#math-and-meta
1 messages Β· Page 99 of 1
transfer rates for stations are inexact... there's always a little variance due to the fact that their moving quantized stacks, and if you have multiple trains on the same circuit the times in the station will always have averages that swing one way and then the other with each train's delivery
if you're seeing something like 718/720, that's 'good enough'
yeah don't trust the efficiency meters or transfer rates as absolute
Is there a possible way to split 5x 60 output into 3x 100 with only 120 belts?
clock the machines to make 6x 50 is the simplest
or clock the things that consume the product to use 2x 120 belts and 1x 60 belt
managing specific outputs at the belt stage is usually much more of a pain in the ass than managing it from the machine ends
Clocking isn't an option right now, it would disrupt the rest of the design
Too much*
No I just spent like an hour and a half doing maths and designing and don't want to restart
and you can always over clock a machine and keep the numbers you have
for future arithmetic https://www.satisfactorytools.com/production
Yeah, we've been using that for ages, just never really liked it much.
you can get to 100 by back splitting a 60 line then back splitting it again and just moving 10 foreward so split down to 30. then on the other side split to 15, then split again to 5 5 5 and push the last 5 back. that gives you 40. Add that to 60. Profit.
that will probably take much more room than changing a bit of clocking but could work
that WILL take a lot more room than changing clocking.
it's.. 4 splitters? and you'd need to do it three times.
you didn't ask if it was a good diea. you asked if it was possible π
yeah I don't know the exact machines and needs but just at a glance you could probably alter the clocking groups and not change the layout of the factory at all
or do a 5 to 3 load balancer. wind up with three lines coming out. one side would back up if it's only consuming 100. it's effectively an even split.
also takes a fair amount of space.
I'm not 100% sure they could do a 5:3 LB with those belts? but I'm not going to dedicate brain space to it
at least not w/o just doing a bunch of tiny splits
well heh. you could do Merger - Splitter - Merger
Splitter - Merger - Splitter
it's not a real 5:3 merge. but it'd kinda work if the consumption was limited to 100.
ugh balancers just give me a headache
yeah. but they can be so.. engaging.
but ... its so much work for no real benefit xD the aesthetic of it is so minute too
eh. I dunno. I use them to do alternate production lines. when one backs up the other line kicks off.
But they're ugly as sin.
it's more fun to do sushi belts with ratios
shouldn't a LB never back up?
when the output buffer filles it always backs up.
oh if you don't sink the excess - manifolds will do that too though
yes they will π I mean is it a manifold or is it balanced, because thats just a way to push the excess over to another side. I wouldn't count on it to balance π
Does using lots of balancers (or splitters/mergers in general) impact performance ie compared to machines? Idk much about how the game is optimised
I would guess if it ends up using more objects to accomplish the same job it would be more but probably not hugely significant compared to overall game play
like the difference in obj amount could easily be overshadowed by people decorating a bit more than others
Fairs, lights are problematic right? Was considering them but might remove if so
I've heard signs specifically have had an issue lately - no idea how much they fixed that up though
Putting a few huge factories near each other so trying to be cautious before I get to the next one
the 'huge factories' bit will be more the issue here π
I'd be screwed without my notes everywhere for throughput π
oh yeah, notes on what your belts are doing are super useful
The desert mesa - swamp - titan forest intersect just has way too many resources nearby (un)fortunately
Keeping it mostly depowered for now so should be able to build
those sound pretty spread out tbh
Nah the point between the three
ah
Approx bc I've just turned off computer
yeah doesn't look too bad
Get issues around the refinery but way oversized that one
Would power up steel to test but I've put off nuclear for a few too many hundred hours xd
out of interest, what don't you like on it?
i'm glad to share fact nobody needs:
its nice to plan dilluted fuel in patches of 10 generators
cause it needs exactly 120 water / min
(and in my extremely unlucky/blessed case, it fits on mk2/mk4 belt)
i grouped it up into groups of 6 blenders, which then output 300 fuel, which is perfect for 25 generators
I don't use it either, I find my spreadsheet more ergonomic. The visualization is not easy to read, it's not fast and easy to tweak the numbers and check the result to find which solution suits you best.
I created a spreadsheet that shows me all the (chosen) recipes (I chose to use the alternate recipes that require to build the less buildings possible), then I just input the amount wanted for a given item and all the sheet update, telling me the amount of building needed for each item. I find tables way easier to work with than graphs, I know where the information is from the beginning without having to look around and follow arrows from one node to another
(this being said, good job for creating that tool ^^)
there's building/item lists in SFTools as well π€
I like my overclocked BP that turns 75 oil into 200 fuel.
this list gives you the total amount for a given building, I'd prefer "you need 10 constructors for that item, 4 constructors for that other item, ... "
you can click each building to expand a list for each item, see the screenshot
Oh ok that's how you use it
(the same for items and power sections)
(but I'm still used to my spreadsheet :p the information is more compacted and easy to work with (for me ))
yeah that's completely fair. I'm just looking for feedback on what could be improved, so I often ask people what they do not like. I'm completely fine with people not liking/using my tool, I can't make it so that everyone will like it, but if people don't like it, I may try to fix the reason why they don't like it π
Note to self:
Never try to build fuel in manifold groups again. This shit just won't saturate and give a nice flat power graph.
load balancing 4 life 
it worked on paper
not so much, in practice 
dude thats how I feel even with load balancing. I get everything right up until the miners so now I have a little system of mine where I create "transformer boxes" that are splitter systems for my miners. kinda hides the ugliness of having 50 trillion splitters/mergers.
it would be nice to have "smart splitters" that split specific numbers instead of items.
tbh I would work work for coffee stain studios for free just to shoot ideas on work on stuff every once in a while π
can't load balance fluid
that is not true
fluids are bidirectional, literally impossible
you can do splits over and over but it doesn't load balance anything
It is actually impossible
yes it does lol. if you do a 2 split to 2 split it will evenly split 4 fluids you just have to oversaturate your system and have pumps. In my experience it will load balance.
just place the pumps close before they start to fail
you can get it to stabalise - but pipes aren't belts, fluids are bi directional
and putting pumps just sets where any back flow might stop
the way you handle pipes is pre flooding it to manage backflow
it might not be perfect but its the closest thing to load balancing. In an engine you can gain pretty perfect efficiency by distributing the fluid equally and in an even distrubution. The same mechanics work in pipes for liquids. I promise you it might not be perfect but if you saturate the system 3:1ps instead of 2:1ps then it will load balance perfectly. I have a coal plant in a world currently that the water is perfectly loadbalanced to power all of my coal plant efficiently. If I wanted to run it 3:1ps I would but I'm wonky and like my factories to be completely saturated. fluids are quite bidirectional you just have to have to have enough pressure for it to distrubute properly. Atleast this is applicable to the real world. In terms of satisfactory I oversaturate my system to make it more aesthetic. But I promise you that it is bidirectional lol.
tridirectional idk you have to have valves atleast in the real world. In my experience in Satisfactory however, I don't even need valves..
but that's the thing - it's not delivered as a load balance. It's imaginary load balance. You even admit you try to put pumps on it as you know it can flow back.
The closest you can do is the appearance of fluid being evenly and continuously delivered. Which you're free to do, but you get the same effect with a fluid manifold
and if you can get a fluid system working like that? fine sure, shoot your shot. But it's not load balanced
if you want to add valves to each manifold then sure it is the same but if you add pumps to reestablish the pressure that was initially in the system then it is a load balanced system.. It's kinda like an exhaust manifold how a 4:1 is going to cause a lot of pressure in one area where as in a 4:2:1 it relieves the pressure into seperate blocks. Idk if satisfactory has the same physics that apply to real life but in terms of an actual fluid delivery system a load balanced pipe would be a much better solution than a straight manifold lol
and it's only imaginary because we haven't reached a point in physics in which we can distribute fluids with 100% efficiency 
if we do I'm fucked I'm not going to take fluid dynamics again XD
btw I am talking about the horizontal axis. when it comes to vertical im sure you know but you have to do a whole other range of calculations.. However, I've done an experiment on the distrubution of water through an intersecting pipe with complex shapes to change the flow of fluids and my final result was a pretty evenly distributed amount of water(L). I don't know what the effect would be on other molecules I'm just speaking off experience π€·ββοΈ
I was scrolling down, skimming, and had to do a double take because I thought this was just an America meme.
nah, the valves still just add an extra back flow point. But having a stable system that consumes the right amount of fluid pm does not a load balance make. Belts can evenly and continuously distribute items. You can only pretend that happens with fluids in this game
Reading over the conversation above, I feel it might be helpful to point out that our liquid simulation is incomplete and has a few known quirks (both of these may change in future updates). But for now:
- There is no pressure. The system works on equalization by measuring the fill level of the segment along its length and calculating where in the pipe the water should be, if less than full.
- Head lift is our analog to pressure. It's a real concept and works as you would expect. If you aren't familiar, a simple explanation is: liquid in SF does not have any energy to flow upward against gravity. Every machine adds 10m of head lift, and pumps add 20 and 50 for mk1 and 2 respectively. This only represents the ability of the liquid to continue to flow forward through a vertical rise. It will still prefer to fall to the lowest point in a pipe segment that is not full.
- Machines along a horizontal input manifold will "chug" as we often call it, as much liquid as they can the moment they finish a cycle. This reduces the fill level of the pipe segment immediately connected to them. That makes it thirstier than the downstream pipe segment in the manifold, so the flow reverses (to equalize the fill level, remember?) because it's not pressurized.
- Pumps and valves prevent backwards flow but they don't prevent the pipe segment from trying to equalize on both sides of the valve or pump, which creates some odd interactions together with machine chugging. Recommended to not use.
- Buffers are like pipe segments but they have exaggerated qualities when it comes to fill level equalizing and flow rate. The reason that a horizontal manifold that isn't prefilled won't work can be put on display by simply building a fluid buffer in the middle of it and turning it on.
I dont know how to explain this in any other way then they do. I promise. if you have enough pressure in your system and the pulse is the same throughout the entire system it is load balanced. Again this probably isn't applicable to Satisfactory; However, in real life is the frequency of fluid remains the same throughout the piping it will remain load balanced. The efficiency can be gained by adding valves; However, again we're trying to discover ways to load balance fluids perfectly without valves. In terms of satisfactory. When you keep the same pulse throughout the entire system and it can distribute properly amongst the output then it becomes the most efficient way possible because you remove the necessity for valves which subtracts an entire pay group from having to be implemented. My current design is most efficient because I dont have to use as much resources + development to implement my system.
the main issue is that you can't control flow at every point, you can't prevent fluid from moving back at every point - you can, on average have the amount a machine needs move through a sections - this does not mean it moving it consistently nor that it might not move backwards at points
I'm intoxicated so please bear my weird wording but I promise you its possible XD and more efficient
BTW - were you a member of this server ages ago and quit?
you can't get more than 100% efficient so not sure what you're on about
All good. Point of order, isn't a load balancer defined as a directional (loading ->) input though? We all know it's bidirectional, so it's probably just a semantical difference here.
it'd be consistently moving an even amount along the branchs, not delivering the amount needed on average
it sounds like a small distinction but it immediately stops being the thing w/o it
Yeah fluids won't do that. The whole network is connected and there will be flow direction reversals and uneven flow rates at all times.
But OVERALL...
As you say, that's just a manifold.
exactly.
the very long handle and argument feel very familiar to me. I think they used to be on the server
my main issue is I don't want them telling people you can load balance fluids - they can do whatever else they like
look I see you typing there - the only way you can load balance fluids is if you actually make pipes mono directional - explain how you do that and you win
and thats mono directional at every point , not jsut at random pumps or valves
Also you've already stated there is no pressure to which their reply was "if there is enough pressure".
you're arguing with me over the same theory.. You can load balance fluids 3:1 instead of 2:1 because of "the game mechanics" or "our current theory in fluid dynamics". However, it is load balanced to the most efficient system. If you create a manifold system then you deal with expessive pressure at one point rather than distributing it throughout the piping. Thus, creating an inefficient system because if the developers decided out of a whim to implement new fluid dynamics theory system then you would be creating a point that burst and your manifold system wouldn't be effective. I state my point that youre creating an inefficient system.
It's been proven beyond a shadow of any doubt multiple times that you cannot load balance fluids.
So your premise is incorrect.
The lines are getting blurry between which parts are about Satisfactory and which parts are about real life. Kind of hard to understand now.
It might be good to come back to this another time. :)
They are intoxicated and typing a bit slowly, and let us know that earlier. It's alright.
But that's also why it would be a good idea to pick up the topic a different time.
Yeah, just gonna assume it's drunk talk. Night all
Sheds light on earlier conversation too.
Sleep well.
Dude if you show me your transcript that proves youve taken atleast principles of physics II then i will listen to what you say but please stop arguing with me when I know how fluid move throughout a pipe. Fluids in Satisfactory move like a frequency in real life. I have experimented with this applying what I have learned into the actual game. It's not insane but it's the game. The pipe might be fluctuating between 15m^3ps an 0m^3ps but it is also producing and supplying that amount of liquid. The only reason why it's slight inefficient is because it differentiated between decimal numbers. In this instance you have to round to numbers greater than just 2:1. I'm pretty intoxicated but I did my own experiment in satisfactory just to figure this out. I'm unsure about vertical pipes because of the vertical physics going down but keeping it at that same frequency that it started off with will keep it in relative distribution. π¦ . I will provide a screenshot of my plant tomorrow but if I were to start a new node of the factory it would run at a 3:1 ratio because of the water. I really couldn't tell you the physics behind it and I'm sure like avelon said the physics are completely different but I've done it I promise. The physics are actually quite similar to real life besides the measurements which is why I like it. it is difficult because you cant necessarily have pipes that are uniformly distrubuted without valves but youre reducing resource cost and complexity when you distribute the liquids with pumps. interiors of pipes can have certain shapes to direct flow differently and for some reason in my experience satisfactory distributes it quite equally. So I dont bother with valves and the chance of innefficiency because I wanted to gain a little power.. Irl I would add valves anyway to ensure that it's recieving the right flow but in satisfactory not only does it look more satisfing for it to be distributed equally like conveyers but it's the same if not slightly
less efficient. Have a good night π
Book that begins with "show me your credentials"
And pinging just me when there were other people in the conversation telling you the same thing...
π
π€¦ββοΈ if youre that intrigued by discord that you reply to notifications than maybe hop off and find a job that pays you a salary. Myb if I was replying to you but in no way does that require you to respond with nothing that adds. Again I said I'm slightly intoxicated. Again you did not read and instead commented on how I pinged you. I have not made any remark specifically toward you and yet you make it a point to feel as if I'm attacking you. If it's that big of an issue than maybe consider using your medical insurance to pay for therapy. I am not targeting you but making a point and yet I can differenciate me making a joke between you making an obvious opinion to keep things the way you like it. The only thing I've seen you make a point on is how you feel like other people are targeting you because of your opinion. Not consider that your opinion is fascist towards others point of view and also just making the most obsurd comments to justify you being weird and unreceptive. I dont know what your "role" is but I've been playing the game since they published it and I would only like to add some suggestions. You dont have to read what I said because I know you have a stigma about long text but I'm only contributing to the game as a fan. I wouldn't defend myself so much if it weren't for people like you who only respond to me with a simple comment. I hope that you wake up and consider that my input into the game is only subjective and I would like it to be more optimized like other influencers. If you think that LetsGameItOut content is hurtful than I can only imagine what your views are about the world.
if youre that intrigued by discord that you reply to notifications
Wait so the point of being able to receive messages from people is to.... not reply to them?
Been doing that wrong since email and text were invented...
If it's that big of an issue than maybe consider using your medical insurance to pay for therapy.
This is a fun comment π
Slapstick
dont be so fast to dismiss my idea. "load balancing" or whatever pipes looks really good lol
Link?
All Americans know is oil, steel, nuclear fuel, eat hot chip, and lie π
i think this is all just semantics
Idk how much of this is drunk talk but in case you care about this:
Yeah, Satis pipes pretty much are simulated waves (so akin to frequncies).
The fill volume of a pipe determines how much head lift there will be (despite whats stated above, that IS in fact pressure).
0 to 1.5 m head lift proportionally affects flow rate, 0 to 300 m3/min.
Above that, it just sustains flow up to 300 and is mostly used for vertical traversal now.
If you work with them and with valves, they are quite similar to electronic circuits.
Which is where the whole load balance spiel frankly doesnt matter much. Equivalent resistances and all. What we do know is that for mk 1 pipes, it doesn't matter at all how you build them because functionally their slow speed prevents any malicious complications like water hammer or the like.
Mk 2 pipes are a little more complicated, but thats due to flaws in the coding itself.
Note: many simple balancing designs and even some loop-back ones need as many or less belts/splitters than single-sided manifolds
I was quite surprised by it when I ran some numbers
that's where the 'if it ends up using more' comes in π I do happen to use more single sided manifolds these days
The things we do for aestetics~
technically any load balanced pipe system is, topologically speaking, also a manifold
its just the injection point that is different
so its both in the end
how would it be both?
If you dont change the manifold but change the entry points, the behavoir switches
talk to me like I'm 5
Junctions split flow.
Manifold have unequal split
Load balance have equal split
what makes unequal split into equal split?
If you have 5 marbles, how do you unevenly split them in 2 groups vs how do you evenly split them in 2 groups?
How do you unevenly split 6 marbles into 3 groups / how do you split 6 marbles evenly into 3 groups?
I may be too sleepy for this to see the point you're trying to drive, sorry xD
Just answer the question about the five marbles
I give you 5 marbles. now split them into 2 uneven groups
How many marbles per group?
any number =/= 2.5?
but fluid doesn't work in whole units
or for sake of completion, 0 / 5
i know, this isnt about flow
its about junction divisions
where you put the input pipe in a manifold is basically the same as moving the divider when you divide your marbles into groups
ok ok sure I think I get what you're trying to say - but even assuming pipes were monodirectional there'd only be one spot where you could inject a system to have it LB right?
assuming you only have one input......
the fun part is having 2 inputs can be seen as a load balancer feeding into a load balancer
depending on how much each one inputs
I think this might the sort of thing I'd need to sit next to you with some sketching going - very visual and don't have internal imagery
Junction behaviour, when not met by any backflow, is inherently like conveyor splitters: equal splitting
sure
Yeah its very visual
hmm wait, assuming junction was mono direction would it still evenly split the fluid if there was a difference in volume in the pipes ahead?
like if one path was 0% and the other was 20% full
it would already be unequal in that case as the 20% full one will try to flow to the 0% full one
it will try to do an absolute pressure equalization, but thats a bit complex
and usually takes a few turns
like, the full input pipe would probably just get split wash through both
that's what I though
but a test would be more determining
even with equal splits, theres supposedly a tolerance of like 20% concerning how much more one side can chug on the junction
this is ultra obscure info back from the Update 3 launch
yeah fair. I suppose you could, in theory, set up like a simple 1:2 Pipe system, make sure everything is empty and maybe try to claim it's load balanced.
once one side becomes unbalanced for some reason, theres a pretty gray area when it comes to " how will this mess up the flow"
Thats where knowing how a backflow wave acts would be useful to know
yeah any disturbance and it goes out the window
the question is for how long
because a constantly unsteady state is unlikely
unless theres periodic disturbances
if the machine used very little fluid pm it could be very stable
So... the pinned pipeline guide gives several examples of when valves should be used. I'm pretty sure I've seen here something to the effect of "don't valve, ever". Does that mean the guide is wrong?
well it's more that the setups that use valves are kinda pointless as well
the "don't use valves ever" basically applies to "unless you really know what you're doing" (but simple pipes = best pipes, so I'd keep valveless)
Gotcha, I thought it was to do with a bug with valves
it kinda has
valves can be only set to 255 different values, so if your desired amount isn't in incremenets of 2.35294 (600/255), then the valve would be set to different amount than you want.
It's also got to do with if you have a stabalised system working it'll work with or w/o the valve
and since pipes work best when they are full, valves that split partial amount are kinda pointless given pipe is full everywhere
If you use valves, you kinda have to set it to a value thats marginally bigger then whatever flow you want out of it
and even then, the manual lists the many issues you face when you use valves in an improper way
I use valves for aesthetics? that's a good use for them π
or just leave it at full, but then you can just do without valve anyway
like how you need to apply a limit to every output
just clip the pipes through
Ok, I just wasn't sure if the guide's guidance on the flaws was incomplete
Meta constantly moves forward and the manual only ever gets changed when its "time"
I don't really remember the last time anything signifcant changed for hte pipe manual though?
So unlikely it is ever completely out of sync with current knowledge, but a few points can get a bit "outdated"
like the last big pipe thing I remember was them fixing the fluid loss bug, but that didn't effect set ups afaik
I'm mainly just sitting here waiting for my train and it's itching at me that 1 to 3 of my coal gens occasionally cut out intermittently, even though I'm giving them more coal and more water than they need.
is your train delivering water?
oh right π , well there's a ton of tiny issues that can be happening with your coal set up
once you know pipes it's actually really simple - but it's also very easy to make tiny errors
feel free to share a pic of the set up, pref from a bit over head, and usually someone is on that can help diagnose an issue
I'm going to bed shortly, if others also wander off I'm pretty sure literally every coal issue has been discussed in #1038092680493801533 a million times and you'd be able to find a variety of posts
Thanks! It's a 3-tier plant with six groups of 4 plants each, so screenshots will be hardβI might try at some point though. In the meantime, that's a great idea. Thanks for the reading material, and have a good night!
have you seen the simple coal gen set up diagrams? as long as you keep it simple and make sure you have enough head lift and not trying to cram more than the pipe can move at any point you should be good
If I don't have enough head lift, no water would get there, right?
ish? it might be that you're just at the edge of it
Also if you're using floor holes they are a bit buggy and sometimes kill head lift in a pipe
one of the first trouble shooting things you need to do is click on your coal gens and open up their panels to see if they are missing coal or water
Yeah, I do have floor holes. I thought that was also an all-or-nothing thing though
It's frustrating as well, since the fluctuation will stop for several minutes at a time and then happen for 20 seconds or so.
I'll have to go through and check it again
it should be yes
and it's probably just a small error π
Is there a downside to Encased Industrial Pipe I'm not seeing?
slower production per machine
Yeah, it requires more assemblers but fewer constructors
If that's it, I'll gladly take that
also uses different material, which may be a downside if you already have tons of beams (but then again, why would you make something you don't need yet π€·ββοΈ )
Hi Pioneers, I was wondering if someone among you would be able to help me to retrieve the mathematical proof behind the prime numbers splitting patterns (I don't know very well english mathematics' language, sry for approximation in term of lexic). I did establish it before, but I can't remember how...
So let's take an example : You want to split a stream in 5 parts. You split in 6 and reinject 1/6 of the stream in the entry of the splitting, so mathematically, this is :
Let (x,d) any numbers from (R,N) as x>0,d>1 let also u(n) R(N) n>=0 we have :
u(n)=(x+u(n-1))/d+1
u(n-1)=((u(0)+u(1)/d+1)+u(2)/d+1)...+u(n-2))/d+1
And we want to prove that when n comes to +inf, u(n) comes to x/d.
lim(u(n))n->+inf=x/d
But I don't know how to deal with it. Could someone help ?
I may wrote wrong things just below, feel free to correct me
I'm assuming you've read https://satisfactory.wiki.gg/wiki/Tutorial:Prime_splitter_arrays#Proof_of_existence ?
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...
Thank you all !
damn too slow
Mmh, that is not very rigourous as it's said
If someone has a better proof, based on the POV I took, I would be glad to discuss
I can vocal too
(would be a good update for the wiki too tho)
Maybe @stone delta woukd like to take the challenge? 
Calculator... what? Why is it making all this extra concrete? π
send link π
change maximise to items/min π
I don't want to misinform anyone. Where in our fluid system is the pressure, how can I observe it at work?
Okay, so that fixes it. Why would maximizing iron pipe also maximize limestone to a concrete byproduct though?
maximise doesn't optimise for raw resources
it finds a solution, not most resource efficient solution
It is indeed a solution
yeah, and it leads to max production of pipes π€·ββοΈ
Yeah, I just don't get the "byproduct" thing. It seems to have seen that I have 540 Limestone available and used all of that for concrete, then used only what of that it needed for the encased pipe assemblers... though none of that has any bearing on pipe production
again, it stops when it finds first maximised solution, it doesn't optimise it further
Tools does some odd things as a result. Ive had entirely independant side productions show up before.
that's mostly just rounding error (-0x constructor)
because computers and decimals aren't friends
I've gotta say though, this is massively useful. And I love playing with the flowchart to get something nice and compact.
Ive been using steel screws so much I forgot how many machines you need for other paths. 1000% of caste screw constructors vs 192.3077% of Steel Screw Constructors.
Compare to steel rod + default screw
Big manifold user but gotta say I'm a big fan of how satisfying big belt managers look when the math doesn't work out into multiples of 780/600
Here's the area I'm working in, trying to figure out where to put nuclear fuel production (if it needs moving away from 15k steel or splitting into two factories ie)
That lake all the way to the left-center of your image is a good spot for UFR. Proper coal spot with immediate access to normal sulfur, a pure iron, and limestone - plus adjacent access to copper, and Titan quartz.
Concerned about building in the forest itself though as there's not that much space, especially as the building goes up
Expecting a floor space of about 24 by 113 foundations
If I've done my math right
I'd guess 7-8 floors
27 water extractors needed but with power shards (if I have any left after nuclear ;-;) and nearby pools that's not too much an issue
Yeah, that side of Titan is also where the land bridges are.
You can probably fit your footprint into that spot by running the length east-west. ENTERING Titan Forest with your build could be an interesting opportunity... Your final output area doesn't need to be tall for example. Or your consolidated inputs area, if bringing from east.
Definitely want the general area though for the quartz, sulfur, and caterium
27 water extractors should fit in that lake but I'd double check that and the foundations footprint of course.
Looking forward to seeing your build :)
Filled in a patch of 24 by 56 - ...I may need to build more vertically xd
Or mb put it on top of the reactors actually
That build's already taller than I'd like though
plus lag
Here's the steel at least
I dont care for that combo at all honestly. Conserving steel is just silly when its possibly to make way over 100k steel ingots per minute. Lol
Is that not over a bunch of trees though?
_>
thinking one of these rn
Sorry, had to. π But yeah, and if you go west from there you might actually want to turn 90 degrees when you hit the geyser area and go into the canyon, or south and up the hill onto the relatively flat open area, with the water fracking site and etc.
But ah yes, why not use the desert? It's right there anyway.
Start running into my old steel factory further West - unfortunately miscalculated some stuff so I need an extra belt of steel over the 15.6k from the factory so don't really want to tear it down
Plus further I go from that location the worse the resources are
LOL true.
I need to get back to my "smallest footprint, no matter what" approach.
These resouce nodes give me enough ore whilst staying within my v low tolerance limits
Can only waste ~200/m of each across the map and these give ~60 above what I need so I can just use these without worrying about needing to link into other production later and splitting it well
Im not quite doing that. But reducing foot print drastically at the expense of the most common materials on the map is definitely something i think about a lot.
The FPS run out faster than the nodes 
Thinking about it more now though I may want to split it in half - oil refinery is unplayable near it bc of noise issues when on and it's got 750 buildings, this needs approx 850
My FPS seems fine.
Right up until the game freezes.
Maybe iron (wire), caterium (ingots), and quartz processing at 1 and the rest at 2/3
Head Lift, range 0 to 1.5 m
Head Lift's internal name is Pressure
and at roughly this range, its job is generating flow rate
above that, its job is to push fluid upwards
Update: it's the pipe sounds bug. Looks like I get to play with no audio for a while.
@primal flicker 900 rubber is the recycling loop, i didn't draw that up for quickness, but should be factored in
Basically equivalent footprint/power. Interesting.
the recycling loop just still wins, but there's probably a case to be made for the coated & insulated thing in something like a speedrun
Simplicity is its own benefit, sometimes.
caterium cable
I see. In that case, respectfully, I don't think it's inaccurate to say head lift isn't pressurization because it might be referred to as that internally, but it's not coded to simulate pressure; it's coded to simulate the results of pressure.
Do you agree that's an important enough distinction to avoid calling the system "pressurized"?
Oh it definitely is pressurized because theres a volume overfill portion of pipes
about 40% above the normal volume
That's just buffering though is it not?
and that range, in code, also contributes to pressure generation
its not just buffering as that range is designed and defined as the pressurization range
Given that pressure can be stated as heat-feet of a standard fluid, I don't see any need for the distinction between the two.
hence why outside of code they give us the neat head lift name
but yes, in code pressure is normalized as pressure columns
in meters
Atmospheric pressure is commonly stated as inches of Hg which is just barometric head.
it is the difference in pressure columns between pipes that generates flow rates
which is just straight up pressure
just an incredibly small range for pressure that stops affecting flow above a certain point
π€ And what about splits? The splits will have a full pipe behind them and we're missing the mechanic where the fill rate of the pipe stays full while liquid passes through the segment to the end point.
i.e. the fill rate lowers when a machine chugs. Pressurized systems would remain full.
above 1.5 m, pipes accelerate to max flow in nearly every case, but the pipe gauges are coded to average flow
they will have a full pipe... once full. Not guaranteed to be full the instant you start filling them
Does that mean that very short segments of pipe can restrict fill/flow rates?
theres a reason very short pipes have a minimum volume of 5 m3
the overfill portion of that is only 2 m3
and theres a reason (well, one of them) why mk 2 is so unstable
Doesn't really address my point though, that the simulation involves removing liquid from the pipe which is then replaced in 2 steps rather than it being an ACTUALLY continuous flow.
it has the SAME volume and pressure ranges, but twice the speed
so it can empty the overfill portion twice as fast
Then i dont get your point
A filled pipe is a happy pipe and works as we expect a pressurized system to.
Until you fill it, that's not true. How do we reconcile that? Until now I've just been saying we have a simulation (incomplete) that is trying to look like pressure, but under the hood is fundamentally not working the same way pressure does IRL.
I think the problem is a semantic nitpicking of what pressurization means and thus defining what pressure is
Yeah, not really nitpicking but investigating to make sure I am not ignorant of an entire mechanic in the simulation.
I THINK we're on the same page though?
To us IRL, pressure has no limits. More pressure = fluid move faster
In satis, pressure has a limit for affecting flow
above a certain point, pressure only sustains the maximum flow, it doesnt increase it
And, fundamentally, none of us have experience IRL with large 1.5m diameter pipes i would wager
Also, IRL, fluid energy has a few components, like static and dynamic head
Satis only knows static head
Flowing fluid does not generate more pressure than non-moving fluid.
There is no dynamic component
Just be glad SF doesn't simulate headloss across the length and turns of a pipe. π
Wells there is some headloss
its like.... 10%?
That think keeps 2 parallel pipes from self inducing each other
π€
it used to be an issue in Update 4, 5 and 6 and 7
But in 8, one of my old test cases is now solved
What was the test case?
apparently, at the cost of the shared head lift mechanic
Was it your horizontal to vertical one started working but the same thing diagonal (Auto/Auto2D) doesn't work?
i.e. breaking water towers (which were broken to begin with)
its the diagonal pipe thing
Unknown channel link.
Ohhh, TIL. Thanks, I thought it was a role-restricted channel.
Its not a porn site i promise Lmao
The relevant QA post is the second one
Is there pi? I'm a fan of pi...
the major bug report
in the volume calc for pipes
pipes are defined by radius
and their volume is literally just radius x radius x pi x length
No way, you serious? π€£
I just assumed they vector the entire length of the pipe and check the z-level difference between each point and the center.
But that explains the Auto2D discrepencies.
nah they just take the spline length and multiply it with the base area
that what you talk about is for head lift math
they use both end points and calculate a mid point
they dont actually use the actual spline mid point
they derive it just from the end points
probably to keep pipe math uniform between the build modes
This is what I feared, and what I suspected was the reason diagonal slopes are wonky compared to horizontal or vertical segments.
What does the H stand for?
hi dumb
I thought it was Quodlibets and Heuristics.
Nice!
Building so wide the pop-in distance of pipe supports is giving me issues bc I can't tell where I've built π₯²
how so?
oh as in you can't link them in one go, gotcha π
getting distracted from what I'm doing and going to check and immediately realising I'm dumb π₯²
gotta say the fog really adds to the pipe jungle though
that's one sexy extractor farm
I think it's funny that max uranium power is approximately pi times more water extractors than for 100% pure copper production
Pics of water making me sad
nuclear is one of the reasons I will always use the Big Water Extractor mod
like c'mon it's just perfect
its 6 water to 16 coal so that should work. Is the the fact that I am putting them all essnetially in 2 pipes the reason its not working?
ok so the whole layout is making me cry a bit, but I don't see anything that specifically will break it - you seem to have the water coming in at multiple points
now it is time to regret never fully automating supercomputers
I'd turn off a couple generators and let the whole system flood until you check all the gens. then turn them back on
pre flooding a system is pretty important and a good way to trouble shoot.
if everything is flooded and works for a bit, and then stops working you know there's an issue
it makes my cry too btw I wanted organized but pipe placment was frusrating.
next time
practice makes perfect π
guys how do i get the area of a circle
no there circles HA HA HA
sorry my math teacher really like that one
... I'm a math teacher and I don't get it sorry xD
they are cirlces, pies are cirles, saying pi r sqaured is like saying pies are a sqaure... i guess
oh thats truly awful, I love it
yep lol
I'll add that one to the list of how to torture students
2 pi r is the perimeter :)
always something I double check π
Which is fun because circumference is literally how pi is defined.
Pi was discovered as the constant for circumference / diameter
what do you expect from circular logic
Math people never heard of "define the word without using the word" π
ok so the pipes and the coal gens are slowly running out of water
but also not all the extractors are running
hmm i pipes on non running extractor and now they run and coal gens are staying full
can you take a series of pics from where extractors are connected all the way up? might have to delete a few foudnations to get a clear view
Phase 3 construction mall plan:
I worked backwards from the high tier stuff to make as many machines as possible have nice numbers, and to keep resource inputs near nice numbered limits too. Priority given to lowest building numbers in most cases, unless that conflicted with convenient resource limits (like default silica requiring more than one Mk2 normal quartz node). The ratio of solid/coke steel is purely a function of limiting 960 iron.
https://www.satisfactorytools.com/production?share=7izjA5u7PvmxnKpO5fJX
NF start?
also, taking a look at your numbers there, it looks like you're doing a lot of endgame-style builds in phase 3, you might want to scale some of those back a little and focus more on something like making a lot of MF's or motors rather than trying to max things out at 480 and needing a rebuild in phase 4
Why would they need a rebuild?
to scale up
there's some builds in phase 3 that you can do with mk4 tech, and some that its better to wait for the faster speed stuff
i'm just saying that things like tapping a couple of pure quartz nodes for 480/min probably will end up needing revisited in phase 4
Split after miner π
of course, but definitely worth planning that into a phase 3 build so that you can run the belts for what that mess turns into
cheap silica always ends up being sort of a really messy thing
in any event, the gist of what i was saying is that looking beyond phase 3 in terms of planning is probably a good idea
i build as little as i can during the phase and focus more on getting all the research goodies
i am kind of thinking though that perhaps getting a big motor build done during the phase isn't a horrible idea
i kind of jammed myself up in my current playthrough by not doing one that stuck around
NF start, just finished optimizing my fuel power on northern lake. (+some plastic, rubber, and a bit of packaged fuel).
Looking at tapping one of the Titan Flat quartz nodes, which is why that's soft capped at 300, and the impure oil in the canyon.
This is to start accumulating "(almost) all of the things", to support T7/8 construction, and to get some practice with construction and logistics involving a large number of processes. Once complete, I'll draw from it to build the Phase 3 SE production.
I mean you can just build motors for storage
And later if you need motors for next step, you build them separately
And I already have HMF, computers, and motors automated in DD, with full ISCs.
Then you don't need to plan for future
my invented problem was that i tore down my motor production for using steel for MF's and HMF's in order to move motors from iron glenn to the NF bluff, and just sort of jammed myself up on doing a massive build with it that i'm still working on
first-world problems π
I'm using a lot of steel alts so I'll probably wind up with satellite steel production and then handle the logistics based on what that looks like.
phase 3 is tricky if you build a lot in it, very easy to be constantly needing more power
That's why I got to 40GW before starting a build materials depot.
Step 1: automate HMF, motors, and computers
Step 2: upgrade power by an order of magnitude, vs existing coal
Step 3: materials depot
Step 4: automate Phase 3 SE parts, proportional to their Phase 4 requirements
Straight manifold works fine. No need to balance, because the machine speeds will do that for you (as long as total ore used β₯ miner capacity)
You need a lot of cable for power infrastructure. And sheets will be used heavily, for coal power and throughout later stages of the game, so make sure to have plenty of storage for those.
wasnt sure, thank you
by the same token, it is ok to balance... for intro copper, i'll set up 2 smelters for it and 2-way split into them and then 2-way split into 4 construtors for wire just because its easier to belt
(also b/c i'll start it running before i unlock splitters and that's about the only way you can sanely splice splitters into things after-the-fact, lol
Also, chasing down every under-Mk belt and lift in a poorly laid out 280-machine power plant is a godawful nightmare, but it makes the resulting flat power graph SO satisfying!
manifold will work even if ore used < miner capacity π
I MEANT β€
It's still early, for me. π₯±
basically, no matter what is the ore used and miner capacity, it will work
Not tech ically true, but I've been staying up too late optimizing my fuel power build. π
if you don't have enough materials, then it won't work at 100%, but it will still work at max possible capacity
Unless ore < demand, in which case one or more machine at the end of the manifold starves.
but a balancer would starve as well, so it's not property of manifold, but property of not having enough resources
So it throws off ratios if you are doing more than one thing downstream from that manifold.
A balancer would starve each output proportionally.
And clock speed adjustments solve all of that, once unlocked.
and a manifold reduces your max power usage π€·ββοΈ
but point is that efficiency is unchanged no matter if you use manifold or a balancer
I always strive to make that a non-factor
I just don't like people saying "manifold will work if you have enough resources", because that makes it sound like it won't work if you don't
decent?
ill probably unlock miner mk2 soon so will have to change everything
but its actually a learning experience
you don't have to "change everything", you can just put a splitter after miner and build new part of factory
oh right
would be nice if all ore nodes were snapped to 4/2m
well i guess this one would be fine if i built it in 2m
but kinda stupid that it wont allow 4m by just 0.5m
I tried to keep that in mind on my current save. Everything I built before unlocking them, I built as if I already had a Mk2 miners feeding it.
Same now, for Mk3 mining and Mk5 belts. I'll be able to return and upgrade those in place, and the machines are already on standby to receive the increase in materials.
IDK what the vertical limit is, but you can cover the node completely with foundation and still snap a miner on top of it. You'll just have some local grid alignment error to deal with.
tahts what i did as you can see on screenshot, the issue is i have it clipping at about 3.5m cause it wont allow to actually build it at 4m cause the node is not properly placed in the map
well i imagine it is not properly places cause the other nodes i tried were properly snapped to 2m or 4m
this one is at i would say 1.5m
i have 3 x 90 belts and neeed to split it into 6 machines, how
split each belt into two
360 total? 60 per machine?
split each belt into two
i got it now, i messed up the math so many times during building
I want to have pipes just going straight down this reactor. Should I just put a valve in front of each I/O. I'm just worried about too much liquid building up at the bottom
ah I think I've got a plan
A valve here, no?
never use valves
why?
they have tons of issues and pretty much 0 uses
ah alright. Any suggestions?
yeah, prefill pipes and don't worry about exact flow, fluids will handle themselves
full pipes are happy pipes
got it I know how to do that one π
valves do a few things... 1) they stop backflow which can actually exacerbate sloshing 2) their resolution for limiting flow is very crude & often is so inexact that it causes issues 3) they just generally complicate troubleshooting
and 4) they violate the rule keep pipe networks simple
@granite swan see #math-and-meta message for alt recipe choices
So whatβs the difference between a manifold piping system and what I consider load balanced? Does anyone have a good example of a manifold plant?
k thx !
manifold
--+--+--+--+--+--+
| | | | | |
since pipes don't really work as belts, if you have a pipe junction, you can get pretty much any split, 100/0, 50/50, 60/40, etc. And that's not even mentioning that pipes are two-way, so you can also have some fluid flowing "backwards".
Pipes also kinda need to be prefilled to work properly (in most cases) and also looped so that backflow doesn't hurt your system (again, in most cases).
For these reasons, building a "balancer" for fluids is kinda pointless and goes against best pipe practices
here's example of looped pipe manifold:
--+--------------+
| |
+--+--+--+--+--+
| | | | | |
Thanks that was a really nice response. Are there any videos on the pipe mechanics in satisfactory. I confuse my irl understanding with satisfactory.
I don't fully understand the principle behind this.
Would this work for something like aluminum scrap where you're using and also producing water?
--+--------------+ | | +--+--+--+--+--+ | | | | | | 1 1 1 1 2 2
Say that 1's are doing alumina solution and 2s are doing aluminum scrap.
Would that work?
for that it's better to have separate loops
For recycling water in alumina setup you'd do best to build a VIP system
or even better - recycle the water into something else
Better is subjective.
Interesting, thanks
Both methods equally work.
bottom pipe has recycled fluid
given VIP is considered black magic even by McGalleon π
It still works.
ye it does
for now
Yes. And if it stops working then better will no longer be subjective in this context.
no reason not to use while it still works, once it stops then it will be back to the drawing board
Thanks a lot
Hi !
I'm working on a tool that automatically find the optimal recipe combinaison to produce a chosen part. You choose the part, a production rate goal and the criterion used for optimisation and it outputs the optimal list of recipes to use and the resources needed.
Is it worth it to make it publicly available or are there other calculators with the same features? Those in the pinned messages seems a bit more limited.
Pretty sure greeny added other metrics..
Only in the beta which is now outdated
Being able to optimize for different qualifiers seems like it could be a unique feature 
Does it find solutions that split production of a part between 2 or more recipes to reach the user-defined goals?
Also, can the tool handle loops? Like aluminum or UFR?
||Also the last time I asked simple questions about an optimizer it got taken extremely personally. So this time I figured I would skip all that drama and shoot straight to linking Tools.||
||How very dramatic of you... (/j)||
I don't see a case where this is needed, do you have an example?
Loops are the main issue I had. I'm still looking for a clean way to handle it. I added some "uber recipes" manually to avoid loops in the meantime
rubber or plastic production with most resource (oil) efficient way come to mind at first, using both recycled rubber and residual rubber
and then obviously things like "limiting this raw resource to X/min", which I'm not sure you do in your tool (in Satisfactory Tools it's the "items/input" section)
Didn't think of rubber/plastic because that the main cases that I did manually because of the loops
yeah, loops are usually a dealbreaker for most people when it comes to making their spreadsheet/tools. Took me a while to figure them out as well
I think my algorithm would choose other recipes rather than split production between recipes
tools pretty much always pick the best option, doesn't matter if there's loops or splits or whatever. And the mentioned beta with other optimisation targets can also do building count or power efficiency. But the path to it was horrible, had to rewrite the whole solver like 5 times (and even before Tools, the old calculator I made had a different algorithm as well). Basically I had to give up classic tree traversal super early π
I mean I did when I needed both base and fused QW recipes so I didn't have to import material as I was just a bit short of copper
I'll have to again soon with multiple steel recipes too
My current SFTOOLS planner has a mix of coke steel and solid steel because I wanted to limit both iron and oil usage, without using sulfur.
Am I reading the wiki correctly on this, a normal nuclear power plant on Uranium fuel rods produces 10 Uranium waste a minute? I could hook up the belt and find out for sure but I'm building towards everything turns on at once including with some delay the disposal services
I felt like it was more once upon a time because I used to have 2 belts leaving the powerplant with the waste
Yes, 10/min at 100%.
Most people seem to clock those at 250% though.
Any reason why? The power plants are built so I'm probably not going back on that without a big reason. Cheers on the confirmation, now to build a factory to sink the waste
I would guess (1) save space, (2) simplify water logistics, and (3) expensive build materials
I was away from the game for a while, this is a wildly annoying factory to build, control rods which means fucking stators, Alu shit, Steel. Guess it will be a few days before the swamp glows green.
The water seems simple enough. 300 for 6 powerplants = 1 OC water machine
My last nuclear powerplant back in update 5 or 6 or so was really veiny though so I can see that
it's a lot simpler with the base recipes
It just a sigh here we go again thing. I built a megatower to produce all the precursers to Uranium rods and a train system to get them over to the swamp. I'll get the nitric acid stuff tonight and then figure out the rest tomorrow and later
It takes 8.4 seconds to burn 1 compacted coal. So does that mean to fully utilize a belt of 260 compacted coal, I need 260/8.4 coal generators? I think the conversion from seconds to minutes cancels out
maybe check this https://satisfactory-calculator.com/en/planners/power/index/powerOutput/2700/generator/Build_GeneratorCoal_C/fuel/Desc_CompactedCoal_C
257.14 Compacted coal can supply 36 Coal generators
important is second parameter, requirement per minute
260 / 7.14 = 36.41
the wacky there is easier to see if you realize 50 CCoal/min exactly fuels 7 coal gens
whenever you see a repeating decimal with 142856 in it, that's our good friend 7 popping up
Do you guys think the Sink Point Calculator I made would be useful if I brought it back again?
Thank you for this π you've saved me quite the inconvenience π
I need to split a line of 25 rods per minute into 5 lines of 5 rods per minute without smart splitters. Ive been thinking about how to do it for the past 10 minutes and I just cant figure it out.
Manifold.
--S--S--S--S--S
| | | | |
you can't divide by 5 directly with splitters alone; you'd have to divide it into 6 and feed the sixth output back into the input
Manifolding allows you to divide by 5 directly π€·ββοΈ
manifold is simplest, but you can do the 6-way and loop back as Kinitawowi said, or clock the consumers to 125% and turn it into a 4-way split
Ill try manifold, if it doesnt work Ill say
They always work π
Ill be the judge of that
Nothing to judge. Over 4 years of evidence.
Im trying to ensure that all my machines never shut off unless the grid fails, thats why its so complicated for me
Manifolds always work. You just have to either wait for them to fully spool up, or pre-feed them to skip that step.
Im an idiot, it works like a dream
yep, but question was, 260ppm belt, how many generators he can feed. And 260/50 is again integer with decimal. Therefore 260/7.14=36.41, so my answer was 36 generators can be fed with 260 belt(257.14ppm)π
except you can underclock generators
I know I can underclock generators, but 36 is a nice number and I don't mind overfeeding each one a bit
I should be good to place one mk1 pump every 5 wall segments going straight up, right?
Or would there be a benefit to doing it on every 4th segment/16 m?
no, not at all
the pumps give 2m extra headlift over the recommended
so 20m is perfectly fine
Thanks!
I would personally make it 38 or 40 and slightly underclock some or all of them.
sith load balanecrs
jokes aside i didnt know how to do it better without building differently
i was too lazy to redesign my blueprints π©
4680 steel
no idea what to do with it just yet
i hope the priority merger stuff works
i'm quite sure 2 years ago i figured that its best to put some batteries per each geothermal station.
Question: any math? Cause i dont remember it was purely random or i did calculate that i need 2-3 per each?..
0.5 for impure, 1 for normal, 2 for pure
Are the pipe bugs still present? Eg mk2 pipes unable to handle max volume properly?
That has never been a "bug" as far as I'm aware
It was a rounding error. One of the reasons they changed nuclear reactor OC water uages
buut if normal produces 100-300 and charge rate is 100 per storage isn't 2 storages per normal the answer? i don't get the math
(100+300)/2 = 200 MW average
deviation from average is 100 MW at both extremes
you can have a factory consuming 200 MW at most, charge when it's producing over 200 and discharge when under 200
uh, right. i don't care about its base production - only fluctuating part.
therefore its + or - 100 tops
I still see it now & then when i get a little fancy with mk2's at 600/min, when it pops up, i just switch to mk1's and feed from both sides of the manifold
you know, its nice that they fixed trucks to actually be able to climb ramps, but you'd think that something that hefty would have an engine that would support climbing at a decent speed, lol
i just looked at how you can produce just 1 heavy modular frame per min and that is like, made me sick
it's super easy compared to lategame productions
in order to seperate 7 constructors to make a total of 100 rods/min, i need to underclock to 14.(285714, repeating), but that isnt a clean number, so what underclock percent do i use?
that isnt clean either shit
is there another way i can use to distribute the iron to the rods evenly?
maybe 7 is a bad number
i just dont want to underclock too much or waste a slug
can also use 8 and have 12.5 per
but then if i want to not underclock i am basically wasting a slug
I've got a math issue and I can't pin down where the issue is, bear with me. A train is bringing in 2 cars of quickwire. The boxes they deliver into never empty so I know I don't lack for total quantity of quickwire.
They are feeding into 10 manufacturers, 9 of which eat 187.5 quickwire per minute. I have them in 2 blocks of 4 and then a half block with the one that is fully overclocked and the last manu consuming 112.5 quickwire. The total consumption then being at 1800 quickwire.
The freight boxes have 2 exits. From Box 1 I have the first exit feeding 4 manufacturers, which demand 750 per minute. And then the second exit is doing the same. So in a manifold those should create a backlog.
The thing is those machines never fully fill and eventually run out every so often. I don't get. I've even been shoving overflow from the second box into the other lines and they still fail to fill the machines.
What am I missing? I feel like its obvious but I'm scratching my head
Jesus Christ. I think I just saw it happen. The train delivering stops the outgoing wire until it finishes and there isn't enough wire on the lines to hold the supply steady. Didn't see that coming.
yeah, you need a buffer
connect both outputs into an ISC and then have one belt going from the ISC to your factory
there's a 27~ second pause when the station is in use you need the buffer to compensate for. It's why you can never get 2 full belts throughput per platform
I think I'm going to cut off the machines until the buffers fill. That should smooth it out a lot. The other option would be a third car but I like the design I have and don't want to mess with it
how much are you trying to move on each platform?
1800, to feed the 1800 demand. Maybe some bonus for buffer on the other end. Its a ride over to check what I did
on each platform, not total. Do you have mk5 belts?
yeah
each platform should get an evenish split of the wire. There was some messing about with smart splitters
doesn't matter, it will naturally fill itself
Resolves to 20/21.
Use any convenient multiple of that.
Man I'm just having a realization that not all factories need to be based around 100% productivity. For example I have a small factory just for keeping my personal sorting containers always topped up on constructon resources. The buildings only come to life after I've taken some stacks out of the containers in order to top them up and I simply can't build fast enough for the rate of re-filling to ever be an issue. But I just realized that means I don't need 1:1 ratios for everything. Like if I have a line making copper sheets and a line making copper wire, I don't actually need enough copper production to run them both. I can only have enough copper prodution to run one at capacity and that's fine, I'll never need more. There's always enough of a buffer of resources in the smelters to run everything for long enough anyways, and then the smelters just have time to re-fill their buffers once the fabricators are done.
Which means that like a single copper mine and a few copper smelters can safely run machines that would normally need double or triple the production to keep them going consistently at 100%
Maybe its perverse but I like going back and checking my work and seeing that it works. Also right now its a nuclear power thing and it has to work when all the bits go online because I can live without toxic waste build ups
use 8 constructors making 12.5/min
i'm not saying that to be smartypants, 7 is just a really icky number in the game that never ends up being even with anything
yea fair
though, personally id rather not have to use 25/m if i want to do it at a rate of x2 because then that really eats at my slugs
well, 8 at 12.5/min is underclocking and it'll save a mw or two
also nice number for a compact balanced split which is always
for me
everyone here seems to love trucks but i tried using them for the first time just now and got a "vehicle deadlock" warning
and they refused to move. do they just keep moving after a while or am i f'ed?
this was my initial plan
how would yall move it?
thinking of just doing belts
I'm doing belts hidden by rail in that location π
Embrace the belt! My entire world is belt fed
That said its 2k hours old and that plan started when trains were bad
There's rail going back and forth and I was vaguely tempted to make it functional but meh, running them underneath saved a lot of station space, and it looks good!~
What a shock right π
oh
ur username π
ugHHhhh im really struggling with like
on one hand i want stuff to be pretty, on the other hand i dont want to spend a billion hours trying to get stuff to not just be floating in the air
You can do similar w/o all the circles π
opposite of circles
Yup π
Ah yes, my old nemesis, the world grid
And nothin quite like 252 working nuclear plants
max nuclear?
Yup and max plut just no reactors for those
ah neat, the image I shared before was all 50.4 uranium rods made on location
well it's about 70% functional anyway
My nuke plants are in the west but rods made in the swamp
Dont ask why I dont even know
And yes it took a eon to build that
it's easy to make rods somewhere and burn them in another part of the world π
<@&387163995947270144>
ty
@stark spire didn't want to bring it up in the post and cause confusion - but could you, in theory, have 2 stations right in front of each other, set the train to stop at both, and get teh platform to load onto a second fluid car too?
I'm not sure if there's a situation where this would be a good solution though
I have had really bad things happen with more than one station controlling the same platforms. They had a build lockout on that for a while, iirc
that land bridge is pretty tricky for vehicles, you have to keep their paths extremely far apart and its not fun to drive the path w/o spinning out, etc
i recommend if you decide to keep with the vehicle idea, that you lay some street lights along the path to partition the path in half to help you stay on one side
The issue is I have two different routes that both need to go over the bridge
in general though, vehicles do sorta derp out whenever their paths get too close
i've tried doing that before and it didn't end well, lol
Does anyone have a balancer for 5 to 6?
last time i heard "eon" was from asgardian in stargate....
anyway, how much power to power all that?
doesn't staisfactory-caclualtor has bps for them?
do you have lanes?
Unfortunately not
biggest they got is a 3:5
need a 5:6
ok than can't it be done with simply split-all-merge-all?
im already at max loads on the belts so it wont rlly work well like that
split one line into 2 to result in 6 lines; merge 2+1/2 together, then split into 3
if you're at max on the belts that won't work, you'll need a proper balancer
that's the ugly to make, you pretty much need to do a 6 way split on each line and then merge the 1/6th's back pairwise
think it probably can be built without clipping in a 4x4 foundation space
is it for cheap silica's limestone?
i tried figuring it out but couldnβt figure out how to do it cleanly so i think thatβs a tomorrow problem
i know how to build it, but don't really feel like spending the time on it, lol
this is a 4:3 balancer
what you'd be doing is a 6 way split instead of a 3-way on 5 lines stacked instead of 4
so you'd have 30 lines forking out of the back end
what you'd do for each column coming out is a vertical merge down like so:
its then an exercise in trying to pack it tightly together
(as i said, it's the ugly to make)
Yea i mean i was able to do it a little bit ago, it just ended up being huge and ugly so ima tackle the problem in the mornin when i am fresh
ill prolly make it into a blueprint bc ik ill never wanna do it again lmao
yeah, well, you may also want to step back and ask if there's a better solution to your problem like an injected manifold
or changing the factory around to eliminate the need
itβs a coal plant bringing in 1350 coal to 36 gens all 250% overclocked so not much i can do to eliminate the need of this splitter i donβt think
sort of an odd number, when you OC generators to 250, 16 of them use a full normal node's 600
bro i litterally joined the server for this and instantly find it. mind sharing a blueprint? i cant figure it out from the picture. thanks in advance
Have you tried looking online? For example, https://satisfactory-calculator.com/en/blueprints/index/details/id/2936/name/4%3A3+Load+Balancer
!wikisearch Load+Balancers
This is the non fandom wiki
The first link was SCIM, which is a save editor, interactive map, blueprint hosting site, etc.
i don't have a blueprint for that one
this picture may help you see how to belt it better however
When the fellow was asking for a blueprint... π€·ββοΈ
oh u dont want to see it u want it hand feeded into your mouth im sorry
i wont do it again
i gotta see what the one in the vid looks like, have a feeling mine is nicer
its without lifts yea
not as compact but you can make it its just to see the theory of splitting 4 into 3 each and merge them into 3 again
yeah, its not that difficult to understand the premise of... you just split the x input lines into y parts where y is the number of outputs, then you merge one piece split off from every input line into the output
yep
they're much easier to belt if you split horizontally and merge vertically
in creating that one, i found a new technique in doing the vertical merger of multiple lines a little more compactly
why are there balancers in #math-and-meta when they are not meta
its called math u learn it later π
and who decides what meta is
the ppl i guess and if the ppl want balancers it becomes meta >_>
i just answer the questions that people ask in the room they're asked in π€·
most people "want" balancers, because they are unaware of alternatives
i tend to agree, usually they solve the wrong problem
that being said though, i enjoy belting them to figure out how to do it cleanly
i cant agree bcs i dont know what "most people" even think so i dont know if they want balancers bcs they dont know better or they want them just because
I'm basing that on large majority of people who after being explained what a manifold is said "oh wow I wish I knew that earlier"
most people want balancers because its how you solve the problems in factorio
every factorio thing is a manifold
well, whereever the group-think came from, it is group-think
the grapplers grap stuff from a belt into a machine until its full
until it's full it has enough to run for given amount of time
i tend to balance in factorio aswell but most ppl dont do that at all
the only balance I do is miner -> smelter
after that there's no reason to balance usually
oh, and train stations
in SF, when i can easily construct a balanced split, i'll do so
not having to wait 5 minutes to start debugging a missed belt, etc i think is a good reason
coming off of a train, that's really the only place i get tempted to use a full-on balancer
ensuring that all train cars/stations empty at the same rate is desireable
thats why i use single car trains in low quants high qualities
i dont want to deal with this stuff π
i don't think that necessarily needs a balancer, however
if I put 500 into first car and 300 into second car, I get those amounts at the other end and hook them to two manifolds that eat 500 and 300 respectively
there really is a quantum leap with building scale though when you start pulling a lot of product into a factory and it doesn't fit in a single train car or on a neat number of belts anymore
well, that doesn't work for pure nodes
why not?
and u want to unload them onto 2 belts with the same destribution to set the train to wait until empty
so u balance the belts
the round trip needs to be less than ~4.5 minutes
I don't. Since each belt eats exactly as much as I'm putting on it, it will unload naturally the way I want
3200/780 = ~4.1
(uh, was supposed to be reply to "balance the belts")
and yeah, you can double up the trains
which i do in some places, in others i split the miner between two train cars, etc
where it gets a little more tricky is with plastic/rubber or aluminum goods that kind of want to be sized in a yield of 450 or 900
I mean then put 450 in a car π€·ββοΈ
you absolutely can split 900 between two cars of 450/min, but for a 200-stack item, you can easily ship that in a single car
so u balance the imput then π€·ββοΈ
even if it means you clock the machines to get 450 onto a belt its still balanced
no, I put 450 in a car (meaning I gather 450 from machines that make 450)
yea its still balanced you know
you're essentially putting the balancer on the sending side
it's not balanced, it's at most direct input
balance = taking X inputs and producing Y equal outputs (where both X and Y is bigger than one)
that is a balancer
5:1 is not a balnacer, but a merger
900->2x450, i count 1 input and 2 outputs
no u use 450 into lets say 2 lanes it the same balanced as 1 belt with 900 items split in 2
its a balance
you can argue its "direct fed" but you still balanced it beforhand
two lines of 450 are two separate things.
if it was a balancer, it'd have to be balanced between the two lines
you deliberate set up the machines to be 2 belts to balance them yea
well, in the case of oil, you're actually doing the balancing while its still oil in the structure of the factory
or multiple not 2 its just an example
i think we kind of need to codify what is considered a balancer
the (pretty commonly used) definition of "balancing" is
"taking X inputs, produce Y equal outputs, no matter what the inputs in X are"
so if I applied it to two 450 belts, the balancer would have to produce two 450 belts if both are full, and two 225 belts if one is full and one empty (which is not the case, since they are separate)
so you put x oil (no matter how much its manifolded as long as it is enough) into the machine and out comes 450 per belt thats per your definition a balancer
we are arguing semantics
i'm happy if we accept that some balancing is being done implicitly somewhere
(amount of inputs and outputs can be whatever, but at least number of outputs needs to be bigger than one)
and this ^ needs to happen immediately and at all time, so manifold is not a balancer (even though it eventually behaves as one)
looks like a balncer
you can't balance pipes, it's a manifold and that isn't a balancer (as per my message above)
there's a thin like you're treading on there with pipes always being a manifold
why?
because miners run out π
is a balancer aswell
it's not if it relies on overflow mechanics (with oil)
no there is more
if the thing after A is 1:5 belt balancer, then it's indeed a balancer
bcs if u compare oil to plastic there is a multiplier but that does not matter
pipes can never be balanced, so if we're talking balancers, we are talking solids only
bcs 3*1/5 is oil input multiplied to plastic output
that's irrelevant
if A is oil, then it's not a balancer, because fluids by definition can't be balanced
if A is solid, then it needs 1:5 balancer to reach the amounts you've posted
how do you balance fluids
the input is a manifold
so... not a balancer
why would you balance it you balance it behind
i fear to ask why you need to balace plastic
its just the topic
so not a real use case?
no, they are trying to somehow convince me that manifold is balancing or idk
manifold is a balance of sanity and time investment
||screw that comment, i tried to smooth the argument by finding common ground but one of the sides is not behaving||
Donβt get caught up on semantics
i dont try to convice you i just show u the facts and hope your brain is as big as your ego
why do you have to result to personal insults when I'm just trying to understand your point
not sure how converting oil to plastic after being manifolded is in any way related to balancing
and having 60 somewhere and 60 somewhere else without any direct connection is not "two balanced lanes"
you dont try to understand my point you try to argue into ridiculousness
just the sheer fact of the assumpion a balancer is made out of splitters and mergers only is not correct
i think the argument would benefit from revising the definition of balancing and balancer
never said that
balancer = a contraption that takes X inputs and produces Y equal outputs, no matter the state of inputs (they can be full, empty, partially empty, etc.)
it needs to work immediately (within reason) and at all times, not rely on overflow mechanic (then it's a manifold, not a balancer)
thats one part of balancer yea
there are ratio balancers and total balancers
they exist in satisfactorie
i can balance a 60 item output belt even if the input varies between 60-780
and i can make a ratio split out of the variation of 60-780
ratio balancer is basically a normal balancer where you just merge the outputs to get the ratio
(can be sometimes simplified ofc, but I don't think that distinction is necessary for definition of balanacer)
wdym "balance 60 item output"?
you can make a balancer so the delta output of one belt is always a total number not a ratio
.
if output is always 60 no matter the input, that doesn't fall into the definition of balancer
and we may be arguing semantics, but if you use a term that's pretty clearly defined (especially in the context of factorio, where this started), then I'm following that definition
well you'd most likely achieve this with one or two smart splitters with overflow setting, so yeah, that's overflow
i mean its just because the number of belt is 60 if the output would be 45 you still ratio balance it
aswell
What's the math on what fraction of input is sent to the nth output of a one-sided splitter manifold?
before filling 1/2^n
after filling it's the amount that machine needs
Yeah, I get that after filling
I did the napkin math yesterday while playing with a friend, and it was fun to say that we pre-fill because without doing that, the last coal gen gets one coal every 500 years
isn't it just simple splitter with 2 mk1 belts?..
the number and how you achieve it is irrelevant imo
what matters is the behavior
if you get X amount and split into Y outputs, if any output is different from X/Y, then it's not a balancer
thats why i clarified its just an example with the numbers who happen to fit an mk1 belt
wont agree because we are in the channel where naming matters.
wont agree i dont know the language that well that it would matter dont be full of yourself
and its not the topic at all what started it
but we can continou in my mother language so we can argue about semantics or not
just playing devil's advocate, balancers can be used to feed unequal outputs, but draw at equal rates from inputs... I don't think that fits your definition of a balancer, yet it is an inherent property of them
unequal outputs? either it relies on overflow (and then it's not a balancer), or it's a ratio balancer (which I clarified above that it's achieved by merging some of the outputs together and isn't too important for the actual definition of a balancer)
for example, if you want to split 150 into 100 and 50, you'd do a 1:3 balancer and then merge two outputs
(the whole thing can be called 1:2 ratio balancer)
lets say i have 4 lines of 600 and i want it split into 190, 260 and 150, a balancer will do that
yes, it will overflow on the 150, then 190 and then distribute to the 260
than the whole conversation just doesn't matter.
but it will do so will all the input lines never waivering in their 600/min speed
if it overflows, then it's a manifold, not a balancer
so this is a manifold because one side backs up?#math-and-meta message
yeah
so when is something not a manifold?
when it doesn't rely on overflow mechanics (waiting for one or more belts to back up to start distributing in desired manner)
so lets say we just have a belt splitting 3 ways
into 3 machines making rod
even split...
btw, can a manifold implemente with splitter be counted as manifold? considering that every splitter is not olbiged to fill its production building before passing to the next in line
is that a manifold?
no, because it doesn't need any belt to be backed up to work in desired way
(assuming all the machines are clocked evenly)
now what if i change the clock rate on one machine to 150 and another to 50
then it's a manifold
is it a manifold, acknowledging that the topology is the same
so topological classification can be different for the same topology?
because now the desired split is 3/2/1, instead of 1/1/1
but it doesn't achieve that until belts are full
if you'd replace the splitter with 3:2:1 ratio splitting thingy, then it would be called a balancer
ok, a thing is not a thing if it has a specific property
well, I guess it also depends how you want to look at it
the splitter does 1:1:1, so it's technically a balancer
however what the factory needs is not a 1:1:1 balancer
so I guess it depends if you look at the contraption in vacuum (what it does), or if you look at what the contraption should do (in context of factory)
a 5 machine manifold can be called 1:1:2:4:8 ratio balancer, but that's not what the factory needs π€
i mean, i get what you're saying, but perhaps we're both learning that these definitions are a bit more elusive than you'd think
I'm looking at it from the POV of your factory - if three machines need things in 3:2:1 ratio, then you either build a manifold (one or more splitters in a row), or a balancer (1:6 balancer, where you merge some outputs; or equivalent contraption)
manifold will rely on belts/machines filling up, balancer won't
even the word manifold is a tricky one, lol
and I think that ^ is how pretty much everyone is looking at it as well
i do think there's a nuance that your missing though
let's say we take something simple of a 3:2 split/balance/contraption
you can belt that up as a split of one line that merges into the other two
and the lines will all be balanced, but that isn't a balancer
the reason why is that if one line backs up, one of your inputs will stop
3:2 meaning 3 inputs to 2 outputs?
with a true balancer, all inputs will keep getting consumed at a lower rate
yes
a true balancer, all inputs feed all outputs
so, if it's a "balancer", then all of this must be true:
- if only one input is getting resources, both outputs have half of that
- if all three inputs are getting resources (equally or unequally), both outputs have half of sum
- both of the above must work immediatelly, without any belt having to back up
- if one output is backed up, all resources go to other output
if it's a split of one line merged into other two, it isn't a balancer, because it doesn't do any of the above (except when all inputs are getting stuff equally)
*immediate is a big vague, but certainly without any interaction with whatever the balancer feeds into
immediately = within reason (belt speed and feedback loops on prime splitters)
quibble: 'half the sum' -> 1/nth the sum
well I'm talking about the 3:2
i'll agree with it
i do think there's something very specific topologically that defines a balancer vs manifold and it doesn't have to do with overflow vs no overflow (or consuming rates), but more with the any-to-any relationship of the inputs & outpus
any to any is a required property for a balancer, yeah
arguably less important in satisfactory given that our inputs don't change over time (in most cases), but still part of the definition
i mean, this is actually something i recently learned in working through some of the balancing problems that i've been tackling
what i'll also assert is that where balancers do have a use is not so much in equalizing the output rate but on equalizing the input rate
i.e. where i'd use them is to make sure multiple cars from a train are draining at the same rate
i've run into that problem before, and opted to just toss more trains at the problem instead of building a balancer
topologially is too abstract for the game. in game we have concrete implementations of certain tools with their own properties. but we can mimic properties of concepts, resulting in different outcomes.
and in the context of the game, there's little need to balance because there's limit in machines' storage and belt feedback (limit), so manifolds can do good job.
well, we're well out of the realm of what you practically need to do to solve the game's problems and into more the theory side of things, but its an interesting topic
what i'm actually trying to figure out is what makes a manifold a manifold, and kind of the venn diagram of balance and manifold and splitter
like if they all do the same thing, there's a circle you can draw around them and say that they're all widgets that move stuff from n inputs to m ouputputs
but are they disjoint/super/sub/equivalent sets of each other?
the crucial difference i see is in how they behave over time, when belt feedback kicks in
balancer will simply clog and property that "each free output receives same amount of items" will remain, so output to remaining items will change but remain even.
while in manifold you will get a much less noticable change, that is uneven across all.
there's really any point to use balancer in place where you expect to get belt feedback?
it works π
four way remote controlled hypertube intersection
idea stolen from here (i think, forgor where i first saw it):
https://youtu.be/WIrn5mvMepA?si=62JkpXeYhC5XZew0
A tutorial on building hypertube junctions for an Awesome Hypertube Network in Satisfactory Update 8.
See chapter marks below to jump to a specific section.
The new Priority Power Switch in Satisfactory Update 8 (currently in Experimental Build) is a game-changer for making a fully controllable hypertube network, allowing a route to be pre-sel...
oh wow hes even on this server
I've 33.333 Fuel generators working, plus 2 more with 3 powershard at 375, plus all the coal factories, yet I'm only recieving 5.6KW Energy. Is there some kind of cap?
i would say that the fuel powerplant isnt connected with your world grid
5.6KW? do any of the generators produce that low a wattage? Did you mean GW?
Assuming you meant 5.6GW...
"Is there some kind of cap?"
No. The game doesnt have a power production cap except that you eventually runnout of resources. Max power is somewhere over 1TW (1,000,000MW)
33.3333 Fuelgens should give you 4,999.995 MW
That plus the 2x375MW is 5749.995MW.
so it looks like its almost all accounted for. If you meant 5.6GW, then you are only short about 150MW of what you should have according to what you say you have built.
Thing is we also had the old Coal Factories connected, so we we're lie 2.4GW short. We reseted the server and it works, don't know what caused it.
Multiplayer or Dedicated server? If so, then that was the cause. MP/DS for SF are "experimental" on their own.
So i have a factory that makes 1440 steel ingots per minute. I am currently doing tiers 3 and 4 of science what should i create with said steel in your opinion
just shove it into a ton of contructs making pipes and beams π
wait until you actually need it, don't make stuff that you don't need yet
(in the same way you probably shouldn't make random amount of steel ingots before knowing how much you need)
well the factory already exists so too late for that
keep it for the future then
first you need more beams than pipes, later you will probably need more pipes than beams
yeah or just make a lot of HMFs
no reason to randomly make beams or pipes or anything, if you don't know how much you need
make as much as you need now and leave rest for the future
if you just split it to go to a buttload of constructors making pipes and beams you can let your downstream demand allocate the steel for you i guess
I have a plan!
its better to overproduce than to underproduce things
it's better to produce as much as you need
call it future proofing hahaha
future proofing is almost impossible and better to not do
you're a little on the low side with a 1 TW figure; nuclear alone with burning plut rods is ~1.1-1.2 tw, and that's not looking at burning oil or coal
(i will concede though that its just not practical to go that high, you run out of resources to do stuff with that power pretty quickly)
Does anyone here have an idea how i can make three 180 belts (540 total) into two 270 belts? when i only have mk3 belts?
split one and merge each into one of the main
or just use the 180 belts
180 = 90 x 2
270 = 90 x 3
yeah, 180/2 = 90... 90 + 180 = 270
speaking of our 3:2 problem, lol
420 = 90 x 4.66666666666666666666666
A splitter for the "middle" belt that goes into two branches, merge each branch with a "side" belt.
Making a lil tool that tells you the max extraction of a particular biome based on what tech you've unlocked so far. Going to use this to do an analysis of every alternate recipe, at all stages of the game and at every location.
My reasoning for doing so: The WP formula on the wiki does not take specific location or unlocked milestones into any consideration, lending a lot of bias to alt recipes that are best suited for endgame.
Making fuel?
The issue is the crude outputs at 675 a min
and i only have t2 pipes, so is there a cheaper way to make it?
If you're willing to add water, you could try the Diluted Packaged Fuel or Packaged Fuel alt recipies as well as the Heavy Oil Residue.
You'll have to use the Packaged version before Tier 7
blud only haves t2 pipes ur trolling
Oh you can use packaged water with refineries
Is there any way to do it without water though?
Yeah its a great alt if youre willing to tackle the challenge of dealing with packagers and adding water
