#math-and-meta
1 messages Β· Page 78 of 1
Any1 knows what a manifold means, the wiki is speaking another language lmao
What part confuses you?
The usage of word since I don't know half of the words
In simpler terms a line of splitters each leading to one or two machines.
And I'm slow today.
and then excess material gets moved to the next machine and so on
a
This is a manifold setup.
just realizing i could have used floating splitters in my blueprints to make them easier to traverse -_-
They're technically not floating, just mounted atop risers.
For my 16 coal power plant setup, do I need three main water pipes divided among the power plants? The mk1 water pipe only takes 300 m3/min and 6 power plants consume 270 m3/min.
3 water extractors for every 8 coal generators, so unless you're overclocking, you should have 6 extractors.
reddit
15 votes and 15 comments so far on Reddit
its one of two perfect steel locations
no power plant there
So if I understand that image correct, I would have a bottle-neck if I were to put all my water extractors in the bottom, and have them funnel all water up top. To avoid it, I would have to run a secondary pipe, because I would have 360m3 of water trying to go through that initial 300m3 pipe
yup.
and for 16 gens, its just double of that
@fathom wadi #screenshots message
you sure with these numbers?
im doing 4050 turbofuel, that are 900 generators, doing 135 000 MW
so your 4000 turbofuel in 400 generators doing 60 000 MW isnt nearly correct
wait yeah i was gonna overclock them to use 10 per min and i forgot to calculate the power increase
oopsies i guess we are getting more power
also, what are your future sulfur plans?
idk but i think using like 1/3 of the sulphur would be fine to leave us enough for stuff like batteries and such
4000 turbofuel got me 133200mw.
im doing this
and the 2025 sulfur are in limit, so we cant build everything else we wanted
so max nuclear already isnt possible for us anymore
and you use even more with the inefficient recipe
what could bring youu problems, depending on future plan
well im currently in t6 so i dont have blenders yet but i jsut want a big project cus everyone else is doing small ones
i might just use normal fuel and not use turbo
diluted, but yeah
or if i really do need it i could make a backup of turbofuel like a massive one and switch this off to turn on nuclear
you already doing diluted packaged there, right?
yup
hm. for us the time between getting fuel gens and blenders wasnt really long
yeah, youre in t6, the first of t7 already are blenders
and it costs nothing special
yeah thats not bad at all
though a small aluminum production for the blenders itself
because you need some casings
but yeah, wouldnt build a large turbofuel plant before unlocking the full build for it, except you plan to remove it later and use the sulfur for something else
yeah i will rush to t7 (well not really rush cus we have most stuff automated
we rushed all milestones and then started to build actual factories xD
apart from motors for some reason and high speed connectors and circuit boards
yeah i was tempted to do that cus i have played like 600h and just keep getting bored cus there is so much to unlock
altho i cant make progress rn cus i have a friend
I took my sweet time going through the milestones and phases... and now I'm building real factories.
and also the friends that i play with like to make tiny unorganised factories cus they cba making actuall efficient ones
cba?
cant be arsed
cant be bothered
i think its a brittish thing
i have been wanting to play multiplayer with people for so long but like everyone i find to play with on #looking-for-group-old arent that into it or are really new
i just want someone to play with who likes making big factories but i get that it takes ages and it gets difficult with multiple people
for example one of them only figured out yesterday 50h in that the machines say how much they produce per min and that they can make the numbers line up. they still dont bother
designing compact modules with multiple processes per BP is revealing just how much of the math in this game is just common fractions (int/16). from where i used to think of machine ratios as matching whole number of machines per manifold for one product output into another product input
example, pure iron ref at 50%(1/2) output matches solid steel foundry at 84.25%(13/16)
which follows from manifold matching them... 8 pure iron refs to 13 SSfoundries.
can scale up from the machine 1 to 1 clocking as needed...
so a pure iron ref at 100% can feed a SSFoundry at 162.5% (1 5/8))
or 150% of a PIRef can feed an SSFndry at 243.75% (2 7/16)
whats the formula for drone throughput and also train throughput?
drone throughput: drone inventory size / travel time
train throughput is on wiki somewhere
!wikisearch train_throughput
Satisfactory Wiki
The Electric Locomotive is a vehicle used to transport cargo and pioneers along the Railway. Connected Freight Cars can be loaded or unloaded via Freight Platforms. The Electric Locomotive can be automated, by setting a list of Train Stations for it to stop at.
@ember scaffold power optimised SC production using OC recipe vs normal recipe (second screenshot)
eh hang on, there's a byproduct...
OC (first) vs normal (second) - building count optimisation
and then super state comps come with their 164 buildings
least buildings, least resources, least power 
btw, is the tools website drunk sometimes? @wind spade
tf is it doing there
spamming random unused stuff
yes it is indeed π
mostly just rounding errors, can be safely ignored
well connections are made by separate algorithm than what makes the math
second algorithm basically gets list of "X buildings making Y recipe"
and calculates how much that makes/needs and tries to make reasonable connections
You stil having issues with your coal @fierce ruin ?
no, someone helped me out with it a bit ago
any good Assembly Director Systems setups/tips? this is a lot π₯΄
pretty much just "follow the calculator you use / calculations you made" π€·ββοΈ π
use sftools to fiddle with alt recipes while using SCIM to find a good location for it

ima post the sub-factories anti clockwise
starting from the heavy frames (in full grass fields biome)
wiring (dune desert)
boards (western beaches)
computers (green valley, around the river and above the lake)
batteries (titan forest / titan flats, aluminum stuff in red bamboo)
control rods (desert canyons, sheets at lake forest, copper from titan forest pond)
not covered here: plastic and rubber for the reinforced plates and cables. that is excess of turbofuel etc.
and again plastic from batteries, that is excess from another phase 4 part
but these are basically the factories and recipes i would build for that 
(actually in construction atm, would expect the posted stuff to take like 1k hours to build tbh)
thank you!
also that takes quite some power, so a power plant could be needed as well
would not build that 1:1, its matched to the other three phase 4 parts and power setup.
but the recipes and grouping could be an inspiration 
in general the idea of splitting stuff in many small factories.
dont try to get that in a single flowchart, or even worse, in one factory. except you only want like 1 per minute
also, as you see, numbers dont match, because quite some factories produce for a second factory as well. they are all so large, that they cant be combined anyway and needs their products shipped, so i can produce for more than one factory
but im quite proud of my plan, took quite some hours
this is just one of my two operating systems... the other one has like 3 times as much xD
it's not "same factory" though π it's usually different factories either comparing recipes or showing a bug or something
yeah i know, still meaning that they are not all large factories
none of that is built in my save (and I don't have a save anyway, if you don't count the May 2019 one)
like i also have a few frame factories, butu they are too small to separate like this
oh also, most stuff of the plan is also not built yet, so if something feels really odd, pls tell me 
1 to 13 balancer got me thinking about my lifechoices...
Have you heard the word of our lord and saviour Overflow Manifold?
any overflow balancer works
You've never used a manifold?
Im a masochist and have no manifold in my world
ah but you HAVE heard of them right?
ok as long as you're at least aware of them you are free to abuse yourself how you see fit
Yeah just annoys me that the first one gets more
pre fill them. Removes spin up time
Maybe its my socialist genes kickin in
My slogan is essentially eat the rich - I still use manifolds π
depending on the numbers you can use smart splitters
Actually it was the first time i used a loop in a balancer
At the beginning i had it set on a smart spliter to isolate 1 mk.1 belt as my goal was to convert 780 items into 26 smelter at 100%
Caus 720 then divided by 2 is 360 wich is easily divided by 12
my understanding is that there are guides on reddit for all sorts of splits, even prime number ones which are apparently a pain?
Well yes although this one was found on yt
It divides by 18 an makes 5 go back to the beninging
Sounds like a massive pain in the ass
Hello guys, how your day's going ? Just want to ask a little question :
Is it possible, on a production line, to manifold only the first smelters after the raw ore, and use some load balance just after for the constructor line ? Thx for the answers, don't paid to much attention to my english ^^ !
And have a nice day !
why do you need to load balance though?
well, what is your final product(s)
To reduce the manifold's time to feed, and because my belts are still too low
A first rotor's setup
you can reduce time to feed by pre-filling, but it's not really an issue with these early game factories
Okay so i should manifold all my lines ?
it should be doable, except for screws
I hate screw xD
you need 2.5 constructors per assembler, so it works if you have 5 constructors and 2 assemblers all at 100%
else just underclock
Yeah, i will figure out to manifold everything i think
just don't ever exceed the belt limits and you should be good
Fine !
there was that person asking the oil setup question who just deleted their message as I was typing a reply, too bad
For the moment, i'm basically setting up some rotor's and RIP factory at 10 per minutes for each, and i will just split five of them to quickly reach the 50 smart plating, then i will send back all the 10 rotors and 10 RIP into storage ^^
you don't need to set up a permanent setup for the smart plating
I just send everything from storage, and make smart plating by feeding the assembler from storage containers
YEah, that's not what i'm doing
I'm just gonna split my output of rotor's and RIP just to make the first 50 SP then remove the split and send back all the production rate into storage
But don't really know, is 5 RIP and 5 rotors enough for the early game or should i move out to 10 ?
Like i was planning
you need more smart plating for the next unlock
and every unlock after that
Yes i know that ^^ But this will be in a long time and want to make a factory for each product, so i'm planning to build some SP with a biggest ratio later. I'm gonna make the first few one's with storage feeding assembler just like you said
5 rotors/min is fine, I'd maybe up reinforced plates to 10/min, but even the 5 will work
when you get to automating motors and modular frames, just make them from scratch
don't use the rotor factory's output to make the motor factory
Yep of course, and i will wait for the steel rotor's and stator's recipe ^^
So i'm gonna make 5 rotor's only for storage and 10 RIP's, and make the smart plating from storage to assembler like you said. The biggest rate will come later ^^ thanks !
Oh and, is it okay if some constructor are at X,3334 for manifold or the ratio will be broken ? ^^
if it's 33.3333%, set the clock to 33.3334%
it will probably take months of in game time for it to reach that error anyway

Sev, the hoverpack grid change bug does more damage than this ever will π
Fine, thanks alot !
last i checked with fluids, 8000 hours or so is the minimum for one system to have a stalling issue.
well, theoretically at least
if i want to move heavy oil residue from site A to site B (about 1km distance, if that matters) to produce both packaged turbofuel and turbofuel for fuel gen purposes, is it better to produce heavy oil and packages separately at site A before moving, or move packaged heavy oil residue and unpackage it at site B? if it matters im a new player and there's so many options when it comes to oil processing π
currently using the 3 crude oil -> 4 heavy oil residue + 2 polymer resin recipe in the refineries at site A (making rubber is no problem with the polymer resin + water recipe)
the pipes are already set up, but i dont mind deleting all of it if just transferring packaged heavy oil residue works better, but i also dont really want to make a lot of packagers if it turns out to not be worth it
could also invest into vehicle transport (sadly not trains, yet), since there's other oil spots in site A
(in terms of what i'd want to optimise in this case, it'd probably be the space requirement mostly, then painfulness to set up, and as for why i'm moving heavy oil, i wanted a small amount to automate rifle ammo)
Transporting packaged will avoid any pipe wonkiness, transporting packaged would be more involved. These other fellows know more about the math as to which would offer the better overall throughput (which will probably come down to how you intend to move the pakcaged fuel).
it would only be conveyor mk4s at the current moment, cause not unlocking trains until fully automating computers/heavy modular frames
Do you have mk2 pipes?
yes
Mk2 pipes would allow for greather throughput with fewer lines than mk4 conveyors, if that's your goal.
would it be worth it to research truck/tractor item transport as a temporary thing?
research as in 'learn', i have them unlocked already π
I'd have to let one of the other guys answer that, as then your throughput becomes a matter of how many vehicles you have running, and that math is a bit beyond me atm.
fair enough, ty anyway
think temporarily i'll just transfer both fluid and packages, deleting the pipes can come later when the setup is more permanent
I did packaged heavy oil from the east crater lake all the way to grass fields
Would do it again
300/min is faster on a belt than 300 in a pipe for a few reasons
mk 4 can do 480 so thats already a plus of 180/min
and belts are one directional and simply move stuff faster over long distance
Ah, I was thinking of the 600 in mk2 pipes
Ah. I would probably do the same cause I always seem to have problems with pipes.
again, good for long distance stuff, but for short distances sticking with pipes is usually the better way
Ah. Okie.
im not producing enough heavy oil to warrant needing the higher throughput that a conveyor would give, so i'll do this later if needed to expand further π thanks for the input
would need like 27 packagers or so total to handle the packing and unpacking
not sure if mentioned, but generally moving fluids long distance would be the first thing you want to avoid, but it can be unavoidable if e.g. the oil is in a bad location
so for producing turbofuel, you'd get the sulfur and stuff to the oil, and burn it off there
its usually much easier to move solid to fluid than fluid to solid
especially if that fluid is a liquid
nitrogen is an exception imo, those wells are in the middle of nowhere
it's a bit late to redo my setups unfortunately for now, also i needed to route copper at the same time since i wanted to make rifle ammo (borrowing copper from a miner that was already in use)
so it was like... move 3 items vs move 1 fluid :/
save it for next time, i suppose
no need to rebuild setups, just something to keep in mind for later
a working factory is a working factory
still learning after all, knowing that im doing something wrong now is better
#screenshots message are the maths on this all correct i want to know. i had a previuse one without blenders and using diluted packaged fuel and worked it out to make 4000 turbofuel with the 1800 crude and with blenders it seems to be alot less
iirc turbo blend fuel is the most sulfur efficient recipe, while the default recipe is the most oil efficient. That would be why you get less turbofuel from blenders if you are measuring based on the oil. The benefit of turbo blend is saving sulfer (which is rarer than oil)
ok well i might just go find more oil then
also switch the packeged diluted to normal diluted
doesnt make more, but us a lot easier to build and more efficient
upside of diluted packaged: funny canister loop is funny to look at
it has the same efficiency
slightly different power/space efficiency but eeeeeh close enough to being equal
only resource wise.
place, power and especially building complecity is highly different
so when its not already built and you have blenders, not a single reason to build packeged version
not very highly... the difference is pretty small
the building complexity is extremely different
if you need the packaged fuel directly, such as for long range transport or vehicles, its a good bet
how so?
if you make a closed loop of refinery and packagers, its just 2 liquid inputs and one liquid output, like with blenders
a blender with just two pipe inputs and one output is way simpler than a full loop with canisters, packing, unpacking etc
blueprints can axe that complexity and make it a one-time puzzle
after that you basically got a bootleg blender
"full loop" is 3 buildings + 10 packages
still more to do and worse power. also on large scale more performance hungry
Does anyone have a spreadsheet for a max nuclear power setup? I have, I think around 2100 uranium/min. And Iβm not overly sure what recipes to use for the max efficiency and products.
Ty
though we do this, just with 1800 and not 2100
Why not 2100?
don't need that much power?
Ive never reached nuclear yet but looking at the plan Im going to say it would needlessly add complexity to the system for the return you would get on power. Most likely the amount power this would generate is more than sufficient for most needs.
At the moment, even the most extreme production plans hardly need more than half of the power nuclear can provide.
challenge accepted π
I can already hear your hardware sobbing.
Yeah. I dont even plan to build nuclear like that anyways.
Going to break it down into a comfortable minimum. Build that. Run it. Duplicate as needed.
i still only have 1 nuke on my main save
I donβt wanna worry about power
I mean yes, but I also wanna make like 50 nuclear pasta a min
nvm the max is 60.125
Wait 22 without any alt recipes, 60 with all of them
120 Accelerators....
You will produce nothing but pasta
pasta will be your beginning and your end
unsurprisingly, copper is the cap
is there a rough max optimal distance where trucks can be used before its better to use trains?
Not really. A train is always(?) faster, more scalable, and doesn't need fuel.
But trucks are much cheaper to build, you can have them drive fun routes, and are less slope limited.
What point does it come where going by train is better than by conveyor belt?
I was asked that by someone and the best I could come up with was that at a certain distance of conveyor belt itβs just better to go for train
But it made me realise that I didnβt know the actual reasoning behind it
1 train line is prolly simpler to build than like 300 parallel conveyors
Not entirely sure where to ask a strictly SCIM related question but is there some way to ask SCIM to tell me how much of some specific item I can produce if I have X amount of raw material per minute available? Like, it doesn't matter how much other materials are required but this X is the limiting factor?
Case in point: I have 1,980 bauxite per minute available at a specific site. How many Aluminum Casings can I manufacture per minute?
not sure about scim, but on satisfactory tools you can go to "items, input" and put how much ore input you have
Let's see
you can also input items you're already producing
Ah yes, tools works perfectly for just the thing I was looking for.
Glad to hear
With the relevant alt recipes the amount of casings produced is 1:1 with the amount of bauxite available. Good to know.
you can also deselect any recipes you don't have
Ye, that's not an issue in this case because I have all that matter.
SCIM's planner does the same thing. Set your inputs, tell it what you want to output. Eventually, it's gonna tell you that you need a miner added in.
In terms of throughput - never.
It isn't as much about distance as it is about how much you are moving.
max nuclear is way more power than you can ever realistically use because your computer will melt first
Speed is not usually relevant as throughput is what matters.
Trains consume more fuel than trucks ever could hope to.
And in the cases where speed does matter, you don't want faster trains.
I mean yes but no
Iβve already used 10x as much power as my friend and I really donβt wanna worry about power at all
Suuuuure, but the amount full max nuclear produces is more than you can realistically use even if you use the whole map and over clock everything
And your computer will catch on fire before you get to that point
Max Nuke is 1.19 TW, for reference.
And don't get me wrong - I'm building a max nuclear power plant too, but that's just cause I challenged myself to do a very localised factory for it. I absolutely know I won't get close to using it all
Clever. In that case, the changeover line would depend on stack size.
just be aware of that if your goal is ot have 'plenty of power' you're going way overboard and wasting a lot of effort. If your goal is 'really big nuke plant' go for it
?
Stack sizes on trains have max throughput limits.
All of which are less than 1560.
Which means regardless of stack size, truck wins in terms of throughput potential.
Yeah trains need some love, it'd be nice if they at least dynamically altered routes based on track signals like every other game with trains does
Trains are barely balanced as it is, they do not need love.
I'd kill for "generic" train stops like factorio too, where a train stop can essentially say I need iron, and an iron train will come
And we dropping F bombs again π
I would accept trains having dynamic pathing as long as train accidents just send thousands of items flying in every direction and deletes all previous saves so you have to manually pick up everything on every crash. nuclear waste just creates a permanent zone of death
Trains don't work like in other game so trains bad
we will have 160 coal generators, 900 turbofuel generators and 200 uranium power plant
and some small coal start thing and burning a bit excess fuel in oil factories
we will surpass 650 gw
even high approximations show we could barely surpass using 300, so ist just for the fun
Too many people genuinely hold this opinion.
Nah, I exclusively use trains
oh yeah, I'm fairly certain only a handful of people actually end up using much more than 300gw
never had other games with trains, so its fine. and i feel they work cool here
with going full plan of 60 assembly director, 60 magnetic field, 20 rockets and 10 pasta per minute we come to like 200 to 250 with everything around it
Average player can probably run their entire setup on the 60 GW Diluted setup from the Islands.
yeah, look, assuming they optimize the game enough and I spend 2-3 years on my stupid plan, I'm only coming close to using max uranium rods because of mass overclocking. nevermind plutonium
though tbh I'm VERY tempted to just build a 1800 HMF pm factory instead xD
our 135 gw turbofuel is actually quite close until getting to uranium plant.
since we dont isolate it, so we train stuff from other factories in, meaning we have most of the large ones before able to start with uranium
because its like this
just build some big batteries to boot strap your nukes π
ah see I'm making all that onto their own grid and personal factories
The plutonium factory even has the dedicated Battery Facility that will fuel all drones
so drones will continue to be supported as long as the nuclear system is running
but yeah, its possible that we run out of power before able to start the uranium factory, so need to battery backup probably
I still plan on having a battery facility somewhere to kick start in case of disaster
the amount of different stuff the power plant needs was just too much that building a dedicated factory just for nuclear felt good
so all factories doing that little amount more and we ship it in
yeah, we already know, where
a bunker entrance at northern nitrogen waterfall
so all underground
the left river waterfall leads below the map in vanilla
and glitchless
and we want a real underground facility
I'd be a little worried about that area. I'm expecting more terrain changes and underground changes there
There's a bunch of 'walls' that look half assed around there that are generally pretty good signs of being place holders for stuff
well, it will be mostly just batteries, so when they change it, they stay there
Fair enough π
no need to reach them ever again actually
also maybe we build that deep anough to be rather save and install an emergency access that clips us there
should be quite save i think
at least for the next time
don't want catwalks through a dark cavernous enclosure to inpect the system? tsk tsk
well, we will do that. but it wouldnt be that much loss if we cant get there anymore.
but i dont think it will happen before 1.0 and thats a full reset anyway
by full reset you mean 'use mod to keep old school recipes' right? xD
i mean restart from scratch
I won't get anywhere near to finishing before 1.0. I'd be surprised if it's much more than a year off
hm, we are at 200 hours a month, atm, sounds promising 
also with two players, so added together its more like 300
that's a lot of hours per month xD
if we keep that, could be possible to run into unplayable before u9 even hits
@glossy timber what's your next project? might impact which recipe you take
I suppose it depends how designy you get. That can be a lot of hours on aesthetics w/o adding so much to clog up your computer
also @glossy timber read #math-and-meta message
well, we try but im not sure if we are able to.
though i like the two small factories i designed. the small copper sheets got way more fancy than expected
Just depends what you're enjoying about the game right? nothing forces you to make it any sort of pretty
well, i want it pretty, but im bad with that
Practice and planning.
Often a lot of nice looking stuff means not symetrical structure lay out so some things I find hand is build the floor space I intend to use and make place holder machines to see what I can work with.
Sometimes that'll mean I'll change the floor plan up or change other things.
Keep notes where you want pipes and belts going between sections because that'll be a big impact how you design walls and paths
with my copper sheets i learned, that i like wavy ceilings
nice π
sadly have none from the lower side, but you get the idea
the right side is rounded with different slopes
and left one has an opening because below that are smelters, so natural cooling with open ceiling
also what i learned there: colors have quite the impact
colored it full copper color, was like this before. i think it was quite worse
the copper concrete has quite a charme
im unsure how i deal with my turbofuel, i think i let it open actually, irl refineries are quite open as well
and i have no idea how my coop will design his factory here
its not walkable in any way anyway
so i guess just solid blocks
My only general suggestion is to maybe break up different sections of a factory into more buildings. You can use that to have more than 1 shape, structures sitting at different angles/levels
I've got two tower I'm working on right now. One tower has a few different processes that need qw for dif things and has bridges with belting moving things as needed between the two
well, that are two buildings with this bridge.
i want to talk to him to remove that scuffed belt thing on the ground to attach it to the bridge as well
Oh I more meant buildings right next to each other. Creates different lines having structures like that
im still procrastinating our first train network with stardew valley
also because its the first part of our later base, so im afraid of doing something bad
maybe some advice on that could be good
what are you trying to do?
ima switch to the other channel for that
its the only screw recipe i use. though just once as well.
screws arent that often anyway
really helpful here. small footprint.
getting tons of screws out of nowhere
best to ship
Worth is subjective to the individual.
What are you contrasting it against?
the normal recipe
Normal recipe at 100% is 40 Screw/min.
Steel at 100% is 260.
So what you gain from it is a massive amount of space saved.
the normal is always bad except you have steel rods
If that is worth it to you, then it is worth it.
If not π€·ββοΈ
Worth is subjective to the individual.
but yeah, the difference is about the size
screws can take many buildings quite fast
Im a hugefan of steel screws now. Steel rods into default screws is only a little more resource efficient. But takes too much space imo.
Steel screws out produces any other recipies' consumption of screws which makes them essential to making certain modules imo.
Let me sarcastically proclaim love for Cast just to summon greeny 
Cast has its place. Uses less space and power during the phase it is first available when power is actually a bit of an issue.
"If power is a factor..."
Steel screws is love. Bolted recipes are life.
cast screws combines rods and screws in one step. so is a direct upgrade when you would do normal rods anyway.
so when you dont use steel screws nor steel rods, its the better recipe
steel screws yes, bolted stuff is ew
Bolted Frame is actually good.
I will take my 3x less Assemblers π€·ββοΈ
Especially with my Bolted Loop BP π
given recipes are subjective, you can love whatever you want π the issue is if you say "cast = best" π
how is turbo fuel better than normal fuel in generators?
burns slower/longer
hmmmm... well... i got a ton of compacted coal already >_> lol.... how can i integrate that directly into my current fuel plant? just put the compacted coal refineries in just after the buffer(currently filled) that goes into the train?
the setup discription is way too vague
has more energy, so lasts longer
however personally I'd recommend skipping turbofuel for nuclear
would still do it for the fun
haven't even gotte nthere yet lol.... im still barely dabbling in aluminum lol
A truck has 48 stacks, and is limited to 1560/m at the truck stop, and limited to 1250 meters per minute.
A train car has 32 stacks, and is limited to 1560/m at the train stop, and limited to 2000 meters per minute.
So with a stack size 100, a truck maintains throughput at ~3 minutes, covering 3.8 km at max speed
A train maintains throughput at ~2 minutes, covering 4.1km at max speed.
Lower stack sizes mean more distance, larger stacks mean shorter distance.
A train car has 32 stacks, and is limited to 1560/m at the train stop
This is incorrect.
And the entire conclusion is based on 1 truck vs. 1 train.
Whereas the reality of truck routes is:
Use 1 truck, if not getting the full throughput amount, add another truck. Continue until desired throughput is met.
Trains have hard limits on their max throughput at a specific optimal travel time. If you go beyond or below that time, your max throughput per car (which originally was already less than 1560) goes down even further.
@marble token
Why can you add more trucks but not more trains?
Because adding more trains when you're inside optimal throughput actually lowers throughput.
For the same reason platforms are incapable of reaching 1560/min throughput.
I'm just really not understanding how it's not possible to reach 1560/min with a platform. Just drop off 1560 items every minute, or in the case of 100 stack size, one wagon load every ~2i minutes
What happens during the loading/unloading animation?
12.5 seconds. So travel time is limited to 1:35 seconds. This is longer than the truck station delay
I asked "what happens" and your response is a measurement of time?
The crane picks up the goods from the train, for a period of 12.5 seconds
- It's 27.08s
- What happens to your throughput during that time?
Hint: The station does something while loading or unloading
I don't see why it would change. Something to try out next time I play.
To spell it out: throughput stops
It doesn't change. It is and always has been 27.08s.
And the answer is "nothing moves"
Which is why 1560/min is impossible.
the stations does not accept or output items during stop
Because every trip there is a half-minute period where your throughput is 0, meaning it averages with the time spent at 1560 to make it less than 1560.
thats 27.08 seconds of lost throughput, which you cannot just "make up again"
Ahhhh!!!! I never noticed/looked!
Trucks do not not have this lockout, so they will always beat trains in terms of max throughput per platform.
Trucks have a bigger inventory and also a faster load unload time
because they move 120 stacks per min
Also container chains have no lockouts!
Station still limited to 2 belts, but is actually capable of moving that amount.
while a train station moves (however big a freight car is) in 27.08 seconds
π
Why have you forsaken me trains!!!
for comparison: this is an actual train vs truck situation, at equal throughput of 780/min
#math-and-meta message
infrastructure diff is enormous for equal throughput
Also: https://www.youtube.com/watch?v=TZjAxB86KPc π
(Industrial) containers - by far the fastest way to move items from A to B.
For the impatient: for an item to run through 100 foundations, or 400 meters, worth of Industrial Containers with the shortest possible Mk.5 belt connecting them is 40 seconds faster than making that same item travel the same distance on a Mk.5 belt.
So the train to truck balancer I was building for the aesthetics of it will have an actual purpose then.
Tanks failed successfully
I did a long version (300 foundations, or 2.4km) of that, and compared it against the train.
does anyone know whats wrong here, every conveyor is on mk2 and when i swap everything to mk1 sometimes it still doesnt work
like its not splitting for some of them
u8?
oh wait nvm im stupid it wasnt actually connected for somer reason
nevermind i think i found the other issue, i think its because i have the splitters stacked on top of conveyor poles that its not working
i tried doing that to make it look more organized
You probably snapped to the pole instead of the conveyor. Try pillars instead?
yeah i probably did that
Or you could stack two mergers/splitters, delete the bottom one, connect the top one, THEN put in your conveyor stand.
guys how do i split 45 into 20 and 25?
It's not an answer but underclocking would work for a situation like this, right?
What are you splitting and into what?
i want to make a small rotor factory
that needs 100 screws and 20 iron rods per min
i have a custom recipe that makes it so screws can be made 50 per min from 12.5 iron
and 20 rods need 20 iron
the reasonable way is to just split it and let it even out with time, as if you have 45 split into two getting 22.5 each, the one only needing 20 will eventually overflow and can only take in 20 from that point on, and 25 will be given to the other one
o
ye it should still work
the "balancer approach" is a bit more convoluted and more work for a thing that evens out with time
you can essentially do a big of splitting and merging to reach the goal you want
For example, if you split 45 into tree, getting 15 in each, you then can split one of them into 3 again, which gives 5, and then feed in two of those into one of the 15s, and the other one into the last 15 to get 25 and 20
how about i split 45 into 9 and then merge 4 of those for 20 and 5 of those for 25
Well yeah, but you don't need to split all of them into 5s really
if you split into 15s, and then split 1 of those furher into 5s, you can use those 5s to get 20 and 25 on the 15s that are left
or just use one splitter and some patience
assuming the 20 isnβt storage or a sink
its all constructors
yeah that was what I explained first
well actually i need 20 and 12.5 and 12.5 but idk if that changes anything
they will even out with time so it really won't be an issue
but some ppl really like it perfectly balanced
not necessarily
i will use this
thanks
no problem!
was worth creating that abomination
Dear god.
are you able to get more hub parts to make more hubs
no
is that a load balancer?
Do you mean "what is a load balancer?"
lol ya,
Load balancers are a series of splitters and mergers used to make sure machines are fed the exact amount/min they need.
like that?
Maybe? I can't tell you if it is or if it isn't without knowing what's going into it, what it's feeding, and such.
balancing for bolted frames on 18 manufacturers, its a weird ratio like 1/18.666 so i figured out how to do it with using a mk1 belt and splitting it with mk5 to give me that yummy .05625 ratio,
You just said it's balancing...so why are you asking if it's a load balancer?
that balancer make sure use overflows from the three mk5 lines to make sure that all feed at the same speed, and the plates are throttled down like i mentioned for the ratio. sushi manifolding is tricky cuz you have to deal with the overflow
i was being sarcastic sorry
what is better to put in the tractor, a stack of biofuel or a stack of coal
nvm i figured it out
one thing that is wrong is you're trying splitting pipes
its working, i dont know why its wrong
because pipes don't work like belts
cause pipe junctions don't split fluids, they just connect pipes
pipes are bi-directional and fluids flow wherever they want
wherever they want and can
well i mean its working
what is manifolding them mean
!wikisearch manifold
Satisfactory Wiki
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
ah i get it i see
a junction in front of each machine, then you hook them up in a line, feed from each end
yeah that would be better, ill prob change that once i get some more copper sheets
(same thing can be done with belts)
I'm just saying it works for both belts and pipes
Don't have to, but damn are they simpler and generally smaller than load-balancing.
load balancing is what you've done (trying to split exact values)
manifold is what we recommended (row of splitters in front of machines)
both work essentially the same, manifolds are usually easier to build and take less space. Only disadvantage is that belt manifolds take some time to fill up, which can be avoided by pre-filling the machines with items
ah ok i get it
I pre-load them the lazy way and let the machines run while I'm building the next thing. Takes out the manual loading.
yeah, usually it's done loading by the time you've built next manifold
so would this work
How many coal gens are you running? 8?
yeah
Ok, so 3 water extractors?
That setup should work. Or you can merge the three lines into two and feed from each end. Watch your generators for a bit and see if any of them come up lacking water.
for what its worth, this is good enough, no need to fiddle with the pipes
Life motto. It's not just good, it's good enough.
yeah next time you need to make a coal plant you will have the experience needed to make it cleaner
the first build is always a nightmare of sensless piping and building placement lol
how do i split 80 into 30 30 10 10
there should be a bot response of this to any msg that contains 'how do I split'. It'd be right 90% of the time
Ive been saying for a while we could do well with a "conveyor" manual equivalent to the pipe one...
since greeny was unable to answer it correctly
smart split any on an mk1 belt, overflow on a second one, you have 60 and 20 then, then nornal split each in two
i just used manifold and it works
yeah, still was the wrong answer to the question
in case someone needs that.
smart splitting is a way when having these or similar numbers that fit on a specific belt
guys am i mentally ill?
im 100% sure conveyors used to be lvl1 30 lvl2 60 lvl3 120
but now its 60 120 270
was it always like this or did they change it?
always like that
I think you mixed up the miners (on impure nodes) with belts.
@glossy timber read #math-and-meta message regarding alt recipes π
i might have
guys i might need some help on my power switches
im new to this game and im just trying to make everything nice and accessible
is anyone available to help me?
Just ask, that's the way it works. If someone is around that has an answer, they'll answer.
Also, this isn't the channel for general questions. That's #satisfactory
Or create at thread in https://discord.com/channels/370472939054956546/1038092680493801533
thank u
well, questions can spur topical discussion
Gnnh, I'm kinda toying with the idea of dismantling most all of this and rebuilding almost from scratch because I've been gradually increasing the amounts of raw materials coming in and now, with the new figures, I could produce quite a bit more ACasings than I'm currently making. That's also partially thanks to the Cheap Silica alt recipe which I didn't have yet when I originally built this.
This is the way. Embrace the suck of reconstruction.
Haven't fully made up my mind yet but, knowing me, it's going to happen anyway because I just can't stand the thought that I'm manufacturing important stuff in a less than optimal way.
Also, not to rush into it, I'll need to see what I can spare like, the refineries making the alumina solution + scrap are going to stay, even if I'm going to fine tune the clocks, and probably also most of the water extractors can stay.
another option is to never rebuild and never expand and just build new factories when you need some materials
That's... really not an option. π
it's my recommended approach π€·ββοΈ
Unless the new factory is right next to the current one, and utilizes the overflow of each of the raw materials needed. Maybe then.
no, each factory makes products from ores
But that's just the thing, I can't just leave, say 130 bauxite unused and then just go tap a new node. No no no no no, I have to fully use up all of the resources before moving on to a new node. π
have want
That's just me.
It's a "have to" alright because otherwise it would be constantly nagging at me at the back of my head.
the whole map is unused, it doesn't matter where it lies unused π
That's a fair point... but these nodes are MINE. π
Had to check. This site is currently getting (per minute):
- 2,580 bauxite (of which 2,280/min is currently in use)
- 1,500 coal
- 2,811 raw quartz (partially delivered by drones - this will change soon so that I'll turn the supplemental quartz into silica already at the node instead of here at the main site)
- 1,800 copper
- "infinite" water
...and I'm currently producing 1,706 aluminum casings per minute when I could be making 2,580/min (minus 30/min for battery production for the drones). That's only 66.1% of capacity. Unacceptable. (EDIT: maximum casing production fixed because I hadn't selected all alt recipes in the tool).
switching to classic battery will give you more aluminum too
Umm, how? Standard recipe uses up 1 aluminum casing per battery, where as the classic uses 7 ASheets for 4 batteries... and the casing has a 3:2 ratio (ingots to casings) where as the ASheet has 1:1 ratio.
Seems pretty equal to me. EDIT: Well, not really, actually. 100 ingots gives me 66.67 batteries on standard recipe, while with the classic recipe I only get 57.14 - if my math serves.
Anyway, it doesn't really matter; I'm fully okay with the 30/min casings "lost" to battery production.
hmmm that doesn't really show the shape of the pipe system. also needs light xD
run it above like in one of the links I shared
kinda cant build in an ocean
yeah i will have to
i mean it will ruin some of the asthetics but ya know the motto
efficiency first, asthetics second
well if you don't mind running pipes in the water it could still work
just put some foundations low enough in the water
yeah its just a matter of getting in and building
cus u cant build and swim but i could do it
or i could run it accross the blue beam
it looks like you'd only need it 2m in the water or something, and yo ucan walk through that
that would also work
i will try it in the water and if i cant i will do it above
if you do it above I'd put the feeder input linking to the top.
like merge it on the roof?
i think that would work
i just remembered how many cables i routed inside the foundations
yeah ok i see
or run it all on the roof. Fluids prefer doing down when possible you see
yeah i will do it as you drew if i am gonna do it above but i think i can squeez it below
is there no pipeline roof support
Just in general for simple reliable set up too - don't merge and split pipes. If you need X amount of fluid going somewhere? merge the right number of machines at the origin and send it off.
I'm pretty certain you could put pipe supports upsidown?
i dont think so
oh no u can nvm
u cant build a support on its own upside down
it has to be from placing a pipe
turn off one of the machines in each system and wait until everything is flooded,then turn it back on, that's another way to deal with back flow
i will do that after
i need to build 8 more of these loops...
gonna be up till like 3am
I also recommend not merging and splitting your lines
I very much prefer the method I developed for doing this, but you have to make breaker rooms.
So quick break down -
Pipe loops: in a single pipe manifold a machine could suck fluid out and the fluid further ahead might see the gap behind it and flow backwards if it's less empty. Thats back flow. A loop lets fluid come from the other direction so the back flow doesn't stutter production
Flooding: if you flood a system before turning it on 100% - full pipes AND full machines - it means there's no empty pockets in the pipes to create back flow.
colour me curious
bro ur like the pipe master how many hours do u have
cus like i thought i would know how to do pipes after 700h but clearly i dont
Flip the switch that turns on the Extraction section of the factory.
Let pipes fill.
Flip the switch that turns on the Refineries on and off for 5 second intervals 2 times then just leave it on.
thats quit smart
ah yeah that's an option if you want to do a bunch of circuits
essentially what I have on my fuel station
thats vert pretty icl
I remember when my hours count was less than 4 digits...
that's the half finished version π and thanks!
i can make good decor but my factories are still just different sized boxes together
like this fuel one is just a big box with 2 taller boxed either side for 360 fuel gens
thick walls, and place different building at angles to each other. Also planning
yeah i need to experiment more with angles
oh it's nearly impossible to make fuel stations look good, they are too big
i did a bit with my aluminium factory i had like a 45 degree lobby going thru the middle cus it had a really weird location (hanging off the arch that a pure bauxite node is in the rocky desert) but it wasnt much
i mean mine doesnt look too bad
the decor isnt done yet on the outside but i will take some screenshots
oh I believe you - it's just hard to make them better than 'not bad' , at least if the fuel station is any size. Like I'm talking 100+ gens
even 50+ is probably real hard
yeah well this one is 460 gens
360*
if only the glass rendered from this far away...
would kill my pc tho
looks cool with glass renderred
im quite proud
unfinished roofs and second generator brick
i just realised the blenders look like loads of train stations
yeah it's solid. It's just very hard to make interesting shapes with them because of their size and how much negative space they take up
yeah again that is why i always go for big boxes lol
the fuel gen 'problem' is why I used a mod called 'refined power' for my fuel set up. It breaks it down into very modular sub buildings
i tried with a circular base in my single player but i made it too big for somethine with no machines and it got really laggy cus i used a bunch of signs
must have been a LOT of signs to do that :\
yeah i tried that mod a bit but i didnt get past t4 cus the friend i was playing with was annoying and had no clue what a number was
mhm it was like the walls when small billboards
I've had students like that xD
yeah lol i can imagine
in my physics class (top set with a bunch of 15-16 year olds) and someone asked what an electron was lol
some people just dont get it
I can do mental arithmetic and it took effort to learn how to show maths to people who cant
yeah i have spent countless hours explaining how belt manifolds do work and they dont need to have overflow input to function to this guy on this save im on currently
took about 2 weeks for him to go from spagetti to less spagetti and manifolds
ah look, some people pay more or less attention, and if you're not interested in what an electron is you'll forget
yeah fair enough
Yeah its super interesting to see the differences in how people's brains work in this game and in schools
( #off-topic-general ) π
it surprises me alot of people i have found on this discord dont understand how to play at all and most of them just put machine into machine and dont even know that they say how much they make
they say?
yeah the machines
are you questioning my word choice or the fact that they say the numbers in the machines
People enjoy different parts of hte game. You don't HAVE to do the maths to get to the end
Hell, my starter bases are tidy but I just throw belts at things and don't care about smooth function
yeah its just pretty hard to get to phase 3 without realising that this game involves numbers
like its fine to not use them much but like
people genuinly dont even know that stuff has timings
Well if you're only moderately paying attention you can probably make stuff 80% efficient? that'll get you there
i was kidding with the fact that they say the numbers
ah ok
For example my last starter base brought in N gas by train - which is a terrible idea if you want full throughput. But I just wanted some. Got the job done
yeah it works
Now that I'm making permanent factories though Everything is clocked perfectly
@vapid gorgeyou're a teacher?
but like its not gonna work having 600 copper /m on a mk4 belt into 1 constructor at 50% underclock like that is what one of my friends did
yup! high school
:00000
Ah, so you're a masochist then.
you can tell lol he knows his shit
i love this place
yeah the LFG section is full of idiots and the text chanels are full of super smart and helpful people
year 9s are often a major pain π
But I'm currently mostly working in a school set up for kids who don't function well in the main system
so glad im not in year 9 anymore
I'm sure you're teachers are too π
Bruh. You're a teacher. My eye is twitching.
it was hell and my year group still act like they are in y9
i dont think many of us improved tbh
i feel bad for my teachers
Reread that. I'm sure you'll catch the irony of a -teacher- typing that.
yeah i love teacher irony and jokes
YOU'RE A TEACHER TOO???? MAN
oh I teach maths/physics, spelling is for suckers
I've sent letters from school back with red pen all over them before.
real i suck at spelling and english as a whole. my german friends speak it better than i do and im from the uk
i get 9s in maths and sciences and i barely scraped a 4 in english
I blame the English language on the multiple invaders/inhabitants of its land of origin, combined with the pre-existing multiple linguistic structures there, combined with a fair dose of "thank you, we'll be having that" from other languages.
And then!....America happened.
yeah its just you put every language in a blender and make a language soup
So... much... #off-topic-general
like why is it i before e except after c with the exception of most words with i and e
education... learning... school... maths!
its all related
.....................
also does anyone here use pack utility mod
Ew.
sorry
Oh great, now you're gonna double piss him off.
lol
Talking about math:
is there a tool/method/table to see how many extractors you can place on a certain lake/pond ingame?
It seems i can only squeeze in so few, there might be better layouts/angles, but i'm sick of just trial and error.
As the hitboxes are rectangular (seen from above), placing parallel lines of extractors make most sense i guess.
Specifically: how many can you squeeze in at Maze canyon lake?
Or mybe easier to compare /discuss as its a simpler shape:
at a round lake,for example in titan forest,or crater lake.
Is there a formula for amount of squares as a function of radius/vertex length?
(Aka Gauss circle problem,appearently). But ideally extended to arbitrary die/container shapes...
βCould maybe use a planner tool to place them outside of the game? Does SCIM know feasible water extractor placement regions?
If you're finding you can squeeze in so few, it sounds like you have just been unlucky in how you're choosing your water sources. There are multiple huge lakes and 3 sides of the map are legit ocean.
no tool for it, eye ball it, if there isn't enough space consider over clocking or finding a new lake
Oki,tΔ₯x,then i'll eyeball it.
@median heath i appreciate and accept your standpoint on this,but i do disagree.
Imho it IS a valdid aim (in a sandbox game) to try to maximize output of a limited resource,like the water a small lake. Ofc you (I)can haul in more from far away, but same can be said for most resources. Why utilising 100% of any machine, belt or station then,just put more?πππ
Building centrally rather than on the outskirts has some benefits (smaller distances,aestetics). Plus i like the challenge!
Oh you're forcing central building, that explains.
water is hardly limited
and picking a place with resources nearby is advised, so if you picked a place that has no water, that's mostly your own issue
βοΈ
But they are forcing a central location @wind spade, so building near water for the parts that need water isn't in that design.
True. But its not a place w no water,just limited. So wanted to ask what amound would be available,w optimal extractor placement.
Yet it's ok,i'll figure it out. Just asking bc maybe some of you had experience in this. But appearently not,and water is considered a free/garbage resource.(which it indeed is,on a lake/sea)
Water very much is considered a free/unlimited resource.
basically that, people don't bother optimising for something that you can find in infinte quantities if you just move a bit away the location you're at
And my plant has rather limited water needs anyway (building alu casings, so only pure copper and water for baΕxite extraction )
True, or can pipe or roll in by train the surplu i need.
Nvr mind then.
Just asking if tools /knowhow existed. π
All i can add to that is i managed to squeeze 7 extractors in both ponds each in grass fields, plus one extractor in that puddle near the sulfur node southeast
overclocking extractors is also a necessity for maximum yield from them
Yes,ofc.300 m3/h each
Really slow-burning gens.
@vapid gorge the pipes are still not working
im so confused
the machines arent backing up anymore but the pipes are still only one like 200/m
its like the HOR is just vanishing
can you post some over head shots of the whole thing?
uhhhh yeah idk how helpful they will be tho
should be 400/m and it goes to 500/m for like 3 seconds and then it just drops to 150 for ages
this is the refineries settings
there are 9 producing a total of 400/m
all the resin is sunk
all pipes go here and all are 400/m
You have 9 pipes at 400 each?
6 get merged into 4
mhm
not in ages dont remember much
The costume lady that says 'no capes!' ? that's me but with valves
ok
they are on 600 do they just cause random problems for no reason
i just put them to prevent backflow
Could this be a "full pipes are happy pipes" situation?
that's what loops and pre filling does
okie
that helped now all 4 lines are at 600 mostly but sometimes they just give up and go to 300
I also strongly suggest to avoid using "short" pipe segments, as they can lead to flow issues.
Example of a short pipe segment: when placing a junction/valve on an existing pipe, if any of the resulting pipe segments is so short that you couldn't rebuild it if you dismantled it, that's likely a "short" segment
might be because some blenders are full
yeah most of my pipes are long
turn off 1 of the consumers of fluid until every machine and pipe are completely full, might take a few min
"Most" is not good π
A single short segment can choke a whole pipeline, however long that is.
I can see quite a few short segments in the picture I'm replying to
by 'short' he means very short though
like the space between the junctions and the valves π
So short that if you dismantle it you can't rebuild it (so shape matters too)
There are 9 short segments in that pretty cluster of 9 pipes alone.
yeah i removed the valves and lengthened the pipes into one segment
there are no like 2m pipes tho
are those wall holes?
yeah but they are just asthetic they arnt connected to them
100% sure they are just cliped through then? good
continue with the flooding
after the devalving
yeah all valves are gone and i will do the flooding
i will brb tho my dad wants me for smth
I think adding junctions (or using existing ones) leading to buffers can be a good way to check the flow along the pipeline.
Eg: pipe goes from junction A to D passing through B and C, A is the last merging point for fluid production, D tye last feed point for fluid consumers; you notice machines after D starving; you can pause the consumers and place buffers on the junctions and valves along the feed pipe to check the flow in different sections: block valve after junction B and make sure enough fluid/min is going into the buffer connected to B (the longer you observe, the more precise the measurement); if the flow is as expected, you can repeat that for junction C and so on until you find a place where the flow shows issues
found more dumkb problems
pipe labeled is 600/m
and is split to 2 300 pipes
but the 300 pipes have 20 flow rate and 120 flow rate
and i have checked the 600 pipe is 600
Junctions =/= splitters. Don't think in terms of belts.
Fluids (and items in general) don't disappear or appear randomly.
If something lacks somewhere, it's piling up somewhere else
No, but part of your "split" needs to go vertically upward, yes?
If you don't have enough supporting headlift, it'll definitely be an issue.
it should have headlift
there is a mk2 pump at the bottom of the second floor and it should be fine
i will add another for precaution
How high are your floors?
I suggest the buffer approach to get the fluid running and find where exactly the pipework is choking
refinery tall
And the issue is located where, vertically in relation to that pump?
but every other pipe seems to have enough headlift it might just be that virtical junction
the issue isnt that the top one isnt getting enough in fact the top is getting more than the bottom
but its just weird that 600 can go to a junction and the 2 other pipes can have 30 and 140
where did the other 430/m go
Backward, probably.
If you had some buffers along the pipeline, you could see where the pipe stops delivering 600/min reliably
Oh, wait. Are you using the junction to go from mk2 to mk1 pipes? Someone mentioned not mixing the two at some point...wonkiness for some reason.
Though, it's mandatory to mention that trying to use MK2 pipes at max capacity is particularly cumbersome
nope all piper are mk2
full pipes are happy pipes?
Something about 597 vs 600, yeah?
"Full" referring to the fluid inside them, not the flowrate
oh yeah ok
can someone just join mmy world and help cus im so confused
it just makes no sense
all the pipes should work they all have headlift all the machines are working at 100% eff and none of them are full and its just as if it is vanishing
Have you tried applying my suggestion?
Yes. It is mentioned a few times "up there"
i will try it but i dont fully understand it
Which part is confusing?
i will jsut reread it im sure i will understand
is it just to check flow
cus surely i can just click on the pipe
Feel free to ask clarifications. I believe that to be a useful "tool" to use for troubleshooting fluids
so i turn off all machines on a row and then put a junction and take it to a buffer
Yes, but the pipe (and the pipework behind it) soon fills up. Adding a buffer (and making sure it's not full already!) you have a lot more time to observe the system at it's maximum "fluid drawing" stage.
Having machines to consume the fluid effectively has the same result, but complicates the observation as you have many junctions + machines to observe rather than a single buffer
ok i will try it
If the throughput is very high, am industrial buffer or 2 small ones are best to give you a decent amount of time for observation before needing to be flushed
k this is odd
it is now saying fill rate is arround 300
but before i places the buffer it was like 120 and most of the machines where starving
there must be like a throughput issue within the machine manifold
wait nvm it was a buffer issue
there was a lot of back flow
it was somehow getting like 3000/m and that confused me
is there a way to check what direction fluid is traveling in
cus it is now at 0/m down the line but like 400/m closer to the junction
Not that I'm sure of.
i think its fine now i might have fixed it
its just i fix one thing and i find another one and none of them make sense and i jsut rebuild random stuff and it sometimes fixes it
im going insane i dont think i have hated fluids this much ever before in this game
im flooding again now hopefully that helps too
omfh
omfg
i genuinly have no clue what is wrong i have done manifold loops with the HOR and it just still fills up
the pipe is like 20/m and all the refineries are just filling up
is there like a hire a pipe helper to just join and fix it
it just makes no sense at all
I can help in ~20 min
The rings on the pipes are the only indicators of flow direction
how does that show direction
They expand and contract in a "wavy" order following the flow (how much and how fast they expand/contract shows how high the flow is)
rings close together: pipe empty
rings far apart (and color is visible): pipe full
rings expand very little: small flow rate
rings expand a lot: BIG flow rate
HOW CAN HALF THE MACHINES BE FULL AND THE PIPE DROPS TO 0 FLOW RATE WHY ARE THEY JUST GIVING UP
aughh
i hate pipes
because fluids are magical different from belts
they are odd
loop the pipe manifold, prefill the pipe manifold, then run it. 99.9% cases no issues
then issue is either at pipe capacity (you got not enough throughput capacity) or headlift
(or you built too complex system or did the math wrong)
the maths are all correct i belive cus the numbers arnt too complicated and i did alot of planning and double dchecking
i will preflood the system again just to test if that works
oh, 600 in a mk 2 pipe.... π
and it has bottomfeeding
yeah mk 2 just cant handle that and gives up
unfixable asides from just not pushing 600 through it there
iirc mk2 with 600 works fine if downhill?
it doesnt go up until it a junction
it is 600 and then splits into 300 and the 300 goes up
@dense mulch read #math-and-meta message regarding alt recipes π
Got it working. 99% efficiency assured, but we haven't observed long enough to tell if it's 100% all the time.
I was surprised by how well the pipes seemed to behave, tbh
thats precisely the issue
mk 2 splitting into an upwards pipe
Yes. That's what we just got working.
Fixed a headlift issue first (vertical branch didn't have enough), added 2 valves at the pipe segments exiting the junction (fully open) to prevent backflow, and the pipe behind the junction showed a stable 600/min while the refineries were happily full (though there's some uncertanty about how the fluid moves exactly in each of the branches, compared to expectations, anyway not a problem once the system's primed)
remember that valves dont fully prevent backflow
Worked well enough. Without, the pipe behind dropped from 600/min
they prevent fluid from moving back, but they dont prevent pressure waves from going back through
Considering what I've just seen, I don't know what to make of this other than thinking that pressure waves don't matter in this instance...?
... I feel like taking this as a win against pipe-flow's cumbersomness...
Are you sure the cases in which adding valves doesn't work aren't ones in which the valve splices the pipe in segments that are "too short" (thus the change in the pipeline could cause the issue)?
shortness has nothing really to do with that from what i remember
althrough....
something about the total height does affect things
so maybe the valve just cuts it short enough so it can only build up a small pressure collumn
Not with "that" specifically, I was referring to how they can easily cause flow issues
how would i make 3 belts from a train station split evenly into 4 belts
im currently using smart splitters with overflow but it is not super even
it doesnt really matter tbh it would just be better
This was the first result I found on google....it looks like a nightmare. Manifolds forever. https://www.reddit.com/r/SatisfactoryGame/comments/i6ttpd/3_to_4_load_balancer/
Design it so that you use what is on each belt π
well its from a train so its 780 for a bit and then nothing for a few seconds. total is 3 belts with 600 each and it needs to go to 4 belts with 450 each
Have a buffer in front of the platform
that doesnt look too bad its just each belt split and merged i guess
And build 3 factories that each needs 600, no reason to go to 450
well i just needed 40 blenders all using 45 sulphur and i made rows or 10
cus it works with all the other numbers
Next time build based on available numbers on belts π
And you can just do 3 manifolds and overflow each and merge them for 4th manifold
yeah i try to i just have 3 miners this was the most convinient way i could do it based on other belts and pipes trust me this is the best way i could have done it
Best way would be 3 sections, not 4 xD
Greeny declared something best. Be afraid.
yeah ik but all the other inputs worked best with 4 inputs so i just decided i would make a balancer for sulphur and not one for fuel, HOR and coke
i just need one balancer its not that deep
if i made it in 3 sections it would have been way worse
And the 4 manifolds way I mentioned works the same (with your already built setup) and you don't need any balancing
okie i will just keep it at that
i thought there was an issue with it cus the overflow merged line wasnt getting enough but mathmaticaly it makes sense
i think i have a thruput issue
how many trains should i have to get 1800 suphur each platform has 600 input and i have 3 trains on the network and its not able to handle it
but if i add a 4th train it is bottle necked cus of the fact that items are not transfered when docking
Who wanted a 3 to 4 way load balance, you can do it with 5 splitters and 4 mergers.
That's if the 3 inputs are the same rate
did you add buffers for loading and unloading?
This should only require 1 train unless the distance is extreme.
i mean the distance is pretty far but i fixed it now
i had one belt going to a buffer per station and that made the buffers useless
i now have 2 ouputs per platform and it works fine
You ever get it working @fathom wadi ?
yeah i got some parts of it working but some pipes are still not working but i decided to take a break and finniosh it tomorrow
vencam (chaotic sushi eater) helped me
going to bed?
nah im playing some party style games with friends
playing bopl battle demo rn its funny
ahhh right, well if you're using u7 I was going to offer to drop into your save game and go through it. It's almost certainly an easy fix
yeah i can send that rn if u want
it has a few mods i can send u the mod file too if u really want to check it out
i will send both in dms
just list the mods in the dm, I'll sort out if I actually need to install them
ok will do
We didn't make any sushi though 
oh no π
guys I can't get exact 100% efficiency
is it better to get 99% or 101%?
asking as machine sometimes tend to turn off for an extra moment if they run out of materials to work with
"Efficiency" is different from "clock" and cannot go higher than 100%
What level of efficiency is satisfactory to you, is up to you to decide in your own game ^^
If the inefficiency bothers you and you can't figure it out, describe the issue so we can help you solve it.
machine prior creates 40ml or fuel per minute
machine that drinks fuel can either be 40.005 or 39.997 (I think)
which one is more efficient?
I mean, surely the left one since the machines are constantly on?
Meaning no startup energy is needed?
What? The only left one is 40.005
Well, if I remember correctly machines need a jump in power to startup, no?
Then they calm down on the power grid
I have absolutely no clue
Well, isn't that the point of it to not run short?
Hence why I suggested that and not the other option
wait, no I don't understand
ok, if the output is 40 and the input is 40.005
at some point that .005 will be enough for the machine to skip a cycle and require startup again
So you're saying rare startups are worse than frequent startups ... ?
while with the 39.997 option that shouldn't happen, that's why I was confused about what u said
why would 39.997 require startups though
If you have the machines consume less than aviable, none of them will ever stop (which is inefficient), except the ones making fluid if you don't deal with the excess.
If the machines consume more fluid than you produce, the producer won't ever back up but the consumers will starve every now and then
so 39.997, right?
I'm confused, how is your machine creating that off of a number?
To even begin with?
overclocked turbofuel receipe
Standard recipe?
any idea why my MW jumped so high?
30/min standard output, likely attempting to clock it at 4/3 the standard which incurs in precision limits
