#math-and-meta
1 messages · Page 90 of 1
Then i need to know how much of what i need
place the final machines and work backwards from there
its still weird numbers
yeah, first decide how much you want to make
10 will give you ugly numbers, work with multiples of 45 or 81
Definitely looks like you are going for some oddball quantities.
Just personal prefference but i try to find at least some machine numbers in my builds that are whole numbers. But obviously you dont have to do that.
9 or 13.5 will be much cleaner than 10
Ah I see why, you have the recipe that makes 2.812 per minute, its the hardest of the 3 to setup
harder just change clock speed
standard makes 2 per min and the alt does 3.75
which is more ressource efficient
Your recipe gets more bang for buck on the frames
I found out this one to be the most ressource efficient
I just build space elevatar so how much of what do i need for a good amount of this elevator stuff and New stuff. Bc i cant to much bc i dont have infinite iron reccourses
you have functionally infinite iron resources
you can get more than 70k iron per minute
which recipe do you recommend ?
Yeah. Iron is second most abundant after water.
as I don't have access to trains yet or any kind of ressource rig
When making my cubes I ran the standard
My 2nd choice option would be the one that uses rubber
only you can decide how much you want to make
can someone just join , tell me what is the best thing to build and then i build it?
best is very much subjective
the standard is way more ressource burning
I can if you want
There is no such thing as most resource efficient as a whole. Rather efficient for certain resources. For instance i wouldnt advize focusing on minimizing iron consumption since that will end up consuming more of other resources and all other resources are rarer.
Check rubber recipe, 3.75 per min
yes pls
@dense crescent IMO if you want the least amount of work I'd go normal recipe because of FMF
FMF factory will make it's own HMFs
do you have time now?
Ya
For me. My Time is the most limited and most expensive resource i can apply to the game.
Second is "capacity of my computer to run the game" which is a more complicated metric that can be approximated in IRL currency. Which is again... my time.
Ik but if its his first time making HMF's it may be difficult down the road if he has a awkward number
ankward number doesn't matter as the production goes only to storage
Why does the number come out to 2.812?
If its the first time building HMFs i would figure out what he needs to do to run 1 manufacturer making default HMF at 100%. And work backwards from there. Then he can duplicate that. Or duplicate back until he reaches an underclocked machine that can feed both lines if the rate is raised. Repeat Ad nauseum.
Almost all the non-whole numbers you see in production rates are N +n/16
most rates in this game are some big number divided by either 2, 4, 8 16 or in rare cases 32
That's why factors of 12 I find so easy to use?
I dont remember any that are n/32 off hand.
Partly. Also because 12 is a factor of 60 and time is base 60.
because the 16s also fit those well so you can pick your poison there
60/32 is the same as 30/16 so its pretty whatever
Personally I don't use a recipe if any number is not flat, .25, .5, or .75
Thats silly
so multiples or fractions of 4
personally I just clock things to match
any numbers in the game can usually be "made pretty" by just multiplying by 4.
no reason to hunt for "only clean" numbers, when you can make the numbers clean by clocking
Eventually you get to a point where there are no recipies going forward that are 100% whole numbers.
Redefine your numbers as based on milli-seconds. Then all base recipe production numbers become whole numbers. Lol
No wait. Tenths of a millisecond. Anyways thats silly...
1.8125/sec = 18125/(s×10^-4)
1812.5/ksec
good old kilosecond
gotta use megaseconds
Ksec=1000sec. So that would ve 1812.5/ksec
1812500/Msec
Wtf is MMTPA?
million metric tons per annum
supplying the world of online gamers I see
Yes. This splitter/merger combo will give the output ratios you want.
The one where ppm wasn't shown.
Whats the setup for 2 random belts to 3 equal belts?
Manifold.
I have this so far
ty i already got something but yours seems more simplified
do you have a certain methode to calculate this stuffM
You can always just google "Satisfactory <first number> to <second number> balancer" and you will immediately get configurations.
welp that will take a while
How can I split belt to uneven outputs with a splitter?
(for example - I need to split 5 into 2 and 3)
First question is: Why are you needing to split them this way?
Manifold.
the numbers on my next rubber look amazing 
I need 3 reiforced iron plate for modular frame and 2 for smart plating
You can do that with 1 splitter.
1 splitter and some patience
Does anyone have tips for trains u8 im trying to package water move it then unpack it i have 14 lines of 600 packed how many trains/cars should i use to be efficient?
Less patience if you use a smarter splitter 😉
1 splitter do that wacky
If you're on U8 -> #satisfactory-experimental
You want a 3:2 split.
You receive a perfect 3:2 split.
How is that whacky?
Okay, belt coming from RIP assemblers goes to one splitter. One output goes to mod frames, one goes to smart plating. Smart plating will fill up and extras will automatically overflow to mod frames.
Once a machine fills up completely, that belt backs up and the splitter can't shove items that direction anymore so it shoves them all in the other direction
As long as you're putting 5 RIPs per minute down that belt, both machines will get what they need and keep producing at 100% uptime
It just takes a while to balance out unless you fill each machine by hand to start
So solution is - just wait couple of hours, okay
If you don't explain how/why manifolds work and what they are, anyone will think it's whacky at first glance.
Not even that long in most cases
Will there be splitters in future chapters in which it will be possible to change the sorting type from round robin to something else?
Faster way to do it with 1 splitter is if you have a smart splitter.
Send every plate to the side that needs 2 and the overflow to the side that needs 3.
Lower side will fill faster than if you waited on a normal splitter.
Again, as we've had this conversation before, I don't assume they aren't smart enough to logic it out.
If they have followup questions I have answers.
Smart Splitters are available in T1-2.
or hand fill stacks of items into the machines when you start it up
"aren't smart enough" is not the case, because I asked this after I saw how uneven the spread was for about 3 hours.
The way you phrase it however seems like that's all the information you're willing to give out at the time.
double check you’re actually producing 5 rips per minute
also it’ll take 200minutes to backup properly not including the belts
(given you don’t prefeed)
I'm always going to talk the way I talk.
So you can poke it every time and get the exact same response every time, or 🤷♂️
should be good then
I was only responding to your question ¯_(ツ)_/¯
also i didn’t literally mean if the machine was set to 5 rips per minute, i meant if the machine was working as it should be, which it is
Perhaps the length of the belts ruined something at first, but now everything looks +-ok
And yeah, if they're consuming exactly 5 between two machines and you're producing exactly 5, then it will take longer to balance out
more belt past the splitter means longer fill time as the buffer increases in size
Also that yes
fair
you’re sending an extra .5 rips per minute to the machine requiring 2 so you can then figure out the buffer size, then divide by .5 to get the fill time
I think I will leave it as it is, because after unlocking miner mk2, there must be some rebuilding of this mess anyway.
Yeah, when climbing the unlock tower it's best to just do whatever's needed to make it work because you'll probably abandon or dismantle everything by the time you reach Phase 4 anyway.
One more Q, does this materials is just for Space Elevator?
Description suggests yes, but wanted to clarify
Yes.
Those parts are only used for Space Elevator directly, or used in further Space Elevator parts in later phases.
@hard mural if you want the total amount of each you need I can give it to you.
No, thanks.
woohoo, i'm making baby cubes again
one thing to keep in mind, space elevator parts of previous phases are always components of parts in later phases. so smart plating for example, you'll need to make quite a bit more for more complex components
in the last q&a it was said that mk2 pipes don't use their full 600m3 capacity. Is it better to use two mk1 pipes when you need exact flow rate ?
mk2 pipes can achieve a full 600m^3/min capacity, it’s just a little finicky
if you need 600/min, consider instead not needing 600/min 
what i mean by that is that you can use mk2, but divide your pipes up so you can transport like 500/min in the mk2
that still saves you space
Unless you have a single machine machine needs 600/min, you can always circumvent this
if you build carefully you can easily reach 600
I’ve tried so many times, but never been able to fully saturate max fuel generators with 600. The usual suggestion is making a loop, but for me, that just moves the starvation to the center rather than the end
there could be any number of small problems - if you want to share some overhead shots of the pipe layout I could help trouble shoot if you like
I don’t have that setup anymore. I repartitioned to have 400 in each, and it seems better.
it can matter somewhat but possibly you fixed something while rejiggered things around. If you do have a pipe issue feel free to ping me, I tend to check discord at least once a day
Tried solid steel > steel screw > copper rotor for the first time, that might be my default now
@median heath first i would like to know how i could sushi this numbers /3 bcs 3 floors :/
Lemme get my old person zoom in glasses.
First thing I notice is that the Concrete amount isn't possible.
1466 wet conc 2400 pipes 3600 solid steel 2400 iron
yea its not i round up and overflow
hm i could indeed injection manifold sushi
But I have to go to class now, sorry 😭
its not that any of this need to be siphoned of or is rare or any
do I need a second pump between the fluid buffers?
you don't need buffers
To completely fill the top one, yes. Iirc the buffers are more than 10m tall each
(Headlift is needed for fluid to fill/reach higher inside a buffer)
why is that? the fluid input from the trainstation is probably not very consistent. I'd think buffers would help with that
if it's from train station, then it doesn't help in the configuration you have
something like this should be used instead
(and then merge the two pipes to the resulting one)
yeah thanks, didn't find the screenshot so had to do horrible paint
For the output station just flip the pump the other direction.
how long does it take a lizard doggo to "produce" one item ?
ask in one channel please
so, i'm not a big one for balancers because the game doesn't want you to solve problems factorio-style, but i had an 'interesting' problem of moving 2 train cars carrying 450 items/min to a destination where they'd be consumed by 2 manifolds, one requiring 375/min, and another consuming 525/min, there's several ways of solving the problem, but after trying a few more complicated ones, i realized this simple contraption does the balancing correctly:
(not sure if you can even call it a proper balancer)
containers don't split equally tho
they do in this case
they don't, they have priority on one belt (pretty much at random)
also about your problem - is it possible to modify the belts at source?
yep, good thing that causes the line from the other container to slow down
its two lines of 450 rubber coming from recycled loops
i mean, this IS a solution to my problem that works
I guess it's a bit late, but can't you make 525 in one and 375 in another? 😄
and that's going to be less compilcated than 2 mergers on isc outputs?
yes, because that's literally just change of "how many machines you merge to the belts"
same amount of belts, just differently connected
you mean the ones looping back into other machines to make plastic in a recycled loop?
its 2 merges
other than that
i'm just sharing it because it's a dirt simple solution to the problem that avoids doing the split & merge
make a 75 split from one belt and merge it with the other one
its a 60 belt and 1/4 of a 60 belt
you can replace the container with a splitter to make it much more reliable
the point is I don't need to do any of that, this works!
both containers output at 780/min to one of the two lines, and at the end, the lines back up
you said it's 375 and 525
yes, there's two output belts from the containers, each is 780
well 4 belts out of the containers, but they're going into one of 2 780 belts
I guess if you say 780 belt I see it as "belt that has 780/min items on it", not "belt that allows 780/min (mk5)"
it ends up evenly distributing the product, I had to try it out to convince myself of it
well, unevenly distributing the product, but draining the containers at the same rate
which is what i was concerned about
and yeah, i could have overengineered a perfect split on the sending side, but taking 450 and pulling 75 off in another direction, while not difficult, would have been more work
at least +1 splitter or merger
one smart split and 2 normals yea :c +*2 merger
thats a (2split) -> (3split)-> merge -> merge
i don't trust that overflow with buffers the size of what you have with trains will allow enough back pressure to get things evened out
you literally have to wait for the sending+recieving stations+isc's and the train cars to fill up
you could split 450 in 1/6th thats 75 to yea
yeah, a 6-way 1+5 split is 2 mergers and 2 splitters
it's a solution, won't discount that, but i kind of wanted to solve this on the recieving side for space reasons
i was thinking i'd need a 2<->2 proper balancer
and i find them inelegant, which i think many here do as well
but it should not matter if you balance on the intake or the outtake
im just saying
the numbers should add up to the same
as just a point of principal, i like overflow stuff to be done as close to machines as possible for precision reasons
the items that dont get into the drone bcs the train brings 780 falt on unload means the system behind just overflows slowly 🙂
i believe w/o definite empirical proof, it ends up being more exact
it just takes exponential longer to balance 😄
It's mathematically provable that it doens't make a difference
until someone proves the math doesn't sufficiently capture the problem
so timmy got 500 apples 490 go to his grandma 10 he can take for himself how much apple will he have for himself? 😄
when timmy is in the act of counting the apples and giving him to his mother, how many apples does timmy have?
in the end he will always have 10 bcs his grandma only ever want 490
Grandma's hungry
even while timmy is counting the outcome wont change
500-490 = 10 assumes an instantaneous transfer, and that things can't be in an indeterminate or transitional state
if you machines consume 490 and you provide 500 you will have 10 left
That doesn't mean that over time the result won't be effectively the same
bcs the items wont vanish into thin air
Maybe for the first few minutes you'll be more consistent but over time it won't matter
so, lets take a real-world example
more like hours with trains
i get paid tomorrow, and i expect 5 dollars to be put into my bank account from that, today i've bought several things that total $4.50, had a balance of 3 dollars in my account previously, so that should keep my account in the black, right?
The thing you're not accounting for is that you can't have a negative balance of parts
So you may not have the 5 dollars when you want it the first time, but it'll be there next time before you want it
my math worked, but my mathematical model wasn't correct
i cant follow your numbers but if you have -2.5 in the first month and get +5 total every month you will come out to +5 every month after month 1? bcs you need to pay your ded?
i'm just saying that things are often subtly more complicated than just +x -y = x-y
Sure but that doesn't make me incorrect
its not rly
i've run into problems like this over & over again in engineering
like the math works, but you weren't accounting for something
ok if you make 600 items per minute and your facility consumes 500
where goes the other 100 than?
yes your train arrives the first few cycles with 600 but they more or less go into the machines
ones they filled up the 600 start backing up like normal manifolds overflow
99% of the time things work correctly
and they go into the bin but only when the items reach the split
there are really outlier cases though
it just takes long
but idk how i can prove to you that 1=1
except telling you 1=1
im not smart enough for that
bcs you need big brain to explain this
i don't know how you'll accept that in some cases you're model isn't correct
if you boil it down not to 500 items per minute but to 1 its still the same
and math is always correct
except when it isn't describing the problem exactly
newton's laws of motion aren't correct
but it just takes more time bcs of trains
that's math, right?
explain?
newton's laws of motion descibe things like cannonballs flying in a parabola very exactly
what happens on a windy day?
wth
there's always hidden variables in a system that any mathematical model doesn't account for
are you talking about
math is never perfect
what variable is in your facility that eats items?
and its not a variable if its windy outside and the canon ball swirfs to the right
because it all imperfectly describes systems that are more complicated than we can comprehend
thats exactly what newtons law of motion trys to describe
every force has a counter part
he was wrong about gravity
bcs its not a force but thats a different thing
no, he was very right about gravity
he was wrong about the fabric of space-time, assuming it was a uniform euclidean space
gravity is not a force gravity is the acceleration of bodys bcs of the stretching of space
but newton could never know 16 smth
other then taht
it still applies and will aply
um, the standard model of physics would tend to disagree with you about gravity being a force
i said its no force
god knows, people spend lifetimes studying it as one of the 4 fundamental forces of matter
yea and you telling me a canon ball on windy days destroys newton and you machines consume 600 even if they only consume 500 idk what i can say can we stop that if what you did works for you good 🙂
the 'meta' that i'm getting at is math describes models of reality perfectly
so calculations end up being exact with whatever model you use, but they don't always end up modeling the actual outcomes because the model was imperfect to begin with
but i can say i have the same things appearing with my trains
especialy if i dont balance items and just split them and send them off
bcs first one train will overflow but after that
he will still come and empty the system every time he comes
and itll take much much longer to fill the scnd facility
and while the first container fills the scnd will stay empty
but sometimes there's one more item that should have made it into a train buffer before a lockout that should have been there in order to keep a machine from pausing or something
yea but the trainbuffer will take the item anyways and it gets delivered in the next run as 1 buffer item
so to speak
theorectically, that little thing could propagate as an error
i belt balanced my npp all the uran
prefilled the other stuff
it took 1 1/2 hour for the last plant to have a small hicup where the fuel rod came a tick later
after that it is a buffer rod
and that where just belts not trains
and no i had not a single drop ever after
i monitor it quite frequently even after 500 hours online
now, here's the thing, lets say that instead you're moving a full 780 belt via train (which you shouldn't do), but the train lockout rounds wrong and doesn't have that one extra item in the transfered materials
...on the recieiving side, will that 1 extra item ever get to the destination?
yea bcs based on setup the next train will fill up one item faster
therefor he will be one item faster at the delivery port
no, you'll just end up with an extra item in the buffer that never transfers
if you set it to wait until full/empty like i do with all of them
thats why i opted for less efficient single cart trains
because the recieving side can't ever transfer 781 items/min to catch up
for low quantity high quality
no *the belt will still be 780 items
until the train has the next time missed an item
and brings it with the delivery after
you still got a buffer
it would take some work to engineer an example, but i've seen stuff like that with the game, just cases where something will never catch up
it happens, makes no sense when it does, but it does happen
i never saw that but it would be nice to know
if you come across smth like that let me know 😦
and i dont speak about floats
i'd have to dig around for it, but i created an mf blueprint once that just never worked at 100% until i changed the belting
plz ffs we all know they dont work 😄
maybe it was iron oscilators instead, i can't remember, but i was using a smart splitter for wire output from a constructor
and the wire was pathologically being delivered to the wrong machine at the wrong time
somehow it just hit some sort of harmonic timing for things always not being in the right place, i think due to the internal buffer of the smart splitter
i just changed the belting around in the bp and it worked w/o problems
ok soo i have 5 / Min Re-plates but modular frames need 3 / Min whats the best way to do this under clock or complicate it
why do you have 5 if you need 3? 😄
what happened there
make 15 rip/min for 10 mf's/min
because the base machine outputs 5 per min
then clock it to make 3
gotta make more machines then
cause the world i had ith someone, we had 3 nodes outputting to the max, without any under or over clock
its a factory building game, kinda goes w/o saying that you're suppose to build more factory 😉
touche
if you need 3, make 3 (and clock accordingly)
if you need more, build more
but yeah, snark asside, if you're just not making enough rips, clock the mf assembler down to match
leave it at 5 smart split it off save the 2 in a container for later
dont got the smart ones yet
OH neat!
smart splitters can be unlocked very early in the mam with some effort, and that effort is really worth it
you can just use a normal split sure it splits 2.5 and 2.5 but if the container is full it provides 3 to the machine anyways
the spliter will always send 3 to left then to the right everytime
whjat if i just made 2 machines or is that under efficient
the smartspliiter sends as much as possible to the "any" or specific item side
and the rest goes to the "overflow" side
if you're making enough for the system it'll self balance over time. It's called a manifold
For example if you needed to send like... 12 parts per minute to 5 different machines - if you just have a line of machines with splitters feeding the 12 down the line, after a little while everything will work at 100%
oh k
do you get why that is though?
aint gonna lie, no, my brain hurts everytime i play
thats ok!
So just real quick, like in that example in my comment
if you had 12 parts per min going down a line, split to the right to the first machien then down and then to the right to the next and so on
The first split would send half to the machine and half forward right? so it'd feed 6 to the machine, more than it needs, right?
ig
ok so what happens when that first machine gets full and won't accept more items?
there is a a back log to the split and fill the other one instead?
bingo, more gets sent down to the rest.
It takes a while sometimes but eventually every machine will run at 100% 🙂
to avoid 'spin up time' you can stuff stacks of parts into all the machines at the start if you like but isn't needed. Though sometimes if you want te test a complicated set up it's good to do
oh, and if you're doing anything with wire and screws? they have GIANT stack sizes of 500 and can take a long time to Spin Up. Good opportunity to hand fill at the start
Always prefeed your manifolds.
Sevrahn hates Yellow Lights on machines a lot.
It's not mandatory to fill them up no matter what he says 😛
Those 2 things aren't entirely related though.
Prefeeding is just about skipping wait times.
but not everyone needs or wants to skip it
Assuming everything is spooled and working as intended, yellow lights mean you fucked up. Go fix it.
for example I'm often happy to set it up and go do something else and come back and check
oh yeah, it's why I mentioned it's good to do if you want to test a complicated set up
If you want to test, you build a cheat world with all the fixings like free power, free build, free fly 😄
Yes Sev, but I live in a world where someone might have forgottento connect up a belt or a cable somewhere 😛
Skill issue 
||And the reason I save before bringing any build online. So if an issue presents, I can reload and fix it before saving again and bringing it online again.||
||As far as the game knows, all of my builds are perfection on the first try every time 😉😉||
Believe me, getting 1500 water/min on a truck route did not happen on the first try 😂
thats just a restriction you put on yourself
nobody said itll be easy
It wasn't difficult.
Just a matter of trial and error for how much excess had to be pre-buffered in the truck stops so the route didn't ever have an empty point.
Turns out the answer was about 5600.
But the station holds only 4800. So I had to hold the extra in my own inventory, turn the outpost on, then run over to the truck stop to reload the extra as space opened up until the truck made its first full loop.
is it more efficient to use the foundry recipes or refinery recipes for ore proccessing?
Pure Ore/Ingot the Refinery recipes are the best, but they use a lot more power so depends what kind of efficiency you're looking for...
Efficiency in regards to what? Space? Output per Input resources (which then means which inputs vs others in some cases) and power efficiency.
So pure ingots that are made in refineries are fairly ingot/ore efficient. Not ingot per kWhr efficient.
output per resource wwith a ssecondary being space
Refinery takes a lot of space for ore...as you also have to build the water extractors...so if space is a concern at all don't use them for ore.
So. Pure iron, copper, caterium and quartz are all the most output/input
Refineries and the necessary water infrastructure is not space efficient.
A lot of power for pure recipes but they can be convenient if you need more resources on 1 location w/o wanting to import them
Oh and poor power efficiency necessarily is not space efficient because you need more power plants and fuel production etc.
pure recipes give "free" boost to things by adding water
alloy recipes combine two ores for higher yield of one
5 extractors straight through a t2 pump up to the top floor and straight into 12 coal plants.
ok so a few things
Get rid of any valves and buffers
Remove the floor hole connections, they are sometimes bugged and kill head lift
loop the end of the pipe back to the start
keep 1 coal plant off until everything else is flooded
after it's all flooded turn on the last one
if everything else fails, feed from above
I will take the valve out and the floor holes. The buffer is gone and the system didnt work before i added any valves or buffers so maybe floor holes
yeah feeding from below CAN cause issues, but if you flood and loop it should work
loop it something like this, where the bottom junctions are feeding machines
dats uuugly lol
this is the set up I use for my bottom feeding systems
It's 1 pipes over another? shrug you can do it side by side too but I like the look of that less
I use those on set ups like this
Not all set ups need a loop, but it's very common and it makes basically any set up work. To avoid loops you have a lot more restrictions on set ups
For a side by side loop. You can do half the generators on one side and half on the other side. Ends up looking like a pair of one sided manifolds that are just connected together at each end.
Or you could loop around the outside and put the non input ends of the generators back to back at the inside.
Lots of different ways to loop really.
In your case you could run the loop part underneath the generators.
This fixed it... Having to feed from both sides even though i have more production than consumption.
I'd avoid putting the loop under the feed pipe but if you flood it should still work
yeah also an option.
the reason for the loop is that fluids are bidirectional, so if it's just a single pipe and fluid flows back it'll stutter production and starve other machines
Its just one big loop now. from extractors then out front and back and up to coals
oh and sometimes floor holes are buggy - so commonly people just clip the pipes through them for look rather than actually using them
Yeah. So basically a manufold for the extractors connected at bith ends to the manifold for the generators. That makes it both a loop and feeding from both ends. That should work out most of the time
I used to build coal plants using a similar configuration, thinking that i could save the 4mw of power for two pumps and get by with a single pump (which technically you can do), but i found that whenever i brought a plant up, it wouldn't ever quite stabilize until i flipped off the generators to allow the pipes to refill completely
the design fell out of favor with me because it meant a trip back to the coal plant to jiggle the handle, so to speak
it honestly should work reliably, and will with a little bit of manual touching, but at this point i want to be able to bring up coal and be done with that until i upgrade belts & miners
which calculator is it that can calculate the max of an item from whats availible on the map?
I think both can do it? but I vouch for sftools https://www.satisfactorytools.com/production
Beginner here, just started making permanent facilities, this one is my setup for iron rods, iron plates, rotors and reinforced iron plates, which is running off the 4 iron deposits at the bottom of the map. Any critiques with the way Im approaching this?
4 items listed, 5 containers.
I am confused.
the last one is not hooked up
Other than that this looks great aside from all the yellow lights 😭
you see 🙂
Oh the 5th is for thing you mix the rotors and plates to get, but I didn't build that yet since I don't have anything that needs that yet
i like it straight so no complains for me keep it straight 😄
And I need a ton of the lower tier stuff for the permanent power plant
Then yeah, the yellow lights is my only complaint.
I'm a firm believer in "Don't need it yet, Make it anyway"
If I start making those rn it's gonna take ages to finish my power plant due to lack of rotors and reinforced plates
Those things take a ridiculous amount for the rate that it's being produced
handcraft more :3
I'm not above parking at a crafting bench and reading this discord lol
if you sit there collecting grass for power or sit there handcraft more rotor for faster power automation
or you don't do either and automate
@median heath (Moving here as it belongs)
What sort of imprecisions were you referring to that supposedly "always break non-smart sushi" and what tests have been performed on this?
You were there for all the steel testing I did.
And imprecisions as far as "the entire reason I have sinks at the end of my smart sushi manifolds"
Because every one in a million cycles of things, the game just fucks up occasionally.
Sending the wrong thing the wrong way breaks it.
If you can guarantee the game will never fuck up, ever, at all, then yes, you don't need smarts.
impossible to guarantee the game will never mess up
not even just functionally impossible, it’s truly impossible
If you can make that guarantee, I also never need sinks on my sushi manifolds 🤷♂️
As it stands, I've never observed or heard of the game working in unpredictable ways (ie: fucking up) outside of known problematic scenarios (eg: max throughput with long belts and low FPS).
I believe you're aware of my interest in the subject and precision with which I collect data on it
When U8 gets pushed to EA I will redo all the tests I did because I am open to the possibility they fixed whatever caused the random fuckups.
Also, the steel tests are a different case from cases where the "item pattern" is made only relying on logistics rather than the timing at which many machines consume items (which dictates wether the splitters act round-robin or just feed the first output aviable)
I do not have knowledge over how precise multiple machines' production cycles can be and if they can be reliably in sync, other than "they do well enough to feed other machines". The timings needed by splitters may require a precision that is unneeded by logistics that don't rely on the precision of machines' production cycles
TLDR: Machines could very well have "worse precision" than splitters, making the scenario @median heath attempted difficult/impossible as it relies more on the precision of production cycles than the precision of logistics (which is much more known)
This is an accurate representation of my findings.
Because I don't build things in another way.
Has anyone had the problem where, mathematically, the factory balances out perfectly (its about a factory including plastic); but when you leave for a while and come back, an item is completely full on the conveyor belts?
I learned to understand that if things don't go as I expected, either I expected wrong or I made a mistake in building [insert forgot-MK1-segment meme]
how does that look for my very first Turbofuel power plant i have ever made? 74 Fuel burners powered by a 333 turbofuel/m production plant from a single 600 unit Crude Oil node. Around 11GW of power produced
currently all polymer resin is getting sent into a Awesome sink at the moment and the turbofuel that gets overproduced is getting stored and used for packaging,
my preference is to skip turbofuel 🤷♂️
It look good. Not the best conversion of crude to power tho. Using the recipies for HOR and Diluted fuel can gross 20GW from 600 crude.
If you want to do turbo, the best options are either to do HOR+Diluted Fuel. Then either make default Turbofuel (fuel + Compact coal) or TurboBlend (which is more complex, and you have to use fuel, HOR, and Coke so tou dont turn all your crude into fuel to make it)
Oh wait. You arent burning 100% of the turbo. I may have assumed the low power conversion was from using "turbo heavy fuel"
No. 333 turbo fuel should make 11GW.
i dont have the alternative recipes for it and there happens to be another pure and normal crude oil nodes nearby so yeah
i kinda speedran it and didnt do 100% effeciency on everything because well....
i made the mistake of not automating motors... wich fuel burners tend to need alot in those quantity's
surprisingly HMF's and Computers were the easiest to make for this one lole
Its a good project and you got it done and running. And it looks good. So literally my only negative comment is that it wasnt the best way to make turbo fuel.
yeah, my only reason why i chose turbofuel is because of Jetpack fuel
and that i might need it for later
Fair. Turbo fuel is also used to make turborifle ammo which is nice.
usually just one or two machines making TF for jetpack from your diluted fuel factory is enough
if only i had aluminium
honestly im glad enough that i now finally have enough power for my future plans, my 3.6 GW coal power plant at the crater lakes was getting pretty stressed out in terms of theoratical max consumsion
You will get there. Honestly. Getting to aluminum is harder than figuring out aluminum which is harder than actually making aluminum.
also uhh while im here... i might also need some opinions about my current train network that is not really future proof i found out, going to take a hot minute to load the interactive map
yeah, also can clearly see the parts of the network where i started to use rails for the first time
like, i cant really think of a way to really future proof the entire network without having to tear up everything and replacing it with a 2 lane system
Some folks do a stacked rail system. Where the 2 lanes are over under instead of side by side. I did it in a few spots where i wanted to add rails to an older factory area and didnt want to tear down a lot of stuff to do it.
Or the 2 lanes dont have to stay together all the time. The second lane could be on the other side of the canyon for example.
probably the better bet, but stacked would also worked
i made the rail system through the canyon incredibly elevated above the ground
to the point where you could die from fall damage with bladerunners
Just a quick question to ensure i got my math right,
I got 72.5/min oil residue to deal with, that converts to exactly 145 fuel/min (DF). Fuel generators consume 12 fuel/min each. 145/12=144.08(3).
So to consume 145 i need to have 11 of the generators running at 100% and the 12th one running at 100.83%.
Is that correct?
Yes, or build 13 gens at 92.95%
Thanks 
I will make 12 since thats an even number and will look nicer but I appreciate you counted this for me
i'm a fan of setting everything on a fuel manifold to the same clockspeed
you don't have to do so, but i think it helps things behave a bit bettr
tbh as long as it disposes of this fuel I am fine, the fuel comes from oil residue i need to deal with
i dont need this power at the moment
understood, strange numbers for it all that you'e dealing with
Why strange?
there's a few common oil builds that result in normal numbers like 400 hor; 800 fuel, etc
thats an assembly director system build
And I will produce some of my circuit boards via petrol coke and some cables via insulated cable
I rounded up some petrol and cable production and ended up with leftover 72.5 residue with no use
well, that's a bit of an off-meta build 🙂
some recipes are very common to use and are commonly used on quantities like 300 oil b/s that's what you can pull from a normal oil node, the recipe chains for dealing with that in the most efficient way to make things like rubber/plastic/power, etc are commonly used, and those are 'on-meta' recipes
off meta is stuff like making cable with hor just because it isn't commonly done
I like that cable recepie, its cool
hard recipe to use, isn't easy getting hor & copper together 🙂
if theres a will theres a way
yeah, its one of the few things i'd actually use a fluid train for doing
well im doing this in blue crater
where i declared copper to be "close enough" to use
another reason its a bit off-meta is that cable isn't very useful outside of default recipes for oscilators, computers & hsc's
I use it just for hsc
yeah, there's reasons to do such, but it is sort of dependent on how much factory you are building
just the ADS but it appears i tend to do alot of non meta choices
the coated cable is pretty good iirc
It is in my opnion
I've analysed all the wire/cable combos here https://docs.google.com/spreadsheets/d/14pQwDTsijRlK9W3grgUrAbpiASJxQDBalTuICEZol_E/edit?usp=sharing
Data
Resources for 600 cable,Cable recipe >,Cable,Quickwire Cable,Insulated Cable,Coated Cable
Iron,Caterium,Wire recipe
Copper,Crude oil,Wire / Quickwire,0,0,0,65,0,0,0,0
Water,machines,240,60,0,36,54,60,67,100
Efficiency,Power,160,76,0,37,236,30,44,30
946.20,720.00 MW,636.01,623.70 MW,492.61,...
does overclocking machines still give you the same energy per item produced, so two smelters at 60 items/min would consume the same energy as 4 smelters at 30?
no i mean it in a literal sense, its a function of like X^(some constant)
they all use the same formula, just different values for base power
oh thats sick
see above
and clock speed is represented in % im guessing?
yea. if you have 200%, you use 200 in this formula
yeah ok sweet thanks
im setting up my first foundry and i found a pure iron node but i have a little less space than id like so i was thinking if it'd be worth it to double clock two smelters instead of running four
this is some experimental data i took:
its for power saving in the sub-100 range
quick example: bottom value means a clock speed of 2.5%, 40 machines at 2.5% add up to 100%, but they only use 30.6% of the original power
that's basically up to you
the extra power costs are not much if you have automated power (and you should always have more power than you need anyway), so it's basically a choice between "more space usage, but less power usage" and "less space usage, but more power usage"
it's a tradeoff, like many other things in this game 🙂
oh thats really interesting, i mean the gain vs the sheer footprint makes is pretty useless but thats pretty neat
the biggest "gain" happens at around 40%
where building footprint isnt too big but power saved per building is relatively large
yeah i should have the headroom since i'm going to be running the whole foundry on its own coal plant, with coal being trucked from a nearby source, but i need to double check everything
personally though I'd rather build more power than build more machines to save power
building power is easy enough
now i just need to get a handle on the game's fluid system and i'll be all set 🙃
i saw the manual in the pinned messages its just a matter of actually reading through it
i do like how formulaic the game is though, itches my engineering brain
is it worth it to have fluid buffers before my coal plants? in most of my cases, the plants are below the buffers, but my collectors are also below my buffers
fair enough
is the best way to estimate headlift just to compare it to the height of some foundations
fluid buffers are pretty much useless, apart from fluid train loading/unloading
there should be indicator when placing pump iirc
yeah but if i remember correctly the water extractor doesnt show its headlift, but it can pump 10m
just pretent the water extractor has 0 and slap a pump right near the exit if you dont wanna do guesses
If a mk 1 pump is 4 MW for 20m then a water extractor is like 2 MW for 10m
power saving is not really an issue so just go for that safety
If i have 300 out (mk4belt) and need 160, how do i split it?
one splitter and a bit of patience
no no impossible
why?
needs to be exactly 160 on the belt xd
it will be, once the 140 side fills up
ahhhhh overflow no! NEVER! (IM LITTERLY USING OVERLFOW ON THE REST OF MY FACTORY)
what's the issue with overflow lol
(you can also make it so that you don't merge it to 300 in the first place, instead merge it to 160 and 140 respectively)
nothing haha, my planning is on the go xd decided to totaly rebuild all my factorys from scratch with only 1 space elevator part left..
now if only i had planned before hand and didnt have a belt floor this tight then yes 😄
also its rods im splitting from 20 constructors so, alot of dang splitting to get 160/140 belts
Just merge your initial constructors onto two belts to get the desired balance, as greeny stated
im going lazy route and do overflow, kinda cramped for the belts, like i said im planning as i go and just max out the possible production
Alternatively, I think this would work
hmm seems correct to me
tbh 99% of "how do I split X to Y an Z" can be easily solved by "do not merge to X, merge to Y and Z separately"
people for some reason love to merge everything onto one belt without thinking (or even better - "a belt must be full" - merging to max belt), and then have these issues, when instead if they thought about what do they need to do with the items next, they could save themselves all the headache
There is definitely an indicator, but it almost never shows up for me. Idk why tho... 🤷♂️
well yhee I agree, and i would do it that way if i was planning ahead, now im just maxing the nodes i got collected and build as i go, only play a few hours everynow and then. its only my 18th session in total so.(on this save)
I think a lot of the merging of everything only to split it later comes from people running VERY long belts across the map. They merge to reduce the number of belts being run across the map.
well that goes hand in hand with "build one factory in one place" I guess then 🙂
and "do you have a minute to talk about our lord and savior direct input?"
yup, i got 4 480 belts of iron ore in this iron factory, soo alot of ''hmm lets max these belts and get them to the next floor and plan the next stuff then''
Well. It is probably also partly fed by the idea of output manifolds from a line of machines. Thats just merging X machines onto a belt... then for some reason folks overthink what they need to do with that 1 belt of products as it goes to the next step of production.
which is pretty much exactly the root cause... if instead you were "ok I'll need 240 iron here, 480 iron here and rest here", you would know how to merge/split the belts so that you have it prepared for next step
also, one of the reasons why I (and others) very often recommend to plan from the end product
Oh i know, but im not planning out my whole factory before hand. waay to much for me. so its just planning as i go and get it to work in the space i built.
I dont worry either way. I have no issues merging everything to reduce belts then divide it up into whatever its making. It usually looks like a manifold of manifolds. And works fine every time.
instead of going "I have 1000 iron, what can I do with it?", you go "ok, I need modular frames, so let's plan for... e.g. 15 modular frames per minute, what do I need for that?
yhee thats the smartest but not my goal really.
it's not planning whole factory. It's planning one product at a time
sure, but you know what you're doing 🙂 all those people that come here and ask "how do I split X to Y" don't 🙂
yhee i get thats its annyoing and kinda pointless. buuuut here i am
The flaw with this is you get people who want to do something silly like "i want 60/min of every item including the last stage of project parts, UFR and PFR"
The whole plan backwards vs plan forwards arguement is invalid. As you should really do both at the same time... "i have 1000/min iron here and i know the things i want to make. I calculate the theoretical max for all those things i want to make, then pick a number smaller than that max and THEN I work backwards to design what i need to reach that goal, which i have already confirmed is actually possible."
I mean if you have a full world planned like that, you should also know how much resources it needs
the problem i see with planning backwards is if i say need my last part for phase 3 (modular engine) then i need to rethink everything later on for next part when i unlock and know what that needs.
Right. But its easier to take available, and calculate possible, then pick reasonable then design backwards. I assume thats actually what "design backwards" people are doing, they just omit the 1st parts when they say it.
the point of planning backwards is that you don't limit yourself to "I have 1000 iron nearby", you first plan from the product, then figure out how much resources it needs and then find a place to build it / adjust numbers to fit some place to build it
Or just use SFtools and make the plan from there.
It'll soon tell you if your plan is even remotely possible.
obviously at some point you can do the forward as well (that's the "adjust" in my previous message), but it shouldn't be a major deciding point, since you should plan the place for a build after you know what the build needs (or together with it)
I guess what im getting at is, planning backwards works fine if you start with reasonable goals. Planning forwards is a way to determine the upper bounds on what is reasonable. Globally or locally.
yeah i can see why people do this but that is so boring to me, so in turn i will just have hundreds of tractors
yeah that's fair, my point was that you shouldn't limit yourself to "nodes nearby", as part of the "separate your factories" recommendation
planning backward is way easier later game once you unlocked most of the usefull stuff. If you plan backwards from the start there will be a shit ton of rebuilding unlock after unlock, phase after phase
there won't
you keep the old factories, you build new factories
(or rather, doesn't have to be)
most alt recipes are possible to obtain even before you build production for given item
Hmm? Oh the running belts for kilometers? Yeah, that is the point of tractors/trucks/trains. To avoid running hundreds of belts over kilometers of distance.
honestly once i got tractors going, everything felt way closer (shocker, almost like they can move faster than me) so I got less afraid to set up more remote factories
guees i just play different then. i got 91h on this save and have almost finished phase 3 (decided to do a full rebuild before the last part eventho i could have made it). and all that in this limited area. (not saying that is fast just pointing out my smaller playtime)
what I usually recommend is that every product is made separately from raw materials
e.g. you make 15 RIPs/min
then you figure out you need 10 RIPs/min for modular frames, so instead of taking from those 15, you build 10 RIP/min factory as part of the modular frame factory
that way you don't ever have to rebuild, as every factory only makes things for storage
(obviously you can play in any way you want, you just seem aware that there are other options that may be helpful, so I'm recommending some to you)
im considering doing that since i can move materials way easier now, but at the same time since assemblers are slow asf my RIPs and rotors are starting to backstuff so its not as critical
yhee i get that whole build new factory when something new is needed etc, but my playstyle is trying to have it all in one place and just taking from what i have and adding when needed. But oh well, we will see once im starting the whole factory up. so far about 75% done on the iron factory.
Thats kind of how you get thru the early phases anyway. I found i needed such larger volumes later that i needed to build all new stuff anyways.
i just got tired of filling bins of space elevator parts constantly before even getting supercomputers etc started in my spaghetti so into the interactive map and wipe the whole factorty and rebuild it all with no plan for even factory sizes or place haha
i dont know if this is the right channel to ask this but, I have 256 coal input and im trying to use 6 foundry, the 6th one at 31% clock speed so it uses the right amount. But now i have to split 45 on each and then this 6th one uses 14 per min. I dont know how to achieve that input, im new to building my own 100% efficient factories. I thought about splitting everything in 6 equally and on the last one split it in 3 rows and distribute 2 to the other 5 foundries
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
so ill just have to wait for eveything to fill up?
You can avoid that by hand-feeding the machines as you build them, or build and turn on the miner, letting it run while you build the smelters or foundries, and so on.
thts a good tip, ty guys 🙂
Np, good luck!
a tip tangent is that early on I don't find the need to prefil as it doesn't take long, gives you time to go build something else while it spins up and that early on you might want to rebuild redesign as you learn and your needs change.
IMO prefilling is good mostly for things that need wire/screws,things that have 500 stack sizes since they take ages. And of course if you're building a perfect system it helps test out if there's any bugs in the build
Pre-filling is the reason I'm storing ores and ingots too 
Hmm, I guess I don't prep that much for it? Even with my long complex, wire needing, beacon factory I had to test out a number of times the ores backed up pretty quick.
yeah, when you build in stages, it does tend to always back up on you 🙂
i tend to build factories in logical units and bring them on as i start working on the next one so that i can find the missed belts or power connections, etc quicker
also, in the early part of the game, dropping a sink on the intermediate products can get you some nice early coupons more quickly
Storing... ores... 😭
I totally didn't, like... just want a reason to store literally every item in the game 😅
@prisma kraken this is the chart for the Modular frame BP ill be making next. Shouldnt be difficult. Its just 3 assemblers and 3 constructors with appropriate overclocking. Really simple. And like i said earlier, I really do not care how much iron/steel it consumes because of how much is available.
can i suggest a slightly more complicated way?
of the ways i've modeled, i think this might be the nicest to build:
Dont see how that will fit into a single BP tho. Lol
get a bigger bpm? lol
If the devs break sevr's heart by putting in a bigger one. 😆
pleasing sev is probably not their #1 goal, selling the game to as many people as possible is
Is joke
honestly, that can be bp'd in some functional modules
i know because i've done so before
Well
The chart i gave is for 1 easy BP.
I will probably make a seperate BP for the "steeled frame" path at some point. Tho i had done jt already with my 125HMF build.
what bothers me about that way is that 270 doesn't go into 780 squarely
give me a quick second
trimming it down to 1/4 of the size, this does fit into a bp if you pull the solid steel out of it:
belting that up in a bp wouldn't be fun, but i know it is possible
Hmmm. 5 assemblers and 1 constructor in a BP for this.
I always keep my ingot productions seperate from anything made from ingots when making BPs. (And i guess plastic and rubber are petroleum ingots in this example, 😆)
yeah, i think of plastic and rubber as pretty much raw resources with an exceptionally large, power-hungry miner 😄
Obviously lots of overclocking. But im trying to be more productive per MB of save file size now. Lol
22.1MB is probably approaching severely pushing my luck with a Laptop. 😆
Yeah. Long way to go still. 😆
Is the one pure coal node and the 2 normal iron nodes at the bottom of the map able to sustain steel production up to midgame at least? Or is there a better location for that
depends what you're doing. If you let time go by you could make 1 steel ingot per min do you
but yes I've found that's enough steel to throw whatever you need together till late game at modest rates.
Though I used more efficient steel recipes
What is steel generally used for? Is it like a T4 version of iron where it's needed in all the T4+ stuff
Just another base product you need to incorporate into your factories, really- slightly more complicated than anything else, as it’s using two resources rather than one.
Also just curious, at what tier do we get a usable mode of item transportation that works on a global scope? Like something that can rival the transport speed of belts but doesn't need much infrastructure between factories
Trucks (T3), trains (T6), drones (T7)
Personally, I’ve never used trucks, but I’ve been told they are good for throughput.
Trains are good as you don’t have to fuel them (run on power grid), but you do need to lay tracks and the stations are a tad big
And drones excel at long-distance, low throughput item transport, and take batteries as fuel.
speed is irrelevant, what you care about is throughput
How exactly do trucks work? Do they take the shortest path to the destination or you have to set checkpoints, or they can pathfind on their own?
they drive the same (or rather similar) track as you drive when you're programming them
you drive them, painfully recording the route
spin out, start recording again, lather, rinse repeat until you record it correctly
Drive. They drop nodes. They follow nodes.
Very reliable, and my favorite form of logistics.
Do I have to worry about them colliding into each other assuming I have a road network
If you make them cross paths, yes.
So... don't make their paths cross 😉
Ah well
if they crash into each other, they'll try to resolve it (go around the obstacle, or if stuck for long time - ghost to next node)
But only if youre nearby
They ghost even if you aren't there.
I meant that they crash when you are nearby
My truck always bumps into a wall on a turn when im close to it but phases through when i zoom on it with the photo mode from afar
I wanted to make two lanes and those lanes are separared by 1m walls
Actually what's the difference in costs of building a road vs building a conveyor belt line
Massive
Define cost in a game with infinite resources?
I mean then I might as well be spamming belts everywhere across the map
The amount required to complete a particular build
They also cost alot of resourcers
Ok, but a building "costing" 50 Supers vs. 500 Supers is... 🤷♂️
Because the total amount of Supers you have is infinite.
28 units for a longest single belt which ultimately isnt that long
So a belt requiring belt materials vs. a road requiring a higher amount of materials... 🤷♂️
Since your total materials is infinite.
does anyone know how truck stations calculate the statistic they display 'maximum transfer rate: X stacks/min' ?
@zealous pawn see #math-and-meta message for alt recipe choices
Hey, can anyone help me with fluids? I dont fully understand them.
I just build a pretty big fuel gen setup but the flow rate in the fuel pipes keeps randomly dropping and i have no idea why.
in the pins for this chat there's a plumbing manual, so if you havent read that first i'd give it a read
i was confused too but it makes way more sense now that i've read it
there's also some good diagnostic examples there
however, as a quick summary, flow rate depends on how full pipes are, and flow will only occur from one pipe to the next if the first section is filled. In addition, max flow rate only occurs when every pipe between destinations is full, so if theres a spot that is low then it will mess with the flow rate. Plus, i dont believe that pumps and such output at a constant rate, further affecting flow rate
so its really fun to logic through 🙃
pretty much the only useful way to measure flow rate is average flow rate, not current flow
i just read through the manual and have tried a few things, hasnt seemed tto stabalize realy
but thanks already for the help
let me get a few screenshots
You're wrong on a lot of that actually
how so? thats what i gathered from reading the manual
- Machines can be treated as if the output rate is constant(and depending on system configuration, it will be very close)
- Flow can and does occur between two segments that are only partially filled
- Pumps pump at exactly the speed of the incoming fluid. They add head lift, nothing else.
yeah i suppose i shouldve been a little more specific, machines can be treated as constant, which is why i said the only useful way to measure flow rate is the average, so looking at how much you can produce vs consume, not by looking at the rate in a pipe or buffer
and as long as a pipe is horizontal, they will all reach the same level, it just happens that almost all my runs have been vertical so i think of it that way most of the time
all things considered if you know how water flows in real life, youll probably be fine in satisfactory
Pretty much
its pretty funny bc at first i was so confused why my water systems weren't working and i realized it was just because i wasnt patient and failed to realize that the pipes actually hold quite a bit of water
i was also mistaken that inline pumps increase your flow rate, i just happened to place them at the time that water reached those pipes and had a causation/correlation issue
So the problem is that on floor II the fuel lines to the generators are not getting an avrg. flow rate of 278.66 but are sometimes at like 350 and sometimes at 25
is floor II the one with your flow equalizers?
yup the 4 green rings on floor 2 with the buffers are those
well I dont know what's going on either, my only thoughts are that the large fluid buffers are messing with the flow rate because of how massive they are, or if having unequal pipe lengths on either side of the valve could be affecting it
those are just shots in the dark though
The thing is also that 1/4th of the top floor is curretnly working without an issue, the other 3 are not
Im taking that back, half of them are working corretly
maybe it just needs more time?
the only other potential issue i could see is a problem with headlift somehow, but seeing as how every line is identical i doubt that
@vernal vine you're really just massively overcomplicating the system
3 main issues I see:
Buffers
Valves
Hardstop manifolds with mk2 pipes instead of looped
where are the hardstop manifolds? are they the lines running to the gens?
i wanna learn
Yes, that just means a manifold that's unlooped
When you have the branch that leads to a row of generators, does that pipe just end or do you have it connected back to the system somewhere?
So remove the flow equalizers, remove all valves so its purely based on overflow and get a line that makes all the manifolds loops and it should work?
it just ends
That's a hardstop.
Mk2 pipes hate those.
But if would do this you think it would flow better?
Are buffers really only useful when moving fluids via vehicle?
I.e. a pickup/delivery situation
So its not advised to do that?
has been doing that
Indeed.
Whats wrong with full stops like this?
Slosh.
I mean the pipe has got to end somewhere
it doesnt have to. thats why looping exists
ending at machines is one thing
but in general, any type of dead end branch interrupts mk 2s so you wanna avoid having that
if you cant avoid it, you gotta forcefuly lower the flow so that it doesnt affect pipes.
Thats ALSO where loops come back into play
Hydraulic shock (colloquial: water hammer; fluid hammer) is a pressure surge or wave caused when a fluid in motion, usually a liquid but sometimes also a gas is forced to stop or change direction suddenly; a momentum change. This phenomenon commonly occurs when a valve closes suddenly at an end of a pipeline system, and a pressure wave propagat...
unfortunately we cant use accumulators (buffers) for this as the pressure wave would pass through it in most cases
is that specific only to mk2??
yep
as water hammer is also only an issue with fast moving fluids
the mitigation section on that wikipedia is the most interesrinf as a lot of things apply here too
except for anything that is like "regulate pressure" since we have no control over that directly. High flow = high pressure
So. I havent checked. But im 99% sure that fluid buffers built into machines are one way. Ie. Fluid that enters a machine input cannot flow back out. And fluid that leaves a machine output cannot flow back in. And that applies to freight stations. But you can connect to both the inlet and outlets of freight stations. So i guess fluids can flow into a station inlet and out the outlet if you connect them.
it is indeed one way
There may be more compact 5:7 balancers, but this one is mine. I refuse to acknowledge the clear absurdity here.
yeah, but I have 5 full belts in, and 7 full belts out of the next steel phase. So its kinda odd swapping belts for input and output at odd points in the manifold.
um, how do you convert 5 full belts to 7 full belts? 🤔
solid steel.
no, I'm dividing 5 full belts into 7 equal belts.
why so?
because my steel plant is divided into 7 wings of 5 foundries.
each one spoitting out a full belt
do 5 manifolds with those 5 belts, merge overflow from all 5, move that to remaining two manifolds
no balancer needed, simple and effective
see that is sensible.
now that I have this lasagne I'm inclined to keep it. But I'll remember that strategy for next time.
there's never a need for balancers and if you feel like there's need for them, there's always a simpler solution for things
(that's not saying you shouldn't build balancers, just that if you don't like building them, look for easier options, there's always some)
I wouldn't say there is never a need for them.
I would say there is rarely a need for them.
The only places I build balancers are when mass rad-haz is a thing so it cuts radioactivity and lets a reactor hall start up in 2 minutes not 20 hours, or ***maybe ***a small factory to look cool, not needed there at all, just a style choice in the second case.
Placing them before fully saturated sushi lines is my main usage.
Coincidentally, Solid Steel is a perfect example.
But that never gets more complex than a 2:2
I could have divided my factory better so there were equal numbers of "lines" in each step. So 7 iron ingot lines and 7 steel lines for example, so there's no friction between phases. But I'd still have to balance the ore input across the 7 lines.
But I guess the overflow into mergers thing would technically work.
Injection Manifold.
No balancing required.
separated manifolds
no injection manifolds required
you wouldn't, why would you?
if the 7 belts are equal, there's no need to balance
Injection best 
injection more work for same result 🤷♂️
like I have 5 miners running into those 7 lines still. And some are pure, some are normal
at that point I'd design the factory so that I could build manifolds straight from the miner
Call it spaghetti if you want, but I think its' pretty
Not really spaghetti imo
yeah...
Fix it 😭
I'm building this in phase 3 on mk2 miners.
but its planned out for mk3
so it'll be a while
So turn half of them off. 😭
sorry, I won't share any more until its tuned better
Can I give you one tip?
Press H to put the taser away before screenshot 👍💛💛
I do think its funny that in U8 since they made "H" the hologram lock, you have to hit "T" to "holster" the build info now. 😆
assuming default keybinds obviously
You must have amazing production to have that many awesome sinks sitting there. That must mean you have amazing overflow
its just to see if it works
he wanted 7 full mk5 lanes and makes sure everything works 🙂
or you can just selectively merge the outputs of the foundries into 7 belts?
I'm on default.
H is still holster.

Probably doesn't change keybinds if you imported from U8.
H is holster. But when building/dismantling H used to make the text and material icons in the middle of the screen go away too. So i jokingly refer to "holstering" the construction/dismantling info. So now H is still holster for weapons, but because H locks holograms when building, the new hotkey to toggle the build info is T.
I have literally never toggled info. So this is news to me.
Also with every button added, the people asking for console release or controller support...

What?! Its the best. All that material info and description takes up way to much space and is just below the target reticle and has always been aggravating. I would probably never toggle it on and off if we could just put it somewhere else on the screen. That said. Being able to lock the hologram does help with visibility tho, since we can look around.
Next you're going to tell me that building with your feet on the ground is too annoying.
Or that the WG is too great to not use.
My build method was developed years ago and I'm happy with it 😭
WG?
World Grid
world grid is almost pointless 🤔
I'm not that happy with how many things got in the game because people complained, but oh well, it's not my choice to make, so I guess I'm fine with what we have
I'm right there with you. 💛
Is Alectode Aluminum scrap Worth it?
looking at the Scrap Recipies and i dont really see if its worth it
depends what's "worth" to you
There are 2 methods tied for highest conversion rate.
Sloppy Alumina + Electrode
Instant
Choice: which black rock?
If coal - use Instant
If coke - Sloppy + Electrode
Personally, my opinion is that Electrode scrap is essential to the best way to make Aluminum Ingots.
The numbers for scrap per bauxite yes. The numbers for other ingredients is where the difference lies. Both are fine ultimately. I just really like the fact that you can convert 100% of bauxite to Scrap for less than 1000m³/min of crude oil.
Instant seems like a Lot more effort and eletricity for less results
but im also half alseep right now
result is the same iirc
Less steps = more effort?
I havent bothered to look at the power costs of any of them honestly.
The baux to scrap is identical.
The consumption of the other resources is obviously not. (Ie, coal vs oil vs sulfur)
You need to use make Sulfur acid
need coal
and youre still dealing with water Bi-Product
Water byproduct perfectly feeds acid.
Closed system. No dealing with.
water byproduct can easily be put back in the same system
Sulfur and coal are VERY useful and sulfur is in a semi short supply if you want to use battery's for drone
yeah i know you can filter water back intothe Acid but you stll have to deal with this games Pipe systems, which yeah they work, but they are a pain
if it feeds perfectly then ill look more into it but it still sounds semi annoying
sulfur is in semi short supply
Max Nuke + All Aluminium on the map via Instant still leaves enough sulfur for hundreds of batteries per minute.
The only people who are short on sulfur are the people who mass produce Turbofuel for some reason...
yeah that i dont really get
for the Fuel for jetpacks, Fine
but theres so much more you can do with oil then JUST power
Also I am not saying use exclusively Instant.
I'm saying in some areas Instant shines. In the others, use Sloppy + Electrode.
Bullets is my primary usage of it.
And/Or make a lot of steel with Compact Steel
tbh quartz ends up being so limiting for me that I don't even use sloppy and still have plenty of sulfur leftover with max nuclear and aluminium
Quartz isn't a factor in making Scrap though?
Need the extra silica for ingots :p
Ingots is a completely separate conversation though.
Yeah Pure Ingot recipe is fantastic
Bauxite to Scrap is the above comparison.
Ingots is a separate thing. To be analyzed in a vacuum because ingots don't care how the Scrap was acquired.
Pure would be great but it doesn't get me enough aluminium per ore 🥲
All paths from bauxite to ingot compared by yield assuming you use 1 combo to convert 100% of globally available Bauxite.
just bring in more ore? world limit of bauxite is massive and you'll have other issues going beyond it with pure ingots
I'm at bauxite limit for the factory I'm going for
100% with 600 spare batteries for drones
Sure, but, why can't you bring more in? if you have to bring something in bauxite is probably easier than a ton of silica
Slop Def Def being that high is interesting.
There is no more to bring in, I'm using all the bauxite
And most of the silica/quartz as well
V lucky the numbers work out tbh, not that I couldn't have slightly more of a life and just downsize
Max aluminum ingots will consume 6985.71 (66.531%) of Quartz, and 11642.9 (22.026%) of limestone. Assuming you use cheap silica, which you definitely should.
Point is though, max nuclear + max bauxite (default alumina, ~1:1 electrode to instant) still leaves >1k sulfur for batteries
The whole chart has some interesting things going on to be honest.
Max Uranium Fuel Rods and the cheapest waste recycle to sink plus max aluminum using instant scrap results in having just over 10% of sulfur left over for other things.
And other things don't cost that much sulfur
Hmm have ~4k quartz and 6.5k limestone in my notes, mb that's made up by the silica from no sloppy idk, bit late to figure out the maths rn
You can absolutely find other uses for the sulfur... but you really have to dig deep into compact steel, Turbofuel and batteries to do so.
Definitely have way more sufur than you need if you just dont make 100% of your aluminum with "Instant" chains.
All i know is its impossible to hit max aluminum ingots if you use the default alumina that kicks out silica.
Using a ratio of 47.008547005% electrode + default alumina to 1-that instant
surprising how little infrastructure it needs tbh
Only like 125 refineries would think it more for 100% ore consumption
@thorn remnant want ot share a pic of how you set them up?
ok so do you know about train buffering?
uhh kinda
it stops working when a train docks
or something, i read that somewhere
cool so what do you do to deal with it not accepting items for like 27 seconds?
add buffers ofc
but there's a specific method
idk bout that😭
for example with belts you might have 1 belt going into an ISC and 2 belts from the ISC to the platform right?
yes
good. So you need something similar with fluid
uhh
That's Sev's design. I understand it works well
You'll want one for loading AND unloading
i dont get how it works
so fluids go in the buffer the whole time. when the buffer is full it will load into a platform
essentially the same as belt buffers
ok lets take the belt and ISC example
You can feed 1 mk5 belt for 780 pm into the ISC right?
and the ISC can feed 2 mk5 belts for 1560 pm right?
so the buffer or ISC will hold extra fluid or items while the platform is 'closed', and when it opens it feeds more that's held by the buffer
right.
but it also means you can't have 2 full capacity belts or pipes feeding a platform
Depending on item and transport time you CAN move more than 1 belt or pipe - but personally I just keep it to 1 since I can't be bothered with the math, and unless you have a really long train trip you can generally handle 1 belt/pipe per car
if you do want to math it out though the wikipage with the train engine has the equations I think
The summary though if you want to train fluids - I'd just copy the buffer system I linked you exactly. Or ask Sev for the blueprint
i think the peak for fluids as around the 900/min range?
something like that?
890 ish
apparently the small buffer in the example is good enough for most situations? I think Sev mentioned using the big one for specific situations though.
I haven't personally moved stuff with fluid cars yet (except for some gas I couldn't be bothered fine tuning) so not an expert
Also - don't move gas in fluid cars.
lmao
this design, is this a input or output
judging by the direction of the pump - feeding a car
I think you just reverse that for output
so i just reverse the pump?
Pretty sure! but you need them on both the train sations
or is where the pump is the thingy where my fluid comes from
that's feeding into the buffer that then goes to the platform
to keep head lift and direction
I assume
you'd want it facing the other way for receiving fluids
you dont rlly need a pump tho
my fluids are always going down so that also provides headlift right
Buffers have variable head lifts and you do not want stutters and back flow here
Also I would trust Sev to not design it with a pointless pump
I haven't looked into the set up much but my guess is if you could get it to work w/o the pump it'd be like balancing something on a pin and it could jsut flip out and crash if you breathed on it wrong
Something else you could do - package the fluids, and have the train come back with empty canisters.
But that's a different set of things you need to mess with.
That's the delivery site right? you've only got 1 pipe from the platform
yeah that could work! I'd probably make a neat and tidy design in the BP machine though, save you a lot of time
yeah
the point is that most of the time the fluid just flows on the bottom through the pump
if a train unloads, there's more fluid than needed, so the extra flows into the buffer (once the pump part is filled), which is then used if the train station gets locked
You could probably design one that's more compressed too, Sev's is a good example because you can see exactly how the design flows
idk if its too late or if im dumb, why is there more fluids then needed when a train docks
Apparently I have been doing fluid train buffers wrong lol- I've just been hooking a buffer up to the station 😅 (which should work for nitrogen, no?)
do ou mean why does the platform hold more fluid than a train car?
greenys last sentence
look - it's been a long while since Gas / Buffer discussion has happened and maybe stuff has changed?
But afaik: gas + buffer = bad
train unloads
the pipe after the pump does 600 max, but you have two pipes going out of the platform, so it's unloading 1200, but only 600 goes through
so remaining 600 is used to fill the buffer
ohhhh
Noted- but why, if I may ask?
Headlift doesn't matter, so it stands to reason that the buffer would just unload & fill up as needed
something something no headlift gas -> variable headlift buffer = pain?
Not 100% , but the short of it is you couldn't make it reliably have max throughput
hmm, okay
So if you're moving 600 gas but only care about having like 400 pm? you're probably fine
but if you want continuous and reliable delivery it's bad
I did underclock the fracker from 250% to supply the exact amount I needed, but I may crank that up to supply extra, in that case.
Meaning I wouldn't need a buffer at all
Well there's the platform buffer that still gets you, and the station stops moving products as it's loading/unloading
So you'd have to really overdo it?
Easiest solution - package it
Sure- but if I'm supplying more than enough to the machines, their internal buffers should buffer enough for the 28 odd seconds or so.
maaayyyybe? xD entirely depends on the situation. But it doesn't sound like you're making a perfectly clocked system anyway. I moved gas like that when I just wanted SOME around
Packaging gas is great though - you compress it 4x
I forgot to mention- the trip the gas takes is very short- I would've packed it if it was longer 😛
oh, well still an option. 1 freight car can haul a metric butt load of packaged gas.
if it's that short though? maybe just pipe it
Packaged N is also perfect for Drones too
ngl they should add different buffers for gas, so it meassures pressure instead of volume since u can make gass very dense
okay no it would chqnge the whole thing on how gass works
more that in the end they are just 'bigger buffers for gas' mechanically
Introducing even rudementary "equations of state" to Satisfactory would probably wreck even the most potent PC out there.
which... sure? but they'd have to mess with buffers and gas a lot
LMAO
Fluid Dynamics are a bitch
im so confused how all of this physics rlly can be run on my pc. istg the more i play this game the more i appreciate the coders of css. they did such a goood job
this might be one of the best coded game ive played
okay, I just checked- I have 12m3 of gas to spare on 6 pure nodes, and the train trip is just under a click and a half.
As somebody who has been building compressors for Oil and Gas industry since 2011... i would love to have that in this game. I dont think 99% of players would like it tho, nor would 99% of computers be able to run it anymore either.
