#math-and-meta
1 messages Β· Page 83 of 1
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.
depends what you mean by 'efficient' and if you've alreayd chosen a location right?
still deciding depending on the amount of resources
What I mean by efficient is it doesn't take up too many nodes and doesn't have overflow of resources
well overflow on resource is easy since you can clock miners how you like
as for recipes - have you used tools? this is the no alt option for 40 pm https://www.satisfactorytools.com/production?share=aJgPvWuhb9NLEExomNOZ
I have used that and I can't quite find the one
find the one?
A good mixture of recipies
ah right. well what alts do you have access to and are you willing to go find more hard drives?
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
I'm willing to use any alt
location pick I find kinda works in tandem with a few things ime
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
Alright sounds good. Anything else to add on to?
true...
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
I've had my eye on the radio control sytem since the resources seem better
radio control system here in the plans as well
so I've plugged in the bauxite here, the better oil recipes and the system for a pretty tight resource budge https://www.satisfactorytools.com/production?share=yVYMtWdj0Nb3K20VO1GV
yeah but this is a start to finish chart
yeah, wouldnt ever build anything past early midgame in one stage
so from the last link I shared to you further changes could be the RIP recipe, screws, or stitched plate, however you like.
You could change the Circuit board recipe to silica or caterium - I wouldn't suggest electrode unless you pick a spot with TONS of oil
And your choice for wire - cable alts
most of these are tweaks - the cuircuit board recipe woudl be the biggest change
yeah, would definitely use one of the two boards
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
two types of rubber is oof, would stitch the plates
actually yeah, iron wire would on it's own take it down to normal copper node
yeah the plan is listing Residual rubber in an odd way - I'd keep the numbers but use the Residual Rubber as the Feed rubber to get teh recycled system going
but I understand why calcs like this with loops dont incorperate residual rubber into the loop
oh on this topic building a dedicated hub for a new project is pretty common. Now that I'm doing permanent final factories I only build hubs like that
@vapid gorge @elfin nebula Thank you so much for the help. Really do appriciate it!
nw π
You lose the resoirce optimisation step this way
Yeah I suspect it's working off pre existing hubs
I'd be putting vehicles and particle accelerators on a "secondary" power grid, with geothermal when aviable
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
well, we do it as one and then split later
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
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
well, its also on local availablility
doing the circuit boards with perfectly using 100 % of the local resources
can anyone tell me how i can split 50 items per minute into 5 different belts?
is your input belt at maximum?
Its 50 items per minute. 60 is max
if your input is max 50 items per minute this works
π
input is in the merger
made it a bit more clear π
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 π
or manifold
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
i split my nuclear into 100.8 >_>
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 π
i split the last .8 into 2 to get an even number of reactors tho π
i.hate.that.number
well, if you manifold nuclear it runs really hot
i can stand in the middle without a hazmat
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
once upon a time i was sinking waste with my sugar cube into the gras field manhole
that never really worked, did it?
it does the car just never despawns it goes into the void parking lot
yeah, kills your cpu
anyway, i'm off to bed
alr ima tell you when it works
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 π but let me know if you got issues
so i just put it on and it seems to do its job perferctly
thank you
no problem i like belt balancing .3
i have 17 refineries that producing 40 fuel per min each . how can i connect the fuel to mk2 pipe?
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
fantastic! I'm glad π
ye
also theres this weird part of the map
i take insane damage
when i walk near it
Do you hear clicking?
no
Ok. Then it wasnt radiation.
if your talking about the kill border, that's just part of the game
Do you hear buzzing and popping? 
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
post a screenshot of your location on the ingame map and we can check if thats the border for you
nono its the border
map border is square, except two bottom corners that are cut off.
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.
Irregular hexagon 
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
lots of pipes
Hook them in 3:8 groups, e.g. like this
..G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
We get it, it's an example
... One "EG" suffices
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
8:3 is just easier
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)
english please
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
yeah i just found out my math wasn't mathing indeed
Just use the 8:3 ratio.
so 3 extractors to 8 gens?
Yes.
8 * 45 = 360
360 / 120 = 3
alr ty
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.
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?
68.5 * 45 = 3082.5
3082.5 / 120 = 25.6875
First step in understanding is never thinking about pipes in terms of belts.
But they can pretty much be avoided all together if you just package immediately and you unpackage directly before the building that needs fluid.
so if i got 26 extr and i use 8:3, how do i connect the remaining 2 extr.
Don't force it to be 26.
Just build 24 and keep it clean.
@median heath this better?
Sure?
just making sure
If you built 24 Extractors in sets of 3 it will work out just fine.
so 69 gens / 9 pipes in total is 7.67 so do i hook up 7 machines per pipe or 8
Why......
Just do 64 Gens.
24 Extractors = 64 Gens
Simple math. No headache. No repeating decimals.
Is there any use to tractors once trucks (bigger?) and explorers (faster and mobile?) are unlocked? Or am I missing something
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.
I mean trucks struggle when not on flat terrain right? So not quite direct
Have you trucked anything in U8?
Not yet, just starting on it now
Believe me, Trucks are a direct upgrade to Tractors now.
π will give a couple a try
Trucks can drive straight up the 8m incline wall (steeper than the 4m ramp) from a dead stop without issue.
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 π
so all of these pipes are going to the topright. should i worry about headlift on horizontal distance
Headlift is for vertical only.
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.
And buffers are variable. Which is one of several reasons buffers are best avoided in almost all possible use cases.
Well. Thats a whole other discussion. And i agree 99.9999% with that statement. π
Pure aesthetics is a great reason to do many things in this game.
Hope the maths are correct ... Enjoy π§βπ
what's this about?
you can share the link to the plan instead of sending a screenshot
I didn't know it was accepted on this discord π
If it's not, sorry
do you have questions about the setup?
just confused as you shared it out of the blue
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 ..
Ah. Best of luck then
Thanks, big deal for sure
Hope also this can help someone
Or if this setup is false in any sense, please > say to me 
And there is another chat entry "questions-and-help", i'd post there if this was the case (questions or doubts) 
Should've just used belts π« it's immensely struggling
are you with us in u7 right now?
and it struggles? π¦
Path is completely cleared, it just struggles with the ditch paths
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
just stay at the intake and watch it the throuput suffers
Is that the same as they teleport whilst you're on top of them? Bc they did a good couple dozen times lol
no they literaly derender
and just beam around
more or less
Feel like yellow would be simpler.
... yeah I thought that lake would be deeper oop
It's a bit thin at parts for two lanes though
soggo doggo
If red has issues going up, just use yellow to get up and red to get back.
Making your routes a full loop is better practice than trying to shove things into side-by-side lanes.
It had more issues going down tbh xd
Then flip what I said π
It loses traction on one side on uneven terrain, then can't get up tiny bumps
Will try changing some stuff around though
Finding loops is a practice you can use even if you don't want to redo this one.
is there a good way to conveyor stuff to really high locations?
chained lifts look gross
is there a way to chain them nicely
i tried using floor holes, but i cant chain two floor holes together
yes you can
o
its just a bit tricky
ill can show u if you want just give me a scnd
i got it π
BUT make sure u did it correct
bcs debugging this after you turned on your factory can be not that pleasent
yea and i use some case to cover the thing
esp the round corner stone and a beam on the round side
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 π€
Also did explorer inventory get nerfed? Seeing 12 but says 24
idk tbh i did use trucks farly low but trains need a buffer container bcs they stop theire intace while loading idk
best to ask the wiki?
by full inventory do you mean the station isn't emptying? the only reason that should be is if the truck isn't completely empty
Nah as in like only a dozen stacks move from the station to the truck when the station is full
but what is the truck's inventory like when it's picking stuff up? there shouldn't be anything stopping the truck from filling up all it's stacks
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?
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?
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
Yeah that's what I was doing, only picked up a small portion. Truck empty, station full
thats why i said check the recieving station if its full
Singleplayer U8
Also no
replace the truck
ok I'd try saving and reloading and see if anything changes. Weird visual stuff can happen.
Also u8 is buggy as balls
Seems to be behaving happier when it's far away
This truck has been replaced several dozen times now π
and u restarted?
Vanilla
Not restarted yet, still building, seems to be working fine when I'm not on top of it so
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
or press esc go to feedback and do it there
from what you're saying you're doing everything right and that should not be happening
unless its not loaded
as he said if hes away it seems to work
sound like the same as drones
possibly? worth pointing to the devs anyway even if it's similar to another thing
but there it was as long as i observed they took the right ammount of bats
and if i went away the drained all
u8 will need more patchwork than any of hte updates
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
I think you'd need to upload the whole save file in the bug report
yea and make a detailed report
Have set all the loading nodes to 10s as well so that may be what's fixed it
but could you tell if the production line was disrupted when you were nearby? was it just visually not moving items?
when i was nearby they consumed normal
when i was away and it was not loaded
so the backup drones didn't back up the producers?
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
Also, just want to take a moment to say fuck those indestructible bushes and rocks in bamboo forest
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 π
if u deconstruction your truck you see the ammount in cargo can you provide a screenshot of this when its departed from the port and a screenshot of the ports iventory after departure?
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
cba to wait to fill
just made that to test
Because there is nothing wrong with mixed ports?
What is the wait timer set to?
but still he provided a screenshot of a full port and a half full truck
plz explain
I'm getting to that π
Also just noticed the ribbon, so this shouldn't be here. This should be in #satisfactory-experimental
1s - my question was whether it needs to be higher and what to set it to xd
The yellow one at the station I assume you mean
you prob know the solution to this i hope :c
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 π
It's truck math I didn't know it was an experimental issue π₯²
it has nothing to do with math
You're on exp.
Everything that happens is exp-related until proven otherwise.
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
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
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.
the belt work got a little complicated. Is there a mod that would help out here?
There is a mod that allows you to view belt thoughput, no idea what it is ^
@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.
Actual screenshot required for belief.
Because fitting in something to do Ingots alongside 3 Refineries does not sound possible.
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.
imagine bringing oil to alu factory
I didnt.
yeah, i mean even thinking it would take 3 refineries
π€·ββοΈ
There is a BP i use for all the Coke.
and 2 refineries and 4 smelters is easy
Also this isn't bringing Oil, just HOR.
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.
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.
Well and water.
since there is no place with bauxite and oil, that would make no sense
Just because something doesn't make sense to you does not mean it doesn't make sense π
its easier to bring the really low amount of coke there
well, you claim simplifying while you make it far more complicated
No... but ok.
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
Its easier to move 120 coke than 30 crude?
No... but ok.
π
by several scales, yes
And I am the one with the weird definition of simple π
By no scale is more easier to transport than less.
also polymer handling as well complicates it further
liquid vs solid
So that's why I have it at the HOR level.
Where it is still easier to transport 40 than 120.
still need sinks etc as well in your alu factory
its harder to transport 40 liquid than even 1200 of solids
That is simlpy untrue, but I respect that it is harder for you to make that kind of transport.
If you say so. Ive never had a problem with fluids outside of game glitches. Which happens with everything.
also still needs additional polymer handling in the factory what makes it more complex
even when just sink
How is a sink complex?
fluids are a pain in the ass if you are dealing with any verticality
its more than nothing
Not really.
Power is a resource, its a drain to pump it
If you build power at so minimal a scale you care about power... yes?
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
ah yeah, at no point in the game is power an issue at all
i guess just never did a large alu factory so is able to stuff all that useless stuff in there and call it simple
It's sort of an issue in T1-2, but after that no.
autism.txt
huh?
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
best way is to know what it's supposed to be making on that belt/pipe and then look at the machines producing it - if they are always green then they are making that amount. If they go yellow they are making less than that amount
my jank solution is to feed the contents of the belt to a train station, deliver the goods to another station, sink all of it, then see what the train station says about the transit rate after a few trips. It's not exact, but it's served its purpose for me.
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.
Did you loop the mk2 pipe?
Yeah, loop it back to start and prefill the system
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?
just the length of the manifold, like this https://media.discordapp.net/attachments/1142247093528961156/1142273544005357628/image_13.png
so fluid comes in from the left on top, and the machines are fed by the junctions on the bottom
Alright, I'll give it a shot.
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
@livid forge see #math-and-meta message for alt recipe choices
Also just try to use mk1s when possible as they actually behave. π€·ββοΈ
Yeah I was wondering about this lol.
I have a set up right next to this one that does the whole oil -> hor -> plastic/rubber -> Petrolum coke -> coal generator and I've not had an issue with that and it uses pure mk1.
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.
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.
if you build it right mk2s are absolutely fine. And I've seen back flow on mk1s as well
define "built it right" because I have:
2 oil extractors over clocked to output 300 oil that output into an mk2 pipe. An Mk2 pump deals with all headlift so I know that's know that's not an issue and 10 refiners making fuel need exactly 600 oil a min.
So unless there is some seriously wonky fluid physics going on I have no idea what's going wrong.
How do you overclock a pump?
edited
π
not a "must have" list, but general steps to make pipes work:
- build pipe systems as simple as possible (least amount of junctions, merging, etc.)
- make pipes as short as possible
- loop pipe manifolds
- feed from above or level
- do not use buffers or valves
- use pumps only if you need headlift
- prefill the system before running it
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.
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
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.
did you prefill the system?
am about to try that now - note I have already tried it and it ended up back to where it currently is very quickly.
well if you prefill the system but not loop the pipe, it'll do that
you have to do both
This was with a loop.
what greeny said basically.
System backfilled and everything is back on. Let's see if it holds.
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
Subtract the amount you need to power the water extractors from the petro coke total
Also, fuel has less steps then petrocoke.
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
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.
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
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.
im not even gonna bother with tractors. im going straight for trains
I then only sync any if the truck stop backs up.
I said that, now I have 6 tractors.
I have skipped trucks tho
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
math error?
Floor holes can be buggy as well as feeding from below
indeed.
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.
Share some overhead shots of the system, sounds like youβve made a simple mistake. And if thatβs the case mk1s prob not going to help
It'll be a couple, I can't get high enough right now to get it all in one screenshot.
Use some scout towers from different spots. Prob quickest
did you connect different pipe types to each other? so mk1 on an mk2?
if yes, that mostly doesnt work for us, it uses throughout at junctions
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.
Ah well in that case yeah its time to give up and not merge it into a single mk 2
yeah maybe try 2 mk1 loops powering 5 machines per loop
we experienced that you cant ever combine two different pipes. a junction with mk1 and mk2 almost always fails for us
Itβs a bit hard to tell - have you merged multiple manifolds?
If youβre in u7 you can dm me the save I can have a look
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
That was actually the first thing I did, didn't fix it so I put it back
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
they dont depend on anything else
Yeah this is a looping manifold, which is exactly what I was suggested to do and have done
so try to evenly distribute the input to both the front and back
loops never changed something for us
All it did was move the issue from the last 4 to the middle 4. π
yeah
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
This is exactly what I'm thinking.
Yeah, go through with it
my question is still open. is there any junction that has mk1 and mk2 at the same time connected?
How many minutes or hours have you been messing with this already
My whole morning loooool
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
Average experience with oil
Not with my old set up that uses mk1 pipes! π¦
im also working on oil and also wasted my whole morning because stuff wasn't working
Next time, if you do use mk 2, dont go near the cap
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
you can go near cap, just dont connect any mk1 anywhere to it
mk1 belts with petrocoke? damn. im also building that same setup rn all mk4 belts
also no upgrade. a directly built mk2 holds the 600
pipes pipes, christ no I wouldn't do petrocoke on mk1 belts
ohhhhh
LMAO i was so confused
but yeah i run everything on mk1 here aswell
The question is if its worth it taking the risk
most would say no
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.
it worked consistent so far as long as you follow both rules
And thenI'll come back and replace the mk2 pipes with mk1.
For you only or also for everyone you know?
Because this is an old topic with nobody finding agreement on it
on our server that should be more unstable. and some people when talking about that last time
no one has problems when everythings mk2
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
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
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.
i use mk2 for design without needing them 
Hence the general tip "dont use mk 2 at cap"
Almost every single mk 2 issue ever is when its uses at the cap
well its the same with everything above 300
so even 301 will fail some day
its just less noticable it seems
If you use 450/min in a mk 2 the pipe can catch up.
thats the whole thought behind it
that also has problems when mk1 somewhere
it seems the whole junction limits to 300 some times
Hmmm... makes no sense tho they have no limit. or rather its way higher than the pipes
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
Junctions are also really scuffed sometimes tho, yeah
Especially when it comes to head lift lol
my machines dont wanna take water all of a sudden
its just 1 pipe network that doesnt wanna work
is this on experimental?
usual scenario is that straight mk2 line and then mk1 to generator.
not needed and risky
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
vips are gone and its great 
Everyone being forced to do aluminum properly again. That will reignite some old discussions for sure lol
Hi. Haven't been forced to change a thing π
eh, I've seen sloshing issues w/o loop and floods trying to run them at 500.
with those things getting full 600 is simple.
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.
sloshing isnt a concern at 500 cause it can just catch up
it will be slow, but it has the time for it
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
Id rather not approach 600 in any capacity
Which is kind of against the point - so I hope this is a bug and will be fixed.
We can hope. Else we will have to cope
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
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
Could valves fix the issue?
Nah, valves cant
what's the point of them then?
you just move the issue from one side of the valve to the other side
thats odd.
So in the end valves are pointless
yeah atm valves don't really have a point
Kinda a failed design
Except maybe in u8 for vop or something you mentioned Mcgal?
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"
can i ask? how many hours have yall clocked in the game? and what makes u comeback to play more?
i have like.... 2000 so far?
Its just neat and decoration is fun too
bro how π
3k+?
Yeah
jesus
I was there for every update
When i first played, conveyor lifts and pipes didnt exist
neither did a majority of decorations or zooping
I came in later than Mcgal, just meant I tried harder π
And nuclear and aluminum were unfinished
decorations are fairly recent though
okay so lemme get this straight
Same - was around for the pipe reveal trailer. I don't know how they made a video about pipes so hype.
how are yall not engineers by now istg i struggle making a rotor and have enough power for it π
i would have more hours if i only played that game.
in parallel got other games to few k hours
Fun thing i am a mechatronics engineer by trade
no wonder haha nice
But in this game i am a plumber for some reason
like 1k per year goes into genshin since 2020
Hours or cash?
just practice, you'll get there π
and I'm just a nerd with engineer adjacent stuff. Maths/physics ect
hours
that i can relate too haha i play genshin on the daily as well maybe 1-3h a day tho
This game is my "I need a break from FF14" game.
i love complicated things but my brain doesn't it does make my brain happy seeing a machine work on its own
offer to look at your save is there if you want btw, I've done a lot of large/weird pipe systems like this monstrosity https://media.discordapp.net/attachments/932761153703149659/1139847014574727178/big_r_2.jpg
Ah yeah, thanks for the offer but I have already ripped it all out for Mk1s.
bro what is any of this and why is it blue π
And it's now working fine
Look, one of the best tips for the game? be zen about mistakes and just kinda flow past it. Use the lessons from your previous factory on the next and don't try to to perfect things. I still learn new things every factory I build
I remember troubleshooting a 900 generators turbofuel plant for Maroon
Never again
it's 500~ refineries making 9000 rubber/plastic and 10000 alum ingots
the blue is glass reflecting
Since that day i swore to call anyone who builds more than 100 generators a lunatic
fair.
yeaaa ill love learning too its nice, i got maybe to stage 4? and thats when i stopped and now i cameback
oh cool, im building 900 gen as well
Why am i not surprised.
so when something doesnt work later, ima ask you
and you use those for what?
yeah I restarted a few times. Like phase 3, 5 and 7 I think. I'm doing some permanent systems now
And i will run away screaming
Well that factory is gone now actually. I didn't like the design. It worked but was ugly and not what I wanted. I changed my whole approach to building too
nah, im sure its fine anyway
If you subgroup it well enough it should be fine
nice, so i should prob comeback to ask you help about a few things in early stages hah
its 2x25x18
if you like? my early approach isn't for everyone though
but 8 generators per mk 2 pipes is something i wouldnt ever do
so 18 lines, two sides, 25 each
oh i see, and as for structures doesn't the game lag if u start making things really large?
way too many dependancy issues
whatever is optimal haha saves me some time would work for me π
depends on your computer and how large is large. That one in the image? if you had a potato running things you might have issues on anything but low graphics. But if your comp is reasonable it shouldnt be a prob
'optimal' is in the eye of the beholder.
I often suggest making production lines that are NOT optimal while going up the tiers
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
dunes doesnt lag for me at all despite being a 30 mb large 2400 hour save with limitbreaking unreal engines object limit
should be fine, it's getting more optimised every update
3090 is more than I have
i see, do you change the factory based on what the obj asks you to do? or make new ones?
i feel the respaghetti in the question
what's the context? is this factory somethign I'm building to go up the tiers or a final permanent factory?
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?
i respaghetti and rushed all milestones with that base i posted
Old feeds the next. A lot of tiers require parts from the previous.
build completely new factory from raw resources
yea i just checked its massive
its really small
mind if I dm you? chat is a bit busy tonight
trust me i dont play enough to comprehend size π
just expanded and changed each time abother item was needed
sure of course
it looks larger than it is
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?
perhaps based on the view yea
best to just use what you have on belts, build sets of machines that need 300/600/780 respectively
i normally do just that, but on alu production the backflow of recycled water always kills me, so i have split the factory in 4 modules
split 480 off the 600 and 780,then split 60 off again.
gives the first two with 420
just don't recycle water back π use it for some other production that needs water π
yes, but they would have to work 100% (otherwise just pack the water and dump it)
add both split 60s to the 300
all your factories should work 100%, otherwise it's time wasted not producing π
so that actually not that hard, just no pc atm so cant draw that
but thats a basic overflow splitter
agreed, but then i need to rework my nuclear facility first, cause there is something wrong there and i produce half of my max needed
no need to draw, i know what to do, thank you, its just me going at it wrongly π
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
correct
overflow splits direct input π
yes yes
well, direct input doesnt always work.
and 300,600,780 clearly are nodes, so nothing direct here
works at later stages
it does work here, you put 300 node into machines requiring 300
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
Double check if the pumps are all connected, check for headlift issues, and send a screenshot if you can
...
3 machines weren't hooked up
Lol
thanks
how can you do a 120/90 split
one splitter
smart splitter any on an mk2 belt, overflow to any other
The ratios involve mean the input is split to two outputs, 4 parts to 3.
seven boxes? pff, it can be done with five
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
or you can just let backpressure from the consumers even out a normal 2-way split π
doesn't work if you're pushing stuff into a train station or storage, but otherwise
5? pffft I've done it with zero
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
you overflow split for inter-factory connections and not intra
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
if you've clocked the cable machines to use the right numbers sure it will
is it looped?
3 blenders in a line going to 8 refineries in a straight line, well it goes around a corner
no its just a straight line
loop it and flood it before turning on the last refinery
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
it doesn't really matter whether it's inter-factory or intra, smart splitting onto a slower belt is not guaranteed to fill that belt to capacity unless the input belt meets a certain threshold for continuous flow
I mean if you're just splitting it onto 2 lines and both lines feed machines that consume the right amount you'll be fine.
and if you set the line awya from cable manufacture the cable will consume the right amount of wire and the rest, 60, will overflow
if you're trying to send 30 wires into storage and 60 wires into the cable constructor, the cable constructor will never get enough with this method until the storage bin completely backs up
you would have to priority-split to the cable constructor with a belt that is the same speed as the input belt, not with an Mk1 belt
do you not know how a smart splitter works? you can prioritize the cable
I encourage you to try it out for yourself if you're skeptical
1 fused wire assembler, smart-split onto an Mk1 belt leading to 1 cable constructor, with overflow going into a bin. see if the cable constructor ever hits 100% (it won't)
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
it won't be off by just a little, it'll come out to around 75%
the cable constructor will not receive 60 wires/min with that setup, even though the belt is prioritized
if you prioritize the wire to the cable machine in this scenario it'll get 90 per minute until it's buffer is full.
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
does it matter if its the other way around like that
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
it will not get 60/min
try it and see
should be fine but I don't see where the loop is connected on the left?
I have. I've done things like this before. I don't know why you don't think a smart splitter can put 60pm on a mk1 belt
it sometimes can and sometimes can't. it depends on the choppiness of the input belt
uhm, no?
noif the over flow is set choppiness doesn't matter
I feel like I'm trying to explain the Monty Hall problem over here
thats the other end of it, dont mind the right thats a different sent of refineries
even if you're worried about bursts the spin up/spin down of the machine will level it out
where it goes over the right that's where the other screenshot is
cool, flood it with one machine off, and when all refineries are full turn teh last one back on
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.
what's baffling after a few minutes now the refineries are at 100% which is cool but one of the blenders is still getting backed up which causes drama with the refineries up the chain delivering resin
maybe in 30 minutes it will have figured it out
sometimes it needs a bit of time to balance out, but if you did the math right and some blenders are backing up and something is wrong then stare at the refineries, they'll eventually go yellow
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
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
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?
either it's not actually working properly and you are assuming it does or you were doing something super weird to begin with. If it is working than it would have just been 'time waiting for things to stabalise'
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
it isn't that smart splitters won't output fully onto a slower belt, its that if you use them to filter specific items onto a slower belt (like off of a sushi belt), there may not be a space on the slower belt for the item, and in that case, the item you wanted to filter goes onto the overflow line
it has nothing to do with whether there are multiple items
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
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)
so you made a workaround for a visual glitch, ok
it's not just visual
it is
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.
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
what on earth makes you think it's only visual?
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
well, you forcibly built something nobody would ever build, so the testcase is already bad
it's a demonstration of a principle that still holds in other builds
nobody would ever put a belt with gaps through a splitter?
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
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
its not because you dont ever have this case in practise
its specificly made for the argument, not because it has any actual usecase
you literally told someone to try doing this lmao
yeah, for a case where its impossible to happen
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
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?
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!
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
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
what you say just is a lie, belts have visual glitches at connections. the belt will get 60 per minute
I am not lying about how much the output belt is getting. Why would I lie about this
to not need to say you were wrong
you can stare at that for hours. the logic how splitters work will always but everything to any and always leads the instabilities/gaps to the overflow
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
but thats wrong
when there was a gap it will priorize the any belt to fix that
it doesnt split in halves
i wouldnt do that becasue then youre restricted to the lower speed of mk1, what does it matter that there is gaps. the mk2 has more potential to bring more items quicker
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
in this case it is to control the exact amount, so as to get a 60/30 split (ie, 30 wires to keep, 60 to turn into cables)
im splitting 100 to 60 and 40
and the 60 is flawless for eternity
because thats how smart splitters internal logic work
why, it's almost like you're using a recipe that doesn't produce the same pattern of gaps as my example!
just change the speed of you contructor so it builds slower
the gaps doesnt matter since the splitter closes them
pretty sure its 50/50
its not
then build it. prove it. Split 90 Fused Wire 60/30. try it!
you see that here, it always pushes all gaps to the overflow belt and never to the prio belt
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.
and it always does that, because its supposed to do that
do it with Fused Wire
i dont have fused wires anywhere because the recipe is one of the worst in existence and nobody ever uses it
so how do you control which output of the smart splitter recives 40% and which recives 60%?
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
you set it to any to an mk1 belt, so it tries to push everything there, but thats limited to 60, so you have any belt as overflow to get the 40 there
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
oh yeah i mean you just have it overflow, i understand. pretty smart actually
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
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
but that never happens in practise
well it was just demonstrated by Bexy
it can, depending on logistical and recipe choices
even if you think the logistic and recipe choices are dumb
well, in a forced way with specifically overly longs belts nobody would ever build
not the length of the belt, it could happen anywhere
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?
it only can when you want it to happen
in any event, its not common, and not really worth obsessing over
I made the belts long to make the situation more clear, the belt length actually has nothing to do with what's happening. the same thing would happen with short belts
the belt length has major impact on that
it does not, haha
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
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
that's because their cycle time is long
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
dude, length of the belt has zero to do with it
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
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
so, when belt length doesnt matter, im sure you like to explain this then

and we are still talking about something nobody would ever build
Got an Mk2 belt coming out of the assembler, or something higher?
obviously mk2 for the 90
oh, I definitely completely believe you
just with this length
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
changine the mk2 to mk3 and you'll have different results
the length is immaterial. you will get different results with different combinations of belt speeds, which is something I was already pointing out
for mk3 it would need to be shorter and that not possible
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
the same belts, just longer mk2 has different result though
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
gaps using a short Mk2 from the assembler
have it the same. the gaps on the any belt depend on the legnth of the input belt
with shortest mk2 belt, there isnt any
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
@trim flicker see #math-and-meta message for alt recipe choices
Is the overflow belt MK1 or 2?
in the picture it's an Mk1, but the same thing would happen with an Mk2 or higher
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
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!
Use a splitter with a Mk1 belt?
yes i can use all the recourses
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)
i am bumb
haha yes!
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
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
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
that might be better for programmable splitters, might given more use to them
i was saying this exact thing to one of my friends today too
i think this would help consolidate splitters
you don't even need a smart splitter right, because 60 is less than half of the 300 in?
if that's what a full 60 belt looks like. the other lines are 750 in and whatever is left of 750 after the 60 out
apologies for the clipping, its a smart idea so I wanted to see it happening
huh, default splitter being screwy as per usual
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
no but it makes sense why it happens
even if it doesn't look the best or work the best
which means either overflow smart splitter is the only way
Normal splitters don't (reliably) split evenly on different belt MKs
Tbh if you want 60/30 split just split 3 way and merge 2
Problem solved
Priority merger too
pretty much pointless
please donβt start them again
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"
priority splitters are useful for overflow into sink purposes
priority mergers are kinda pointless
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 π
problem solved, so priority splitter is useless
that's not a priority split
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%
but you never reach 100%
doesnt matter, you can very quickly get to 1%
and that wouldnβt work in a sorting system
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
even if you have smart splitters minus the overflow function, that wouldnβt work in a sorting system
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
we have priority splitter tho
and we don't need priority merger, hence the absence of it
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
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
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
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
do you sink copper wires?
I sink everything that has full storage
so you have a copper wire factory with a sink
I have a storage that overflows into sink
its a yes/no question, do you sink wires?
I have a storage that overflows into sink
doesn't this answer the question?
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
youβre the only person iβve ever heard that plays like that
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
as i said, mine also runs at 100%
which it is 99% of the time
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)
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
Priority mergers would be amazingly useful for resource-limited builds
"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
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
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
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
I also have dump invetory container π€·ββοΈ
and "grab and go" container is my storage
(or my construction vehicle)
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.
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
im doing it your way for anything higher tier btw.
Factory, x number of inputs, 1 output. Feed to storage, overflow to sink
either way, your things don't really need priority merger π€·ββοΈ
then go back to the orignial challenge i posted 20 min ago, and solve it without a priority merger
is it a container with mixed items or a singular item
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
then a priority merger wouldnβt help
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
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
can be single train with 30 platforms
and weird requests get weird answers π€·ββοΈ
then do that and don't complain about missing thing that pretty much only you need π€·ββοΈ
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?
if you want something, this isn't the place to talk about it anyway
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @wind spade
#math-and-meta message let pitchfork this guy too then
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
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.
then you're posting it here and we can tell you it's useless π€·ββοΈ
#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
youβve basically decided to do an unorthodox and uncommon play style, which the game devs donβt really support, and then advocated for adding an item that would be entirely useless for anyone else
back then we had no blueprint oh thank god we have that now
and you literally already have a solution for it
what is that solution? i literally dont. Building that massive chunk of splitters and mergers is 1. not good for lag. 2. takes up alot of space
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
what is that solution
-names the exact solution iβm referencing
manifolds exist
itβs not a solution
it works
