#math-and-meta
1 messages Β· Page 55 of 1
buuut please, go ahead sev
This was uncalled for.
Also waiting until you see how I answer the question before assuming how I am going to answer it π
right, sorry
To answer this: If you're actually needing 44.444444444444 and you don't want to deal with overflow, you would need to set it to 44.4445.
But as stated it will occasionally shut down - which won't affect anything unless you're building power right at the edge of your production/consumption line.
π
that "building on the edge" is a risky play after all
Nah, I think I'm waaay over the edge of production
True.
The correct way to build power π
power storage could probably tank it, but building excess capacity is the better move
But I'm not yet on tier 8-9 (I'm stalling a little bit)
Just have an entire field of Bioburners to catch you if you need excess π
So I guess when i reach it I'll be short on power
There is no T9.
7-8 then? I mean Phase 4
Aye.
One hidden artifact is freaking me out there, on the south east zone.
I can't find it
Yeah! I finished the factory :D
A whole pure crude max overclocked gives a lot of work, holy shit
the yellow one is the "weak" generator at 44.4445%
:D
do you guys sink plutonium?
Indeed.
I need help with factory
I put everything into satisfactory tools but for the input it isnt the amount I said I had available
did you try changing the output to match what you have?
is it possible to have a push pull train on a closed loop lain
Your train station would have to be closer going backwards than forwards, and you couldn't have one-way block signals
ok ok thank you
That this isn't either #screenshots or #design-and-architecture 
@green scaffold especially when you want feedback on the alt recipe choices, you should post in a channel where people can write π
also there's never "obvious choice", all recipes have advantages and disadvantages and it depends on you and your priorities and goals, what you want to choose. You can get all alts anyway
I'm about to try piping water for the first time, this is down the ravine below a coal deposit but is it deep enough?
If there's a way to measure precisely I'd appreciate the tip on that too so I can fish for myself next time.
just try placing a water extractor
I uh...can't afford...and it's a long way back up. But I guess that's my fault and it's proper I just go get the mats.
you'd have to go back up to get it anyway and most water that isn't a pond is deep enough. Though generally its easier to not plan factories having to pump water really high up
Yeah, just hoping to get the depth knowledge so I could explore the other direction (there's a longer path if you follow the water to the other side of my outpost) on the way and find the spot. All good though.
I'm gonna bring the coal down to the water and then just generate power here to start with - I don't think I want to jump in to pump stacks just yet.
Thanks!
are you in the grassy fields?
This is the far northwest, if you start in rocky desert or north forest and go to the other biome, it's near the border.
on on that body of water between cliff and desert? there should be a bunch of coal right on the beach
It's a way better building area than my actual start (North Forest) with pure coal, quartz, iron, and copper within a 300m circle along with an impure and a normal sulfur and not too far from caterium to boot.
yeah speed runner cliff
-730, -1170 and the cliffs running east by northeast.
Oh yeah? Did I find one of the actual best in game locations?
Whoa, you've actually explored every inch of this area?
Awesome shop for the map icons?
'best' is really subjective. It has a lot of close nodes good up until bauxite but you're really cramped for building so you gotta learn to build tall. Unless you make a sky base which isn't hugely advisable
ah no this is from an online map. It's full of spoilers. Should have consulted before sharing it
but if you're doing all this this shouldnt spoil much
Oh. I would prefer to not see those but I'm in the wrong channel for avoiding spoilers.
Plus I've pinged those coal deposits so I would be going to check them out after this anyway - no harm no foul!
yeah I tried keeping it very specific to the area
I appreciate the guidance. :)
I'm more disappointed that those aren't in-game map icons, haha.
xD mayber in the future
my old factory on those cliffs. Made everything except nuclear things
I've got 8 coupons set aside for the shop update... Better stash a few more for those.
...nice.
And this is very nice!
very basic. Put together just so I'd just have a bunch of items in teh containers whenever
I demolished it though for this
Just wow. How do you stack up against the truly insane builders for this game?
This is far, far beyond what I can understand by looking at because I'm not far enough through progression to know most of these parts.
Looks spectacular though.
Well I don't think it's easy to compare things since everyone builds in different ways
(I ask because your very basic thing was quite nice too, wondering if you're one of the super architects in the community?)
and I've spent a lot of time on this. Also I use a few basic mods that actually makes this not take literally 100yrs to do
I'd say about 90% of whats in that image is doable w/o mods - but would be extremely time consuming. Probably 200hrs on everything in that image?
best way to build something that looks nice:
- think of something
- build it even if it looks bad
- decide what you donβt like about it
- change it
- repeat
and build at a small scale when experimenting
I love the circles, I just don't like the z fighting that foundations do which horribly limits what I can build π¦
asphalt limits visiblity of the Z-fighting
there's other ways too
That's why I mentioned the limitations on what I can build.
as for 'super architects' I wouldn't say NO- but I do think I do rather unique stuff
fair enough
In addition I use a lot of floor decals, they don't play nice with clipped foundations.
that 'so' was a typo xD , meant 'no' . I'm not that full of myself
i donβt build with circles cause i donβt like building circles, itβs too time consuming
If I could get somebody else to come do my roof for me, this would be all the protip I need, haha. Been bad at roofing since Minecraft.
That's why all my stuff is colossal but is made up of right angles.
unlock the hover pack xD
tbh I wouldn't even try fancy building until you've unlocked most of hte awesome shop and had the hover pack
eh i donβt like the hover pack for building, i find the power range to be too limited
Hover pack you say...
You might get some roof inspiration off this, my explosives factory: https://www.youtube.com/watch?v=PZWJchOpd8U
This is my small scale Nobelisk factory.
It produces:
7.5 standard nobelisk
2.5 cluster nobelisk
5 pulse nobelisk
Per minute.
It isn't much but will cover the vast majority of blasting needs in game.
yup! does what it says on the label π
But yeah most of it is practice, looking at videos on techniques, and lots of planning
Good insights. Okay, I'll do some more tiering up after I get my first coal power grid operational. Thanks for the info, HQ!
o7
no prob! oh also I've found restarting completely fresh maps and applying what you've learned was very useful for me.. so like I think I restarted at tier 3 5 and 7
but everyone is dif
I have a way of demolish and replace when I learn new techniques.
I refitted my tunnels fairly recently to move their power lines and tidy the junctions, man that was a huge rebuild.
oh @cinder silo , been polishing off one of the 2 external hubs for hte uranium rods π
I am a gamer who is crippled by that very impulse in long progression games. I'm also prone to getting to a high power level/tier/whatever and then erasing all of my early game stuff on impulse.
I'm trying to talk myself into leaving the evidence of my improvement behind and just move around the map but the spaghetti at drop weighs on my mind...
Small example of my tunnel refitting.
the worst bit will be that you'll probably change how you approach your entire method a few times xD
I used to have a whole worldspanning rail system that I just threw away
Lots of guts on the outside looks, I tend to keep a lot of that under the floor or inside conduits like this one.
If I ever do that, it'll definitely be a winding path close to the ground going between the ravines and cliffs wherever possible. It's probably more likely that I make a coastal train because I'm not super ambitious about builds but that sounds like something I can pull off.
you say that but it's about 1/10th of the actual guts xD
yeah as 2 lane train systems are easiest and rail is kinda wide it's not suuuuuper easy to keep it low and snaking between terrain
.... but... I do have some ideas for that if you're curious >.>
This is a map of the subsurface tunnels I did a huge refit on. (except bottom left~that's plutonium processing under the waterfall)
Back in a bit.
I am, should this move to #design-and-architecture ? My initial thought was an above-below setup, if they can be feasibly stacked without needing to have permanent foundation to obscure the visual. Haven't unlocked trains yet, but my brother has and has shown me some of his stuff.
subsurface? how?
I think under their own floors, though there are large underground sections (that are getting a rework and you should not build in right now according to Jace).
All using hypertubes to get underground
It's incredibly cool
Ahh sorry, I wasn't at home, the basic method is here:
can you just clip back up through the ground where?
mine before the Spire Coast rework on those same cliffs lol
I sank some computers, holy those big numbers
wait until you see thermal propulsion rockets
Project Parts give the most points. Yes.
in particular, this one gives the most out of all 4
Okay nuke facility is done
Getting an issue with water though... the byproduct water going back around to the sulfuric acid keeps getting out of whack and backing up. It's producing 216 more water than I need, I've got that sunk into concrete and I'm using a VOP, I think it's just a matter of everything needing to get synched up and then it will work.
Ended up just splitting it out so that the extra water goes straight to the concrete and the byproduct water for the sulfuric goes straight there.
Looks like meta starting location
there's no general "best", it all depends on what are your preferences
move as less as possible
since "meta" is usually "spread your factories", then I wouldn't call this a meta start
Why spread?
less lag, less logistics
idk, i don't have lag
Why centralize?
its actually more logistics since you don't have everything at all
logistics is also "moving stuff around factory"
same reason microservices is 10 times harder than monolith
hardly
you can't modify everything at once since you don't have everything at once
I don't understand either of those references.
you need to use insanely slow methods of movement till you set up tube cannons
trains are super fast
I will never use tube cannons.
trains are very slow
Because they are a bug and keeping them is one of the few dev decisions I disagree with.
you need 2 trips, there and back. Then you never go there again
no reason to go to a far factory
if you plan everything at once and have 10005000 hrs
you make a factory that uses nearby nodes and ships final product to storage. How is that hard?
I still don't get either of those references.
that factory is suboptimal and all alts since you don't have t8 out of start
much easier than moving all those nodes to central point and processing it there
Oh but you do. π
Given the game doesn't start until you unlock mk5s π
you don't care about suboptimal until you run out of resources, which doesn't happen at all usually
okay. You have one server, you have one codebase, one deploy, one config, one set of nodes, one set of 3-rd party services, one version. Having 200 services you have service directory, countless protocols, 200 repos, countless deployments and such. Hence as here you have 100500 factories that you can't modify without a pain and one big factory that you can modify without a pain
I cannot stand suboptimal
Why would I ever need to modify one of my outposts?
Cause you don't know what you want it to do
Why would I build it if I don't know what I want it to do?
it's IT related
monolith = make one codebase that handles everything
microservices = make several separate services that exchange data between each other (good e.g. for payment services or generating documents or something, if it breaks, rest of app still works; but also much more work to keep services in sync and/or exchange data securely)
not relevant at all in satisfactory context
second part is not true since it omits version hell and protocoll hell, and monorepoless hell.
@fair mica
also one of 200 services can break alll of 200
anyone to help me build a good iron tower steam
I'm a web developer and used both without any issues. If you have issues with microservices, you're using them wrong.
I always build factories with an intent. I don't build "because I have iron available", I build "because I want this product"
I am a web developer and use 300k+ codebases that are capable of being distributed and that's 10 times as faster to change and not break anything than having 200 repos
Game not tells what to do, if you just follow objectives it ends in 30 hrs
there's no SPM
Microservice hyping peepos allways forget that you can't know for sure what is deployed when its 200 services if you don't make service coordinator which is a very costly and complex thing that could be substituted to compiler most of the time.
yes, in many places monorepo is easier to do, but in many places separating a service helped the case. I'm not talking about 200 services, I'm talking about thinking about when you separate things into a service. But again, it's not relevant for here and is also offtopic
I'm not talking about game telling me what to do. I'm talking about me needing things for whatever reason (personal goals, progression, whatever)
it is relevant since moving and editing in this game sucks compared to most of other factory games
And here I thought my question was simple. But it remains unanswered π
just like in MS
i answered it above - you just can't slap Mk2/3 drill and copy paste bluep next to it
Huh?
??
You can't know what you will be making and adding extra outpost is headache
I asked why I would building something without knowing what it does and your answer is about drills and BPs (that I don't use)
I can, in fact, 100% know everything I am making.
cause you can't know what you need till the game bores you to point you uninstall it and don't touch for 2 years
There is not a single or or fluid extracted on my map that doesn't know exactly where it is going and why.
Speak for yourself.
I have never been bored playing this game.
Please make your issue clearer.
If you're looking for people to play with, you should probably try #looking-for-group-old
ok
I know exactly what I want. if I build a new outpost, I build it with goal in mind - e.g. "I need some plastic and rubber for storage, so this outpost will make 30/min plastic and rubber"
*Plubber
i can't know what i need since i am too tired to plan
there's never a reason to touch that outpost again
its easier to grab most of possible and decide later
not the best but it not makes you head think after you did this for 8-10 hrs straight
I'm not planning too much either
I see "I need plastic and rubber", so I make factory that makes those
the only "planning" is deciding how much, which is usually 5-30/min depending on what item it is
It would be unoptimal and would lack something most of the time cause you had no technology/recipes/resources
unless you know this game out which makes it boring
how is it unoptimal if it reaches the goal it needs to reach?
and it doesn't lack anything
(also I usually take the alt recipes before I build the factory)
there's no goal
If you build according only game sets you you don't need to think at all
it's not game goal, it's my goal that I set
i.e. to get to t7 and 8 & all objectives it is very few stuff needed
an then there's no goals
There's no goal, materialising them out of vacuum takes too much brainpower
if next schematic needs e.g. stitched plates, I usually want to automate stitched plates so that I can afford that schematic
Only 8-10 hours?
Each of my outposts takes me like 2-3 weeks from concept to completion.
2-3 weeks is usually the time when this game bores me
I'm starting to feel that this game isn't for you, if you want a quick game with no thinking π€
Agreed.
I guess i need to make scim -> blueprint converter. Interestingly how much shenanigans editing a bluepring allows
I've had some installations take months to build test then power up fully.
it is till last objective tier 8
copy paste with bluep feature?
yeah that's not how building large setups work lol
anyone knows is there a parser for blueps?
With the way I build, not really feasible.
You one of these guys who make 48 constructors in bluep?
The fact the Printer is small is one of the best things about it.
I actually don't use the printer at all.
why we even have size limitation for blueps
because it's good for gameplay
Ok, counter-question, because for 4 years they weren't adding them...
So "WHY EVEN HAVE BLUEPRINTS?"
limits what you can copy and forces you to actually think about things
its bad for gameplay because it makes grind
Use a print the size of my emergency power would probably crash the game π€£
grind = bad, in every way
This is an entirely subjective opinion.
False.
grind allways bores
(again referring to "you may want to change game if you think SF is grindy")
Again, false.
You're confusing gameplay with grind and/or what the general objective of the game is
Grind always bores you.
That does not mean grind always bores.
majority of SF gameplay is : 1) slime grind 2) recipe grind 3) walking grind 4) not having CAD to make CAD requiring things
government needs to make law to allow connectors to CAD or at least blender be implemented since it is a crime make CAD-worthy problem and awfull tools to solve them
Extreme disagree.
for each game that has 3d editor
"Slime"?
- Is tutorial, though, and (3) can be alleviated or avoided with equipment
Also, genuinely for your own happiness go play something else.
This game will never be what you want it to be.
you cannot avoid waliking since to put thing you ususally need to change your position
You can fly or hover
You can mod
i can't get a blender interface here
That is a modding issue
but it is absolutely necessary for everything bigger than motor since it allways gets to unmanageable unreadable blob
and it gets cause you need 100% of volume of a bluep for factories and everything else clipped inside them
Unmanageable for you maybe, this really isn't a game aimed at you at all (no offense) but you probably should play something different.
and you need bluep cause I aint building this ever again by hand
I'm having a hard time understanding what you're typing
Building of big constructs is so nasty so you don't want to repeat it
To be completely honest, I'm just going to assume trolling at this point and move on π€·ββοΈ
i.e. you can't hover from 150 m and edit most of the things since nIcE gRaPhiCs and fog and unreadable NiCe ModEls
als you don't have wireframe
also you don't have hide button
Its not trolling these are bare facts - you can observe only very limited number of things from one screen
You can't immideately look and deduce scim diagram out of it
Not a great assumption, you clearly have no idea of the scale on which I build.
why would I want to deduce scim diagram from factory? if anything, I want it the other way around - make factory out of diagram
okay, please can you make scim diagram only having this image
You can tweak the fog (which is still very much WIP, see Update videos)
You can build support frames with beams... If that's what you mean by "wire frames'? Or like, blueprint beam structures...
You can press "H" to hide the UI and/or your hands
see above
nope, i don't want to have 2 models and care about consistency
That's an issue, you're saying it not exist
but people above obviously hit it and wasing time cause of it
Oh man that is a shot of a very small facility, what are you moaning about again?
So what it does
can you read it?
Why are you using a clipping hell to prove a point about visibility?
Are things intersecting through one another SUPPOSED to be visible and clear to understand?
cause I will never build anything twice
why do I need to know that? I make factories based on plans, not plans based on factories
Just a construction block π€¦ββοΈ what it builds is down to the user.
you basically saying, no you should have 2 models
So...?
so i need to fit everything in comically small bluepirnt
models for what? I don't understand when I would need "figure out a plan from existing factory"
1 model in game 2 model in head
3rd model on paper on excel
wdym?
.... So?
How does this pertain to what I asked?
what's "model" in this case?
So this is the only way of building stuf that doesn't involve waste of time in unaffordable amounts
formal way of representing facts
also found this one in scim blueps, can you spot what exactly it does
scim blueprints aren't "good" usually
I'm sorry, but if you're not going to put some more effort into explaining what you mean, I'll leave the convo here.
I'm not understanding any of your answers or seeing how they relate to what I asked you in the first place
guh. 1) you want to spend as few time as even popssible 2) you avoid all and any grind and repetitions and cut as many edges as even possible 3) game is not suited for that
so... how is that relevant to anything?
when you build new factory, you build it based on a plan (either made by yourself or by online planner). It doesn't matter whether you use blueprints or not for the build. You still build it based on some kind of plan (or you just do random things and then any conversation about efficiency is irrelevant, so I'm skipping that option).
so 3) game is not suited for you
you're trying to play a game in a way it's not intended and blaming it on the game instead on your preferences
He's just taking assemblages out of context and demanding to know what they do from people who haven't actually run them.
readability is better than original game
Don't feed the troll.
it is bad thing you NEED context and can't see what is going on by looking
if you wanted to play counter strike-like game in roller coaster tycoon, you wouldn't blame RCT for not being able to play it as FPS game
Give it up.
I agree with the conclusion you came to.
This game is not about speedrunning factories to achieve huge production numbers ASAP. One can mod it to kinda work like that, but it's definetly not the kind of gameplay the game is designed for
you never need that, so it's not bad π€·ββοΈ
I allways need it cause i don't want do fire and forget move the map and build something else
and cause constantly don't know what would i need
Figure out what this does (nobody spoil things) , otherwise quit trolling.
I think it's perfectly appropriate. If a factory is a mess, it's hard to understand what it does. What's wrong with it?
On the opposite side, if a factory is orderly or even has decorations (like signs) it becomes much easier to understand, even without context
there are literal signs for you to write info if you feel like you should know something
i don't know what these buildings are
sorry for the necropost but DAMN this looks so epic
google "refinery"
I need to incorporate this build style into my factories
You're gonna need some Perfect Circles ^^
because if scim outputs mess you allways can read it
What does this sentence mean?
scim is third party and not relevant to the game
if you build more than 10 buildings, it is hard to understand what is going on cause it is not possible to observer them all clearly cause geometry forbids of soing so
π€¦ββοΈ
scim schematic is flat
That greatly depends on how you place such buildings
and it has all info as text
why do you need to observe buildings? they produce what you initially build them for and you never need to touch that again
and connections, game make things 3d and hides everything from you
And if you know what you're doing, I could tour everything I've built and tell you what it does because I bloody built it!
cause i need to edits stuff and next time i will edit something bigger than motor I won't be able to recall what is for what
honestly, go play another game. If you feel like you really want to play a factory game and hate 3D, go play factorio or similar. But I don't think any factory game will be good for you, given your attitude of "things are too slow"
why edit? just make new
cause old one unfinished / nonperfect
If something is hidden... YOU have hidden it.
The game doesn't magically creates visual barriers around things, it's only you who decides what gets built where and, consequently, what blocks the sight of what
this game isn't meant for someone with a brain capacity of a slug
game hidden it cause recipe / rate is not shoe everywhere except form gui
Please keep the convo polite as per #rules
okay try doing something in this game without memorizing it
If you mix and match buildings it becomes much harder to know what's going on
name a game that shows recipe / rate anywhere else other than gui
factorio
is in GUI
That's gui
thats a gui
You have to press a button to toggle the gui interface for recipe/rate to appear
it's literally "click on building to see what the rates are"
Don't let the troll drag you down to his level, it isn't worth it.
click all buildings to see
to see what entire thing does
If you click the building it shows up in gui
takes ages
I don't think you grasp GUI
And that's where Signs come in.
Sure, SCIM shows recipes better than Satisfactory if one hovers the mouse over the single machines... But I'd argue that one can do the same by giving a single glance to a room full of machines and seeing what they have on their output belts... Provided they built it in a way that makes things easy to see
yeah, you need to do that both in factorio and in satisfactory
manual labor
nope, factorio world view is an SCIM
on itself
factorio world view doesn't have rates
Label each factory's inputs and outputs with signs that show a picture of the item and it's rate per minute
you need to open a building to see the rates
it is 10 times easier to deduce them
and they have straight rates which are easy to remember in vanilla
no duh that a constant top-view of your factory is "easier" then a on-the-ground First Person view your factory.
and in both games you never need to deduce them or guess them after you built something, you either not need them at all or you write them down for future use
BUILDING and PLANNING
Aka: Game
(also, go play factorio then, no idea what you're doing here if Satisfactory is so bad)
in factorio you need to do this
mainbus that's why
it exists
we are not on factorio, and main buses are not very common here
Satisfactory logistics aren't the same as factorio
you're comparing two completely different games, the only thing they share is "you build things that make things"
People cross play the games expecting that concepts from one game carry over to the other. They don't.
inb4 pollution system exists in Satisfactory
obvious truth is "you don't like satisfactory because it isn't factorio"
You did it wrong then lol.
strange that majority of people are completely fine with it. Must be a you issue
That's pretty much the overall answer, you'd rather complain then bother to make everything readable for you, when everyone else is able to.
Surprised Sushi roll
#screenshots message
Game is in early access btw. I expect UI and various things to be improved by 1.0
Strange majority of people don't have first class honours pure math degree and medal
they don't indeed. And they don't need them for this game
Lol strange flex but ok
So we've stooped to irrelevance lol.
Failed attempt at flex from some random on the internet more like.
given that you have those degrees id think that youd be capable of more rational thinking but ok
^
what exactly was irrational?
using CAD for problem that needs CAD, using sutomated tool for thing that requires automation?
No flex, I think that Pic kinda proves your point ^^
Try making sense of that weird mix of machines without (total game changer) signs
irrational: assuming game X is same as game Y and complaining when it isn't
If they were all making the same thing on the other hand...
I don't do that, you made this out of thin air and convinced yourself that i do this
We all do this on a regular basis
only like 10 messages of "but in factorio it works like that"
Stop proving otherwise with your lack of actual argument
how i am supposed to make example if not something well - known
i am not going to write entire thing description from scratch
you are complaining that isn't like that, hence my initial argument
I did notice a distinct lack of writing effort...
lack of effort in general
Nope my point: game has issue X. This is bad
2lazy 2write
so if you don't like it, don't play it?
game doesn't have that issue (according to majority of players), so the issue is there because of you doing things wrong, not because of game being wrong
the issue is i don't like 100% of games i played i still want to play at least something
go make your own games then π
need 2much resources for this
if you hate them all why not just find something you enjoy?
you aren't being paid to do this
Being too lazy to write means whatever you're trying to say is coming up as a jumbled mess and is just getting misinterpreted over and over again, so you can't get mad when we don't understand what you're saying
I lost capacity of being mad at internet people .
Y'all need to stop feeding the troll π
A good passtime
free entertainment
hahaha fair enough
its like watching a cat chase a laser
Getting boring now though, I'm gonna hit another channel. good luck.
I'm gonna actually play satisfactory instead of talking about it lol
Yeah, the ultimate meta is that gaming is a waste of time unless you value your enjoyment of the expenditure of that time. Every game is badly designed and easy to beat once you attain the 'correct' perspective on it. Obfuscations, layers upon layers, split the simple call and response, query y/n nature of our interaction with the game and when those layers are pierced through personal ability, acclaim, or achievement, there is nothing left to enjoy.
Or, because most of the people just eat that issue. Many things have plam oil, that's an issue. But still these things are consumed by those many. Does this cancel presence of palm oil?
Nothing wrong with palm oil
uhh what
I don't think that is true. Games can be complex enough to pose a challenge for anyone unless they have unheard of intellect
I give up as well, gonna go play Seablock
Read it carefully. It's not phrased as an absolute. Games like that won't have their layers pierced. Chess.
Its bad for health. As well as palm fat and colza oil
"Nothing wrong"
i know this is math and meta but saying there is nothing wrong with palm oil is just so disengaged from reality
Reminder that this is not reality
Snap back from math-and-meta
Oops, there goes Greta?
Reminder that everything is a reality and what is not reality not exists.
Sigh... +1 to the mute list.
Reminder that you create what you believe through manifestation, so in at least one universe, you have never, ever, been incorrect.
oooo, who did you mute this time
I always type it immediately after the message that makes me do it π
Bruh lives in a simulation and is talking bout reality π
awww. not the poor dog π¦
Sigh... +1 to the mute list.
funny. I muted that guy earlier because he was spouting a lot of the same stuff i get mad at you about.
But ... ive also seen you mellow out and pull back on the "this way is the only way" and ive mellowed out myself on getting mad at you about such things so... i guess we all grow
?
Given I agree with him on... nothing...
"Same" is a bit of a stretch.
eh. It was on the modding discord of all places that he was bitching about the 81/45 (or whatever the numbers are) rule and such.
more bitching about how 44.4444% isnt viable
Are we talking about moon spamer?
π€·
I mean...
I will mention that it isn't a perfectly reachable number.
But I do so just to give the person an informed decision.
Because I am fully aware that there is practically no reason to care that those numbers aren't reachable.
Which is why I don't bitch about them? π€·ββοΈ
Coughs in actually appreciating that level of precision
yeah exactly what i mean. You've mellowed, at least in my opinion on such things.
or ive mellowed on being annoyed about it :p
Believe it or not, you have made me strive to be more mellowed about such things β€οΈ
damn. we're showing growth.
and before i give the wrong impresson, no. Not moon.
Everything is bad for you if you consume enough of it
Except Satisfactory, of course.
and i specifically told them its doable, just that the clock UI doesnt explicitly state "hey you can type numbers AND equations in here you know"
Speaking of UI's precision...
The colours' UI values can be tuned with finer control than the UI suggests.
Eg: One can change the darnkess of a colour by steps of 0.01 according to the UI (anything else gets rounded), but inputting different values such as 0.005 does lead to different colors, with different HEX codes, despite the UI rounding the value to (eg) "0.00"
600 uranium ore into 14.4 uranium fuel rods into 72 power plants 
I prefer 300 for my first nuclear ^^
but 2100 is 7x as good!
is it better to make fuel from oil or make fuel by making it from heavy oil resiude
without using any dilution recipes
I might do the 14.4, but only 36 power plants to start off with
can't recall offhand, do a bit of math?
would but the extra refinery included in the 2nd option is making it harder
figure out how much fuel you can make with 100 oil
Then figure out how much you can make from 100 oil -> oil residue -> fuel
just one more step
yeah but the net power might be different in each
the net powers from these systems are very minor differences
Using HOR alt into fuel will get you more fuel per oil than just going oil to fuel
but will it net more power
Aah, because of the overhead of extra refineries
I think will still net more power
As in the extra machines won't overcome the extra fuel
need 20 refineries to make the crude oil into hor instead of 10 to make oil into fuel
eh do what you want
plus the refineries needed to make hor into fuel
what i want is whats going to net me more power
33.33333 refineries vs 10 refineries
and I said that when you look at different processes to making fuel that if a system is making you more fuel the extra power from the machines won't tip the balance. It's a drop in the bucket.
If you don't believe me do the math and math out how much those extra refineries will take
33333.33333 MW from hor
You should go oil - HOR - fuel
Diluted is best, but if you don't have, do the above
minus the power to for all the 33.333 refineries gives 2333.whatever MW net
2200 MW net for the basic fuel
you're basically right, i'm not going to build triple the refineries for an extra 133MW
assuming ive done the maths right
cant even get 600 oil out anyway so it's going to be a bit less
how much power can i get from 600 oil using the blender recipe
Lots, but there's a refinery diluted fuel recipe too
diluted fuel is something like 3x the fuel of residual
i just multiplied this by 3
should be 20gw?
Oil to fuel is 6 to 4
HOR to fuel is 6 to 4
Oil to HOR is 3 to 4
600 fuel makes 3750MW
Should be about 20GW using both HOR and diluted. Minus the overhead of the operating
Ops, chat didn't scroll for me
times that by 3 and you get around 11GW
We keep telling you Diluted Fuel, not Residual fuel
600 oil 800 hor 1600 fuel
i know, but you said times the non dilute by 3 and that gets you the diluted version
no I said dilute is x3
dilute is triple non dilute?
dilute is 3x what residual makes
3 Oil = 4 HOR = 8 Diluted Fuel
What it comes down to... Unlock diluted alt and use it
so instead of making a temporary 3gw set up i should go all out and make a 20gw set up
3 Oil = 4 HOR = 2.666 Residual Fuel
yeah I just make like 48 - 64 coal gens until diluted
yup
ill go bring the materials over to the oil site while i wait for it to research
thanks for the numbers help guys
have you used satisfactorytools.com ?
if residual fuel was worth it
should i bother making it from 600 oil if you apparently cant even get 600 throughput?
you can, it's not hard
just loop the pipe manifold at the end point where machines consume
whats with all the people saying its bugged and its impossible to fix it then
is this from reddit?
from some of their qa streams
those people are bugged
yeah they don't know what they are talking about
assuming they're lying about mk5 being bugged as well
it's possible to do 600, just need to build properly
mk5s and other belts were also fixed
mk5s were never bugged, belt to belt connections were (and those were fixed)
all good then
(well mk5s were bugged for a small period of U7 exp iirc)
annoying how it's 133 and a third fuel gens though
lmao yeah mk5s were terrible for a short while
Some are wrong. Others actually mean "too much effort" rather than "impossible"
pipe loops are easy though
too much effort to make a pipe loop?
some peopel are weird
some people just build the setup in a way they want and then complain about it being broken, rather than doing research on how it should be built
People's perception of them can differ (thus their "impossible" judgement, which I link to bad wording or trying to simplify too much)
yes, there are setups where mk2 pipes can't reach 600, but that doesn't mean mk2 pipes are broken
is 600 the magic number because thats the pipes max?
Yes. There is no leeway for error.
Eg: if sloshing occurs and flow diminishes, the machines will starve with no way to recover the fluid they missed
If the pipe is instead at <600, after the sloshing is over, there can be extra flow to push in the fluid that was missed before
mostly in my experience with people they get grumpy with pipes because they aren't belts and then when explained simple solutions they dig their heels and coimplain
like having 600 flow isn't hard if you are careful about it. I even have a set up for 600 flow while bottom feeding that reliably works if you're interested
Even for ore nodes, 600 is a great number to base your builds around.
Using OC mk3 miner
2 impure nodes - 600
1 normal node - 600
1 pure node - 600 (or more)
also doesn't help that people see "slooshing/backflow is bad" and go "ok let's spam valves", instead of just looping the pipe (as you can't get rid of slooshing anyway)
So late game, it's good to have most blueprints consume 600 ore
not sure what that means but i'll probably ask for it if i run into trouble
got the diluted fuel recipe on my first try!
if your main pipe is lower than the machine you have to make a pipe going up and that can cause problems if it's not set up right
Congrats!!
Yep, I had fun and games fixing a system like that.
i go back and forth on this one.. like 10 smelters for 300 is a common sense bp to make, but using that extra 180 or 480 from a pure node is good at times
for steel and copper allow i do try to use the pure nodes together for that and get more out of them
i think for caterium, the pure recipe just spamming out the refiners to consum it makes more sense too
i'm not so sure about copper, in that it really works nicely at that 600 limit
i also am not a fan of leaving the extra sulfur unused
True, you can siphon the overflow from a pure node and use your custom 180 blueprints
Or combine the overflow from multiple pure nodes to get another 600 ore hehe
For rare nodes like caterium, you wanna just use pure recipe and maximize the yield
i haven't really found a good case for it, but i like the idea of splitting it 480 + 300
i kinda wish those recipes allowed for the odd numbers of refieries at need clock speeds
Can just clock one of the refineries differently to balance it properly
Is all part of the challenge
well yeah
btw, with the refineries, doing that as x+1 machines underclocked does save a bit of power
i don't care too much about that as its usually a pretty trivial amount
but worth noting for anyone tha doesn't know
I like to keep an even number of machines, hehe. I'm OCD like that
i like there to be some symetry too π
The only exception is fuel gens. Sometimes I tack on that extra fuel gen at the end of the double row.
having just built a 1600 tf plant, i uc'ed them all down to 88.888%
That's a lot of clicking
beling able to split into groups of 10 was a nice thing
atcually it wasn't too bad, i just bp'ed the gen
Ah ok
that was actually a pleasant surprice, getting the bp snapping behavior for free
1440 tf is where it's at
320 fuel gens - 16 rows of 20
Or 16 double rows of 10
No clocking needed
i did the 1600 from blended
Right, probably because you were trying to max out the pure sulfur node?
1440 blended tf requires 720 sulfur, which isn't optimal use
no, just because i budgeted 600 sulfur for that
Oh
plus i've never done that build before so it was something new
Turbo blend fuel right?
yeah
Hmm 1600 tf would need more than 600 sulfur tho
its actually not too bad, but meh, 300 fuel gens is 300 fueld gens
And to consume 1600 tf, you need 356 fuel gens. Are you packaging the extra tf for other uses?
i apologize, its 1200 tf
Oh, that seems more right
My plan is to do 1440 tf, and use the extra 60 sulfur for ammo production
only thing i really found tricky was the piping into the blenders
I might even package some of the tf, and transport it around the map using a train, so I can fuel some trucks. Never tried fueling trucks with turbo
Should be fun
i have the normal and impure nodes in NF split between 780 CC for steel and the rest to a few batteries
i plan on using some of that for weapons
works pretty well for that
i just it as explorer fuel after doing TRA
i also like just using the HTF recipe for weaons for its simplicity
i've always wondered if that is tolerably radioactive with that use
it doesn't matter too much after the hazmat suit's buff
I often use Pure recipes just ti avoid having to tap a new node π
~7 foundations wide (50 rods stack). I think it can be fine, depending on factory size (and preferences ofc)
i think we all do that now and then
I'll be using pluto-powered trucks. I can pass the save to let you see the radiation, if you wish (once done ofc)
kinda seems wasteful having that much fuel sitting in a truck or tractor
sure, i'd be interested
I often preach about how cool it would be if vehicles really did take only as much Fuel as they need for one trip (as once advertised) 
If they did, they could run with either 1 or no rods in inventory (so no radiation)
btw, has anyone else found that sometimes the scatter uranium deposits are a lot more radioactive?
More than what?
i'd rather have death mobiles
i could swear at times that sometimes they're pretty tame and you come back to them and they're a lot more radioactive
i was kinda surprised with one in DD that it killed me w/o a hazmat suit when i tried to get it into a box
Practically speaking, I think you can live by staying 2 foundations away from a pluto-truck road, if the trucks don't come quite frequently.
There's HP regen now after all
nah, mods to stop hp regen so trucks can do drive by murder
I've heard of issues with weird radiation levels sometimes... I can't recall any detail, but I think there's room for bugs in that regard atm
i think that until they spawn in and are recorded in your save they don't really have the right radiation level or something
too random for me to put my finger on
Moon you should test it
if i run into it again as a thing i will
weird question, whats the flowrate allowed in a pipe 4-way junction? is it limited?
no limit
i'm very confused on how splitters work....on the image there are 4 splitters in a row with 120 iron coming in....by my understanding smelter on the right would get 60 in and the one on the left would get 15 in....which is not efficient at all.....but almost everyone do splitters like that....which is why i'm super confused rn....
this works because eventually the machine fills up
so yes, when you first start this up, the smelters get 60-30-15-15
if a splitter cannot do even splits, it moves overflow to other sides, basically
once the first smelter fills up, you cannot possibly fill it up any more, so it gets only 30 and the remaining 90 goes on
this repeats for every machine
Machine is getting 60 but only burning 30.
Once the internal buffer fills it can take only 30. So that extra 30 gets pushed down the line making the first splitter now a 30/90 split.
one downside is that it can take a while to start working with big stack sizes and long manifolds, that can be mitigated by prefilling
This is why balancers are entirely just a personal choice of forcing yourself to make things more complex.
Any split you want can be done with a single splitter.
i see....i was looking up starter factory layouts bc my own factory started looking like spaghetti from hell.....probably bc i used splitters a little wrong....
β€οΈ I may actually come to like you sev. (note, ive always respected your knowledge, and your ability to do the super precise things)
How big of a motor factory should I do?
I'm thinking 40/m
That should be enough, right?
look what buildings need motors and decide based on how many of those buildings do you think you'll build π
ima need a couple turbomotors per min and maybe like 10-12 cooling systems
so I think 40 motors should do it
it's just I have a very good layout for 40 motors that takes 600 iron ore, 600 coal, 560 copper ore
i might just do 2 of those then
40 for the turbo motor plant, and 40 for the cooling systems.
and if there's overflow, just sink it
The neat thing about satisfactory is there's no punishment for overbuilding, worst case scenario your buildings clog up and... that basically doesn't matter at all
So wouldn't worry about "is X enough", just build a shitload and let the resource inputs figure the rest out for you
you can effectively double the prod of that with rigour motor with a small oscillator factory too
lag
I'd disagree. While there is no direct punishment, overbuilding can lead to burnout due to failing to keep up with the scale
if you overbuild you really sorta end up soured to the game and can't look at it for a while
Yah, happened to me before
Personally I find blueprints remove all the old mass building placement spam burnout
But each to their own
they definitely help
when you need to build a 400 iron plate factory for the thousandth time
i think coated plate & steel coated plate really help with that, but share the sentiment
also bp's don't really help with trains
i would rather build longer rail segments than many 4-foundation long ones
absolute agreement there
i feel like too many short railways segments will eat away at object limit, in a railways heavy save
i'd really like to see some improvements to the time it takes to lay rails, build the supports, roundabouts, etc
roundabouts π€’
moon, when you start a new save, are you gonna build a railways grid across the whole map?
i loop the rail at the end of its run
they don't. They need to be able to go in any direction on a junction and then they never need to turn around
I thought railways in blueprints don't connect? Not sure how the one blueprint guy does it
i buld what i need out when its needed
oversized bp mod
railway roundabouts are inherently bad and I stand by that
also any setup where train has to turn around on a junction is bad
i agree, like a 4-way traffic circle isn't a design that scales very well
not turn around to the same rail, but turn so it can go back from where it came on the other rail
perhaps there's a better word for what i mean than round about
yeah that's bad
with dual rail system
allow the train to properly end up on the other rail rather than relying on a roundabout, taking a detour to do so
why would train go somewhere just to turn around and go back? why not go in the desired direction immediately? π
but if you have 2 rails going in each direction, somehow they need to turn around
because you might not be building all your stations right away
no, they need to go to the rail they need to
is there a better word for that than roundabout?
it is a roundabout
for example, i built a rail grid, from world border to world border, with closed loops on each end
i'll be adding train stations wherever I need them
or do you mean a turning loop?
yes
i generally prefer that sort of design, but everyone sorta does it differently
a roundabout is a junction, a turning loop is an end of track
yeah I assumed you're doing this moonchild/ImDan
right
I like having "extra" rail segments to turn trains around for personal use.
Eg: avoid having to travel as long if you switch destination
no argument there
I sometimes place X junctions on straight tracks for "maintenance"
I... Try to make it so that I don't build differently for maintaince or not... Because I'd forget to change stuff back later π
That's a clean spoon though π€
excuse my paint skills
for me every itersection ends up a bit different for me:
that's good
that's a clean design, yeah
towards the frontier of my spurs, yeah they look somthing like that
i like to branch off of the main rail grid, and then re-merge
all my train stations are just small branches off of the main tracks
my central station is essentially a set of S shaped tracks passing through stations where they can enter and exit at each side of the S
I used to do that often, but I only have one such station in the last save
rip my railway going through a tight slope in the titan forest when U8 drops
in any event, my original point was that rails are sometimes time consuming to build due to their size and the fact you really have to build around the landscape
true, I still find it fun though
oh, i love the choos π
like it really adds something to the world
and its fun to sometimes just ride them on a tour
there's something really fun about that
but it isn't a small task to build them and the support structures, blah blah blah
support structures are a waste of object limit lol
yeh, agree
it always feels a little wrong to have long stretches of stuff just hanging in the air
i'm also not convince how limiting the object limit really is
i know tunnel rat has hit it
i don't think it's a major issue. i just like to keep lag down
you realistically won't hit it unless you have factories all over the map
the less extra frivolous things i build, the more factories i can build
i won't create overly intricate rail + road+ belt + pipe sorta things
they look kinda cool
but i feel you on keeping the object count down on it
my rail truss defacto style bp is probably about 20 objects
really its just a an 2x8 set of fondations & some 1m walls
imo, walling in all your factories is a waste of object limit
i prefer exoskeleton type factories, with floor, pillars, and maybe a ceiling
i don't think it looks bad as a middle point sorta compromise:
not bad
the purple is a bit too harsh imo
my point being is that its not 100's of objects per bp
its funny i use the same color for those pipes
just really like the contrast it makes with the north forest's verdance
yeh
i've also seen a lot of rails IRL that just have that sorta little but of color
probably mostly in urban settings, but meh
probably is a little in your face and too vibrant
sorry to interrupt but is there anyone who can help me in design-and-architecure
why do you ask here? ask in there
your question is better fit in this channel
and the answer is that you need just 1 splitter because ratio splitting is a waste of effort, machines only take what they need
have the downstream factories regulate your splitters
whatever the downstream doesn't consume gets backed up and split into the other direction of the splitter
i think the answer has been overexplained already π
when i started with the game, i had a problem wrapping my head around what happens if you don't perfect split
i was like thinking that things would lock up or something
well, 1:6 isn't tricky
1:5 is π
then i played with manifolds and was like "wow, this is so much easier"
yeah, i actually still prefer balancing
and use that when space allows for it
it isn't needed mostly
but like when you're dealing with late game high value products, having a lot of them sitting in a machine is kind of wasted product, and i just practice the balancing when i see it to be easy to do
i agree it 99% of the time results in the same end result efficiency-wise
but i'd rather have the symmetry of even numbers of machines and use the small amount of additional space
i will argue that balancing takes up much more space than manifolds
but that's an argment in itself
The only point where I feel like balancing is valid is with radiation
for an 8-way split vs manifold, you're using 7 splitters either way
And/or with extrememly low volume products where full startup could take hours
right, like PCC's with pasta
the size of those machines also makes the size argument pretty moot
i also religiously split coal power
i could overstuff the end of the manifold
but its just one more thing to deal with in a build i don't want to be doing over & over and need to π
i'd rather only have to deal with troubleshooting the possible fluid problems
Once one strays from having splitters always right next to machines to save on space (so leaving 1 full foundation or more behind machines for logistics) the spacing part of the "balancer Vs manifold" decision-making changes a lot ^^
Eg: turning a manifold in a series of balancers can become very easy like when the outputs are 20 or 30/min, requiring just one more splitter to balance 60/min manifold outputs
Was doing some math for Nuclear Power down the line
yeh
Please let me know when you ever hit the object limit. Because I doubt that will ever be a thing for you. π
i won't, because i actively avoid placing too many things lol
So much of this disconnect I find comes from Factorio "language" - because you have limited resources in factorio, you need things to be balanced. You can't afford to have stuff sitting on a belt unused at a certain point.
Which is why I think, unconsciously, so many people assume you have to balance... even if they have never played factorio, they've probably picked up stuff here and there from YT and streamers, and unconsciously express the need not to "waste" resources.
But there is no waste when your resources are literally infinite.
You won't anyways.
There's situations where balancing makes sense, like when waiting for a manifold to overflow would be very slow.
400 + hours in my current world and I'll use 40 to 50 pieces of buildables per machine and I've not hit it yet.
Even then it doesn't. The amount of time you "save" is often lost by the troubleshooting and working out the details of any balancer, and you can also save it anyways by just prefilled machines with parts.
Depends on the ratio of production rate to stack size.
Overclocking/underclocking takes care of that.
Reducing the number of machines needed reduces the time to spin up.
Plus If you build your input parts first and let them fill up while your building the consumption, you start off with a big burst helping to fill the next line
I've seen it mentioned in the context of nuclear reactors.
That is the only one I find it acceptable, because it reduces radiation sitting around on belts, not because of spinup time
But that's pretty niche. And most players never get that far.
instead of a long manifold feeding a long double row
you could instead have shorter rows, and have a master manifold in the front feeding your shorter row manifolds
blue is the master manifold, red are the row manifolds
i try to limit my rows to 8 machines usually
but it varies. depends on the consumption rate of each row
I call that a leaf manifold because you can branch to both sides and it resembles the veins in a leaf. Like a fern.
It's still a manifold. Just a manifold of manifolds.
But yep, that can be nicer looking for some
I need a packaged fuel facility to unlock some stuff, but I don't know how to figure out the math for it.
This is still in Phase 3, so no Blender for Diluted Fuel yet.
this was in relation to diluted packaged
Just a temporary facility to give me a supply of Packaged Fuel to use for unlocking stuff, personal vehicles, and jetpack.
its 60 water + 30 heavy oil in, 60 fuel out
just that the water and fuel are packaged
its a single packager for water
and the canisters are made from 30/min plastic
I could do a simple setup of 2 refineries making plastic, 2 refineries making fuel, turn the plastic into packages, 80 packaged fuel a minute. Then either sink the resin or use it to make a stock of fabric, and take the leftover HOR to make some smokeless powder to unlock a bunch of stuff in the MAM.
Would that work?
sure as long as you have enough HOR and plastic
Smokeless Powder only needs 10 HOR/min per facility and the 2 refineries making Plastic produce 20 HOR/min total
@median heath whats the max a Train station can transport? 1300 something?
50 per Stack
-88.62s RtD
-1083.3 Items/min
100 per Stack
-150.16s RtD
-1278.66 Items/min
200 per Stack
-273.23s RtD
-1405.4 Items/min
500 per Stack
-642.46s RtD
-1494.25 Items/min
Round trip
aaaah got it
Round Trip Duration.
thats why its per stack. makes sense.
Stack Size matters because it affects Time to Fill.
Which everything else in the equation relies on.
Laura might have that.
I remember it being like 1100ish, but the RtD was abysmally low.
Meaning for Fluid Trains, adding another train actually helped more than adding more cars.
huh. funny that.
Thinking about using them for Aluminium.
Because imagine using Instant Scrap, where the water byproduct is 1:1 with the acid need.
So you Fluid Train the water over to the acid and train the acid back to the Aluminium π
Yep, but it's a faster filling manifold. Relatively speaking
You're distributing among multiple rows, instead of a single long row
that gives me severe belt bottleneck vibes
I do this A LOT!
Frequently based on whichever input or output will max out a belt first.
In other words: if a particular production line will hit the belt limit after 5 machines. But the input doesnt max out my belts until 15 machines. I will do a single input belt thru a main manifold with 3 branches into 3 sub manifolds. And the 3 banks of machines fed by those sub manifolds will each feed into thwir own belt line via a merger manifold.
Knowing when to "kind of balancer" your manifolds is a really good logic marker for improving builds.
It would... if miss-applied.
But if one applies it as I described, it actually eliminates many bottlenecks.
@true junco
So, I think purely solid branching manifolds are possibly fine - but I've had issues using them when there's also fluid involved.
You might have seen my pure copper, steamed sheet set up I've been polishing in #design-and-architecture ? Originally I had a Copper manifold that branched to different floors of pure copper refineries like this.
could not get it to stabalise no matter what , no amount of flooded starts, nothing
Then I just made it one long manifold snaking it's way up and it instantly worked fine. I don't know exactly what was happening but it's something to consider.
Before the change? Everything stuttered, couldn't find a point of failure.
After just changing the manifold style? fluid and solids worked fine.
Thinking about it now, splitting the main branches with Smart Splitters instead set to overflow forward to the next branches might have made the supply more stable? Maybe?

though I've had weird stuttering issues like that with purely solid manifolds too that I've turned snakey. Sooo.. shrug
they also started behaving almost immediately when snaked
Might have been a multi dependency issue because the various sub manifolds fed a number of systems that would then combine into another system?
Odd. Ive not had this issue. And almost every single factory ive built for the last several hundred play hours has hinged on fluids.
Essentially, my production paradigm mandates all the "just add water" alts (pure ingots, pure quartz, wet concrete, steamed sheets...)
The only things that have caused me problems are...
-
the packaging cycle of diluted packaged fuel (specifically the packages themselves causing issues)
-
any attempts to load balance causing production lines to stutter. At this point i am starting to believe that load balancers themselves suffer from a significant flaw that ive never heard anyone else mention. No matter how simple the LB the same thing always seams to happen. Ive duplicated others LBs several times and always had this stuttering resulting in material slowing down thru the balancer.
hmm, yeh not sure.
I've used sub-manifolds without any issues so far
Oh wait. I just realized it was CoB talking about having those issues. I think I recall them mention a other perplexing issues they have created. Unless im thinking of somebody else.
This can be a complex game. There are certain modes of malfunction that can be achieved by pushing odd boundaries in this game. Such as the odd stuttering of balancers which I've caused in my own experiments for example.
yeah it's possible that part of it was that I was also running the pipes at 600 and any stuttering might cause infinite stutter? Not sure. Just played it safe with long snakey manifolds
A lot of folks say that running mk2 pipes at full 600m^3/min capacity causes problems...
I dont see these issues... unless thats the root of why my power production drops by ~4000MW whenever im far away from my DPF refinery and the fuel power plant it feeds...
that might account for it but I'd have to see the set up
but I think yo usaid you looped your pipes?
Maybe. I dont recall at the moment.
All I know for certain is that when I'm at the refinery/powerplant i have ~42,000MW. and when I am several zones away I have ~38,000MW.
Iβve never heard any portion of production needing to be within distance of a player to act normally.
If you sit at your power station does it function at theoretical max?
Iβm assuming youβre on single player?
Allright. Just finished this. It still needs refinement and fact checking and error checking, but here. A manual sorta like the Pipe Manual (but not as pretty) for Trains : https://drive.google.com/file/d/170x9dZ24a4TvCnMhyHgkSRUMpkt2Vgkb/view?usp=sharing
I believe so. My fuel generation plant works fine when im there. Minimal fluctuation since i solved the switch from making plastic, making containers, to build the DLP cycle. And shutting down the package manufacturing line. In otherwords. Actively building containers will clog the empty container outlet of the fuel unpackagers. Im 99.999 percent sure i fixed that.
I do admit that it may be related to the flaw with mk6 pipes. Something to do with calculations and the calculation approximation by skipping cycles of long distance factory calculations. What was it? Every X cycles?
Mk2 pipes right? I donβt think youβve mentioned mods
Defintely no mods. Might one day, but not any time soon.
So. The theory is that doing 1 out of X calculations and multiplying the result by X may throw off the razors edge of a functional max flow mk2 pipe system. Especially with so much of the factory constituting 600m^3/ min pipelines... i suspect that skipping cycles can exacerbate the slighest flubbed data point caused by what is essentially a rounding error.
A rounding error leads to a clogged output for a moment. This saturates the outlet buffer of a machine. The machine stops. Rince and repeate.
I mean itβs possible but did you flood the system before turning it 100%?
If you flood input and output of every fluid stage the internal buffers of the consumers and producers should buffer any hiccup like that
Regardless distance shouldnβt affect that
Even my absolute nonsense fuel power station doesnβt fluctuate like that at any distance. And it should have far more issues
Did I hear issues with belts' logistics? π
To be honest, and I don't mean to be mean, I don't think you should be taken as a paragon in regards to piping π
By this I'm not implying you don't know how to do pipes properly, but I do have a sneaking suspicion that you might still be making use of some designs that I wouldn't agree "should always work", meaning I think it's likely you made some sort of mistake when branching the manifolds.
(This opinion revolves on how you used to rely on short pipe segments but you still do a lot of complicated and "weirdly shaped" pipework)
Just 2 issues. Both self inflicted. The 1st being a planned temporary issue which is a non issue for now. The other is a result of experimentation, and may be more of a quirk of game mechanics.
I'm fairly confident of my knowledge when it comes to beltwork. If you still have issues with balancers missbehaving (or wish to understand why they did), I'll gladly help ^^
If i stop working so much and get back to the game ill try to set up another malfunctioning balancer... π
But from what i recall it was basically just 3 splitters into 3 mergers. Using all the connections. S1 to M1, M2, M3. S2 to M2, M3, M1. S3 to M3, M1, M2.
3 max mk4 belts in, and 3 mk4s going out. the 3 outlet belts would have slight gaps and the inlet belts would stop for a fraction of a second out of every second. So i get the impression there is a slight time delay somewhere between entering and leaving a splitter/merger. Or that a small degree of asyncronity between the mergers/splitter caused items to arrive in a merger simultaneously and thus one has to wait on the other causing a slight delay as the items are shuffled together.
Im well aware that this device was bery likely unnecessary. But i was stress testing the limits of the device.
As for diluted packaged fuel: the best move is to make one packager loop per refinery
the big collective loops suck soooooo much
and you can fit those self contianed loops all into a BP
so its not that hard to build either
how is it possible to use so little RAM?
small save size?
I haven't yet heard anyone complain about a game using too little RAM
What part was i complaining?
what part did say I was talking about you? π
yea, I *haven't yet heard anyone *
Oh I see my bad
one section of my fuel plant needs 132 fuel per minute. I set a valve at the entrance to only let 132 fuel in per minute. but the fuel plant was not working at 100% efficiency, even after leaving it to 'settle' for about 2 hours. I opened up the valve and it suddenly all works perfectly. how come?
nevermind, it's struggling again
nevermind again, i found another bit that still had the 132 valve at the front. but still, why does it need more than what it actually uses?
don't use valves
There are no issues with mergers or splitters, but there is room for errors with maxed out belts (the faster, the errorer).
Eg: if there is a long stretch of full MK4s (it's the belt segments that matter) before the balancer, you can expect the producers to slowly pile up items (assuming they're working always at 100% as expected) as a bit less than 480/min reach the end of the belt (a merger/splitter counts as an "end" in this regard as it stops the error from propagating further)
The same applies to the output belts of the balancer, but given you noticed them not being full, I reckon that might not be the issue
Additionally, if the belts part of the balancer itself are maxed out and made of multiple segments, there's a chance the throughput issue might show there too
they have fixed amount of values, so if you set 132 it may result in 134 or 130 or something like that
(not to mention you don't want exact amounts anyway, as slooshing is a thing)
can you use them to stop backflow
That is pretty much all I use them for
no. You can use them to stop backflow from one end of valve to another. Any other section of pipe still can have backflow
and since you're gonna end up with backflow one way or another, it's much easier to just accept it, loop the pipe and not care about backflow at all π
another pipe question, in my aluminium factory im putting the water coming out of the scrap refineries back into the alumina solution refineries, ive got about 500 water coming in from water extractors and the water in the scrap refineries isnt backing up. how come it doesnt clog up
magic
(without any images of your pipe layout thats the only answer thats reasonable enough to state)
valves can partially enforce a priority into a single junction, depending on the circumstance
and due to the number of them you have here, its repeated for every junction
tho I'd probably recommend VIP junction or separate setup for processing waste water
im not complaining, if it works it works
seperating the water is the easiest choice
you know how much water you make, so you can just combine the refineries that make water with the correct number of refineries that need water
or just put the waste water in gens/pure recipes
i tried having only 240 water coming in but it kept running out
maybe it was because i was using a valve
they work... just not like someone would expect.
very badly unintuitive and needs a revisit. I wonder if Pipes will be getting a revisit in U8 or after
you need to have your Pumps set higher than this for a little while until the system is flooded. Once the system is completely flooded and able to work you can set the pumps back to the exact amount and it will flow pretty well after that. A VIP of some kind if you are going to combine the fresh water and waste is still advised because you dont want your waste backing up.
Even if you flood the pipes and theyre compeltely full before turning on, because its a two part system (Solution in one side and return from Scrap in the other) it will get out of wack the first time you have both running
i had it going at full blast, 600 fresh water coming in and it worked while that was going but then i turned the fresh water down to 240 and it keeps running out of water
and are your Scrap refineries also working at 100% up time?
this is the connection of my fresh water (coming in from the wall - there is an unpowered pump right outside as well) and the scrap produced waste water on the bottom)
To the left of that pump is more refineries, which because the pump prevents fluid from going back from that junction, means they are fed 100% from waste water. There is a little left over - bascically that refiniery on the right needs a combination of waste + fresh - so this combines the two, but prioritizes the waste so it doesnt back up.
normally I wouldnt recommend doing this lol. I would recommend overclocking the refinery right to the left of this picture to use up the waste water that doesnt provide a full input worth, and feed the ones on the right with only fresh, underclocking if need be.
But i wanted 8 refineries here and 8 of scrap for symmetry and all running at the same speed - again for symmetry because im crazy and will accept more difficult setups to make it look good :p
Cause this looks awesome :p
(and theyre even all green in that shot, just for @median heath )
I also do things like use Mk1 pipes and Mk2 pipes in conjunction, which while not really "not a best practice" is something that can make piping more difficult. But i do it because i want the specific look sometime... This one is Top fed, and not looped, but it probably should be looped - but I get around that with other methods to provide the buffer (The loop is the easiest, which is why its the "best practice")
So ... dont necessarily copy my designs because they wont always work without a lot of the little things I put in for compensating. More work, but I do it for the aesthetics because thats why I play SF lol
But some small parts can be done the same - like a similar VIP to my first picture :p
everythings at 100 per cent when the water is coming in full blast, then when i turn it down to 240 the bauxite refineries begin to lack water
Eh the fuel station was going to be a nightmare in any case. It was done for the design than max output . I was mostly annoyed I only got 93-95% expected output rather than 98%. But some of that would have been from the fact Refined Power machines donβt have spin up times and take time to get to full power so any stuttering really kills it
And I kept the fluid manifolds separate - it was purely the branched belts that got changed that seemed to fix the set up
What if the 3 inputs of the 3/3 balancer are each fed from a seperate industrial container, each of which has more than 480/min fed into it? So the belt between the ISC and the merger should always have >480/min available. The issue is the 3 input belts look full, and start and stop constantly while the outlet belts have interspersed gaps.
This happens even if i put the shortest possible belts and snap directly from splitter to merger.
Sobstitute "producer" with ISC and my explanation should hold.
You can check wether the ISCs ARE outputting 480/min or not by feeding them exactly 480/min (via belt-choking, balancing or machine-clocking) and checking wether they pile up items or not.
If they pile up items, try making the belts between ISCs and the balancer MK5, with only one MK4 segment if you need to reduce the input to 480
Well. I dont need to do any of this. I was just experimenting with it. Once i have mk5 belts the entire 3/3 balancer experiment would be made with all mk5s at their max capacity.
When that happen, you'll be able to tell for sure wether the throughput issue lies within in/out belts or the balancer ^^
Soonβ’οΈ
how many water pumps should i use going vertical 16-24m
Did you read how much headlift the Water Extractor gives?
And then read how much headlift a pump gives?
Building descriptions in-game are a wealth of knowledge.
i wasnt sure if thats what that ment but thank you
π
how do i merge all the screws with only mk3 belts?
by... not merging it?
the arrow doesn't mean "one belt"
it just means "resources go from here to here"
i'm confused as to how i would balance it correctly without merging it first
not balancing
Overflow
if a machine needs X and other one produces X, you just connect them. You don't need to balance it across machines
screw constructors make 40/min
rotor assemblers need 100/min
you have several options:
- each rotor assembler gets 2.5 screw constructors, so you make set of 5 screw constructors merging into single belt and splitting into two assemblers
- clocking screw constructors to 50/min and connecting two constructors to one assembler
- clocking assemblers to 80/min and connecting two constructors to one assembler
- clocking assemblers to 120/min and connecting three constructors to one assembler
- etc etc
Tons of options to pick from, definitely not all listed here.
hmm i didnt think about over/under clocking. i think maybe i'll try that. thank you
i always forget about my little slugs
If you had gone to 225 input like I recommended:
would still be over mk3 belt
i forgor
Let me finish before making assumptions as to my point, please.........................................................................
12.5 Constructors, 5 Assemblers.
12.5/5 = 2.5
So 2.5 Constructors paired with each Assembler. Much easier to visualize how you're accomplishing that.
OP's issue was "number is over mk3 belt", not "numbers are weird"
And if you had:
Let me finish before making assumptions as to my point, please.........................................................................
You would see how I addressed that...
13.333/5.333 works the same
Not in the mood for this atm.
it's not that serious π
something else not mentioned is hd hunt before mass producing rotors for a few alt recipes
oh are the alt recipies that good?
alts are alts. All have advantages and disadvantages.
alt recipes are different, some save power, some save space, some save resources, some use completely different resources. There's almost infinite combinations you can make so there's never a "best" option
I don't make more than 2 assemblers for rotors until after I get steel screws and copper rotors.
well, cast screw was probably created to allow the math for default rotor to be kinder
oh i have steel screws!
