#math-and-meta
1 messages · Page 100 of 1
I mean the issue isn't really crude it's just transporting it in pipes
I mean how early do you get t3 pipes, bc techincally i don't need that much fuel as I don't have all the fuel gens up yet
I can leave it sub optimal till i get the next pipes
t3 pipes have not been added and there's no plans from Coffee Stain to add them
Oh shoot
t2 is the best it gets, though t2 pipes can be buggy at times
probably a big reason they dont want to add t3 lol
Hear it from Snutt?
https://youtu.be/0w6CZ5yCTy8?si=lnWdI_RO-OLK_qiX
Clips for the October 17th, 2023 Livestream originally streamed on https://www.twitch.tv/coffeestainstudiosdevs
Reminder: This is an unofficial channel, support requests should be directed to https://questions.satisfactorygame.com/
But in short, there will be fluid loss.
You can carry something less than 600 in the pipe safely, but you probably shouldn't use exactly 600 in a pipe. I learned this the hard way. My fuel power plant never runs at 100%.
So the 600 fuel output here, I would recommend carrying in 2 pipes, actually.
I would suggest working out how much crude oil you want to use for this project. For example if you want to overclock one Normal node, you could get two Mk.2 pipes of 400 each
Hmm that video was interesting
Personally I limit myself to 580 in Mk.2's, and I dont seem to run into the bug.
Ok I guess I will just scale it down slightly so it ends up being a couple machine less from 600 fuel output
Yeah, sadly that bug is probably going to persist for a long while.
Yeah I wonder how much more taxing it would be if they ended up using doubles
Or maybe a togglable feature
Maybe one day we will see a feature— yeah
Glad i found out this way
But for now, just plan around using less than 600. Maybe 590 max, per pipe.
Yep, I built a... very large fuel plant
With 600s in my pipes. It doesnt work'
Oof
By chance is your plant visually appealing
Trying to get some inspiration for my build
I wouldnt say so, I was going to get to decorating after i fixed it lol
lmao
Aight thanks for the help tho, appreciate it
Btw how many hours are you at?
About 600. Built the fuel plant at about 100 lol
First major failed project
Theoretically balanced, this was the first quarter of the thing.
But thanks to the Mk.2 pipe bug...
If you look in the last screenshot youll see the gens in the back are starved.
Thats because the pipe was supposed to carry 600 fuel.
Its also not producing 600 fuel because the water for it is being carried in 600 pipes as well
Yeah, thankfully im playing on a new save for U8 and Im not gonna make that mistake again,
Never carry 600 in a pipe
?
But do use Mk.2 pipes
600 in a mk2 is fine.
No.
Due to floating point errors there will be fluid loss, which can hurt if you have a perfectly balanced factory.
You can get the full 600 through a mk2 every time (barring things that fuck the game like mods or multiplayer).
You just have to loop it, which you didn't seem to do in your screenshots.
It's about preventing slosh, not floating points.
Yeah I'm pretty sure when a community manager says it's an issue I'm gonna believe them
Slosh is a good point too, but I did not repair this factory because it carries 600 in its pipes.
Soing something as simple as this guarantees you're getting 600.
Otherwise, you are correct in saying I could reduce slosh
When would slosh occur?
Pipes are bidirectional, so.
Whenever you have a deadstop such as these.
Looping eliminates that issue and allows the full 600 flow per mk2.
This is true, but machines themselves can also become deadstops should they become full. A loop allows the fluid to move to more than one place in the manifold.
☝️
Sorry wdym by deadstop?
Should you desire it, you can find a whole guide on fluids here:
https://satisfactory.wiki.gg/wiki/File:Pipeline_Manual.pdf
What happens when you walk into a wall?
Note there are some advanced topics in that PDF
But its also great for learning the beginning parts of fluid dynamics
i mean does it turning left not count?
Do not think about pipes in terms of belts.
I would recommend reading that guide at some point,
Yeah I'll take a look
It's great for learning how to do fluids like a pro
According to the wiki (https://satisfactory.wiki.gg/wiki/Pipelines) loops will significantly reduce the Mk.2 flow rate issues, just note that it may still happen even with best practices.
good luck (though fair warning: analysis of all recipes in all situations is basically impossible to do)
it's an issue if built wrong
Oh absolutely, which is why I may make a tool to help.
(and also, any analysis is usually very biased)
Is there a reason you don’t like the loop solution?
I'm saying im not repairing a factory from an experimental save.
I use loops nowadays
That factory, even after having put loops into small parts of it to see if it woudl work, was suffering fluid loss.
Likely because my game, at the time, would only run at low framerates
Oh I guess, I don’t understand why you were telling someone else to not use mk2s though, a big part of the issue seems to be from longer manifolds
But yeah the loop solves that
I did use longer manifolds too, yes.
And I still use mk.2's in longer manifolds, just not at the full 600 capacity.
I learned a lot of lessons on fluids in that save, lol
You can do the full 600 if you loop 🤷♂️
Ik this is wrong channel but does anyone have a bunch of blueprints they can share
Kibitz had some but i believe they're paywalled
More useful to make your own tbh.
yeah, even free blueprints are still kinda bad blueprints, since they rarely help your case exactly
I mean like cool pillar designs or road pieces, just some generic stuff
Cool is a point of view 🤷♂️
@zinc kindle see #math-and-meta message for alt recipe picking
I thought I would ask here .. for as long as I've known running a Mk3 Miner at 250% for 1200 output, has always been a waste (unless running mods) due to the speed of Mk5 belts.
Has there been anything in recent times added to the games OR ways to make use of the 250% playing vanilla without mods or are we still limited to the Mk5 belt speed exiting the miner?
nope nothing vanilla anyway as far as I know
Great thanks. At least I know I'm not behind the times 🤣
honestly, planning a factory around a 780 input gets messy. 600 is a magic number for just about everything I have found. Take recycled plastic/rubber as example, it just makes everything clean.
I do wish they would allow direct splitter connection in vanilla to a miner, but maybe one day
Yeah I've never understood why we cant slap splitters and the like directly on the front, would make so much sense but then I'm not a game developer 😛
I've never really tried doing a cap at 600 on things, I normally just crank it and let it go, but I might look at that number at some point.
600 works well because anything with factors in common with 60 is going to be easy to manage when calculating rates in "per minute"
That said 780 should also work for a lot of things because it has 60 as a factor (and thus all the factors of 60). Its only screwy because the other factor is 13.
Work in progress
looks useful!
I'll be sharing it once it's done
I suppose partially because if you did that with a merger you could have 3 belts input into one slot
I’m trying to perfect loop 300 crude oil into packaged fuel at 100% efficiency, all residue recycled back into fuel to be packaged, so the only output should be packaged fuel and the resin from the original fuel recipes but the math just isn’t matching
Help
try laying your stuff out in satisfactorytools.com
but 300 oil makes 400 hor + 200 resin, the hor can make 800 dilluted fuel and the resin can make 50 plastic or 100 rubber (or some amount of fabric)
I finished making that maximum extraction calculator. Plug in your biome(s) and completed milestones/research, and there you go. Could be good to use with Satisfactory Tools!
https://docs.google.com/spreadsheets/d/1SDKG7Sza_MIEeXGXMdRKl-FSSJJplsunIJrEKs8XpAE
All after a long day's work.
Now to actually take this and run it against alt recipes in different situations... i smell a new spreadsheet
before you spend too much time on this, we're planning to remove the WP analysis entirely in favor of text descriptions
because trying to objectively compare alt recipes is like trying to mathematically solve chess
Too many possibilities for a mortal
Exactly my reasoning for adding in the ability to provide context. I'm very supportive of text descriptions that better tackle context.
A few pagea on the wiki have an older earlier concept of those text descriptions
This would simply be an analytical tool to help create said text descriptions
excellent 😄
by providing info on "how to maximise certain products depending on region"?
But of course, folks are welcome to use what I have already if they want to build in a specific area with specific research.
we keep delaying it and at this point I wonder whether to wait until the recipe rebalance
Is there a rebalance scheduled?
coming at one point before 1.0
we don't know when
my personal bet is on update 9 (or the 1.0 experimental cycle if we're close enough)
Because I could just. Tackle this for the wiki once I feel confident in my research and run it by other folks in #wiki-workers
I wonder if i should continue my spreadsheet analysis of weighing machine volume vs their production yield
I do want to take a data analysis approach though, to be sure I'm not missing anything
specifically this
I feel like having some type of analysis like that is good though, as it can help justify a text saying "bolted iron plates saves space and power, but is less iron efficient"
I don't think it ever hurts to have it all worked out somewhere. It doesn't necessarily need to be in everyone's faces, but I do like listing things like this as a resource or on a separare wiki page.
I wonder how i could justify my scuffed math on how i weigh this xd
There's also considering only the footprint, since y'know. A lot of the time if you put multiple types of buildings on a floor, you're only really concerned with the tallest one. Or if it's outside, you don't care. Context is quite a bit.
it literally just machine volume / (production efficiency + production speed)
then you could swap out the base volume with the base footprint
But anyway, yeah, to be clear I wouldn't be putting all the raw numbers on the wiki. It's a tool to help figure out what to write and such.
Alt recipe analysis has been a curse since forever
(referring to the alt recipe analysis coming soon—the max resource calculator is for use with Satisfactory Tools)
Fyi, tools beta can calculate with dynamic weights
someone a while back was working on something of a heat map that allowed you to enter a recipe and it would give you a 'best' location for it in the form of a heat map based on proximity of ore sources
interesting idea, but i don't know what became of it
they made it but it was also the type of thing you could eyeball with SCIM. The benefit of the eyeball method was you could pick a better spot than the algorithm because you could take into account terrain
it also couldn't decide to say, ignore 1 resource type in finding an optimal location. For example if a spot was super optimal for all but 1 of the resources you needed? it'd pick a mid ish point between the best spot and the missing resource. Instead of picking the best spot and accepting that that 1 resource would have to be moved
@clever raft why what? 🤔
is there any way to make it curve around the piller? 😩
been trying and trying and i think it might just be impossible
two step construction won't work?
not any that ive tried
or make a straight, connect the S bend to straight, remove straight, connect other S bend?
like this?
that's the same image? 🤔
oops
uGH, my screenshot program is being stupid
for some reason it hates taking screenshots of satisfactory
I can't take screenshots of any fullscreen apps
F11 should switch fullscreen quickly
it odes osmetimes, sometimes it odesnt
yeah that was my idea
yea, too sharp :/
and closer to the pillar?
moving it half a foundation back on either side works but id prefer to have it as short as possible
tried that too
i think ill try not doing the pillar instead
the stacked interchange is confusing me anyway 😩
wouldnt it result in trains hitting eachother?
path signal junctions have to be level
so not sure how do those giant junctions really work
i dont use path signals
i mean stacking rails
okay nvm ive been doing it all wrong anyway
ive had a denkfehler
MMMM clipping 🤤
nooo
it works 😈
Wdym it's very symmetrical
😭
any ideas how to make it not look like that without being smited by the clipping gods?
Make it 20 times bigger? Honestly, no idea. I've never touched trains.
sad
yea thats the issue, i cant thik of a way to make it not clip vertically without making it so much bigger 😭
yes
cobalt posted one like that
but surely there has to be a step iyn between my abomination and the turbine interchange
Cloverleaf won't work well unless it's huge (turn radius and all that)
cloverleaf doesn't have splits before merge 😦
got a question about distributing parts
got belts of 600 and 513.75 cables, and need to split them between 101.25, 312.5 and 700
is it enough to just 2:2 the two input belts and split one of them on the output?
mmm yes
i would just use one of the input belts to feed the first two output belts and then combine the rest for the 700
should balance itself out
I'm worried that would block the input of the other belt sometimes
shouldnt happen if u use smart splitters and overflow
hm, true
unless theres hiccups in ur production lines down the road
but then loadbalacning wouldnt help anyway
this wasn't too hard to build though, found an ever more compact 2:2 design
is there a possibility to make a sorta enclosed loop of canister-water-fuel, while also distributing a bit of packaged fuel?
aka so that i don't build separately fuel production for personal use and sinking, but reuse the same logistics?
rn i run into problem that addition of canisters to replace ones possibly used by player ends up clogging outputs and stopping the loop
even though there's a smart splitter at the inputof empty canisters
u want empty canisters, water canisters, and fuel canisters on the same belt..?
im not sure what exactly u mean
will repackaging fuel solve this?
meaning loop of water-fuel (for dilluted fuel) simply circles canisters, but surplus of produced fuel gets packaged back and used either to fly or to sink
no. by loop i mean empty canister filled with water then dilluted fuel then unpackaged. loop of canisters
ah
id recommend to siphon off the liquid fuel into a packager
thats how id do it
u could use a smart splitter to prevent clogs but thats kinda pointless imo
would just end up wasting a bunch of resources
make diluted packaged loop completely separate and then have a packager or two somewhere that packs the produced fuel
DPF wants to be in 1:1:1 ratio anyway, a nice small loop with like 10-20 canisters put into it, much better than some big system with thousands of canisters that tries to distribute them across everything
is there an acceptable amount contact a train can make with an overhead bridge ?
yea its fine ,#
if its way too high it could crash into other trains
its perfect trust me xD
you'll never have a problem with them clipping into terrain (except aesthetic concerns), just be careful if you have a rail above it that 2 trains can pass on the rails at the same time
it is a rail
thats a rail above the train
park a train on the above rail and drive one below it to test if they collide
i've learned that on a long enough time horizon, trains will always end up at the same place more frequently than you'd anticipate
the probability of it all is nearly 100%
there's probably some math that can prove that involving discretely occurring events that can be quantized vs continuous state events, but i'm not a statistical math wizard
haha no clipping for you!
well, depends if visually or by collision logic
if visually, no
keep in mind the flaps at the top expand
i let a tiny bit of terrain clipping slide for rails that squeeze through terrain features... they're hard enough to run as-is that getting them perfect takes a very long time
oh no 😭
the best i got so far is this :
not sure if it needs that much more, but yeah, too close
Take a screenshot from further away
best thing I can do for rotors at mk1 level is 120 iron -> ingots and then 5 constructors for screws (200 screws in total which take 50 rods) and use the remaining 70 rods together with those 200 screws in 2 assemblers for the rotors... right?
lacks 10 rods :x
there isnt really a "best thing"
Just make sure you have enough constructor capacity, and it just evens out after some time
well if somebody told me to take 1 less constructor because 10 additional rods is a better deal at the cost of 40 screws... that would be more efficient
best thing in terms of what?
efficiency
It will just backlog and than have more go into the other
hm I see
hey guys! just unlocked coal power for the very first time, but i have no idea how to use it efficiently, is there any chart that tells me the best water extractors to coal generator ratio?
8 generators 3 extractors
alright, thanks!
u can also just calculate it urself by looking at the numbers
oh yeah, just saw that the description has rates and stuff
not sure if it has the water or coal rates in game, but u can look at the wiki for that
wait, does the stats part say the amount of MW generated or the MW required to start it?
Don't let all the water flow through 1 central pipe tho, it can't handle that because 300<360
yep that won't work at 100% efficiency because of the 300m³ limit :<
It does. 45 water per minute, and like 30 coal per minute
but I feel like things get messy if you have to provide extra pipes
doesnt show coal usage
It did with mine
usi.ng more than one pipe is very simple
u just, connect a second pipe
yes but it doesnt show before then, and most players probably dont know it shows up after u put stuff in
yeah but you can't connect all the extractors to 1 pipe
you can
depends on your layout, I copied some nice looking layout off a youtube video with each extractor... you'd require a 4th extractor with its own pipes then it would work but it would make things more ugly in this case lol
no
it's as you say, unless you aim for perfect efficiency it doesn't really matter anyway
I just kept on trying with extra pipes until it worked
it can't handle it
thats why u use two pipes
I guess you could split off the 3rd extractor's pipes and route part of them into the main pipe network
but everything is kind of symmetrical now
Or one pipe that goes in a loop
Thats exactly what I did
this here would work without issue (just imagine theres more coal gens to the left and they're all connected. i was too lazy to build a full coal setup for just one screenshot)
Not with mk1 pipes
because 8 generators take up 360 water per second, and the pipe max is 300
What about gens to the right, why not place two more directly in front of the water extractors 
to demonstrate that u can build it like this without issue
oh nvm i forgor something
a coal gen only takes 45 water
if you utilize 8 coal gens with this setup you have to add the 2 extras to the right
see we are on the same page with Iroh here
thats really bothering me visually 
still only one pipe really, definitely not complicated
you could do something along these lines
as long as you feed from two different points on the manifold, it works
just can't feed into the same point
technically its feeding in two ways in the fwirst one because junctions have infinite throughput iirc
but it would still lack 15 water per minute on the left due to the first coal gen only taking 45 and not 60
yeah junctions are magical beings capable of infinite throughput
my point is u dont need to do complicated stuff with separating the water extractors
thats all i was trying to demonstrate
yeah really truly doesn't matter what two/three points you feed at, there just can't be only 1 point of input into the manifold
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
and those two input values i have marked there in that diagram don't matter, still equals out regardless
could be 300 and 60, still works the same
tempted to just do this 😩
AAAAAAAAH!
iroh ur good at the game, how would u a stacked t intersection?
i am not good with trains tho
i'm assuming each of those rail segments are uni-directional?
Directly vertical switches are cursed
i want to do vertical to get a smaller footprint
this is #math-and-meta not #horrible-and-painful
😭
math, horrible, and painful are all synonyms tho
im asking for advice, i would never build that
Although real monorails do allow vertical switches
Because the switch track moves between end points
Rather than the blatant clipping that happens here
yea it hurts 😩
CoD made a vertical turbine intersection
but im choosing vertical to get a smaller footprint so that isnt very appealing
i think there's some attractive space savings with a stacked rail design, but i don't think you're going to see much in terms of that with intersections, you just can't cheat the turn radius limitations for rails
ye i dont want it to be smaller than horizontal
im looking for something comparable to a horizontal intersectino
what exactly are you trying to do?
one like this, but vertical
if u just connect directly it turns into this abominaton
smaller than the horizontal design but a billion times more ugly
i think ill just use this as a placeholder until i find osmething better (aka until cod responds)
give me a few minutes to noodle that
i don't think you need all those connections as you have them
I think you're problem is that you're trying to force the rails to have the top one face the intersection rather than let the top one flow straight through
in this first picture you have two seporate interchanges side by side. each track allows you to turn or go straight through but not allowing for cross over from left to right track.
in the next picture in the vertical setup. you are connecting the top track with the lower track. allowing for cross from left track to right track.
it looks crazy because youve added another crossover in the junction.
what do u mean?
so i should just connect top to top and bottom to bottom?
if you want the verical setup to function the same as your horizontal setup yes. you have two tracks, they both interchange but they dont cross over.
if you want to cross over. do it at another point.
hm
i think what you want instead is something like
thats what i tired at first but i thought it wouldnt work
or look up full clover interchange
never clover
never clover? xD
oh, im just thinking theory
the other thing you can try is to only make the turns go in one direction and then after the intersection provide turn-arounds for changing direction
hmm
would it work to connect top to top and bottom to bottom?
i had the feeling it would cause issues and not act the same as a regular horizontal t intersection
so just screwing around in Paint for a sec the only tracks that need to change height are the green ones
i still say change height at another interchange. . too much in one
now, if you just did this instead , that becomes a lot more straight forward
also a lot more limited
yeah, the loop around would be a congestion point
imo the best way to handle this would be to move each track aside and just build it level
the loop would take up way more space and be a bottleneck
still, this is a rail network in a game where you're not going to have huge amounts of traffic, it isn't the jersey turnpike
you CAN have a lot of traffic if you make it so
you can artfully as well look at your rail topology and see that you're only ever going to have 1-2 trains travel on a certain path and realize if you orient an intersection like that correctly, it doesn't matter that there's a bottleneck
is this incorrect? @moonchild
from my experience with using a fair number of trains in the game, congestion really doesn't start to matter unless you absolutely do the worst possible designs ever
im not really worried aobut congestion
i want it to look good and take up relatively little space
i think Casual sort of marked up same idea i was having
aah oki
if there's a difference, i can't see the nuance 🙂
but ya know, if one spur is going to your nitrogen plant, and the other spur is going to your plastic plant, there's never going to be a train running the pathway between them unless you're self-driving
if you build things with that knowledge in mind, sometimes you can cheat 🙂
How hard is it to do a 3way over/under with rails?
@rustic patio that's the design
this wouldnt work, right?
mark up the directions with arrows
ye it couldnt work
do i need to set the center to overflow?
you'd go out where u come in and come in where u come out
dependsc what ur trying to do
if that's copper ingots, wire and cable, yeah, the splitter should be set to overflow
yes
(you left that part out, had to piece that together by remember there was a copper node there)
for that (any, overflow) or (wire, overflow) will work
middle should be overflow
otherwise it chokes no?
what any will do is split half to the wire port and half to to the overflow always
for you're setup, you're always going to be pushing down the line more than 60 wire/min, so it should accidentally work
the correct way of setting it to prioritize the cable constructor's input is (wire, overflow)
since you only have one item on the belt (any, overflow) would work and is less clicks to configure in the splitter
the thing is that its not only one item
i try to be kind to my future self and make the filtering as specific as i can
1000 hrs from now, i may forget, lol
it would be 60 sheet and 120 wire, so the idea is last with smart to split the wire into cable
then have it set to (wire, overflow)
when in doubt about the setting on a smart splitter, 99% of the time, overflow is the correct setting
things like 'any undefined' are really very niche-case things to set for very specifically funny things
sorting in storage
and some other sushi craziness
i see
this here wouldnt work right? @vapid gorge
I don't believe it would, I pinged you with an image in #design-and-architecture
What exactly is the deal with recycled rubber/plastic alts? I see people talking about loops, but I'm not getting it
I have both, and all the other alts currently available to me
essentially you make all oil into HOR > diluted fuel
make some residual reubber from the polly
fuel + rubber
to recycled plastic, plastic + fuel > recycled rubber loop reprocess materials as needed
Ok, I think it's starting to click conceptually
Just gotta work out what's going on with the ratios
generally what I try to do is make up to like 600 rubber mixed with 600 fuel for 1200 plastic - then feed them off in sections of 600 to 2 other processing points
agHHhh this stacked rail stuff is frying my brain
i color coded it to try to wrap my mind around it
it doesnt align
on the horizontal one black goes to yellow and green
on the vertical one black goes to yellow and red
it would align if it always went from top to bottom and bottom to top
but thats not how cobalt built it and he has it working in his world
Horizontal:
Entry: Left (blue)
Exit: Right (Green and Magenta)
Vertical:
Entry: Top (blue)
Exit: Top (Red. Would be green if it exited at the bottom)
Exit: Bottom (Magenta, lines up with horizontal)
its the same for all other combinations
on the horizontal ones it always enters on one one side (left or right) and exits at the opposite side (left or right)
on vertical it always enters top or bottom and exits split, top and bottom
on the horizontal one it comes in on the left side (frim the POV of the middle) and goes out on the right side (from the pov of the middle)
This should probably go in #design-and-architecture
This is #math-and-meta
is it about the cosmetic aspect of building?
You're designing a 3 way junction
Still under "design"
design and architecture:
This channel is all about the cosmetic aspect of building. Think of this as the artsy version of math-and-meta. This is not another screenshots channel, but for discussion on the design aspects
math and meta:
A channel for sharing and discussing factory builds, material ratios, so on and so forth. Useful sites for making/calculating factory designs and outputs will get pinned.
id say it fits better into math and meta
holy fuck stacked rail is mindwarping
unless im so sleepdrunk that it seems a lot more complicated than it is
it feels like knoth theory stuff or somethign
I mean the problem I can immediately see is where does traffic go, since you can't have left-hand or right-hand traffic
not doing stacked rails
you can't really twist it tho 🤔
so you need to chang up/down depending on perspective
yeah
i think i can 🤔
fi.nally someone that recognizes how weird this is 😭
i think this is the solution
well you can twist it but you can't say "upwards traffic goes -> and downwards traffic goes <-", because it depends from which side you're looking at it
this problem doesn't exist in left/right, because when you look on it from other side, you also flip which track is "near/far" or "left/right"
up is in down is out, always
u can if u twist it hard enough
how is in/out defined? 🤔
in/out of intersections
for straight lines the answer is obvious
its the same as on horizontal rail, its both
for a portion of it you are at the top and for the other half u are at the bottom
yeah but what if this segment was 2km?
you need to switch up and down once within those 2km
then it'd have a large portion when one track is up and one is down
always one switch between junctions
yes, u can keep track with the block signals
and you can't come to that segment and know which track is in which direction
well obv yeah
but my point is that there's no definition there
oh yeah it's possible
just... the list of issues could make a book

not for me
(yeah, colored privileges)
aaah, fancy!
it's more that people were abusing it so it got taken from them
making something rn
okay so
left and right is relative
so if we want to solve the mystery of how to do vertical rail we need to think relatively
drawing rn
or as the kids would say, cooking
ignore the fact thatg a rail is missing
The green arrow is the train. it enters on the left junction (pov u) and exits at the right junction (pov u)
if we follow the point of view of the train it stays right the entire time
but left and right is relative, and in this case the point of view that matters is the point of view of the junction
the junctions (red box) point of view is marked with blue and yellow lines
blue is left and yellow is right
the train enters the first junction
from the point of view of the junction, the train is on the left
the train goes through the junction and the "junction entity" turns to look at the train
the train exits on the right rail (from pov of the junction)
pov of the second junction
the train enters from the left side
the train goes through the junction
juction looks at train
train leaves on the right side
if the train were to loop back to the first junction where it entered the first time it would appear to the first junction to be on the left side again
usually we dont think about this because left and right is relative
but when you make it absolute (by changing it to up/down) you need to make sure it is always aligned to the POV of the junction
you always need to switch up/down inside the junction and between junctions
you would think it cancels out and u dont need to switch at all but that doesnt work
@wind spade what do u think? has the sleep deprivation rotten away my mind and made me deranged, was this obvious all along, or is it interesting?
Either your brain is fried or mine is from the last few days.
Or both
you always need to switch up/down inside the junction and between junctions
I think... you don't
obviously it's one way to do so, but...
if you have a junction that has a junction on all sides... then you can remove all the "side switches" around that junction and the junction would basically be used inversely (trains would enter down and leave up)
hm
im not sure what u mean
but i forgot to add an ought
if you want all junction "puzzle pieces" to be able to connect in any way you ought to make them always switch like this
obvsly u can still make something that works for your purpose without that switching, but if u want it to be "complete" then that switching is necssary afaik
|
--+
| |
*--+--
| |
--+
|
+ and * are junctions (both are T junctions that you designed above)
* doesn't need the side switches around it, because it can just be used inversely (trains enter through bottom rail and exit through top rail) and nothing happens
oh yea, that wouldnt need the switching in between
but it would still need switching inside of it
oh yeah
otherwise you could end up going in the wrong direction
in that case the relativity would cancel out
obviously this means more planning and make upgrading almost impossible (or painful), but it was just a reaction on "you always need to switch between junctions"
yes i forgot an ought clause
if you dont want to be could outside in the snow you ought to put on a coat. its not a fact that u need a coat, its just something that u should do to reach certain goals
I was thinking if you could design a set of blueprints/modules that would connect to each other in a way that you could never build it wrong 🤔
good old humes guillotine
The is–ought problem, as articulated by the Scottish philosopher and historian David Hume, arises when one makes claims about what ought to be that are based solely on statements about what is. Hume found that there seems to be a significant difference between descriptive or positive statements (about what is) and prescriptive or normative state...
i dont think u can fit that inside a blueprint
I'm now thinking more generic, not constrainted to SF
aah
hm, im not sure
because you need to switch up/down once per every two junctions
so u cant have one switch per junction
|
--+---------|
| | |
*--+-- |
| | |
--+---------|
|
in this case u would need to switch up/down between the two pluses
I think you can
make the modules
you have these (it's all side view, just the T junction is kinda hard to do so lol)
blue and red are some markers or something
you're only allowed to connect a module to other module if two same colors don't touch
building from it indeed forces me to put one (or three, or five, ...) side switches between junctions
oooh, u mean like as just straight pieces of rail
i thought u meant as an intersection
yes that would work
you could also put another intersection between there if you have one with inversed colors
but then the output of that is inverted too and it might make it messy
I guess inverted intersection could be a thing as well
since basically every tile is passed red -> blue, so you could have stations and stuff
and it would guarantee proper running of trains
i mean, inverted colors intersection would be the same as a normal one but with colors switched since its totally arbitrary
modules could even have signals in them built in, because there's only one way they can fit
yep
with the colored blueprints/modules, I can see this actually being semi-usable
I mean nothing prevents you from having the switch modules and junctions non-clipping
it would make it really big tho :/
at least the intersections
(in comparison to the regular "inefficent" ones)
well yeah. I was just focusing on "how to make this at least remotely usable so that people don't have to have a PhD to be able to build it"
would a turbine interchange built like this be significantly bigger than a regular turbine interchange?
uh no idea
hmm
i think it would be very difficult because every connection changes up/down
so lots of stuff to avoid
I mean worst case is "make tracks go next to each other like normal and then build normal turbine"
tho I'm pretty sure it can be smaller than that
true true
just don't want to deal with 3D intersections with weird driving directions at 4 am 😄
relatable
also 4am here in germany
sounds like a fun challenge tho
would probablyu look cool too. and you would save space on the regular track length
i call it.. the ABOMINATRON8000
and it works 🎉
Does longer pipeline effect efficient of water speed per min?
It does for me, take like one second down. A bug, maybe.
Did you let it fill completely before turning on whatever it is feeding?
Yup
Screenshot of system?
What system? The whole pipeline?
What it is feeding.
Water extractor 240min to nuclear power 100% clock speed.
could be any number of issues - it's why pics help
Pipe is full and Reactor is full prior to providing rods?
Wait, it happen like 1 second in 30 minute like that.
Rod always full
So that's a "no"?
Rod and waste are fine. Just water
Take the rods out.
Let the pipe and the reactor completely fill.
Then you won't have issues.
what you're looking for is to always have the water buffer in the machine full, replaced instantly.
I do turn off reactor switch and wait it full, then turn it on again.
then something else is wrong in the system - the way you built the pipes, the clocking of something Shrug
I don't about that, but it low water effect the power system.
if you ever completely flood a fluid system, and it gradually, over time, drains out, something is wrong.
a single wrong number somewhere can do it, or a weirdly placed pipe
and generally the only way to figure it out is with a lot of pics on here
Maybe issue with pipeline floor hole?
that bug generally kills ALL flow, it'd be very noticeble
Wait. Taking screenshot, the line is long
MK2 pipes with ends at random places comes to mind
Only use mk1
and you're just just feeding it directly into 1 generator right?
Yup
Does the generator use 300 water?
240 only
Overclock the water extractor to get 300 produced.
Check if the generator starts filling
Empty the line first?
But that going to increase power usage.
Yes, but it’ll mostly be a temporary thing.
Worst case you can add in another extractor, assuming you currently only have 2, then underclock them in such a way that they need less power.
here
Yeah, those are screwing with things
Maybe - but they aren't helping thats for sure
why? i put it for backup.
because any system that can function will function w/o fluid buffers. Each extractor has it's own internal buffer.
They either do nothing or cause issues
Are the buffers full?
Yup
you're saying that the nuclear gens are emptying - if they are emptying its unliekly the buffers are all full
all the time anyway
Buffers are kinda wonky. If I remember right they only give headlift up to the amount they themselves have water
Judging from the pictures you’re having the pipes go even higher further down
Yes, but it always full and give 8m headlift
I do put pump mk1 near 7m
It’s likely they’re temporarily falling down at some point when water passes through, with in turn gives too little headlift for a small section of time and cascading down the line.
So, remove the buffer? It is not helping when startup the power system when it down.
Once you have the system up and going it shouldn’t go down. That’s where power switches and priorities come in.
But yes, remove the buffers.
If you get power issues then do it gradually through the system
removing the buffer are not the answer it seem.
cursed factory planning
Bolted 😭
bolting everything 😭
i need to know just how annopying screws are because ive always avoided it
Don't steel rods+default screws work out better? I don't remember now
By resource efficiency, but it might take up way more space
it become much worse from before which use buffer.
Don't use buffers
before, i use buffer. Now, i don't use buffer, but the issue seem become worse than before.
there's often multiple issues
could send me your save and I could have a look if you like
maybe it take time to stable, i'm not going to watch the switch for hour or more.
here
but i do use mod to test the reactor
It seem stable now. Maybe time is the answer.
Nope, still have issue
you're using a lot of mods - are the 'shalow water extractors' part of your nuclear set up?
Water extractor set up, might be
yeah too many missing mods, wouldn't be surprised if something wonky is going on with that. Missing most of the map too? did just auto unlock everything?
Nope, i do use advanced game setting to get item for mam
before this factory save, i already make the same factory but different design, short pipeline which is nuclear power above water extractor. that one have not power issue.
yeah sorry I can't diagnose it, but honestly you never know with lots of mods, maybe apparently clocking isn't what the true clocking is? maybe there's a setting that's gone wonky Shrug
So, buffer help?
why would it?
According to you you preflood the systems before turning them on - once flooded yo uturn them on , and then over time they drain.
there's eithe ran issue with how much is being consumed, how much is being produced or getting teh fluid to the location
and you had buffers before
It drain for like 1-2 sec
Like here
yeah you've got some sort of stuttering happening which shouldnt, especially with single feeding into it
It's very very weird is what I'm saying
and it's happening with more than 1 of them right?
Yup
maybe try clocking all the water extractors higher? like I said maybe the numbers shown isn't really what is being pumped
I have my old factory save, the one with short pipeline. It have no issue of power. Logical think would mean longer pipeline come with stability issue.
Buffers never help, they either do nothing or hurt you
I'm already remove the buffer, doesn't fix the issue.
Well the issue is somewhere else then, but a buffer wouldn't help
lots of mods involved too , maybe the modded extractors are being weird
The shallow mod, even without it. The extractor working fine. im Already test it before.
Not yet test on update 8. Let me test first.
is this viable
me and my friend were gonna re make our "iron" facility and we needed a blueprint
nvm 4k screws 💀
Could someone assist me with this design. I want to only use caterium, water and the polymer input
But it's like too messy if someone has a better one
What are you trying to do? Just find clean numbers?
Is there a specific amount of output you need, or a specific amount of input you want to fully consume?
I mean i just want to create a computer farm using the caterium alt recipes but it's just going to being annoying to split stuff
So yeah just clean numbers, I mean the thing is I don't want to make more plastic and using the 480 polymer resin I already have from my fuel farm
how is it messy?
like the way the polymer resin is being split, along with the quickwire
Bc i would need to underclock machine and stuff and am just looking for a cleaner design
... I honestly don't understand what issue people have with changing some numbers on a machine you'll look at once and never again
I mean i just would rather use a cleaner design
you can split it in two just by having half of the refineries making polymer merged onto one belt and merge the other half
There's nothing not clean about it xD
OR don't split it at all - put it all on one manifold
Aight just wondering if someone has another design i could copy
Just me and my friends opinion
not sure if this helps your cause
every single project is individual - the chances of someone making that specific number of computers with that recipe set and remember it and being here are basically nil. Keep tweaking the number of computers if you want numbers to change
Yeah it does actually thanks
For future reference how did you make it so not everything has decimals
Did you just tweak the computer output?
Yes. Check out the WIki and read into the ratios of each recipe. Caterium Computers hits clean numbers every 3.75
I'm.. greatly simplifying it but
In short, it'll do ya good to look at recipes and know a little math yourself
You don't have to "split" it. Just make groups of machines that make exactly that much (or use direct input)
Satisfactory Tools gets a lot better when youre willing to help it out and use it as—well, a tool, rather than your sole planner
Underclocking is super clean
I think this is a 'decimals are bad' situation, for reasons?
Yeah especially when you have infinite decimals places
You'll meet more and more decimals the more you play. It's easier to embrace them sooner than later
I just tend to find the second image to look nicer
just round up the 4th decimal
Some folks like to load balance across the whole game, I dont think its a wrong way to play.
you can load balance decimals xD
Just round up to 4 decimals and once in 100 hours there will be 0.2 second pause
isn't it more like every 10k hours?
Nah I don't like load balancing i plan on using manifolds
I'll keep that in mind in the future
Oh, sorry I got confused since you were concerned about splitting the polymer resin
Idk, depends on what it is I guess, but it's practically not a problem
Also I wasn't even sure if that factory was optimal
If you're manifolding it, it shouldnt matter
Everything tools give you is "optimal"
Computers are a goofy one. Some people opt for crystal computers
I would but then I need like 3 additional resource types which I don't feel like making
A lot of it depends on location, how much tech youve got, and how much youre willing to transport.
Yep, exactly.
Satisfactory Tools can't tell you all the answers, you gotta give it context
Just.. maybe dont copy me and use both bolted frames and bolted iron plates in the same factory.

steel screws make it pretty straight forward
Its a fun ratio, yeah.
3 screw constructors to 2 frame assemblers to 2 plate assemblers
And if i had mk.5 on that save, it would all slip onto one belt!
anyone has an estimate how far i will get with 2 heavy frames a minute?
to the end of the game 🤷♂️
(assuming you only build as fast/slow to use 2 HMFs/min on average)
how many should i make per minute then? its the most exepsnive item
it definitely isn't
and make as much as you need now
if you'll need more in the future, you build more
i dont even have the manufacturer i just noticed
i got to endgame with 4hmf/min
For your very first HMFs I would suggest you just set up to run 1 manufacturer at 100% for now. Build more later. 🤷♂️
depends how much you build trains, explorers, fuel gens, trucks, manufactureres, blenders, drone ports or nuclear plants
thing about hmfs is the only things they actually get used to build (that can be automated) are fused frames and adaptive control units; most of what you produce you'll end up hiking around on foot to build stuff
automating them is mostly about building up a decent supply
fused frames and adaptive units should build their own HMFs
Okay... so i'm making a station dedicated to several materials and I have a possible 750 Steel I can transport to the site. The whole factory there currently needs 705 Steel Per minute. I've been trying to minimize how many materials I need to transport due to the area having several options for materials. The whole place is going to have 10 Manufacturer's that I need in the building and 5 of them make 10 Modular Frame's Per Minute. While the other 5 are going to be responsible for 10 Computers Per Minute. I do not know how many train cars are going to be needed for Steel.. maybe 1 or 2 would be my best guess.
Instructions unclear; I cant find a recipe that uses either fused frames or ACUs to make HMFs... lol
RCVD FROM: Sevrahn
Throughput Equations: (1560 is used because it is the max of x2 mk5 belts, and all Times are in minutes.)
First you need TimeToFill. Which is reliant on Cargo Stack Size and Car Capacity.
TtF = ((StackSize * Car Capacity) / 1560) + 0.45133...
If TtF >= RtD (Round Trip Duration)
Throughput = ((RtD - 0.45133...) / RtD) * 1560
If TtF < RtD
Throughput = (TtF / RtD) * 1560
Maximums
50 per Stack
-88.62s RtD
-1083.3 Items/min
100 per Stack
-150.16s RtD
-1278.66 Items/min
200 per Stack
-273.23s RtD
-1405.4 Items/min
500 per Stack
-642.46s RtD
-1494.25 Items/min
Fluid Trains
-107.08s RtD
-896.52 Items/min
from what i understand. this is the MAX thruput calcs for one train car. so, given that you wont have the exact RtD time, you can assume you will have a lower thruput than what is shown here.
that said. Ingots are stacks of 100. so MAX thruput is 1278.66 ingots/min. you want/need only 750. That's about 58.66% of Max. so you should have a pretty comfortable margin of error in your RtD to achieve that rate.
I'll just use 750 as max input for one. I can't make more than that or transport it all in or out of stations without using 2 Mk4 Belts to keep the throughput the same.
I personally just do 1 belt = 1 platform
I suppose it's time to make 1500 Steel per minute in one location
and if it's not enough, add another train
can you clarify? do you only attach one belt per station? or do you use 1 station/car per belt, but use ISC and connect 2 belts to the station to maximize thruput to make up for down time during loading?
belt -> ISC -> two belts -> platform -> train -> platform -> two belts -> ISC -> one belt
thats what i thought. but i was concerned the original statement was interpretable as "just attach one belt per station", and somebody else might not realize the other steps involved.
incidentally. that's my Railway Freight paradigm aswell.
no reason to use mk4 if you have mk5. with that rate of material and a single Freight to car to freight railway setup, you will either saturate the factory where the material is dropped off and eventually fill back into the station, and thus the car will only ever be able to drop of what is actually consumed (the full 705 or whatever it was) or your factory will shut down periodically waiting on the steel to arrive. in which case you are either starving the loading station, or the RtD is off enough to prevent you from getting enough thruput.
I can't Mk5.. I have everything Except Tier 7&8
ah. well. idk how the train calcs change for lower belt speeds. shouldnt be hard to figure out tho.
figured it out. its simple enough. the thruput calcs all have 1560 in them. thats the max load and unload rate to/from the station itself with a pair of mk5 belts. so for a pair of mk4s we just do change the thruput calcs to have "960" everywhere they say "1560"
This station is going to be my central location for grabbing materials to make more stations/factory inputs and or outputs since I don't really have a main location for things.
understood. ive done the same occasionally. and it doesnt need to be a huge place to do it if you are gone for long periods. also if this is just making items for storage for buildables, and you dont sink overflow. it wont matter much when since it will all go idle once storage is filled anyways.
the one belt per one platform works no matter the belt speed
It's made in one of the pits near the Grassfields so then the factory is under the whole platform rather than having it underneath the whole production area. I found a spot where the train network can connect in several locations and it was where my current station is.
if thats the case and they have mk4s. then they should use 2 freight loading docks per rail station, and 2 cars.
i did this in the pit with the lake under it and a ton of coal. its in the "western dune forest" northwest of the Grassfields starting area. basically turned the entire pit into a basement for a factory with a railway station on top just above the terrain of the rim. lol
I can cap out my Steel production in this area to 1440 per minute if my math is correct with how much copper is needed and the Coal Nodes. I need to double check my math
because of the lake. i ended up doing Pure Iron Ingots and Solid Steel.
you should probably figure out how much you need first 😛
you dont need anything tho
well if your goal is e.g. "build 15 HMF/min", the there's amount of steel you need
yes. but some folks don't know what a reasonable goal is yet. you can only determine that based on how much is available. determining capacity first skips the erroneous step many folks make by deciding to do something silly like "make 1/sec of everything they can possibly make in the game"
I need 400 Copper ore per minute and 400 Iron Ore per minute for Iron Alloy Ingot. That makes 1000 Iron Ingots per minute and only 960 is going to be utilized for Steel. The Nearby coal is limited to the belts so that is also 960 Per Minute so that amounts to 1440 Steel per minute. I'm making it two loading docks so that's 720 Steel per minute for each loading dock.
finding a place to build it is part of the process of planning, which eliminates those wild cases of 60/min FMF
your trains might fail to move that much if you only have mk4 belts. unless your RtD is very close to the optimum for max thruput. since with mk4 belts, the max thruput is ~786.8 items/min with an RtD of ~150sec.
well yeah. but thats all "after realizing what is reasonable" which is a step not everyone has taken yet.
even then tho. i like to look at all the "local resources" which is certainly an arbitrary selection of nodes based on what i think will make a nice factory area. then calculate various max productions related to what i want to make there. its just an exercise in setting upper bounds when designing a factory to achieve a particular output.
How would it fail to move that much materials if i'm using two belts per loading dock? That's 960 per minute and also given the time to move the materials that should be plenty. Of course storage buffers would need to be setup to make sure nothing is being clogged up at steel production so there is material ready to be loaded.
its impossible to move as much material as can be loaded into the station because of the station loading and unloading cycle.
thats why the max rate the 2 belts can load/unload a station is 1560/min for 2 mk5 belts, but the max thruput for stations is from the following options dependent on stack size (with optimum times chosen already)
Maximums
50 per Stack
-88.62s RtD
-1083.3 Items/min
100 per Stack
-150.16s RtD
-1278.66 Items/min
200 per Stack
-273.23s RtD
-1405.4 Items/min
500 per Stack
-642.46s RtD
-1494.25 Items/min
also. i dont believe i have the max thruput calculated correctly in the earlier calc tho. so that needs to be redone. i just assumed RTD = TTF as max. and its not. lol
I guess this is going to be a learning curve then because I am only using about half of the steel i'm transporting.
it isn't impossible, if you were to have 2 loading & unloading stations for each train car, you could exceed the limits, specifically for 500-stack items
i'm not sure if that would be practical for 200-stackers due to the smaller max roud trip time
i meant it looked impossible to move that volume thru the number of stations with the belts he was using. but i also dont think i am using the calcs right. as im not getting sensible numbers for somethings. so im going thru the definitions of terms with Sevrahn and I am going to run it all thru excell shortly.
the calculation is really derived from how long it takes to fill up 32 slots at 780/min
the way that math is presented on the wiki isn't the most helpful for understanding it all
basically. im seeing a mismatch for TTF<RTD where RTD-TTF<0.45133 basically its showing transfer rates that are very nearly the i/o belt capacity. but i believe its because a situation with RTD-TTF<0.45133 doesnt follow the equation because it wouldnt allow for the station to i/o the amount being transfered.
this table is a little less confusing, imho Stack size: 50 Maximum items per trip: 1600 Mk1: 13:20 Mk2: 6:40 Mk3: 2:57 Mk4: 1:40 Mk5: 1:01 Stack size: 100 Maximum items per trip: 3200 Mk1: 26:40 Mk2: 13:20 Mk3: 5:55 Mk4: 3:20 Mk5: 2:03 Stack size: 200 Maximum items per trip: 6400 Mk1: 53:20 Mk2: 26:40 Mk3: 11:51 Mk4: 6:40 Mk5: 4:06 Stack size: 500 Maximum items per trip: 16000 Mk1: 133:20 Mk2: 66:40 Mk3: 29:37 Mk4: 16:40 Mk5: 10:15
where the x:y are mm:ss
times for what tho? table doesnt say
they are the max time a round trip can be to sustain the belt throughput
same numbers
but you can interpolate that if you're trying to move a normal miner's output of 600/min, the round trip time has to be less than about 2:30
when i'm guestimating round trip times, my usual starting estimate for a round trip is 4 minutes
but that really depends on the distance, a loop around the periphery of dune desert, for example, that's about a 10 minute trip
also, those numbers are calculated using a 32-slot inventory for the train cars as theoretical max. In reality, you will never, ever, ever get a full 32 stacks in a train car, so more realistic estimates should use 31 slots
i've been meaning to write some code that does a more realistic set of calculations that would simulate multiple trains & lockout periods
If TtF < RtD
What this is literally saying is that after you drop off, the entire station has been emptied before the next drop off.
If there is even 1 item left in 1 stack slot, you do not have TtF < RtD and therefore use the other equation.
ok. well. i am fairly certain i have figured out the issue. the conditions of the equations are...
-
if TtF >= RtD
-
if TtF < RtD
but it fails for all TtF < RtD where RTD-TTF<0.45133
in otherwords. condition 2 should be something like
if Ttf + 0.45133 <=RtD
because the equation that follows the condition assumes enough material has moved into or out of the stations to allow full loading and unloading. but that isnt possible if the RtD < TtF + HandlingTime
ie that equation only covers RTD >= Ttf + HandlingTime
You're misrepresenting RtD and that's why you're adding a third lockout time for some reason.
changing the > to >=
well. the equation gave me the thruput of the 2 full belts. so it cannot be right
Give me the scenario.
RTD = TTF + 0.0001seconds
What is RtD?
What are the belt mks?
What item is being moved?
its all kind of moot to use the second set of equations for when RTT (to use the proper terminology for round trip time), is greater than it takes to fill a train load
If you don't have a Roundtrip Duration you can't run the equations.
the point is that you don't need the equations, just the max round trip time you can tolerate
thats what im getting at. the conditions allow you to enter numbers that do not work into the equations. its an issue of mathematical rigour.
if the round trip time is greater, you have to double up your trains or use multiple cars
sigh.
You give me actual an actual, in-game scenario where it fails and I'll be open to it.
But you keep dodging that specific question.
condition 2 should start at an RTD that allows the TTF to actually laps. so RTD has to be at least TTF + handling time for the equation to be valid.
if RTD is any value between TTF and TTF+handling time. then the station doesnt have enough time to i/o a full car.
No.
im not dodging anything. im looking at an equations conditions that do not work.
where is the math is math gif when i need it. lol
If RtD is more than TtF "is any value between" then you use the other equation.
i actually think the discrepancy is covered in something i've already said, the numbers should be calculated with a 31-stack car capacity, not a 32 slot capacity
the second equation is RTD>TTF the equation allows for RTD = TTF+.000000001 sec. this equates to very nearly 1560/min this isnt possible
I'm done. Enjoy whatever you believe you've discovered 🤷♂️ I don't care anymore.
Every time I ask for specifics you give vague replies and declare they are specific.
If TtF >= RtD (Round Trip Duration)
Throughput = ((RtD - 0.45133...) / RtD) * 1560
If TtF < RtD
Throughput = (TtF / RtD) * 1560
these equations do not line up at TTF=RTD and TTF<RTD for RTD-TTF<0.45133...
As I said, they have been vetted and graphed without any anomalies.
have they been empirically verified? I've not seen that data?
graphing a theoretical equation != verification
Well. plugging in the equations with the given conditions plotted over Duration of round trip scaled to the Time to fill (ie Drt=0.01Ttf, Drt=0.02Ttf etc which means that the point wher Ttf=RtD = 1 on the X axis) gives me this graph.
note that it also goes crazy when Drt>Handling time because its not possible to have a Drt that is less than the 2 station lockout times. so i cut that data off as it was all negative thruputs.
Error found. Confirming data and will repost.
Throughput Equations: (1560 is used because it is the max of x2 mk5 belts, and all Times are in minutes.)
First you need TimeToFill. Which is reliant on Cargo Stack Size and Car Capacity.
TtF = ((StackSize * Car Capacity) / 1560) + 0.45133...
If TtF >= RtD (Round Trip Duration)
Throughput = ((RtD - 0.45133...) / RtD) * 1560
If TtF < RtD
Throughput = (Stack Size * 32) / RtD
@true junco new second equation.
Given the conditional is "station completely empty before new train", fill time and even belt speed are irrelevant.
So you just need Stack Size * Capacity (32) / Roundtrip Duration.
Let me know if you find something that breaks that.
Already let Ondar know to update the wiki page.
you know you can update it yourself
No 
alright. that fixed it.
yay! (i hope we didnt miss something... lol)
something doesnt feel right to me still tho. because now the max thruput is always when the Rtd = Ttf
is that right?(note i have Drt for Rtd in my graph... lol
now the max thruput is always when the Rtd = Ttf
Yes.
Max Throughput is when you get a frame-perfect drop-off.
Like the animation begins the exact frame the last item is loaded/unloaded.
the question i have is when would you ever actually wish to use the calculations to calculate throughput for a delivery system that falls on the other side of the cusp?
idk. i only want to use freight exclusively for things that are far away. in the case that was graphed the inflection point is at a round trip time of only ~150 seconds.
alright. i sorted myself out. lol. i had forgotten that Time to Fill included the station lockout time. its why the graph starts at t>0 because any Rtd shorter than the lock out times gives a negative thruput... because it makes no sense to have an Rtd shorter than the minimum time for the stations to do their loading/unloading.
my thinking on that, and perhaps i'm incorrect, is that if the rtt dictates that the train car fills up, you're going to add another train, not settle for less throughput
so... besides correcting the second equation. the "conditions" should state that Rtd must be greater than the lockout time. its obvious in hind sight, but not overtly stated. lol
yeah, you're not going to get an RTT of less than the blackout time EVER, if the train stops at another station
If you don't understand the train has to move to have a Trip time idk what to tell you...
more difficult to calculate, and i've not seen the problem tackled, is how many trains can a given RTT support
lol i understand it. the results of the equations made sense there. ie. negative thruput for Rtds that arent possible. equation fails when impossible input is provided. this is acceptable and anticipated behavior.
the hitch from having the wrong Eq for the other half being resolved now is great. and the last bit of confusion i had was resolved by remembering that Ttf included the lockout time. lol
i'm not sure the math on that is very useful, i suspect that for really any reasonably sized load you could construct in the game, 2 trains to sustain a rate of 780/min is enough for anything but a 50-stack item
well. i'm not certain what you mean.
i would think you cannot get any better thruput for multiple trains with the same number of stations/cars for any Rtd<Ttf.
for Rtd>Ttf. you probably just bring your thruput closer to the "max" value by adding additional trains.
i ran into some real issues with modular frames, btw... i'm shipping about 550/min of them around on a train
the question really is, is there a risk of lowering your thruput with more trains. and i think the answer is yes. because you cause more lockout time.
When is this a question??
yes and no, of course you can gimp the transfer rate with too many lockouts, but just kind of thnking about it, as long as stations don't have a train docked for more time than they have a train docked, you'll be able to sustain 780
Answer is almost ALWAYS yes
it is the question about "if and when" doing multiple trains on the same route is good or bad. my suspicion is that it is always bad for thruput except when your Rtd is very high. like, Rtd > 2xTtf or something like that.
it depends on whether your transfer rate is above or below 780
"almost always bad"
well. yeah, i was just trying to be more specific about it.
and i really don't think that these are problems that looking at the math on paper gives you the answer, you need to experiment with it
If you're outside the "Maximums" limits.
like whatever you calculate isn't going to take into account the changes in travel time that will occur with your railways growing and becoming more congested
you just kind of have to get a feel for it, and say 'i can do 600/min from a single train car of a 100-stack item for a 4-5 min rtt'
well yeah. that's a whole other layer of issues. just looking at the basic calcs. like figuring out how hydrogen works and accepting that all other atoms are exponentially worse to model accurately. lol
that's about what they can handle, 2x that for 200-stack items, don't even try pushing 600 /min of a 50-stack
if you're doing a long haul from deep dune desert to north forest, yeah, that's going to take 2-3 trains
is that considered a long haul? my last save i was moving plastic and rubber from Blue crater to the Rocky Desert... on a path that took the material thru the grassfields, near the waterfall, and up the coast... for reasons... lol
well, mean, of course you can create longer routes, but typically you're going to be shipping stuff more locally because, well, its cheaper by every metric
that was probably about the same distance as the dune desert crate to north forest
if its local, why use trains tho? seams like a lot of trouble to use trains over routes with Rtds shorter than the Ttf anyways.
it is really easy to underestimate the size of DD
yeah. thats true. DD is pretty big. kind of feels like it should have been considered several biomes. it def has parts that feel very different. like the 3 big oases areas, and the rivers in the canyons that lead to the spire coast sea. they dont feel like Dune Deserts. nor does that very green river canyons area feel like its part of the Desert mountain plateaus either...
anyways. this was vaguely that old railway route...
ten points to anyone who can guess what this is
about twice as much storage as you're ever going to need 😄
in actuality, i'd guess some sort of item sorter that sits on the recieving end of a remote delivery system
Well sort of, more of an ore sorter that will act as a buffer for the iron factory
Cool I was right 😮
Ore comes in and is evenly split into 30's
yeah, i have to reluctantly agree with Sev on that
does you no good to ever cache ore, pull it out of the ground at the rate you can process it
well, i lie, if you're speed running, there is a case to fill a container with ore before you have the power build the smelters for it
Thankfully satisfactory is not factorio
CAN I GET AN "AMEN"??
You only really need buffers if it serves a purpose other than stockpiling
Trains are the sole place you need buffers.
there's a few things i'd consider caching for speed reasons like autowire
Train stations start and stop, yeah.
atm i have a few buffers sitting on ore lines to measure mk5 belt drift
#screenshots message anyone help?
How much is it feeding in?
It's hard to understand exactly what is going on in the picture. But if they provide 30 and you use two exits from a splitter, both sides will be getting 15. If they provide 45 then you can use three exits.
the manifold belts are going to be feeding 240-270. there's three separate belts each manifolding into one merger
@true fog is this a better showcase?
Far as I understand, you're doing two exits from each splitter and combining them into a merger.
as a manifold, yes
If all input-belts have equal amounts, one really only needs to focus on one. For that machine to get exactly 15 limestone you would need each belt to have an input of 10.
Are you feeding them from three separate limestone-nodes?
yes
I'd much rather recommend feeding the maximum amount of machines possible from one, for each node.
The cap being based on your belts, of course.
that doesn't really work out well with concrete, since it's 45 limestone input.
How much is each node outputting, and what's your max belt?
max belt is 270
Consider the nodes with max overclocking. :)
the idea here is to divy that up into units of 15 per constructor, and feed one unit of 15 per belt into each machine, totaling 45 input per constructor/
But yes, I do believe your system will work
It won't work in the fashion you're thinking though.
the long line of these in the back should cover 240 limestone per input belt
are you just feeding items into constructors? this seems overly complicated even for load balancing
Say your nodes output 120, and you have 3 of them for belt A, B and C.
Splitter A, B and C will act identical to each other, so we ignore B and C while focusing on A.
A will get an input of 120 and distribute this equally to both exits (as two are being used). That is an output of 60.
The merger for machine 1 will then be getting 180 limestone per minute.
Moving to machine 2, the splitter A2 will be getting an input of the other 60. This will get split into the two exits yet again, each getting 30. Machine 2 will be getting 90 limestone per minute.
Machine 3 will get 15 from A3, 45 in total per minute.
But, you'll be filling these machines up down the line over time, rather quickly, and it'll even out.
and if you're doing that to match what machines take in lime stone - clock one machine lower to use what's on the belt
it's sort of like this spaghetti setup i made before, except using a manifold setup into the mergers instead of a load balancing setup
I guess the question is - what are you trying to achieve with all this?
that's the idea of a manifold, yes.
If you aren't having issues with space, I'd much more recommend doing as Cobalt said, underclock to an even number.
C O N C R E T E.
feed one belt along multiple machines - change the clocking of one or more of them if the number of machine's item use doesn't line up with what's on the belt
Our issue is, you seem to be overcomplicating. :p
But yes, your method WILL work ^^
if all yo ucare about concrete this is a lot of work for nothing
if you do just like making wildly complicated things?
go hog wild
and aesthetics
eh ok, have a ton of belts everywhere I guess
Remember, some people like that. Tons down in #screenshots 🤭
as long as the goal isn't purely 'make concrete' whatever really
You've seen the BP's I'm making for machinery. It's overly complicated for little return. But we each enjoy our own kind of aesthetics :)
possibly? bp stuff tends to float past me for the most part
what you're saying though, is use more machines at lower speeds to get the same amount of output
But yeah, if all your belts and elevators are Mk3 and the average output of the three extractors are 240/min your design will work perfectly, Major. 👍
oh you're doing awful injected manifolds? trying to reduce the number of machines over multiple manifolds by 1 or 2?
Just overclock things if you want less space taken up imo
I tend to do some decent underclocking instead.
Awful injection?
I did not stutter 😛
it wasn't about space or whatnot. i was asking you for a clarification on what you were suggesting.
ahh ok - it sounds like injection manifold stuff
the only real suggestion was to make a row of machines for one line of material coming in, then choose a number of machines with the right clockign to consume that much
but you sounded like part of your goal was to make something elaborate? which is also fine
a little bit.
my suggestion is purely based around only 'making the thing'
yeah if you want to do complicated stuff have fun. Everyone has their goals in the game
mostly I didn't want you to go to huge effort if all you wanted was a working system
That would have been my suggestion too. Underclock machines to fit with one node each, then expand later on as one gets better extractors and belts. But that's entirely moot when one wants the design. ^^
part of the design that i wanted was to not need to mess with the speed of the constructors.
i find it a bit fun to work in ratios like that
and that's a perfectly reasonable personal goal - I cannot criticize you for it.
if your personal challenge is 'build stuff w/o clocking' ? sure. Sounds like a TON of work but if you like doing it you like doing it right?
You only need to mess with one, really. Set the speed and recipe you want, then Ctrl+C and Ctrl+V the rest.
It works out for me personally, because I'll be Ctrl+C/V'ing them all anyways, so adding in the speed at the start is like, sure.
ah but if part of the goal is to just always leave machines at 100%?

