#math-and-meta

1 messages Β· Page 83 of 1

vapid gorge
#

or there are plenty of peeps that can help with basic coal set up too if I'm not around

harsh thorn
#

im forgetful

#

right got it cya lad

fair glen
#

I need help making 40 radio control units. I have 30 for 10 super computers and the other 10 for general use. I just need an efficient recipe because I've been trying for 3 hours and came up on nothing.

vapid gorge
fair glen
#

What I mean by efficient is it doesn't take up too many nodes and doesn't have overflow of resources

vapid gorge
#

well overflow on resource is easy since you can clock miners how you like

fair glen
vapid gorge
#

find the one?

fair glen
#

A good mixture of recipies

vapid gorge
#

ah right. well what alts do you have access to and are you willing to go find more hard drives?

thorny cedar
#

do you know where u want to build this facilities for a start?

#

bcs how i understood you would lik to use the nodes in the area efficient for this and try to plan the rec you use around this

vapid gorge
#

location pick I find kinda works in tandem with a few things ime

vapid gorge
# fair glen I'm willing to use any alt

ok well using that link as a base - first I'd use sloppy solution for bauxite and electrode scrap - removes the need for coal and is a bit more effiicient

#

and then Pure Al ingots so less messy on silica

fair glen
#

Alright sounds good. Anything else to add on to?

vapid gorge
#

oh lots probably

#

for example there's 3 recipes for RCUs

fair glen
#

true...

vapid gorge
#

let me have a look at what I've done with them briefly

#

ok I used Radio Control System - I suspect because it uses less bauxite since that was my concern

#

and I'd guess by eyballing it uses less crystal, but more of the resources for cuircuit boards and rubber.

I think either of the two alts are probably more resource efficient in resource types that are often easier to get so lets just play with the idea one of the 2 alts will be used

fair glen
#

I've had my eye on the radio control sytem since the resources seem better

elfin nebula
#

radio control system here in the plans as well

vapid gorge
elfin nebula
#

holy people always have such enormous charts

#

ours is just

vapid gorge
#

yeah but this is a start to finish chart

elfin nebula
#

yeah, wouldnt ever build anything past early midgame in one stage

vapid gorge
#

most of these are tweaks - the cuircuit board recipe woudl be the biggest change

elfin nebula
#

yeah, would definitely use one of the two boards

vapid gorge
#

in this particular instance I wouldn't say its super critical to swap to a CB alt unless they want to use the local resources for something else. It's not a TON of cbs being made pm

#

and at 720 copper ore needed thats just one pure node needed -which could be reduced with pure copper or some steemed sheets, or iron wire

#

to make it only a Normal node needed

elfin nebula
#

two types of rubber is oof, would stitch the plates

vapid gorge
#

actually yeah, iron wire would on it's own take it down to normal copper node

vapid gorge
#

but I understand why calcs like this with loops dont incorperate residual rubber into the loop

vapid gorge
fair glen
#

@vapid gorge @elfin nebula Thank you so much for the help. Really do appriciate it!

vapid gorge
#

nw πŸ™‚

wind spade
vapid gorge
#

Yeah I suspect it's working off pre existing hubs

frosty owl
#

I'd be putting vehicles and particle accelerators on a "secondary" power grid, with geothermal when aviable

thorny cedar
#

idk how much the power diff is for 1% particle accelerator

#

but due to the high process time low peaks and huge numbers its prob pretty even

elfin nebula
#

as much larger plan

#

so it is optimized across factories, since we make the parts for all factories at one place like circuit boards

#

they would be really scuffed when done at several places

#

works so nice when doing them only once

wind spade
#

well it's your game, but I'd do it the other way around - every item from raw resources

#

that way I can adjust recipes based on local availability

elfin nebula
#

well, its also on local availablility

#

doing the circuit boards with perfectly using 100 % of the local resources

civic pasture
#

can anyone tell me how i can split 50 items per minute into 5 different belts?

thorny cedar
civic pasture
#

Its 50 items per minute. 60 is max

thorny cedar
#

if your input is max 50 items per minute this works

#

πŸ™‚

#

input is in the merger

#

made it a bit more clear πŸ™‚

prisma kraken
#

the other solution to dealing with 5-ways is to clock everything to 125 or 250% which turns it into a 4-way or 2-way split πŸ™‚

thorny cedar
#

or manifold

prisma kraken
#

yeah, it depends on what you're doing

#

nuclear often ends up needing stuff split into 5, and for that it is much better to oc

#

for something like ai limiters, manifold

thorny cedar
#

i split my nuclear into 100.8 >_>

prisma kraken
#

of course, for that there's a nicer solution

#

you know, that number (100.8) is burned into my mind

#

number of beacons/min you need for max nuclear πŸ˜„

thorny cedar
#

i split the last .8 into 2 to get an even number of reactors tho πŸ˜„

prisma kraken
#

i.hate.that.number

thorny cedar
#

and the last 2 just run at 100%

#

bcs of .4

prisma kraken
#

well, if you manifold nuclear it runs really hot

thorny cedar
#

i can stand in the middle without a hazmat

prisma kraken
#

so much easier just to oc it and split it properly

#

once upon a time, you couldn't wear the hazmat & hoverpack

#

so you had to keep nuclear fairly radiation-free

thorny cedar
#

once upon a time i was sinking waste with my sugar cube into the gras field manhole

prisma kraken
#

that never really worked, did it?

thorny cedar
#

it does the car just never despawns it goes into the void parking lot

prisma kraken
#

yeah, kills your cpu

thorny cedar
#

0.0.0 or smth

#

under the map

prisma kraken
#

anyway, i'm off to bed

civic pasture
thorny cedar
#

it should work you split 60 into 30 and 30 you split 1 30 in 3x10 and 1 30 in 3x10 and one of the 10 go back to merge with the 50 belt πŸ™‚ but let me know if you got issues

civic pasture
#

thank you

thorny cedar
#

no problem i like belt balancing .3

round sparrow
#

i have 17 refineries that producing 40 fuel per min each . how can i connect the fuel to mk2 pipe?

swift robin
#

a junction in front of every refinery that connects to a pipe that connects all the junctions together in a line

#

when you max a pipe, just start a second pipe and raise it a little over the first one

#

the second pipe will have very little fuel this way compared to the first tho so it may be kinda awkward this way

harsh thorn
#

@vapid gorge

#

i did the coal gen thing you told me about

#

it works well, ty

vapid gorge
harsh thorn
#

ye

#

also theres this weird part of the map

#

i take insane damage

#

when i walk near it

true junco
#

Do you hear clicking?

harsh thorn
#

no

true junco
#

Ok. Then it wasnt radiation.

prisma kraken
harsh thorn
#

oh

#

ohhh ok

#

ty

tropic cape
#

Do you hear buzzing and popping? thinking_helmet

#

Nah yeah there's a border (which I think has an odd shape?) that starts damaging you heavily around the edges of the map, and beyond that is another that's instant death

versed violet
harsh thorn
#

nono its the border

versed violet
#

notably Paradise Island has border running diagonally through it.

#

and thats the only one you can cross on foot I think. devs promised to move the border tho.

deft lichen
#

Irregular hexagon snuttstach_smile

vital charm
#

i've got 68.5 coal power gens and 26 fluid extractors. how am i supposed to make it so all gens get enough water? got mk1 pipes

snow dove
#

lots of pipes

wind spade
#

Hook them in 3:8 groups, e.g. like this

..G  G  G  G
E-+--+--+--+
E-+
E-+--+--+--+
  G  G  G  G
frosty owl
#

We get it, it's an example dad... One "EG" suffices

vital charm
#

i did a 5 extractors to 2 pipes ratio @wind spade

#

i can power 6.67 coal gens per 5 machines. what would be my best way to distribute the water so the last 3.33 gets used too

wind spade
#

8:3 is just easier

median heath
#

5 * 120 / 45 =/= 6.67
So I am confused on the math here.

#

Extractors * Amount Extractors Produce / Amount Coal Gens Take =/= Amount of Coal Gens

(If you need the words version @vital charm)

vital charm
#

english please

median heath
#

Where did you get 6.67 from?

#

6.67 Gens * 45 Water per Gen = 300.15 Water

300.15 Water / 120 Water per Extractor = 2.50125 Extractors

2.50125 Extractors per 6.67 Gens is NOT equal to your stated 5 Extractors per 6.67 Gens

vital charm
#

yeah i just found out my math wasn't mathing indeed

median heath
#

Just use the 8:3 ratio.

vital charm
#

so 3 extractors to 8 gens?

median heath
#

Yes.
8 * 45 = 360
360 / 120 = 3

vital charm
#

alr ty

median heath
#

Pro tip: do your best to never have your machines at 6.666666666 or 8.333333333 or any other repeating decimals, given the game truncates them and you're not actually making the amount you think you are.

vital charm
#

yeah pipes confuse me a lot

#

i understand conveyer math but pipes are not for me

#

is my 26 extr. to 68.5 gens math correct?

median heath
#

68.5 * 45 = 3082.5
3082.5 / 120 = 25.6875

median heath
vital charm
#

so if i got 26 extr and i use 8:3, how do i connect the remaining 2 extr.

median heath
#

Don't force it to be 26.
Just build 24 and keep it clean.

vital charm
#

@median heath this better?

median heath
#

Sure?

vital charm
#

just making sure

median heath
#

If you built 24 Extractors in sets of 3 it will work out just fine.

vital charm
#

so 69 gens / 9 pipes in total is 7.67 so do i hook up 7 machines per pipe or 8

median heath
#

Why......

#

Just do 64 Gens.

#

24 Extractors = 64 Gens

#

Simple math. No headache. No repeating decimals.

main dirge
#

Is there any use to tractors once trucks (bigger?) and explorers (faster and mobile?) are unlocked? Or am I missing something

median heath
#

The fit in some places Trucks do not.
But otherwise not really, Truck is just a straight upgrade, one of the few things in the game that makes previous stuff obsolete.

main dirge
#

I mean trucks struggle when not on flat terrain right? So not quite direct

median heath
#

Have you trucked anything in U8?

main dirge
#

Not yet, just starting on it now

median heath
#

Believe me, Trucks are a direct upgrade to Tractors now.

main dirge
#

πŸ‘ will give a couple a try

median heath
#

Trucks can drive straight up the 8m incline wall (steeper than the 4m ramp) from a dead stop without issue.

main dirge
#

Dang nice

#

That's v good to know actually bc I've got 8m walls directly across the swamp and need to get resources across πŸ˜‚

vital charm
#

so all of these pipes are going to the topright. should i worry about headlift on horizontal distance

median heath
vital charm
#

and how is headlift counted

#

from source?

median heath
#

Yes.

#

+10 from any building.
Pumps are +20 or +50, but it is NOT additive.

Fluid going into a pump will have headlift reset to 0 and then gain the +20 or +50 when exiting the pump.

true junco
#

And buffers are variable. Which is one of several reasons buffers are best avoided in almost all possible use cases.

median heath
#

And buffers are <never to be used outside of fluid trains or pure aesthetics>

#

πŸ˜‰

true junco
#

Well. Thats a whole other discussion. And i agree 99.9999% with that statement. πŸ˜†

median heath
#

Pure aesthetics is a great reason to do many things in this game.

open mango
#

thinking_helmet Hope the maths are correct ... Enjoy πŸ§‘β€πŸ­

deft lichen
#

you can share the link to the plan instead of sending a screenshot

open mango
#

I didn't know it was accepted on this discord πŸ˜‰

#

If it's not, sorry

deft lichen
#

do you have questions about the setup?

#

just confused as you shared it out of the blue

open mango
#

Not really, i share what i found myself. I plan to realise this setup after finishing the phase 4 (searching something new to do and nuclear plan IS)

#

I play since 2 months, so hm, yes > new to the game (well, not so now)

#

Just need more, you know ..

deft lichen
#

Ah. Best of luck then

open mango
#

Thanks, big deal for sure

#

Hope also this can help someone

#

Or if this setup is false in any sense, please > say to me disappointed_snutt

#

And there is another chat entry "questions-and-help", i'd post there if this was the case (questions or doubts) JaceGasm

main dirge
thorny cedar
main dirge
#

Nah U8

#

I'm in red jungle though so that's probs part of it

thorny cedar
#

and it struggles? 😦

main dirge
#

Path is completely cleared, it just struggles with the ditch paths

thorny cedar
#

i dont know how good the beaming improved

#

but if you not around they more or less beam around

#

so try stay away come back after some time and have a look in the station itself

#

watch the thouput in you factory

main dirge
#

Path in red

#

Abt 8.5m round trip

thorny cedar
#

just stay at the intake and watch it the throuput suffers

main dirge
thorny cedar
#

and just beam around

#

more or less

median heath
main dirge
#

It's a bit thin at parts for two lanes though

#

soggo doggo

median heath
main dirge
median heath
#

Then flip what I said πŸ˜„

main dirge
#

It loses traction on one side on uneven terrain, then can't get up tiny bumps

#

Will try changing some stuff around though

median heath
#

Finding loops is a practice you can use even if you don't want to redo this one.

teal summit
#

is there a good way to conveyor stuff to really high locations?

#

chained lifts look gross

#

is there a way to chain them nicely

thorny cedar
#

i use floor holes

#

and encase them into a corner stone coundation

#

with a beam

teal summit
#

i tried using floor holes, but i cant chain two floor holes together

thorny cedar
#

yes you can

teal summit
#

o

thorny cedar
#

its just a bit tricky

teal summit
#

omg

#

this is a game changer

thorny cedar
#

ill can show u if you want just give me a scnd

teal summit
#

i got it πŸ™‚

thorny cedar
#

would need to travel there

#

ok good πŸ™‚

thorny cedar
#

bcs debugging this after you turned on your factory can be not that pleasent

teal summit
#

: D

thorny cedar
#

yea and i use some case to cover the thing

#

esp the round corner stone and a beam on the round side

main dirge
#

Noticing the trucks aren't taking a full inventory from stations

#

Do I need to set a higher wait time at the node

#

6:30 while close, 2m while far away πŸ€”

#

Also did explorer inventory get nerfed? Seeing 12 but says 24

thorny cedar
#

best to ask the wiki?

vapid gorge
main dirge
vapid gorge
#

if yo ucan follow the truck around with it's inventory ui open , showing it's empty, and only picking up part of what is in the station? that needs to be a bug report I think

#

running multiplayer or dedicated server? u8?

thorny cedar
#

idk you said smth about it takes the truck 9 minutes

#

trucks only got 48 slots or smth? im nt rly sure

#

maybe its to long for him alone

#

yea it did not read

#

is your recieving station recieving?

vapid gorge
#

As I'm understanding the issue - the station is full on inventory - it tries to load the truck , but only some of the inventory transfers.

The only non bug reason for that should be that the truck picking up stuff is, itself, partially full

#

so the truck delivering the items wasn't able to offload everything

main dirge
thorny cedar
#

thats why i said check the recieving station if its full

main dirge
#

Singleplayer U8

thorny cedar
#

replace the truck

vapid gorge
# main dirge Singleplayer U8

ok I'd try saving and reloading and see if anything changes. Weird visual stuff can happen.

Also u8 is buggy as balls

main dirge
#

Seems to be behaving happier when it's far away

thorny cedar
#

first intuition i would have

#

even befor asking sorry

main dirge
vapid gorge
#

and youv'e saved and reloaded?

#

not using mods right?

thorny cedar
#

and u restarted?

main dirge
#

Vanilla

#

Not restarted yet, still building, seems to be working fine when I'm not on top of it so

vapid gorge
# main dirge Vanilla

ok go to the #faq , find hte bug report link, make a report and you'll probably need to upload your save. even if it fixes on reload it needs to be reported as that's fairly serious

thorny cedar
#

or press esc go to feedback and do it there

vapid gorge
#

from what you're saying you're doing everything right and that should not be happening

thorny cedar
#

unless its not loaded

#

as he said if hes away it seems to work

#

sound like the same as drones

vapid gorge
#

possibly? worth pointing to the devs anyway even if it's similar to another thing

thorny cedar
#

but there it was as long as i observed they took the right ammount of bats

#

and if i went away the drained all

vapid gorge
#

u8 will need more patchwork than any of hte updates

main dirge
#

I mean it's kinda hard to get a screenshot now

#

Just gonna leave it, if it's working now shouldn't be an issue

vapid gorge
thorny cedar
main dirge
#

Have set all the loading nodes to 10s as well so that may be what's fixed it

vapid gorge
thorny cedar
#

when i was away and it was not loaded

vapid gorge
#

so the backup drones didn't back up the producers?

thorny cedar
#

it consumed like crazy baldur pointed out there was an issue with batterie consumption for homeports

#

but i couldnt figure because it was inconsitent for me

#

bc when i was standing on the homeport it behaved normal

#

as soon as i went away it acted up like crazy

#

and thats sounds like reverse

#

so i observed the droneports on one end and all was normal

#

but observing on the other end did not work at all

main dirge
#

Also, just want to take a moment to say fuck those indestructible bushes and rocks in bamboo forest

thorny cedar
#

at least in terms of fuel supply

#

tru diff circumstance diff math but "same behavior" more or less

#

orits just a DAU problem idk could you share a screenshot maybe πŸ˜„

thorny cedar
main dirge
#

Fills up that much

#

Then just stops filling

thorny cedar
#

i see a full port and a half filled truck

#

thats not substantional... screenshot right after depature

#

and why is your port mixed in the first place

main dirge
#

just made that to test

median heath
median heath
thorny cedar
#

plz explain

median heath
main dirge
#

The yellow one at the station I assume you mean

thorny cedar
median heath
#

1s is supposed to default to "take everything", but it is having issues on exp.
Which is why if you posted an exp question in the exp channel you'd get an immediate answer to the issue instead of multiple lines of discussion 😭

main dirge
#

It's truck math I didn't know it was an experimental issue πŸ₯²

thorny cedar
#

it has nothing to do with math

median heath
teal summit
#

im on t5 rn and need to transport something from a factory kinda far away (3 ish km range). is it worth setting up trucks rn or should i just conveyor the whole way and wait for trains

hybrid star
#

Using an online resource like satisfactory calculator or whatever else is there a way to tell how many items are on a belt per minute. I think I have a factory producing 1800 plastic, the battery factory I made is eating like 800 plastic to make around 400 batteries per minute and nothing is going into the sinks that are onsite in the plastic factory so it should be 1000 plastic. Very occasionally a building in the plastic factory turns off though. I think its due to too much fuel being produced. I might need to sink excess rubber which is where the excess might be building up but is there a way to tell how there is on a belt per minute that isn't an eyeball test

true junco
#

There are mods. But the closest to what you can actually get without mods is to look at the efficiency in the interface of machines.

hybrid star
#

the belt work got a little complicated. Is there a mod that would help out here?

brisk shoreBOT
mystic moon
#

There is a mod that allows you to view belt thoughput, no idea what it is ^

true junco
#

@median heath this was the flow chart for it. A lot of overclocking. Ends up with 2 refineries and 4 smelters. Ill try to remember to get on tomorrow and open it up for screen shots.

median heath
true junco
#

Its 2 refineries

#

The smelters are in the middle if i remember right. Half day tomorrow. Yay. Going to play factory game to relax on break from factory.

elfin nebula
#

imagine bringing oil to alu factory

true junco
#

I didnt.

elfin nebula
#

yeah, i mean even thinking it would take 3 refineries

median heath
true junco
#

There is a BP i use for all the Coke.

elfin nebula
#

and 2 refineries and 4 smelters is easy

median heath
#

Also this isn't bringing Oil, just HOR.

true junco
#

So if you want to start from crude oil. Then yes my Sloppy Electrode Aluminum Ingot set up is 2 blueprints with 5 refineries and 4 smelters total. One of those refineries is not a requirement tho.

median heath
#

Multiple-part BP's are encouraged given the new U8 functionality for that feature.

#

So I guess I would see if you could take yours and actually make it fit together as 2 parts so you just plug oil + bauxite and let it run.

#

The focus of all the ones I have made is simplifying input as far as possible so it truly becomes a "plug and play" environment when using them.

true junco
#

Well and water.

elfin nebula
#

since there is no place with bauxite and oil, that would make no sense

median heath
#

Just because something doesn't make sense to you does not mean it doesn't make sense πŸ™‚

elfin nebula
#

its easier to bring the really low amount of coke there

#

well, you claim simplifying while you make it far more complicated

median heath
#

No... but ok.

elfin nebula
#

its just your really weird understanding of what simple means

#

bringing a ton of a hard to move resource to a place is way more complex then just bringing some coke

true junco
#

Its easier to move 120 coke than 30 crude?

median heath
#

No... but ok.

median heath
elfin nebula
median heath
#

And I am the one with the weird definition of simple πŸ˜„

true junco
#

By no scale is more easier to transport than less.

elfin nebula
#

also polymer handling as well complicates it further

elfin nebula
true junco
#

Polymer overflow to sink

#

Liquids are easy

median heath
elfin nebula
#

still need sinks etc as well in your alu factory

elfin nebula
median heath
#

That is simlpy untrue, but I respect that it is harder for you to make that kind of transport.

true junco
#

If you say so. Ive never had a problem with fluids outside of game glitches. Which happens with everything.

elfin nebula
#

also still needs additional polymer handling in the factory what makes it more complex

#

even when just sink

true junco
#

How is a sink complex?

hybrid star
#

fluids are a pain in the ass if you are dealing with any verticality

elfin nebula
#

its more than nothing

hybrid star
#

Power is a resource, its a drain to pump it

elfin nebula
#

it is very easy to fail

#

an simple seems to mean for you, simple to fail

median heath
elfin nebula
#

power isnt the thing. its the additional stuff inside a factory that already is quite large

#

so we building a megabase here again when doing everything in it

hybrid star
#

ah yeah, at no point in the game is power an issue at all

elfin nebula
#

i guess just never did a large alu factory so is able to stuff all that useless stuff in there and call it simple

median heath
hybrid star
#

autism.txt

median heath
#

huh?

elfin nebula
#

wanting to waste stuff whereever its possible and then calling it simple

#

still doubt you ever tested that in actual use

#

just made blueprints an call them decent

#

while it wont actually work in any scale above tiny

vapid gorge
red river
night narwhal
#

Hoping this is the right channel, but I seem to be having a slight problem oil being distributed to my refnerys.

I have 12 refineries making Fuel (40 fule/ 30 resin) which requires 720 oil per min.

I have 3 oil pumps, 1 outputting 120 oil with a pipe that goes to two refinerys. and 2 oil pumps overclocked to output 300 per min attached to the remaining 10 via mk2 pipes.

This then outputs 480 fuel which I then pumped into 40 fuel generators (480/12=40). The polymers then go to plastic and rubber creation, if the plastic/rubber overflows it gets sinked so I know the polymers haven't backed up.

However, and this is the issue, my power is fluctuating as some fuel gens aren't getting a steady stream of fuel. I've routed this back to some of my refineries not getting a steady stream of oil. Which I find odd as my math seems to be correct.

wind spade
#

Did you loop the mk2 pipe?

night narwhal
#

Loop?

#

No, it just ends.

wind spade
#

Yeah, loop it back to start and prefill the system

night narwhal
#

Sorry, that doesn't make any sense, there isn't even enough oil to fill all of the refineries let alone pre-fil the pipe?

#

How far back does the loop need to go?

vapid gorge
#

so fluid comes in from the left on top, and the machines are fed by the junctions on the bottom

night narwhal
#

Alright, I'll give it a shot.

vapid gorge
#

keep 1 machine off at first so that you're over producing fluid and floods the whole system, when every machine is flooded turn the last one on

#

or keep it at 50% and then push it to 100%, as long as you're overproducing and it gets flooded

wind spade
median heath
night narwhal
median heath
#

When you're extracting from a pure node at 250%, you can always just make like a 1m mk2 pipe and then immediately split it into x2 mk1s.

night narwhal
#

Yeah I might have to replace my Mk2 pipes with Mk1s as even after letting it all back up I'm still having the ones in the middle of the manifold run out.

vapid gorge
night narwhal
median heath
#

How do you overclock a pump?

night narwhal
#

edited

median heath
#

πŸ‘

wind spade
night narwhal
#

See I've never had to worry about that.

I have near exact set ups using Mk1 pipes and they work flawlessly. The only difference between one pipe set up and another is the type of pipe. :/

#

And pre-filling didn't work. Refinerys started running dry again not long after it filled up.

wind spade
#

as I said, it's not "must have"
it's "if you do this, you have a high chance of pipe setup working properly"

#

generally pipe issues start to appear when

  • people feed from below
  • people don't loop pipes that are close or at their limit
  • people use valves or buffers
night narwhal
#

I've re-worked the loop at little, and seems like the 4 refinerys in the middle are only getting around 40pm flow rate whereas the other 6 are getting 60+, which would explain why they stop working.

What really confuses me is right up until the loop the flow rate is perfect 600 - checked every pipe segment between the extrators and the manifold loop.

wind spade
#

did you prefill the system?

night narwhal
#

am about to try that now - note I have already tried it and it ended up back to where it currently is very quickly.

wind spade
#

well if you prefill the system but not loop the pipe, it'll do that

#

you have to do both

night narwhal
#

This was with a loop.

night narwhal
#

System backfilled and everything is back on. Let's see if it holds.

vital charm
#

is it possible that i get more MW when i turn my heavy oil into petro coke instead of fuel?
if my calculations are correct i get 4800MW on petro coke and 4500MW if i would switch to fuel

night narwhal
vital charm
#

that would end up being 4280MW on petro coke

#

so i would win a whole 220MW

night narwhal
#

Also, fuel has less steps then petrocoke.

vital charm
#

yeah but i got the petrocoke set up already

#

so it would just take me a bunch of extra time rebuilding just to get 220mw

night narwhal
#

Ah well, if you've got petrocoke set up then go for it.

I have a petrocoke set up back when I needed plastic/ rubber and before I had the ability to make fuel gens and I 've just kept it around.

vital charm
#

yeah exactly my issue right now

#

64 coal gens with petrocoke :') so it would be a PAIN to rebuild to fuel after setting all of this up

night narwhal
#

I burn like 90% of my petrocoke and siphon off the over 10% as fuel for the tractors moving the plastic and rubber back to my main base.

vital charm
#

im not even gonna bother with tractors. im going straight for trains

night narwhal
#

I then only sync any if the truck stop backs up.

#

I said that, now I have 6 tractors.

#

I have skipped trucks tho

vital charm
#

hahah. trains look better imo

#

it doesnt look good having trucks driving around the world

#

i saw kiblitz (i think thats how you spell it) his videos and he used trucks inside of the base to move stuff around i think

#

might've been trucks to export but not sure

#

the machines wont stay stable past this point and i dont know why

#

i let all of the pet coke fill up before i turned them on

#

the first machines use too much

wind spade
#

math error?

vapid gorge
vital charm
night narwhal
# wind spade did you prefill the system?

Prefilled the system after redoing the pipe beween the extractors and the loop, even managed to remove 5 turns in the process.

With 9 machines on everything was working fine, so I let it fill up. After I turned on the 10th and waited 20/25mins the amount of oil getting to the 4 in the middle again dropped to the point where they were using more oil then they were getting.

At this point I'm thinking of ripping out the whole mk2 pipe and just running 2 mk1 pipes directly from the extractors.

vapid gorge
night narwhal
#

It'll be a couple, I can't get high enough right now to get it all in one screenshot.

vapid gorge
#

Use some scout towers from different spots. Prob quickest

night narwhal
#

Only one I'm having issues with is the Mk2 pipe

#

both Mk1s work fine

vital charm
#

@night narwhal can u quickly explain ur issue

#

few words

elfin nebula
#

did you connect different pipe types to each other? so mk1 on an mk2?

oblique hollow
#

You could turn the pipes that go into the machines to mk 1

#

but just those

elfin nebula
#

if yes, that mostly doesnt work for us, it uses throughout at junctions

night narwhal
#

Set up:

Two oil extractors, over clocked to 300 each, these feed into an MK2 pipe.

Mk2 pipe takes this to 10 refinerys making fuel. fuel needs 60 oil per min, so 60x10=2x300=600.

Up until the manifold every pipe segment is full and has the max flow rate.

Issue:
Not enough oil is getting to refinery 4,5,6 and 7 in the manifold so they're flickering between green and yellow. Which means my power generation is fluctuting as the amount of fule being made isn't consistanct.

I have tried:

  • making the manifold a loop (as you can see in the screenshots)
  • removing any unnecessary turns, valves and pumps.
  • turned machines off to let all of the pipes pre-fill before running them
  • I've gone through and made sure that every pipe is mk2.
  • made the pipes that go into the machines mk1.
oblique hollow
#

Ah well in that case yeah its time to give up and not merge it into a single mk 2

vital charm
#

yeah maybe try 2 mk1 loops powering 5 machines per loop

elfin nebula
#

we experienced that you cant ever combine two different pipes. a junction with mk1 and mk2 almost always fails for us

vapid gorge
# night narwhal

It’s a bit hard to tell - have you merged multiple manifolds?

#

If you’re in u7 you can dm me the save I can have a look

night narwhal
#

No, there are a total of 12 refinerys, but the last 2 are fed by an Mk1 pipe that leads to an extractor running at 120 pm

oblique hollow
#

no reason to merge those 2

#

with the other 10

#

right?

night narwhal
#

That was actually the first thing I did, didn't fix it so I put it back

oblique hollow
#

still, seperation is better

#

those 2 now are isolated

vital charm
#

i had a similair issue i think. i connected all of my pipes to the front of the machines like this and the machines at the end wouldnt work.
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] <machines
| -|--|-|--|-|--|-|--|-| < manifold
|/ < input of oil

later i tried it like this and it worked
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] <machines
| -|--|-|--|-|--|-|--|-| < manifold
|-----------------/ < input of oil

oblique hollow
#

they dont depend on anything else

night narwhal
vital charm
#

so try to evenly distribute the input to both the front and back

oblique hollow
#

thats what a loop does

#

and it failed it seems

elfin nebula
#

loops never changed something for us

night narwhal
#

All it did was move the issue from the last 4 to the middle 4. πŸ˜„

elfin nebula
#

yeah

oblique hollow
#

If all the iffy workarounds for mk 2 at 600 fail, its time to stop. Cuz by then you already wasted enough time. At that point converting to mk 1 is easier and faster

night narwhal
oblique hollow
#

Yeah, go through with it

elfin nebula
#

my question is still open. is there any junction that has mk1 and mk2 at the same time connected?

oblique hollow
#

How many minutes or hours have you been messing with this already

night narwhal
#

My whole morning loooool

elfin nebula
#

if yes, mk2 loses flowrate

#

no matter how much above 300 is in there

night narwhal
#

I loaded up the game to continue working on my trainstation, but my jetpack was out of fuel. But my fuel container in my shopping center was out of fuel. So I went to where it was being made and shipped in and... now my morning is gone. XD

oblique hollow
#

Average experience with oil

night narwhal
#

Not with my old set up that uses mk1 pipes! 😦

vital charm
#

im also working on oil and also wasted my whole morning because stuff wasn't working

oblique hollow
#

Next time, if you do use mk 2, dont go near the cap

night narwhal
#

I have an old set up from before I unlocked fuel generators that goes the whole oil->grape juice -> plastic/rubber/petrocoke->power. All uses mk1 pipes and it works like a dream.

#

Only had a small issue cause the petrocoke backed up, which I fixed in like 5mins

elfin nebula
#

you can go near cap, just dont connect any mk1 anywhere to it

vital charm
#

mk1 belts with petrocoke? damn. im also building that same setup rn all mk4 belts

elfin nebula
#

also no upgrade. a directly built mk2 holds the 600

night narwhal
vital charm
#

LMAO i was so confused

#

but yeah i run everything on mk1 here aswell

oblique hollow
#

most would say no

night narwhal
#

Right, I'm gonna leave one of the refineries off for now so I can get at least some consistent power generation and build up a stock of fuel canisters whilst I do some IRL productive shit.

elfin nebula
#

it worked consistent so far as long as you follow both rules

night narwhal
#

And thenI'll come back and replace the mk2 pipes with mk1.

oblique hollow
#

For you only or also for everyone you know?

#

Because this is an old topic with nobody finding agreement on it

elfin nebula
#

on our server that should be more unstable. and some people when talking about that last time

#

no one has problems when everythings mk2

oblique hollow
#

2 people discussing it doesnt rule out the thousands of other players. So im not willing to completely close the case on mk 2 and to just say "everyone is silly and cant build pipes right".

#

And the devs are aware enough of it that they consider pipe rebalances, so something IS scuffed

elfin nebula
#

well, what means right.
you should be able two combine mk1 and mk2 in one network as well as upgrading pipes. also how you place junctions also makes a different sometimes.
so thats clearly not bugfree

night narwhal
#

Yeah, you shouldn't need to know specific angles and tricks to get Mk2 pipes working.

#

I can lay mk1 pipes down without a care and they work fine.

elfin nebula
#

i use mk2 for design without needing them wow

oblique hollow
#

Hence the general tip "dont use mk 2 at cap"

Almost every single mk 2 issue ever is when its uses at the cap

elfin nebula
#

well its the same with everything above 300

#

so even 301 will fail some day

#

its just less noticable it seems

oblique hollow
#

If you use 450/min in a mk 2 the pipe can catch up.

#

thats the whole thought behind it

elfin nebula
#

that also has problems when mk1 somewhere

#

it seems the whole junction limits to 300 some times

oblique hollow
#

Hmmm... makes no sense tho they have no limit. or rather its way higher than the pipes

elfin nebula
#

so when having a straight 450 going through and then attach an mk1, all sides sometimes get set to 300, the mk2 cant get that anymore as well

oblique hollow
#

Junctions are also really scuffed sometimes tho, yeah

#

Especially when it comes to head lift lol

vital charm
#

my machines dont wanna take water all of a sudden

#

its just 1 pipe network that doesnt wanna work

oblique hollow
#

is this on experimental?

elfin nebula
#

usual scenario is that straight mk2 line and then mk1 to generator.
not needed and risky

oblique hollow
#

I dont know what but something in experimental chnaged and a lot of stuff pipes used to be able to simply does weird stuff now.

Guess they keep shadow-patching them

elfin nebula
#

vips are gone and its great umu

oblique hollow
#

Everyone being forced to do aluminum properly again. That will reignite some old discussions for sure lol

median heath
vapid gorge
night narwhal
#

Hey all - replaced the pipes with mk1s.

#

It's slowly re-balance its self out, but seems to be working.

#

So yeah, I'm gonna stand by the "don't use mk2 at cap" rule for the time being.

oblique hollow
#

it will be slow, but it has the time for it

vapid gorge
#

sloshing causes stutters though, I've had systems that wouldn't get up to speed because of it after hours/days.
Easier to run at 600 and just build loops and floods

oblique hollow
#

Id rather not approach 600 in any capacity

night narwhal
oblique hollow
#

We can hope. Else we will have to cope

vapid gorge
# night narwhal Which is kind of against the point - so I hope this is a bug and will be fixed.

ime it seems like a big part of it is when machines pull fluid from the manifold creating a gap allowing fluid to flow backward.
I think that's why often I can get away w/o looping turbo fuel as machines pull very little each minute from the line.

I don't think it's a bug, just how bidirectional fluids work.
That's where loops and flooding comes in. If you send X fluid pm from point a to point b, with not vertical branching or splits and merges you can get easily run systems at 600, even bottom feeding it

oblique hollow
#

With mk 2 it definitely is a bug in how junctions give priority

#

Aka they dont give priority and pressure just builds up in the side connections and then flows bacl into the junction

night narwhal
oblique hollow
#

Nah, valves cant

night narwhal
#

what's the point of them then?

oblique hollow
#

you just move the issue from one side of the valve to the other side

oblique hollow
#

So in the end valves are pointless

vapid gorge
#

yeah atm valves don't really have a point

oblique hollow
#

Kinda a failed design

vapid gorge
#

Except maybe in u8 for vop or something you mentioned Mcgal?

oblique hollow
#

VOP is for any version

#

its just an overflow junction

#

with multiple outputs

#

or a sev puts it "overflow is VOP with just 2 outputs"

opaque halo
#

can i ask? how many hours have yall clocked in the game? and what makes u comeback to play more?

oblique hollow
#

i have like.... 2000 so far?
Its just neat and decoration is fun too

opaque halo
#

bro how 😭

oblique hollow
#

i played since EA launch in 2019

#

4 years of time

opaque halo
#

really? damn

#

did u keep up with the updates of all items they add?

oblique hollow
#

Yeah

opaque halo
oblique hollow
#

I was there for every update

#

When i first played, conveyor lifts and pipes didnt exist

#

neither did a majority of decorations or zooping

vapid gorge
#

I came in later than Mcgal, just meant I tried harder πŸ˜›

oblique hollow
#

And nuclear and aluminum were unfinished

vapid gorge
#

decorations are fairly recent though

opaque halo
#

okay so lemme get this straight

night narwhal
opaque halo
#

how are yall not engineers by now istg i struggle making a rotor and have enough power for it 😭

elfin nebula
#

i would have more hours if i only played that game.
in parallel got other games to few k hours

oblique hollow
#

Fun thing i am a mechatronics engineer by trade

opaque halo
#

no wonder haha nice

oblique hollow
#

But in this game i am a plumber for some reason

elfin nebula
#

like 1k per year goes into genshin since 2020

night narwhal
vapid gorge
elfin nebula
#

hours

opaque halo
night narwhal
#

This game is my "I need a break from FF14" game.

opaque halo
vapid gorge
night narwhal
opaque halo
night narwhal
#

And it's now working fine

vapid gorge
oblique hollow
#

I remember troubleshooting a 900 generators turbofuel plant for Maroon

#

Never again

vapid gorge
#

the blue is glass reflecting

oblique hollow
#

Since that day i swore to call anyone who builds more than 100 generators a lunatic

opaque halo
elfin nebula
oblique hollow
#

Why am i not surprised.

elfin nebula
#

so when something doesnt work later, ima ask you

opaque halo
vapid gorge
oblique hollow
vapid gorge
elfin nebula
#

nah, im sure its fine anyway

oblique hollow
#

If you subgroup it well enough it should be fine

opaque halo
elfin nebula
#

its 2x25x18

vapid gorge
oblique hollow
#

but 8 generators per mk 2 pipes is something i wouldnt ever do

elfin nebula
#

so 18 lines, two sides, 25 each

opaque halo
oblique hollow
#

way too many dependancy issues

opaque halo
vapid gorge
vapid gorge
opaque halo
#

no no i have a reasonably good pc 3090 and so on but yea just wondering if the game would still lag with bigger structures which would make sense

elfin nebula
vapid gorge
#

3090 is more than I have

opaque halo
elfin nebula
#

i feel the respaghetti in the question

vapid gorge
elfin nebula
#

can do everything

opaque halo
#

so ur in stage 3 requires you to make something and now ur done with that, it requires to make something else that ur current factory isn't built for, do you edit the current one to fit the needs of ur next tier make a new one next to it?

elfin nebula
#

i respaghetti and rushed all milestones with that base i posted

true junco
#

Old feeds the next. A lot of tiers require parts from the previous.

wind spade
opaque halo
elfin nebula
#

its really small

vapid gorge
opaque halo
elfin nebula
#

just expanded and changed each time abother item was needed

opaque halo
elfin nebula
#

it looks larger than it is

fierce ruin
#

Im being silly, but for once i want to split this up nicely.

i have 300, 600 and 780 bauxite comming in, want to split it into 4 times 420.
How?

opaque halo
#

perhaps based on the view yea

wind spade
fierce ruin
elfin nebula
#

split 480 off the 600 and 780,then split 60 off again.
gives the first two with 420

wind spade
fierce ruin
elfin nebula
#

add both split 60s to the 300

wind spade
elfin nebula
#

so that actually not that hard, just no pc atm so cant draw that

#

but thats a basic overflow splitter

fierce ruin
fierce ruin
elfin nebula
#

smart splitter, any on a 480 belt, overflow to get the rest

#

and then split the 480 with normal splitter and mk1 belt

#

overflow splits save the world

fierce ruin
#

correct

wind spade
#

overflow splits direct input πŸ˜›

fierce ruin
elfin nebula
#

well, direct input doesnt always work.
and 300,600,780 clearly are nodes, so nothing direct here

#

works at later stages

wind spade
#

it does work here, you put 300 node into machines requiring 300

vital charm
#

i got 7 coal gens that need 315m3/m. they're getting 360m3/m but the water wont stay inside of the machines for some reaon. they keep going dry. the other grids work tho its just 2 grids of 7 that are down

lethal prism
vital charm
#

3 machines weren't hooked up

lethal prism
#

Lol

vital charm
#

thanks

jovial spindle
#

how can you do a 120/90 split

wind spade
#

one splitter

oblique hollow
#

90 is a mk 1 belt plus half a mk 1

#

120 is just a mk 2

elfin nebula
#

smart splitter any on an mk2 belt, overflow to any other

summer flare
elfin nebula
#

tf, just build an overflow splitter lul

#

thats a single splitter and its done

magic island
magic island
# elfin nebula done

this may or may not work depending on the consistency of the source belt's flow. ie, if you're making something like steel screws or fused wires that come out in big batches, the source belt will alternate between full and empty stretches. as such, the priority output belt will alternate between getting 120 and getting 0, rather than getting a consistent 120 all the time.

to counteract this, the priority output should have a length of Mk3 for a bit before throttling down to Mk2

prisma kraken
#

or you can just let backpressure from the consumers even out a normal 2-way split πŸ™‚

#

doesn't work if you're pushing stuff into a train station or storage, but otherwise

vapid gorge
elfin nebula
magic island
# elfin nebula there is no situation where you use this with resources that behave this way

it wouldn't come up with directly mined resources, but it can totally come up in production chains

easy example: say you wanna make 30 wires & 30 cables /min for personal use. so you make 1 fused wire assembler and 1 cable constructor. the assembler produces 90 wires/min, which you want to split 60/30 (60 for the cables and 30 to keep).

but if you try to do that by smart-splitting the 90 onto a prioritized Mk1 belt, you won't actually get the 60/30 split you want

elfin nebula
#

you overflow split for inter-factory connections and not intra

hybrid star
#

there's a thing that's confusing me a little, I have 3 blenders producing 600 fuel (overclocked). The fuel is going to 8 refineries (overclocked) that each consume 75 fuel. One of the refineries is not getting enough fuel, sometimes but one of the blenders is getting backed up because not enough fuel is going out. ConfusedFace.jpeg its a simple manifold so it shouldn't be flowing backwards anywhere

vapid gorge
hybrid star
#

3 blenders in a line going to 8 refineries in a straight line, well it goes around a corner

vapid gorge
#

but is the manifold looped onto itself?

hybrid star
#

no its just a straight line

vapid gorge
#

loop it and flood it before turning on the last refinery

magic island
# vapid gorge if you've clocked the cable machines to use the right numbers sure it will

my example is a single fused wire assembler, splitting onto a single cable constructor. the point I'm making is that Smart-splitting onto a slow belt will not give the cable machine 60/min to use

you can get the desired amount other ways (ie, smart-splitting onto an equal-speed belt and letting it back up), I'm just talking about why that specific way doesn't always work

magic island
elfin nebula
#

yeah and thats the case for inter connections

#

but not for intra

vapid gorge
magic island
vapid gorge
magic island
vapid gorge
#

that makes no sense. You're overfeeding the cable machine

if by 100% you mean the efficiency meter on the machine? well thats dumb because those things don't work very well and you should never trust them

magic island
vapid gorge
#

if you prioritize the wire to the cable machine in this scenario it'll get 90 per minute until it's buffer is full.

magic island
#

Mk1 belt

#

I am talking about why smart-splitting onto a slower belt will not necessarily fill that belt. that is the entire point I am making

hybrid star
vapid gorge
#

ok it'll get 60 pm, exactly what it needs and the spin up time will mean it'll have enough of a buffer to keep going

magic island
#

try it and see

vapid gorge
vapid gorge
magic island
snow dove
#

uhm, no?

vapid gorge
magic island
#

I feel like I'm trying to explain the Monty Hall problem over here

hybrid star
vapid gorge
#

even if you're worried about bursts the spin up/spin down of the machine will level it out

hybrid star
#

where it goes over the right that's where the other screenshot is

vapid gorge
magic island
# vapid gorge noif the over flow is set choppiness doesn't matter

The Fused Wire recipe makes 90 wires/min, but it does it in large batches. As a result, your wire belt (presumably an Mk2) alternates between being full and being empty. The belt will be full of wires 75% of the time, and empty the other 25% of the time.

When a full portion of the belt passes through the smart-splitter, the priority Mk1 belt will receive the intended 60 wires/min.

BUT when an empty portion of the belt passes through the splitter, the priority Mk1 belt will receive nothing for that span of time.

Therefore, even though you've set it to be prioritized by the smart-splitter, the output belt is still only going to get ~45/min. You need to upgrade that output belt to something faster than an Mk1 in order for it to actually get the amount you want.

tl;dr, smart splitting directly onto slower belts is not necessarily a consistent way to control item rates.

hybrid star
#

maybe in 30 minutes it will have figured it out

vapid gorge
hybrid star
#

Its not making sense so far, the math is pretty basic (3200) -(875) = 0

#

sorry 3*200

#

lol its actively worse, now I have 2 refineries turning off regularly

hybrid star
#

its ridiculous but putting pumps on the blender exits seems to have worked, they're at or getting to 100%. there is no elevation advantage but they are actually spitting out the fuel instead of hoarding it and spitting out some of it e:blenders not refineries

normal gate
#

From a build I'm doing. I like to have extra handy of belt items. Any tips on having it so I can have say, an extra storage unit of containers to keep everything constantly fed? Like would I need a 2nd container at each point to hold the excess to keep my belts moving?

vapid gorge
hybrid star
#

no, the pumps did it. Everything is at 100%. Its working the way the production planner said it would. Nothing weird. https://www.satisfactorytools.com/production 1800 plastic with the blenders and turning rubber into plastic and then some of the plastic into rubber again. Don't know why the pumps made it work, they shouldn't but they did

prisma kraken
magic island
#

it has nothing to do with whether there are multiple items

prisma kraken
#

this actually happens pretty often in central storage when you forget to upgrade one of the lifts to match the bus speed

#

maybe if your pushing 780 mixed on a mk5 belt and trying to filter off 60/min of an item you'll see that, but i don't think you'll actually see that happen if you're trying to direct 60 of 320 items a certain way on a 480 belt, maybe if the burstiness on a fast belt causes >1second gaps, you'll see it

#

but that makes sense

magic island
#

if this helps to demonstrate:

#

it gets even more severe with a faster input belt, because you end up with bigger gaps inbetween the batches of wires, which makes bigger gaps on the output belt

this particular recipe setup makes it very obvious what's going on, but the basic concept is: if the output belt of a smart splitter is slower than the input belt, fluctuations in the input can produce gaps in the output belt.

put another way: just because there's enough items passing through to saturate the output belt, doesn't mean they're all actually making it ON to the output belt

#

(simple solution I mentioned earlier: start the output with a length of the faster belt speed, then throttle to the slower belt speed)

elfin nebula
#

so you made a workaround for a visual glitch, ok

magic island
#

it's not just visual

elfin nebula
#

it is

magic island
#

and it's not a glitch

#

in the first picture, the output is literally not getting 60 wires/min even though it's prioritized

#

which is not a glitch. gaps along the input belt result in gaps on the output belt

#

if you do not believe me, build it yourself.

elfin nebula
#

we use that for ages and its a visual glitch, not actual problem

#

works flawless for several hundred hours now

#

and the visual glitch is known in this case for long

magic island
#

what on earth makes you think it's only visual?

elfin nebula
#

because its known

#

and confirmed

magic island
#

there's literally less than 60 wires/min getting on the output belt, and the reason is straightforwardly obvious and not a glitch

#

the splitter can only put stuff on the belt if there is stuff passing through it

when there is nothing passing through the splitter, it cannot put things on the output belt

therefore the output belt gets very real gaps

elfin nebula
#

well, you forcibly built something nobody would ever build, so the testcase is already bad

magic island
#

it's a demonstration of a principle that still holds in other builds

elfin nebula
#

no? thats the thing

#

nobody would build that

magic island
#

nobody would ever put a belt with gaps through a splitter?

elfin nebula
#

not through an overflow splitter, yes

#

there is no case even needing that

#

you direct connect in intra factory environment. every form of splitting would be too large for larger scales

magic island
#

belts get gaps on them for all kinds of reasons. recipe batch sizes, manifolding, etc. it is normal and common for belts to get gaps on them

and if you put a belt with gaps through a smart splitter, the gaps may get passed on to the output even if you don't want that to happen.

the effect may be negligible depending on what you're doing, but if you wish to be mindful of efficiency then it's one more thing to factor in

elfin nebula
#

its not because you dont ever have this case in practise

#

its specificly made for the argument, not because it has any actual usecase

magic island
#

you literally told someone to try doing this lmao

elfin nebula
#

yeah, for a case where its impossible to happen

magic island
#

I am sorry to break the bad news, but it is not guaranteed that the priority belt in your diagram is always going to get the full 120/min you want it to get

#

don't shoot the messenger

elfin nebula
#

so it works for several hundred hours now but doesnt, i see

#

flawless logic there i guess

#

also is used for years in the community and nobody saw problems?

magic island
#

it is not necessarily going to deal a massive blow to efficiency, or crash your factory, or w/e. okay, your factory continued working. factories with inefficiencies often keep on chugging!

but much in the same way you may get imperfect results by clocking to repeated decimals, you may also get imperfect results by trying to use smart-splitters the way you recommended. sorry!

elfin nebula
#

no chugging or anything, it works flawless

#

exactly the amount everything should have

#

and its built like this for years and nobody ever had a single poblem with it

#

an 8 to 10 overflow splitter getting variational input cycle and outputs flawless 60 per minute belt for 200 hours now. still all machines have the exact same amount of ingot

magic island
#

I dunno what you want here.

You can use this information to your advantage when using smart splitters to control item rates, or you can... get really mad at me, for some reason?

I'm not in charge of your factory, build however you want. More information about how the game works can help you build better, if you wish. Go in peace, idk

elfin nebula
#

what you say just is a lie, belts have visual glitches at connections. the belt will get 60 per minute

magic island
#

I am not lying about how much the output belt is getting. Why would I lie about this

elfin nebula
#

to not need to say you were wrong

magic island
#

Here is what I am saying:
There are situations in which a smart splitter is not able to fill a slow output belt to capacity (even if the input rate exceeds that capacity), depending on the gaps along the input belt

sometimes the gap issue is small enough to be mitigated by the built-in buffer that splitters have, but I used a specific case to demonstrate what's going on and why it can happen

and for some reason this makes you upset

elfin nebula
#

when there was a gap it will priorize the any belt to fix that

#

it doesnt split in halves

visual crescent
magic island
# elfin nebula but thats wrong

it's not wrong. build the setup I showed you. 1 Fused Wire assembler, split onto a priority Mk1 belt. see how many wires/min you get. It will be less than 60

magic island
elfin nebula
#

im splitting 100 to 60 and 40
and the 60 is flawless for eternity

#

because thats how smart splitters internal logic work

magic island
#

why, it's almost like you're using a recipe that doesn't produce the same pattern of gaps as my example!

visual crescent
#

just change the speed of you contructor so it builds slower

elfin nebula
#

the gaps doesnt matter since the splitter closes them

visual crescent
elfin nebula
#

its not

magic island
visual crescent
#

how would you control that @elfin nebula

#

?

elfin nebula
magic island
#

I'm not bringing up Fused Wire randomly, the effect is especially pronounced with that recipe due to the batch sizes

I am explaining an effect that SOMETIMES happens, depending on the rate and choppiness of the input belt. it also sometimes DOESN'T happen.

elfin nebula
#

and it always does that, because its supposed to do that

elfin nebula
#

i dont have fused wires anywhere because the recipe is one of the worst in existence and nobody ever uses it

visual crescent
#

so how do you control which output of the smart splitter recives 40% and which recives 60%?

magic island
#

we are not talking about whether Fused Wire is a good recipe. Fused Wire is simply an example of a recipe that can cause the effect I am talking about

you are the one arguing that the thing never happens. I am pointing out a situation where it can. whether to test is up to you, but don't whine to me about it

elfin nebula
#

basic overflow splitter

#

thats why we have 60, 120, 270, 480

#

to make use of that

#

because with 270 added to the stuff, you can split everything

visual crescent
#

oh yeah i mean you just have it overflow, i understand. pretty smart actually

elfin nebula
#

its designed that way

#

also still missing the answer of who ever would not direct connect

#

its one of the basic things

#

and especially with wires, screws etc you always do that

prisma kraken
#

Bexy is right on this, if there's a gap of more than 1 second's worth of items, the mk1 output will have a gap

elfin nebula
#

but that never happens in practise

prisma kraken
#

well it was just demonstrated by Bexy

magic island
#

it can, depending on logistical and recipe choices

even if you think the logistic and recipe choices are dumb

elfin nebula
#

well, in a forced way with specifically overly longs belts nobody would ever build

prisma kraken
#

not the length of the belt, it could happen anywhere

magic island
#

I'm not here to talk about which recipes are good, I'm just demonstrating a particular quirk of belt logic that CAN situationally occur

and you're acting like I ate your firstborn. chill a bit, hey?

elfin nebula
#

it only can when you want it to happen

prisma kraken
#

in any event, its not common, and not really worth obsessing over

magic island
elfin nebula
#

the belt length has major impact on that

magic island
#

it does not, haha

prisma kraken
#

really the tl;dr is that if you're rate shaping by using belt speed modulation, you need the belts to be full of items all the time

magic island
#

certain recipes (specifically, ones that produce in big batches) tend to cause gaps on belts, whether the belts are long or short. the length doesn't change the choppiness at all

prisma kraken
elfin nebula
#

and that is the case when the belt is short enough.
a size 1 belt, so splitter placed directly at the assembler wouldnt have the problem

prisma kraken
#

dude, length of the belt has zero to do with it

magic island
#

a fused wire assembler will result in a belt that alternates between full and empty. that will be true whether you make the output belt short or long

prisma kraken
#

you have a machine bursting 20 items ever 10 seconds onto a mk5 belt, you're going to have greater than 1 second gap

#

it doesn't matter the length of the belt

#

you can avoid it by using an mk1 belt out of the producing machine, but that wouldn't work for something like fused wire

#

an mk2 belt probably would avoid it, but i'm too lazy to do the math, lol

elfin nebula
#

and we are still talking about something nobody would ever build

magic island
#

Got an Mk2 belt coming out of the assembler, or something higher?

elfin nebula
#

obviously mk2 for the 90

magic island
#

oh, I definitely completely believe you

elfin nebula
#

just with this length

magic island
#

see, the thing is, I can get the effect in your vid by splitting an Mk5 into two Mk1s, even if they're long.

but splitting an Mk2 into two Mk1s doesn't work, even if they're short

prisma kraken
elfin nebula
#

sure, speed or length

#

an mk2 is still slow enough so that the splitter works

magic island
#

the length is immaterial. you will get different results with different combinations of belt speeds, which is something I was already pointing out

elfin nebula
#

for mk3 it would need to be shorter and that not possible

prisma kraken
#

its not the length, its that the mk2 belt will have items spaced every 3/4's of a second which is less than the clock for an mk1

elfin nebula
#

the same belts, just longer mk2 has different result though

prisma kraken
#

there's probably also something involving the splitter's internal buffer as a variable, i'm not going to spend the brain power calculating and experimenting

#

if stuff doesn't pass on a belt for more than a second, there's going to be a gap on the mk1 belt, its that simple

magic island
#

gaps using a short Mk2 from the assembler

elfin nebula
#

with shortest mk2 belt, there isnt any

magic island
#

one of the factors here: if you use an input belt that has a higher capacity than both outputs combined, the input will back up, and maintain a supply that CAN (maybe) last through the next gap

this is wholly unrelated to the length of that input belt. like most things in this game, it's entirely about rates, not distances

#

actually I might not have thought that through enough. I suppose no matter how much the input backs up, it'll get depleted at a rate of 120/min (capacity of both belts) and therefore still end up with a gap before the next batch comes through. I think the "buffer" can only be after the splitter, not before

brain tired apparently

wind spade
frosty owl
magic island
#

in this particular arrangement the overflow is never going to exceed 60, because the input alternates between 120 and 0, and the priority belt always eats 60 of that

in other situations the overflow belt speed could factor in

gaunt shore
#

how do i take 60 off of a 300 belt?

#

help me i am going insane, spent 30 min on this still can figure it out!

dusk bison
#

Use a splitter with a Mk1 belt?

gaunt shore
#

yes i can use all the recourses

frosty owl
#

Well, all in all I think you got it all figured out @magic island (I went through these observations too). The existence of such scenarios is one of the reasons why I advocate for bigger "overflow inventories" for smart and programmable splitters (currently 3). As it stands, the buffer is not enough to buffer for all situations leading to issues with "burst recipes" (recipes that output many items per cycle).

Personally, I encountered this when trying to split series of 60/min Iron Ingots off a MK5 belt with mixed content from Pure Ingot refineries (output for Iron: 13 every 12s)

gaunt shore
frosty owl
#

(No pun intended)

gaunt shore
#

haha yes!

magic island
#

yeah, a bigger buffer in the smart splitter would allow it to bank up more items, before putting them onto the overflow belt as a last resort. would solve 99% of "gappy belt" scenarios

frosty owl
#

Can make it 100% if the buffer is big enough compared to production cycles

#

Anyway, the fix you mentioned can do the job too: high tier output first to act as buffer, then a low tier segment to choke it

magic island
#

on the topic of smart splitter feature wishlists, I'd love to have a two-tiered overflow option within a single splitter

eg: prioritize belt A
send to B if A is full
send to C if both B and A are full

can do it with two splitters atm, but it'd be nifty to do it with one

snow dove
#

that might be better for programmable splitters, might given more use to them

fierce ruin
#

i think this would help consolidate splitters

broken quest
hybrid star
#

apologies for the clipping, its a smart idea so I wanted to see it happening

broken quest
hybrid star
#

to be fair that's just me making a line super fast off an existing 750 belt just to see what happens, I could have made it prettier

broken quest
#

even if it doesn't look the best or work the best

#

which means either overflow smart splitter is the only way

frosty owl
lethal prism
#

Problem solved

wind spade
snow dove
#

please don’t start them again

livid forge
# wind spade pretty much pointless

about as useless as priority splitter for all the same reasons

still a great thing to have, cause there are some good usecases for them where you dont want to "build it"

wind spade
#

priority splitters are useful for overflow into sink purposes
priority mergers are kinda pointless

livid forge
#

put 2 splitters in front of each other, and mergers on top. Feed from the splitters into the mergers with lifts, and take the top output into storage, and bottom output into the sink πŸ˜‰

problem solved, so priority splitter is useless

wind spade
#

that's not a priority split

livid forge
#

it sends 90% to storage, and rest to sink if it fills up.

if you dont want to sink 10% of ur stuff, use 3 segments to bring it to 3%.

still too much? add a 4th to bring it down to 1%

wind spade
#

but you never reach 100%

livid forge
#

doesnt matter, you can very quickly get to 1%

snow dove
#

and that wouldn’t work in a sorting system

wind spade
#

I don't want 1%, I want 0%

#

and the argument is weird anyway
"move items by hand, conveyors are useless" is the same logic

snow dove
#

even if you have smart splitters minus the overflow function, that wouldn’t work in a sorting system

livid forge
#

btw i hope you realize im trolling you btw. I'd love a priority splitter, but you'd not have much better to say about priority merger

wind spade
#

we have priority splitter tho

#

and we don't need priority merger, hence the absence of it

livid forge
#

Storage, 2 inputs

Input 1: The factory
Input 2: Container

You dump your whole inventory into a container, that then gets sorted into other "input 2" containers.
From there, they're fed into Storage.

If there are items in the container, then halt the factory and feed items to storage from the container. If the container is empty, and the storage is not full, feed from factory.

Solve that without smart merger and without just sinking stuff. Cause if "just sink it" is a valid option for you
I don't want 1%, I want 0%
then this comment you made is also invalidated

snow dove
#

use a normal merger, takes the same amount of time to input the items

#

i have the same kind of system in my base, container connects to my sorting system

livid forge
#

Then you run the very real risk of backing up in the "input 2 containers" and will overflow, since every time you take from storage, and dump it back into the system, the input2 container will get more and more full

wind spade
#

a weird request to "stop factory"

factory should never stop, otherwise production time is wasted

there's no difference between "item from input 1" and "item from input 2", so just merge both, overflow to sink

wind spade
#

I sink everything that has full storage

livid forge
#

so you have a copper wire factory with a sink

wind spade
#

I have a storage that overflows into sink

livid forge
#

its a yes/no question, do you sink wires?

wind spade
#

I have a storage that overflows into sink
doesn't this answer the question?

livid forge
#

ill take it as a yes.

Ok, i find that stupid. I produce higher grade stuff with those wires, and sink those instead, as its more points per resource used, and more points per energy used.
Also, i dont need a factory for everything. Factories for low grade stuff is also stupid to me.

I have one factory, that produces 3 items. Computers, High Speed connectors, and Heavy Modular Frames.

At one point or another, this factory use every single part that is lower tier than computer, so i can leach those parts from the middle, and put to storage. The inefficiency that would come as a result of this leaching is temporary, and as soon as the storage system is backed up, the factory would ramp back up to 100%, and sink excess computers connectors and heavy frames.

This is why i want the factory to only feed me with low grade stuff, if i actually need them

#

you see, how we have slightly different ways of playing, and slightly different opinions? neither one of us has a "correct" way. They're just different.

So in my usecase, a smart merger would be wonderful

snow dove
#

you’re the only person i’ve ever heard that plays like that

wind spade
#

I also produce higher grade items and sink those
but those are produced by a different factory which already works at 100% efficiency, so I can't really put more wire into it
I also don't want do make a setup to handle the wires to make higher grade items, as that setup won't be running at 100% efficiency

#

I don't really think it's stupid to aim for 100% efficiency

livid forge
#

as i said, mine also runs at 100%

wind spade
#

only if storage is full

#

which isn't 100%

livid forge
#

which it is 99% of the time

wind spade
#

then you can't really build anything since building things reduces efficiency of your factories

#

all of my factories produce either to storage or to sink. There's no other way.

#

(and those that produce to storage also overflow to sink)

livid forge
#

that efficiency drop is next to none.
You have a principle to keep it at 100% then. Its not about the efficiency, its about satisfying you, by seeing that bar never drop below 100%.

The drop my factory would endure by me taking out a few items for building, is next to none

#

i think it is FAR better to let that efficiency drop to around 90% for a short time, rather than wasting resources producing excess copper wires and sinking them

main dirge
#

Priority mergers would be amazingly useful for resource-limited builds

wind spade
#

"a few items" is very much understatement

even at the low end of building scale, you need several stacks of items, which can take hours to fill back

livid forge
#

the factory would take 4 hours to fill up everything, if everything is drained

#

i mean, everything...

#

so grabbing 10 stacks of just the low grade stuff would fill back up in 10-20 minutes

wind spade
#

I make enough stuff to never have the storage empty
I don't see the reason to make a lot just because I built the factory in a weird way and I need the storage to refill fast

#

also I don't want me taking items hurting production further down the line

livid forge
#

i have a dump inventory container, and a "grab and go" container, that has a good mix of everything i need to go build.

#

thats why i have that system to dump it back into storage

wind spade
#

I also have dump invetory container πŸ€·β€β™‚οΈ

#

and "grab and go" container is my storage

#

(or my construction vehicle)

livid forge
#

either way.

At scale, i use less resources per ticket, and i use less power per ticket. And i have the same flexible storage as you, at the small cost of occationally going below 100%. I think this is a good tradeoff, you can disagree, but you're not "correct".

I also dont like several small factories. I also dont want entirely disconnected factories just built next to each other. If its in a building, its relevant to that building.

wind spade
#

I don't have the overflow sink as a main sink production, I have it as "if storage is full, I may as well sink excess"
if I want a lot of points, I build dedicated point factory

livid forge
#

im doing it your way for anything higher tier btw.

Factory, x number of inputs, 1 output. Feed to storage, overflow to sink

wind spade
#

either way, your things don't really need priority merger πŸ€·β€β™‚οΈ

livid forge
#

then go back to the orignial challenge i posted 20 min ago, and solve it without a priority merger

snow dove
#

is it a container with mixed items or a singular item

livid forge
#

one container is mixed, the "dump" container.

Its then sorted though smart splitters into their dedicated storage. Each storage has a "input 2 container"

so every item of mine has 2 containers

#

one big, main storage. One small, the "stuff was manually dumped back into the system" container

snow dove
#

then a priority merger wouldn’t help

wind spade
#

three train stations, first one takes items from container, second one from factory, third one unloads to storage
if train fills in first station, it doesn't take anything from factory
solved

livid forge
#

ok so i need what, 3*30 train stations. Sorted, ill get to it

#

90 train stations should not take up too much space for a storage system

wind spade
#

can be single train with 30 platforms

#

and weird requests get weird answers πŸ€·β€β™‚οΈ

livid forge
#

non-practical

#

then i may aswell use 4 splitters and 4 mergers on top.

wind spade
#

then do that and don't complain about missing thing that pretty much only you need πŸ€·β€β™‚οΈ

livid forge
#

didnt know there had to be a majority demand for someone to wish for something

#

1m wide foundations too please
sloped half-foundations too please

#

am i not allowed to want these either?

wind spade
#

if you want something, this isn't the place to talk about it anyway

brisk shoreBOT
livid forge
wind spade
#

my point is that here we can discuss it in any way you want, but devs don't read here so if it's a request, then put it to QA site

#

otherwise you're only sharing it with people who can chip in and discuss it with you

livid forge
#

im not posting here to try to get it implemented

i saw a guy wishing for an improved smart splitter, so i replied "yes, i want that. I would also like a smart merger".

You started arguing that its "useless", and off we went from there.

wind spade
#

then you're posting it here and we can tell you it's useless πŸ€·β€β™‚οΈ

livid forge
#

#screenshots message this is the solution i used in my first playthough roughly 2 years ago, and im probably gona build the same again. To the left, you see the output chest. A smart merger would solve that

snow dove
#

you’ve basically decided to do an unorthodox and uncommon play style, which the game devs don’t really support, and then advocated for adding an item that would be entirely useless for anyone else

livid forge
#

back then we had no blueprint oh thank god we have that now

snow dove
#

and you literally already have a solution for it

livid forge
main dirge
#

Here's something I'm not sure how to do without a priority merger:
I need exactly 1777 (3*600- 23) quartz in one direction and exactly 1823 in the other - the alternative is to do an absolutely ludicrous amount of decimal machine speed management for my mixed instant scrap / default aluminium setup (it's actually sulfur limited but this example is easier - that has transport issues making the eact split even more important). There's no easy way of getting 23 with splitters - but with a priority merger, you could take the nearby iron/limestone node, set it to 37/m the priority merge that onto a mk1 belt with the 23 quartz as a secondary input

snow dove
livid forge
#

thats not a solution

#

it works, but its not good

snow dove
#

it’s not a solution

it works