#math-and-meta

1 messages · Page 59 of 1

whole heron
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Yes, it's silly to do it that way. Which is why I'm considering it.

unreal spire
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You can also smart split packaged water and other dry goods to use a single belt for small things

woeful shore
deft lichen
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If it's already on a belt, why go back to a pipe

astral hornet
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I'm building a Supercomputer and derivatives (ai limiters, high speed connectors and regular computers) factory. I've used the sf tools website and I need about 1200 copper ingots per minute. I've set up my rail station to bring in the copper ingots that are being produced off site, but I'm a little worried the throughput of a single platform with a single train won't be enough.

If it isn't, what's my best recourse? Add another platform and split the load that way or add a second train?

wind spade
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that depends on a lot of factors

astral hornet
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I'm assuming length of rail track as well?

wind spade
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adding a train can help or harm depending on round trip time

astral hornet
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I guess I'll let it run for a bit and watch the number on the platform

wind spade
#

usually I recommend one belt per platform (with industrial containers in front of each platform connected by two belts to plafrom), that usually handles any reasonable distance

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two cars will be a safe option if you go for that

astral hornet
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Oh, interesting. That would automatically translate to two platforms in my case.

vapid gorge
wind spade
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unless you do LGIO level of train tracks

vapid gorge
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1200 on one platform is possible but it'd have to be a fairly short trip

astral hornet
vapid gorge
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oh it's making multiple stops too?

astral hornet
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yea

wind spade
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I personally recommend one train line per trip (trip = between two stops)

vapid gorge
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oh yeah that's going to add huge times to it. if it's more than a 5 min round trip I'd use the equations on the Wiki to see if it's enough

I generally don't recommend multiple stop trains

astral hornet
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😅 last time I asked here, other people said "do dedicated trains per factory"

wind spade
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not sure what that means

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but you can still have dedicated trains per factory, just each train only goes between two stops

vapid gorge
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You can do multi stop trains - but absolutely do the math to figure out if you have the throughput

astral hornet
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no no, they meant "have a train that does multiple stops. I think, English isn't my first language, maybe I misunderstood 😅

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Dang, don't know if I have the room to add more stations, time to expand I guess.

wind spade
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well, then they obviously had no idea what they are talking about

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there's always room, map is humongous and you can build vertical 😛

astral hornet
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Currently filling up a manifold of 34 constructors 😅 this is definitely the largest factory I've ever built.

astral hornet
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Oh boy, yeah... after running for about 30 minutes, looks like the throughput of the single station is only 500 ish copper ingots... Far from the 1200 I need 😅

vapid gorge
vapid gorge
astral hornet
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No, not yet, that might be part of it as well

wind spade
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that is definitely part of it

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put industrial storage in front of every platform (both for loading and unloading)

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connect it with two belts to platform

vapid gorge
vapid gorge
astral hornet
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I'm measuring the round trip time, I'm afraid it's still too long :/

vapid gorge
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yeah 3.5 min isn't long

vapid gorge
# astral hornet Oh I know, but I wanted to keep the space free

don't rely on Reddit tbh - stick to the wiki https://satisfactory.fandom.com/wiki/Electric_Locomotive

Satisfactory Wiki

The Electric Locomotive is a vehicle used to transport cargo and pioneers along the Railway. Connected Freight Cars can be loaded or unloaded via Freight Platforms. The Electric Locomotive can be automated, by setting a list of Train Stations for it to stop at.
Multiple cargo freight cars and locomotives can be chained together to form a single ...

astral hornet
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Hmmm, would I need to balance my Copper ingot foundry somehow? I have two lines of foundries, each producing 600 ingots per minute, each line going to their own industrial container, then going to a platform. The platforms on the other side consume copper unequally. So I'm ending up with one platform being full and the other empty. Would it be enough to simply use an overflow splitter on the one that's going slower?

vapid gorge
astral hornet
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The math works out, that would put the limit of my platform to 780 copper/minute, as I'm only hooking up a single belt, I guess but I only need 680...

astral hornet
placid oyster
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Either overflow manifolds or a load balancer would work fine considering its only 2 lines

vapid gorge
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well you can do a manifold on either end and do fancy spliter's or over flow - or you can just have the copper feeding into it like this

placid oyster
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high speed edit 😜

astral hornet
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appreciated!

vapid gorge
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you have 2 different products you need that consume uneven amounts of raw goods

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So just have manifolds coming out of each station as you would normally, but clock your machines to produce the right numbers of each item type. Does the diagram make sense?

astral hornet
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yeah it does, thanks

wind spade
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I'd prefer if both platforms used it evenly, then you don't have to solve this 😄

vapid gorge
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For some reason controlling production and throughput through machine timing and selective merging doesn't occur easily to people.

wind spade
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so build two sets of machines each needing 600/min

astral hornet
vapid gorge
astral hornet
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I like whole numbers on as many machines as possible 😅

placid oyster
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whole numbers rule

vapid gorge
astral hornet
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I have like 500 hours in this game but have never gotten this far 😂 I keep restarting or building myself into a corner

placid oyster
placid oyster
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theoretically you could say "1 item per hour"

vapid gorge
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items per second

placid oyster
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but it will be a pain in the ass when machines display per minute

astral hornet
vapid gorge
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I'm just saying 'even items per unit of time' is arbitrary 'evenness'

astral hornet
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of course

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arbitrary evenness, best kind of evennens. Just like technically correct

placid oyster
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theres no real "evenness" tho, it all depends on your number system 😜

vapid gorge
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right

snow dove
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unless you’re measuring down to the atom, and even then it can be uneven by a small margin

vapid gorge
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I don't know, I'm making like 12,000 quick wire per min in one factory. Per second is a reasonable unit for them too

placid oyster
vapid gorge
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again arbitrary 😛

placid oyster
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and if I made 1.3333 high speed connectors / min I would say "4 every 3 mins"

snow dove
placid oyster
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even if it may sound nicer it would mess up your math

placid oyster
vapid gorge
placid oyster
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or is the internal counter more accurate?

placid oyster
oblique hollow
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how about we start measuring in Million Units Per Annum? simon_smile

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60 per min? nah
31.563 MUPA? perfection

wind spade
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murica intensifies

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watermelons per football field

oblique hollow
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i clock stuff to make 1.666/min and it works perfectly fine so imma pretend like it wont matter in a few hundred to thousand hours

snow dove
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oh yeah i do the same

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idrc if there’s a yellow light for one second 700 hours from now

frosty owl
vapid gorge
astral hornet
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(I've long decided that this thing isn't gonna be 100% effective 😅

ember fractal
snow dove
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like 99.9999

quartz violet
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Good 'nuf

prisma kraken
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honestly, sometimes the decimals don't much matter

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rates in the game are expressed in per minute quantities, sometimes this leads to a repeating decimal because the game itself does things based on cycles that I'm guessing have millisecond precision

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a rate of .33333 repeating per minute just means the cycle time is 180 seconds

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i believe that if you have a non-repeating decimal as the cycle time, everything ends up being exact

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i'll add that the only set of recipes i've seen that really result in messy numbers that won't resolve nicely as a rational numbered cycle time are with the combo of iron wire & stitched iron plate

placid oyster
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what are the issues people fear so much about pushing 600m2/min on mk2 pipes? backflow?

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and why does nobody advise the same about mk1 pipes? wouldnt there be the same issues?

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or is it something precision related?

quartz violet
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I'd think the amount of pipe derp is higher with higher flow

snow dove
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backflow is more prevalent and weirder with mk2 pipes

placid oyster
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isnt backflow solved with a loopback?

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or is that just a temporary measure?

prisma kraken
vapid gorge
placid oyster
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I wonder what the hell the game is doing to get rounding errors, that should only start happening at numbers a lot larger than 600

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maybe it measures fluids in millimeters squared

vapid gorge
placid oyster
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:xd:

prisma kraken
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when lots of things are on the same pipe network, the addition and deletion of numbers on odd cycles can just cause a propagating rounding error

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it takes a large pipe network to get that affect

placid oyster
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so, for the record, should I:
a) push a bit less than max
b) add a loopback
c) both

vapid gorge
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there isn't often you have very large pipe networks, besides turbo fuel and even then you can mitigate that by having small volumes in pipes

vapid gorge
placid oyster
prisma kraken
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internally, yeah, the game does represent fluid quantities in 1000th's of a m^3

placid oyster
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thats why Im asking

placid oyster
vapid gorge
prisma kraken
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but a lot of the math for the pipes is done using floating point

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and it just leads to rounding errors

vapid gorge
prisma kraken
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you can do stuff like pipe 600 water from 2 OC'd extractors into a OC'd nuke without problems

prisma kraken
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because there's no inexact fractions in the math

placid oyster
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given it uses mm3 they should be able to get away with int math

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and even then, I think for floating point using bigger units is better? because theres more resolution the closer to 0

prisma kraken
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truthfully, i think that they should redo the math on pipe calculations to be fixed point

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but i've heard that they're planning to just scale the numbers for oil down a bit so 300->250 & 600 -> 500

placid oyster
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yeah fixed point would be super fine

prisma kraken
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what happens is 6000 is just a bit too big of a number for all the rounding to be exact

placid oyster
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maybe use 10000ths of a m3 just in case

placid oyster
prisma kraken
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keep in mind as well that a lot of this computation is highly optimized in the game

placid oyster
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yeah fixed point would be a bit slower

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because theres no hardware for it

prisma kraken
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and they're doing stuff like vectorized math using the smallest variable type they can so that the numbers fit into an MMX/SSE/AVX register, or the equivalent on the GPU

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i don't know exactly how the code works, and i'd love to actually see how they're doing it all

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(i love those types of programming problems)

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but just understanding how to do things quickly and work with large volumes of computations, i'm supposing the problems that the game has are similar to ones i've worked on

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technically fixed point can be quite a bit faster, but there's probably a good reason for why things are the way they are

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really though, steering back to the subject of pipes, the rule of thumb i follow is keep pipe networks small

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there's also a lot of misinformation & allegorical stories out there

placid oyster
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of course, Id have to benchmark it to prove it

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😉

prisma kraken
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people try pushing 600 fuel into a pipe and hanging 50 generators off a manifold

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that just doesn't work

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the pipe network is too big

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just the length of the pipe to loop around that many generators takes forever to fill the pipes

placid oyster
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so my idea is busted :(

prisma kraken
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well, just break it into 2 300 pipes fed by different groups of refineries

placid oyster
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boring

prisma kraken
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but really the misinformation that comes from it all

quartz violet
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If it's all in 1 line it isn't gonna work but I was fine with splitting off like 24 groups of 8 from a 600 pipes for a field of turbofuel generators

placid oyster
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I like to have 50 generators in a row covering half the map

prisma kraken
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is that people don't wait for the entire pipe network to fill before starting to online the generators

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i made that sort of mistake in my first playthrough in the U4 era

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the network just NEVER got full

quartz violet
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I connected up power lines for generators after everything was built and it was alright

prisma kraken
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yeah, i mean, atm i have a 300 generator TF plant, its 15 groups of 20 generators, each fed by 2 blenders

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(i'm UC'ing the generators if you are trying to math that out)

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there's nothing wrong with making large fuel power builds, just be careful to keep the pipe networks small

quartz violet
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I left mine at normal since it would have been a pain in the but to mess with the clocks peed on all 400 of em

prisma kraken
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i don't think the problems with mk2 pipes are necessarily pushing them to max, but that if you push them to max, it goes against the rule keep pipe networks small

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i'll also say that this is my advice gained from experience, and i haven't scienced it all out completely

quartz violet
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Less pipe less derp

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Makes sense

whole heron
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What do you define as small in that case?

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I think a manifold fully utilizing 600 m/s crude oil would need at least 20 junctions.

prisma kraken
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I think keeping networks to < 30 producers+consumers is probably about the right rule

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i think also there's another variable in it all

quartz violet
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What if you split off of a main artery into 30 other pipes though

prisma kraken
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i've gone as high as 36 TF generators off of one pipe

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with the total number of machines being 41 irc, but the generators were fed from above

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so slosh wasn't as big of an issue

quartz violet
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If you use valves you don't have to worry about slosh

prisma kraken
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valves do not work as you think they do

quartz violet
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I know

prisma kraken
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i can't even explain exactly how they work, lol

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all i can say is that they rarely if ever solve problems

quartz violet
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They are dumb sometimes but i think I used them to make sure each split off was it's own thing

prisma kraken
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something else i'll add about pipes

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is that headlift is buggy AF

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there's some sort of hidden variable in a pipe network that remembers a head lift value

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and placing a valve on a pipe can sometimes reset and change the calculation

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i was experimenting with this a bit the other night

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this should not work

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and after tearing it apart and rebuilding it, it didn't... the top pipe segment after rebuilding wouldn't fill, as expected

quartz violet
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That looks like more than 10m to me

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It's 10m of lift off extractors, right?

prisma kraken
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foundations are color coded so you can count

quartz violet
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16m it looks like

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If those are 4m

prisma kraken
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its actually 20 meters, the extractor is placed a few meters lower so its pipe is at ground level

quartz violet
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What is the extractor headlift?

prisma kraken
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10 meters

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that picture should be impossible

quartz violet
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If the game had perfect physics it would be fine because of siphoning

prisma kraken
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the vertical segment should be partially full, the top pipe segment should be empty

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its a bug with headlift

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when i deleted everything and rebuilt it, it actually did result in the expected

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what happened is i did a baseline test of having a pump on the line initially

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to verify the buffer would fill

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afterward, i deleted the buffer, pipe and pump

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keeping the extractor in place

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and rebuilt it with the result pictured

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somehow the extractor remembered the previous headlift value

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i fiddled with it a bit more and actually couldn't reproduce what i pictured

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conclusion: there's just a bug somewhere in the code where headlift isn't properly calculated

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i can tell you roughly when the bug was introduced; it was during update 6's experimental cycle

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caused all my coal power plants in my world at the time to run out of water, lol

quartz violet
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Maybe they will squash the bug in u8

prisma kraken
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its one of the things that they really should fix sooner vs later

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i've caught a few yt streamers run into it on camera as well

snow dove
prisma kraken
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usually in the context of headlift not transfering through a floor or wall hole

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on this subject, i actually used to run into the bug quite often

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at the time, i was building coal power using extractors that fed the generators from below

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i'd run into it so often, that i started building the pipes in a different order

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if the LAST thing you do with the pipes is place the pumps on, you avoid whatever the problem with headlift being incorrectly calculated is, in my experience

vapid gorge
prisma kraken
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you can, but should you?

vapid gorge
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easily.

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just loop it, flood the system, go wild

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hell, with turbo fuel you can have dozens of generators on an UNlooped manifold and have it work

prisma kraken
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filling the pipes before onlining the generators, that's something i can't confirm or deny works

vapid gorge
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if you just turn off 1 generator you'll be over feeding and it'll flood it

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it'll jsut take a while

prisma kraken
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i tried that back in the U4 days

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the manifold never filled, lol

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i tried it looped, forked, etc

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it was also my first play-through, so god knows what other sins of ignorance i had going on

vapid gorge
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ages ago there used to be a buffer loss bug where liquids disapeared on load

But if you built it right and let it go for a long while it should have flooded

prisma kraken
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this was in U4, so that may have been what i was running into

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it was my first game, and i have no desire to even open that file and figure out the trainwreck i created, lol

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i am curious though about how broken the rifle ammo production line from it actually is now

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...that was back when you needed beacons for ammo

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i should actually open that save and take a look at that beacon factory though... might be some lessons in there for doing nuclear with the alt chain 🙂

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i'm laughing a bit at some old pictures... U4 in all of its glory:

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man, that stuff hurts to look at

whole heron
prisma kraken
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yeah, pre-u6, rifle ammo needed beacons as an ingredient

whole heron
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No, I know. I'm just wondering the reasoning.

prisma kraken
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i don't know, i think the devs wanted it to be more of a late-game OP thing at the time

whole heron
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Funny since they've had to buff rifles multiple times.

prisma kraken
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i think they envisioned the rebar gun as being projectile mk1 and rifle as projectile mk2

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the new crab hatchers sorta made it so the rifle needed a buf

placid oyster
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just use the magic music box

whole heron
#

You mean bombs?

placid oyster
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no, the boombox turbobass

prisma kraken
#

it kills the flies

deft lichen
whole heron
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That makes sense. I guess they were supposed to be used for the transmitter and fuse.

quartz violet
whole heron
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1 damage and knockback apparently.

quartz violet
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I had no idea about that

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I thought it was just music

whole heron
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It was probably meant as a joke but turned out to have utlity.

quartz violet
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Tbh I forgot it existed until now

placid oyster
wind spade
terse stone
deft lichen
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Great!

prisma kraken
deft lichen
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what I mentioned is pre-u3

prisma kraken
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ahh, i started in U4

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i forgot about the 'seismic nobelisk' alt thought, that was still around when i started!

oblique hollow
prisma kraken
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interesting

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they're probably all related to one another in root cause

oblique hollow
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Pressure Loss variable is one of them, but i cant tell you the other issues

oblique hollow
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another bug thats easy to reproduce

prisma kraken
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file it all in the 'headlift is wonky' bin, lol

oblique hollow
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make a pipe junction in vertical arrangement, connect a water extractor to the side and then build a pipe roughly 40 m up from the top pipe output

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junctions have some ridiculous issues with head lift

prisma kraken
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did you splice the junctions onto the pipe?

oblique hollow
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it can be either splicing or pre-placing

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doesnt matter

prisma kraken
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gotcha

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i think that there's some variable related to headlift that needs to be re-computed each time a pipe network changes, but isn't

oblique hollow
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i think the bug related to valves generating infinite lift if you simply slam the slider from left to right also still exists

prisma kraken
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i wouldn't be surprised

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i started doing my experiments the other evening after evil steve pointed me to a recent kibitz video where he was stating that valves remove headlift 🤦

oblique hollow
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they only block the blue hologram indicator

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same thing with buffers

prisma kraken
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he had a pipe in his build where headlift wasn't transfering

oblique hollow
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rarely happens

prisma kraken
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one of those 'rebuild the pipe, jiggle the handle and it works' things

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but kibitz asserted that valves negate headlift, and that led to a bit of a lively discussion

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but kibitz asserted that valves negate headlift, and that led to a bit of a lively

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oops

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sorry for the repeat

oblique hollow
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yeah that was the one thing that really stood out to me from the vid

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mid you that valves do specifically have an internal variable so they can transfer head lift

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but, as with flow, thats limited to 8 bits

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and i do not know what a full 8 bit head lift value is

prisma kraken
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i'm starting to theorize that a pipe network has a ref-counted shared state for all elements

oblique hollow
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ref-counted shared state?

prisma kraken
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like there's a chunk of data shared between all segments of a pipe

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that chunk of data has some reference count of the number of things that share it

oblique hollow
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well all connected pipes do exchange data by nature of pipe networks existing

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everything connected together is a pipe network. buffers and valves and pumps included

prisma kraken
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i'm theorizing that the code's internal structure does something like that

oblique hollow
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it stops at machines

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and the network handles a few different things

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like the fluid type for example

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that info is pretty much instantly transmitted

prisma kraken
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i was a bit surprised in my experiment that i got the wonky headlift that i had

oblique hollow
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its not from pipe to pipe, all pipes register to a network and that network then shares the fluid type with all pipes of that network

prisma kraken
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it took me a few tries to realize that the extractor was some how 'remembering' the headlift from a previous network it was connected to

oblique hollow
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i think i remember that pipe networks get the first and last piece of a network and their height

prisma kraken
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that might be why i was able to trigger the issue

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i'm personally not going to stress too much about it all besides knowing it can get wonky and how to resolve my in-game problems, if i don't have access to the code and a task of fixing it, there's no point in much more 🙂

oblique hollow
placid oyster
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Where is this code from?

oblique hollow
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thats from the modder's resource of game header files

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this is a line from the pipe network headers i believe

vapid nest
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Uhm quick question: If I have 3 mk2 pipes (1800) that need to be split evenly into 4 pipes (each 450) can I just make a loop connecting all 3 pipes and split them off into 4?

vapid gorge
vapid nest
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4x15 refineries

vapid gorge
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all doing the same thing?

vapid nest
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Yup

vapid gorge
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make it 3 groups of 20

vapid nest
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Can't

vapid gorge
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why not?

vapid nest
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Symetry

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And I will not tear down 40 hours of work

vapid gorge
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still doesn't stop you - you can keep the 3 manifolds of pipes and just snake them around

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you can try to merge the pipes but it's going to get messy, harder to stabalise and will be a much bigger pain in the ass if you're trying to diagnose the problem

vapid nest
#

Don't fluids balance themselves?

vapid gorge
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yeah that's not the point - a lot of junctions means you're making the whole system inter reliant on other parts

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it means sloshing can be more likely to happen, for 1 machine to throw out the whole system rather than just it's sections

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I'm not saying you can't do it that way - but it's less reliable and can be more difficult to deal with in the future

visual cove
vapid gorge
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Good rule of thumb with pipes is send X fluid pm from Point A to Point B. Don't have junctions, don't merge them with other systems.

These aren't rules you have to do to make it work, just good rules for making simple reliable systems you can more easily fix if something is wrong

prisma kraken
vapid gorge
vapid nest
vapid gorge
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and the back flow problems will be between machines

prisma kraken
vapid gorge
visual cove
prisma kraken
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McGalleon and i were commenting on it earlier this afternoon

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its like with some sequences of building the values aren't re-caclculated

vapid gorge
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I didn't realise they also had a headlift calculation issue

prisma kraken
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without actually sitting in a debugger with the code, i can't tell you what's going on

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just that there's a problem with it all

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when i run into the issue, i just rebuild the offending pipe, replace the pump on the pipe and it suddenly starts working

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totalXclipse ran into it on-stream as well recently when he was building a coal power plant

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irc, he stated sometimes pipes don't truly connect through floor holes

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and perhaps that's it

vapid nest
vapid gorge
# vapid nest a "no capes" reference?

If you do the whole system merge you can put powered pumps on spots you’ve calculated properly- if it doesn’t work after you flooded the system and turned it on

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But keep the rule of leaving a machine off so that the system is over fed at the start

vapid nest
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Alright. I've also just found a way to have 4x450 instead of 3x600

vapid gorge
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splitting it at the start?

prisma kraken
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i don't profess to know how it works at the code level, its just empirical, this shouldn't work, this should work, ya kno?

vapid nest
vapid gorge
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ah is that using all the oil available?

vapid nest
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There would be one more normal node, but I have no use for it

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Yet

lusty summit
#

dont overcomplicate stuff, if you need 450 per pipe, feed that pipe with 450

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underclock and overclock is a thing

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for that reason

delicate chasm
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Messing around with clipping. I don't like this but before I move on, was wondering if anyone could maybe tell me why 3 of the 4 refineries hooked up with this lift-lift-merge configuration work but the 4th one doesn't even after repeated rebuilds?

vapid gorge
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can't tell you w/o more info, could be math, could be a bad connection shrug

delicate chasm
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I committed this sin to make it work, but when this is built using the same spacing as the other 3 mergers, the second lift does not connect to the merger.

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It does snap to the position but the connection isn't established to permit items through, specifically.

vapid gorge
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it would clip less if you just put a belt under the pipe/across the pipe

delicate chasm
#

Well I know that, I'm not keeping it. I'm just curious what might cause it to not connect when the other 3 have the same spacing/height and do connect.

vapid gorge
#

where doesn't it flow? does it go into hte first lift but not the next? find out where the items stop and you'll know where the issue is

delicate chasm
#

The items go into both lifts and do not exit the second lift into the merge, like I said: the second lift doesn't actually connect to the merger. I just don't know why.

#

I rebuild the second lift and merger again and it does work this time, but I did not make an error when building it repeatedly before posting here - it definitely was perfectly lined up with the other mergers and behaved differently.

vapid gorge
#

I mean it's a pretty messed up clip job - did you actually hear the sound effect 'click' when a thing snaps into place?

#

It's a messed up clip xD not designed for it - not surprised if it doesn't work 100% of the time

delicate chasm
#

🤦‍♂️ The only question I have is "does anyone know what was specifically the problem here?" Not trying to be rude, sorry...

vapid gorge
#

'something wrong with the clipping - probably'

delicate chasm
#

Like is there known to be a bad interaction when clipping pipe + lift or etc. that I should be aware of, or is this an enigma to all who behold? Y'know?

#

That kind of thing, so that I get the meta knowledge.

#

Thank you for the insights in any case.

vapid gorge
# delicate chasm Like is there known to be a bad interaction when clipping pipe + lift or etc. th...

no it'll be completely independent of hte pipe - if you clip so deep into a merger/spliter it may not hit a point where it'll establish a connection. And even if you think you placed everything in the exact same place the ORDER of the parts placed can matter if something will connect or not, and sometimes order of placement will have very minute differences in orienatation or distance relative to other objects

This generally doesn't matter at all - however I can see how it'd mess that tight a clip up

#

There's a big enough tolerance for things to connect even with the basic slight differences that can crop up like that.

delicate chasm
#

That's my current theory. I know the design itself was replicated and the build order was the same, but there have been some times when snap-to has given me almostbutnotquite. This instance was strange because usually it's immediately obvious which step was done incorrectly.

Using holes for instance. That'll get you a variety of small issues depending on what you do but there's a general flow and logic you'll fall into naturally through experimentation.

#

I was just certain it had to have something to do with the pipe though, since without the pipe in the equation it's just output -> lift -> lift -> merger all on the same precise z-level due to foundation. 🤷‍♂️

whole heron
#

How do you ensure a splitter -> lift -> merger connection doesn't break?

snow dove
#

you place the splitter and merger, then place the lift

#

if it works at the beginning it will always work

whole heron
#

I mean when building, to be clear.

#

When I build too tight on a blueprint, it's hard to tell if the lift actually connected on both sides.

snow dove
#

you can hear a “click” if it properly connects on the output end

mystic moon
#

You can also highlight the lift in dismantle mode and see if the rubber thing is extended

whole heron
#

Thanks.

whole heron
#

Hmmm... pure iron recipe... 780 iron ore -> 770 (22 refineries) + 10 (1 underclocked smelter) -> 1440 iron ingots, which is actually very divisible.

#

Does this make sense?

prisma kraken
#

pure iron doesn't resolve nicely with 780 ore input

#

its kinda a cruel joke

whole heron
#

No, I mean does adding the smelter make the next step resolve nicely? Or am I sleepwalking and missed something obvious?

prisma kraken
#

no, it just always proagates the messy numbers

#

anything with 780 input always is b/c its 60x13

#

that thirteen as a prime number is sorta killer

#

what may be helpful in your number noodling, is that 780 = 480 + 300

whole heron
#

That's not what I'm asking.

prisma kraken
#

only thing in my numbers that actually works with pure iron is making screws

#

everything else ends in a messy fraction or decimal

#

its been a while since i spent a day trying to resolve that math with pure iron

#

i can't recall the numbers off hand, but realized it was a blind alley

wind spade
whole heron
#

That also wasn't the point.

#

Just don't mind me for now.

oblique hollow
#

well then you should explain your point better if everyone keeps missing it

frosty owl
# whole heron Does this make sense?

I did that once. I thought the smelter fit nicely, dividing the 2 rows of Pure Ingot refineries... A bit silly looking, but quite the break from the usual refineries fields that are pure recipes ^^

I don't recall the output numbers matching up particularly well with anything though... I just break up the refineries' outputs in numbers I like (eg: 420, 600 or 720/min are numbers I like) + whatever is left

fierce cypress
sand epoch
#

Or just tap r...

delicate chasm
# fierce cypress because of the build order, build the lift connecting to the merger first, and t...

I guess so? I fully disassembled and rebuilt it several times before posting here, and the only difference between the final attempt and any other (I did try merger then lift as well as lift then merger) was that I had made a temporary spaghetti belt to empty the machine while I came here to ask.

I tabbed back over, deleted the spaghetti, built the exact same thing one more time and it functioned "normally." (like the others)

You've reminded me though that I meant to go back over there and fix that. It looks terrible.

void hollow
#

is there a better h. mod frames number than 10? lot of awkward numbers to throw around

#

needs like..... 3.02 belts of iron ingots for example

void hollow
#

rgr I'll try it

median heath
#

11.25/2.8125 = 4 Manufacturers.

void hollow
#

yeah it makes sense I think my brain is still locked into round # per min which isn't as important as I think

median heath
#

Unless you're on base recipe.. in which case stop using the base recipe.

void hollow
#

45-81?

median heath
#

Book incoming, you were warned 😛

#

So the premise of the 45-81 rule is getting production in "clean numbers" with respect to clock speed.
As you may or may not know, the game enforces a 4 decimal limit on clock speeds (it does not care about parts per minute, nor does anything in the game actually operate on parts per minute, EVERYTHING is done in individual cycles with respect to clock speed for cycle time)

Example: if you tell a Smelter to do 20/min instead of 30/min, the clock % changes to 66.6666%.
The UI will say 20 ppm, but this is a lie to make you feel better about yourself. The machine truncates anything after xx.xxxx%, so you do not actually get 20/min, you get 66.6666% of 30 (which is 19.99998).
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).

So the math was done to find out how to make production lines "behave", and the first thing we solved was the 81 part of the rule. With respect to Rubber/Plastic - always do them in multiples of 81 and all machines in the recycled loop automatically fall within the 4 decimal limit. No repeating numbers, no imprecision.
The 45 part of the rule applies to non-oil products. Do your final product amount in multiples of 45 and everything in the production chain automatically behaves without you needing to think about it.
Exceptions: Caterium Circuit Board, Pure Iron, Fine Concrete
(CtCB and PureFe usually outweigh the rule because you'll be doing them in such large quantities that they fine a common multiple somewhere up the chain.
No one should ever use Fine Concrete.)

Note: 45-81 is the lowest whole number multiple, but you can cut them in halves to achieve closer to your actual goals.
I.E. 45/22.5/11.25/5.625/2.8125, or 81/40.5/20.25/10.125 (going lower than 10.125 on oil causes issues)

So if you needed 100 Plastic, I would instead say to make 81+20.25=101.25

void hollow
#

yesssssss this is the good stuff, ty

median heath
# void hollow yesssssss this is the good stuff, ty

Now, before Iroh can get to it:

The amount of loss/extra you will have from repeating decimals is something that 99%++ of the playerbase will never even notice.

So it is up to you if you care about the rule.
But it does help with making "how much?" decisions.

#

@snow dove I gotchu ❤️

void hollow
#

I broke every rule to get to trains but now the real game starts, I'm gonna care as much as I can heh

#

excited to do it The Right Way heh

median heath
#

Before all my haters come out of the woodwork, I would never say that using the rule is the one "right way" to play the game.

#

I believe it is a very good way, but there are very few instances where there is a singular "correct" way to do something in this game.

void hollow
#

yeah for sure "The Right Way" for me is to try to get the numbers to all line up

#

idk for anyone else heh, I've just got a clear vision in my head for what I want

cinder silo
median heath
mystic moon
median heath
#

I have 6 things on my phone clipboard.

#

Throughput Equations: (1560 is used because it is the max of x2 mk5 belts, and all Times are in minutes.)

First you need TimeToFill. Which is reliant on Cargo Stack Size and Car Capacity.

TtF = ((StackSize * Car Capacity) / 1560) + 0.45133...

If TtF >= RtD (Round Trip Duration)
Throughput = ((RtD - 0.45133...) / RtD) * 1560

If TtF < RtD
Throughput = (TtF / RtD) * 1560

#

^ number 1

#

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

#

^ number 2

#

300 Oil

5 Rubber Refineries @ 100%
5 Plastic Refineries @ 100%

Byproduct HOR routed to
4 Coke Refineries @ 93.75%
Feeds 18 Coal Gens with no waste.

#

^ 3

#

As it stands now the total amount of the base Project Assembly parts you need to complete the game are:

Smart Plating: 6,550
Versatile Framework: 13,000
Automated Wiring: 60,850

#

^ 4

#

Non-consumable items worth storing:

Plate, RIP, Beam, EIB
Pipe, Rod, ECR
CSheet, ASheet, Plastic, Rubber
Frame, HMF, FMF
Wire, QW, Cable
Crystal, Osc
CB, HSC, AIL
Rotor, Motor, Turbo
Comp, RCU, Super
Casing, Cooling
Concrete, Silica

32 in total.

cinder silo
#

I'll find out if my conveyor mixer that uses containers will work

median heath
#

^ 5

#

Mods 🤢
^ 6
Even though I am not allowed to use that one anymore 😂😂😂

vocal tundra
median heath
cinder silo
#

Mods 🤢 anyway 😄

vocal tundra
#

Yeah used to need to refer to it but now its in my head

mystic moon
#

Mods 🤢 has been said almost 400 times

median heath
snow dove
cinder silo
delicate chasm
#

@livid canyon 210/m iron rods from the player would make it 14x the crafting speed of the machine. I didn't do a very controlled experiment but that's close to the other estimate.

livid canyon
#

Fair enough

prisma kraken
#

hi guys

livid canyon
#

quick place to post math, pure aluminum alt recipe is 60 scrap to 30 ingots 2:1 ratio
default is 90 to 60 3:2 ratio

prisma kraken
#

someone in pm called my attention to this fact as a fact

#

and observation

#

there's a set of triables that have an even nuber of degrees, like a 30/60 90 for ecavple

#

45/45 is another sucg ecample

#

the sat of triangles with an even rumber of ecgress

#

and the sset of triangls with world buildaboles in s are different

#

and disjont

#

you can never resolve a prime number that's an integer into a rational number

true junco
#

What? All prime numbers are integers...

haughty glade
vapid gorge
haughty glade
#

Can't be sure without empiric proof

vapid gorge
#

🧌

fierce cypress
# haughty glade Seems like a cop out answer to me

The definition of a prime number is a natural number that is greater than 1 and cannot be written as the product of two smaller natural numbers. Seeing as natural numbers are a subset of integers, yes, all prime numbers are integers.

haughty glade
fierce cypress
haughty glade
#

Hey! I may be a troll, but that was uncalled for

fierce cypress
haughty glade
#

Fine, but you're the one who forgot to add an exception for 1

wind spade
haughty glade
#

I'll stop

quartz violet
placid oyster
#

Not every prime number

quartz violet
#

Michael is supreme lord and there are no prime numbers other than those uttered my Michael's all-knowing head

terse stone
#

Couple updates to this analysis coming along nicely. I've added nitrogen gas well locations and more importantly it shows results for top 10 locations to build a factory.

This test is looking for best locations in proximity to 300 coal, 300 iron, 300 limestone

solar rampart
#

is there something I don't understand about the per minute math?
I made 4 constructors putting out a total of 160 screws per minute, into two assemblers doing rotors (total requested 200 srews per minute)

#

both assemblers are accumulating, not draining, screws

#

what gives?

#

i should expect 80% efficient from both

whole heron
#

How many Iron Rods are you putting in?

#

My guess is that either the output is blocked or it's running 80% of the time and stalled 20% of the time.

#

If you want 80% efficiency and 100% uptime, you should underclock.

#

Also possible there is something wrong with your belts. But that's always a case.

snow dove
#

belts don’t spawn screws from nothing

delicate chasm
#

Could be their rod belts, guessing that's what they meant.

snow dove
#

ah

delicate chasm
#

What would you all do with 110 spare iron ingots that you don't need for your current plan on-site? Just turn it into something anyway? Sink and be done? Underclock the smelters and miner? Recommendations/favorites?

wind spade
#

I recommend to not have spare ingots 😄

delicate chasm
#

That's the idea of asking yeah.

whole heron
#

Output belt could also be a problem, but that's less likely.

wind spade
#

what I mean is to not plan a factory that has leftover ingots in the first place

whole heron
#

Sometimes you get weird floating point ratios.

snow dove
#

why would i produce more ingots than i use?

whole heron
#

I suggest turning the extra stuff into cable. You can always use cable.

delicate chasm
wind spade
delicate chasm
#

o_O

Because the math isn't done my guy.

#

I'm still playing the game, not looking at the finished result.

wind spade
#

I'd need more context then, because this seems like you're planning in some weird way

delicate chasm
#

I know what I need, the node potentially offers an extra 110 ore and I'm not piping in water. Result is I have 110 extra potential iron ingots on-site that aren't needed.

You don't need the context if you trust that I do in fact have 110 spare iron ingots on-site after taking into consideration my infrastructure and what I'm willing to build. But to not write a 2-paragraph post I gave the salient number: 110 ingots. =/

wind spade
#

the node potentially offers an extra 110 ore
ah this is the context I needed

underclock the miner and keep it for later

delicate chasm
#

🤦‍♂️

wind spade
#

which is exactly what I said in the first place - don't plan the factory to have extra

delicate chasm
#

No. That isn't the situation.

frail light
delicate chasm
#

The situation is that the ingots are going to be made because the node is going to be walked away from after this build.

snow dove
wind spade
#

then just underclock and leave it not at 100%, not like you'll ever need the extra iron

#

and stop planning based on nodes, plan based on what you need

delicate chasm
frail light
frail light
delicate chasm
#

I could even tap a whole other iron node and just slightly more than double the output of that whole place. One of the ideas I have is to come back much later and do that - this is modular frames.

I think I'll go with Not's suggestion for now, with cable, as that's small and easy to dismantle when I do decide to update this facility.

frail light
#

i would double it as modular frames are useful later on and it sucks re expanding sometimes

solar rampart
#

@whole heron it ended up being a false alarm (i guess). The rods were saturated at the time and screws were going up, but since then it evened out and settled at 80%. It must have been a transient condiiton. Faith in math has been restored

delicate chasm
frail light
true junco
#

Plan whatever way you are comfortable and successful with...

snow dove
#

oh i just go “i want like…………. 6ish FMF’s” then build all new machines for the FMFs

delicate chasm
#

Yeah, that's what I will end up doing - the initial builds are for producing building materials only. I make iron rods and plates in excess of what's needed for the frame chain for example, and when I come back, that will be changed.

frail light
snow dove
#

wdym “ran out of room”

frail light
#

not my most brilliant moment

true junco
#

I am well aware that the way i think about things is atypical...

But because almost my entire career has been in resource extraction (Mining and Oil and Gas) my paradigm is always to "Pull as much material out of the ground as possible"

frail light
#

okay i didn't have to tear down and rebuild but my desire for neatness said no we are keeping it all together all the rod making for this line all the mf and all that

true junco
# snow dove wdym “ran out of room”

I figured when anybody says this, they meant they got in their own way, or exceeded the planned design limits that were set by an aesthetic choice or factory elements that were already in place.

delicate chasm
frail light
wind spade
#

@serene rapids

ember fractal
#

Alum casings are like a late-game version of screws. You need a ton of them

vapid gorge
#

eh, you don't need like 12 belts for one fctory

quartz violet
#

If it's a really big one

vapid gorge
#

12xmk5 belts of casings?

tribal cedar
#

is there some spreadsheet for optimal factory ? i know its lot of calculation but the game has few years so maybe some1 did it 👀

vocal tundra
#

You could use satisfactorytools are the calculator on SCIM

snow dove
#

like Master said, you can try satisfactorytools or satisfactory calculator

tribal cedar
#

everything....map has limited resources and there are only specific recipes so there is limited amount of what can be produced and so there also has to be optimal way of producing as much of it as possible from available resources

snow dove
#

entirely depends what you want to produce, and how much of each

snow dove
#

and an astronomically small amount of people use all of the map’s resources

#

there’s 70k iron

#

highly doubt you can even use just all the iron, let alone everything else

#

running out of resources is a non-issue for a vast majority of people

snow dove
#

like 99.999% of players won’t get to that point, ever

tribal cedar
#

i guess im not average player i made my own basic calculator but im lazy to finish it to the point where i could calculate optimal path

vocal tundra
#

Yeah some people have saves that have 1000s of hours and havent used everything

#

I dont wanna sound like a broken record but satisfactorytools and SCIM calculator

snow dove
#

let alone the other dozen resources

vapid gorge
tribal cedar
#

i mean there could be multiple optimal paths which would yield pretty much same result im not saying there is exactly 1

snow dove
#

12.5 bauxite
14.1 caterium
39.6 coal
37 copper
19.5 oil
90.2 iron
67.7 limestone
20 nitrogen
13.4 quartz
8.7 sulfur
2.6 uranium
MK5 belts/mk2 pipes worth

snow dove
tribal cedar
vapid gorge
tribal cedar
#

i was trying satisfactory calculator in past but from some point it just gets insanely laggy so i just wondered if some1 did it as finished spreadsheet 🥴

vocal tundra
#

PraiseGreeny

vapid gorge
#

and as the person who created Tools said- there's like 10^6 recipe paths you can do for things

#

so no no spread sheet. Go to tools and make your plan

I'm going to assume you also just bought the game

vocal tundra
vapid gorge
#

missed a word before the edit xD

vocal tundra
#

Ohhh

vapid gorge
#

it makes a big difference for being such a little word

vocal tundra
#

Yeah lol

snow dove
#

and what items you want it to make

#

like if you have 100 iron ore, you could use it to make 100 iron rods, or you could use it to make 66 iron plates

tribal cedar
#

well my thinking was opposite - not to craft specific item but to use all resources such that priority are those items which are final (there is nothing to craft from them like nuclear pasta)

vapid gorge
#

its not hard at all to get a world optimal plan, you just have to decide the end goal

oblique hollow
#

so in the end you yet again have to settle on at least 4 values

quartz violet
#

and screwing with the numbers until it doesn't look like they were beefed up by the cloudflare lavalamp randomizer

snow dove
quartz violet
#

Some number times the recipe for every item is impressive enough

lapis geyser
whole heron
#

Blueprints will save work on the redundant parts.

#

Also, holy hell.

lapis geyser
#

Of course it's also impossible since it uses all the oil and coal on the map so I have no idea how you're going to get the required 530 GW of power.

snow dove
#

nuclear?

#

setup a power plant, and a bajillion power storages, charge the storages, disconnect the power plant, connect the factory?

lapis geyser
#

Nuclear wouldn't work because you couldn't make the uranium fuel rods when all the resources on the map are consumed.

whole heron
#

Yeah, Nuclear still needs a lot of non-Uranium things.

median heath
lapis geyser
median heath
#

If you pre-load fuel rods into storage you can go a lot longer.

lapis geyser
#

Alright, well I'll amend my statement from impossible to "highly impractical."

median heath
#

Possible but with limited run time.
Yes.

lapis geyser
#

Though I guess it's technically impossible for another reason. It shows 11700 oil on the map and the last I counted in U7 there was only 9900 oil. Don't know about the other numbers.

median heath
#

You counted wrong.

#

There is 11700.

frosty owl
#

I doubt any of us counted, but the data used on the planner are accurate

lapis geyser
# median heath There is 11700.

I'm curious now. SCIM shows 8 Pure nodes, 12 Normal nodes, and 10 Impure nodes which equals 9900 (4800 + 3600 + 1500). Where's the discrepancy?

median heath
lapis geyser
#

Ah, I did skip those. Thanks!

turbid plinth
#

hey guys, I am a bit new to the system, can someone guide me to a 0 waste nuclear power setup?

vocal tundra
#

Do you have plutonium unlocked?

turbid plinth
#

i have about 200 hours in the game, everything is unlocked

#

but the formula for the 0 waste setup eludes me

vocal tundra
#

Satisfactory tools might help you

median heath
#

If you're burning Plutonium Rods, it isn't 0 waste.

turbid plinth
vocal tundra
#

If you input plutonium rods im pretty sure it will automatically add the nuclear powerplants as the waste from them is needed to create them

turbid plinth
#

thanks both of you

vocal tundra
#

No problem!

turbid plinth
placid oyster
#

Only beta can do fuel production I think

wind spade
placid oyster
#

Since you have to enable uranium power generation

#

Unless you input the waste

wind spade
#

it can't make plutonium rods without uranium waste

turbid plinth
#

even more lost now 🙂

wind spade
#

go to Items, Input and put Uranium waste into the input field

turbid plinth
#

nope, still doesnt work

#

ok, simpler, what do I burn in the plant? Encased U Cells?

wind spade
turbid plinth
#

or U fuel Cell?

deft lichen
#

too few waste

wind spade
turbid plinth
#

ok but what do we burn in the plant?

vocal tundra
#

Uranium fuel rods

placid oyster
#

Uranium fuel rods & plutonium fuel rods

median heath
#

Uranium Fuel Rod

turbid plinth
median heath
#

You don't burn Plut Rods since your stated goal is waste-free.

placid oyster
#

Ah yeah nvm

turbid plinth
#

yes yes, 0 waste, thank you

ember fractal
#

Burn plut rods in vehicles

pallid hull
vapid gorge
vague frost
#

How do I split a 60 per min line into 5 12 per min lines

median heath
#

I literally just answered that in the other channel...

vague frost
#

That link you linked didnt help one bit

vapid gorge
vague frost
#

I had to go onto imgur

vapid gorge
#

if you read the link you'd know that a manifold also feeds a system evenly - it just takes time to spin up

vague frost
# vapid gorge

A 2 year old could make the one I just showed i dont even understand this one

vapid gorge
#

You do you and spend 10x the time with belts Load Balancing everything

gl

#

Manifolds work for everything

You have to build custom Load Balancers every time

vague frost
#

are the boxes storage containers?

median heath
#

No

#

You put 1 splitter behind each of the 5 machines you're talking about and just run the belt.

vague frost
#

im getting 60 from one machine and I need it split into 5 diffrent ways equally

median heath
#

Yes

#

Put 1 splitter behind each of the 5 machines you're talking about and just run the belt.

vague frost
#

oh my god my friend is actully stupid

#

he made it sound overly complicated

median heath
#

The diagram I linked you shows you how simple it is.

vague frost
#

I see now

vapid gorge
#

Neither is wrong - it's just what initially makes sense to you

median heath
vapid gorge
#

I think it's expectations on organisations and that machines filling up and overflowing isn't explicit?

wet condor
#

is it worth it to use turbo fuel in fuel generator? how more efficient it is ?

vapid gorge
vapid gorge
#

I think the process is fun personally 😄

median heath
#

If you're doing it just to do it, or for the fun of it -- knock yourself out and enjoy every minute.

wet condor
#

alright

median heath
#

If you're talking about "optimal" -- Turbofuel's only practical use atm is making bullets.

wet condor
#

good to know

#

ty

median heath
#

That being said

#

The very, very small amount needed to make bullets means it's entirely justifiable to use 1 sulfur node to make Turbo, diverting the amount needed to make bullets and possibly packaging some just in case they upgrade the jetpack in a future patch, while burning the remainder in generators because "why not?"

vapid gorge
wet condor
quartz violet
#

enlighten me

vapid gorge
#

Steel plates is amazing if you have the infrastructure and need a butt ton of them

quartz violet
#

im going to ignore the steel plates

vapid gorge
#

Electrode CB... I feel has very niche value. It's good if you only have oil around and need a small amount of CB but take sa lot of refineries and set up.

Plus the things that use CB need other resources anyway so I just put computer factories elsewhere

quartz violet
#

I picked out caterium boards

#

I just went hard drive hunting to find some oil alts for a new factory

median heath
#

All 3 are good.

quartz violet
#

yeah, I was stumped

whole heron
vapid gorge
whole heron
#

Depends on your setup. If you're shipping everything to Blue Crater, then you can just do whatever since it has nearly everything.

rocky grotto
#

how would i be able to split 60 into 50 and 10?

whole heron
#

What's the context?

sand epoch
whole heron
#

What is it you're trying to do?

median heath
mystic moon
median heath
mystic moon
rocky grotto
rocky grotto
median heath
#

Learning how to find ways to deal with byproduct is a very important skill you will need later.

rocky grotto
fierce ruin
#

What are the best alternate recipes?

vocal tundra
#

Best is subjective

vapid gorge
oblique hollow
#

Theres only some "really strong combination of recipes"

#

individual recipes are weak as hell

vapid gorge
#

Early on Cast Screws can be convenient

Encased Steel Pipe is almost a straight up upgrade

vocal tundra
#

There are however objectively worst ones hehe

vapid gorge
#

Oh, Solid Steel ingot is also just about a straight upgrade to base recipe

vocal tundra
#

Good for you!
Still best is subjective, alternate recipes heavily depend on playstyle and use with each other.

delicate chasm
# fierce ruin What are the best alternate recipes?

The ones that let you switch your base resource out for another one, thus adding the unique ability to create a chain in the total absence of a resource without logistics.

This is my opinion; basis is the structural basis of 0 and 1. Do or do not have access. Other alts just make a location more or less convenient, not possible where previously it was impossible, to make a given part.

deft lichen
#

Your question has no correct answer

delicate chasm
#

We can answer the spirit of questions. It's okay to interpret someone's query when they obviously lack the knowledge that would preclude them asking.

If they knew the question wasn't good, they would ask a better question. Pointing out that the question isn't good is never valid, polite, or productive; it's a waste of your time as well, since you get nothing for your non-answer other than clout from other people giving non-answers.

#

Math is fine but don't forget about the meta.

deft lichen
#

Oh definitely

snow dove
#

i always take inventory expansions over any other alt, then HOR, then whatever looks good

deft lichen
#

Answering an question and getting a non-answer isn't useful, it's a question how useful it is to give an incorrect/biased answer that does actually answer

oblique hollow
#

Best answer is still "pick one and find out"

delicate chasm
#

I like the idea of having a guide that is more about how to frame things in this game so that you get good questions to ask (of yourself, of the game, and of the community), rather than a guide that is just answers to common questions.

Might be a very worthy undertaking for the community to engage in.

deft lichen
#

Hmm right

#

I have a plan to extend the wiki with guides on specific topics

#

This could definitely be a good addition

#

I can't really write all of them myself so contributions would be much welcome

delicate chasm
#

One point with my opinion is that I think both cast screws and steel screws are better than one another. It's hard to quantify that in 2 sentences, lol.

oblique hollow
#

i had the silly idea of making the recipe summary thing into its own page, seperate from the excerpts on each page

deft lichen
oblique hollow
#

"Snutty & Juice's Recipe Deal-Broker"

delicate chasm
#

Of course the answer is that it's situational; steel screws are nice for pooping large quantities, cast screws are nice for building fewer constructors in an early game situation.
Both are better depending on which situation you find yourself in, and you may end up using both recipes at the same time depending on where you go. One is not truly better (steel is better 100%) than the other. 😉

deft lichen
#

Base screws are good with steel rods

delicate chasm
oblique hollow
#

The plan is to simply line out what each recipes ups and downs are

#

current alternative method to the WP tables are the alternative recipe summaries on select few pages

#

like on the cable page

#

those get shortened if needed and extended to all parts to become the new norm

#

and a dedicated page for analysis of them all with still follow.

#

ideally, that page doesnt just say "this plus this is good" but instead something like "Heres a few interesting combinations:"

#

and then you can list things like HOR + diluted fuel + recycled on there

#

Or the aluminum paths

true junco
# delicate chasm Of course the answer is that it's situational; steel screws are nice for pooping...

A bit of a narrowing down on this idea but I did some math on it the other day, determining that hands down the steel beam into screws is the best* way to make screws on a remote location if you need to freight in resources. The comparison was basically "which recipe spits out the most screws per stack." So thats the same ratio per truckload or per traincar and steel beams have the highest per stack density of screws output.

Best meaning, most economical in terms of freight costs. Ie, how many train cars and loadingdocks for input material you need per screw. Which relates to power consumption and labour costs (ie time) to put everything together in game.

delicate chasm
#

Heck yeah, we're both allergic to aspartame and we both like steel screws. 🤝
That's also the reason I prefer them, all other things equal. If there's an iron node I don't even need onsite I might consider the cast screws just because it's easy, but if I have any designs on that node in the future I'll want to leave it open and bring in beams.

delicate chasm
#

'scuse me HWAT?
(vanilla game)

#

That's the only one. The other refineries are all behaving. 🤔 Do we already know this bug? I used copy/paste to set the machines before connecting and turning them on for the first time so I think it's not the one @cinder silo is documenting (this week, lol).

cinder silo
delicate chasm
#

I did observe my machine using inputs, yeah. 👍
It's properly vented now. I left it running while I was building the stuff down the line. I expected it to, y'know, stop at 200.

cinder silo
#

I did notice a funky input one when you ctrl click stuff in to a machine, sometimes all the stacks get piled in to the spot, I should document it when I feel more up to it, looks weird seeing 1600+ items in the input buffer.

granite nova
#

which one

oblique hollow
#

all are good

#

pick what you need more urgently

granite nova
#

im good on all of them

#

tbh

granite nova
oblique hollow
#

if you pick iron wire, you get to use iron instead of copper.
if you already have copper, access to water AND refineries, you can use pure copper ingot to reduce the copper cost

#

either way, its a trade

granite nova
#

hmm

oblique hollow
#

iron wire needs a lot more iron per wire compared to the default wire recipe

granite nova
#

huh

#

could rotors benefit me?

oblique hollow
#

its pretty efficient

#

you can open the codex and compare

#

press ESC and you can close this recipe window and come back later.
or maybe E?

granite nova
#

i have scarce water

#

and mid iron

#

ok

#

i just had a glitch

#

i got given back the harddrive

#

when i pressed esc

#

and the recipes gone

oblique hollow
#

huh

#

that should not happen

granite nova
#

idk why it did

oblique hollow
#

funny game bug

granite nova
#

im rescanning now

#

should i report it?

oblique hollow
#

eh, verify game files, save and see if it happens again

granite nova
#

Free reroll

oblique hollow
#

yeah if you have to wait 10 minutes it rerolls

#

if you save shortly before it is done, it wont reroll

granite nova
#

Now the recipes are terrible

#

which one

oblique hollow
#

these are also all quite good

#

again: pick on what you need more

#

since you have stitched plates (out of spite for screws i guess) you wont like bolted plate

granite nova
#

Ok

whole heron
#

I never found Iron Alloy Ingot useful. Usually where there is Iron, there is even more iron. So why stretch it with a rarer resource.

oblique hollow
#

because i despise pure iron

#

and i combo iron alloy with copper alloy

magic island
#

there's spots that have coal+iron+copper nodes close together, and iron alloy > solid steel can take pretty good advantage of that

whole heron
#

I was curious about something else, so I looked at the map. Outside of the northeast part of the map, if an iron node is isolated, it's pure (with one exception).

#

In the northeast part of the map, there is just Iron scattered everywhere.

#

You figure that was deliberate or it's just a logical consequence of the devs wanting you to have easy access to iron since it's used constantly?

#

Oil is never isolated, Quartz mostly comes in pairs*, Uranium is always isolated but there are only 4 nodes of it.

#

And I'm not counting wells because they're special to begin with.

#

*There are two non-matching Quartz in the NW and two sets of triplets in the east.

median heath
granite nova
#

How much water does 8 coal power plants need

median heath
#

Entire Spire Coast where the devs have said they are adding more nodes so there is not just oil is "oil is never isolated"?

median heath
whole heron
#

I see you're going on a rant to try to show up someone you don't know, but...

#

I mean isolated from other nodes of the same type.

median heath
#

Ah, that is an important clarifier.

#

👍

primal flicker
placid oyster
#

where can I read up on train signals?

#

Ive heard sev say that he made a guide, is that on reddit or somewhere here?

oblique hollow
#

wiki and the pins here

#

hm wait...

#

not the pins in this channel

placid oyster
#

thanks!

west cedar
#

Best recipe for aluminum?

oblique hollow
#

all of them

#

literally

#

there is no single best recipe

median heath
west cedar
#

scraps

median heath
#

2 options

placid oyster
#

electrode + sloppy or instant

#

pick your poison, they are equally efficient in terms of bauxite

median heath
#

Sloppy + Electrode or Instant

Both have the same conversion, your decision comes down to "which black rock?"

If Coke - Sloppy + Electrode
If Coal - Instant

oblique hollow
#

if for you, best means "most aluminum scrap per bauxite" then its the above stuff

west cedar
placid oyster
oblique hollow
#

bauxite, sulfur, quartz, maybe nitrogen, uranium

placid oyster
#

but unless you do max nuclear youre unlikely to hit the limit

west cedar
#

I am referring to the aluminum tree.

#

I am actually working out a full use uranium power plant

median heath
oblique hollow
#

if you wanna get the most out of bauxite that means you also gotta get a lof of silica

west cedar
#

Thanks everyone!

#

Helping me plan it out

ember fractal
#

Sulfur is really at a premium

#

They need to add some sulfur nodes to spire coast

vocal tundra
wind spade
ember fractal
#

on the contrary it's needed for a lot of things
turbo fuel, ammo, nobelisks, batteries, nuclear power

median heath
vocal tundra
#

Tbf turbo fuel is mainly for ammo

median heath
#

That said they most likely will add 1 more node of it to Spire if I had to wager.
But that opens up more options like Compacted Steel imo, not "hey keep wasting it on turbofuel".

#

I would sploosh so hard if they added 1 more bauxite node to Spire, because that is truly my limiting resource.

vapid gorge
#

eh too far from coal there, still wouldn't use it

delicate chasm
median heath
wind spade
delicate chasm
#

Compacted coal itself is the resource I find myself not really wanting to make much of or having much use for. There are only 2 spots on the entire map I've been to physically that looked like compacted coal would be the most feasible thing to do.

#

There are needs for it but they are small compared to most other resources.

wind spade
#

maxed nuclear (pretty much never needed) uses 45% of map's sulfur
leaves enough sulfur for 2488/min batteries (or some of it will be used for ammo)

I don't think sulfur is limiting at all

delicate chasm
#

It's mostly just impure when you'd want it to be normal. 🙁

whole heron
#

Now I'm just imagining someone yelling at sulfur nodes like they were an unruly teenager.

median heath
wind spade
#

🤔

median heath
#

5

#

Both Coal Lakes, Crater Lakes, Southeast of GF, East of DD.

6
Northwest of DD

wind spade
#

I didn't even mention compacted 🤔

median heath
#

Discord moved... fuck.

delicate chasm
#

NW DD and Crater Lakes are the locations I had in mind. Compacted coal there seems to make a lot of sense. Anywhere that you can add sulfur to coal theoretically extends your coal limitation so anywhere with both is a 'compacted coal spot' really.

#

And if push comes to shove there's always logistics.

median heath
#

Coal Lake East is an excellent spot for it.

delicate chasm
median heath
#

Coal Lake West:

#

Coal Lake East:

#

@delicate chasm

ember fractal
#

bauxite is at a premium

vapid gorge
median heath
#

Mainly that I suspect there will be a sulfur added
And what I WANT is a bauxite added.

#

The 2 Mark specifically mentioned in the last interview on the topic were sulfur and copper.

vapid gorge
median heath
#

Compacted conversation had nothing to do with the add bauxite to the Spire comment which led into the "you can make Electrode Aluminium Scrap" comments.

vapid gorge
#

Ah see I was replying to someone saying they’d use compacted recipe in the spires

whole heron
#

Ok, my mind is screwed up. I'm starting to imagine oil pouring out of the heart of a dead ancient giant.

#

And the Satisfactory world is some dark fantasy world.

#

And for all I know, the planet is alive and it's all aliens.

delicate chasm
vapid gorge
#

That’d be fine, sure?

livid canyon
#

@vapid gorge

vapid gorge
livid canyon
#

fair enough

#

don't like dealing with liquids largely in this also

vapid gorge
#

Well this is probably the tidiest way for it 😄

livid canyon
#

it also very neatly fits what my bauxite production is, or close enough (had overclocked to 250% because I wasn't sure exactly on this part, but now I know

west orchid
#

guys i have a question. one youtuber that i trust, he says if you try to use all 600m3 oil at %100 efficiency it will bottleneck and you will get problems. Is it fixed with new updates cuz the video recorded 1 year ago.

median heath
#

"says if you try to use all 600m3 oil at %100 efficiency [and fail to build it properly] it will bottleneck and you will get problems"

Yes.

#

Solution: Build it properly.

wind spade
median heath
#

-immediately split into mk1s.

west orchid
west orchid
median heath
# west orchid why

You asked if 600/min is possible.

We are telling you how it is possible.

And you're asking why?
I am confused...

west orchid
#

mk2's max capacity is 600m3 so why am i using it with 2 pipes instead of 1

median heath
#

Do you want it to work?

#

If yes, do one of the above options.

#

If no, keep asking why you would do one of the above options.

#

🤷‍♂️

#

Because the answer to "why" is "because it makes it work."

west orchid
#

so you dont know why its working with mk1 instead of mk2

median heath
#

🤦‍♂️

#

I don't know why when I press the thin pedal my car goes faster.
I just know that it does and I use that knowledge accordingly.

west orchid
#

so you dont know why 2x mk1 pipeline is better than 1x mk2 pipeline lol

#

i want the answer anyway cuz if ill build more complicated things i have to know more details about that

median heath
#

Working = better.
Mystery solved 🤷‍♂️

west orchid
#

im not asking is it working or not bro im asking why its working and the other one is not working do u understand me

median heath
#

Sometimes the answer is "because it does" 🤷‍♂️

#

Like why does looping make the mk2 work?

#

Because it does.
And not looping makes it not work.

west orchid
#

its game and its made from codes

median heath
#

The key takeaway for "more complicated things" is to not use just a plain mk2 and expect it to work.
Because it won't.

Pick one of the listed options to make it work.
Why? Because they make it work.

median heath
#

I.E. The game is telling the mk2 to push 600, and yet it cannot.
Hence the need for the listed workarounds.

#

Why do they work?
Because they do.
Why does the mk2 not fully work as expected?
Because it doesn't. 🤷‍♂️

#

Wait until you get into the fact that Valves don't actually restrict to the number you set them to 😉

west orchid
#

if you were a dev of this game and when you find a bug that player's save file is deleted for no reason and the when players ask you why did that happened will u say "because your save file deleted omega lul" when they ask why cant i connect my friend's world and you say "cuz you cant 🤷‍♂️" when players ask why game is not running properly on my computer and u say "cuz its not running on you computer properly🤷‍♂️ 🤷‍♂️ 🤷‍♂️ 🤷‍♂️🤦 🤦 🤦 🤦 🤦 " damn bro what a logical answer good job you answered all of the questions

median heath
#

They are bringing mk2's down to 500 flowrate in a future patch.
Why? Because 600 doesn't work.
Why? Because is doesn't, and 500 does.
So... they are making it 500.

🤷‍♂️

#

So why would you immediately split a mk2 into x2 mk1s?
Because mk1s work as expected, and the mk2 doesn't.

It really is that simple 🤷‍♂️

#

But as greeny listed, there are multiple other options available if you do not wish to take that path.

#

It's funny you bring the dev thing into this because when talking foliage being bugged and someone asked "why not just make all trees X" Jace responded with "Because Unreal Engine doesn't know what a tree is." and the answer was literally that basic 😂

frosty owl
# west orchid if you were a dev of this game and when you find a bug that player's save file i...

We're not Devs, nod do we look at or care for the code; we just observe the game and plan accordinglt. I understand the frustration in not finding the exact info you want, but such info is not quite necessary to be able to predict how the game behaves in (nearly) all scenarios, including complex ones; if you wish for more in-depth info you should probably ask in the modding server, where they actually do look at the code...

median heath
wind spade
#

are you ladiesman217?

zinc crater
#

Barricade was really cool in that movie haha

oblique hollow
#

Not even modders can peer into the pipe code deep enough to try and understand

west orchid
oblique hollow
#

We dont REALLY know why they dont work

#

floating point cant be the only issue

west orchid
#

i understood like that

oblique hollow
#

Because the mk 2 issue is so. inconsistent, its hard to even blame floating point at times

#

ive heard of people who had 0 issues with running mk 2 at max capacity

#

Hence the "if you build it properly, mk 2 CAN work".

These are all all workarounds to a mysterious issue.

whole heron
#

What's actually the worst that can happen if you don't use a workaround? Some stuff stops working and you get lowered efficiency?

oblique hollow
#

Yes

#

You simply dont get the number you expect

vapid gorge
# west orchid i just wanted to hear that answer but that guy said "its because it is". When he...

The mk1 thing might be the ‘safe’ more ‘reliable’ method if you’re less confident with your pipes. Tbh though there’s a few simple rules you can stick to to make mk2 stable

For example this is a max flow stable mk2 fed from below. It looks weird but is actually really straightforward

Besides the basic rules it just means you have to build your factory with your pipe layout in mind. Which honestly is something you probably ought to do anyway

west orchid
#

i used 600m3 of oil

vapid gorge
#

Look - it’s not impossible it could work without looping and special care - but I’m guessing from experience there’s stutters that happen and you just haven’t seen it

lapis geyser
oblique hollow
#

splitting into 2 mk 2 also works as those are unlikely to run full

west orchid
median heath
#

Hi. It me. I am "that guy".
I do have a name... 😥

whole heron
#

Is it Robert Paulson?

delicate chasm
# west orchid im not asking is it working or not bro im asking why its working and the other o...

The precise underlying reason is not known, but the symptom that is observable is a culmination of factors:

Pipes are NOT pressurized; the effects of pressurization are simulated from the height of the pipe and its fill percentage. A vertical, bottom-fed pipe filled 75% will drain into a connected junction at its 50% mark just fine. A connected junction at the 70% level will work fine too, even if the pipe below is draining the vertical pipe at 99% of its potential flow speed.

As long as your vertical pipe is a mark 2 and the two connected horizontal pipes are mark 1, the lower pipe will only ever take 300m3. If your vertical pipe's flow rate is 301m3, your upper pipe will be fed at a theoretical rate of 1m3/m. Keep in mind it's theoretical unless the vertical pipe's fill level remains above the connection at all times.

Now let's say that instead you split those to Mk2. Now the lower pipe segment can take 600m3 at once and this is a problem because that means it can ask for 301m3, receive it, then say "Nah changed my mind" and send the 1m3 back. Then on the next update ask for it again.

Your flow rate in the upper pipe is now approximately 0.25m3 but it's inconsistent and difficult to accurately gauge. It will swell to 50% fill then backwash down to 10%, fill to 20% and then be emptied by the intake + the intake on the pipe below. And none of that seems to make sense and it is absolutely not intended behavior.

But we don't know precisely what the issue is, because they cannot be fully solved with the tools that should solve the issues (valves and pumps) if backflow was the only problem.

#

You also need to understand that pipes are bidirectional but flow happens one way at a time on any given game update, meaning that a pipe that is drawing from a source pipe can be starved for 1 game tick or be DRAWN FROM by its own source pipe in some instances.