#math-and-meta
1 messages ยท Page 60 of 1
Loop it.
Wouldnt treat pipes like belts if i were you
doesnโt really matter if you use mk1 or mk2
Doesn't even have to take crazy amounts of space.
Like this type of loop works fine.
@whole heron
that pic with the rain looks noice
wish weather could be toggled with a console command
Turn lumen on and that pic will be pitch black ๐
lumen?
Lighting tech used in ue5
oh
Update 8 stuff....
i really need to watch the U8 vids
๐
iโve been busy okay
For months?
Tbf i havent watched the majority of the u8 videos yet
I just kinda know whats coming from what ive seen here in the past week
fun fact: pipes can in fact flow both ways at the same time
you can fill a pipe from both ends and you can drain it from both ends simultaneously
Yeah, each side of the pipe is handled independently. It can flow out from center, in toward center from both sides, or in one end and out the other.
On any given tick it will be in, out, or equal with the segment that is connected at each side.
The pipe can be full and empty at the same time, it's a quantum pipe
It also means when the machine glugs 5 units of liquid out of the pipe, the mark 2 will attempt to fill itself at a faster rate than mark 1, which abruptly lowers the feeder pipe's level during a game tick and reduces the flow rate downstream to below 600m3/min.
Flow rate is based on pipe fill level, so depending on HOW you are filling and draining, equal inputs and outputs can give you different results.
If it's all continuously moving and looped on the ends, you avoid this problem for the most part.
The biggest advantage with a looped pipe is that it's already flowing from both directions so a "glug" doesn't interrupt normal flow for downstream machines as it would otheriwise
Yeah, that's precisely it. The whole network is trying to equalize at once and so a dead-end manifold will have a significantly reduced flow rate at the end and it can starve more than just the final segment despite having theoretically enough water (because the machine won't take every last drop; it's taking at most 50% of the incoming flow).
Well it's taking at most 50% if the segment after it is also being drained completely.
@wind spade funny interaction about Cast Screw being "meh" --
Your tool would rather use Cast Screw than make Steel Screw from Coke. ๐
This is also super weird, because it skips making HOR entirely:
it takes the HOR from the rubber since it needs rubber anyways
Yes, I can see that.
But it is "best" to just convert all to HOR and have 2 different Recycled Loop chains.
The above is just the tool being stupid in "maximize" mode.
Once you switch back to a defined end number it corrects itself.
I feel like I will have to build 2 HMF outposts next run though.
Because finding 1 location to pump out 135/min from is rough.
How many standard nobelisks to kill a space giraffe in one detonation?
Yes.
What about a fellow pioneer then?
1 nuke
If I cross-reference the space giraffe page with the pioneer page and the health & damage page AND the nobelisk page I can find the answer but that's like asking a casual on a laptop to render the new Pixar film. My internet shits itself every time I try to use fandom websites. >_<
standard nobelisks
After 4 minutes of loading I got the space giraffe page to finally not drop packets enough to show me text but was hoping somebody knew.
last i checked, it took 2 nukes
4 or 5 nobelisks, I did a quick google
All the nukes
You're a saint, thank you. Google hid the truth from my eyes.
i think there's a thing where actually hitting a critter takes 1 hp away
might be why there's some inconsistency
does the wiki list the actual hitpoint values?
Not for the bean page. It just says they have twice the health of a pioneer, which I understand to be 10.0 (?)
Not really it say stuff like not greater than 50
For the bean the wiki said 200 hp and the standard nobelisk does no greater than 50
i actually found it listed on the giraffe page as '200'
tool in maximise mode just doesn't optimise for anything ๐
True.
The Cast Screw thing was interesting though (and not in Maximize)
I assume cost of coke is just bigger than cost of iron for screws
Fair.
It originally tried to do Steel Rod -> Screw (which with Coke Steel was allowed)
But if you disallow Steel Rod, it will not use the same Coke Steel to make Steel Screw and instead switches to Cast.
So for Steel Rod apparently the cost is fine.
But for Steel Beam it becomes too high and switches.
even without coke, it's preferences are steel rod > normal screws > steel screws
fix what? ๐ it's correctly optimising for resource cost ๐
Wait what? Due to the ultimate limitation on productivity being a finite number of nodes the calculator prefers resource efficiency?
batteries are good to have right?
Yeah they are needed for drone fuel
also in phase 4 elevator
i mean like the power storage ones
I feel like that question was supposed to be in reference to power storage units for some reason. Intuition.
If that's what you meant, yes, those too are good to have. They smooth over transitional periods in your growth.
oh, power storage, yeah, its +1
it does, yeah. There's no real reason for the tool to prefer anything else (though I want to add more settings to new tool).
space is pretty much infinite (you'll run out of things to make before running out of space), power too (you'll run out of resources before having issues with power, unless you build crazy stuff like tons of trains and jump pads)
Yeah for sure, I agree with the decision to build that mode first and foremost. Just a friendly "AH AH AH ๐ ๐ ๐ " aimed at Sev there from me. :)
its kind of expensive to build, but it saves my bacon at times
thank y'all for the help i was trying to justify building them
really its kinda meant for two things, when you oopsie and overdraw your grid, and also late game for running the particle accelerators
i have very ineffcient farms rn its my first playthrough and im trying to fix it i forget the sink is a thing
Yeah, doing batch production on a substantially larger scale than your stable grid allows can also be a useful 'stair step' growth plan design, particularly if you prefer to do single-site construction projects from start to finish.
Build a grid that is relatively enormous compared to your consumption -> Build a factory that is too large for your grid to sustain -> unlock new power related things -> Scale up grid -> Unstable factory becomes 24/7 stable -> build more sophisticated factory from outputs -> unlock progression stuff -> repeat
I don't like to do a lot of back and forth travel so I use a loop that looks kind of like this and try to leave logistics in my wake.
i built my first "factory" for the modular engine and it was a brain bash until i started to write it down and think about it
the trick i use with power storage, which gives me a nice buffer is that i just build 10 storages for every 8 coal generators
just because 10 unit will fit in the same space
im using fuel currently trying to get turbofuel
Turbofuel is a fine project for its own sake. It ends up not being worth it in most players' estimations by the end, but it's definitely a good solid logistical challenge.
fuel can be a bit tricky if you don't fill the pipes completely
the pipes were tricky so i just made a water tower of fuel and that solved all of my problems
yeah, its a good intermediate level build for providing some solid production on the way to nuclear
personally I'd skip turbofuel for nuclear. Diluted fuel makes enough power and turbofuel comes too late to be relevant imo
i will say that i'd much rather spend time on nuclear power than big turbofuel
im just trying to put off the adaptive control unit it looks complicated
they're possibly the trickiest space elevator part in the game
ive stayed away from quartz the whole time and i dont want to dabble in them
for me its sort of a toss up btw ACU's and TPR's
i'll say embracing oscillators is something that makes things easier
its sort of painful to set up oscillator production due to the low volume production rate of them in the manufacturers
but there are a few alt recipes that take them, and they're really good alt recipes
are the geothermal things even worth making the seem unreliable
They are worth it if you have ready access to the materials. If it's going to be the focus of an entire session to get the mats for 2 of them, then no.
It's free extra energy. Just add cable.
they're essetially free power and like you'll get max out of hitting all the geotherm nodes of 4.5 gw on average
expensive things to build and time consuming running around the map to build them, but can provide a nice little bump in power
So, not worth it if you're already >100GW and nowhere close to using it all.
4.5GW is pretty low since you can turn 600 Oil into 20GW...
It doesn't hurt though. They don't consume anything, so you just need a bunch of materials.
It'd be neat if you could use geysers as water sources instead.
Toying with the idea of doing a full build with each node being a miner/truck station combo. Is it viable for a truck to support a saturated Mk3 miner or Mk5 belt for relatively short distances?
I.e., each node gets its own truck and they all bring resources to a central location that feeds a factory w/belts.
how many computers do you guys think is reasonable for everything? Im thinking of expanding to 15 per minute
For everything as in "every buildable and crafting need" or "every production line"?
I mainly meant for production purposes
I did a bit of looking around on the wiki and 15 should probably be more than enough for anything I'll do
I would recommend against doing a centralized computer factory for that, and just going for smaller computer builds inside each factory that needs some
But if you still want to do it, you can run some quick checks by doing a dummy production line in SFTools with the stuff you would wanna produce
And inputting X computers per minute
yeah
maybe I need to actually check how much oil that uses with the recipe I want to use
caterium computers + caterium circuit boards just because it would be simple to build
Alltough it is a bit innefficient since I use 11.25 electrode cbs
Yeah I think it would be around 200-300 oil
Thats my main recipe
ill check
I have the crystal computer alt combos already, its just I would rather not build a huge factory with it
For my game I calculated what it would take to finish all the Phase 4 space elevator parts in ~8 hours w/all alternate recipes and everything unlocked. For that I got 26.25/m computers required.
Yeah, so you need around 25 just for ACUs
yep 300 oil
They're good for certain situations - like wanting to charge up a Battery Back up continuously that you can then kick start a big project. Like I charged a 15,000mw battery back to kick start my turbo fuel and I still have it connected in case the power station crashes
that's a pretty smart idea
Hey could someone help me with the maths on my RIP factory
Fairly early game
Mk2 belts mk1 miners n such
I just can't balance it
Youโre trying to manually split items?
I can just use an online calculator
just solved all of my problems
unfortunate that I had to
but
Imagines a "manual splitter"
slave labour
Everyday Ficsit experience
THIS MESSAGE HAS BEEN REDACTED FOR COMPANY SAFTEY
why not use a manifold?
!wikisearch manifold
beyond that
OH thats a manifold?
Hey guys and welcome back to another guide and this time we're going back to the basics in this manifold guide, the reason for this is that with the new layout series, I feel this will be a good edition so that new players can come to here to see how manifolds are built rather than having to explain it in every video.
In this video we cover wha...
Why did you need to 'calculate the split' then?
ah so just multiplication?
Like if you have 10 machines that each need 10 screws per min you need 100 screws pm?
With slow belts (mk1/2) you can do that decently just by looking at the belts. Add checking the numbers on machines and you have all the precision you might need ^^
what did you need the calc for then? Just curious
i confuse myself sometimes, I over complicate the math and then I cant un screw it
did you use the calculator on SCIM?
Come to the load-balance side, we have non-backing-up-belts leading to machines 
don't - if you have issues with manifolds and making calculations Load Balancing is worse
Pain and tears
How do you overcomplicated what's on one belt?
Which part gets overcomplicated?
you know whats funny
I dont know,
use this - I think you'll get less confused https://www.satisfactorytools.com/production?share=e0b5CINJHhynZbW57aeG
thats the calculator I used
ah good! it's the better of the 2
I wanted to do everything myself is the issue
You can
I ahve something I need help with now
you could use spread sheets to keep track of the math I guess? or just a lot of hand written notes
it doesnt sound hard but my brain cant wrap around it
The tool just gives you numbers, doesn't tell you how to build it
I have two belts one with 120 on it and the other with 60
sure
I need a single 180 belt to go into 6 constructors
Why do you need single belt?
More careful layout of belts, overall.
Eg: instead of merging 10 to feed 5, you merge 2 to feed 1 ten times or do a 1->5->10 split after merging 10
With that, no machines have items backing up behind them as long as the system runs as you expected (not too many items coming in, outputs not backing up)
how do I balance it so the materials are evenly distibuted
manifolds balance them out after time
30/min
So split each belt to that amount of consrructors
oh wait
So that it's fully used
๐
gl, try not to burn out load balancing things xD
ill have to practice first
load balancing gets complicated very quickly after the first couple tiers
ill come back if I need more help (( will)
like, needing 10x the amount of time to set up complicated
One doesn't have to use always either one or the either ;)
Yeah, everything has its usecases ;)
What is the biggest balancer that any of you have stuffed into a BP maker
At least 2
Zero size. I don't use them xD
or blue prints actually
If only you could make circular blueprints circular then you would be using them all over
Glad to hear Iโm not alone on not using blueprints ๐ฎโ๐จ
1 + 1 = 2
It said math ๐ฆ
We got a comedian
A channel for sharing and discussing factory builds, material ratios, so on and so forth. Useful sites for making/calculating factory designs and outputs will get pinned.
||You don't put the spam on your sandwiches?|| 
Yeah because to be honest, it's more like (0.15 + 0.15 + 0.2) * 2 = 1
and now you have half of your factory built and 12 hours have passed.
I put real hog ham
sorry had to get meta

Iโm more of a peppered turkey kinda guy
24=8*3
12=8*3/2
8=(4)2
4+2()
36 = 420```
Those using blueprints - what sizes are your smelter prefabs? Factors of 2 or 5? Full set of 10 on a 4x4?
Are your feed manifolds included in your BP?
usually, though i think i might experiment with seperate ones
as for smelters its easy
but for any multi-input machine, always included
Right on, I was fiddling last night and trying to decide if the 10-piece was actually a good idea or if I should leave it at 8.
considering that U8 will include quick switch within categories, i can just make Left-Right version of BPs
and then put them all into their own small subcategories
Ayyy, that's what I'm doing too. :) Hence wondering if it was worth it to make a third version that is basically both sides.
I should probably start using blue printsโฆ
i would just keep a one-sided one and then switch to the mirrored direction one
as any mirrored machine array is just one that is left-flow + one that is right-flow, one of which being turned 180ยฐ
Yeah the 10 piece is that, and actually loops one end to the other and I was considering if keeping that design making a sister BP that has corner splitters for tiling.
There's just enough space for 10 smelters and 1 belt to wrap around on one side along the edge of 4 foundations. A pair of lifts to go up and over the central feed manifold - it's fairly compact and looks nice, but it wouldn't scale up that much before hitting belt caps.
It's fine for a small factory just doing 600 ore on standard recipes but then I get 4 tiles. I kind of think I can do better than that with verticality and just 1 side, so the other face can be a twin processing a whole different node.
guys i want to move on my base to center of the map. Because im slightly getting closer to late game so i need lots of resources and stuff. Is that logical also if it is do u guys know where is the best spot to move on for late game
"best" is subjective, but usually it's recommended to not centralise your production, rather split into several factories all over the map
make a production for the higher tier parts near the center
then export from there to your base
ill product stuffs far away ill only carry the production they made with train
you dont need to move your entire base to the center
my base is bottom of the map rn but if i need to get resources and product them from center or more above of it, it will take so much time to arrive to my base so maybe even the production speed is higher than the train, the efficiency can be lower
if it is a small quantity of items, then the next transport method you unlock in tier 7 / 8 will greatly help
designed specifically for transporting small quantities over very long distances
and still: building a train line from the middle to your base is STILL more efficient and faster than relocating your entire base
oh ok thx
i've done a 4-to-4 noclip one
never really found a use for it though
6 to 6 I the max I've done, with LOADS of clipping
i find that the application of balancers in the game really only becomes a need with multiple lines coming off a train
and there's sorta ways of doing that without creating a stand-alone balancer (in essense, you split the lines on train loading, and merge them after the buffered unload)
i haven't really found a use-case for more than 2x780 belts of a single product, which is why i haven't really found a use for them
i can see some theoretical cases for using standalone balancers as an industrial grade solution for balancing out multiple lines of quickwire or something of that volume, but i've just personally never found a need personally
not even then - just put each car into one belt
train is essentially just a belt, what you put into it on one end, you get that much on the other end
unless the train is making multiple drop off stops
i've never run into such use cases
then it's like a manifold
each stop is one split belt and it balances itself over time
if designed properly, yeah
even if not designed properly. As long as you don't have slow belt somewhere or something like that, it will balance itself eventually
Yeah, I've noticed that the only scenario in my builds where a load balancer would actually do a decent amount of good was because of poor design choices
That and having semi seperate systems with different manifolds
there's a point in scale where being clever about the belting probably isn't the correct choice anymore and something like an industrial-grade balancer makes more sense, but i'm not sure you're going to hit it in any practical way
separation > balancing
if you need 2400, you split it into e.g. 4 modules needing 600 and each gets a 600 belt, no need to balance between the modules
Yes I now try to seperate to the lowest common number for simpler systems and underclock for the bigger ones
its sort of a moot counter example, but i could see a case for an ore train that's picking up several different miners that are pure and normal
usually the separation should be based on what amounts you have on the belt before/want to have on the belt after
each miner goes to own car
i may do something like that with the pink forest and bauxite
or even if you merge multiple miners into one car -> you treat that car as having the total sum of resources
(tho personally I'd do transfer stations instead of having train with multiple stops)
i might do something where i split each node into 2 cars, each taking 690
I just spahgettied the entire way through it with a jetpack and nobelisks
or merge the two normal miners for 780+780+600
yeah, i'm at this point just noodling about the different ways of doing it
it's all 600s
4 pure nodes with mk3 miner and clocked to 750/m will give you
600+600+600+600+600
normal nodes at 250% give 600
i'm not even sure if i want to use trains, being honest
2 impure nodes at 250% gives 600
why clock to 750 and not 780?
SPAHGETTI, SPAHGETTI, SPAHGETTI!!
cuz 750 works out to 600+150, and if you bring 4 pure nodes together, you have five 600s
yeh, i'm just saying for blueprinting, it's easy if you base everything off of inputs of 600
or base your blueprints around 780 ๐
that extra 30 from pure nodes, it's meh
negative, because that only targets pure nodes
if you want a universal blueprint that can apply to any node purity, 600 is the way to go
the extra 180 from pure nodes is tricky for blueprints
that's why I said clock to 750, and combine the 150s to get another 600
I don't want to limit myself because I use blueprints ๐
(also, manifolds are easy enough to be built without blueprints imo)
or just with one machine blueprinted
you do you of course
my 600 strategy works well for me
I only waste 30 mineral per pure node, which is not a big deal to me
depends on scale and goals
true
for rarer resources like quartz, sulfur, bauxite, you might wanna go the full 780
that 30 extra for bauxite or sulfur can be a big deal
my wish is for people to stop treating sulfur like a rare resource ๐
bauxite for me is becoming a lot more of a thing than to be careful about than sulfur
It's prolly because there's only 1 sulfur node in most of the southern map
there's just one map
Southern part of the map
well almost like the game is trying to push you to have factories all over the map ๐
i'd coult there to be two if you consider jungle spires as southern side of the map, 3 if you also include the southern swamp
And new players not wanting to do outposting
there is a ridiculous amount of sulfur on the north end of the map though
Yea right around the northern forest is a butt-load
that's like not wanting to shoot guns in RDR2 ๐

900 in NF (though its limited mid game, you need mk3 miners to pull more than 450 from it)
i'm using all those 900 for my turbofuel lol
for me, its going to compacted steel & batteries
I forgor about jungle spires
yeah, that's a wacky one, lol
i might do batteries in the swamp lmao
I Like the idea of making a massive uranium fuel facility there because of the spooky fog, I think the atmosphere will bode well with a nuclear vibe
true
the swamp already feels polluted
good place to dump your radioactive waste lol
Oh that or the southern forest to the east of grass fields, both feel like the place to put spooky looking things
Hello, fellow engineers!
Is there such a thing as Conveyor Splitting Calculator, or can i just rely on simple image/text schemes?
What would such a thing be used for?
What are you trying to achieve?
don't think there's one out there. People mostly don't balance things anyway
I think one of the two major tools has one but it's kinda pointless since everyone just manifolds everything.
neither SCIM nor SFTools have it
Scim has a very limited selection of diagrams
Must have imagined it.
Wiki has some examples too. https://satisfactory.fandom.com/wiki/Balancer
Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...
The SatisfactoryTools gave us a scheme for 2.5 computers + 2.5 oscillators that splits 145 plastic as 100+45, I'm sure you can evenly split it by some splitter+merger ratio magic
Single splitter.
I want to make a production line for AI limiters but I don't want to have to throttle down any smelters, Does anybody have any helpful math advice because I've spent the last 30 minutes trying to figure this out and I keep finding mistakes in my work
but I don't want to have to throttle down any smelters
Can you clarify the "why not?" behind this?
Because I already have my smelters set up and it was a pain to get the load balancer working properly with the ore supply that I have
Load balancer?
I have three pure nodes of Caterium supplying 16 smelters
๐manifold๐
Manifolds and Load Balancers are completely different things.
But also:
Running AILs @ 100% needs:
Copper Sheet @ 250%
--Copper Ingot @ 166.66666666%
Quickwire @ 166.6666666%
--Caterium Ingot @ 133.3333333%
Multiply whole setup by 3.
Running AILs @ 300% needs:
Copper Sheet @ 750%
--Copper Ingot @ 500%
Quickwire @ 500%
--Caterium Ingot @ 400%
my apologies, I'm still learning new things about this game all the time
!wikisearch manifold
Thank you so much
Example image:
(Before anyone else gets mad at me, that's the only SS of a manifold I have that isn't sushi...)
I just don't have much use for them - all my stuff is curved or tailor made for a section.
the only bits I end up copying are things I've used micro manage mod with and the BP machine doesn't remember size differences sooooo...
The part I struggle with is applying blanket blueprints to custom projects. I never know how many of what machine Iโm going to need until Iโve finalized a build plan, by that point (for me) itโs like trying to put a square in a circle when implementing a blueprint into that equation. Iโm approaching 1000 hours on this save which is essentially my first ever real play through, Iโve developed a sort of style thatโs also difficult for me to build in a blue print.
One might say, โwhy not build a blueprint after finalizing the planโ? Because to me, thatโs just building the same factory twice but having to fill in the blanks, which I very often overlook.
BP's aren't for custom projects.
So if you do a lot of custom work, you won't use a lot of BPs (if any) -- and that is perfectly fine.
Thereโs a running aesthetic throughout each of my factories, however all slightly varied with spacing of machines and stuff like that.
True, and Iโm kind of at the point in the game where everything is a custom build; hand selecting which thing I want to automate next (barring a power grid boost that I canโt will myself to start on)
Aye. That's where a lot of people don't use the feature.
Which is fine, because it's not designed to be used by people who build in that custom way.
Iโm in this weird spot where I should really move up to nuclear but I donโt have enough remaining power on my grid to support another 30kmw operation
Yeah actually sorry about that. I never know when to differentiate ๐คฃ
kGTW ๐
Power storage to kick start the new operation ๐
I have a 15gw bank I used to bootstrap my fuel power station
How many storage units is that??
150
It's over 9000
Hmm. That sounds so much easier than building a fuel plant to power a nuclear plant lmfao
power storages are small though and you can stack them
plus they can be daisy chained
Haha, that could be something I could BP
I custom made my power storage though xD it's the concrete building there
Because they fully pack a 3x3 without gaps, which makes spamming the BP easier than trying to do a 4x4 of them.
Are those rounded windows a modded unit??
yeah Structural Solutions
I'm sure a vanilla version will be made eventually though,
<SevQuote1 that I am not allowed to use anymore>
Ah, makes sense. Cobalt, if youโve got the time in the near future Iโd like to get some time with you to discuss nuclear
Isโฆ overwhelming haha
depending on what you want could do it now?
Hmm. The hardest part for me right now is understanding how to not perpetuate waste but scale the plant to where I want it. My goal is to OC 25 reactors to 200% - partly because I find the math simpler instead of 250 OC, and also Iโm not running a SOTA pc and I think 25 is a reasonable number for what I want out of the game
Well you know about plutonium rods right?
Iโm being challenged by sftools trying to calculate a build plan from start to finish, have considered making each individual part in a modular factory then moving them to a central location for MFG.
And yes, thatโs what I think is mixing me up is how to math out the correct number of PFR for 25 reactors
Including regular uranium fuel rods
I think you're making it more complicated on yourself - each uranium rod will produce a static amount of waste being burned. It doesn't matter what clock speed you're doing it at
if you burn 1 Ur rod pm? that's 50 waste pm
in that regard all you have to do is tally up rods burned pm, you get the waste pm, then you can make your Plutonium rod plans
So 25*50 + pfr waste?
is the 25 in that the number of fuel rods?
25 in reference to number of generators, but now I think I may still be misunderstanding because one generator does != 1 rod/min
0.2 rods pm
so at 200% it'd be 0.4 rods pm per reactor
25 reactors for that would need 10 rods pm
1x Normal Uranium Node can max out 14.4 Ur rods pm if you use the most efficient recipes in case you were curious
and this would be how to get rid of the waste from that plan https://www.satisfactorytools.com/production?share=IIBxGA3COvYtH51tCxBf
I noticed that plan is using beacons, should I be wary of using that recipe?
Maybe? It's unclear how far 1.0 is.
and it's likely that they'll do a big rebalance then so everything breaks
Maybe. Who knows
I'll be modding back in beacons because I can't change my Rod factory xD
The big rebalance is basically doomsday for existing save files
I'm 100% sure someone will do a 'Classic Recipe' mod though.
Because if no one else does I'll learn how to do it xD
Just use it.
When rebalance hits that will be the least of your worries.
Is it really? I wonder how big the overall impact will be, and which recipes will be most affected....
Big.
Unknown but most likely "most of them"
I'm honestly curious if it'll happen. There's a big enough community of made maps that having a doomsday wipe might not be worth the 'rebalance'
Heard. And one last thing, Iโd honestly love to have a veteran pop into my save with me just to get some advice for next steps, I just finished supercomputers and have HMFโs just hitting a sink and Iโm curious whether or not I should take care of FMFโs or something first before trying to jump into nuclear
Not sure you need someone on your map for that, and if you go for a reduced plutonium rods, since you'll probably want to sink them, you don't need fused frames.
Up to yo ureally
I could be wrong on this, but from my perspective it's an Early Access title.
Having an update that pseudo-constitutes a complete wipe prior to the full 1.0 launch is something people should expect to be honest.
And even if you didn't expect it, it isn't something you can be upset about (logically) given the nature of this type of development.
Just wondering, why would I not use the plut rods for fuel?
More waste ๐
When you beta test games, you don't get to keep all your progress in a lot of them.
You just get your "I beta tested" item/flair and then you start the game fresh at launch with everyone else.
Ah i see, this is what I meant by perpetuating waste calcs haha
I wouldn't be surprised either way - they just have to weigh whether the benefit of rebalancing a lot of recipes is worth a community content wipe.
ahhhh that makes more sense - I was under the impression you thought clocking changed the amount of waste expected
If the balance is what the intended direction of the final product is, entirely worth it.
Ahh I see, i coulda been more clear sorry bout that
Okay so in reality, if I was just gonna sink the plut couldnโt I just sink the non fissile and call it a day??
Oh sure! I just have no idea what the changes would make the shape out to be? I'd expect they'd be making the recipes in that direction anyway right? would tweaking them somewhat really change things up in a core way?
Only sinkable part of the chain is Rods.
You could also use the Plutonium Rods as truck fuel
Have to keep in mind the implementation of SAM is going to change stuff as well.
So current recipes were probably designed and mathed out before SAM was finalized.
Meaning in the 1.0 world they just wouldn't fit with the design of everything, meaning they need to change.
The core value of "every alternate option is not better/worse, it is a trade-off" has to be maintained (imo)
Maybe? Since the game isn't finished though and there isn't an 'end state' I don't think that'll impact the base production - since you'll almost certainly only use sam quite late
since you'll almost certainly only use sam quite late
I wouldn't bet on this.
I could easily see it coming into play during the prologue or tutorial.
And just expanding more options as you advance.
Ok so in this concept is sam ore making new products or just used in alt recipes?
because if it's alt recipes then you'd have to keep a base set of non sam ore products
Their last words on it were "It makes existing production lines easier."
Which the only way I can translate that is "alt recipes".
then I think it's less argument for making drastic changes to base
?
Maybe it will be extremely limited then, kind of forcing you to be careful where you substitute it
So you'll have all hte base 'non sam' recipes right?
if SAM makes production lines easier then it's probably easier to just balance out what the changes SAM does?
- Change is just change. Drastic or small it will still have rippling effects.
- Some of the changes could be buffing recipes to allow them competition with SAM alts, we don't know.
- ๐คทโโ๏ธ I am fully in favor of rebalance patch forcing a wipe prior to 1.0, even though I highly doubt it will force one, just moreso "highly encourage" it.
What about drones?
yeah look - like I said, I just wouldn't be surprised either way
batteries only ๐
Dang it!!
even with trucks you'd probably have to sink most of the rods - they last like 5hrs per rod
Lmao, that sounds interesting not gonna lie. Iโve done much more with trains than trucks. Not sure if you watch ImKibitz but I like the idea of paving a whole biome and making a drivable โtruck wayโ
I have, I like making factories more blend with the environment xD
Hahaha, they blend when the factory is the environment!
like here I've done my best to not demolish those trees #screenshots message
The archway is sweet, and loving the structure on the right, the tiered base fits well into the terrain
I got the production line set up and everything seems to be running smoothly thank you so much for your help!
๐
figured out why my rips where slow
its because my screws where getting barely any rods because all of the belts were running on mk1s instead of 2s
so now its fixed and I can be at peace
is 20 reinforced iron plates/min early game good?
or should I go for more
Your save your rules.
You are the one who determines what is good.
id like a little imput, idk if it will be enough to get me all the way through to steel production
at which point I can switch to mk3 belts
0.0001/min is "enough to get you all the way" it's just a matter of how long that will take.
i dont like that number
Which is the point.
Pick a number you like.
6000 isnt exactly possible with my resources
Learn to like things that are within the realm of reality.
That's both good for Satis and is a real life skill.
๐
i dont feel like i need more, ill be able to set up a p good steel production when im there so
You will most likely redo your RIP production for later projects when you acquire Adhered Plate anyway.
Stitched carries you to Adhered.
ah
or the galaxy brain move of Stitched with Iron wire
Coke Steel + Steel Coated + Adhered Plate = 
that sounds good, is more efficent than ingots-rods-screws?
not 100% sure, just simpler logistics as it doesn't use as much wire pm as screws
yup and it's nearly 2 wire to 1 ingot
I think it's 5 ingots 9 wire
mm
that would be good for plate production
could run that off of one 240 node
I thinkk.. I could be wrong
Pure copper + pure Caterium โก๏ธ Fused wire โก๏ธ stitched plate
why use those two when you could just copper
More wire I guess? I just like using Iron Wire since Iron is a garbage material
Because i can already make like 40,000 wire with it... lol
wouldnt say garbage
just annoying since it breaks into so many small parts
Fuse wire and fused quick wire... soooo... many wires...
It's everywhere though - so it's really easy to plop down and not have extended logistics - which is very valuable to me
I think its finally time to start making space elevator parts
should I have a rotor factory first
probably actually
which means finding more iron
(kill me)
Iron is everywhere.
If you make rotors and stators in the same facility, you can also make motors.
I read this as @snow dove is everywhere ๐
I am everywhere.
will I need more wire or cable through my playthrough
tryna decide what to prioritize
that depends on tons of factors
unless you have the whole game planned out, then you can't answer this
make what you need now (a few per min to storage of each) and don't care about future
mk, thanks
whenever you'll need more, make that many that you need and done ๐
no reason to build in advance, unless you know what your end goal is
well rn i can make 100 wire/min 80 cable/min which means I have room for 55 copper sheets/min
which should work for me, so thats nice
how do I split this
if you can without under clocking prefereablt
split what?
1 at 66.6667%
and the 30 is the ingot out put (to the 110 line)
3 at 100%
you need 3.6666 smelters, that's impossible without under/overclocking
yeah ive accepted that now
underclocking is a great tool that helps you a lot with ratios ๐
hey if I wanted to pull the extra 10 from the smelter I was underclocking instead of not producing it could I do that w/o a smart splitter or something of the like
you don't need a smart splitter ๐ค
could you guide me through it
110 >--S--S--S--S
| | | |
X X X X
S = splitter
X = smelter
you don't have to split them if you don't merge them
I wanna take 10 ingots from the sheet line to make put it into the wire line
manifold the whole thing then
both wire and copper sheet
or just do the initial thing - split smelters into two groups, one making 110 and one 130
many options are viable
maybe I just overclock the 130 line instead
and keep the other line underclocked
that might counter act the power draw too
you can split it with a smart splitter
dont have it unlocked
yeah i figured, i unlocked it once to split 10 rods into a constructor
dont he want to split this?
im confusing myself
how would smart splitters help with that?
ok can you just help me with the 130 line again sorry
you split and then set the overflow to the last one
how do I take that extra 10 and only the 10 off of the 110 line
i didnt exactly do the math but it worked for me
you don't need overflow tho, you can just use normal splitter
Oh yeah true i just did the math
You could literally just manifold instead of overcomplicating it
Its a 20 split
either you make 130 with under/overclocking
or manifold the whole thing
oh
how did I do that
yeah, if im unerclocking one there will be copper ore left over
sorry guys lol
Yeah 110 is a bitchy number
i say just manifold
load balancing would take too much work and space
240-> --S--S--S--S--S--S--S--S
| | | | | | | |
C C C C C C C C
S = splitter
C = constructors (9 for wire, 6 for sheets)
ive already got it working
@hardy sail I'm assuming you resolved already, but did you consider splitting the output of one smelter (30/min) in 3 so you could merge for 110 (30+30+30+20) and send the rest on the other line?
I have resolved it
I thought so. But still asked ^^
I just made an extra smelter under clocked it to only produce 10\
so the extra iron ore that would make the extra 10 on the original underclocked smelter went to this new one
Ok. Can you answer my curiosity, please?
uh yep gimme a sec
I could have done that
I did consider that, but I did not have space
So, you "couldn't" xD
well
i couldve spaghettied the belts and it wouldve worked but
my body wont allow me to do that
If spaghetti is not acceptible, that's not an acceptable solution ^^
I mean... By that logic, one could just remake the whole factory better ๐ฉ
We have to balance effort with actually doing stuff/progressing ahah
that works right
very space heavy thought
you could cram the splitters together but clipping
youd then have to re-merge two aswell
if you wanted a 20 line
Consider stacking a splitter on top of another one and using a lift to save space in those instances.
You can turn around on a dime with a 3-stack and still split directions. :)
yo can someone help me on this
i am trying to make a motor factory and i don't know how to insert the wires and rods so that it wont look like spaghetti conveyor belt
Use height.
Have one manifold higher or lower than the other and then use lifts or angle it into the machine.
do a sushi manifold :)
@delicate chasm
doesn't matter that the gens are below the mainline, the mainline is all level so it can (and will) have backflow
Yeah, that would be terrible and wouldn't work well. That's why I didn't design that. ๐คทโโ๏ธ
Did you see the original screenshots?
it's from your screenshot
you have horizontal mainline and then splits go down under an angle
i'm kind of late to the conversation but why this design is a problem? i always implement manifold like with water splitters and i've never had a problem
is this problematic in only some specific cases?
Avelon claims that their pipes can't have backflow
Ah ah ah, nope, I claim that one specific pipe in my network cannot backflow to another specific pipe in my network.
I've outlined the very specific conditions for why that works in this instance and not others, also, over the course of the last 20 minutes in #satisfactory .
then why do you argue with Fight or Flight, when he said you have backflow on your main pipe
The issue doesn't come from the segment connecting the gen to the manifold
It comes from the main line of the manifold flowing backwards to accommodate a glug
as i said, fluid dynamics/mechs is always causing an arugment in this game
it's like real life fluid mechanics when i disguss something with my fellow engineering students
๐
Because I don't.
Any split pipe has at least some "backflow" if you quantify it as the pipe draining from both ends toward the junction.
If that's all you guys think I'm saying, no, that's stupid and ridiculous.
misunderstandings can happen
And an utter and complete pedantic waste of time on top of that. Shouldn't have said anything to me in the first place if that's all the point they were trying to make.
[18:08]Fight or Flight: Bruh
The issue doesn't come from the segment connecting the gen to the manifold
It comes from the main line of the manifold flowing backwards to accommodate a glug
[18:08]The Avelon: Main line, as in the horizontal section in the screenshot I sent?
[18:08]Fight or Flight: Yes
[18:08]The Avelon: It does not and can not flow backwards, no. You are incorrect.
This is what I am talking about
He said the issue comes from backflow on mainline (the horizontal pipe, as he even clarified after your question), and yet you claim that it cannot flow backwards on there (even though it definitely can and does)
I'm mostly irate that they disagreed, got Kage in on mocking me, and ultimately were wrong about the very basic nature of pipes.
I'm carrying some of that resentment through to today.
to this day i'm not sure how water is working in this game, the only "logistic" that i never overcomplicate is fluids
But there is no such issue, greeny, because 100% of the outputs from the main feeder line
takes a deep breath
ARE BELOW THE LEVEL OF THE MAIN LINE! Its fill percentage is totally irrelevant.
It can be at 1% and still pass 100% of its contents along to one of the generator pipes.
I didn't follow the whole discussion. I just claimed that you can (and do) have backflow on mainiline, which you said you can't have (wrongly)
It does not and can not flow backwards, no. You are incorrect.
this statement is what I'm talking about the whole time
not any issue
not any side pipes
just backflow on mainline
Okay. That being the case, it actually still can't backflow because the water is flowing to the central junction at every connection point at all times anyway.
The direction of flow doesn't change. If we're gonna be this Correct, then let's be Totally Correct.
it most definitely can. Water hammer is a thing that happens both irl and in the game
https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/3/39/Pipeline_Manual.pdf i'm just leaving this out here again
i read this multiple times and i came to conclusion that fluid dynamics in this game is nothing similar on how irl fluids/water work
ยฏ_(ใ)_/ยฏ
๐คฆโโ๏ธ This is ridiculous bandying of words. If FoF truly only meant " '>v<' flow at the junction points is backflow ave! :D" then I'm even less impressed than if he just misunderstood the principle I'm describing.
And while I respect your attempt to defuse an argument, it's not well placed energy right now greeny.
actually it's very close to real life ๐ค
greeny is kind of right on what he says
this guide says something similar to it
assuming this guide is right of course
The guide also says the whole system is working on pressure, to be fair, and it will be edited to no longer say that.
Because I pointed it out. >=/
well i never do what this guide says anwyways
and still have perfect manifolds
slapping a pump fixes most of the stuff

I would explain this fully 600m3 throughput 20x250% fuel generators having stable uptime despite the headlift but I don't feel like getting eviscerated by people who can't make this system work in their own game. >=/
600m3 is definitely possible tho, I never said it isn't
I'm not replying to anything. I'm bitching because I'm frustrated.
@delicate chasm you were misunderstanding what I meant by backflow
It's utterly moot. There is no backflow unless you go out of your way to identify backflow as the completely inert non-variable that it is in this layout. It doesn't matter at all if the main line has flow toward the center from both sides - the pipe is FED from both sides AND the center - it's already flowing in that direction.
That distinction is SO STUPID that I didn't even consider you could possibly be talking about that.
as i said for the 3rd time today, people are arguing most of the time with fluid dynamics because they are also confused on what the hell they are talking about
It's overwritten by the fact that the flow direction is already exactly what the "backflow from glug" would be.
ยฏ_(ใ)_/ยฏ
45000MW of energy
good, now fix those floating stuff
and i will give you a cookie, my ocd kicks in
i like floaty stuff
just kidding ๐
now i looking at this map, im building my big hmf factory right side of the map
i wonder if i'm going to have enough space for the oil stuff left on the map
๐ค
No
You're just flat-out wrong
When water is pulled from the main pipe, that will be replaced by water from both directions, as greeny already explained. That is backflow. It causes a water hammer effect, which also starves downstream generators
You mitigated that by smoothing out the rate at which water is glugged, and that's why you found an improvement with your weird piping shenanigans
isnt this a problem if you create a loop?
Then a horizontal 2-segment connection would work equally well, correct?
feeding even amount of water from both ends
Furthermore, it is also still possible for water to flow back out of the generator piping in to the main pipe in some scenarios
No
If the volume of the two segments was the same as the two you have here then it would he similar but still not the same
Wow, doubling down eh? Okay.
| | | | | | |
-------------------
| | |
P P P```
The flow direction is central to each junction in all instances. There is only one possible flow direction on the way to each generator's junction.
The segment from each of those junctions is lower than the main feed line.
> Furthermore, it is also still possible for water to flow back out of the generator piping in to the main pipe in some scenarios
You are asserting that my design can backflow up into the main line? I'm not misunderstanding this?
It is possible? yes
Will it likely happen in your setup? No
I want proof that it is possible.
i've seen backflow issues in big height differences but i've never had problems such as you guys describe for a generator to stop working in a manifold style piping
could it happen, yes? but i've never seen it tbh
Glug rate does not change. The coal generators take the water they take, and the pipes replace the water they replace. Adding more segments doesn't change that. Adding extra pathways for the water to take does.
The feed pipe always has water in it, and having water in it AT ALL means that the pipes connected to it that are lower in elevation will receive water.
That it is a buffer is not disputed. That it is to smooth the distribution out is not disputed. It is distributed cleanly because of this design - because of my "pipe shenanigans." And it is not flowing backwards from generator to main feed line, because the buffer segment (as I have repeatedly said) is a U-bend.
The horizontal pipe never receives a drop of water from any of the 45 degree angle junctions. Full stop.
I mean do you realize that the hammering effect is taken care of by the fact that it's
r
U```
in shape?
this is what avelon is describing tehcnically
Not at all.
if he is feeding machines in lower elevation than main line
how can fluid will be able to backflow?
in sense it's similar
I mean yeah the principle of gravity is at play here, but not the water tower effect itself, is what I mean by not at all.
i meant about gravity and backflow
the logic of water tower is created due to that
to avoid using pumps, which pumps also act like valves
Yeah, backflow respects gravity.
Hammering can violate it, but that's an instance of the game bending its own rules because the alternative would be to delete a unit of water.
But that is, again, part of the design - hammering is taken care of by my shenanigans.
i wonder why i never seen that, probably becuase i always feed my machine from down which requires using a pipe in main/semi main lines?
or i never paid attention to it happenning
fluids are confusing man
@wind spade @mystic moon Okay, I've cooled off and I apologise for being so sharp.
We need a better way to communicate certain concepts. I think we all understand that when backflow is brought up in the context of an entire pipe system, then the colloquial understanding of that concept is "problematic backflow", and very much not a description of the consequence of a system working from equalizing volume instead of working from pressurization.
The conversation the other day between you and I, FoF, should illustrate that taking into consideration what the pipe is doing under the hood always involves backflow if a junction is present and neither segments coming from that split are capped.
If anything needs said to clarify so that other people don't get a misunderstanding, I would posit that it be not using the word 'backflow' to describe the under-the-hood mechanic. Instead I would suggest that, since it gets discussed FAR less than "problematic" or "symptomatic" backflow (design error), the under-the-hood mechanic be referred to as volumetric flow. The reason for not calling it backflow is because the direction of flow does not change in the case of a looped pipe, while the 'problematic backflow' does involve a change in direction.
tl;dr: I'm not reasserting any arguments in the above text. Just read it. It's all fresh. No tldr.
while I do understand that there's backflow that is ok and backflow that's not ok, I'd still call any backflow a "backflow", because most people in this discord don't know that
and I'd rather specify "this backflow doesn't matter for this system", rather than claim "this backflow is impossible" (even though you mean that the backflow won't cause any issues)
My actual meaning isn't that, though - that's why I'm seeking this clarity. My actual meaning is that the direction of flow is unchanging. It does not change at any point, so it can't be backflow...yet if we describe the volumetric flow of any junction, we have a pipe feeding from both sides that could potentially feed in only one direction.
The problem with this is that it's a universal description. All pipes can potentially flow omnidirectionally, and that's well established. Volumetric flow physically describes the mechanic, so much so that I'm @oblique hollow gonna bother this guy and ask him to read this and the post right above it. Sorry for ping, hope you don't mind.
I also understand the distinction that once flooded, a machine on one end will glug at a given game tick while the rest do not, and the entire pipe network that can flow into that segment will adjust based on their own volumes.
imo the usual "definition" of backflow is "fluid flows in a direction in which it wouldn't flow if it was a solid on a belt in same setup"
Valves will reset the headlift, along with pumps (im scrolling through right now i dont know if someone has explained this up ahead)
When it's happening in a matter of milliseconds AND its effects are completely countered by another related mechanic, I think it's fair to say that the backflow has been entirely eliminated in that system.
It just becomes a different discussion altogether when you're no longer discussing fluid moving OUT of a pipe segment and INTO another pipe segment that it should not be moving in to.
It just comes down to - water is leaving the pipe on both ends, and the volumetric flow rate at each end varies slightly. But it is in fact leaving at both ends, never receiving from that pipe segment [because hammering is engineered out].
Alternatively, I guess, what would be the suggestion for how to describe the mitigation of problems caused by game mechanics specifically in the context of backflow? "Designed correctly to mitigate the effects of backflow" seems as inaccurate as saying you eliminated it, because the full effects of the volumetric flow mechanic (backflow) are still present - it's how the entire system works. ๐คทโโ๏ธ
As more of a meta-reflection, this particular topic (fluid mechanics in Satisfactory) seems weirdly irrational on this channel. Some weird combination of obtuse game mechanics and uniquely pedantic people makes it a minefield.
I'd like an actual plumber to weigh in on fluid mechanics at some point. It'd be interesting.
That would be interesting
Several folks who work in industries that are fundamentally dependent on pipes and fluids have weighed in.
Laypeople (those who've never worked in nor studied those fields) insist on argueing with those who do work in those professions.
afaik most of them said that fluids ingame work pretty similar to irl fluids, with some minor changes here and there
Siphoning isn't a thing in Satisfactory, right?
Its a very crude approximation imo. But i dont think this game would be fun for 99% players if it was extremely accurate.
Not sure how to incrementally be a little more accurate without immediately causing significant problems in game mechanics and CPU usage etc.
not really no
On a tangential note... was anybody else kinda thrown off by the fact that the material "steel pipe" wasnt used for building pipes? When i first saw them in game I initially expected them to be used for something like mk2 pipes. But i guess that would have made too much sense. ๐
metalic foundation made out of concrete
Apologies if I've come off as pedantic. My initial statement was challenged with a subversive argument that in my estimation was either misconstrual or semantic pedantry. I felt compelled to respond and now I'm compelled to make sure it doesn't happen again.
I mean, whatever realism might be in the game around fluids is undercut by an absence of air-in-pipes mechanics. Thatโs fundamental to plumbing.
Again, not really targeted at anyone in particular.
Yeah... I didn't want to jump on the usage of the word "hammering" earlier when the opportunity arose... I'd be guilty of the thing I was taking issue with.
But it is the colloquially understood term for the effect that was being described, so I mean...
In any case I'd like to be able to easily differentiate between the math and the meta in future discussions.
I figured it was either metal clad, or concrete filled.
We fill interstitial spaces of welded steel skids with concrete all the time...
Tensile, meet compression.
Shear: D=
No kidding. We are refurbishing a couple of second hand units that have to go off shore. We sometimes fill voids with concrete to add weight because it absorbes vibrations and prevents unsecured units from "walking" while running. But for offshore they had to bring the weight down... it took at least a week to break out just the 4 big voids... didnt help that there was rebar inside the concrete welded to the beams. Lol
We got a bigger jackhammer the next day... look what it did to steel beams! ๐
IRL foundation 
damn, the encased industrial beam was so good they made it irl
squints Wait a minute...
doesn't work right?
the recursive bit probably throws it out of whack? I can't be f'ed actually analysing it
Yeah, I hate it.
It isn't not right and I hate it.
You just split before the end line and merge the 2nd outputs of each splitter, you get whatever amount of ratio that machine need directly
Overcomplication is a big problem
I'm not against systems designed with logical timing, matched belt speed, etc.
But if you're just making a manifold anyway, why do the 1:5 split, @u/whoeverthatpersonwas?
That's what i mean
Yeah I'm with you.
Load balancers are nice in theory but kind of wacky in satisfactory due to how much more space you need
I guess it's still math worth doing though since it lets you design aesthetic stuff with belts if you like the way complicated belt systems look. ๐คทโโ๏ธ
goes back to lego factory project
comes back Wait, we didn't actually do any of the math though.
does some of it Okay I see, nevermind then.
Load balancers are okay once you understand that you don't actually need to balance them. Machines and belts that get too much will overflow and back up just like they do with manifold setups.
then that's not load balanced?
Looks fine
ah, thought that was the 'joke'
Why is it not right?
That is a... way to do a 5 way split I guess.
I find the original method far simpler.
manifolds aside, what's wrong with this one?
Oh I'm not talking manifold.
I'm talking the 6-way split and take 1 to merge all the back before the first split.
3 splitters, 1 merger.
Compared to that 4 splitters, 2 mergers mess.
if you merge before first split, you can't use it for full belt
this one allows you to use it for full belt without issues
I very rarely push 780 on a belt.
Also the original method was designed when you never wanted a full mk5 due to issues.
๐คทโโ๏ธ
full belt doesn't necessarily mean 780 belt
you know, people can build things before mk5 belts are unlocked ๐
๐
To prove to people who like to go "just manifold, that's wrong" that they haven't even bothered to understand the system fully before passing judgment? 
Not if you don't clearly say what you need help with :P
typing my question out I just
figured it out lol
sorrrrryyy
I confused myself
as I do usually
Wow, how dare you find fix your problem in your own... So rude...?
just apologising for making you guys have to sit here and watch me slowly type it out etc.
what if I was standing up
I'm trying to make humor over it to make you understand it really isn't worth apologizing over Imo ahaha
I do it, its best to accept it then tell me not to cuz im gonna keep doing it
Whatever works in not ruffling feathers~
ok now I have a question, if i Only have 120 belts, but I need to over flow 500 resources a minute, how do I set that up
ive tried every combination of mergers and splitters my noggin can think of and I do not got it
by not merging the resources to single belt
how much does one machine produce and how much does one machine at the other end need?
One machine I have set up for screws (three constructors totalling 120/min) sends screws to assemblers that need 100/min
tryna overflow that extra 20
there are multiple solutions, one of them is underclocking one of the constructors so that they end up making the 100 you want
another is an injected manifold
!wikisearch manifold
underclock ftw
e.g. underclock assemblers to 80/min so that two constructors produce enough for one assembler
yeah it depends if it's easier for you to underclock the constructors or assemblers
you will end up with more of the underclocked machines
why underclock constructors? they'd need overclocking rather than underclocking
40/min -> 100/min
1 belt per machine is your only choice I guess then
Extra way, since all others are listed already and it adds an interesting angle of problem-solving: smart-split 60/min off (smart splitter pushing down a MK1 belt, overflowing the rest), split that in 3 and you have 20/min
underclock what, constructors?
whatever you want to get matching ratios
I suggested that mainly for the logic behind it
let me show you what im doing with images so you understand
cuz i think theres a little mis communication
40+40+40 to 40+40+20
I know exactly what you're doing. You have machines making 40/min and want to hook them to machines needing 100/min
one way is clocking one or another in a way that you get 2:1 / 1:1 / 3:2 / ... ratio
another way is doing that in a 5:2 ratio (5 constructors -> 2 assemblers) without clocking
other ways were already mentioned
1 collumn makes 120
120*8 960
trying to solve the extra 40 atm, it should be there
another case of "built factory before considering logistics"
logistics were considered, I just realised the considerations were wrong
extra 40 from that extra constructor bottom right
forgot I built that
then do one of the options I've mentioned here
anything applies ๐
just some options would mean you'd have to rebuild a few things
which would be extremely upsetting
don't build too much before figuring out the logistics
i do all the logistics before I build the next section
had to remove belts from the assemblers due to the problem im facing
the issue is not the screws im making its getting the 1000 split into lines ONLY carrying 100
not 120, which feels impossible
if I underclock I no longer have 1000
you underclock and build more
meaning more constructors, which I dont have the ingots and rods for
cant supply more really
you won't supply more
also space is a bitch rn
you will supply same amount
underclock + build more = same processing speed but more machines
(and I see tons of space around your build)
not entirely, those 2 platforms to the right of the constructors are going to have to be for logistics either way, so taking them up would be frustrating. and the bringing the belts too far away might mean I have to resort to spaghetti
there's space above, there's space around, ...
and still, one of the options I mentioned involved no underclocking
behind me and behind the those constructors are full
that was the 5:2 ratio you said right? which confused me because you didnt specify which one was 5: 2
like, is the 2 the constructors? or assemblers?
if you mean the assemblers as 2, I could see about that, but that means moving alot of stuff if im not wrong
I mean if you just diss every option we give you because you're not willing to move your wrong setup, then we can't really help you
im willing to move it
(also I specified exactly what I mean by the ratio)
another way is doing that in a 5:2 ratio (5 constructors -> 2 assemblers) without clocking
sorry, didnt see that, thats on me
give me a minute sorry, trying that ratio method
just a question about the 200 being made in the constructors, how do I split that evenly into 200 lines
you don't
C C C C C
| | | | |
+--M--S--M--+
| |
A A
ok, give me a moment and ill try put that in, sorry for dissing your solutions ive just been stuck on this for a while and its really getting to me
To me it sounds like overclocking and injection manifold would be easiest
injection manifold is ๐คข separated manifolds ftw
No need to adjust clockspeeds besides one with IM
Urgh, I'm so regretting using so many manifolds close to my delicate sushis... Now I have too many fill-up times to consider, starting up the factory is such a pain if I don't pre-fill properly
End of rant
no need to adjust clockspeeds at all with 5:2 ๐คทโโ๏ธ
Ah nvm
Misread something, I thought they were missing X and a constructor makes more than X
Yea you wouldn't need IMs in this case
I think it will work yeah, only other logistics ive gotta re-do is the rods to the assemblers now, but otherwise thank-you for the solution and sorry for being so frustrating
On a similar note what about something kindoflike: you don't "need", you "need for"
Asking about your attempted solution rather than your actual problem
just read that lol
i always wondered if there was a name for this
AAH this wil be a logistic nightmare, but this will be my first "mega factory" ๐
wish me luck
if you pick a spot that has these resources nearby should be easy ๐
And i dont want to suffer with the fluids so i will package oil and send it as it is
what do you think?
better spots but shouldn't be awful
east swamp has everything you need in a small area
Didn't say. I said: "It isn't not right and I hate it."
Looking at things it looks like the way to maximize the bauxite into aluminum the best route is to use the petroleum coke recipe? Does this track?
best route is instant scrap or electrode + sloppy alumina
they are both equally efficient
use your black rock of choice
okay cool! Thanks! I had a plan for my heavy oil so i will use coal.
I also like the idea of not needing to worry about the Alumina Solution lol. My current setup consistently breaks down and I cant figure out why
I setup 1 overclocked refinery to take all the water from the scrap making refineries and it still stalls
yeah but you still need to start it dont you?
yeah, kickstart it with some water
after that you dont need any extra water for that specific loop
I had to do that with my uranium waste process plant
honestly Id just build a VIP junction for it
I shipped over some water containers until the system had the water it needed and wahlah
seems to work pretty great
you dont want to connect it all into one big loop of water anyway
you cant even
so you just need to loop some parts of it and for others you can use fresh water
again, water recycling, many options for that
looking forward to the pipe fun in my aluminium plant..
not sure which recipe to use yet
yeah looking at the recipe i do like that the water is outputs goes to the beginning for input
it sucks that the numbers are so wonky ๐ฉ
need 48.9 refineries and 2934 water and 3912 coke
yeah its off for sure. I was so happy when i found the exact number for my uranium process plant... I did pretty good with this one 35.1 and 117 foundries
Exactly 9 full belts of Aluminum Ingots
hey @rustic patio , funny question regarding trains and the optimum transport times per stack size:
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
For the above, is dividing the actual round trip time of the train by the optimum round trip time a good approximation for throughput?
there is two limits, the reload limit and the time limit. whichever one is lower is your true throughput.
reload limit:
((roundtrip_time - reload_time) * beltspeed * 2.)/roundtrip_time
time limit: (stack_size * train_inventory_size) / roundtrip_time
here is a visualization of that:
blue is time limit, red is reload limit. Vertical is throughput (items per minute) and horizontal is round trip time time (seconds)
@oblique hollow
i know that, the question stands
how good of an approximation is it to divide the actual RtD of a train by the "optimum" RtD per given stack size and then multiply by the corresponding maximum throughput
actually... lemme open up a graphing tooly myself then
bad probably
That was my assumption given the curve of the graph, but I figured it was better to ask the person who made said graph.
i cant even replicate the graph
BTW @rustic patio what was the limit on Fluid Trains again?
Strange Link Danger 
if he can hack me with a desmos link I think he deserves to use me in a botnet
funny numbahs
time limit doesnt match at all with the formula you wrote above
๐
hm
train inventory is 32 cuz single freight car
yea time limit is way too small
time limit peak value is 500 * 32
did you shift the roundtrip time?
by some factor
ahh im tired give me a sec
found the issue
got minutes and seconds mixed up
you either have to multiply the end result by 60 or divide the round trip time by 60
because the vertical axis is in throughput per minute, not seconds
Everything has to be in minutes, that's why the base throughput equations have that 0.41533333 bit.
If you can just type the actual number โค๏ธ I don't need the graph.
just set the stack size to 50
50 * 32 = 1600, which is the capacity of a fluid train
Wanting to add it to my copy/paste on maximum limits.
wait....
and belt speed to 600
for SS 50 the approximation is exact on the right side of the curve
wdym?
max should be 896.3
for stack size 50?
with fluids, belt speed is 600 so its lower
wdym belt speed is 600
well pipes carry 600/m
