count the distance ๐Ÿคทโ€โ™‚๏ธ

spice jolt
sand epoch
#

holy heck.. are you still arguing about speed canons?

oblique notch
wind spade
spice jolt
# wind spade That's... very inaccurate measurement. Why not x/y/z coordinates?

Because trajectory would have been far too difficult to determine without way more effort than I felt like putting into it. I had 2 measurements in the steppes around the center plateau which required a slight amount of guesswork due to elevation changes -- though far less than I thought I would need prior to starting the "flights" -- but the rest were similar enough that I would still hold a good degree of confidence in their applicability.

wind spade
spice jolt
wind spade
#

one command to enable showing coordinates on the screen isn't that hard, but if you want to trade convenience for inaccurate measurements, then w/e

spice jolt
#

"innacurate measurements"? They're better than anything anyone else has right now. FFS, this has to be the most toxic part of the Satisfactory community. It's either 100.0000000000% accurate, or it's not worth doing. The gatekeeping here is absurd.

wind spade
#

uhh what?

#

I just offered a more accurate measurements (and easier to take)

spice jolt
#

No, you used a condescending tone of douchebaggery when I replied that what I had was simple/convenient enough. You didn't like the answer I gave, so you moved to try and belittle me as being some child who had somehow wandered to the adult table. F*cking ridiculous for you to now try and play the victim... ๐Ÿ™„

#

I'm out of here. This section is ridiculous. No one wants to offer opinions or suggestions; they just want to try and dismiss any idea they didn't have first. I hope some of you eventually find a cure for your insecurities, because they must be absolute hell to live with in their current state...

wind spade
#

uhh what?

#

I literally just gave my feedback on your method, offered other method and you come at me like if I burned your house or something

vapid gorge
#

I've only seen you interact with others for a few hours on this server but you're bristling at everyone including people known to be calm and helpful in the community.

oblique hollow
vapid gorge
#

He just seemed to get ticked off at anything that didn't echo whatever he was saying back.

median heath
#

โ˜๏ธ

vale imp
#

From my system I can say as a host from a game: My Cannon catapults me from Grasland Base up to northern Uranium mountain. But if a player joins into the game, the cannon gets me only to like 70% of the range. So I built a system of cannons because I just want to play and don't math it out xD So the math of building up a factory is enough for my brain, I cannot use it to calculate frames and speed for cannons. I am a little jealos for your brains ๐Ÿ˜„

mystic moon
oblique notch
#

I think that level of accuracy is unnecessary due to the inaccuracies in starting speed.

#

"Good enough" within a dozen or so meters is fine.

oblique notch
indigo hatch
#

Is this to much for one node?

mystic moon
#

.... what is THAT

#

What are you trying to achieve here?

median heath
#

Build what you want to as long as you know why you are building it.

indigo hatch
#

ok

indigo hatch
#

with perfect ratios

mystic moon
#

Why are you splitting that single belt so many times?

indigo hatch
#

well one constructor takes 10 rods when making screws

#

10 per minute so im splitting them to 3 so i can take away 5 of the rods

#

its not hard math

mystic moon
#

Do you know what a manifold is?

oblique hollow
#

thats a bit overdoing it for screws

indigo hatch
#

i dont think so

oblique hollow
#

is this the belt for the rods?

mystic moon
#

!wikisearch manifold

indigo hatch
#

im using a pure iron node

shadow prairieBOT
#
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...

wind spade
#

!wikisearch manifold

mystic moon
#

I win

shadow prairieBOT
#
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...

indigo hatch
#

ok i dont understand a single thing in the picture

oblique hollow
#

it uses overflow

indigo hatch
oblique hollow
#

splitters split 50/50 (or 1/3rd each with 3 outputs) until a machine is full

#

then they move excess to the belt that isnt backing up

indigo hatch
#

oh i dont wanna use overflow when the math is easy

median heath
#

You don't want to use the zero-math method when you can do math instead?

wind spade
#

you could have one belt instead of 18

oblique hollow
#

math easy, build complicated

indigo hatch
#

uh

median heath
#

Not doing math is easier than doing math ๐Ÿคทโ€โ™‚๏ธ

indigo hatch
#

i was thinking about using 2 nodes

oblique hollow
#

its nice and all but like.... is this more useful than having less belts

indigo hatch
#

but i wont

#

dont tell me im doing to much for the start...

oblique hollow
#

besides.... a screw factory? will you be transporting screws out of it on a bunch of belts too?

median heath
indigo hatch
#

2

oblique hollow
#

awful

median heath
#

I would say you're not even at the start yet, so yes you're doing too much.

oblique hollow
#

should have gone for mk 3

indigo hatch
#

well this is a new world and i mostely play on my friends worlds i haven't even gotten tier 4 and 3 yet

oblique hollow
#

screws are a thing you can optimize away later on

#

so doing them in excess is just painful tbh

indigo hatch
#

i need them for the rotors

indigo hatch
#

and plates if i dont wanna use wire

oblique hollow
#

for the first elevator delivery, you dont need that many rotors / min anyway

indigo hatch
#

i want to produce the smart platings fast

#

maybe 10 per minute

oblique hollow
#

right but that doesnt need that much. thats 5 assemblers

indigo hatch
#

or i can overclock some

oblique hollow
#

needing 10/min rotors and reinforced plate

indigo hatch
#

not that bad

oblique hollow
#

so 250/min screws for rotors

median heath
#

Oh, we're automating Project Parts...

๐Ÿƒ ๐Ÿ’จ
All you McGalleon.

indigo hatch
#

i mean i only need 2 assemblers for the plates

oblique hollow
#

right, then the current belt madness above is something i cant really get behind

indigo hatch
#

and 3 for the rotors

#

okay...

#

Please don't tell me this is to much storage

oblique hollow
#

storage?

indigo hatch
oblique hollow
#

what is that for

#

every part?

indigo hatch
#

i dont really know yet

#

maybe for screws

median heath
oblique hollow
#

hell nah

#

storing screws is the most useless thing

indigo hatch
#

i dont know i dont remember what i needed it for

#

i have a bad memory

oblique hollow
#

this thing should store one container of each item, if anything

#

for YOU, for building

#

but not really screws

indigo hatch
#

is 3k biomass enough?

oblique hollow
#

more than

indigo hatch
#

6k?

oblique hollow
#

you wont ever need that

median heath
indigo hatch
#

oh

oblique hollow
#

you will never ever use that much biomass ever

#

1k or so is already enough to get away from biomass

indigo hatch
#

well i have already used all of it...

oblique hollow
#

how

indigo hatch
#

idk

oblique hollow
#

didnt you turn it into solid biofuel

#

while you are this early, its probably better to just stuff parts into machine and not do tedious math since almost none of these factories are expected to be permanent

#

a "big factory" making 15/min reinforced plates is not that big later on
in the early stages dimsnatling this stuff doesnt hurt as much

wind spade
indigo hatch
#

ok but this is all i have build yet to use biomass

median heath
#

Way too much.

oblique hollow
#

a lot of containers on the left

indigo hatch
#

so i shoudn't use pure nodes?

oblique hollow
#

what do those store

median heath
indigo hatch
#

thats the ones i showed earlier

oblique hollow
#

focus on progressing to later tiers so you get better tech

indigo hatch
#

well i only have pure nodes...

oblique hollow
#

because being stuck with "low level tech" is painful

wind spade
#

automate as much as you need at the moment

indigo hatch
#

and its hard for me to do as much when playing alone

oblique hollow
#

just rig something up real quick. if it uses a full node or not doesnt matter. just MAKE
redesigning is for later on

indigo hatch
#

so thats why i haven't gotten the next tiers

oblique hollow
#

one or 2 assemblers each for reinforced plates, rotors and smart plating

#

thatll get you to the first delivery in like 30 minutes

indigo hatch
#

i did my first one in like 25 minutes

oblique hollow
#

the very first delivery of 50 plates?

indigo hatch
#

with one assembler for plates i think

oblique hollow
#

well then you are already at a stage where you should be going for coal power

#

no more biomass

indigo hatch
#

i did that on my other world

oblique hollow
#

oh so not here

indigo hatch
#

i haven't automated reinforced plates or rotros

#

thats why im building more

oblique hollow
#

ah. well, being stuck with mk 2 belts is a painful part of lower tiers.

indigo hatch
#

i just want someone to play with on my world but when i play with my friends i play on their worlds

#

thats why im not far into the game yet

oblique hollow
#

understandable

#

btw, for 10/min smart plating, all you need is 370/min screws

#

the reinforced plates are rather easy thankfully

indigo hatch
#

ONLY?

oblique hollow
#

yes

median heath
indigo hatch
#

kinda

median heath
#

Huh. Interesting.

wind spade
#

the game is normally playable in singleplayer ๐Ÿคทโ€โ™‚๏ธ

oblique hollow
#

use the to-do list to make smaller milestones for you personally

#

AND so you remember where you left off

#

you do know how to use it, right?

indigo hatch
#

well it is for me to its just my feelings that kinda try to stop me when i am alone

#

yes

#

but its still hard

#

its like when im doing something in school

#

i just dont want to do it and its hard to focus on it

oblique hollow
#

btw, wanna know how i arrived at 370/min screws?

indigo hatch
#

ok

#

my friend just texted me on steam and said i can play on his world

#

we are on tiers 5 and 6 there

oblique hollow
indigo hatch
#

huh

oblique hollow
#

10/min plating > 120/min screws
10/min rotors > 250/min screws

#

makes for 370/min

wind spade
#

honestly if you're this lost in the game, I'd recommend you to go play through the game alone first before playing with others and seeking help here

indigo hatch
#

still i dont really understand but i know that one constructor makes 40 screws per minute

#

thats what i did greeny

#

none of my friends had this game when i played it

oblique hollow
indigo hatch
#

i dont know how many they take per minute

oblique hollow
#

you see it above

indigo hatch
#

i dont have it in mind

wind spade
#

it's all in codex or in the recipe view above

oblique hollow
#

i posted the recipe

indigo hatch
#

120?

oblique hollow
#

yes

#

now divide that by 40/min to get the number of constructors making screws

indigo hatch
#

divide it by 4?

oblique hollow
#

40

indigo hatch
#

40*

oblique hollow
#

because a constructor makes 40 screws

indigo hatch
#

ok

oblique hollow
#

" I need 120, my machine makes 40, how many machines do i need"

indigo hatch
#

im worst at math

oblique hollow
#

you can remember this trick

indigo hatch
#

oh now i understand

#

3 machines

median heath
oblique hollow
#

now try the same for 10/min rotors

indigo hatch
#

ok

frosty owl
#

A lot of the challenge of math is all about formulating the issue in a way that's understandable to you.
Learn how to do that, and many issues become much simpler ^^

indigo hatch
#

250?

oblique hollow
#

yep!

#

aaand how many constructors for screws is that

#

it will be a decimal

indigo hatch
#

even if you say the same thing but in a diffrent way i sometimes only understand one way

#

6 and one underclocked

oblique hollow
oblique hollow
#

so in total, its 3 for the plates and 6.25 for the rotors

#

for a grand total ooooooffff...?

indigo hatch
#

or just have it do the same amount and split away 30

#

what

#

so i use 120 and 250?

oblique hollow
#

ye

indigo hatch
#

yeah thats 370

oblique hollow
#

thats 2 seperate groups of machines you can tend to

#

3 constructors for the reinforced plates

#

and the 6.25 for the rotors.
and you can handle their inputs seperately

#

3 constructors for screws is REALLY nice since thats just 2 constructors making rods

indigo hatch
#

ok

#

so what do i do in my case?

oblique hollow
#

what do you mean by that

#

we just discussed how you could get 10/min smart plating

#

and you now know what you need for that, regarding screws

indigo hatch
#

also my friend did to much storage

#

for caterium ingots

oblique hollow
#

maniac

#

tell your friend they are a maniac

indigo hatch
#

i think he started doing it because he saw me stacking them on eachother and putting lifts

#

and he is afk all the time so its maybe full

oblique hollow
#

monkey see monkey do?
๐Ÿคฃ

indigo hatch
#

but i only stack it up to like 3 or 4

#

you are making me laugh and making me hurt myself

#

it hurts

#

what

#

and ITS TRUE

oblique hollow
#

stop hitting yourself then xD

indigo hatch
#

IM JUST LAUGHING

#

IT HURTS

oblique hollow
#

"Breaking News: Local User dies of laughter. More at 11"

indigo hatch
#

18:00

oblique hollow
#

right, more at 18:00

#

sooo right now

indigo hatch
#

18:01

#

here is another one that my friend made

#

and look at the compass

oblique hollow
#

your friend is setting high expectations

#

good

#

makes it easier to crush them

indigo hatch
#

what

#

ahh nice, stun rebars forever

#

count of many it could be...

wind spade
indigo hatch
#

that was not me

#

it was my friend and almost all of them are full

#

only one left to go

wind spade
#

you just said you stack them up to 3 ๐Ÿ˜›

indigo hatch
#

i said that it was my friend who did that...

#

and in that world we are at tier 5 and 6

wind spade
#

[17:58]Hellruky: but i only stack it up to like 3 or 4

#

that's pretty clearly about you stacking them

vapid nest
#

What do you think about overclocking processing units such as smelters or refineries? In my case, I have one refinery running at .344, wouldn't overclocking one to 1.344 be easier? Or would that be a waste of slugs?

wind spade
#

easier depends on you
it's more power hungry but less space hungry
up to you what you choose

vapid gorge
vapid nest
#

oh

#

but is that an exploit or a feature?

median heath
#

Sometimes that item is a slug.

vapid gorge
#

It's just that most people don't bother using that many slugs and basically everything else they drop can be easily farmed near infinitely so a doggo farm doesn't have a huuuuge point outside of just wanting one

#

one of the reasons I just spawned several thousand shards to cut pointless farming time

vapid nest
#

Why make my life hard then when it can be easy. Thanks guys

median heath
#

Doggo farms making infinite slugs possible is also (to me) a perfectly fine justification to spawn yourself a crate full of shards without any guilt ๐Ÿคทโ€โ™‚๏ธ

vapid gorge
vapid gorge
median heath
vapid gorge
#

but not involved in the actual production process / gaming mechanics

#

if slugs lets you produce things you normally couldn't somehow it'd be a different story of course

median heath
#

True.

#

If I do a fuel setup I spawn a crate because making 200 gens @ 250% is better than making 500 gens imo.

vapid gorge
#

omg yeah, it's one of the reasons why I fiddled with Refined power. I liked the idea of a more modular fuel station and enjoyed the complexity over hundreds of gens.

median heath
#

<insert reply I am not allowed to use>

vapid gorge
#

๐Ÿ˜›

vapid gorge
median heath
#

But that thing...
Is glorious.

vapid gorge
#

do you just hate the sheer volume fuel gens THAT much??

median heath
#

Please tell me you have a nuclear version of that?

vapid gorge
#

... I ... do now?? I'll figure something out

median heath
#

๐Ÿ‘€

#

Ping me when you finish it!

vapid gorge
#

well I haven't finished my Ur Rods yet

#

I don't think Nuclear gens will clip as nicely as fuel gens but I'll give it a shot

#

like fuel gens seems almost to have been made to be clipped like that

vale imp
frosty owl
#

There is more (nuclear) power aviable than any possible factory plan can consume

vapid gorge
frosty owl
#

I didn't say that...
I'd like to think that by overclocking enough it might be possible to build and run a maximized (and undecorated) save ๐Ÿ˜…

vapid gorge
#

Ehhh the best computers seem to crap out under those massive world builds. The vids I've seen of massive worlds on top computers are a few fps

#

that's essentially unplayable

frosty owl
#

But do they make logistics optimized and not decorate at all though...?
I always see them end up doing one or both of these things

median heath
wind spade
# vale imp How is power infinite? There must be a maximum as power needs ressources. Or do ...

to give context to what Sev said above:
maxed production from the whole map (turning everything into as many sink points as possible) uses ~500 GW, so under half of the max possible power production. And that means no more resources are left to do anything (and even that build will probably kill your pc).

To use all of the nuclear power, you'd have to use 700 GW of power on trains, jump pads and other similar things, so pretty much not happening (unless you spam jump pads all over the map)

median heath
#

700 GW of Jump Pads?
Bet.

ornate shoal
#

easier to build particle accelerators, these take 500mw doing nothing

#

also, overclocked water extractors

oblique hollow
#

Overclocked Resource Wells

#

especially the Water Wells

#

Need to use just one of the outputs and it will still consume the whole 150 MW

frosty owl
median heath
ocean sluice
#

how do i 4:3 load balancer?

deft lichen
deft lichen
#

? just mirror it

#

why would the direction make a difference

wind spade
#

(also just make a manifold or direct input)

oblique notch
#

Basic math seems to be ... well not as nearly well taught as when I was a kid

median heath
wind spade
#

google ask here for 100th time

median heath
ocean sluice
wind spade
oblique notch
# ocean sluice i mean... balancers are kinda unintuitive

its fraction math and ratios and least common denominator and greatest common multiple. its not unintuitive, its just math most people haven't used since high school or probably more accurately its math taught to standardized testing of memorization and not to the why and how it is a universal language and how to apply it to situations not in the text book

ocean sluice
# oblique notch its fraction math and ratios and least common denominator and greatest common mu...

i mean... if you really go "YoU SuCk At MaTH GiT GUd"
this is the closest thing i found that is good for balancers
https://en.wikipedia.org/wiki/Clos_network

In the field of telecommunications, a Clos network is a kind of multistage circuit-switching network which represents a theoretical idealization of practical, multistage switching systems. It was invented by Edson Erwin in 1938 and first formalized by Charles Clos (French pronunciation: โ€‹[สƒaสl klo]) in 1952.
By adding stages, a Clos network redu...

oblique notch
#

no, youre over complicating it.

ocean sluice
#

"its fraction math and ratios and least common denominator and greatest common multiple. "
uhh ok and? how does this help?

#

i'd like to learn doe...
not trying to insult

oblique notch
#

wait.

hold on. I was looking at this as a 4:3 perfect split (ie 4/7ths and 3/7ths split).

A load balancer is even easier. You just have to have each line go to each output.

wind spade
#

direct input is even easier ๐Ÿ˜„

oblique notch
#

so you have 4 inputs, they need to split each line into 3, A, B, C... then take the A line from each and merge it together.

#

and repeat with B and C, of course.

oblique notch
median heath
oblique notch
#

unfortunately.

#

also why i reject 90% of the interviews i give in software... taught what syntax to use. never taught why they use it or how to apply it to anything other than a calculator or a BMI app or something equally stupid.

The amount of people I have hand me a calculator app as an example of their work, that uses floats instead of decimals, and so does not do long chains of multiplication/division correctly is... insane.

median heath
#

I don't think I would ever make a calculator app because... they already exist ๐Ÿ˜„

tropic hawk
#

Ooh are we making fun of the American Education system?

#

because the english department is whack

vapid gorge
#

How direct are drone paths? I assume they only avoid natural features right?

oblique hollow
#

They go straight up and then use a big grid for navigation

#

literally pass over anything

#

and if not, they phase through it

vapid gorge
oblique hollow
#

yes

vapid gorge
#

oh shheeeeeettt... maybe it would go over the sky scraper thats in the way

vapid gorge
frosty owl
muted goblet
#

Thats probably the easiest explanation i've read

wind spade
#

I'd add the "clock the machines on 3 side to 75% so you have 4:4 so you don't need to balance at all" way

oblique notch
#

I'll add just inject belts onto others with overflow outlets and have full belts for easy counting

wind spade
#

imo even easier counting is "just use what you have on belt"

frosty owl
median heath
lost plover
#

is crude oil -> alt: heavy oil residue -> alt: diluted packaged fuel -> fuel generator the best?
polymer resin

#

I need power and have a free 240/m crude oil free ๐Ÿ˜„

median heath
#

Best is subjective.

lost plover
#

most power from crude oil*

solar dome
#

bonjour je suis a la recherche de joueur pour du multi francais uniquement merci ๐Ÿ˜‰

solar dome
#

desoler :/

median heath
# lost plover most power from crude oil*

Not that simple.

If you mean most power from Fuel from Crude Oil -> then Diluted is the highest conversion, yes.
But many would argue "best" is Diluted, not DPF.
I.E. Wait for T7-8 when you have Blenders.

median heath
lost plover
#

yeah, but I need power now ๐Ÿ˜ฆ

median heath
lost plover
#

heavy oil residue -> fuel?

median heath
#

Oil > HOR > Fuel, yes.

#

Because later you just delete the Fuel step and replace it with Diluted step.

lost plover
#

that sounds simpler and better for now then, thank you @median heath !

median heath
#

๐Ÿ‘

dense cave
#

I had to do packaged fuel and then unpackage it, simply due to the RNG of the recipes

median heath
#

You get Residual when you unlock oil.
There is no RNG there...

dense cave
#

i meant diluted fuel where you get higher efficiency. In my case I only got the packaged one

median heath
#

I wouldn't say you "had to do" though.
Because just go get more drives and keep rolling.
You will eventually unlock everything and have drives left over ๐Ÿคทโ€โ™‚๏ธ

dense cave
#

yep, I went on a trek, just couldnt get it and since I needed the power I just dealt with the unpackaging

modest narwhal
#

I am planning my first aluminium refinement area, but i just unlocked the alternate recipe: "2 aluminium scrap to 1 ingot".
I'll get less aluminium per minute (standard recipe 6 to 4 @ 60 p/m, alternate recipe 2 to 1 @ 30 p/m), but it also requires way less infrastructure.

#

Is it worth using the alternate recipe?

wind spade
#

well that depends on what you value more ๐Ÿ™‚

#

if you like the recipe, go ahead and use it

median heath
modest narwhal
#

Thing for me is right now, setting up aluminium doesnt seem easy. but is it worth to get less p/m for the amount of infrastructure needed. I am a new player, so for me it is really difficult to know what is worth and what is not.

median heath
#

We can't answer that because we aren't you.

#

Build it. If it doesn't do what you need, rebuild it.

#

Such is the game.

modest narwhal
#

fair enough, ill go with the simple setup

#

if i find out i require more aluminium i can always change it to the more complicated recipe :D

median heath
modest narwhal
#

im planning on using these 2

#

the other one seems a bit far for my likings

#

but i can always use that one to expand my factory

median heath
#

Oh you need to let go of "far" and embrace logistics.

modest narwhal
#

haha, probably a new player thing i guess

#

lemme rephrase, it requires to much effort for the amount of extra bauxite i get

median heath
#

Big map.
Best place for different things is spread out.
So networking it all is part of the puzzle.

modest narwhal
#

mmh, maybe for another playtrough, for now i just wanna discover new stuff :D

modest narwhal
#

Heyo, its me again, I'm still designing my aluminium factory. Ive got a problem getting rid of the excess water that is produced when you make aluminum scrap. You get around 105 water p/m. How do i get rid of this excess?

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My solution was packaging and sinking it, but that would require me to bring in another train with plastic, it also would make my factory footprint a whole lot bigger.

opaque oak
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Split the alumina solution production, so you have some of those refineries that run on recycled water and some that run on fresh water?
Or VIP juction (piping manual in pinned posts here).
Or for coal generators, wet concrete or packaging.

modest narwhal
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OH, recyled water might work!

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lemme do maths to see how that would fit in

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Yea, that would work, just need some extra space to bring back that water

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i would need to supply 450 water

opaque oak
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And either OC/UC refinery pair, or one extra refinery to get UC/UC.

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for the alumina.

modest narwhal
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yea, and for powering it up i would say add a fluid buffer or smth like that

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to fill every refinery

opaque oak
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No really, it will just start slower.

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With the fresh water to alumina to scrap and recycled water filling the other alumina refineries.

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and booting the whole system up with time.

modest narwhal
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ah, thats fine as well

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slow start will work

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Thank you <3

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didnt think of recycling

median heath
opaque oak
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VIP or split alumina refineries, both work.
Split production is easier to get working usually, but benefits from scale.

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I personally use VIP:s

cinder silo
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Buffers have caused me so much grief in the past.