#math-and-meta
1 messages · Page 95 of 1
i do not have enough to make 5 as my math showed
sev, there are other issues at hand
5 * 45 = 225.
You have enough.
The issue is he keeps flipping back to trying to solve forwards.
And cannot seem to let that go.
exaplin detailed please, because this tell sme nothing
We've been trying.
You keep almost getting there and then flipping back to solving forwards.
i think its easier when you show me the error in my math
its easier to just try and solve for one right now
please, bear with me
i try i try
one assembler: 20/min rods and 100/min screws
how many rods for 100/min screws
(mind the decimal this time)
2.5 constructors.
yes
so 25/min rods
25 + 20 rods
so 45/min rods in total
which is equal to 45/min Ingots
i know, i need to dedicate the screw and rod production, so i will try
3 constructors making rods, 2.5 making screws
half a constructor is done by underclocking the machine to 50%
i cant underclock but im not that precise
alright, then we just use 3 constructors for screws
3 for rods, 3 for screws
your original question: how many assemblers can be fed with 240/min iron ingots
well, one needs 45/min total
so the answer is 5, as Sev showed
we can only use 225/min
with 15/min excess
thats clear, but the assemblers take screws and rods and not ingots, wich uses diffrent amounts and needs diffrent dedications
yeah, sorry, i summarized the production here
so i wanna keep the math at rods and screws
the answer is "One Rotor assembler fed by 3 screw constructors and 3 rods constructors needs 45/min Ingots"
5 assemblers mean 500 screws and 100 rods, i will try to make the math again
just multiply the result we got by 5
all the numbers scale the same
the result for ONE assembler multiplied by 5
20 rods for the assembler, 25 rods for the screw constructors
multiplied by 5
500 screws need 12,5 or roughly 12 screws producers, wich would use 120 rods, overall that means that 5 assemblers need about 220 rods overall
12.5 is not roughly 12.
12.5 is 12.5.
This is how the game works.
In exact values.
and i can make 240 rods a minute
And we're back to solving forwards...
you have 20/min left over
i can make more than 5 rotor assemblers?
but 5 rotor assemblers use 220 rods overall, and i make 240
here try this way
wait no im dumb
240 - 220 = ?
1 machine -> 4 rotors per minute requires 100 screws and 20 iron rods
OH MY i solved it!!!!
hooray?
thanks thanks a lot and all that, so if i doubled my production, could i use 0,5 that are leftover still?
you can underclock to not have leftover
4 rotors/minute takes 45 iron per minute. You have 240 iron available here -> you can run 5 machines effectively (not counting power shards or alternate recipes)
find a blue slug and research it to unlock underclocking
INEFFICIENT
no, it's still 100% efficiency
you mean the 12.5 constructors?
if you double it it becomes 25 so yea
wait no
if i use 12 will i still make 500 screws?
...no
you have 15 iron left over with what youre using
and in the future the recipes will have worse and worse numbers and there will be less and less options to have nice numbers. So learning to use underclocking to your advantage is very much recommended
12 screw constructors only make 480/min screws
not 500/min
hence why using 12.5 is more efficient
so i cannot make 5 constructers like that
well but i dont have half an constructer
and my ressources wouldnt allow any more than 12
one constructor underclocked to 50% is equal to half of a constructor
i cant use more than 12 because that would use to many ressource
you mean to build?
and i can make 480 a minute
you need 7 constructors (again not counting overclocking or alt recipes) to make rotor efficiently
still means you have leftover iron
you will have 30 leftover iron with 480
wich still only allows for 5, but its lost on the production way
90 does not go into 480 without leftover
im fine yeah
sink it or play with overclocking to optimize it out
i need 12,5 constructors to make enough screws, but i can only make 12
you can make 13
i do not have leftover, i have to little
well my ressources dont allow that
maybe make reinforced iron plates instead of rotors first lol
okay damn it, i will make 4 rotor assemblers and the rest goes into frames, would that work out?
ikm already making like 40 per minute
then how are you out of resources lol
i have all my ressources pretty much calculated on the point, so all ressources i am currently using do not allow for leftover ore
do you mean "resources needed to build the machines" or "resources needed to run the machines"?
run of course
then you have enough, that's why your math tells you 12.5, not 12
no, i would require 12,5, i can only run 12
thats the point
why can you only run 12?
yea youre losing me lol
you have enough Iron for 12.5
because i have 8 melters powering 16 consctructors, and 5 assemlbers need 4 cossturcors for rods and 12 for the rods need to make screws
then you make more of all of that so that you have enough
its for the screws, aka the rod sneed for it
i need 12,5 constructors to make enough screws, but i only have 12 of them
i think im gonna cry
16 constructors 240 rods
you only need 225
it is not as hard as you make it out to be
okay i will just build it later and see if it works, thanks for the help and your nverces
weird pipe question, why am I getting more water than I should have?
was doing 2*mk.5 full belt bauxite -> sloppy alumina-> elctro alu scrap
net water -468m^3/s
the extra 468 m^3/s water is pumped and fed into a separate system of 3*78% sloppy alum refineries
however while looping the byproduct water back to the other sloppy alum refineries where should be net 0m^3/s water
You looped back without building a VIP, didn't you?
I did separate loop back/ outside input tho, does it still matter?
Is your system working?
works for the first few hours then generates extra water from nowhere and clogs
Sounds like it matters.
Bottom pipe = Recycled Water
Top pipe = Fresh from Extractors
one weird voodoo magic I found is actually linking the outside input pipe and the loopback system by a rised pipe
been reading the great guide book for a lot but getting more instead of less is really weird give me a sec lemme me draw my factory for you
quick check - have you used valves or buffers?
so theres 2 mk2 pipe for the loop back. Follow sometimes not fast enough for the middle refineries so i added two pumps on each side
I have 0 problems with this set-up for aluminum - works for pretty much every recipe combo
and the part has been ghosting me for a good while is before I connect the blue/green pipe system (which should be fine I think correct me if i missed something really simple) I always get extra water from nowhere and eventually stuck
however once I connect the red triangle part (connect outside feed and the loopback)) the problem went away
guess i better just use photo mode
*and yes i am guilty using the default color for tools
This is a thing people judge other people for?
you really don't want to build baux processing in modules that take more than 780/min, it doesn't make sense to b/c you'll be exceeding belt speed for 2 output belts of scrap
at least it makes a funny joke i guess:D
welp im building for 1560/min mostly because the external water part only requires 3 78% sloppy alumina refinaries and back then it seemed to be an elegent solution
anyway I blame on floating point calculation and will pretend to solved the problem xD
That palm is really uncanny
may be me not having elevated input pipes as well
i wish/prefer there being a option to have smaller/lower veiwmodel but no so max viewmodel fov there it is
It doesnt look this way on my game and i play max fov
im on 116 and first person fov modifier 0.6

workaround to have slightly less view-blocking viewmodels
ye thats first person fov modifier around 1.0 by my guess
I didnt touch that setting, it is whatever the default value is
changed that since for me the viewmodel feels a bit to dominant on screen so
but you do you
I find that cursed palm way more distracting
oh found my original reason to do that
i used to hang around hold the zipline tool, which is crunchy in default view
*also this is #math-and-meta we better move to somewhere else
I just spent a long time building a huge ECR factory and only then realized the alternate recipe is really bad.
The HSC way is huge and complicated.
my iron refinery and transport line. may include eyesores and spaghetti.
(btw i am a new player. i can math but im not too good with good looking factories)
spaghetti is good truly, especially when it comes to the early game
it get things done and get things done quick
you are going to redo most of your start base anyway (since later you would definitely be using alt recipes for most stuff)
still, cool line, lot better than my start where I ran round hand picking grass for 2 hours straight
or you'll get the recipes before you build stuff and then you don't have to redo anything 🙂
so I wish I knew that
and you can also just keep old factories and build new ones
yeah, ECR's suck, lol, the alt does save a ton of resources though
does anyone have method/data on railway through puts?
wiki has formulas
drawing it up for you guys:
You know how much I like posting my book though 😦
you can get about 600/min of ore in a train car for a reasonably distanced round trip
simple way to do stuff is 1 belt = 1 platform and scale number of trains if it's not enough
for an extremely short trip (< 4.5 minutes), you might be able to get 780/min from a single car, but it is pushing it; for 50-stack items, you need to be careful coming anywhere close to an mk5 belt's speed b/c the car capacity is too small, and for 200 and 500 stack items, you'll be able to get what you need if it isn't trying to get 1560 out of a car
If you want the actual numbers just ping me.
something like 800 or 900 plastic/min, for instance is fine
thanks sev, but we don't need to interact with you to read what you'll c&p from the wiki
speaking of, @Laura a while back made some graphs of the numbers, is there any way that we could get those graphs included on the wiki page?
You def need a buffer setup to get 780 in one platform though, right?
you need it pretty much no matter what
you shouldn't need one if you use both outputs of the station, merging them, but its good practice nonetheless, trains sometimes derail, etc and having the additional buffering there i find actually keeps large worlds running smoother
additionally, except for output from miners, you're rarely ever moving exactly 780/min... for me its always some other strange numbers like 900/min, and i might change my plan at some point, better just to build the stations with buffers included, imho
yeah buffers on both ends
Don't know if its a good channel for that but i guess its kinda meta. Kinda clueless on this ones and its my 1st harddrive
relevant reading: #math-and-meta message
for your recipes:
- first one allows you to make more iron ingots with nearby copper
- second one allows you to make wire from iron instead of copper
- third one replaces screws with wire for reinforced plate recipe
pick what you want 🙂
Well i know how to read 😄 wanted to make sure if any of those are good for early game. Im kinda new and really bad at making efficient factories and the only recipe i know was really good is cast screws so it helps with organising everything ^^ guess i will go for stitched plates cause i have plenty of copper nearby but i still dont think i will use it rn cause i'd have to literally delete my whole factory to change everything that's why i asked but i get it questions about harddrives over and over must be kind of annoying
wanted to make sure if any of those are good for early game
as per my linked message - whether a recipe is good or not depends on your preferences and goals, every recipe is good in some situation
the only recipe i know was really good is cast screws
actually, other screw recipes outshadow this one a lot. It's only advantage is pre-steel screw production (where it's pretty good, however you can also use e.g. stitched plates to get rid of screws and then cast screws' value drops even more)
i'd have to literally delete my whole factory to change everything
tip: don't delete factories. Keep old ones running, build new factories. Saves time and you won't really run out of resources or space anyway
questions about harddrives over and over must be kind of annoying
it's not that it's annoying. It's that people expect there must be some sort of tier list or something that tells which recipe is "good" or "bad", but there isn't (well there are a few but they don't really agree on anything, because once again, all recipes have a use and it depends on your preferences what you like or don't like.
That's why I didn't tell you "pick X". You would just blindly pick it, without knowing what the other recipes can do, and next time you get another drive, you'd have to ask the question again. I think it's much better if you learn to look at the recipes yourself, look what they can do, look at other alt recipes available for that item (wiki or other data source is great help) and make your own informed decision. And the main point is that you can get all recipes anyway, so there's no "mistake" in choosing a recipe that you won't use or find out that you don't like it.
Got it boss! Guess my mindset to that game is kinda bad. I always feel overwhelmed in early so i'm trying to copypaste my old save before the long break. Always going for the rocky desert and doing the same thing over and over. I'm considering to start over again cause i just got to the automated rotors + plates so its not a big deal but somewhere else so i can experiment more with finding other alts or try at least to play around the only ones i know. And yeah, my factory obliterations are the worst part. I'm trying to force myself to do 1 big place instead of more small ones leading to some kind of bigger storage place which probably is much easier for someone who's doing spaghetti factories without 100% efficiency. Thanks for reseting my stupid mindset with the imaginary tier lists of the alt recipes ^^
https://satisfactory.wiki.gg/wiki/Tutorial:Picking_an_alternate_recipe
please give this one a read
we ar experimenting with an article specifically for this kind of question
Everyone plans their factories differently and thus has different conditions for choosing recipes.
Spoiler warning: There will be mentions of certain production lines which you might not have unlocked yet.
still under construction
yeah, sometimes trying new approach can freshen up the game and make it play better
for what you said, I'd also recommend splitting factories all over the map, basically if you need to automate new item, you find a place that has all the resource nodes needed for it nearby and build there, moving it to storage. This also helps with the "no rebuilding" hint
maybe some points from the above discussion could be implemented in the article? 🤔
if they are not already there
yeah, if i find the time
a little more in-depth tip about the recipes you were able to choose: with the default recipes, you basically make reinforced iron plates from iron ingots (with some steps in between). now when you combine "Iron Wire" and "Stitched Iron Plate", you can also make reinforced iron plates only from iron ingots, but with different steps in between, and with the ratios you have with the alternate recipes, you can actually make more reinforced iron plates per iron ingot you put in
every item page on the wiki lists general production values for alternate recipes
and some even have neat summaries of all the alts underneath
Yeeeah, just need to rush coal So i dont have to run for hour straight to refill bio fuel. Ty for this discussion, it was very insightful and helpful ^^ just gotta look for the interactive map which spots in each biome looks promising
oh you should see LetsGameItOut.
you are gonna get a Heart attack.
Oh ive already seen that
have not played the game in a fat minute - are there a bunch of new crashed pods on the map? I don't remember there being this many according to SCIM.
This is pretty satisfying. Since this is making 1 beam to each 4 pipes, and they are in sync.
as long as I keep the steel supplied with coal, the machines will stay perfectly balanced/
Each half gets 4:1, and each machine gets 4:1.
if it was a different ratio I'd have serious issues.
I'm gonna sushi the ecrs, crystals, and beacons to my nuclear plant, but I think I'm gonna have to do smart splitting instead of trusting the balance of a single belt.
Hi guys, I’m trying to make a 5 to 7 load balancer. I usually turn this problem into a 1 to 7 because it’s easier, so let’s go with that. I know the drawing on the right will get what I want, but I’m wondering if the left one with two belts from the outer final splitters going back into the first merger will get me the same result.
first of all - balancers are pretty much never needed
second - 1:7 is 1:8 with one loopback, which is basically what you have
but I'd advise against building balancers, unless you're doing it for some sort of challenge or something
Duly noted. I agree the right side 1:8 with loopback makes a 1:7, can the same be said for a 1:9 with 2 loopbacks?
sure, any loopback will work
Ok cool, that made sense in my head but haven’t done a double loopback, just wanted to try something new. Appreciate the tips my man
any loopback is a recursive series
((1/x)+1)
and then you keep dividing by x and adding back 1
it approaches a finite value
if your input + 1/8 never exceeds your belt speed, they should do the same job, but if your input after merging the lines comes close to your belt speed, you're going to exceed it when you loop back the 8th input
the common solution to what you are wishing to do is to take the 8th output, and split it, and merge in the 2 1/2's after the first 2-way split
i think there is a better solution (besides manifold) if your inputs are all equal
f.e. clocking the machines so that it's 5:5
what is the ratio of drills-crafters with limestone/concrete
Depends an a plethora of factors.
i have two ore things
Very specific.
people really need to stop talking about this part...
the balancer never "aproaches" anything
if 7 items go in 1 goes to each output
if an 8th item comes in it goes to the first output again
if 14 items come they go 2 to each
"no infinite limit required"
should i just do 1 crafter per 1 drill
Alright, it reaches a final value but that still takea a few cycles
Open the Constructor.
See how much Limestone it needs to run.
Compare that to how much you are making.
its not instant cup noodle magic
no it works from the first cycle
depends on recipes, node purity, clock speed, etc.
I dont buy it
ik kinda new to the game and i do not know what you're talking about
just think about the items going in and coming out
if 7 items come in they come out 1 on each
so each item has 1/7 items/min
Not all drills are equal and neither are limestone nodes
3 go in and 1 go out
some nodes output more limestone per minute that others. Just like that
the drill is 60/smin
if its on a normal node, sure
yea
theres also impure nodes and pure ones
it is
just look at recipes in the codex if you need to know the numbers
if i think about it then on the first cycle all the outputs that get used are NOT at their final per minute output value
items dont get lost but you sure as hell are not at the final speed value
sure but by that logic an 1/2 splitter also doesnt work
half and third splitters dont rely on feedback loops
the important part is that the 8th item that gets send back is ticking all the splitters and mergers internal states
What
ok so a splitter sends items left right depending on its state
so if it comes back to the start of that you can call it a cycle
thats why 1:8 balancers have 1/8 items/min because the output gets 1 item over the cycle of 8 input items
but with a 1:7 balancer 1 of the item gets looped back so the whole system is at the start again even though only 7 items got put in, which means its 1/7 items/min
nope i dont follow
wait who deleted the explantation from the wiki xD
Prime splitter arrays are a type of load balancer, splitting one conveyor belt input into a prime number of outputs. This can help in creating efficient production lines where a prime number of outputs (e.g. to machines) is needed. Splitter arrays and balancers in general differ from manifolds, in that they fill every output simultaneously and d...
wrong wiki
GG is da way
||fandom.gg|| 
the recursive series is just part of another proof for the fact that it is always 1/7
because the splitter ALWAYS has 1/min going in
8/7 going from first merger to splitter
looping back (8/7)/8 = 1/7/min
the part where you need recursion is in the proof that that number is 8/7 since it is lim sum 1/(x+1)^n
but the items per minute is 'exactly' the lim of that, so it is always 8/7
I actually really like this way to look at it 
i never meant "it never reaches the final value"
but it is not an instant transition
it cannot be
i even ran a dumb test for that right now
210/min for 7 smelters
you need 240/min as input so each of the eight outputs gets 30/min
but that takes more than one cycle
all 8 outputs start with 26.25/min
after that, you have an input rate of 236.25/min until THAT cycle is done
Feel free to @ me for info or doubts on how to reliably feed machines using a single input :)
Tip: sushi belts can be load-balanced using programmable splitters; this comes in handy to feed many machines from one (balanced) sushi belt.
it effectively takes 5 cycles to reach the final rate of 30/min
does anyone have a spliter / merger setup to extract 2/6 from a single line
divide by 6, merge 2 of the 6 outputs
i feel like that idea of a "cycle" doesnt really make sense
you should think of it more as actual items, so that 7 items coming in is a cycle
lets say we send in 210 items in a minute
then the first output will get EXACTLY 30 items in that minute
no it doesnt, i looked at all my smelters
Note: 2/6 = 1/3
as soon as the items hit the first merger it should be constant
maybe try standing next to the conveyor and see that it doesnt get faster (again as soon as the items hit the remerger)
also you can just put 210 items in a storage and see that it gets 30 to each
ofcourse some of those will be delayed because they need to go through the remerger first, but the speed will be (26.25 at the start, 30 during , 3.75 at the end as the last items come in)
offtopic but i wonder what an easy analogous real life differential equation is that has a lim math solution but is always in a fixed state
not even capacitors are always in a fixed state, even though they charge and reach a finite state after around 13 charge constant time periods
there is always a transitional period in finite speed systems
heck, fire up any aluminum plant with split water cycles
that one also has a steady state
but that state is NOT after the first machine cycle
ye i guess it is kinda hard to say as even a 1:4 spliter has 0 items/min on one of the outputs for the first few seconds
there is a difference between constant input systems and accumulating inputs
as you said: at first its 26.25
the first item that makes it to the merger bumps the rate up.... momentarily
well it is 26.25 just as 1:4 is 0/min
the convoyeur is just longer
that 26.25 stays active until the splitter that loops back to the input receives one of the ores it already split off
because that splitter is responsible for sending it's items back to all other splitters. Including itself
so until the items that get sent back to the merger arrive at that exact splitter again, it outputs 26.25/min
well yes
but going 0,26,25,30 isnt really "aproaching"
its just 3 steps
its not 3 steps
what makes you think 30 is the next final step after 26.25
at minimum its 5 steps
26.25
29.53125 (not 30, but close)
29.9414 (still within the game's accuracy range, so not 30 yet)
29.992675 (also within accuracy)
29.99908 (i feel fine with calling it 30 now, but the game might disagree if this was a constant rate)
you mean i could just split once and take 2 splittet together
ty
is it basically adding buffer/balancer, if not enough add carts
sort of... the 32-slot train car capacity is the limiting factor for 50 & 100-stack items
for them you can move ~1550 or 3100 items, respectively, (you'll never get a full 32 stacks in a train car, so round that down to 31*stacksize
so how long does it take to make 3100 ore, using the 100-stack values as an example?
feels painful to see a relatively short trip for bauxite needs 2 carts plus buffer and balancers *780
for a miner rate of 600/min, you get around a 5 minute time
wait can you explain why is it never possible to get a full cart?
when a train picks up a load, it would need to be timed exactly right to have a full last stack of cargo, any more than that, you'd end up with the miner eventually backing up, and the mining rate would reduce, so you just round down, we're dealing with integral math with these calculations; you count an incomplete last stack as 0 rather than 1
ah alright
even if you set a train to 'wait until full', it will pull out of the station with 31 stacks + 1 item, lol
xD
i think that is technically a bug
I wish there be an alternative world where the devs said yes to logic circuits
but with these things, its like real engineering, you always round towards the pessimistic side
i kind of agree with them in the feeling that it wouldn't add very much to the game for the complexity of development
there's a mod that adds all that stuff
i keep trying to find a reason or idea to justify the time to play with it, but i can't really think of a practical application
yea totally understandable
i think a lot of the thought process for wanting the logic in the game is that we all kinda want a on-demand delivery service for building stuff
ye that makes since
aye I really like this part of gameplay even though as painful as it is, adding buffers/balancers and solving problems
like i think 9/10 people start thinking about trains or drones delivering stuff when they need it at remote build sites and like in thinking, they realize they need some sort of on/off and basic and/or
the other 1/10 is 200 IQ that wants to do AI simulations in the game and like test hypothesese of the holographic universe or something 😉
ya know, build it because you can sorta sillyness
the spirit of automation \xD
ehh, there's a type that builds digital logic in minecraft and stuff like that, its way cool what they do, but like i don't think the game should be modified for that specific niche
le technical minecraft community
cool but not necessarily to go that far
but still some kind of "if enough power generated open this value to fuel buffer" circuits would be decent for everyone
i'm still mind blown by some of stin archi's ideas which i'm not sure if he even quite realized what he was doing, but he came pretty close to implementing analogue logic with belts in SF
but still still its too much work for current development hopefully we can see some kind of logic stuff in the future
we're all scratching our head a bit about how much more CSS wants to develop the game, its feeling like they're wanting to get the game to 1.0 sooner rather than later
what i hope is that they entertain a short list of new additions to the game
found the video woah the 18th centry computer
analogue logic with belts for real
i mean, it really is pretty much analogue circuitry that he's implementing, and running into all the same problems with things taking forever to cross thresholds
there's a reason we sort of abandoned analogue circuitry in tech, and its because of all the problems Stin runs into, lol
kinda feels like back when mobile minecraft (back when it was called the mobile version) doesnt have redstone components people using blockstate updates like signs and sugarcane to make logic circuits
its really cool but sadly problematic
is it the spliter 1/3 thing?
no, he created some sort of automated delivery system where you put an item you want into a train or drone station, and somehow, that triggers a rube goldberg contraption to start delivering you stacks of that item
its pretty neat
i'd have to rewatch his vids to give you more of an explanation
i got that he built a analog circuit i mean is the "same problem with forever thresholds" you said related to the previous splitter discussion
the recursive splitters
i think that was mcgalleon making that point... i've been in and out of the convo
doing a 7-way split isn't something i'd do unless under durress, lol
so the takeaway from the convo is recursive splitters having a problem to really reach 1/7 right?
internal state of splitters and stuff
i think they eventually do if built correctly, but its one of those things where 7 is a hard number to find a per 60 second cycle with, so you're probably always going to be measuring at some interval that itself is off and its very difficult to actually measure
more my preference in not doing a x->7 split of anything is that i don't want to build the splitting aparatus
same
hm i guess youre right
items per minute is weird if you think about it 
btw the error is 1/8^x
for the first cycle (so the delay of the items going throught it once, i guess 20 seconds?)
is 12.5% then after another 20s its 1/8^2 = 1.6% after a total of 1min its 0.2%
i would guess those errors tend to zero over longer time durations
you have the input and the surplus. you combine them, and split that 8 ways. each of the 7 machines gets 1/8th, and the last eighth becomes the new surplus.
you know all machines are getting the same amount, because they're getting the same 8-way split from the combined line. there's no more reason for them to be uneven than there is for any other 8-way split.
if the machines are getting less than intended, that would mean they're collectively consuming less than the input, and it would back up.
spin-up time is kind of academic. if the outputs are logically equal, and the input isn't backing up, it's working.
items on belts are whole numbered items, you can't have half of an item, you just need to time things for longer duration and average them
the internal buffers on splitters and smart splitters do change the timing a bit, but the timing delta for normal splitters should always reduce to statistical noise over long durations
with smart splitters, i've seen some pathalogical cases of them holding on to items until the next burst of stuff
the issue is that even a 60/2 spliter would start at 60/0 since the first went the other way, 40/20, 37.5/22.5, 35/25
it just all depends on when you measure, which is kinda weird
especially since the sum of the errors is constant, adding 12.5% 1.6% etc. = 1/7
so its more like thinking that 20 items are just perma stuck in the balancer
in the end, logically, if you keep feeding in stuff to a container at of any kind at a constant rate, if that container does not have infiite size, eventually you're going to get stuff spilling out of the container at the same fixed rate
yeah, just measure over a longer time duration and it all becomes statisistical noise
i'm bouncing afk a lot at the moment,so sorry if i respond slowly
idk thats kinda unsatisfying though xD
the question is does it aproach 1/7 in the same ways as say this approaches 1/8:
cause i woulnt say that this "approaches" 1/8 but at this point its just semantics i guess
nope, this is definitely 1/8
to get 1/7, inject one of the last conveyor back in the 1st one
Part of the spin-up time of any feed, including manifolds, is machines turning off and back on as the timing of when they get fed is established.
Ultimately if you don't hand feed, you should have 1 machine that looks like it's starved but it isn't; it just perpetually has 1 cycle's worth of material exactly at the moment it starts a new cycle.
The end result is that all machines will stay on 24/7 but they don't all start and stop at the same moment unless you pre-filled a load balancer or pre-filled the machines themselves and only then switched them all on.
the only time i've used a prime splitter is a 1:5 and that was with nuclear... i'll say the naive looping bac the 6th input for that worked as you'd expect it to and distributed fuel rods evenly
with something that has a rate of 1 every 5 minutes, you'd know pretty quickly if it wasn't creating the proper balance
the experiment that i think you should try if you aren't convinced that the 1:5 or 1:7 balancer is to drop a single item through the balancer and do that over and over again and realize that items are coming out with a fixed pattern
i see greeny typing... and yeah, its all academic, it is better to just manifold such things or clock machines differently to change the split to be something better
wut
😛
why does quickwire have more copper than normal wire
Because QW is more expensive by nature.
Given Wire can be made from stuff as basic as Iron. Caterium is "worth" more, which is why adding it to Wire is a massive boost.
But QW being "worth" more than Wire is where adding Copper doesn't give you as much of a boost, because you're supplementing a "cheaper" resource while trying to boost a "most expensive" product.
yea but like quickwire isnt just thicker wire
its different
Where did I say it was thicker?
It is different, yes.
Which is the "more expensive" aspect of it.
game design perspective its fine im talking abt like
lore?
ohh misleading channel
where should I have put this?
?
I guess just #satisfactory
but yea very excited about the efficency of alt recipes
All 4 of those are good.
alloys work in magical ways
well it could be caterium coated copper.
I really doubt there is lore in the caterium alt recipe...
thats what I was thinking
cant wait to brute force basic steel before even a simple factory
that is teh polar opposite of what I do and i love it
thats what I did before but now I see the light (iron and copper alloy alt recipe)
not even gonna make steel
just using the foundry for iron and copper
Iron Alloy + Solid Steel is an amazing combo
ooo lemme look
ZOMG :3
(started saying that to look unhinged)
Question for ya all.
has update 8 changed water and fluid mechanics
i keep seeing 4 water extractors to 8 coal gens and run water extractors at 75%
but my water is basically running out
it was working fine at 100%
No.
you only need 3 extractors worth of water for 8 generators, but you may be exceeding the 300m^3 per pipe limit
does anyone have a guestimate of how long it would take a train (without stopping) to make a loop around dune desert?
wondering if 5 minutes is in the ballpark or its more like 10 minutes
i'm trying to measure the distances in SCIM, and getting a figure of it being about a 6 km loop
well... maybe
In U8 i noticed a lot of old bugs have been squashed
Maybe U7 did something too but G2 said specifically in the interview before U8 that thers a few things he wants to fix
One of the things fixed seems to be shared head lift
Elaborate?
So sharing now works, as intended, is what I am reading?
it no longer breaks as much and increases, but at the cost of no longer being back to the original height it seems
Ah, fair.
would need to test specifically what the reduction is
that and a few other fixes from my old bug report
... Except buffer sloshing xd
Buffers are an odd thing.
buffers arent just big pipes
Exactly.
normal pipes reach max flow when full
buffers reach max flow when filled to 75 m3 / 300 m3
(cause that equals 1.5 m head lift)
Buffers will probably be fixed, wonder if they will adjust ISCs at all too.
head lift seems to have 2 ranges: 0 to 1.5 and 1.5 to infinity
up to 1.5, head lift is the pressure that generates flow rate
since in the code they dont use another pressure variable
Assuming it's 600/2400 for IFBs?
just another name for it
300
Fair.
Wonder if 1.0 ISCs will actually be 2:2 balancers or still have their priority system.
i hope people find it useful
@azure olive post shots from higher up of your pipe set up
Yeah 1 sec
I don't think math is my problem but we'll see
ok so there are my blenders for diluted fuel. every row of 5 (from left to right) is a system by itself
the row with the lift is one of the rows that does not receive enough HOR (screenshot will follow in a sec)
each HOR pipeline that is pumped upwards is fed by 10 refinerys (40 HOR each) and another 10 refinerys is split into 4 pipelines to fill them to 500 HOR
blenders take 500 ( 10* diluted fuel per pipeline)
need any more?
ok a few things
- you don't seem to have looped the input manifolds
- it looks like you're linking manifolds in the 2nd pic?
whats happening here?
- no, didn't loop them
- yeah, thats 10 refinerys (400 HOR) for 4 pipelines (400 HOR each) to get 4 pipelines with 500 HOR
so the pipelines on the ground is 400 and the one leading down to them is meant to bring in another 100 HOR
ppffttt.... ok
do you want:
- maybe a quick patch job that might work?
- a thorough job that'll require a fair bit of repiping but basically guaranteed to work if hte math is right?
so i have to ask... why aren't you just taking 400 hor and sending it to 8 blenders?
a release of air at the anticipation of work
Ok so I run by a few simple piping rules that work universally
i have a suggestion to help with the math :3
thought it would work, i let the whole system fill up before i linked the fuel gens to it
now that that guy is blocked rules
- Loop your manifolds that feed machines like so https://media.discordapp.net/attachments/558721941410807812/1168716909366218823/image_13.png?ex=656e76f0&is=655c01f0&hm=6adf95302e97c9c40b7e45c2512d61a61927d13f6d2885b9f68b8138a7ade86a&=
huh...?
the fill pipe doesn't have to be above, to the side works too
ok got it
what did i do...?
- if a Point B needs X fluid pm? Have Point A send X fluid pm. Don't merge and split things a bunch. It's not impossible to make systems like that work but it's a lot trickier trouble shooting things and getting things up and running
- Flood each fluid step by having like 1 machine at 10% run speed so the whole system is flooded, do that at each step
exactly, keep pipe networks simple
||Personally I do this with switches.||
Extra bits:
feeding from below is possible but you need to be careful how you do it
pipe holes can sometimes be buggy and stop headlift, avoid using them just clipe pipes through them for visuals.
Don't split fluid manifolds vertically - if you need fluid at different elevations? make separate manifolds
any way works
Does it have any interesting featrures over online tools currently available?
there are other tools?
what are they?
the best one https://www.satisfactorytools.com/
The comparison I was purposefully not making 😭
Fyi I'm not tryimg to devalue your work or anything, I'm asking purely from interest
thanks cobalt, i'll try those.
oh... not much, it seems...
it'll probably take ripping out most of your current pipes sadly but those steps will work in basically any pipe situation you have in the future.
they mostly aren't hard rules you HAVE to do but they do make your life easier.
Like some systems you can do w/o manifold loops - but I can't be bothered testing what the limits on that is so I just loop everything
oh and change clocking on machines if you need to deal odd amounts of fluid incoming rather than merging manifolds
clocking is a POWERFUL tool
can you explain what looping the manifold does? i thought if i bring 600 in and a row of refinerys takes 600 it'll work just fine
I mean even if it has nothing special, good job in making it. I just don't know rust so I can't tell what it can or can't do
well... my program lets you compute speculatively
you can not specify an output rate, and it will compute how much you can make given the input resources you set
Tools has a "maximize" option.
sure. So fluid goes both ways, if a machine in the middle of the manifold sucks fluid out, then fluid further along might flow backwards and stutter the flow and production
the loop alows it to come from both ways. Flooding helps remove gaps that causes that too
SFTools can do that as well
ok, got it. thanks
Again though, good job in making it. The math is pretty hard
If you're only feeding like 2 or 3 machines from one pipe you can probably avoid having a loop, and I've seen turbo fuel set ups work w/o loops but I suspect it's because they consume so little fluid pm
definitely possible with TF, i have a couple of setups with 40 generators on a manifold clocked to consume 10/min, which is in the neighborhood of default fuel power's consumption
well, um... the one benefit mine definitely has is that its a command line utility
so if you like using the command line, and you want a fast answer, then... there's that, i guess...
i think its pretty intuitive to use
something i'm sort of realizing that i'm doing by accident is that i always raise my pipes 2m off the ground just to give walking and belting room, i'm starting to think that may make a lot of difference
its also really customizeable, since you can edit the recipe config to be whatever you want
you can even add modded recipes potentially
It seems it can't use multiple recipes per item though 🤔
if i find a bit of time, i'd like to look at the code and see if i can do something with it to give better splitting clock rates and machine numbers
i apologize in advance if its a bit confusing
my coding style is... unorthodox
i used a lot of maps and filters
That's where I was as well and had to change from standard tree traversal to something else (in my case - linear optimisation)
Which also gave me support for reusing byproducts
no... it isn't confusing, what i mean is that if you need for example, 15.6 foundries to process 780 copper into copper alloy, adjust it to be 16 at 97.5%
oh you mean, calculate the amount to downclock them by?
thats not too complicated
yeah, but try to find the number of machines that's a number of the form 2^n*3^m
i.e. 2,3,4, 6,9,12, etc
things that are perfect splits
ah... okay
it isn't hard to code, i have a little program somewhere on my laptop that finds that number
i can easily add that feature in
yeah, you just add those numbers to a binary tree for m,n < 10, and then do a lower_bound search to look up the number
but then kind of searching for the right one that doesn't suck to build would be easier
most people don't care about that tho 🤷♂️
hey, its math that i do pretty often by hand 🙂
i've been trying in a lot of factory builds to intentionally do more perfect splits really just to get good at building them for when it actually does make a difference (power, low volume-high cost items)
plus i just enjoy belting and geometry puzzles 🙂
i feel like there's a more clever algorithm for it...
I guess linear optimisation can again do it 🙂
essentially you're trying to find a 2d vector with whole number values that satisfies a condition
you're either throwing the numbers into a lookup table or stepping from ceil(15.6) up to the next integer that has only 2 & 3 as factors
there's going to be an entire pareto boundary to explore
and you need to find the whole number soln with the closest distance to that boundary
or one that lies on it, if it exists
doing log2(100) comparisons on the values in a tree is probably about the best your going to get
linear optimisation 🙂
actually it seems the boundary is a straight line
finding the distance to points on a straight line should be simple
just need to derive the equation for the line
that's for one C
yea that's all we're trying to figure out here
C = how many machines to build
we want C in N
well, you're starting with a real-valued number of machines like 15.6 or 33.33333
that's always going to need to round up to the next integer at least
so you set C = the nearest rounded up integer of machines you have
then you would do a marching squares along the line's path to traverse all of the whole number grid points nearest to it
rather than just rounding up though, you look for the next greater integer that is 2^nx3^m
and test each one for distance from the line itself
the algorithm should only be O(n) where n is the length of the line
it may be faster, i don't know
and... that depends on what the formula for this line is
i don't think speed matters for this
but i approach such problems as a programmer, not as a mathematician
im just having fun ok 😛
I guess you can just store cached values up to 780
this is the equation for the line apparently
that's pretty much what i was suggesting
thats more complicated than i expected
that is a whole lotta ugly, lol
how do you get the 2 i pi in there?
that's like extending it out of the domain of whole numbers
immaginary constructor
isn't that the craft bench?
it seems like it extends into the complex plane
we can just drop that factor since we arent working with imaginary amounts of machines :3
i'm sure it does, but don't you remember in algebra class to just toss away the imaginary roots?
well you do that because they're in the complex plane
and the complex plane is too complex to teach to calc 1 students
thats why you throw them away
the thing is that you're actually looking for integers in a sea of real numbers along that line
yes
i suggested the marching squares algorithm
which traverses the line, passing by every nearest whole number vertex along the way exactly once
ehh, knock yourself out if you want to code it
i do :)
let me find an icky set of numbers i'm working with in the game for you
910/min of cheap silica, which resolves to this as just the basic math:
i've been trying to find something to do with that number of assemblers to make it not completely bizzarro
i don't think it is possible, there's a 7 & a 13 in the numbers, and i think anything is just going to resolve to some nasty fractions
another thing that you could consider adding to your tool, is extend the idea to overclocking as well, and solve for the minum number of power shards needed to reach a goal
it should not matter where you put shards, as long as you're using them fully 🤔
if it's >0.5, you need 2
thats it
you put them both in one machine, or one in two separate machines
you can just take the numbers outputted by the program, and:
- round up if you dont want to use power shards
- round down if you do want to
yeah, but there are times i decide to clock everything to 125% and realize that i could use less shards
if the total machine count has a fractional part less than 0.5, you can use one shard for all of them
just leave all but one at 100%
then clock the last one up to the fractional amount
right, but what other answers are there?
zero 😄
you cant use less than one
for clock speeds given x number of shards, etc
wym?
i'm not sure exactly what i mean
if you need 5.5 assemblers
then set 4 of them at 100%
and put a shard in the fifth one, and set it to 150%
as i said, i play with the numbers quite often to see if i can get a perfect split
if i see that it'll only cost 8 shards in a build to do so, i may decide to build it differently
well... if you want to upclock all your machines in the split, to keep them at the same production rate
its just simple math i do pretty often
you always need at least one shard per machine
yeah, there's a few other patterns that i use as well
like having the last 2 machines on a manifold at the same clock speed to speed it going to 100%
idk what a manifold is...
--S--S--S--S--S
| | | | |
line of splitters feeding machines
i only have like 40 hrs in the game
oh that has a name?
i just started doing that on my own lol
haha, yeah
i see wym
if the fractional amount is > 0.5, then you need at least 2 shards
so in that case you just split them between the last two machines
you could equally just put both of them in the last machine and clock it twice as high
or put both in any of the other two machines
or choose any two machines in the manifold at all
yeah, i'm often doing .75 and .75 instead of one machine at 1 and another at .5
but there are all sorts of little interesting edge cases
well...
for a given manifold, you really only ever need at most, 0, 1, or 2 shards
that covers the entire real number line
if the manifold only feeds one type of machine/recipe
then it's per-recipe
so just find the fractional parts of each recipe, multiply by 0, 1, or 2 shards per depending on if the fractional part is 0, 0 < x < 0.5, or >= 0.5, and sum that up
and thats the number of shards you need
there's also stuff like a manifold of 60 iron ingots will evenly distribute them between a plate constructor and 2 rod constructors without overflowing
b/c they take 30+15+15
i'm just tossing out the type of stuff i think about at times, and like maybe there's some ideas for you in it all
but like for stuff like that, understanding that if i arrange the machines in this order instead of this order, i have a better design... that i think is sort of useful
and its pretty duh for the iron example i just gave, but maybe there's some of those numbers in more complicated recipes no one has really figured out?
well...
if we use your perfect split algorithm
such that we can distribute the resources between all machines perfectly evenly
and we always round up, so that we can downclock the machines
then... that should cover all cases
universally, pretty much
there's another dimension to the problem of clocking
and that is that sometimes the cycle time for the clock speed you pick ends up being a fraction that is inexactly representable as 'x number of milliseconds'
avoiding that leads to better results
...you can just type in the exact production rate you want manually though
like, you dont have to use the slider
you know that...right?
you can even enter in stuff like '400/3'
wait, that works?
mhmm
huh..
i considered representing the fractions in my program using fractional datatypes instead of floats
i think honestly representing this stuff as rational numbers and doing lazy eval on the decimal conversion is a better means to do the calculations
how can you use "floats" and "precise" in one sentence
like, it's unlikely you'd run into an issue where floating point imprecision is going to ruin your factory plan
i'm a systems programmer by trade, i avoid floating point math like the plague unless i'm calling printf() 🙂
i said enough 🤭
well, um, the game does have some errors in the pipe simulation due to floating point imprecision
imagine if we used bigint rational datatypes to represent all real numbers
every time you performed an operation on a number it took up twice as much memory
Depends on how many operations you do really. If the error gets big enough, it can have effects (eg: 99.999/min VS 100/min)
your program would run out of ram in 100 clock cycles :p
MK5 belts be like 
most numbers in the game itself aren't big enough to cause problems and somehow a lot of the rounding of the 1/7ths and stuff doesn't cause a lot of problems
are you still seeing probs with the mk5's?
I never noticed issues outside of the testing arena after the last belt patching.
In other words: I recorded loss in testing, but never found or had reported any "real world" example of loss (after the patching; the issue was noticeable enough for many to notice before)
i've not seen any, but i haven't been looking, and what i've been building hasn't been stuff where i would notice a once an hour timing glitch
I also tend to build with the b2b issue in mind, so I rely hearsay/research to know of any issue in this regard
as long as the simulation is processed in discrete time steps, it'll be impossible to entirely eliminate all rounding errors
i find it difficult to know what is real versus old wive's tale from 3 updates ago 🙂
It can be "good enough that no error pops up", within some constrains (no maxing of logistics)
also, sometimes things round in such a way that errors cancel out
i've witnessed them not cancel, but it is pretty rare
If one feels like stress-testing things, they're free to grab a copy of my SFR save files to run in the background 
As soon as something doesn't go as we predict, things would just clog 
i gotta say, the iron wire+stitched plate combo is one that i always watch
the numbers for that are always ugly AF
more so when you're doing iron oscillators and making 28 cable/min from iron wire too 😉
stitched + caterium wire 
Can you give an example/video/whatever?
if you're going THAT route, lets used fused wire instead with copper alloy?
Eh, just 2 wire every plate. Easy sushi 
I'm not sure i can find the bp where i witnessed it... i know the save, but i believe i deleted the bp
well, fixed the bp
what i was doing was taking the wire output into a smart splitter, and just as a choice of how i belted it, i used a smart splitter to overflow the wire one way into a cable constructor and direct the wire into a plate assembler the other way
what should have happened is for it to eventually balance out with the uneven amounts
but after hours and hours, it never did
how i resolved it was just changing the belting around to split and then split again or something so instead of going in 2 directions, it was only flowing in one direction
something about the timing of everything just didn't work correctly
it would take me a while to find the bp in an old save
Too vague for me to understand fully :/
If you ever happen to have the save on hand, would you mind sharing the setup?
No rush :)
If you happen to come across it, noice, else we can live without~
i'll keep it in mind, actually let me load that now, it'll be a good break from building train stations 😛
i don't know if i have a copy of the 'unfixed' bp
i'm kinda happy, seems the 'load big save after other big save was loaded' crash is now fixed
isnt that just log(4c)/log(3) * (x+1)
oh wait minus

then its log(c) / log(3)
yes i did figure that out after a bit more work
the final formula is this
very nice and clean c:
what is the 'c' again?
number of "base" machines
that we want to find a number of the form 2^n*3^m thats nearby to
well, greater than for the original problem
looking at the bp, the problem version is lost to time, but my memory is refreshed a bit... it wasn't the wire, it was the ingots feeding the wire
in that case... we dont have to use marching squares
we can just zig-zag along the top of the graph
i think i was trying to do something clever with it, but damn if i can remember what the thing was
this is untested but
fn nearest_perfect_split(c: usize) -> Option<usize> {
let log_2: f32 = 2.0f32.ln();
let log_3: f32 = 3.0f32.ln();
let log2_log3: f32 = log_2 / log_3;
let denom: f32 = (log2_log3.powf(2.0) + 1.0).sqrt();
let b: f32 = (c as f32).ln() / log_3;
let f = |x: f32| b - log2_log3 * x;
let dist = |x: f32, y: f32| ((-log2_log3) * x - y + b) / denom; // denom can be removed theoretically
let mut closest = None;
let mut closest_dist = None;
for x in 0.. {
let y = f(x as f32).ceil() as i32;
if y < 0 {
break;
}
let new_dist = dist(x as f32, y as f32);
if closest_dist.map_or(false, |c_dist| new_dist < c_dist) {
closest_dist = Some(new_dist);
closest = Some((x, y));
}
}
closest.map(|(x, y)| 2usize.pow(x) * 3usize.pow(y as u32))
}
what unholy abomination have i created
haha
that's why i just threw the values into a table and did a binary search on them 😛
yeah, the binary search, minus the init which is o(n^2) is log(n) as well
hold on i "improved" it
its even more cursed now
fn nearest_perfect_split(c: usize) -> Option<usize> {
let log_2: f32 = 2.0f32.ln();
let log_3: f32 = 3.0f32.ln();
let log2_log3: f32 = log_2 / log_3;
let denom: f32 = (log2_log3.powf(2.0) + 1.0).sqrt();
let log_c: f32 = (c as f32).ln()
let b: f32 = log_c / log_3;
let d: f32 = log_c / log_2;
let f = |x: f32| b - log2_log3 * x;
let dist = |x: f32, y: f32| ((-log2_log3) * x - y + b) / denom; // denom can be removed theoretically
let mut closest = None;
let mut closest_dist = None;
for x in 0..(d.ceil() as u32) {
let y = f(x as f32).ceil() as i32;
let new_dist = dist(x as f32, y as f32);
if closest_dist.map_or(false, |c_dist| new_dist < c_dist) {
closest_dist = Some(new_dist);
closest = Some((x, y));
}
}
closest.map(|(x, y)| 2usize.pow(x as u32) * 3usize.pow(y as u32))
}```
it would be interesting to see which version is actually faster, but they're both probably so quick that writing the test harness would be awful, lol
i dunno, lot of fp math
ngh...
a lot of it is constants that could be extracted to the global scope
so those would only be computed once
yeah probably a lot of that is already optimized away by the compiler
mine is also guaranteed to find the best solution
because it traverses every potential candidate for being the closest to the value
i need to get some sleep, but let me noodle it, pretty sure there is a quicker algo still
i am 99% confident this is the optimal algorithm
i do not think a faster one that finds the optimal solution exists
like find the base 2 log of the value, the base 3 log of the value and step through the combos between the two integers rounded
thats effectively what this algorithm does
this line is the pareto boundary for points that are optimal
all whole number verticies above it are valid candidates
and the only candidates worth exploring are the ones directly above it
those are exactly the ones my algorithm steps through
there is one in each vertical x coordinate file
i think it can be done quicker, possibly in constant time, but i need to think about that and i'm tired
these vertices
yeah, i have a feeling that there's a dirtier way that is simpler
but i'll sleep on it 🙂
if you say so
now that i think about it, the table method has to be faster than computing the distance to that line
the improvement you can make is calculating the table on the fly, but only for the values bounded by your line
i actually mislabled one of the vertices here i just noticed
it should have 3,1 marked instead of 3,2
okay @prisma kraken i did it
i implemented your perfect splits feature
https://github.com/Maurdekye/satisfactory_factory_planner/releases/tag/v1.0.2
here's a sample output:
Machines:
* Smeltery
- 1.08 for Iron Ingots, or 2^1 * 3^0 = 2 at 54.17%
- 4.08 for Copper Ingots, or 2^1 * 3^1 = 6 at 68.06%
* Refinery
- 7.25 for Plastics, or 2^3 * 3^0 = 8 at 90.62%
* Manufacturer
- 1.00 for Computers, or 2^0 * 3^0 = 1 at 100.00%
* Assembler
- 3.33 for Circuit Boards, or 2^2 * 3^0 = 4 at 83.33%
* Constructor
- 2.17 for Iron Rods, or 2^0 * 3^1 = 3 at 72.22%
- 5.00 for Copper Sheets, or 2^1 * 3^1 = 6 at 83.33%
- 0.75 for Cables, or 2^0 * 3^0 = 1 at 75.00%
- 1.50 for Wires, or 2^1 * 3^0 = 2 at 75.00%
- 3.25 for Screws, or 2^2 * 3^0 = 4 at 81.25%```
can you ELI5 what makes this tool better/more useful than this website https://www.satisfactorytools.com/production
well um
i didnt design it with that intent in mind
i didnt know other tools existed
but
as far as i know, it doesnt have as many features
but it is a command line utility, and it's much faster and more responsive than the website to use
also it has this perfect splits feature that i just added at moonchild's request
which im not sure is a feature on that site? idk i havent checked
but uh to summarize
no its not really better or more useful
its just a thing i made
because i wanted to
:)
Thank you, I appreciate it! Yeah I've been doing the perfect splits thing by hand, and it's been kind of annoying, so I see that aspect of the utility. I also fully understand and appreciate the impulse to make your own version of something, even if it's just to better understand the thing you're making.
it was just a project idea i had
since i started out by doing all the math by hand
once i got the hang of the process i figured i could automate it
so i built this nifty lil' utility :)
i didnt know there were other tools that already existed (though i probably should have assumed that)
i was just proud of it and wanted to share it around and stuff
There are a few, but from what I gather this one has the fewest issues
well if you find any bugs in mine, lmk
i havent found any
besides the known flaws listed on github
but those arent really bugs, they're more design limitations
perfect splits = putting the right number on the belt in the first place
good job getting such a tool to work
if you'd want, you can source recipes from https://satisfactory.wiki.gg/wiki/Template:DocsRecipes.json (extracted from Docs.json, so it's complete)
hopefully you'll be able to work out byproducs, as without them, the tool can't be used beyond tier 4
I think I might still be misunderestanding this actually
if you need to send different amounts of items to places you can clock the producers to make X parts per minute and only merge those onto a belt. That way you don't have to worry about splitting nonsense
Is this different from manifolds?
not nescesarilly you were just talkign about 'perfect splits'? just easier to manage things and spliting properly if you clock machines as needed and control what gets put on a belt in the first place to make life easier
So it's not necessarily avoiding splitters altogether, just doing the load balancing at the machine output level?
you can organise it so if you must load balance you can get much simpler set ups
most people seem to just take a total output then go the hard way and try to balance it. Instead you can tweak the output and input groups with clocking to have simpler set ups
anybody remember offhand what the "ideal" number of cars in a train was? Last save I did five but I think it was supposed to be like 7?
Iirc it was 4 cars per locomotive @twilit orbit
It's really hard to nail down an exact "ideal"
there's no ideal because items have dynamic weights iirc
I'm pretty sure it was based on the number of items
So something that stacks to 500, like concrete, will be significantly heavier than a car of modular frames that only stacks to 50
That's fun ^^
Just based on stacks afaik.
If you have all 32 slots filled it is the same weight regardless of item filling them.
Oh, thanks for the correction
beautiful 🥲
Truly a work of art. 🫶
I have a bit similar but on excel because my handwriting skills are like this
Rotation matrices 👀
according to the wiki, you meed more than 2 engines at 5 fully loaded cars, most people (including me) go with a 4-car standard size. If your railway is relatively flat, a single engine can support many more
you can also get away with more train cars if you're empty trains go uphill and bring full loads downhill
I've seen my fair share of wonky matricies
Also people who write the number 4 <--like this
imho it is too much work to vary train length on the network, so i just stick to a 4 car standard
I would never
That's almost as bad as people who write the kick on lowercase L.
I am not one to speak on letters and numbers tho...
the numbers 1, 0 and i look the same when i write quickly...
and the letters l and t
I like it I can differentiate it that way
I write shitty cursive tho
Also in engineering?
Maths and CS
@snow dove more clear example
The first time i actually used matrices was in Tensor Analysis. 🤣 apparently linear algebra was a prerequisite for TA in the math program, but it wasnt for engineers and physicists... so 2/3rds of the class hadnt taken the prerequisite. Good times...
@drowsy glacier if you care... 8 pizza slices, basically, with two crammed in the middle. Power hung from the ceiling, central pole/cable connecting floors.
I AM genuinely belly laughing over here, thank you for this
Franklin's Maypole, nice!
I don't know the reference? 😅
Maybe I'll go back to that save someday and dress it up to look like a wrapped maypole tho.
Benjamin franklin, father of electricity (based on my thorough background in kindergarten american education system) franklin and power lines in clouds, power tower, maypole lookin' 8 sided power lines, Franklin Maypole!
I came up with it on the spot, no reference!
I figure if its channeling 800 fuel generators worth of power, there might be at least a healthy St Elmos around the place.
521 Kilo Amperes at the low end of US Transmission voltage
Had no idea he had tinkered with such designs!
He has a legend about a kite with a key on the control lead of the kite, flew into a thunderstrom, key glowed when the line was struck
That, I am familiar with. Not actually struck, but accumulated enough of a charge to zap his hand. I don't think it actually glowed, either.
its a bit of folk tale mythos, he's from my hometown, it probably did actually happen, but the story is pretty overblown... ben franklin was a pretty smart dude though
you gotta hand it to the guy who pretty much invented the modern fire departments AND fire insurance, lol
I appreciate not being strongarmed into paying to save my burning house
its more that he found a need for a service to stop fires from ravaging things and played the angles to make a buck
yes, around 4 manifacturers... And i have a lot of time since i wake up at ~7 and get home by 21:00, so i want to use my time in the game knowing damn well on what and how i want to do it.
Congrats, sure you avoid lots of headaches (and spaghetti) this way!
there's a few online tools that do similar as well, in case you weren't aware
i have no factories since i tore them down but i do have a planned out power supply. :,) but avoiding spaghettis seems to work
facts, they are much faster to use and more convenient
Satisfactory tools and calculator, i believe, right? I've tried using them but it just feels wrong idk why, i like tinkering with the math in game
Though maybe at later stages I'll have to use them lol
I mainly use Tools just as check to see if what I want to do is possible. And then I tweak the math in game once I have that confirmation.
yeah, sftools i use to sort of figure out with x nodes of y, how much can i make
then i use another tool that is pretty much a book keeping system for planning out my actual builds (sp.runesun.com)
i used to just use a spreadsheet for it all, but runesun's tool just does what i'd be doing in a spreadsheet w/o all the formula entry
is there any sort of tool out there that will do factory floor layouts?
i don't think there is (besides something like vizio)
Thats why you always write "i" with a little bit sticking out at the top and a 1 with the sloped bit
are those quaternions
lol thankfully not
just regular old vectors
hm, but you can describe a vector with a quaternion just like with a complex number, just in more dimensions (if I get it right)?
I've not really done quaternions but as I understand, they are expressed in 4 dimenstions right?
I hope I never come across them... i'm just a chemical engineer student not mathematics 😭
i did maths at uni but that was a looooong time ago 
Two of my friends are doing masters in maths and their degree is looking easier than mine so far lmao
(The maths part)
When you get to mk2 Lifts before ever unlocking mk1 Lifts 😄
I need some help. I have a total of 645 turbofuel for gens, and 45/min for packaged. the bottom left blender is for the packaged. to make sure my powergrid is stable, I want to run the fuel for the packaged thru the rest of the systems to make sure any problems get resolved by the extra blender. then the overflow(marked O) goes to the packaging. the four arrows on the right are the outputs to the fuel gens. there are a few pipes connecting the different levels because I thought it would help equalise everything. the top floor is not runnning smoothly, and I think its because I tried to do too much with the pipes. how can I split the oil the way I explained it, but without pipes being wierd. a bit stumpted on this one
apologise for the terrible pic
Have you checked each top floor blender? What's causing the intermittent stoppages? Is the turbo pipe backing up, or are they starving for one or more input?
the blenders are 100% i just wana make sure the pipes are right
You said the top floor isnt running smoothly. DId you mean the top floor of generators?
yea, sorry
Have you idled some of them to allow all the pipes and gens to fill?
no because I did that before I started them all up
an iways im working on turning them all off
but thats not my issue thats simple. i want to make sure my pipe layout is ok
bc its janky and idk if it even works
and like idk if those downard pipes to connect the levels are messing things up
Hmmm, the fluid will always prefer a downward path. So the vertical bits without a pump might be robbing flow from top to bottom. But if your fuel supply really does = fuel demand, that would back up and the top would stay supplied regardless. 🤔
It would probably be simpler and less buggy to maintain discreet modules at fixed ratios. X blenders for Y generators, and they don't cross-connect.
If you're following the numbers, "just in case" isn't needed and might cause hiccups in the system.
I would have chopped it up into blocks and left the packaged turbo input separate from everything else.
That way if there's a problem you know it's confined to that module.
I guess.... well i am folloing the numbers I just always use overflows in case
Much simpler application, but that's why I don't cross-connect the water feeds for my coal generators. I keep them in discreet 3:8 blocks.
Last time I built fuel, I had a single riser pipe to feed each floor, and nothing was cross-connected between floors or between the blenders feeding separate floors.
I guess
I did the same for coal
I mean turbo is 1:10 so its pretty simple
ig ill just do that
thats what I did a first but then I changed my mind
so just delete a few pipes and ill be good
"Keep it simple" tends to pay off. Don't make it more complicated unless the simple design shows you a reason to do so.
I had 50 gens per floor, so linking 5 blenders to send 450/min up each riser was both the simplest and most effective way for me to feed it.
So time consuming tho...
yeah I thijnk I have 40 per level for top 3 and 30 for bottom
When I don't want to use the existing satisfactory tools for simply making steel...
Just 2 pure iron, 2 pure coal. Realising I messed up my belts though, since there's 4 going in and 2 going out.
That's... Not a terrible idea, actually...
I do something very similar but not with individual constructors. works well.
There we go, that fixed the belts. Probably a better method for belting, but this works.
You could also do two sets of machines that eat 480 each
I considered that, but it means more underperforming foundries. Unless I'm mathing wrong
Not underperforming, just underclocked
Actually I may overclock all my iron / coal nodes to 150% and then I'll hit the perfect 32
I'd personally suggest to calculcate from end product, not from nodes
1-1 in this case, because 3 iron + 3 coal -> 3 steel.
I assume you mean aiming to have full outgoing belts though, rather than perfectly filling foundries?
No, I mean you start with e.g. "I want 15 modular frames/min" and then calculate how much raw resources it needs and build it
Instead of going "let's convert whole node to some intermediate"
Aaaah gotcha.
Because you rarely need raw resources in exact "1 node worth" amounts
quick note on your diagram... you're using mk1 belts in it for the feeders to the machines... you may be thinking that it saves resources to do so, but uniformly belting with mk3's would cause the manifolds to warm up faster... i usually just use the fastest belt speed i have available for the feeders, with a caveat that I'm not a big fan of using mk4's for much of anything
also, carrying extra beams instead of beams and plates is better inventory mgmt
also there comes a time in the late game for me where i need to hunt for any belt that isn't mk5, so time-consuming to do 😄
yeah there's pretty much no reason to ever use any lower tier belt than the max you have available
Mk2s suck too, imo. 1/3/5 is the progression I've seen folks use
Moving 2x as much stuff sucks? Amazing
How do I figure out roughly the ratio of iron to copper I need to be producing?
There is no "need" to be producing.
There is the amount you "want" to be producing.
And that decision is yours alone.
im using alt recipes so its not just the amount of nodes available that gives the ratio
iron and copper alloy ingots
None of that changes what I said.
You choose how much of each item you want to produce and then build accordingly.
There is no correct number of anything.
There is no optimal number of anything.
Production quotas are 100% personal preference.
Iron Plates, for example, some people make 20/min. Some people make 180/min. Some people make 500/min.
All of these are completely valid approaches
just make what you need when you identify the need, if you don't you overbuild stuff that sucks up power and isn't much use to you
how i generally approach things is that i want to be making a little bit of surplus of goods besides what other factories need, and by a little bit, i mean 10/min as just a loose target - enough to slow fill storage containers for my building needs. Sometimes I accomplish that by making 50 instead of 40 RIP's in a modular frame factory, sometimes i'll just set up a smelter and constructor for something like copper sheet (really, i do that often), but most of what i decide to make in factories is determined by the need to supply other factories
i wanna split 3 lines into 4 with each of the 4 giving 100 per minute, so for the source would it be easier to a) have 2 lines giving 120 and 1 line giving 80 or b) having 1 line give 120 and 2 lines give 80
I would just underclock the machines down the line such that each line is incapable of accepting more than 100/minute
dont have undercloking, how to get again?
MAM, you only need two blue slugs
find some blue slug
will underclocking also reduce ressource cosnum?
Yes
If you have a constructor that consumes 30/minute, then underclock it to 50%, it will consume 15/minute.
and it won't be able to accept any more
ima have 2 make 40 and one make 20, that right
Sure, that works
or if you have 4 lines of 100/minute, you could instead do 2 lines of 120/minute and 2 lines of 80/minute, with 10 constructors total
then you don't even need underclocking
i can only use 1 blue slug
then find another, there are like 300 on the map
underclocking is free once you unlock it with the slugs in the mam
i have several, the mam doesnt give me more options
oh the second MAM research is one you do with a power shard, which you craft using a blue slug
underclocking and overclocking are the same unlock
Yeah you want the one on the right