#math-and-meta
1 messages · Page 52 of 1
pipe design at refineries outputs
300 divided by 30 is 10
You might need a structure like this, though with fewer small buffers, the refineries output vs the generators intakes having a mismatch might be a cause, the maths on a macro scale will match but the machines duty cycles will lead to intermittent spikes.
Well unless you have mods that change things machines produce and consume thing’s properly
Its far far far more likely you made a pipe or math error
Like it’s super easy to mess up pipes and in the picture you shared it seemed like there’d be problems
Check how many times per minute the refineries chuck out, and how many times per minute a generator takes up, if they are slightly different you'll get the peaks and troughs, so it can cause a stall.
When that happens a flow regulator can clean up that curve.
okay the setup is set like this fuel gens eat fuel fuel gens are running 100% whats stalling is what i circiled that shuts off bc its full of fuel which in returns stopped the 2 or 3 in back theres 30 fuel being consumed per min with 10 gens why is it that 300 fuel i put a fluid buffer to see if it would full up and it does even know all the gens are getting there fuel sop from what im seeing im making to much fuel and adding another fuel gen would solve the issue but i wanna know why am i making more fuel then consumed
the pipes themselves are plenty buffer, just prefill and it works fine
The one pictured above solved an annoying issue at my bauxite refinery because the alumina solution output didn't match the intake of the receiving refineries opposite.
Like I can’t see the whole thing but it looks like it’d have huge issues
all the intake and outtake match
not the per minute numbers, the cycle time
The numbers yes, that was clear from the start, I was asking the cycle times.
whats cycle times
Right, the refineries push out 100 fuel per minute, but how much fuel per cycle?
The generators take in 30 fuel per minute at 250% clock, but how often is each cycle.
where do i find cycle at
Burn time on the generator, one moment please I have the numbers to look up.
burn time is 2 seconds
Ok the generator using 30 fuel per minute has a burn time of 2 seconds so it cycles 30 times a minute.
kinda pointless, pipelines offer enough buffer
the buffer isnt there to act as a buffer its there to see if it would full up and it does whats what I was looking for it seems im making more fuel then i consume
incorrect method
does your production=your consumption?
Yes I've been saying this
did you mind the max throughput of pipes?
I have mk2
He has mk2 pipes and the fuel output is 300, that isn't the issue.
it can
if a cycle from refinerys give more fuel than that
if the cycle is 3 minuts
then the pipelines act as a buffer…
they will at one time gives 900/min
He's using residual fuel by the looks of it, 6 second cycle and 100 per minute, that won't bottle the pipe, not with the mk2 pipes.
which the internal buffer accounts for…
right
The numbers line up, cycle time shouldn't be the problem, my only remaining solution would be a loop.
did they prefill the pipes?
feeding the lines of generators by both sides
did they turn off the first machines in the manifold to allow for the internal buffers of the machines at the end of the manifold to fill?
That is off the mark, the issue he's reporting is a seeming overproduction of fuel.
yes
yet they said their production matches their consumption
This is what I mean by the loop, the pipework on the ceiling moves 300 fuel but to 25 not-clocked generators rather than 10, the reason for the loops is because the pipe junctions don't split in the same way that belt splitters do, there is some voodoo in there than can make tight maths just not fly.
I have 400+ junctions in my new fuel factory that all work perfectly
haven’t ever encountered an issue like that
You are supremely lucky because I have from time to time, I bottom feed as you can see though, the loops fixed the breakdowns.
I set this in the middle to see if it would fill up and when this gets filled my one refine shuts of bc its fulled with fuel which turns off the other refines
if i get rid of this my machines back up instantly
Yeah that shouldn't be anywhere near that full, not with the 300 take up, something is causing sloshing in the pipes themselves.
should i put valves
I wouldn't recommend it, can you DM me your save, I would love to take a closer look at the system.
c:\your-name\appdata\local\factorygame\savegames\457309873987
Yeah, I think it is like steam Id or epics equivilant.
yup
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames
The number I showed was a keyboard mash example.
paste that into your search bar in the file manager, then click the folder with lots of random letters and numbers
ill dowenload it really quick
Hmm, I'm unsure if your save will be easy to access from gefarce now, the game itself yeah but I have no clue how client data is handled.
To get it out from the Now, you would need to download the game to local computer from same game service that is used in the Now, and sync the cloud saves to local.
I'm about out of time, won't be back home 'til like 1900ish uk time.
And not accidentally sync the empty local save directory to the cloud.
Here seems to be the seeming fuel overproduction issue.
note to myself : turn off the auto save when you're monitoring train journey durations
y
Oof, been there.
i hope i have experts to help me out, i have 6 oil extractors, 3 pure, 2 normal and 1 impure, if i run 2 normal and 1 pure on one pipeline, 2 pure on another pipeline and merge the 60 to both, would that work on MK2 pipe and MK2 pump, also could i merge the pipe every 100ish meters to help each pipe line out?
you cannot possibly push more than 600 through the mk2 pipe no matter how you merge it
In theory you can, given the slush. Seen that on some storage tanks, where they get 605/m3 and so on.
Still, that is limited to those with more then 1 pipe input/output.
That's only because flow rate on the UI shows combined both directions but you still can't get more than the pipe limit in one direction
It can be that way on any pipe but you most often see it on buffers, if you have 600 going out one side and 150 going out to other (due to backflow) you'd see 750.
But you still can't exceed 600 in any one direction
Just saying, that in rare cases you can go above, but in most cases you wont even get the full pipe amount, as its not as stable as a belt.
You aren't going above. Not really. It's just that much flowing out of that segment, that's what I'm trying to say. Not that much flowing through that segment
I say this not to be pedantic but because you don't need to confuse people with fluids anymore than it already is. Someone will take your statement and go "oh if I do some funky things maybe I can make 605 consumed by my receiving machines work on a single branch"... and you can't.
in most cases you can get the full pipe amount*
most, if not all
Unless you find a way to merge the splitter directly to a machine, you cant really do that "trick", as it requires more then 1 pipe to begin with.
Only "use case" I can see, is that you might fill a buffer tank faster, by forcing a pipe on the output.
Given slosh is even a thing, I say that you are not likely to get the full 600, unless you have learned all the tricks.
not hard by any means to get a full 600 from a mk2 pipe
600 into a nuclear plant, not so hard. 600 into 50 fuel plants, a bit more tricky, when you want them all to be proper feed.
still fairly easy
so ill be pushing 1020 going into 2 pipes, of course the merge will be the oil extractor to the 2 pipes
?
1020/2≠480
i understand
so 480 each pipe then merge in the 60 from the impure extractor to the 2 pipes should give me 510 each pipe = 1020 total
in theory this should work just fine to get cruide oil to my refineries
what is meant by slush and when should i flush my lines?
slush is rarely an issue when you aren't working with almost full/full mk2 pipes
Hi people ^^
I finally made my first oil rig :D
Is it worth pumping to the max of the pipe and having 5 refineries?
I see some setups but almost all of them just have 4 at 240 instead of 5 at 300
And I don't know if I'm missing something
make what you need, no more, no less
Just wanna make sure I'm not missing something
Slosh. Backfill. Pipes are omnidirectional and have volume, unlike belts, so fluid can go both ways in a given pipe. This is most often what trips up people when trying to hit 600m³/min flow rate
I just have mk1 tho
I didn't reply to you... so... ok? 😁
I was just adding info, not replaying to you tho xD
Fair enough!
and haven't unlcoked yet fueal generators
max out that pipe edit: jk, replying to Zarhonrer
yo

Choose how much tou want to make, and work backwards. Far easier than the other way around
I just want to optimize
I see pips can carry 300ml, so if I OC the oil extractor a little bit ,i can put it at 300
top and bottom pipes are 480 up to this merger, and in my head it turnes them into 510 +/- per pipe, am i over thinking this?
Then have 5 refineries at 60 oil each, making 200 fuel
so the bottom one will have more than the top
till the bottom fills up
It won't matter, like liquid in real life it will attempt to equalize
Whatever is being consumed that's how much will go down that pipe once the pipes are completely full.
So fill your pipes before turning on your machines and if your math is right and you didn't exceeded the pipe maximum it will be ok
so pipe limit (600) and dont have machines that want more than (600), if i stay below that i will be fine
you can’t surpass the pipe throughput limit, no
Yes, but it's a capacity system so you can add more mid pipe
Gotta stop thinking about pipes in terms of belts.
For starters, they do not have mergers.
sorry junction
I'm not even being technical about the term here.
I am referring to how junctions function in comparison.
You cannot think about them like splitters/mergers because that is not how they operate.
On belts, items go where directed.
In pipes, fluid goes where it can.
im just trying to think of the most simply way of explaining what i want to accomplish
Why is that not pumping? >_>
Because it is full.
But the refineries are full too, but not working
Can you send a screenshot of the refineries?
Check the Refinery output then.
The refineries with the ehavy oil residue are not pumping fuel either
the fuel tanks are not full
there's energy everywhere
.
Just the UI, I'd hope you have set the correct number of them...
So that is also full.
Which means the problem is further down the line while where said fuel is going.
But the tanks ain't full
Cringing at "ain't" aside...
Then that means the issue is between the Refinery and the Tanks.
You sure everything is connected properly?
1 coupon on lack of pumps to fill the buffers
Fair.
Especially if using IFBs.
The tanks aren't higher than the refineries right?
No, same level
Do you have any pumps between the refineries and the buffers?
do i need buffers?
What are you doing that could require buffers?
No, I don't have pumps
litterialy learning the game
Try placing one and power it, so you can make sure it's not a headlift issue (the pump says how much headlift is being used)
If you have no pumps or valves just check that all pipes are connected, go through them from the refineries to the tanks and check when they start being empty
It looks like he is using platforms, it should all be at the exact same level...
Please do this
Yes, I'll do this
Buffers hold a lot of items and they can input/output them as fast as the logistics connected allow.
They can have a variety of uses, like buffering inconsistent input/outputs, storing items for later, fashion, control over how full systems are...
But I would like to understand why this one is not filling. Seems weird
Did you try checking wether the headlift is enough or not?
I'm not sure how to check that. but the other tanks in the same inclination are filling ok
...
Problem located.
I asked you if they were all on the same level before...
No, that's not the problem, that's actually filling
This is how you can check for headlift. Pumps show the headlift required by the fluid to reach the highest point in the pipeline (it needs the fluid to reach there, so it won't work with empty pipes)
Note: if a screenshot isn't abundantly clear about the context of the factory, assumptions tend to be frequently incorrect. It's worth always checking the basics (especially before suggesting "distructive" approaches like rebuilding!)
In this case, only a part of the buffers were in screenshot
Another giveaway were the pipes that could be partially seen above the buffer, but I didn't assume on those... It's just that placing a pump to check is quite simple
But then why is one upper tank getting filled without a pump?
And the other needs a pump? The pipes have the same inclination
Yeah I was not not referring to the screenshot but to this message and no one said anything about rebuilding
Sorry, I understood same level like...same floor. Now I see you ment same height, sorry.
Refineries have a bit of headlift but not enough to get to the top of that
you have 10 buffers?
Don't worry you just have to add some pumps for the upper levels that isn't that big of a deal
People's descriptions are (often) even less reliable then screenshots 
But yes, I misunderstood your "check all" with "rebuild all", sorry
30 buffers, impressive
If you place a pump before the buffers, it'll tell you what the problem is... If it won't be fixed by one pump already, that is
Because the left one have the same inclination and "size" and was filling the uppertank
... This will be the last time I'll be writing "place a pump before the buffer" today 
...I assumed that always would be the case with that "formation"
Well I'll leave you guys to it, it's half past midnight and I have work tomorrow. Bye
The fluid fills the system from the bottom up
How many pumps do you have, just 2?
Why are you just not immediately putting it into a generator or packaging it for vehicles?
...Because I haven't unlocked that yet
xD
And I'm not trying to save it...just trying to make the refineries work longer before stopping
But as for right now I can'd handle the fuel
As a tip for the future, I suggest connecting the buffers in "layers" rather then "columns". You get what I mean?
Dont... you unlock fuel generators at the same time you unlock the fuel recipe?
Nope
Yes, long lines instead of tall lines >_>
Fuel is with plastic/rubber. Fuel Gens are with MK4 logistics, after manufacturers
Easier to handle and less weird headlift nuances 👍
Huh. Weird
Tbf, you really don't want to push players to handcraft HMFs... (unlocking Fuel Gens before Manuf)
Also, I f'ing hate Fandom, got 3 videos trying to play while looking up fuel milestone. @deft lichen please tell me getting the hell off that invasive money grabbing privacy invading site is at least in discussion?
But what are you going to do with Fuel the? You can't burn it and you can't package it yet...
not that this is a solution, but my dude get ublock origin asap
It's been forever... is it used in plastic?
MK2 pumps look nicer
No, it's "made" to prevent the refineries to stop due the residues
I thought by "weird" you were referring to having Fuel Gens after Manufacturers
Oh on my desktop Fandom is blocked up left and right. On mobile theyve switched some things so my piHole isnt catching as much as it used too and not as good blocking options on mobile
Lots of storage = lots of production time with one flush
But I also despise Fandom for their absolute horrible practices. I run a pair of wiki's for a board game company and Fandom had been trying to snap visitors their way to their inferior and outdated wiki for ages.
(The pair I run are not on Fandom Thank god.)
Anyways wrong channel.
@tired viper that makes sense. I wouldn't have bothered yet but it's your world you do tou
Turn the residue into coke and sink it? The very reason the sink exists
No, the reason is 🍣 
Turn the Residue into Coke and make it into free power.
Eh, you often need to change up your early oil processes, so can’t really count on it staying. Plus linking power production and material production? Heresy
I used to use excess fuel to power recycled plubber setups, back when generators still produced only as much as consumed...
is that more efficient than turning it into fuel? assuming base fuel recipe for the moment
No, but when you start oil you don't have fuel gens.
Basic oil setup feeds 18 Coal Gens with the byproduct and produces more power than it consumes./
that's pretty nice
how about a basic setup with fuel gens? curious not trying to contradict or anything
I don't have one offhand, as I now skip Fuel until T7 when I have Blenders.
at that point I would rush straight to nuc
Nuclear overrated
and I play slow enough that I would need oil gens or to spread across the entire map hooking up coal'
How do you rush nuclear?
Carefully
Fuel with Blenders = simple, easy, good.
Nuclear = I am not turning it online until I have everything from Uranium Ore to Plutonium Rods ready to go.
I don't mess with nuclear until it is waste-free.
And I highly doubt you can "rush" to plutonium production.
we lived with nuc waste before and we can do so again
"we"?
And you have time to watch the waste processing for backups... lol
Lies
the game didn't have plutonium at all for a good bit
And I didn't do nuclear at all for a good bit 🙂
And that's why nuclear was never a need.
just set up the waste processing line to be slightly faster than the nuc reactor output and it'll all be gone soon enough
No, because then yellow lights.
then turn them off/delete them after
@sand epoch seriously? ORANGE square??
Or just... build it right the first time 🤷♂️
good to overestimate in case CSS changes waste processing in the future anyway
Never a problem if you start fresh on every major update like I do.
okay well my advice works for everyone who
-doesn't mind waste buildup that will eventually be gone
-doesn't mind a few yellow lights
-wants to futureproof
so, quite a few of the people here
like I get sinking plutonium rods in the interest of theoretical infinite repeatability
(even if you'll restart before it becomes a problem anyway)
but very few people are as exacting as you with this
by the same logic you have to overbuild everything everywhere and also have all other resources available in case recipe changes
I get your point but if your iron plates back up nobody cares
if nuc backs up you have to go into your radioactive hellscape and fix it while running through filters like a madman
being able to fix it while your waste is still being handled would be far less stressful
radiation is hardly such a big problem
you'd need decades for radiation to ever become a big problem
then you've stopped arguing with me at the "having a bit of waste stocked up for a bit isn't a big deal in the slightest" point
if the potential solution to a problem you don't consider problematic involves something you disagree with just don't solve it
Anyone who "doesn't mind yellow lights"....
Heresy.
I care.
umm what? I don't agree you should prepare for things because of updates
There is no "more".
It's equal. Back up is back up. The item involved is irrelevant to me.
yes and that point was a response to the point that holding a ton of nuc waste in storage was a bad thing
I mean... it's not "bad" as much, but it's pointless to do (unless you're just storing it without processing)
exactly
under this hypothetical i'm setting up nuc the moment I can get it
that means no processing
maybe once i'm done creating prod lines i'll set something up to clear out the extras
but for the time being my concern is no longer having any concerns about power
you disagree with setting up wiggle room to deal with the excess slowly
no?
.
you disagree with the "oh it might get updated anyway" thing
I disagree with "preparing for possible future changes"
they way you worded it, it sounded like "I want to consume more because they may change it in the future"
sorry
which I disagree with as you can never prepare for everything
meant consume more to
1: deal with the stocked up waste
2: deal with the stocked up waste
3: deal with the stocked up waste
...
1000: deal with the stocked up waste
1001: prepare for a future update
just an added benefit if CSS changes it that slightly
which I doubt they will, they know very well that they can't change nuclear by a small amount
no they're not the type to nerf slightly
if a change will happen, it will most likely be part of planned recipe rebalance which will change most recipes anyway
I think we're overdue for another one in 1.0
what was the last one U4?
I basically only have 3 things I want for 1.0. new recipes, a new seasonal event, and more copper nodes
those pastas are expensive
maybe an alt- "iron pasta"
mine are:
- remove hypertube cannon (and possibly add better option like hypertube boosters)
- reduce time needed to spend in T1-2 (or move coal earlier)
- slightly buff DPF/slightly nerf DF (obviously a full rebalance would be even better but at least this)
-patched in U8, likely that they’ll find a more official way of doing it
-maybe when t9 and 10 drop, 1 and 2 will be in skip onboarding. Plz?
-fair
iirc they said they are re-adding it?
I don't want t1-2 to be skippable, but I want to incentivise user earlier to move to automated sources of power. The game plays out great as "do everything at your own pace and in any way you want", except for t1-2 where you're kinda forced to build small, progress fast and get to coal asap to actually have decent power. And since t1-2 are basically introduction phases teaching players basics, it only makes sense to make the player feel nice in those phases and not forcing them to gather leaves to keep their factory alive
kill animals and harvest for maximum biomass creation
that still doesn't solve the issue
the issue isn't "get a lot of biomass", the issue is "you should be teaching player new things, not forcing them to gather tons of stuff to even keep the factory alive"
it does actually force you to learn early production lines though and not just run around doing Fortnite like reactions. as hand crafting and biomass are so frustrating for large builds that you kind of need to leave it for a more major plan later if they let you automate it then most would spend way to long on it as opposed to progressing down the path of planetary exploitation. as recipes are fairly equal with no weird numbers early it keeps it simple while giving you something to do while waiting on production lines
while that's partially true, it also gives the player less room to experiment with different things
which is a very important step in tutorials
I'm not saying we should remove the whole no-coal phase, but I'm saying I'd shorten it a bit
also a lot of players get out of the phase with thought of saving power where possible and handcraft stuff instead of automating it
you can do lots of experimenting at that stage i spent 10 plus hours in the early game with 6 or so constructors and 6 biomass burners trying out manifolds and foundations with 3 miners one for each resource
iron copper and limestone to be specific
yeah they do but then they get to coal power and need to automate everything as it takes to long otherwise and that is when thhey learn to balance power to production needs
I don't have that feeling, especially from many people asking here
tons of people are still handcrafting materials even at T5
then they aren't experimenting as stated earlier and they wouldn't even if you made biomass automated. as once you have stable power then you really can do anything you want with your factory
and they aren't if they are still handcrafting in teir 5
it's that they haven't been shown the value of automation, as early the more you automate, the more the game punishes you (until T3)
it doesn't punish you it gives you trade offs. so you can spend time gathering biomass or crafting the items by hand that is your trade off and in early game it may feel faster to handcraft items but it actually is faster to automate your construction and collect biomass as you can only build one thing at a time. like all the alts there are trade offs.
it kinda does tho. New people need time to understand stuff and it's kinda hard to focus on a task when you have a timer that basically says "you have to let everything be and mow some grass otherwise you can't progress"
there are tips given at every step of the way if you start with the landing that teach you automation and power management as well as handcrafting things. this gives you time to learn first with handcrafting resource requirements then power requirements and you get to choose which you would prefer. it is in tier zero milestone four i believe that you first get introduced to power. then the remaining milestones of power that let you keep advancing your understanding in a small amount of power requirements. you can hand craft through the early stages and bypass the learning or learn and spend very little time "mowing grass"
bypassing the tutorial always makes the game harder as you miss out on key opportunity's to learn interesting things like hotkeys
I think the biomass burner should be replaced with a coal burner that uses just coal but has to be hand fed.
Or a way to regrow biomass in a contained space so you aren't having to worry about a biomass hunt.
the speedrunning server would consider that optimal
and it technically is if you're still setting up production lines for most of the time
also, you have no idea how many burners we have set up before coal comes up
Re: incentivizing/teaching early game automation - in Factorio you can tap a key and at a glance see the (net?) production of various goods across your world. 3k/min iron ore, 200/min widgets, etc.
What if, to advance out of one or more of the Project Phases you also had to reach a minimum average production of X/min of some basic items from that phase - an amount that isn't mega-factory level, but clearly beyond your ability to craft by hand?
Nudge the player into creating a production chain for basic or intermediate components, and the rest may follow naturally.
why lock people into a game play style?
This idea but make it a per/min of Project Parts to make the belt inputs on the Space Elevator actually make sense. 🤷♂️
Yeah, that could work, too.
plus in factorio I think you only have a single option for recipes?
In satisfactory when you get to Steel you can never smelt another iron ingot again
Maybe an optional (but visible) achievement or somesuch?
I still think it would lead people down a narrow form of production. Making it linear to what items they need to produce
like there are so many recipes in game that you can very early on completely cut out
Iron Ingots
Screws
Iron rods
And still make everything in the game
Plus I find a very good way to progress is to make sure you have containers of items on hand to make short term space part processing very quickly when they are unlocked
well... if you use walkways/catwalks/ladders, you will still definitely need those iron rods.
but you really only need a small set up for that
and a container. lol
can always hand craft a stack or two - don't need to automate them on a permanent basis.
Or even like 1 machine sloooowly pumping out items
you really only need to make 10-20/min of the basic iron parts outside of more complicated prod chains
like late game, taking 60 ore and tossing it into 2 smelters followed by 3 constructors for plate/rod/cast screw is enough for building materials
(funny how that's pretty much the intro iron phase 0 build 😉 )
In most cases, 1 machine making stuff for storage, is enough. Yes, even for concrete, as it depends on how close your storage is to where you are building and what you are building.
1 Refinery making wet concrete
And how much you build. I have 4 constructors making concrete just for storage, and still it doesn't always refilnbefore I'm back for more. But I also build a lot of decorations for each build so yeah.
But in general, I'd say 15-30 is my usual go to goal for most build requirement parts. Less for high tier ones
300 nuclear waste per minute can i produce 5 plutoium rods
I get 5.25 plutonium rods from 1050 waste, though I use the default recipe for waste disposal.
Yeah i think so satis tools says its enough for my work
But it wants 20 alternative recipes
I can open some of in calculator i think
prolly resin if u started oil
I have never found PolyResin to be very useful. Almost always the Heavy Residue alt is better for various oil products. From this group I would pick either the CatCircuitBoard or the Wire. The CatCB is useful if you have more caterium than quartz available for circuit boards. Likewise the fused wire is mostly useful when you need a lot of wire and have extra caterium sitting around not being used for quickwire.
Poly's very useful if you're trying to maximize Fabric production 😄
2
If you are just sinking it, the fabric is worth way more points than the resin...
Run your trucks on the Fabric 🙂
Lol
So same energy value as leaves and it only stacks to 100?
Oh. He meant the alt for lots of PR. No.. i dont care for that one either. But the resin biproduct of the HOR alt, is what i was thinking about.
Mine goes to rubber refineries. Which feed into recycled plastic. And the plastic to making containers for the Diluted Packaged Fuel line, which i switched off once i had enough containers. When both storages of plastic and rubber are filled the resin overflows to making fabric. Which is being sunk at the moment. Will divert to making various PPE items when i get back over there. Filters, chutes, etc.
2
I've got a weird situation and I dont know which chat to post my problem in, has to do with splitters and odd numbered constructer inputs. is this the chat or would it be the satisfactory discussion channel? I've got the problem question copied
?
Just a hunch. Ask your question, though! We're here to help.
alright, its sort of long just to explain what I've got hooked up
Go for it. If you have any pics you need to post, just say so in the question, and paste them into #screenshots
might do that as well if needed
I have 3 constructers that are fed by 2 smelters. this entire things for baseline 100% production frameworks btw. the smelters are underclocked to produce 24 each so 48 and the top 3 constructers need a total of 48 iron a minute, but the problem I've got is that one constructer is making 36 screws per min which takes 9 rods (9 ingots) the second one is making 12 rods just for plain feeding into the frame assembler, and the third constructer needs 27 ingots per min. the splitter splits evenly which doesnt work but I don't have a way to make it split the way I need it. is there a way or a mechanic in the game that allows you to select how much gets split through each channel in the splitter or do I just need to make 3 seperate smelters?
So the answer to the question "is there a way or a mechanic in the game that allows you to select how much gets split through each channel in the splitter" is "No, not with basic Splitters or Smart Splitters." A basic splitter will split evenly 50/50 between two outputs, or 33/33/33 (plus rounding) for 3 outputs.
HOWEVER with a specific arrangement of splitters/mergers that feed back into themselves, you can make a "balancer" that sends specific ratios in different directions, like "25% of the output this way, 75% of the output that way" and more complex configurations.
But, as predicted, I think that the answer you're looking for is going to be to use "manifolds."
This is where you have a single given product, let's say iron ingots, that is being produced at a rate of X/minute and consumed by some number of machines at X/minute or less. What you do is send a single belt of that product into a splitter with 2 outputs - one to the first machine that needs it, and the second to another splitter. That second splitter has 2 outputs - the second machine that needs the product, and then a third splitter. You repeat the process, with each splitter in sequence sending to another machine that needs the input product, and also to the next splitter in the chain.
Hook up all the machines to power and their input belts but not their output belts. Let the input run long enough, and eventually your first machine will fill up with its output product, and its (unused) input product, and can accept no more input. Now the 50% of that first split that it was receiving will continue to flow down the chain, filling your second machine, then your third, and so on.
Now, your manifold is "saturated" and you can hook up your output belts from these machines.
As long as your input product doesn't decrease in throughput (i.e. you don't split off to other machines, or underclock any upstream producers) your machines will continue to operate at 100% efficiency, possibly feeding into additional manifolds themselves.
You can help speed along the initial saturation process if you have some loose input or output items that you can drop into the inventories of these machines.
maybe thats what I just accidentally did partially? I'd probably need to see an image of the setup, I think I sort of know how it looks but I'm unsure. the machine loaded the first 2 so now it seems its running ok, I didnt think about them overflowing and then balancing over time but I didnt hook 2 splitters like that
I think from your description you're trying to make Modular Frames, using Reinforced Iron Plates and Screws? Is that right?
yes
Yeah, so you'd have 2 smelters outputting iron ingots. These can be merged into a single belt for simplicity. Then build splitters off of the belt leading into your two Iron Rod Constructors and your (however many) Iron Plate Constructors. Make sure that the constructors are over/underclocked to match your exact production needs, or the inflow of ingots can get imbalanced.
The output of Iron Rods can then be merged into a single belt, which is then split off into the Screws Constructor(s) and the Modular Frame Assembler(s). Likewise, the output of Screws can be merged (if you have more than 1) and split off to the Reinforced Iron Plate Assembler(s) and the Modular Frame Assembler(s). As long as the "input" of each machine doesn't exceed the total "output" of a given item, the system will self balance eventually, but you can help it along by "priming" their inventories with the needed input items and output items.
Eventually the system will reach a homeostasis of sorts, as long as the raw resource input (in this case, Iron Ingots) doesn't drop below what's needed. You can increase input (e.g. by smelting more) without upsetting anything, and just split the excess of to another set of machines, even expanding your current setup to make more Modular Frames if desired.
thats almost what I did exactly but I just have 1 splitter with all 3 output ports feeding into each constructer, so the 2 rods are on the left with one taking the front port or the one opposite from the input, the left feeding the other rod, and the third on the right feeding the plates constructer
atleast to me, dont know if I'm getting it wrong but manifolds sounds like a daisy chain of splitters rather than 1 almost
That can also work - If you use a single splitter to split between 3 machines, when 1 of them fills up on its input inventory, the excess will "overflow" to the other 2 machines. Then when the 2nd fills up, it overflows to the 3rd. The trick is getting them to fill up in the first place. Once that happens, the splitter will form a backlog, and items will only flow through it when a connected machine completes a production cycle and "needs" more of its input.
In your case, a single splitter works because you only have 3 machines. Daisy chaining them is a natural progression when you start having production lines with a dozen or more constructors.
Plus it just looks neat.
I just looked it up and I used that with my coal generators, didnt know it had an actual term or name
It's fun finding out that we accidentally stumble across an efficient method!
And it's by no means the only way or even the "best" way to do something. Just a popular one, and relatively easy to implement.
true, first time I've asked for help on something in this game so far. I just figured out the water tower method thing for coal generators just 30 mins ago which was originally for a funny look until it actually just worked. welp thanks for the help on understanding what was happening, hope you have a good day/night
!wikisearch manifolds
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
There. Some pictures 🙂
[screams]
Thats very useless recipe. Only time you ever need resin is making cloth, in all other cases its a waste product that people sink. You could make rubber out of it, but making rubber straight from oil is obviously better. Only use resin to make rubber if its leftover from heavy oil.
well ok
is it? 92 oil -> 100 rubber with that recipe, compared to 150 oil -> 100 rubber with vanilla rubber recipe
This is an interesting observation.
Higher building count to get minimally more rubber.
It is still beaten by the recycled rubber loop. And in that last case you will have a lot of waste resin that can be turned into more rubber.
600 crude into 600-ish rubber or 400 rubber, is not minimally more.
I mean obviously diluted recycled loop beats everything in terms of resource efficiency, but resource-wise the PR alt path is better than vanilla rubber
also it's not that much higher building count 😄 for 1000 rubber it's 72 vs 67
you'll get less byproduct HOR tho, so it's up to you if that's advantage or disadvantage
Cable can be made with both HOR and Rubber, so probably a great recipe for making lots of Cable.
derp, was posting on something far in past
i'm wondering what the use-case for that hor+wire recipe actually is
yeah, there's just not much that uses cable recipe-wise... everything involving cable has a better alt
Im curious about all the retrograde oil recipies in general. Like i get ramping up any products, but i find it hard to imagine needing to stretch Iron plates and cables with petroleum products when there is 70k/min of iron on the map...
there's some spots on the map that have a concentration of one thing and a dirth of another
Idk. I can make over 10k wire per minute with the 2 caterium nodes and most of the copper in the grassfields. Pure ingots plus Fused wire is so productive its rediculous.
yeah, the fused quick/wire recipes are great
Thats the only thing i can think of. Localized production. But that still feels inefficient. Like, make things in the places they are best made and ship them by rail to where they arent if you need to...
for copper though, i much prefer the copper alloy alt instead of the pure one
I can see that. I mean. Im not using it, but at least it makes sense considering how much iron is available.
its almost the same yield at a fraction of the power
Ah... i always forget about power... lol
like 6 foundries can kick out 600 ingot/min
My default mindset is very much = use all "pure" alts, then go from there.
they burn power tbh
i use the pure copper, caterium & wet concrete ones but quartz & iron, its just wasting power imho
To be fair tho... i like pipes. Many other folks do not. Avoiding pipes except when absolutely necessary is a whole strategy in itself i suppose. Lol
Oh 1000% use a combo of pure quartz and cheap silica right now.
like i'm currently midway through phase 4 and i think i only have 4 smelters making iron ingots, lol
Pure iron, pure copper, pure caterium, pure quartz, wet concrete, steamed sheets...
Might as well call my design philosophy "just add water"
Lmfao
i was honestly just looking at whether there's a point to pure quartz
tbh, i can't find a use case for it
I really like Copper Alloy Ingot recipe
copper alloy is in my top 5
it's just so space efficient. pure copper produces more per ore, but all those refineries 
i can easily make a nice copper alloy blueprint that will produce tons of ingots
yeah, i have one too that doubles up for use with solid steel and coke steel
foundries really like being grouped in 6!
i guess it's all situational. if you have copper and iron very close to each other, might as well use the alloy recipe.
if the iron is far, but the copper is very close to water, can use pure copper
sometimes you need the pure copper yield
copper powder, we're looking at you
ECR's kinda need fused quickwire
actually copper powder works out exactly with the alloy recipe
oh yah? I haven't got that far yet
yeah, let me find a picture of pasta
I'm currently working on 45 HMF / m
Using all kinds of alt recipes.
I need 1590 coal, and 1620 limestone.
Not too bad.
At the end of it all, 16 manufacturers, pumping out 45 HMF
I'll do 2 rows of 8 manufacturers
i just did a 30 hmf/min build that kicks off a lot of by-product
You think I should use iron wire + stitched plate?
Or use the vanilla wire recipe?
damn, not bad
the encased industrial beams is the expensive part.
I need to make 150 / m, but that requires 1050 steel pipe and 750 concrete
yeah, they're get ya
i'm noodling another design for a factory in rocky desert that'll be around 60/min
I'm setting up all the steel production here. Will just be making steel pipes.
There's a couple pure limestone nodes there, so I'll do wet concrete at that lake, and then combine with steel pipes to get my 150 encased beams
yeah, you need either wet concrete or rubber concrete to do HMF's
wet concrete is one of my favs
either that or set up a concrete factory somewhere
just a handful of refineries, but you get tons of concrete.
i just did the math on this
2 pure limestone + 1 normal limestone = 18 refineries = 2x720 concrete/min
i swear, anything you really need except bauxite and uranium you can find on the north forest cliff, lol
yeah, it works out to exactly 18 refineries
yep, 1440 concrete
can do 2 rows of 9 refineries, and get 2 belts of 720
i might just do that
i only did a grass fields start in my first play-through
and when i did that, i went in the direction of lakeforest & blue crater unwisely
that was quite a mistake, being honest
but grass fields just sucks as a starting spot, lol
yeh, low quality nodes, and lack of some other good materials
my biggest mistake was thinking i can easily expand from dune desert into toxic swamp lol
i'll say lack of quartz is the main thing
you always do end up in the swamp eventually, lol
yeh, i set up a nice aluminum plant there
i use it for nuclear
was gonna do that as well, but moved into my 3rd playthrough
i like power builds (whatever the tech) to be self-contained
and the swamp has everything needed for nuclear
iron is so common you will have hard time making a pure copper factory that does not cover an iron node beneath it.
well spoken truth
ive literally just finished with a big set up there. Making steel pipes and Encased Industrial Beams.
Used Pure Iron Ingot into Solid Steel Ingot, as well as Compacted Steel Ingot. Cranking out about 3000 Steel pipes a minute. Using Encased Industrial Pipe alt for the EIBs. I really need to bring in more concrete to get the EIBs up tho.
i've really been trying to find a use for pure quartz
For my current playthrough, this is my plan for aluminum.
If you notice all bauxite nodes are kinda spread along the "equator".
I want 2 train lines. One bringing all bauxite from west side into middle, and another from east side into middle.
I will use the lake there, along with alt recipes to create one giant aluminum factory.
What do you think?
when you used lot of it for silica to max alu and need to compensate
the thing is it doesn't play nice with the numbers for either oscillator recipe
YES
That location is a pita to build in, its rather radioative and full of the big spiders
I use it. But ive only utilized 2 nodes of quartz at once spot for the moment.
Actually, you can make an oval loop to catch the bauxite nodes instead of line that goes back and forth with side belts.
True, then I can even put the aluminum plant in the ocean
I'm thinking of doing that and pulling it all into crater lakes
mine is at the upper node, flat and easy water access.
Yeh, there are a few bodies of water in that area that can be used.
I also need a bunch of oil, because I'll be using the alt that uses coke
you're probably one of those people that uses the oversized inventory cheat, right?
I'll show you a diagram if scim manages to load my oversized save
Yes, I use the 300 slot one I think, don't remember.
But I hate running back to base when I'm doing big builds
personal drones. and bring train for planned builds obv. it also gives power for hoverpak
which is why that location is difficult to build in
I'm basically a walking mall lmao 
such mods really do drastically change the game
Figuring out logistics is a big part of the game for me. I find fun in the solving of the problems like that.
A schematics for you. Middle is the 6.5 modules alu factory, all bauxite from the map processed there.
Above it (down the cliff) is 3 oil nodes where i make all the coke and belt it back.
I have 2 train loops, one oval on left with 4 stations and one bidirectional on right with 3 stations.
The 4 central bauxite nodes are belted into the factory, rest goes via train..
That's really nice!
Aite, Ima hop on satisfactory for a bit and then go to sleep
C ya
oh i see
atm i just have rudimentary aluminum up for mk5 belts and handcrafting
so did I, with 5 baxite refineries and 3 scrap refineries for a looong time
then decided to make something bigger, use the 4 central nodes.
Then the desgn kinda cascaded from there
i just have sloppy->default with 3 refineries each
sloppy+electrode gives highest yield per bauxite i think.
I'm using pure ingot for now, but if I need more in future, I can always ship some silica and convert to forges.
its kicking off 225 casings & 180 sheets + 60 tanks for me atm, which is all i need until i get into batteries
i plan on using sloppy/electro/pure when i rebuild it
i just don't need alum right now for more than belts and blenders
put the forges into separate building, so you can expand to use silica recipe if needed
i have no plans on using the silica recipe
yet
that's a pain to use (1) and (2) you don't need that much aluminum!
I need a lot to bottle all nitrogen on the map
RCU's are going to require a lot of casings, but i should be able to cover that with 1800-2400 bauxite with sloppy+electro
why? once you make fluid tanks you don't throw them away unless you're using turbo pressure motor
turbo pleasure motor is most energy efficient recipe
it is, but how many turbomotors are you planning on building?
All. Of. Them. 🤣
i mean, i'm shooting for a number with that of btw 16-40 turbomotors/min
and that's less than 240 fluid tanks/min that i need to make
whats a little painful is i need about 11,000 alum casings/min
and that isn't taking into account the ones needed for cooling systems
yeah, its closer to 15000 casings
is that actually achievable?
its actually not too bad:
ah, the alclad casing
its actually right around where my estimate of 1800-2400 bauxite sat
that's really not bad at all
and i can use the rubber recipe for HOR instead to combine for heatsinks
you have some waste resin, make that into rubber first?
i sorta have a rough plan outlined for the entire playthrough
if i use the rubber recipe, it yields more rubber and half the HOR
but do you need that much rubber?
which is fine, i wouldn't be doing anything else with the oil anyway... i think there's something like 1200 oil there
for heatsinks, i do
yeah, its about 20k rubber i need
there is probably enough oil on the map to pad production of everything else, if you can be bothered
really at this point its just being frugal with which biomes i leave untouched for nuclear power 🙂
i think i'm going to need to tap 2 of the uranium nodes
you expect to use more than 80GW of power?
yes
i know it'll be more than 75gw
right now i'm running on about 24 gw of coal/geotherm and tiny bit of fuel
you might as well tap all 4 nodes and be done with it in one go
have you ever built nuclear?
it took me about a month to build a u600 plant in my last save
Do you see the big red blotch under alu factory?
#math-and-meta message
Thats my plutonium processing facility.
i don't feel like spending more time on it than i need to
i'm guessing that power needs are going to be around 150 gw
kind of tough to nail down until i build more factory
greeny calc will give you estimate
my alu factory for all bauxite on the map uses 10GW total
lol, with the way I overclock, Ima need at least 80 GW
a lot of my blueprints are of the overclock variety 
less machines, more compact
i'll stand by oc'ing miners, water extractors, coal generators and nuke reactors
rest of things i'd rather uc to get good ratios and splits
I'm ok with overclocking a last machine in row if its less than 40%
i abhor having one machine in a row at a different clock speed
Power shards are infinite anyway
Overclocking means less machines which also means less lag as well
I like to clock either all one row the same, or having just one machine clocked differently (so I can check that machine immediatly and assume the state of the rest)
Once you start making Fuel Generator Factories, do you erase Coal Factories to have more coal for other things, or you mantain them?
Is worth mantaining old energy sources with each new tier?
why bother unless you really need the resources you're burning? extra power and if something happens to one gen you can boost it with the other
there's like 30k coal available on the map, I doubt you'll have issues with some of it going to coal power
keep your coal plants around
unless you really need the coal for something else, its useful to keep them running
also, decently constructed coal plants actually can produce a good chunk of power compared to fuel
if you OC an 8+3 coal plant to 250%, it'll yield 1.5 gw
I'd recommend overclocking a lot, I don't think anyone has ever ran out of electricity but you can eventually run out of computing power
Less machines == less lag
OC'ing should be used where it makes sense... definitely on miners, its foolish to tap a node and not use all of it
but on power, it saves time building and the resources
I need to find more slugs then...
they really are everywhere
probably easiest place to find them is dune desert
at night, they just kinda pop out of the landscape in DD
In a couple of days I will unlock trains. I already know what's Manifold. But I read something about "Train Manifold" for moving lots of resources and I can't figure out what means
i haven't heard that term before
is it from reddit? prob best to try to ignore things from there
It is
i've used a technique of daisy chaining freight stations together
that may be what it means
I don't know what is
i wouldn't worry too much about it then
But I guess trains can move lots of stacks at once, right?
I mean they move lots of items. sure
yeah, trains are very good at reliably moving lots of stuff
but they are still limited by belt for throughput
that's such a bad assertion
I think in the end moving all resources to the same spot and from there making factories it should be more effective?
you're always limited by belt throughput
Logistically it's a hellish job
that's like saying a mk5 belt is limited by mk5 belt speed, lol
doesn't make it untrue and it's important to make note of it when you see each car dropping off 10,000 items - throughput it still belt limited
But yes - it is a thing you can do - but it's a shit ton of work and if you haven't unlocked everything yet and have a firm idea of what you're doing with it changing it or dealing with higher belt / miner speeds will requires a shit ton more work rebuildiong
yeah, but you're limited on inputing 10k items into the train too
and that's limited by the belts feeding it. You're not making a point and you're once again conflating per minute delivery
I'm just about to unlock mk4Belt, but i did some basic maths...an mk3 miner OC produces more than you can move with an mk5, right?
correct
Weird
And an mk5 what moves? Arround 800?
means you don't have to spend as much power overclocking to get max out of the miner
from a pure node anyway
however you can split an mk3 miner's output into 2 freight stations and easily get 390 from each car
what??
unless you have a ridiculously long train travel time 1 car can easily do a full belt of items
of course
you're right, i was brain farting
i was thinking 780 & 390 vs 1560 & 780
What's a freight station?
train stations have freight platforms
they work kind of like truck stations
with 2 outputs & inputs
so you can run 2 mk5 belts in or out of a freight platform
but when a train is docked, the belts stop transfering for ~27 seconds
so you can never quite get 1560 in or out of a frieght platform
it starts to asymptotically approach that number with longer round trip times
but then you run into the train car's capacity
these things are kind of academic math issues, if you keep what your transfering in and out of a train car near what a mk5's limits support, you won't have a problem
a train car can carry 32. You can have more than 1 car
good luck with the trucks on that,lol
yeah, never forget trains can have more than one car
Ohhh. Duh. How many cars ?
and you can always add trains to a route as well
as many as your engine(s) can move
there's weight and climb angles to consider but often 1 engine to 4 cars is pretty safe
you can do 4 freight cars with a single engine, more cars than that require more engines if climbing inclines
on a level track, i think you can do many more than 4 cars with a single engine, but i've not tested the limits
Ok
you can do more cars than will ever be practical on a completely flat line.
Well, today I'll start with fuel burners generators! Let's see what comes next
But this big assemblers for heavy frames and computers...oof
hunt for the encased frame and crystal computer alts
HMF's are kinda an SOB to make any which way you cut it
you get production of them to 10-15/min, you're sitting pretty with phase 3 and 4
As for now, for unlocking a tier
It's more about the resource types available - final machine speed output just means having more or fewer machines working which ... isn't a big deal generally
A just have 2 manufacturers with 4 storages and I put by hand what I need
Like a savage
nothing wrong with box factories to get from point a to b
i still have one set up for computers, tbh
but that's also because the plan i'm following in my factory design only requires me to make 8100 computers besides what i need for train building
i cri evrytim
Thats stacking them on and on, and put lifts to fill the upper ones in what becomes a gargantuan pile of isc that goes over the Sky, filled with an unholy number of screws from the very first impure iron ore mk1 minichain that's been working from the beggining of times?
If yes, i already do that
HINT: screws aren't used much in the late game
That's what I told myself
unless you use recipes with screws
And suddenly Heavy and Computers need it
because you can't know, you can't prepare for it. So just build what you need now
keeping a couple containers of any resource is more than enough to do short term processes when you unlock stuff
yeah, overproducing unneeded stuff is a recipe for burn-out
(also, if you "prepare" for the update, it takes a lot of fun out of it imo. If there's new things to make and new production lines to set up and all you do is just hook it to prepared containers, it's kinda weird)
So after filling a isc with...iron plates for example, what you do?
sink them
Yeah. Thats why i think it helps to look at the project parts and unlocks. You need the parts you need to produce those parts...
or let them back up and save power with your machines sleeping
every stored item out of the ~30 or so needed are routed via smart splitter to sink 🤷♂️ or back up, yeah. But usually sink is the way people go for
Smart splitter them to make RIPS. Keep one container of Iron Plates to dip into when you want to make walkways etc.
so RIPs are only made if iron plates are backed up? that's weird
Only at one container that you want filled. I think im making thousands of IPs that are going straight to RIPs. Lol
I'd rather have production to storage work at full time
than to only work if other item is backed up (or work slower when it's not)
if I built the machines, I may as well use them 100% of the time
there's a couple of different philosophies on that
i personally follow one called 'pioneer first'
my product is routed through central storage before other production lines have access to it
this is so i don't have to wait on building materials
I find that weird. If you use a lot, you hinder other productions as well
and yes, it does stall production of things
I'd rather have productions separate everywhere. If I'm running out of something, that means I'm not producing enough and I make more, not steal from other production lines
but the things it stalls are temporary factories
I've been playing only for about 2 weeks
And In my mind I tought it was kinda necessary having a dedicated machine for each element
Just in casd
its like a manufacturer or two that i just set up temporarily to make xyz before i have a chance to create an entire factory for that part
dedicated production line for each item used in building is pretty decent
no reason to have dedicated production line for like ores or ingots tho
for things that pull off of the main bus lines, they actually have buffers to keep production going as i pull product from storage
main bus 🤢
i don't do the milehigh of ingots and things like that
imo main bus is pointless no matter what you put on it
how i structure things is production lines->bus->storage->temporary factories->space elevator parts->sink
nah, just have some of most items shifted into a container for you to grab if you need while you're going up the tiers
if the "bus" is just to transport things from A to B, then it's not a bus
when things grow in need beyond a single assembler or manufacturer, they go into their own factory and stuff like ingot prod all happens in there
bus is when you split from it to factories and merge back products, it's a logistics thing, not transportation
i'd have to have a more rigorous definition to classify my design
something like this is a bus
I'm not sure how you'd quantify this
stacks of belts
stacked belts, yeah
well, its feeding and merging about 5 factories
it's purpose is still transportation from A to B
just because you can't see the lines that are merged and split off, i'd still call it a bus
so if you split a line of say qw off it to feed someting does that line come back and merge back to the qw line?
the fact its working on entire factories vs single machines, i don't see a difference
that's not the difference
it merges into a different line on the bus, i'm doing that with ai limiters
the difference is that the main bus goes through your entire factory, all the ingredients are taken from the bus and all the products are merged to the bus
the outputs are actually routed to the starting point of a line, not merged back onto the line in-situ
that's why its a big loop
there's no such thing as overengineering 😄
we shall see as i progress through phase 4
the volumes of product my plans require are pretty insane, so its probably a little overbuilt, but future me would rather have to much vs too little 🙂
I'd rather have separate factories that have raw input and fixed output
you never have to touch it again and don't have to deal with busses
(e.g. tracking how much you have left, how much you produce and consume, routing all those belts, etc.)
My machines on those lines are working 100% up until the end of the manufacturing chain where construction is still happening. In theory they eventually will run 100% when i start sinking the final overflow after the last project parts are built...
But anyways, i only have one spot in all the lines where a product is prioritized to a single regular container for "build gun ammo" because if i build everything right and that isnt prioritized they will never refill. Lol
makes basically everything related to oil more efficient
I just unlocked fuel about now. isn't that just making residues tho?
You need residue to make all the good stuff
ohm
Well, I'm high on rotors and the secons one seems...super weak. So I already was about to pick third. but nice to see is a good one!
HOR is how you get the best fuel recipe in the game
I tought I picked with Iron Wire :'D
no
Ok, because I have the plan all ready to make 120/m
whatever works best for you
Maybe overclocking will save me time
Not really that hard to place and connect manufacturers
their size is the issue more than anything
entirely up to how you’d like to do it
I'll blueprint the manifolds
Probably just regular manifold
Is there way to move a disconected player?
💥
When it is dead, it should depop, just put his kit in a box nearby the hub so upon return he can get his gear back.
Not sure if it could be ragdolled about using pulses, never tried that.
car did the trick
I guess he logged out in the way of progress 🤣
When in a planner it goes like 3.3333x constructor
At 77.77778%
What approach do you have with those?
I up/down clock, and add/remove machines to make the numbers work without that many decimal places because otherwise the system tends to not work quite right.
Up the final output by small numbers (or reduce it) until you get rid of the crazy decimals
Overproduce and sink the overflow
Using the 45-81 rule so they never happen.
you should really plop a link down to your explaination of the rule whenever you mention it
I like pasting the whole book 😄
why, just copy in a link
i got tired of copy pasting pipe knowledge so now i just mention the manual and link to the manual
Why do you like what you like 🤷♂️
its more accessible and feels more tidy 🤷
H ihi!
Guys, I put an smart splitter with the "overflow" option on the left output, but once the storage is filled, it's not sending the "overflow" to the left.
Are smart splitter wacky?
Is the belt correctly connected?
Also, left/right are determined when you are facing the splitter from the I put side. Make sure you haven't turned them around.
What about when combinations of alts result in mutually prime ratios with much larger denominators? Sometimes there's no escaping that one machine set to 71.6841% or some shit.
You can always escape it.
That's why the rule exists.
That's why after rebalance my first order of business will be discovering what they change the rule to 😁
what is the growth multiplication of coupons?
Make modular frames using only iron and no other ores. With no unresolved decimal rounding.
Exponential/geometric. Not linear.
I made a blueprint that does this.
The rule works because it's underlying principle is that you increase the total machines being used in order to get past the decimals.
What refinery clock speed?
I find it way to over the top and just under/over clock machines to match whatever values I want
Why are Refineries involved?
Pure iron.
Self-inflicted issue.
And is stated in the rule as one of the sole exception recipes.
I just pulled that as an example from my recent experimenting. Making HMF with all-iron mod frames, including pure iron setup.
Again. Read the rule explanation.
Pure Iron is specifically stated.
And it's not an issue for me, as I see energy spent chasing "nice numbers" as more inefficient than leaving those floating point errors in the statistically insignificant margins.
Everything has an energy cost. Your choice not to use pure iron, costs more iron.
Oh you're talking about in-game MW energy?
No I'm talking about time attention and other available resources, personal or in-game.
Using pure iron saves ore. Using other recipes saves other resources.
In that case, I don't use Pure but I have also never encountered a single situation while building where I needed to use it 🤷♂️
I just chose to use it THIS time because I didn't feel like running lots of long conveyors to tap more nodes. And to keep things interesting as I haven't used it much before.
The only spots where I need to boost iron locally were completely satisfied by Iron Alloy.
That's a good one.
I'd like to be able to use every alt, eventually, and know what the best use-cases are for the more niche ones.
Some are highly underrated.
See, I think I'm guilty of that. Which is why I'm looking for the situations where they shine.
Electrode Circuit Board 🙂
okay so after some tweaking with satisfactory tools and recipes that i have, it gave me this for a steel factory.
this is a decent abount of HMF but everything else is lacking completely. should i limit the HMF so i have more of the rest?
i get much more when i limit the HMF production to 10
I will try it like this here, that seems like a decent one
if you're actually worried about parts per minute instead of just consistent production of some stuff while you build you probably want to make a dedicated factory for things
dont have that unfortunately
this is supposed to be a seperate steel factory and (hopwfully) stable, but i want it to produce a decent amount
look for more heart drives, that alt is going to simplify a lot
the thing is, i need to rework my iron factory too as i dont have the needed 40 MF right now
eh - if this is causing hang ups it's a lot easier to just have stuff building a bit of everything and having containers to catch parts to the side. You'll get thousands of everything very quickly
alright, weapon and new steel factory will have to wait a bit then
you'll find those while hunting for hard drives at crash sites
well i mean 40 MF a minute in production
I think he means per min.
ah right
for reference, i am tier 7/8 and just got aluminium running, still no train network and smaller factories spread around in a bit of a mess
oh i just saw i only need a few motors and i can make the harddrive scan upgrade so that will help a lot
1440 turbofuel into 320 fuel gens...
Should I do it?
It’s a fine amount
I'll go for it. Only need like 1080 oil if I use all the good alts
I would say no because it involves using Turbofuel for power. 😦
whats wrong with that
It's pointless?
Diluted gets you to nuclear.
well each to their own ig
It is truly a waste of sulfur.
The only practical use of turbo is making bullets.
there's 6.3k ish sulfur on the map, the only use for them is nuclear, batteries, and explosives mainly
if it was truly bad then why do people use it?
not a big fan of turbofuel either. Diluted fuel is more than enough power for pre-nuclear and nuclear is just way better than any oil-based fuel anyway
Turbo fuel is fun though 😛
I'd say coal gets you to nuclear, and dilluted fuel is useless except for plastic & rubber 😉
i'm being a bit flippant with that, but the yield from fuel generators isn't very good for the size of the builds
you usually need somewhere around 10-20gw somewhere in phase 3&4 pre-nuclear
I didn't go to turbo, I simply did some diluted fuel to hold me over but not a massive thing
yeah, you just need something mid-game to get to nuclear imho
its either build huge coal, some combo of fuel/turbo fuel or one of those + geotherm
speaking of, i need to start rolling on fmf's
debating to unf*** concrete or grab nitrogen as the next project 🤔
i think nitrogen
I cant think of any reason not to grab Geothermal power...
by the time you unlock it it doesn't have much of an impact on your power grid and you have to drag power lines in
supercomputers are kind of pricey
i go for it early and just blow the coupon bank on it 🙂
You just need to automate like 0.5/min and let it pile in storage while you do other things
or buy them
😭
it only takes about 2 stacks to build all the geotherm on the map
i sink everything i produce, so tickets are never a problem
they gotta up the price on those 
probably, cycling them early on is a way of cheesing coupons too
we'll probably get that all with whatever the balance update turns out being
i'd like to see more geotherm added, tbh
it would be nice if that yielded more like 10gw instead of 4.5ish
Geothermal is underwhelming
I haven't messed with it, but yes, it looks that way. I plan on using it primarily to charge power storage for my grid.
I wish there was a photovoltaic foundation/roof customization that could add something to the mix (0.1 MW per object?) but I don't know how they would implement circuit connectivity for that.
hey it's not that bad. i would say its whelming.
~4.5GW doesnt sound too bad. I was planning on making a run around and set up all the Geotherm eventually after i automate supercomputers anyways.
If they had power pole breakout directly from rail, it would be easier to grab geothermal
Plutonium godly
Guys!! Need a 3-2 balancer pls!!
Just kidding, on the calculator online there’s everything
what do you need a balancer for?
Because manifolds are difficult to set up. 😉
For 1400/min coal divided into 3 belts of 600/minx2 and 1 of 100/min
Aluminum stuff 🙂
have you heard of manifolds? 😛
--S--S--S--S--S--S--S
| | | | | | |
X X X X X X X
S = splitter
X = machine
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
That’s seems more complicated
That’s not a balancer
Its not a balancer. And balancers are rarely needed.
Ok I’ll explain everything, my middle finger is broken so gimme 1 min
Manifolds are so much easier because it balances itself (eventually)
Manifolds prioritize filling the first machine in line. Once it is full the second machine takes priority. Untill all machinea are full. So long as you are inputing enough material to run all the machines they will all end up running.
So, I have to load on 2 differents trains with 700/min coal each. My miners are:
- 2 miners of 200/min each
- 2 miners with 600/min each
I just needed to divide them before getting to the machines and I already have designed the dispositions of my assemblers and refineries. I see what a manifold is, but I use it in other cases.
For me it’s just easier to do like that
Especially if I already built everything 🙂
I'd personally just assign one miner = one belt = one train car = one manifold
Imma show you my balancer
Yeah but once I arrive to the final station, belts require a specific amount of stuff
So it’s just better diving first for me
Balancers are an unnecessary waste of space and time in my opinion unless you are going for setups like zero radiation nuclear power plants
that's why there's = one manifold -> I'd make each manifold use the exact amount there is on the belt
Well that’s how my brain works…I have 1000+ hours of Factorio and so the idea of balancers can’t get out of my head 😄
even in factorio balancing is less needed than people think
Imagine approaching Satis as it's own game instead of trying to force it to behave like Fucktorio...
ive not played factorio a whole lot but never built a balancer in it once 🫢
Ehm ok but I repeat, that’s how my brain works
And btw it’s not a big time loss…
thats it
Looks like you are just creating 3 equal belts?
Balancer AND clipping...
I'm out.
So you are either going to have to manifold further down the line into your machines or load balance for each machine
Which means 6 belts. Vs. 3 inputs on your configuration
gotta use this for sure once teh tran arrives there
2 trains 😛
Number of trains is irrelevant.
3 "wagons" means 3 platforms which means 6 belts.
why not use each belt on it's own?
600?
dang
sorry but writing with 1 finger is getting me tired lol
So each belt has 433.3333?
something like that
id rather have unequal belts than have to deal with that
and?
each manifold will use the amount it has
first two will use 600 and third will use 100
no...beacuse the blueprint needs a certain ammount
its just subjective as a thing
I guess don't use blueprints that are locked to specific amounts then 😄
i didnt mean to hurt your brains
you can combine any left over material from your manifolds into other manifolds though
so it all balances out in the end
as long as something like this is working, i'm not either questioning or understanding what youre saying 😉
you're manifolding into those manufacturers there 😂
Simpler 🤷♂️