#math-and-meta
1 messages · Page 59 of 1
You can also smart split packaged water and other dry goods to use a single belt for small things
You could send packaged water upside, unpack it upper, doing a pipe right to the ground and a uturn going back to the upside.
Then, you could say, you ve a silly way to push liquid water to the upside without any pomp
If it's already on a belt, why go back to a pipe
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?
that depends on a lot of factors
I'm assuming length of rail track as well?
adding a train can help or harm depending on round trip time
I guess I'll let it run for a bit and watch the number on the platform
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
two cars will be a safe option if you go for that
Oh, interesting. That would automatically translate to two platforms in my case.
yeah, there's math you can do to figure out if your train can do X parts per min but generally 1 belt per platform is safe.
unless you do LGIO level of train tracks
1200 on one platform is possible but it'd have to be a fairly short trip
And it's not, my factory is built on the west coast where the oil is, but it's a loop that goes to the west of the rocky desert and to the quartz nodes under the pink bamboo forest.
oh it's making multiple stops too?
yea
I personally recommend one train line per trip (trip = between two stops)
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
😅 last time I asked here, other people said "do dedicated trains per factory"
not sure what that means
but you can still have dedicated trains per factory, just each train only goes between two stops
yeah that sounds like doing a dedicated train per Point A to Point B. Maybe you misunderstood?
You can do multi stop trains - but absolutely do the math to figure out if you have the throughput
no no, they meant "have a train that does multiple stops. I think, English isn't my first language, maybe I misunderstood 😅
Dang, don't know if I have the room to add more stations, time to expand I guess.
well, then they obviously had no idea what they are talking about
there's always room, map is humongous and you can build vertical 😛
Currently filling up a manifold of 34 constructors 😅 this is definitely the largest factory I've ever built.
I hate building train stations on top of each other though...
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 😅
Like I said , you can do multiple stops on a single train - just needs to be more careful
500 is real bad, do you have buffers going out and in from each platform?
No, not yet, that might be part of it as well
that is definitely part of it
put industrial storage in front of every platform (both for loading and unloading)
connect it with two belts to platform
You might completely fix your throughput and keep your multistop train if you put the buffers on
you don't have to run train stations one in front of the other either - you can have them side by side
Oh I know, but I wanted to keep the space free
I'm measuring the round trip time, I'm afraid it's still too long :/
About 3 min 38 seconds. If this post is still accurate, https://www.reddit.com/r/SatisfactoryGame/comments/mm0l3q/analysis_everything_you_need_to_know_about_train/, that would mean about 850/minute. I'm good then.
108 votes and 25 comments so far on Reddit
yeah 3.5 min isn't long
don't rely on Reddit tbh - stick to the wiki https://satisfactory.fandom.com/wiki/Electric_Locomotive
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 ...
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?
yeah over flow manifolds would be fine
Are they in the same location? why are they being used unevenly?
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...
I have one platform going to copper sheet production (678/minute) and one to fused quickwire (487.5/minute)
Either overflow manifolds or a load balancer would work fine considering its only 2 lines
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
high speed edit 😜
appreciated!
assume the 2 inputs are the two station platforms
you have 2 different products you need that consume uneven amounts of raw goods
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?
yeah it does, thanks
I'd prefer if both platforms used it evenly, then you don't have to solve this 😄
For some reason controlling production and throughput through machine timing and selective merging doesn't occur easily to people.
so build two sets of machines each needing 600/min
Ehh... I ratio'd it out and with some alts, this is fairly nice.
I mean that's basically the diagram - just merging the outputs of the 2 dif manifolds in such a way as to get the numbers they need
whole numbers rule
eh if you go by whole numbers per min then it's completely arbitrary what you make the time unit.
sshhhhh, let me have this 😛
I have like 500 hours in this game but have never gotten this far 😂 I keep restarting or building myself into a corner
not really, making it anything else than mins will overcomplicate your life with conversions
items per minute
theoretically you could say "1 item per hour"
items per second
but it will be a pain in the ass when machines display per minute
this ain't factorio
I'm just saying 'even items per unit of time' is arbitrary 'evenness'
of course
arbitrary evenness, best kind of evennens. Just like technically correct
theres no real "evenness" tho, it all depends on your number system 😜
right
i mean basically everything is arbitrary evenness
unless you’re measuring down to the atom, and even then it can be uneven by a small margin
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
yeah, but if I made 0.16666666 nuclear pasta per min I would claim its "1 per hour" to make it an even number
again arbitrary 😛
and if I made 1.3333 high speed connectors / min I would say "4 every 3 mins"
well you’re really making .1667 but mkay
even if it may sound nicer it would mess up your math
arent machines rounded to 3 decimals? so 0.167
if clocked right then the occasional hiccups would bring it down to 1.666 😛
or is the internal counter more accurate?
it would actually be 10 per hour, I fucked up my math. just goes to show lol
how about we start measuring in Million Units Per Annum? 
60 per min? nah
31.563 MUPA? perfection
“if clocked right”
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
oh yeah i do the same
idrc if there’s a yellow light for one second 700 hours from now
The precision limit affects the clock, all the other numbers respect that, even if with more decimals (though the UI show rounded values ofc)
4 decimals. but if you round up the 4th decimal and precisely feeding them then every once in a while the machine will stutter off.
Most "annoying" part of this thing: the 270.9 raw quartz required 😒
(I've long decided that this thing isn't gonna be 100% effective 😅
Not 100% efficient, not good enough 
like 99.9999
Good 'nuf
honestly, sometimes the decimals don't much matter
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
a rate of .33333 repeating per minute just means the cycle time is 180 seconds
i believe that if you have a non-repeating decimal as the cycle time, everything ends up being exact
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
what are the issues people fear so much about pushing 600m2/min on mk2 pipes? backflow?
and why does nobody advise the same about mk1 pipes? wouldnt there be the same issues?
or is it something precision related?
I'd think the amount of pipe derp is higher with higher flow
backflow is more prevalent and weirder with mk2 pipes
with mk2 pipes, if you push them to the max, some floating point rounding errors can occur if you have very large manifolds
why? you can clock the miner to 270.9
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
maybe it measures fluids in millimeters squared
pretty much yes
:xd:
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
it takes a large pipe network to get that affect
so, for the record, should I:
a) push a bit less than max
b) add a loopback
c) both
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
just loop back is fine - it's not hard to get full 600
I was planning on having some full mk2 manifolds for DF
internally, yeah, the game does represent fluid quantities in 1000th's of a m^3
thats why Im asking
makes sense considering the rates displayed on tools
as long as you keep the pipe systems simple, don't do anything weird, simple loops work fine
but a lot of the math for the pipes is done using floating point
and it just leads to rounding errors
if you do the fluids from point A to point B and use a loop like this - 600 will work fine 🙂
you can do stuff like pipe 600 water from 2 OC'd extractors into a OC'd nuke without problems
allright thanks
I wonder why
because there's no inexact fractions in the math
given it uses mm3 they should be able to get away with int math
and even then, I think for floating point using bigger units is better? because theres more resolution the closer to 0
truthfully, i think that they should redo the math on pipe calculations to be fixed point
but i've heard that they're planning to just scale the numbers for oil down a bit so 300->250 & 600 -> 500
yeah fixed point would be super fine
what happens is 6000 is just a bit too big of a number for all the rounding to be exact
maybe use 10000ths of a m3 just in case
how would that help? you could still fill up a mk2 pipe, just not with a single oil node
keep in mind as well that a lot of this computation is highly optimized in the game
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
i don't know exactly how the code works, and i'd love to actually see how they're doing it all
(i love those types of programming problems)
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
technically fixed point can be quite a bit faster, but there's probably a good reason for why things are the way they are
really though, steering back to the subject of pipes, the rule of thumb i follow is keep pipe networks small
there's also a lot of misinformation & allegorical stories out there
given modern day fp hardware I think it can match it but its not gonna be a whole lot faster
of course, Id have to benchmark it to prove it
😉
people try pushing 600 fuel into a pipe and hanging 50 generators off a manifold
that just doesn't work
the pipe network is too big
just the length of the pipe to loop around that many generators takes forever to fill the pipes
so my idea is busted :(
well, just break it into 2 300 pipes fed by different groups of refineries
boring
but really the misinformation that comes from it all
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
I like to have 50 generators in a row covering half the map
is that people don't wait for the entire pipe network to fill before starting to online the generators
i made that sort of mistake in my first playthrough in the U4 era
the network just NEVER got full
I connected up power lines for generators after everything was built and it was alright
yeah, i mean, atm i have a 300 generator TF plant, its 15 groups of 20 generators, each fed by 2 blenders
(i'm UC'ing the generators if you are trying to math that out)
there's nothing wrong with making large fuel power builds, just be careful to keep the pipe networks small
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
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
i'll also say that this is my advice gained from experience, and i haven't scienced it all out completely
What do you define as small in that case?
I think a manifold fully utilizing 600 m/s crude oil would need at least 20 junctions.
I think keeping networks to < 30 producers+consumers is probably about the right rule
i think also there's another variable in it all
What if you split off of a main artery into 30 other pipes though
i've gone as high as 36 TF generators off of one pipe
with the total number of machines being 41 irc, but the generators were fed from above
so slosh wasn't as big of an issue
If you use valves you don't have to worry about slosh
valves do not work as you think they do
I know
i can't even explain exactly how they work, lol
all i can say is that they rarely if ever solve problems
They are dumb sometimes but i think I used them to make sure each split off was it's own thing
something else i'll add about pipes
is that headlift is buggy AF
there's some sort of hidden variable in a pipe network that remembers a head lift value
and placing a valve on a pipe can sometimes reset and change the calculation
i was experimenting with this a bit the other night
this should not work
and after tearing it apart and rebuilding it, it didn't... the top pipe segment after rebuilding wouldn't fill, as expected
foundations are color coded so you can count
its actually 20 meters, the extractor is placed a few meters lower so its pipe is at ground level
What is the extractor headlift?
If the game had perfect physics it would be fine because of siphoning
the vertical segment should be partially full, the top pipe segment should be empty
its a bug with headlift
when i deleted everything and rebuilt it, it actually did result in the expected
what happened is i did a baseline test of having a pump on the line initially
to verify the buffer would fill
afterward, i deleted the buffer, pipe and pump
keeping the extractor in place
and rebuilt it with the result pictured
somehow the extractor remembered the previous headlift value
i fiddled with it a bit more and actually couldn't reproduce what i pictured
conclusion: there's just a bug somewhere in the code where headlift isn't properly calculated
i can tell you roughly when the bug was introduced; it was during update 6's experimental cycle
caused all my coal power plants in my world at the time to run out of water, lol
Maybe they will squash the bug in u8
its one of the things that they really should fix sooner vs later
i've caught a few yt streamers run into it on camera as well
might make a couple bugs they need to squash
usually in the context of headlift not transfering through a floor or wall hole
on this subject, i actually used to run into the bug quite often
at the time, i was building coal power using extractors that fed the generators from below
i'd run into it so often, that i started building the pipes in a different order
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
what idea? you can loop 50 generators
you can, but should you?
easily.
just loop it, flood the system, go wild
hell, with turbo fuel you can have dozens of generators on an UNlooped manifold and have it work
filling the pipes before onlining the generators, that's something i can't confirm or deny works
if you just turn off 1 generator you'll be over feeding and it'll flood it
it'll jsut take a while
i tried that back in the U4 days
the manifold never filled, lol
i tried it looped, forked, etc
it was also my first play-through, so god knows what other sins of ignorance i had going on
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
this was in U4, so that may have been what i was running into
it was my first game, and i have no desire to even open that file and figure out the trainwreck i created, lol
i am curious though about how broken the rifle ammo production line from it actually is now
...that was back when you needed beacons for ammo
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 🙂
i'm laughing a bit at some old pictures... U4 in all of its glory:
man, that stuff hurts to look at
Why did things need beacons for ammo? Seemed to be overcomplicating something that's just a casing, primer, gunpowder, and a bullet.
yeah, pre-u6, rifle ammo needed beacons as an ingredient
No, I know. I'm just wondering the reasoning.
i don't know, i think the devs wanted it to be more of a late-game OP thing at the time
Funny since they've had to buff rifles multiple times.
i think they envisioned the rebar gun as being projectile mk1 and rifle as projectile mk2
the new crab hatchers sorta made it so the rifle needed a buf
just use the magic music box
You mean bombs?
no, the boombox turbobass
it kills the flies
Nobelisks used to need beacons, with cartridges being made out of nobelisks. Then they rebalanced nobelisks to not use beacons anymore, but probably wanted to keep them in the cartridge production chain for some reason
That makes sense. I guess they were supposed to be used for the transmitter and fuse.
Wait the boombox does something?
1 damage and knockback apparently.
It was probably meant as a joke but turned out to have utlity.
Tbh I forgot it existed until now
yeah it counters crab flies
Ficsit was tracking your ammo efficiency and accuracy
Great!
iirc pre-u6, rifle ammo was made with beacons directly, and nobelisks were always pipe + black powder
what I mentioned is pre-u3
https://satisfactory.greeny.dev/items find the nobelisk here, this is a snapshot of U2 recipes
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
ahh, i started in U4
i forgot about the 'seismic nobelisk' alt thought, that was still around when i started!
https://questions.satisfactorygame.com/post/644ede8f5298eb579df106ae
reminder that THIS bug exists, in relation to "whats up with headlift" discussion above
Pressure Loss variable is one of them, but i cant tell you the other issues
lol what a bug
another bug thats easy to reproduce
file it all in the 'headlift is wonky' bin, lol
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
junctions have some ridiculous issues with head lift
did you splice the junctions onto the pipe?
gotcha
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
i think the bug related to valves generating infinite lift if you simply slam the slider from left to right also still exists
i wouldn't be surprised
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 🤦
he had a pipe in his build where headlift wasn't transfering
rarely happens
one of those 'rebuild the pipe, jiggle the handle and it works' things
but kibitz asserted that valves negate headlift, and that led to a bit of a lively discussion
but kibitz asserted that valves negate headlift, and that led to a bit of a lively
oops
sorry for the repeat
yeah that was the one thing that really stood out to me from the vid
mid you that valves do specifically have an internal variable so they can transfer head lift
but, as with flow, thats limited to 8 bits
and i do not know what a full 8 bit head lift value is
i'm starting to theorize that a pipe network has a ref-counted shared state for all elements
ref-counted shared state?
like there's a chunk of data shared between all segments of a pipe
that chunk of data has some reference count of the number of things that share it
well all connected pipes do exchange data by nature of pipe networks existing
everything connected together is a pipe network. buffers and valves and pumps included
i'm theorizing that the code's internal structure does something like that
it stops at machines
and the network handles a few different things
like the fluid type for example
that info is pretty much instantly transmitted
i was a bit surprised in my experiment that i got the wonky headlift that i had
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
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
i think i remember that pipe networks get the first and last piece of a network and their height
that might be why i was able to trigger the issue
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 🙂
Where is this code from?
thats from the modder's resource of game header files
this is a line from the pipe network headers i believe
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?
I wouldn't - keep pipe systems w/o junctions. What are you using these 4 sections for?
4x15 refineries
all doing the same thing?
Yup
make it 3 groups of 20
Can't
why not?
still doesn't stop you - you can keep the 3 manifolds of pipes and just snake them around
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
Don't fluids balance themselves?
yeah that's not the point - a lot of junctions means you're making the whole system inter reliant on other parts
it means sloshing can be more likely to happen, for 1 machine to throw out the whole system rather than just it's sections
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
and I followed up to point out he realised his current head lift end bands were just before the valves which is why he thought they negated headlift, but he also said that doesn't explain why fluids aren't rising up the 4m and 8m steps.from the wall mounts.
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
yeah, its bugged in the game, but valves should not remove headlift
yeah I skimmed through that video and saw that bit - that was entirely incorrect right?
could i just put valves or pumps at the 4 pipes to prevent backflow?
no valves
and the back flow problems will be between machines
btw, i'm planning on getting to your aluminum wastewater observation and sciencing that a bit myself... just haven't gotten there yet
you ever see The Incredibles?
yes, see my comment immediately above.
there's bugs with how headlift is calculated
McGalleon and i were commenting on it earlier this afternoon
its like with some sequences of building the values aren't re-caclculated
I didn't realise they also had a headlift calculation issue
without actually sitting in a debugger with the code, i can't tell you what's going on
just that there's a problem with it all
when i run into the issue, i just rebuild the offending pipe, replace the pump on the pipe and it suddenly starts working
totalXclipse ran into it on-stream as well recently when he was building a coal power plant
irc, he stated sometimes pipes don't truly connect through floor holes
and perhaps that's it
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
But keep the rule of leaving a machine off so that the system is over fed at the start
or it could be ~~~https://questions.satisfactorygame.com/post/63867a41ca608e08035275da~~https://questions.satisfactorygame.com/post/63862593ca608e0803527554. only time will tell
Alright. I've also just found a way to have 4x450 instead of 3x600
splitting it at the start?
without seeing the code, we're blind men feeling the elephant
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?
3x pure nodes overclocked to produce 450, then 1 normal node overclocked to 250% (300) and one impure node overclocked to 250% (150)
ah is that using all the oil available?
dont overcomplicate stuff, if you need 450 per pipe, feed that pipe with 450
underclock and overclock is a thing
for that reason
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?
can't tell you w/o more info, could be math, could be a bad connection shrug
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.
It does snap to the position but the connection isn't established to permit items through, specifically.
it would clip less if you just put a belt under the pipe/across the pipe
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.
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
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.
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
🤦♂️ The only question I have is "does anyone know what was specifically the problem here?" Not trying to be rude, sorry...
'something wrong with the clipping - probably'
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.
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.
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. 🤷♂️
How do you ensure a splitter -> lift -> merger connection doesn't break?
you place the splitter and merger, then place the lift
if it works at the beginning it will always work
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.
you can hear a “click” if it properly connects on the output end
You can also highlight the lift in dismantle mode and see if the rubber thing is extended
Thanks.
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?
No, I mean does adding the smelter make the next step resolve nicely? Or am I sleepwalking and missed something obvious?
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
That's not what I'm asking.
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
you can always underclock to get nicer numbers
well then you should explain your point better if everyone keeps missing it
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
because of the build order, build the lift connecting to the merger first, and then the one to the ref
Or just tap r...
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.
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
11.25
rgr I'll try it
11.25/2.8125 = 4 Manufacturers.
yeah it makes sense I think my brain is still locked into round # per min which isn't as important as I think
Unless you're on base recipe.. in which case stop using the base recipe.
45-81 rule.
45-81?
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
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 ❤️
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
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.
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
I keep forgetting about this to the point I just copy pasted the above in to a text file as something to review when I'm trying to un-stuff numbers.
I just type in the search bar "The premise of the" and it takes me to the last time I posted it so I can copy/paste. 😂
I have a large text document full of all sorts of long texts I need often for discord lol
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.
I'll find out if my conveyor mixer that uses containers will work
This used to help me so much lmao ty
Used to?
Mods 🤢 anyway 😄
Yeah used to need to refer to it but now its in my head
Mods 🤢 has been said almost 400 times
Fair.
And then Ben struck me with his righteous sword... And cut the word+emote from my tongue.
ty!
@steep rivet So far it looks like the mixer cluster works as intended.
@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.
nice
Fair enough
hi guys
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
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
What? All prime numbers are integers...
You sure? Have you checked them all?
by definition they are
Seems like a cop out answer to me
Can't be sure without empiric proof
🧌
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.
Spoken like someone who never checked each prime individually for integerness
Spoken like an uneducated troll
Hey! I may be a troll, but that was uncalled for
You're the one that said 'integerness' so I beg to differ
Fine, but you're the one who forgot to add an exception for 1
Not to mention that you're trolling in a wrong channel, #off-topic-general please
I'll stop
May I direct you to the video of Michael from Vsauce reading every prime number for 3 hours
Not every prime number
Michael is supreme lord and there are no prime numbers other than those uttered my Michael's all-knowing head
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
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
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.
belts don’t spawn screws from nothing
Could be their rod belts, guessing that's what they meant.
ah
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?
I recommend to not have spare ingots 😄
That's the idea of asking yeah.
Output belt could also be a problem, but that's less likely.
what I mean is to not plan a factory that has leftover ingots in the first place
Sometimes you get weird floating point ratios.
why would i produce more ingots than i use?
I suggest turning the extra stuff into cable. You can always use cable.
I'm planning the factory to not have 110 spare iron ingots right now... I didn't think that was unclear to begin with, sorry.
then why do you have 110 extra ingots now?
o_O
Because the math isn't done my guy.
I'm still playing the game, not looking at the finished result.
I'd need more context then, because this seems like you're planning in some weird way
I dislike the iron wire alt on general principle but that would be kind of small and cool. I could make a little addition wing thing.
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. =/
the node potentially offers an extra 110 ore
ah this is the context I needed
underclock the miner and keep it for later
🤦♂️
which is exactly what I said in the first place - don't plan the factory to have extra
No. That isn't the situation.
in case you want them for later....
The situation is that the ingots are going to be made because the node is going to be walked away from after this build.
for what???
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
Totally legit. One of the options.
to build an ingot statue or expand or just to sink while laughing manically..
expand production of what your making to use the 110 ingots.
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.
i would double it as modular frames are useful later on and it sucks re expanding sometimes
@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
That's very true, I'm on a restart and have experienced setting up HMF. Keeping my options open and minimizing rebuild at that location in anticipation of that expansion is one thing on my mind.
i personally plan to make enough for the final item in the chain once i reach a stable power grid so for example how many hmf do i need to make the desired fmf. and in turn how many mf will i need for hmf
Plan whatever way you are comfortable and successful with...
oh i just go “i want like…………. 6ish FMF’s” then build all new machines for the FMFs
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.
that was fun until i ran out of room and had to tear everything down to rebuild from the ground up for that line
wdym “ran out of room”
i had entrapped my line in other lines and yeah
not my most brilliant moment
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"
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
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.
Resource efficiency is a perfectly valid school of magic. =)
i got in my own way by expanding other lines into the reserved space for expansion later
@serene rapids
Alum casings are like a late-game version of screws. You need a ton of them
eh, you don't need like 12 belts for one fctory
If it's a really big one
12xmk5 belts of casings?
is there some spreadsheet for optimal factory ? i know its lot of calculation but the game has few years so maybe some1 did it 👀
You could use satisfactorytools are the calculator on SCIM
depends on what you want to produce
like Master said, you can try satisfactorytools or satisfactory calculator
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
entirely depends what you want to produce, and how much of each
^^^
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
like 99.999% of players won’t get to that point, ever
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
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
really think you can use 90 completely full mk5 belts worth of iron
let alone the other dozen resources
there's no 1 optimal path - it's entirely depending on your final goal
Also your computer will melt unless you're using a super comp at a university
i mean there could be multiple optimal paths which would yield pretty much same result im not saying there is exactly 1
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
there are “best” recipes items, yes
when we were trying it in update 5 we had mods for 2k belts and we got to point of processing like 20k iron in 5 days of building but then we got bored 🙃
but it entirely depends what items you want to build
if you want 1,000,000 screws a minute you'll have less resources for everything else
go to www.satisfactorytools.com and fiddle to your heart's content
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 🥴
calculator sucks
Use tools
PraiseGreeny
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
PraiseCobalt? I apologise i thought it was just greeny lol
missed a word before the edit xD
Ohhh
it makes a big difference for being such a little word
Yeah lol
the reason it can’t be done, is you have to decide yourself how much of each item you want to make
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
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)
again - in what numbers? here have a production plan for world maximum assembly directors https://www.satisfactorytools.com/production?share=RbgXe416UxZR5zJmheRS
its not hard at all to get a world optimal plan, you just have to decide the end goal
then planning effectively comes down to doing the very very last parts first, and picking a final amount for them
so in the end you yet again have to settle on at least 4 values
and screwing with the numbers until it doesn't look like they were beefed up by the cloudflare lavalamp randomizer
yeah but certain items use the same resources as another item, so producing more of one item, means you produce less of another
Some number times the recipe for every item is impressive enough
What's funny too is there's 30,000 buildings in that build. (not counting power of course). Even if you could place 1 building a second it would take 8.5 hours just to place all the buildings. Let alone belts and power infrastructure, foundations etc.
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.
nuclear?
setup a power plant, and a bajillion power storages, charge the storages, disconnect the power plant, connect the factory?
Nuclear wouldn't work because you couldn't make the uranium fuel rods when all the resources on the map are consumed.
Yeah, Nuclear still needs a lot of non-Uranium things.
He's talking about pre-loading the power.
I.E. By charging storages or pre-making a couple dozen ISCs of fuel rods.
I understand, but you get to run for what like 20 minutes then have to stop?
If you pre-load fuel rods into storage you can go a lot longer.
Alright, well I'll amend my statement from impossible to "highly impractical."
Possible but with limited run time.
Yes.
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.
I doubt any of us counted, but the data used on the planner are accurate
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?
In your world do Wells not exist?
Ah, I did skip those. Thanks!
hey guys, I am a bit new to the system, can someone guide me to a 0 waste nuclear power setup?
Do you have plutonium unlocked?
i have about 200 hours in the game, everything is unlocked
but the formula for the 0 waste setup eludes me
It is just making Plutonium Rods and sinking them.
If you're burning Plutonium Rods, it isn't 0 waste.
I am using the tools, but i didnt knew that it shows it for power production
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
ahaaa, so plutonium and sinking
thanks both of you
No problem!
Only beta can do fuel production I think
have you told it how much uranium waste you have?
it can't make plutonium rods without uranium waste
even more lost now 🙂
go to Items, Input and put Uranium waste into the input field
nope, still doesnt work
ok, simpler, what do I burn in the plant? Encased U Cells?
can you share the production line? press the blue share button and paste link
or U fuel Cell?
too few waste
you need more waste: https://www.satisfactorytools.com/production?share=ktKLsqBiJJZ9dHrUdKjp
ok but what do we burn in the plant?
Uranium fuel rods
Uranium fuel rods & plutonium fuel rods
Uranium Fuel Rod

You don't burn Plut Rods since your stated goal is waste-free.
Ah yeah nvm
yes yes, 0 waste, thank you
Burn plut rods in vehicles
Yes
I mean I've spent at least 200hrs just on my uranium rod factory xD so doesn't sound like much in that respect
How do I split a 60 per min line into 5 12 per min lines
I literally just answered that in the other channel...
That link you linked didnt help one bit
it gives a diagram?
I had to go onto imgur
that's for an overly complex Load Balancer
the link was for hte simpler Manifold
if you read the link you'd know that a manifold also feeds a system evenly - it just takes time to spin up
A 2 year old could make the one I just showed i dont even understand this one
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
are the boxes storage containers?
No
You put 1 splitter behind each of the 5 machines you're talking about and just run the belt.
im getting 60 from one machine and I need it split into 5 diffrent ways equally
Yes
Put 1 splitter behind each of the 5 machines you're talking about and just run the belt.
The diagram I linked you shows you how simple it is.
I see now
people's brain's are different
some people automatically just do manifolds w/o thinking about it
others assume you have to manually split things perfectly or it won't work. Shrug
Neither is wrong - it's just what initially makes sense to you
Some people assume you have to manually split things.
Other people assume that until they remember nodes are infinite. 😉
I think it's expectations on organisations and that machines filling up and overflowing isn't explicit?
is it worth it to use turbo fuel in fuel generator? how more efficient it is ?
depends on you - a lot of people don't see hte point since diluted fuel will get you to nuclear
No.
I think the process is fun personally 😄
If you're doing it just to do it, or for the fun of it -- knock yourself out and enjoy every minute.
alright
If you're talking about "optimal" -- Turbofuel's only practical use atm is making bullets.
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?"
do you have a diluted fuel recipe yet?
Yes
enlighten me
caterium CB has a lot of use cases for it
Steel plates is amazing if you have the infrastructure and need a butt ton of them
im going to ignore the steel plates
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
I picked out caterium boards
I just went hard drive hunting to find some oil alts for a new factory
All 3 are good.
yeah, I was stumped
On the upside, anywhere that has oil has a LOT of oil.
yeah but then you have to ship them anyway right?
Depends on your setup. If you're shipping everything to Blue Crater, then you can just do whatever since it has nearly everything.
how would i be able to split 60 into 50 and 10?
What's the context?
With a splitter
What is it you're trying to do?
Single splitter does this just fine.
Split into 3 of 20, split one of them again to get 2 of 10, merge all but one
Ok but why would you ever?
I wouldn't
You already gave the correct awnser, I gave the awnser they asked for
oh okay im making a 5 computer per minute factory but i also want to make some circuit boards for other stuff.
Use 1 splitter.
ay do you have any idea with what i can do with the heavy oil from the factory?
Look at your Codex to find recipes it is used in.
Learning how to find ways to deal with byproduct is a very important skill you will need later.
just got some ideas on what to do with it.
What are the best alternate recipes?
Best is subjective
there are some that have a lot more opportunities to be good?
Theres only some "really strong combination of recipes"
individual recipes are weak as hell
Early on Cast Screws can be convenient
Encased Steel Pipe is almost a straight up upgrade
There are however objectively worst ones 
Oh, Solid Steel ingot is also just about a straight upgrade to base recipe
Good for you!
Still best is subjective, alternate recipes heavily depend on playstyle and use with each other.
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.
Your question has no correct answer
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.
Oh definitely
i always take inventory expansions over any other alt, then HOR, then whatever looks good
Well the best would probably to prepare a tutorial on how to decide which alts to choose, that could be linked easily
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
Best answer is still "pick one and find out"
See now that's valid - it's easy for someone to maybe miss something that would be important to them if they just get my opinion.
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.
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
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.
i had the silly idea of making the recipe summary thing into its own page, seperate from the excerpts on each page
That's still the plan, well, to do both
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. 😉
Base screws are good with steel rods
I can do the actual "how to think" part of the guide; the preface. I'd defer to more experienced players on which recipes to use as the most poignant examples though.
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
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.
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.
'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).
Ahh no the bug I documented uses 0 inputs 🤣
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.
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.
which one
do you think that the iron wire could benifit me beacuse i have stitched iron plate
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
hmm
iron wire needs a lot more iron per wire compared to the default wire recipe
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?
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
idk why it did
funny game bug
eh, verify game files, save and see if it happens again
I got a different recipe lol
Free reroll
yeah if you have to wait 10 minutes it rerolls
if you save shortly before it is done, it wont reroll
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
Ok
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.
there's spots that have coal+iron+copper nodes close together, and iron alloy > solid steel can take pretty good advantage of that
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.
West islands where there are 4 oil nodes and nothing else for a good long distance is "oil is never isolated"?
How much water does 8 coal power plants need
Entire Spire Coast where the devs have said they are adding more nodes so there is not just oil is "oil is never isolated"?
45 * 8
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.
I thought that was easy to understand from the context of your other comments.
where can I read up on train signals?
Ive heard sev say that he made a guide, is that on reddit or somewhere here?
wiki and the pins here
hm wait...
not the pins in this channel
its the pins in #old-questions-and-help
I miss #old-questions-and-help :(
thanks!
Best recipe for aluminum?
Scrap or Ingots?
scraps
2 options
electrode + sloppy or instant
pick your poison, they are equally efficient in terms of bauxite
Sloppy + Electrode or Instant
Both have the same conversion, your decision comes down to "which black rock?"
If Coke - Sloppy + Electrode
If Coal - Instant
if for you, best means "most aluminum scrap per bauxite" then its the above stuff
that was the question. Seems like bauxite is the most scarce resource in the tree. That and maybe sulfur
uranium is the most precious resource by far
bauxite, sulfur, quartz, maybe nitrogen, uranium
but unless you do max nuclear youre unlikely to hit the limit
I am referring to the aluminum tree.
I am actually working out a full use uranium power plant
You have enough sulfur to do max nuclear + all Aluminium via Instant and still have left over amounts to make hundreds of batteries per minute.
if you wanna get the most out of bauxite that means you also gotta get a lof of silica
I think they said that they were planning in adding nodes to the spire coast back when update 6 released
sulfur is hardly needed for anything
on the contrary it's needed for a lot of things
turbo fuel, ammo, nobelisks, batteries, nuclear power
One of those is where most people waste their sulfur 😉
Tbf turbo fuel is mainly for ammo
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.
eh too far from coal there, still wouldn't use it
Why would you not do a coke setup there, given a bauxite node? 🤔 There's as much water as you could want and enough crude to do pretty much whatever you want.
Not a challenge, but curious what your reason would be?
You have oil. It's prime for Electrode 😉
turbofuel is rarely used together with nuclear, usually TF gets skipped for nuclear
nuclear uses very small amount
ammo and nobelisk use even less (since you need very small production of those)
leaves tons of sulfur for batteries
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.
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
It's mostly just impure when you'd want it to be normal. 🙁
Now I'm just imagining someone yelling at sulfur nodes like they were an unruly teenager.
I can think of 4 Compacted spots off the top of my head. 🤷♂️
🤔
I didn't even mention compacted 🤔
Discord moved... fuck.
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.
Coal Lake East is an excellent spot for it.
Which are the Coal Lakes? Up around Titan/Red Bamboo/Maze?
bauxite is at a premium
Wasn’t Sev talking about sulfur up there?
I mentioned both.
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.
Still need to coal for compacted recipe though
Ok you're jumping around between conversations and this isn't making sense, lol./
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.
Ah see I was replying to someone saying they’d use compacted recipe in the spires
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.
No, not compacted. Petroleum coke.
My question was why not do a coke setup there, given a bauxite node?
I included the bit about bauxite just in case I was misinterpreting you saying you wouldn't use the sulfur node as you saying you wouldn't use the bauxite node.
That’d be fine, sure?
@vapid gorge
Ah yeah, that’s shouldn’t need a valve or pump though
Well this is probably the tidiest way for it 😄
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
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.
"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.
You'd be surprised how many big youtubers have wrong/outdated info. 600m3 is possible if built properly.
Recommendation:
- loop the pipe
- feed from above
- don't use buffers or valves
- simplify the setup as much as possible
-immediately split into mk1s.
i feed at same level is that problem?
why
You asked if 600/min is possible.
We are telling you how it is possible.
And you're asking why?
I am confused...
mk2's max capacity is 600m3 so why am i using it with 2 pipes instead of 1
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."
so you dont know why its working with mk1 instead of mk2
🤦♂️
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.
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
I do.
Because one works and the other does not.
Working = better.
Mystery solved 🤷♂️
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
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.
its game and its made from codes
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.
Computers are not infallible.
And there are a host of things in binary that simply don't exist so the computer and compiler "do their best" to provide what is being asked of them.
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 😉
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
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 😂
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...
||The code on these glasses indicates the Allspark is exactly 230 miles from here.||
Are you Sam Witwicky?
are you ladiesman217?
Barricade was really cool in that movie haha
Nobody can answer you that because you literally cant peer into the code deep enough.
and if we could we likely wouldnt understand it.
One of the only responses from the developers we got, on ONE of the issues mk. 2 pipes have, is floating point precision issues
Not even modders can peer into the pipe code deep enough to try and understand
the guys that i disputed with he said 50 times it is because it is and i asked why? the answer actually "we dont know" that guy spammed it is because it is and just try to find why is it happening but that guys again said it is because it is.
From a community perspective, it is entirely a mystery
We dont REALLY know why they dont work
floating point cant be the only issue
i just wanted to hear that answer but that guy said "its because it is". When he says this, that means some players knows this but this guys is not
i understood like that
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.
What's actually the worst that can happen if you don't use a workaround? Some stuff stops working and you get lowered efficiency?
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
i built the entire factory with mk2 and there is no problem xd
i used 600m3 of oil
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
When you split pipes you create backflow opportunities. Backflow will make your oil extractors think the line is full and not pump. Don't split the pipes or if you do split them evenly into mk1s.
splitting into 2 mk 2 also works as those are unlikely to run full
I made with looping
I split it but still didn't use mk1
Hi. It me. I am "that guy".
I do have a name... 😥
Is it Robert Paulson?
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.
