#math-and-meta

1 messages · Page 103 of 1

true junco
#

The issue with feeding up is that when the machine takes in fluid, it does so periodically only as the fluid is removed from the machine input buffer. So when this happens for the whole line, every vertical pipe starts to empty, and had to fill back up to be able to flow out again. So, its almost like simulating some sort of cavitation.

proud lion
#

Yea my coal source is pretty far away so it was a way of meeting in the middle

deft lichen
#

you CAN find coal nodes near water

#

just don't assume the closest nodes are best

prisma kraken
#

also, when running pipes upward, i really prefer running them vertically than up a ramp, its easier to know exactly where you need pumps

deft lichen
#

power generators can be remote, just run a power line back

primal flicker
true junco
#

Well. You want coal and water next to each other for "Pure Solid Steel" set ups... but if you arent doing those, then yeah.

primal flicker
proud lion
#

Yea the closest node is the one im using rn

primal flicker
proud lion
#

Ill try just putting the generators on the ground for now instead of having them high up

prisma kraken
proud lion
#

Let me go to my coal node and see if i can find water near it rq

primal flicker
proud lion
#

I forgor

primal flicker
#

V ping coal, then open map.

true junco
#

Share what you have revealed so far on your map. Probably best to turn off most map markers etc.

frosty owl
#

I think that unless specified, "double manifold" should refer to the humber of manifolds involved. Double-sided for the other one thinking_helmet

deft lichen
#

if so, I'll have to update the diagram

#

thanks!

gritty kite
#

how would i go about spltiting 145 plastic incoming to 45, 40, 30 and 30?

gritty kite
#

is that when u just keep splitting it and wait til they all fill

wind spade
#

yeah

#
--S--S--S--S--S
  |  |  |  |  |
gritty kite
#

alr i didnt want to do that but seems like the only viable method

#

does it matter the mk of the conveyors for that?

wind spade
#

it's the easiest one, there are other methods but this one just works everytime

gritty kite
#

as in, say you have a mk2 split into a mk2 and a mk1, will more ores go into the mk 2 side?

wind spade
#

mk doesn't matter as long as it's enough for the item amount needed

#

but personally I recommend to build it all from highest mk available, as it makes it fill a bit faster

#

but it's not really an issue to use smaller mks

gritty kite
#

ok

wind spade
#

as long as you don't exceed belt capacity in any section

gritty kite
#

ty

sacred orbit
# wind spade but it's not really an issue to use smaller mks

I see using MK speed restrictions as possibly helpful. I say possibly since I haven’t tested it, but in theory if you’re using a MK X belt and splitting off with lower MK belts, then the MK X belt would fill faster as it’s bottlenecked at every split.

#

Now, the slower belts splitting off would obviously fill slower, but the belt supplying all of them would be full and able to feed another unit in asap

wind spade
sacred orbit
#

Huh

wind spade
# sacred orbit Huh

this is one example situation, one uses mk1 side belts, one uses mk5 side belts. The graph shows how much it is produced. You can see the red line reaches the top capacity earlier (only a few minutes earlier, but it does)

prisma kraken
wind spade
prisma kraken
#

sum up the descrete data points and graph the sum

wind spade
#

I assume you want to know which way produces more items during the filling?

#

I don't have the data anymore, this is an image I shared a few years back

#

I'd have to write the simulation again

prisma kraken
#

i want to know the delta of number of items produced over the warm-up time

wind spade
#

well see above 🙂

prisma kraken
#

really i want to see the integral of it graphed 😛 quantity instead of rate

#

do you have that simulation code somewhere?

wind spade
#

unfortunately not

prisma kraken
#

you make me cry 😢

wind spade
#

I wanted to rewrite it anyway and make it part of tools, so I didn't back it up

prisma kraken
#

it would honestly be useful to have a simulator for arbitrary belt topologies

wind spade
#

the simulator was intended to be manifold-only

#

since loops and stuff like that are really hard to simulate

prisma kraken
#

yeah, i know, if it can be simulated from a definition that can be defined quicker than you can build something in the game though, it has use

#

a year+ ago, i had a manifold that i created to burst the ADS delivery for the elevator, and found the entire concept sort of ridiculous, the amount of high-value product i had sitting in machine buffers was a crime 😛

ashen stirrup
#

Is it more power efficient to run 2x smelters at 0.75 speed each, or 1 smelter at 1x and another at 0.5?

static zenith
#

is power draw wonky like that ? o.o

wind spade
#

iirc the first one is more efficient

static zenith
#

in the real world i would assume that 75% is gonna still draw near 100% pow er to produce less tthings.

so id go with one full power and one half power.

but in satisfactory theory thats another can of worms ..

wind spade
#

but you're saving... 0.12 MW

ashen stirrup
# wind spade but you're saving... 0.12 MW

In the case of 2 smelters, sure... but distributing the general strategy across all production lines everywhere, maybe it adds up to enough to run another light or two 😂

ashen stirrup
sacred orbit
static zenith
spice egret
#

That’s not a bad idea either for early factories because if everything is at 50% it can quickly be doubled without building any new machines

#

I’m getting a little better at leaving myself space and just building more platforms but at first I had a bad habit of trying to cram stuff into tight spaces so I didn’t leave myself much room

vapid gorge
#

also if you're building with power limitations in mind you're doing power wrong - theres easily more power than you could ever use on the map

sacred orbit
#

I’m planning my power around being toggleable in case I want to upgrade it without trying to power the whole factory at the same time

vapid gorge
#

that's just using a switch?

gritty kite
#

or even just deleting like one power line lol

sacred orbit
#

That means all power generation has to run through one point

vapid gorge
#

pretty normal. unless youre revamping oil to a different process? in general you can jsut build more of a power plant to the side and connect it up

sacred orbit
#

I’m just now getting to oil

vapid gorge
#

like if you want to double your coal power when you get a new miner or belt you just build more rows next to the current one and link them up, no fuss

heady vine
#

what's the reason for making screws as byproduct.
out of all possibilities...

vapid gorge
#

is that tools? you must have had some odd settings

mystic moon
#

It's probably the option that consumes the least power

#

And/or is the least complex

vapid gorge
#

just odd that it used the whole rod input rather than just the 2 the recipe needed

fading swan
#

Is there anywhere on the map thats ideal for heavy frames?

snow dove
#

no

vapid gorge
heady vine
fading swan
#

On top of modular frames, what else do I need to start mass producing? I just finished space elevator stage 3 and I'm kinda overwhelmed by everything, and don't know where to start.

vapid gorge
#

this way most of the factory tends to go idle as buffers get full

fading swan
#

I'll start with heavy frames then make my way over to computers.

#

Actually im gonna finish my road network first

#

Or at least the main highway

sacred orbit
#

this should work as a barebones plastic/rubber factory, correct? 60 crude into the refineries, HOR into Coke into a sink, excess plastic and rubber merged into the sink too.

vapid gorge
fading swan
fading swan
#

I could always set up trains

sacred orbit
fading swan
#

ah

vapid gorge
# fading swan Are they less efficient later on?

it's more that your early factories are often not what you want/need later on and will every move or completely revamp them, or you'll want different logistics. Puting in a lot of early effort might be a time sink that you realise is near useless

fading swan
#

Im at the point where the rest of my factories will probably be permanent ones

#

My motor factory is

#

Same with steel

#

Im gonna start my heavy frames, thanks for the help

#

Is there an amount per minute I should aim for with heavy frames?

vapid gorge
#

happens a lot

cinder silo
prisma kraken
#

i think bare minimum is probably 4.5/min, and more comfy is in the low double-digits (11.25, 22.5, 45)

#

i feel like it is useful to be making enough that you can build trains out w/o having to wait for more hmf's to get made, and that'll be a rate somewhere around 10-20/min

#

something else i'll just quickly toss out... if you carry pipes and rods with you when hd hunting, you can boil down a lot of materials at the crash sites into hmf's pretty quickly, and it is a nice supplement to whatever you are producing as you start to really need them for manufacturers and trains

thick plank
fading swan
fading swan
#

Actually I will decide how much I make based on the resources I have at hand.

wind spade
#

should do it the other way around 🙂

#

decide how much you want/need and then find a place with those resources nearby

primal flicker
#

Is it just me, or do a lot of recipes ratios benefit (with simpler numbers) from running machines and extractors at 90%?
Currently planning future fuel power infrastructure to support nuclear development, and turbo blend supplies a nice even number of generators with multiples of 27 crude being used, i.e. clocking oil extraction at 225% (or 90% of the maximum).

spice egret
deft lichen
#

in a way, cramming is a skill

primal flicker
#

I have a bad habit of not leaving room between groups of machines as an aisle of sorts.

primal flicker
#

So I'm looking at repetition vs complexity:
Would you rather build 60 GW fuel power capacity, or 60GW nuclear power capacity?

#

(With plutonium sinking)

wind spade
#

If I have power for it? Definitely nuclear, no reason to build worse fuel if I have access to nuclear

primal flicker
#

I'm toying with the idea, now, of skipping fuel altogether and going from coal to nuke.
Seems fun.

#

Setting up hundreds of fuel gens is tedious.

wind spade
#

and setting up double of that coal gens is even worse

primal flicker
#

Eh... Coal gens pack in very neatly. A bank of 16 occupied 8x9 foundations. And their build materials are less cumbersome to produce.

wind spade
#

need same piping but also belts

#

and it's double the amount for same power

primal flicker
#

I have a good pattern for the logistics. That doesn't bother me.

wind spade
#

then fuel gens should be easier 🤔

primal flicker
#

It's the HMF, computer, and motor automation hurdles, honestly. I can get parts for coal power much faster.

wind spade
#

tbh if not having enough materials is an "issue", then automate more materials 😛

true junco
#

Well. Fuel gens require processing crude into fuel (usually thru intermediaries) and disposal of byproducts, so you cannot discount that part of the footprint. But still. Fuel should take less space per MW than Coal.

primal flicker
wind spade
#

you'll need them anyway, so I don't see a reason to not do them 🤷‍♂️

primal flicker
wind spade
prisma kraken
prisma kraken
#

the thing that's sort of ugly about skipping fuel is that you can fall into the trap of everything being a temporary build 'until you get to nuclear...' and you can end up with a bit of a speghetti mess

#

i think the worst mess that you can create with that attitude is in getting aluminum production going, there's a lot of stuff that goes into that production chain and the building of it just kind of ends up sprawling if you don't have a pretty good plan for it and treat it as a bunch of ad-hoc stuff

#

when i've done so in the past, i've gotten nuclear up and running and looked back on all the stuff i needed to rebuild and just kind of decided to restart rather than fix my sins 😛

primal flicker
#

Good to know! I plan to have the minimum aluminum automation necessary to get started with nuclear, but I do want it to be at least pseudo-organized.

prisma kraken
#

you always have to kind of do a aluminum-lite build to get it all up and running & get mk5 belts unlocked, but when that build then turns into casings+heatsinks+cooling systems+fmf's, it gets to be a mess, lol

wind spade
#

wdym by aluminum-lite?

primal flicker
#

Alu-minimum

prisma kraken
#

one thing that is worth considering if you're going this direction, is get a small default battery setup going just to get drones

prisma kraken
# wind spade wdym by aluminum-lite?

you can't do a proper aluminum build with mk4 belts, it needs a full 600 from a miner to build aluminum right, so you always need to do a bootstrap build with 480/min aka 'aluminum lite'

primal flicker
#

Yeah, I'll want to drone radioactive materials at minimum.

wind spade
#

it needs a full 600 from a miner to build aluminum right
why?

primal flicker
#

If 600 is an optimal number, then 300 should be just as optimal and half the size.

wind spade
#

^

#

you can clock machines to anything you want, so I don't understand why would I need 600 to begin with

prisma kraken
#

aluminum just likes being processed in multiples of 300... both the ingot making and things taking the ingots sort of like 300 input

wind spade
#

then clock everything at 160% and you need 480 instead of 300 🙂

prisma kraken
#

and yeah, you can always do a baux 600 build and clock it down

wind spade
#

you can do a baux 480 build 🤷‍♂️

#

and then later if you want, add a splitter after the miner to process the remaining 120

true junco
#

300 baux is really easy with sloppy electrode. Fits nicely into a BP at least.

prisma kraken
#

sure, just fit an extra couple of refineries into a small aluminum build, no problem just tacking those on the side, right?

#

that's what i mean by ending up with a sprawling mess 😛

wind spade
#

space is infinite

#

(almost)

prisma kraken
#

so is spaghetti

#

doesn't mean its desireable

wind spade
#

it's not spaghetti if it's two factories connected to one miner lol

#

especially since most of the time you can just plop down another module next to the existing ones

primal flicker
#

Sloppy electrode pure
That's my plan

prisma kraken
#

the other thing is its easy to get maybe 2/3 of those recipes when you unlock alum, all 3 takes a little grinding on the hd research

primal flicker
prisma kraken
#

usually i opt for sloppy and pure as the priority, knowing i can use coal at first

prisma kraken
#

i always get jammed up a little bit on waiting for the resaerch at the start of phase 4

primal flicker
#

I've been plugging them in as I work on coal power expansion and starter oil.

64 more coal gens laid out, and 90/min rubber and plastic rolling in.

#

Now I'll want to build a second floor, for 64 MORE coal gens... And a top level with the final 32.

prisma kraken
#

also, in thinking about it for a minute, for electro, i usually tap the crater lake oil which isn't accessible until you've unlocked 'adv alum processing'

primal flicker
#

But I think I'll be doing the Big Nuke Project on the east side of the map. Somewhere in the vicinity of Titan Falls (or whatever it's called).

ashen stirrup
#

Any tips for optimizing this? I'm trying to see if there's any way to eke a few more frames out of this without going to the wet/pure alts. I have all the alts available in phase 3.

wind spade
primal flicker
ashen stirrup
#

I'm trying to get the most HMFs I can with the resources listed in the "Items, Input" tab

wind spade
#

then use the maximise function 🙂

#

and select all recipes you have, the tool will pick the recipes that lead to your goal

ashen stirrup
#

Yep, and it told me something I didn't want to hear 😆 so now I'm looking at belting another limestone node over

primal flicker
#

You only get 8⅓ without more alts.
What's wrong with wet concrete? It's in my top 10 most useful.

ashen stirrup
#

Ooh, I also just realized I had coal entered incorrectly

#

I guess my reluctance with wet concrete was just seeing people saying that the pure recipes are useless unless you're trying a crazy "max the world" build

wind spade
#

they are not

primal flicker
#

That recipe alone gets you almost 50% more frames...
What about getting more copper?

wind spade
#

pure recipes are "instead of having to get more ore, I just get water"

#

at the cost of more power ofc

#

but people that say the recipes are pointless are looking just at global availability, without considering local availability

primal flicker
#

I'm not a big fan of pure iron. Because it's so abundant and I refuse to use iron wire.
But wet concrete, quartz crystal, caterium, and even copper are worth using imo.

wind spade
#

obviously you won't run out of the resource, but do you want to belt/train/drone/truck more ore or just tap nearby lake to get more? 🙂

#

everyone has their own set of "good" and "bad" recipes, but basically anything is fine if it works for you, don't be scared to experiment, use whatever feels best for you 🙂 that's the whole point of alts - everyone gets their own experience

ashen stirrup
primal flicker
#

That's the real question: would you rather build a water supply, or build more ore supply?

primal flicker
ashen stirrup
primal flicker
#

There's a ton of pure nodes up there. Iron, copper, quartz, coal, some. Caterium....

ashen stirrup
#

Indeed there are 😄 I have a motor factory up there

#

I think I'll tap more of those nodes and the nearby caterium when I build computers, which will be my next project

primal flicker
wind spade
#

Factory separation

ashen stirrup
#

My idea of target production is kind of flexible, since I don't have a really firm idea right now of what I'll need. Anywhere between 12 and 20 seems worthwhile if I can do it without too much inconvenience

primal flicker
#

Even something smaller is VERY worthwhile. 4.5 is a good initial production number, until you need more of them, more often.

prisma kraken
#

(despite what the wiki lists, steeled frame is the least efficient of the mod frame recipes, what's listed there doesn't take into account adhered plate and coated iron/steel coated plate for some reason)

primal flicker
#

Steeled frames are my favorite just for factory density. Smaller footprint.

#

Steel coated plates and adhered plates bring the same benefit.

prisma kraken
#

yeah, they're really expensive comparitively, its cheaper to make more rips using the steel alts than to make the steel pipe to reduce the number of rips

#

imho, this comparison is something that i think should be adjusted in any balancing patch:

#

that's a big diff in steel cost

primal flicker
#

Using steeled frames vs default reduces my hypothetical HMF factory from 224 to 184 buildings (17.8%), at the cost of about 30 more iron and copper (8%)

prisma kraken
#

yeah, if you use stitched where you make the wire from copper or caterium, it becomes more appealing

primal flicker
#

Also, that power use difference 👀

prisma kraken
#

to me that isn't so appealing because i want to make a lot of pasta

primal flicker
#

Fused wire ftw

prisma kraken
#

the power actually isn't as much of a factor there... watch what happens when i add in the solid steel making:

#

it is more power hungry, i agree

primal flicker
#

OK I plugged in coated/adhered and using iron alloy and solid steel. Steeled takes copper/iron use from 354 to 403. Building count 192 to 169.

prisma kraken
#

i think for mf's, this is the best-of-breed:

primal flicker
#

As always, it depends on what you're optimizing.

prisma kraken
#

yeah, i'm sort of looking at a gestalt resource utilization with some experience from building big hmf factories... keeping the steel use for mf's down so you can make more pipe for hmf's just allows you to make more hmf's

#

mf's are either going to making hmf's or vers frameworks

#

both of them are steel-heavy things to build, so i think minimizing the steel for mf's is a win

#

by that token, you can go with all-iron mf's and do stuff like iron wire+stiched+cast screw+bolted

#

doing that type of thing though kinda ends up being a high machine count and forces you into pure iron

#

mf's just turn out to be something where any way you make them, its some sort of tradeoff that isn't very cut and dry

primal flicker
prisma kraken
#

yeah, still, i feel the balance on it should be tweaked a little

#

it would be nice to be able to get 45 hmf/min out of a spot on the map with a lot of iron and coal with the mf's included in that factory, and not have it be a massive undertaking to build

primal flicker
prisma kraken
#

i like the loops

#

really you start making pasta at the end of phase 4 and start rounding up the available copper in all the biomes to make it, and the more loops the better as the endcap build for a world

ashen stirrup
#

doesn't hurt that particle accelerators are pretty

prisma kraken
#

as i said, i like the loops 🙂

#

they look pretty sweet en-masse

faint atlas
#

Thinking about using a lot of recipes with screws in them due to how simple they are to produce, such as bolted iron plate, bolted frame, and heavy flexible frame. Is this a bad idea? I don't mind having an enormous amount of conveyor belts just for transporting screws around the factory

#

I see a lot of people talking about how bad screws are

wind spade
#

they are not

#

what is bad with them is when you put them on the belts and transport them across the factory, because they are needed in high quantities

#

which is why you should always make screws directly in front of machine that needs them

faint atlas
#

yeah I plan to

wind spade
#

most recipes can be made to be 1:1 or 2:1 with some clocking

#

which is much better than making 50 belts full of screws

true junco
#

Have you heard about our lord and savior "Steel Screws"?

faint atlas
#

I just saw that

wind spade
#

I'll do you one better - steel rods 😛

faint atlas
#

Using steel rods makes the default modular frame one of the best right?

#

the other recipes use screws or steel pipes and thats a lot more effort

wind spade
#

well depends on your definition of "best" 🙂

#

practically best is "whatever you like most"

prisma kraken
#

a little kinder coming in at 100 iron+coal is the combo of bolted frame + steel rod + default screw with steel coated plate & adhered

true junco
#

Making Default Screws out of Steel Rods is the most screws per Steel Ingot, and the most screws per Iron ore.

But I massively prefer steel screws for many reasons.

faint atlas
#

thanks

true junco
#

Honestly. I should search for all my comments on steel screws and put them into one place, edit them up decently and just repost that from now on. Lmfao.

"The Steel Screw Manifesto"

snow dove
#

turn it into a book, publish it, then mail it to them

prisma kraken
#

specifically in the case of bolted frame as a recipe, it eats steel if you use steel screw

true junco
#

I would only consider using something other than steel screw, when i need way less screws than steel screws makes.

Like if i had a build that could be done with 1:1 machines using cast screws, I would consider using them because i literally cant waste iron fast enough. Lol

As for steel screws vs steelrodscrews. The consumption difference is pretty small IMO. Its obviously there, but steel screw is already such a huge improvement over the 2 iron screw formulations.

prisma kraken
#

bolted frame is a strange recipe though, its 140 screw/min requirement seems to me to have been chosen so that default rip & bolted rip combined with it require 260 and 390 screws for use with steel screw, but it just doesn't work right with that all

#

its like once upon a time it was part of a really nice combo of recipes but something changed in a balance patch without updating the recipe

true junco
#

Well. That combo you told me about a while back works great...

prisma kraken
#

same thing happened more recently with fine black powder

#

maybe i'm just not looking at things holistically enough and there's something like oscillators that the excess rip output of the combo is meant for

true junco
#

I just like this little BP so much. 🤷 (note: all machines overclocked to 250% except doe the steel screws, which are clocked to feed their respective assembler's demands.

prisma kraken
#

i have a feeling that on a wall somewhere at coffee stain is a diagram of the 'perfect' minimal factory, and like all the strange recipes that exist are used in it

#

as a module, that looks like it would work perfectly with compacted steel

true junco
#

Hmmm. Thats interesting. Does that line up well with the manufacture of the compacted coal itself too?

#

Looks like CC is made at 25/min.

prisma kraken
#

no, that happens in 25/min

true junco
#

At a glance. It doesnt look like CC lines up particularly well with any of its products.

prisma kraken
#

lines up if you clock c-coal to 225 or 112.5 though

#

its kind of moot though, if you're using sulfur for something, you're goal is to use an entire sulfur node for that purpose

#

that's my thinking at least

true junco
#

Was working on this last week.

prisma kraken
#

but yeah, compacted coal always just lines up with its uses badly... turbofuel, heavy tf, and compacted coal all end up in icky numbers

true junco
prisma kraken
#

well, blended tf doesn't use compacted coal 🙂

#

only other use of it that i can think of is for fine black powder

#

which sucks now as a recipe after the weapons changes buffed black powder, but still has a niche use if you just want to import compacted coal and coal instead of coal and sulfur

#

(very niche use-case)

true junco
#

Fine black powder is one of the recipes i dont understand the appeal of. I think it was just left behind in another update.

prisma kraken
#

it was, before update 6, black powder was 2x expensive to make and they changed the cost of the base recipe w/o updating the alt

near hatch
#

I just set up a train station that stops at a pure overclocked oil node, the pipes are telling me that 600m3 is extracted each minute which is normal but the train station gives between 520 and 540 item per minute as outgoing transfer rate. Can someone explain to me why ?

vapid gorge
near hatch
#

oh god I don't have any room left for this

#

thanks tho 🙏 i'm gonna squeeze this in

vapid gorge
vapid gorge
near hatch
vapid gorge
#

I think if it's a very long trip you might need the bigger one

near hatch
#

it's relatively short so I'm gonna build this one

near hatch
vapid gorge
#

yeah you want the buffer above

#

looks there's probably ways to tweak it so it still works - but unless you're very confident about pipe works in the game I wouldn't try

#

prob a good idea to make a blueprint of it too

near hatch
#

yea i'm gonna do that cuz it's pretty annoying to build temp fondations to place the junction crosses

stuck ingot
#

Would you guys say that 1000 Rubber/Plastic will be enought for the rest of the playthrough?

I just got into Tier 5/6 and will build my first ever oil proccesing plant.
It will produce the 1000 of rubber and plastic and 1600 Fuel for i think 120 or so fuel generators.

Is this to much this early
and should i build something smaller and upgrade it with mark V belts ect. or is it good to have something this big earlier.
I am trying to not have to build a bigger one later on.
Thx

true junco
#

There are weird things with pipes. Many of the devices in the pipe manual are only certain to work with the junction pieces. I gather its because of some inherent difference between junctions and pipes.

true junco
stuck ingot
#

i really want to know if the more experienced players would say if in the entire playthrough 1000 R/P is enought to last me. Or if i should go bigger to have peace of mind

vapid gorge
#

this game shines when planning final projects. It's a sandbox so it's best value is setting your own challenges. You can, absolutely, finish phase 4 space parts with that amount of oil product. But if that's your only goal for the game I would say you're missing out

vapid gorge
# polar ridge there are other *goals*

yeah your own. It's a sandbox. For example I've gone through the tiers a few times and settled on automating quite a few of the space parts like 15/15/60/60 pm. Also part of the goal is to build very local high tier hubs so I have to import very few items

#

Also a lot of curved buildings. Make a goal around whta you like

polar ridge
#

I will make a huge dick in the sky

#

im unstoppable

vapid gorge
#

Sure 😄 whatever floats your boat.

I've got a couple other ideas for projects. Like only using the resources of the east swamp to build everything - quite involved

or using only drones to get stuff back and forth for the whole map

near hatch
# vapid gorge and build it exactly like in the image

This design is great but I think there might be one flaw. For example if you need 600 ressources/min on one end and the buffer is getting filled after an unload of your train, the buffer will take more than 600 leaving your pipe that need 600/min with less than 600 until the buffer is filled to a cerain level. I don't know if the solution I just built works but on the ends of the buffer I placed Mk1 pipes (or valves, I suppose it should work) to limit the filling process to 600.

stuck ingot
near hatch
#

I'm not sure of what I'm saying but that's what I understood from what's happening in my plant

#

It still isn't 600/min constantly but it's closer than with Mk2 pipes on the buffer, I'd say I'm averaging 585/min with Mk1 and before it was something like 550/min

vapid gorge
#

For a short trip that buffer system has been tested a lot

#

have you looped the pipe feeding machines?

near hatch
#

What do you mean?

#

The manifold pipe is going back to the start ?

vapid gorge
near hatch
#

No I didn't

vapid gorge
#

Essentially. What you'll want to do after you set up the trains buffers ect, is set up the feed manifold like this. Turn on all but like 1 of your machines so alllll the pipes and buffers and machines are full

#

after you check the pipes and machines? then turn the last machine on

#

everything should be stable then

near hatch
#

Is it really something essential ? I mean, pipes have a limited volume so It's just gonna block the flow and feed the previous one over and over

snow dove
#

helps mitigate the issues that backflow causes

vapid gorge
snow dove
#

and by helps mitigate i mean entirely remove the issues

near hatch
snow dove
near hatch
#

Not sure if I'm expressing my point correctly

vapid gorge
snow dove
#

Backflow fills up the games limit for flow through a given pipe segment, by allowing a secondary unobstructed path you allow the fluid blocked by the decrease in throughput to travel up and towards the end of the manifold where there is throughput to spare regardless of any backflow’s affects

vapid gorge
# near hatch

ok 2 problems

  1. you'll need the loop and pre flood
  2. you don't want to split a manifold over 2 floors
#

it's not impossible to get a split floor manifold to work, but it's not something I'd recommend to someone who wasn't very pipe experienced

snow dove
#

keep pipe systems as simple as possible

#

that’s a good rule of thumb for anyone at any point in time

near hatch
#

Okay noted, but I really can't reorganize this thing in a single floor, or at least make it a manifold to the top

vapid gorge
near hatch
#

In the end it's just a manifold into another manifold

vapid gorge
#

make it a longer row?

snow dove
#

could also split it before the manifolds

vapid gorge
#

especially dealing with train buffers

near hatch
snow dove
#

yeah not ideal, but should work

#

train buffers does add a degree of complexity to any fluid system tho, yeah

vapid gorge
# near hatch aesthetically not pretty

sometimes there are sacrifes to be made when you learn new logistic issues 🙂 but consider you're early on and will probably want something different later anyway right?

snow dove
#

i always like thinking of the first play through as a long tutorial where i learn the skills and general knowledge for a second nicer playthrough

vapid gorge
# near hatch aesthetically not pretty

if you absolutely can't over clock the lower machines

  1. Loop both manifolds
  2. flood the system as described
  3. have powered pumps in front of each looped manifold
snow dove
#

550 hours of tutorial later, just started my second playthrough

vapid gorge
near hatch
snow dove
#

also i’d use mk2 pipes for the entire system

#

having throughput to spare is always nice with fluid systems

vapid gorge
vapid gorge
#

I tried something super fancy ages ago with a big power station - I could only get it to like 95% of expected output

snow dove
#

100% uptime is a nice ideal, but don’t stress too much over it

vapid gorge
#

It would have taken a massive redesign to get it to 100% which I couldn't be bothered with

near hatch
#

it's supposed to be constantly at 11,968

snow dove
near hatch
#

I'd say it's good enough

vapid gorge
near hatch
#

Well, coal is generating the 1,968 but I planned dismantle it since I have this almost-10 GW oil based generator

vapid gorge
#

ah ok, so it's likely something unstable in the oil power that's got you a wiggly line like that. Not a massive deal, probably has to do with loops and pre flooding. Super common issue for newbies.

#

just means that if you ever want to get fine tuned set ups you'll want to work on your pipe skils at some point 🙂

near hatch
#

Yeah I noticed that it's not as easy as belts ahah

vapid gorge
#

It's not - BUT like the steps I mentioned basically solves all issues unless you try to do fancy stuff

near hatch
#

Even though I had my battles with balancing item flow to precise values

#

I didn't use any manifold atm, I'm pretty proud x)

vapid gorge
#
  1. point A to Point B - no merges or splits
  2. loop manifolds
  3. pre flood
#

Load balancing is a choice - same efficiency as manifolds, but it will get much much more complex the further along you get as you have to balance each step

#

also you can't upgrade load balanced systems or tweak them, they need full rebuilds

#

just stuff to be aware of

near hatch
#

good point

vapid gorge
#

oh and no matter what anyone else tells you , you can never actually load balance fluids.

near hatch
#

I just thought that pipes as it's managing flow, it's just gonna spread evenly in the manifold

#

so it's balanced, but it's not really the case

vapid gorge
#

once a manifold stabalises with a belt you could say the same thing though.

#

only the right amount of items on each belt feeds a machine

#

But yeah, if you do keep load balancing keep clocking machines in mind and do smaller groups and batches, will make things somewhat easier

snow dove
#

and try to avoid prime splits at all costs

near hatch
#

after some consideration, I might switch to manifold in some cases, you probably convinced me x))

near hatch
#

oh

snow dove
#

ex 1:17, 1:13

near hatch
#

yea I tried some, it's just hell

snow dove
#

you can always add an extra machine and adjust clock speeds to compensate

near hatch
#

that's what I'm doing

snow dove
#

1:18 is significantly easier

near hatch
#

I'll run out of space before i can do a big prime split

#

Would you recommend having a big factory ? Like you gather everything in one place and make everything there. Obviously you make floors and stuff to expand. But the idea of "one place" is great or should I have smaller factories ?

vapid gorge
near hatch
#

performance-wise also it might be an issue, I don't really know how the game engine is managing the world

near hatch
vapid gorge
#

parts per min is is the important bit

near hatch
#

items that are essential to build machines or to complete tiers/phases

vapid gorge
#

like if you ahve a decent computer and you're only doing like 1/1/4/4 of hte final space parts? performance you're prob fine

#

You're biggest challenge will be design and layout

#

and I can almost guarantee you your first massive build will be a mess

prisma kraken
#

its better for any number of reasons, including engine performance in the game to keep things decentralized and spread out

near hatch
vapid gorge
#

So for example this was my first big project, 9k plastic and 10k aluminum ingots per min. It worked but was hideous. Tore it down.

You could make all the parts in the game in that space but it'll be evey more complex exchanging a ton of different parts instead of a handful like this

prisma kraken
#

yeah, Cobalt makes a good point, in your first world, you won't have the skill to build big yet

vapid gorge
#

oh and the final space parts, it could have though

near hatch
#

Oh god

vapid gorge
# near hatch Oh god

it's a lot tidier on the inside - the last layer with manufacturers and blenders got a bit messy

#

you can kinda see it here

#

it was walkable, and I could inspect sections as needed w/o fuss and access storage containers

#

purely utalitarian though

near hatch
vapid gorge
#

tier 6 ish?

near hatch
#

Idk it was 2019

vapid gorge
#

ah fair 😄

near hatch
#

I think the game stopped at tier 5

#

or 4 I don't know

vapid gorge
#

but yeah so as to the question of 'mega base' depends how big you're going and if you're planning on making it permanent

near hatch
#

got it

vapid gorge
#

I honestly wouldn't even try for 'good pretty and perfect' until I unlocked everything and got all the recipes I want

near hatch
#

I understand but it's Satisfactory, everything must be good pretty and perfect x)

#

that's how I try to play the game

vapid gorge
#

depends how much time and effort you have and want to give right? to me early stuff is temporary so I make it functional

near hatch
#

the moment I place a belt which is not at a 90 angle from another I just replace it

vapid gorge
#

Hah xD maybe I won't show you my build style

near hatch
#

ahah

#

I want to see now

vapid gorge
#

pinged in other channel 🙂

tired viper
#

is there any ficsmas planner? ^*

cinder glade
#

Mk1 Iron Farm, for starting out - Second Floor is for Tertiary / Quarternary parts (Screws / Reinforced Plates)

At 100% Efficiency, well under the Capacity (100MW, Drawing only 46 MW, totalling 68 MW with copper and Limestone added.

Ik its nothing compared to some of what happens, but I am pretty impressed with myself!

(Oh and it gathers at the fron in 3 storage containers for friendliness!

#

also yes thats on paper! I dont know anything good that i can plan and do the maths on,

wind spade
#

there are a few tools in pins in this channel (or in #welcome )

#

one of them is mine 🙂

vapid gorge
cinder glade
#

Its only temp

#

So I can produce materials to

wind spade
#

(also most people don't really do load balancing and use manifolds)

vapid gorge
#

manifolds are probably your best friend

vapid gorge
brisk shoreBOT
cinder glade
#

Oh

#

So it just does the load balancing

#

for you

wind spade
#

first machine overflows, sending excess materials to next machines, etc.

vapid gorge
#

what you were doing manifolds and load balancing, what you were doing, are both efficient, one just takes a few minutes to spin up.

but load balancing gets more complicated quickly and you can't upgrade or tweak the system at all, it all has to be completely replaced

cinder glade
#

ah

vapid gorge
cinder glade
#

I gotchu

vapid gorge
#

If you like load balancing - go for it! just be aware it can become a LOT as you go on and it's a lot of extra work

wind spade
cinder glade
#

For now the plates rods and screws are final

#

I will implemetn the sink

#

I will probs redewsign with Mk2 Infrastucture

vapid gorge
cinder glade
#

Thank you for your help

cinder glade
#

I was like hmmm, this could get a bit tight especially with mk2 😆

vapid gorge
# cinder glade Yeah, when I was looking over it

oh one last little bit - if you use manifolds and want to skip the time it takes to work at 100%? hand fill the machines first. Usually it doesn't take too long to spin up and isn't an issue but things that use wire and screws can take a long time since thye have huge stacks

cinder glade
vapid gorge
#

yup! though again imo the wait time is usually not a pain unless it's wires/screws being used in the recipe. And even then I just wander off and go build something

cinder glade
#

yh

sacred orbit
#

which saves the most power, a MK 1 miner at 150% or a MK 2 miner at 75%?

brisk shoreBOT
#

This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!
<3 @vapid gorge

sacred orbit
#

that link does not help me

vapid gorge
#

also if you're running out of power the solution is build more power

vapid gorge
sacred orbit
#

it's not a matter of running out, it's conserving what i have while i build more

vapid gorge
#

you're running off power storage I take it? then best bet is to shut off part of your factory.

sacred orbit
#

no power storage

#

why can't i just get an answer?

vapid gorge
#

why would I bother remembering how much each miner takes when I can take 2 seconds to look it up

sacred orbit
#

that's crazy it doesn't

vapid gorge
#

you could eyeball it and guess mk2 and 75% is probably the same, or look at the power formula to find it out specifically, or build one of each miner and test it out

#

myriad of options

#

!wikisearch clocking

brisk shoreBOT
sacred orbit
#

8.5 to 8.2

vapid gorge
#

huzzah

wind spade
#

heavily recommend to not use valves

grave grove
#

Pumps instead?

wind spade
#

depends, what are you using them for?

grave grove
#

Resource well trying to combat battery sloppy recipie

#

in short recycling the water into the same system

wind spade
#

ah yeah

grave grove
wind spade
#

then use VIP junction from pipeline manual (link is in pins here or in #welcome )

#

valves suck at pretty much everything

#

they don't even have the exact values you set in them

scarlet mural
#

its worth it to invest into Catherium Wire, or the copper wire its okaish ?

wind spade
#

well, "worth" depends on you 🙂 if you find it worth, go for it 🙂

vapid gorge
#

Both have utility

#

Each alt essentially just gives you more design options

scarlet mural
#

i can push myself into 2400/m Copper ingots

#

worth it to swap wire production to Catherium ?

wind spade
#

again, up to you

vapid gorge
#

Why swap if you’re already making it? If it gives you a benefit? Sure

wind spade
#

do you have more extra copper or more extra caterium? which one do you have near the place where you need the wire? do you plan to do something else with that resource? do you have enough of that resource?

there's not any "better" or "worse", use whatever is good for you for your given situation 🙂

true junco
#

Do you mean "quickwire" or the recipe to make regular "wire" out of Caterium ingots?

wind spade
#

you can even mix them

scarlet mural
#

the "wire", quickwire its exclusive to Catherium not 100% sure here since i dont remember everything

true junco
#

Also, in my opinion, "Fused wire" and "fused quickwire" are "the best" ways of making either wire type.

scarlet mural
#

well, for sure where i'm i got several more Copper than Catherium, so i will stick with copper, arigathanx

grave grove
#

and I'm pretty sure the issue is water if all the math checks out and belts are correct etc.

scarlet mural
#

just need to push more logistically since copper are a bit all over the place, not centred into same area

#

Fused Wire seens interesting, arigathanx for recomendation

vapid gorge
scarlet mural
#

i think how i'm desing my factory i got a crazy way to manipulate and change here to there without much problens
thats why i like to check if there a better option

grave grove
#

Thanks for the help!

true junco
#

Both Fused alts are very productive and economical. They also have a couple of logistical advantages. 1st being because they are so economical you can transport a relatively small number of ingots to make large amounts of either wire... and that because they share ingredients it can be effective to make either wire from the same input manifolds.

scarlet mural
#

yeah, i notice that, fused seens to be gud, since i can make 2 gud spots to take catherium, and near i got several coppers Impure and normal
so it will be them

civic tulip
#

Hello there, need a bit of help with working out a design for a coal power plant.

I'm using 3 pure nodes, that's 720 coal/min with Mk.2 Miners which should be able to generate 3600 MW. That requires 18 Extractors (at 100%) which is 2160 m3 water and 38 Generators (at 100%) using up all that coal.

That can be reduced down to 8 Extractors [ 7 at 250% & 1 at 50% ] and 20 Generators [ 19 at 250% & 1 at 50% ] though I'd prefer a more neat approach of 16 at 250% and 4 at 200%. The only problem comes with the bottleneck of piping because the fact that 250% Coal Generators take 112.5m3 water.

fierce ruin
#

How much headlift does a machine give a pipe on it's output?

scarlet mural
#

i can push myself into 780/m Catherium Ingots, its worth it make such monumental effort ? cuz it will be 65 refinerys

civic tulip
fierce ruin
civic tulip
#

Water extractors have a 10m headlift

#

Oop

#

Mind if I dm you the wiki page on head lift? it's quite useful

fierce ruin
#

ah it says it

civic tulip
vapid gorge
# grave grove

would need more of an over shot of the whole picture, but as it is yeah you're using a bunch of valves and splitting the manifolds over levels

#

like as much of a top down view of the whole set up as you can, build a tower if it helps

civic tulip
grave grove
#

As I was building this I was also closing the build off, can't really get a top down view

civic tulip
#

It consolidates the input lines and means no overflow is worried about

#

Or am I wrong

vapid gorge
true junco
#

General consensus is that valves and buffers are mostly useless.

vapid gorge
#

and add the option to cause more problems

snow dove
#

valves wholly useless
buffers only useful when just in conjunction with trains

true junco
#

Yeah. Often worse than useless. Lol

civic tulip
snow dove
#

both very often cause issues and they actively detract from the idea of keeping fluid systems as simply as possible

vapid gorge
grave grove
snow dove
grave grove
vapid gorge
vapid gorge
grave grove
#

yes

vapid gorge
# grave grove yes

honestly most of this is hidden and it's super hard to tell what's going on - but I'd recommend a complete pipe rebuild

grave grove
#

yeah I have a 4 m floor that hides all it's busy but its organized but ya I didnt expect anybody to look at this and be like ya that's that

vapid gorge
#

OR leave it as it is if you don't care about your system being perfect.

if you see yourself changing goals and experimenting with stuff maybe just leave it since it seems to run mostly right

civic tulip
vapid gorge
#

but if you want it perfect you'd prob need to redo the pipes

vapid gorge
civic tulip
#

I was just trying to see if there was any way it was possible, to reduce the amount of machines

vapid gorge
#

it's not even hard

grave grove
#

ya the waste water flows to the bottom and then back up after merging with he Resource well water

civic tulip
vapid gorge
#

but running coal gens at 250% is totally doable

grave grove
#

I recently added that to try and figure out what's going on with the system

vapid gorge
grave grove
#

the 2 split the 500 wate to the correct ipes

civic tulip
# vapid gorge *buffers* are not the way to do it.

I don't see why not, if you combine all of your input into one well that all the machines can in turn take from, that, seemingly, should work. The wasteful alternative would be to use and extractor for pair which would end up in using 10 extractors, but the whole point was to reduce buildings and to use the resources cleanly and perfectly

vapid gorge
# grave grove the 2 split the 500 wate to the correct ipes

there are ways to do fancy piping, and I'm not going to say what you're doing is entirely impossible (largely because I can't see it all to make that judgement) but in general, you probably want to make the pipe system as simple as possible

vapid gorge
#

except that they fuck with head lift and act even more dumb when not entirely filled

#

the only real place fluid buffers belong are for fluid train buffering - everywhere else if a system works with a buffer it'll work w/o the buffer

grave grove
#

Overall I was sad after setting everything up and thought I knew enough about all the pipe mech to see it not at 100%

#

any tips etc is much much appreaited

vapid gorge
grave grove
#

Yes

vapid gorge
grave grove
#

Go for it!

vapid gorge
true junco
civic tulip
vapid gorge
civic tulip
#

All good, either way in the end I have to either create 2 more extractors or 4 more generators for it to work, the 20, 8 can't work with a Mk.1 Pipe bottleneck

true junco
#

3:8 ratio that many mention requires the extractors to be connected at different points along the manifold relative to the generators. Something as simple as 2 extractors on 1 end, and the 3rd extractor at the opposite end works well.

civic tulip
#

Well at the overclocking it is, it'd more-so be like 1 on one end and another on the other end of 4 others but yeah I think I get what you're saying

#

Though wouldn't something like this work? Maybe buffers aren't all that useful but they can at least seperate pipelines to combine excess

#

(Circles are extractors, squares are buffers if it isn't obvious)

true junco
#

It should work. But it would also work without the buffers.

civic tulip
#

But then you'd have a whole pipeline with a max 300m3 limit and you're trying to push 900m3 through it

#

😕

true junco
#

Not really. You have 3 pipes in and 4 pipes out. Make all the pipe connections youve shown but dont use buffers. Connect straight thru where you would have put the buffers with pipes instead.

civic tulip
#

Right because pipe junctions work as separation points for overflow, like the buffers

#

I swear the more I think about this game and it's mechanics, the more I unlearn

true junco
#

That is accurate. Lol. I have spent the last 12 years building a lot of piping... very little of that experiance applies to this game... which is probably for the best, but bothers me a lot. 😆

civic tulip
#

God, I wish piping could be more like conveyors, so much simpler to wrap your head around

#

Grargh fluid

#

And their silly dynamics

true junco
#

Meanwhile i want gases and fluids to work more like they do IRL. but then most people's computers would explode... 😆

civic tulip
#

If they did work like that then at least my earlier ideas would've worked

#

You could then load balance with valves

true junco
#

Maybe. Not really sure. The valves in SF dont exist IRL. so i dont have a good comparison. They are a weird combo of a check valve, a flow meter, and some sort of a proportional flow controller.

But almost all of the pipe systems i built were for large oilfield gas compressors (CO2 and Natural gas). And SF is a very terrible simulator of gas piping...

civic tulip
#

At least our gas lines can't explode in SF

true junco
#

I actually have ideas for that... but thats a whole other topic. Lol

vapid gorge
#

they would only be as 'load balanced' as a stable belt manifold where the belts are feeding what each machine is needed as there is space available

sacred orbit
vapid gorge
#

should work then - to double check and improve piping you can figure out if there's any throughput issues - assume each machine consumes 45 and do a bit of math, sometimes drawing a diagram will help

#

it's like a high school math problem xD

sacred orbit
#

Pretty sure this is the setup I used last time I played and used 3:8

vapid gorge
#

it looks fine 🙂

cinder silo
prisma kraken
#

oh yeah, that's better than i get, but yeah, you gots the stutter

cinder silo
#

Weirdly enough performance is worse in that save than in mine 🤷‍♂️ something is definitely up.

prisma kraken
#

there's something pathologically wrong with it where i'm just hitting unoptimized parts of the game code

#

i'm also seeing in that region 780 belts miss items

cinder silo
#

That said my tiny northern forest save had performance issues, still does to a degree and It was only like 500k and change.

prisma kraken
#

yeah, the HMF factory i have there is just fricking killing perf

cinder silo
#

Watch the footage here stall like a mofo, back when it was captured the save was only 466k.

prisma kraken
#

i think i need to take it back to formula and rebuild it in a way that is kinder to the game

#

that's odd, usually for me by the time i cross over into the bay area from NF, fps gets back to normal, just b/c there's less foliage

cinder silo
#

Yeah, it cleans up when I go over in to the rocky desert, just nearby the coal plant there and on the bluff where the space elevator is, it is dead jittery.

prisma kraken
#

i mean, in a fresh save, NF is fine for me

#

i'm not on the latest & greatest hw, so i run at capped 30 fps, and can enable lumen and stuff, its just a few large factories & perf goes poof

cinder silo
#

My machine is well on its way towards 2 years old now.

prisma kraken
#

i'm running an i7 7700k, rtx 3060ti 32 gb system + 12 gb vram

cinder silo
#

I can drop a 14900k in to my existing motherboard but at the absolute best, I'd gain on average 15% performance (optimistic)

prisma kraken
#

which isn't anything great, but isn't a potato either

cinder silo
#

And that is assuming I clock to the same 5.4 I have right now.

prisma kraken
#

yeah, i wouldn't drop the money on an upgrade just for SF just yet... epic still needs to fix some engine stuff

cinder silo
#

It is something I'd do if I could get the chip on the cheap in the future as it is a one part upgrade path, but not at more than £600

prisma kraken
#

yeah, that's money better spent on a nice bag of doughnuts

#

upgrades like that are things that you toss on your newegg wishlist and snipe if the price is ever right

cinder silo
#

I probably shouldn't have had 21 entrances on the test cannons, the speeds cause the engine to stall and waste time loading.

prisma kraken
#

i don't use tubes very much, really just that one you captured, i prefer getting around with the zipline

#

problem with the zipline is when you get an fps stall, it throws you off

cinder silo
prisma kraken
#

did it chuck you into the wrong tube?

cinder silo
#

Yup.

#

I'm going to create some isolation in power to see if it fixes it.

prisma kraken
#

they've always been pretty janky for me, as such i prefer to avoid them for anything but elevators and slower convenience travel

cinder silo
#

I never ran two parallel cannons quite like it, was always one cannon and a return so that is an unexpected fault.

#

Gah, need some quickwire for power switches.

prisma kraken
#

btw, since u8 hit experimental, i've been noticing that i've seen a few times rails connect wrong

#

really hillarious watching the trains teleport onto another track 😄

cinder silo
#

I wish I had known my weird train accident was going to occur, it would have made for a wtf vid, I had a 2 engine 6 car train on the aluminium run simply vanish, I replaced it and went on about my day, two hours later it returned and caused a rail accident.

prisma kraken
#

i've never seen a train just disappear... trucks and tractors, yes, trains, never

cinder silo
#

Only ever happened to me the once, it's the reappearence that did my head in.

prisma kraken
#

that's bizarre, lol

cinder silo
#

My train line is as simple as it gets, a 1.2km run between two stations, no junctions or anything fancy, just a double headed train shuttling back and forth.

prisma kraken
#

i know trains in the game pretty well and have seen all sorts of wacky with them, but never what you describe, inexplicable

cinder silo
prisma kraken
#

i can't even conjecture

#

in u7, i saw a lot of problems with vehicles getting teleported to the center of the map

#

but nothing like that with trains

#

only really icky thing i've seen is that in complex rail networks, after load, trains don't remember the signaling state and sometimes that can lead to deadlocks or collisions on a load

#

i've not seen that in u8 though, i believe css has fixed that

cinder silo
#

I've heard that, I'm keeping my rails simple tbh, my next planned rail link is to move packaged fuel from the blue crater to the dunes.

prisma kraken
#

i think i'm pretty confident that the signalling for rails is now fixed... it's probably been 1000 hrs of game time since i've had complex enough railways to see issues, and i haven't

#

in u7, about every other load, i'd end up having to fix something

cinder silo
#

Urgh, the terrain streaming makes a 21 stage experiment just not fly.

#

Urgh the stupid stream loading crap still snarls up at 15 stages.

prisma kraken
cinder silo
#

What's worse is it should all be loaded anyway, I have 64gb of ram ffs!

prisma kraken
#

it looks like where its hitching is on map tile borders

#

i've become intimately aware of where they are

cinder silo
#

I'll try at 12 then 10 stages, below that just isn't worth it.

#

I'll see if there is much difference in a 12 stage unsupported,

#

Hmm, side by side I'm not seeing a discernible difference, it's looking like the supports aren't the issue.

#

supported trip took 26 seconds? ,unsupported trip took 28 seconds Meh I really need an on screen stop watch, relying on the footage timer feels off.

sacred orbit
#

so you can use hypercannons as just boosters?

cinder silo
#

Not very well, the travel times are just meh, so far barely worth it and I still haven't figured out the slowdown in the live cannons.

prisma kraken
#

can you discern whether the time is fps lag or lower veloscity?

cinder silo
prisma kraken
#

haven't they always normalized your speed at something like 48 kmph over a long time?

prisma kraken
#

its been a while since i've played with them (like update 6-ish timeframe), but they always seemed to tend to slow you down to 48 kmph of a long enough distance, it was just if you could get going in them quick enough to overcome the slowdown

cinder silo
#

13 seconds from central dunes to western grasslands.

primal flicker
#

What's a typical ratio of plastic/rubber use in the endgame?? Assume all alt recipes unlocked. Steel coated plates, adhered plates, insulated cable and oscillators, etc. Not planning on rubber concrete.

wind spade
#

depends on your goals and preferences, the ratio is anything from 0-100 to 100-0

true junco
#

Questions like that are so open ended its impossible to succinctly answer.

snow dove
#
Hypertube testing

(40 entrance hybrid cannon design, 1.2km of tubing)

  1. [Supports, built in direction of travel] 8.550 Seconds
  2. [Supports, built against direction of travel] 8.483 Seconds
  3. [No Supports, built in direction of travel] 8.550 Seconds
  4. [No Supports, built against direction of travel] 8.433 Seconds
    @cinder silo
#

couldn't seem to find any significant slow down for me

#

maybe it's tied to fps somehow?

#

or i didn't build enough tubing

#

i might be making an absurdly long cannonway

#

LOL, SCIM CAN'T SEE IT ALL AT ONCE

snow dove
#

boosting the size up to 5km, should be long enough

snow dove
#

ok setup is finally done, now i can do the proper tests

snow dove
#
Hypertube testing

(40 entrance hybrid cannon design, ~5km of tubing)

  1. [Supports, built in direction of travel] 34.983 Seconds
  2. [Supports, built against direction of travel] 33.833 Seconds
  3. [No Supports, built in direction of travel] 33.967 Seconds
  4. [No Supports, built against direction of travel] 34.133 Seconds
#

honestly the difference of the results is within a reasonable margin of error

#

full list of numbers for those that are curious

  1. 8.54

  2. 8.45

  3. 8.36

  4. 8.55

  5. 4.700 | 13.250 | 8.55

  6. 4.350 | 12.833 | 8.483

  7. 4.750 | 13.300 | 8.55

  8. 3.967 | 12.400 | 8.433

  9. 3.867 | 38.850 | 34.983

  10. 3.817 | 37.650 | 33.833

  11. 3.900 | 37.867 | 33.967

  12. 2.967 | 37.100 | 34.133

#

@cinder silo looks like how the tube is built doesn't affect it much

#

could brute force it by increasing cannon power

#

speaking of, gonna test if they changed how cannons gain speed

cinder silo
#

How far apart are your entrances, I'm still struggling to find a reason behind the speed drop in my active cannon but not during the test.

snow dove
#

2m spaced hybrid design i came up with a while ago

#

identical to this

#

i think they changed how they did the speed with the hypertubes

cinder silo
#

My inconclusive test used my classic design so something is definitely wrong.

snow dove
#

i'll try them again with the classic design

#

afaik they have nearly identical performance, but it could be having an issue rn

cinder silo
#

Though now it hitches hard when using above 12 entrances.

snow dove
#

gonna try it with my normal cannon testing setup

#

it takes like 2 minutes per test with the 5km testing setup

cinder silo
#

Supported cannon.

snow dove
#

just a guess, but it could be due to fps issues

cinder silo
#

Just keeps doing that stupid loading thing when with the amount of ram I have installed it should already be loaded.

snow dove
#

you have a large degree of stuttering, whereas in my tests i don't

cinder silo
#

You can see when it freezes there is the animated dots in the bottom right.

snow dove
#

gonna have to upload it to youtube

#

my files at north of 200MB each

#

gonna take a while to upload, so i'll be doing tests in the meantime

static zenith
#

been trying to follow along with this hyper tube testing and theory.

love all the work you guys put in!

snow dove
#

this is what a strong hyperfixation gets ya lol

cinder silo
#

Hmm, how many entrances because the travel time seems to be very long, and dude don't del a vid when I'm in the middle of watching it.

snow dove
#

uh there was a certain detail in it that shouldn't be

#

lovely, youtube refuses to change my channel name

cinder silo
#

Odd, I've changed mine several times.

snow dove
#

ok there we go, just took forever to update

#

and now the preview hasn't updated

#

eh whatever

cinder silo
#

Hmm, that is the new channel name right?

snow dove
#

no, no it is not

#

it should be "irohlikestea" but it refuses to update

cinder silo
#

Take it down again lol.

snow dove
#

i hate youtube so much

static zenith
#

🙈

cinder silo
#

But after watching the cannon test, it is very slow for the number of entrances.

snow dove
#

tested it in a private server first, but there we go

cinder silo
#

There we go, the name updated to irolikestea.

snow dove
#

not a big deal if that is a known thing, i'm just particular about what i show on the internet

cinder silo
#

I'm surprised a 1 minute clip is 200mb though.

snow dove
#

144fps at 1920x1080

#

uncompressed afaik

#

actually 218mb

static zenith
#

does satisfactory have a max frame

snow dove
#

you can set a max framerate

true junco
snow dove
static zenith
#

but does it have internally a max

cinder silo
#

Travel time is far longer than a cannon with that many stages should be.

snow dove
true junco
snow dove
#

didn't think it'd circumvent it, but it does

true junco
#

I thought god mode protected against everything except the kill boundary.

snow dove
# snow dove

i'm very much beyond the kill barrier so it must negate it

cinder silo
#

My test cannon is only 2-3km at best, crosses from the dunes to the blue crater to the south along a temp sky bridge I used to supply power to an in-progress build.

true junco
#

Hmmm. Isnt there 2 boundaries. One that does damage, another that instant kills?

snow dove
#

mhm

#

i'm far beyond both

true junco
#

Thats crazy.

snow dove
#

i probably hit the kill barrier around the 3km mark

#

the other 2km will instakill if you aren't god moded

cinder silo
#

Speed wise it seems to be as fast as my 12 section run.

strange matrix
#

How are people loading very long trains without balancing, and maintaining 100% input conveyor throughput? Is it even possible without a priority/smart merger?
(long time Factorio player, and I am basically finding satisfactory... unsatisfactory, because of these design limitations)

snow dove
#

and just having enough throughput

cinder silo
snow dove
#

uh, cannon speed increase might be linear

#

wat

#

haven't finished the testing, but that's what it's looking like

cinder silo
snow dove
#

nearly done, then i'll graph it and see what it really is

cinder silo
#

👍

#

I'm sorta glad the supported vs unsupported didn't cause an effect because I'm not sure I wanted to review 40+kmof tunnels to remove thousands of supports.

snow dove
#

haha

#

only took like 3 hours of testing to figure that out

cinder silo
#

After comparing the two 12 section runs side by side the travel times were margin of error close.

snow dove
#

yeah mine were within a margin of eror

cinder silo
#

It was fairly straight forward since the skybridge already connected three biomes, that's why I have a floating cannon run that is at an odd angle.

median heath
#

Because if that means what I think it does, you cannot achieve it.

cinder silo
#

It might be worth me culling the runs to 12 sections and dumbing down the original supersonic ads in the facility because it is no longer the case.

static zenith
#

out of order signs xD

cinder silo
snow dove
#

That's a linear function if i've ever seen one

#

(x axis is number of booster segments using hybrid design, y axis is number of meters traveled with my testing setup)

cinder silo
#

That does explain the massive loss of velocity.

snow dove
#

(line is y=30x)

cinder silo
#

That is definitely a deliberate change.

snow dove
#

absolutely

#

used to be exponential

strange matrix
# median heath Part of this also relies on what you mean by "100% input conveyor throughput"

in the sense that if I have X number of train stations, and Y Mk5 belts, there is no solution that will let me push those three belts into all of the stations without either a very large and ugly balancer, or backups on the MK5 belts that will mean their miner sources aren't working at 100%, even when the the number of stations is greater than the number of input belts.

snow dove
#

anyone happen to know the rate of gravity in satisfactory?

cinder silo
snow dove
#

drop test basically

#

you walk off a tall platform and time the fall

#

do that at a couple heights and you get a pretty solid rate

#

i can do it, just curious if someone already knew what it is

#

i can use the rate of gravity to calculate the output velocity which will give me a more accurate graph

static zenith
#

ive jumped off a few tall platforms ill tell ya

#

at various heights ;]

snow dove
#

did you happen to time them, preferably down to the millisecond

#

looks like i'll be doing that testing myself

static zenith
#

nah sorry ;p

cinder silo
#

Is there an always on-top stopwatch app I can grab which can be started with a hotkey (windows)?

static zenith
#

yea hook us up wih the tools

cinder silo
#

That way I could actually capture the timer within a video clip.

snow dove
#

i did it by recording via obs then going frame by frame

#

finding the start time, then the end time, then subtracting

static zenith
#

oh smart justt record then look at frames

#

much more precise then a stop watch

#

ever tried to rng shiny pokemon with a stop watch ? 60fps is near impossible to time lol

snow dove
#

i'll do it in increments of 100m

static zenith
#

well im curious to see what your gravity test turns out

snow dove
#

actually something useful for other tests too

static zenith
#

for sure

#

what about vertical boosters? can you drop into them and would it have a different affect

snow dove
#

i can, not a huge fan of em tho

cinder silo
#

I haven't tested verticals for a while, back in U7 they didn't work at all, just taking up space.

static zenith
#

just an idea ive never played with it.

snow dove
#

got the videos, now to go get the fall times

#

then spend a while figuring out how to do the math

#

or see if there's an online calculator

median heath
snow dove
#

infinite number of cases actually

#

lol gravity is linear too

#

y=39.7351x-64.2252
where x is the time to fall and y is the height fallen from

#

with a .3% margin of error

strange matrix
# median heath You're going to need to give specific numbers if you want me to grasp what you a...

so lets say I had three belts, and five stations
top belt will flow completely into the first station.
middle belt will then priority merge into the top belt, to bring it back to full capacity, and bottom belt does the same for middle belt etc
as the stations fills up, this forward pressure moves from left to right, so that all three belts are being pumped into the stations and always moving, never backing up

#

in factorio, its basically

#

this, but i want to do the same in satisfactory, because I have 5 stations that have a max input of 5 * 780, and three pure nodes pumping out 780 ore each. I want to be able to fill those stations with the three mk5 belts as fast as I can without them backing up and reducing the miners efficiency
5 stations and 3 belts are example numbers.
I might have 8 mk5 belts, and 40 stations, I should still be allowed to have those 8 mk5 belts be working at max efficiency, because those stations have a higher input maximum, than the miners output maximum

wind spade
#

but personally - just put one belt into one platform

strange matrix
wind spade
#

yeah, but inverse

#

the leftmost balancer goes on the top

strange matrix
wind spade
#

bus balancing was never meta

strange matrix
wind spade
median heath
#

greeny pretty much got it, but yeah, Satis does not have prio mergers, and in like 99% of cases where you think a prio merger would be helpful, it means you should re-evaluate how you have the system constructed.

Because Factorio needs prio mergers given how the game operates. The systems that Satis has makes it a game where you do not need them at all.

strange matrix
#

anyway
i want this because I want to have a gigantic train, like 30 or 40 cargo wagons, being fed by only three pure iron nodes. Its going to take an ungodly amount of time to fill all the wagons, but i dont care, i want it

#

and i refuse to do a 3:40 balancer

median heath
#

In that specific case you are making an active choice knowing the consequences.
Which is fine. And a valid way to play.
But it doesn't mean the devs need to work on/change anything to accomodate said choice.

strange matrix
#

i didnt say they have to
and if someone tells me another valid way to do that usecase, then i will happily forgo wanting priority mergers

#

(valid that isn't a 3:40 balancer, because that is hell)

wind spade
#

if you want to do weird things then you're alone 🤷‍♂️

median heath
#

I mean, you want prio mergers because you're choosing to build in a way that they would be useful.

strange matrix
#

why is it weird

wind spade
#

why not 1 belt = 1 platform = 1 car

median heath
#

So the valid use case is... not building this setup.

strange matrix
#

longer trains reduce traffic on train lines, its a perfectly valid thing to want

wind spade
#

you won't have enough traffic to have issues

strange matrix
#

yeah not with 40 wagon long trains haha

median heath
#

Having train lines not connected when they don't need to be also reduces traffic.

wind spade
#

not with 2 car trains

strange matrix
#

and i dont think thats uncommon

median heath
#

Which is, again, another choice you are making.

#

50 trains is quite a lot tbh.

#

And I'm guessing due to you having a "central" anything.

strange matrix
#

or i could have one train line, with 50 offshoots to those factories

median heath
#

Uh..

  1. There are things besides trains.
strange matrix
#

yeah im not having truck routes from bauxite to the north west desert...

#

inb4 "thats you're choice not to"

median heath
#

🙃

strange matrix
#

sorry, didnt realise satisfactory is a game where there is a right way to play and freedom is frowned on

median heath
#

You have trucks, trains, and drones.
Optimal logistics is using all 3 in concert where applicable.

#

No one is frowning.

#

My one and only point has been that prio mergers aren't needed 🤷‍♂️

#

Yes, there is an optimal way to do certain things.
But choosing fun over optimal is valid and encouraged.
And MOST things do not have 1 optimal path

strange matrix
median heath
#

Again, the only discouragement point I personally have made is that the devs do not need to spend effort on prio mergers.
Everything else I have validated and have said is completely fine to do so long as you understand what the choice you're making entails.

The only thing I would actively discourage as far as playstyle is people making uninformed choices about how they approach things.

strange matrix
#

okay, so is the only way to fill 40 stations from 3 nodes a 3:40 balancer
is there honestly no other way

snow dove
#

trying to calculate the rate of gravity using these numbers
400m | 11.683 Seconds
300m | 9.200 Seconds
200m | 6.683 Seconds
100m | 4.133 Seconds
can someone please help me out i'm struggling

static zenith
#

inconsistant lol wth
the further you are from the ground the less gravity affects you ?

median heath
static zenith
snow dove
#

i'm just trying to figure out the actual value, so i can then use that to calculate the output velocity based on the distance traveled with my hypertube setup

static zenith
#

those results make me think they are planning to add different "planets" with different gravity

strange matrix
#

wait, let me make that graph not suck

snow dove
#

weird it's a linear equation

#

so using that rate,
could you use it to calculate the output velocity using distance traveled and height of starting point?

static zenith
#

thats over my head bro

fierce cypress
median heath
#

@strange matrix if you know how much throughput you want per car, there may be a simpler way.

snow dove
fierce cypress
snow dove
#

i mean i know the output velocity is different

strange matrix
fierce cypress
snow dove
#

38m
66m
93m
120.5m
147.5m
174.5m
201.5m
228.5m

18m starting height

wind spade
strange matrix
#

im not focusing so much on throughput, as three mk5 belts in = three mk5 belts out, but a longer train mean mean less trips/lower traffic/less time spent in the 27 second loading animation in comparison

median heath
strange matrix
median heath
#

How many drop off points is this station feeding?

wind spade
strange matrix
#

just the one
three pure nodes overclocked to fill a mk5 belt each
going into 40 wagons, so 128,000 ore
travelling 10 minutes to a dedicated smelting factory that consumes 2340 (780*3) ore a minute.
So the train will fill up in just shy of one hour, make a trip to the smelting factory, drop its load and then return to the miners and wait there an hour before they are ready to do it again

median heath
strange matrix
median heath
#

So the simplest solution I can see is if you're willing to bump it to 42 platforms. @strange matrix

strange matrix
#

maybe im just too long a factorio player, expecting megabases to be viable in this game

snow dove
strange matrix
#

lmao, copy and paste emojis doesnt work huh

wind spade
#

megafactories are horrible here

#

build factories near nodes and transport things to storage

strange matrix
median heath
wind spade
strange matrix
median heath
#

This was the only case I was working on 🤷‍♂️

strange matrix
median heath
#

Nothing should be distributed FROM storage. It is the end destination of all things.

strange matrix
wind spade
median heath
strange matrix
#

jace_piper_2 only storage I use is the crusher haha

static zenith
#

o.o

median heath
#

Sink is what happens to everything routed to storage when the containers fill.
Until you personally take from containers, then they refill until sinkage begins again.

strange matrix
#

finishing the last space elevator feels like launching my first rocket in factorio
new goal is to use every ore on the map, to max out the ticket generation in the sinks

#

i have no use for storage :p

median heath
#

Your new goal isn't possible.

strange matrix
#

its been done before

median heath
#

By whom?

strange matrix
#

gimme a second, let me find where i saw it

#

amelieofthesea, theres a world save available (not checked it out myself, but maybe i should to see how she handles trains)

median heath
#

And to see if your PC can handle it.
Most players' hardware would melt before achieving all nodes tapped.

strange matrix
#

im no stranger to UPS being the limiting factor of a megabase :p

median heath
#

United Postal Service?

strange matrix
#

updates per second

#

basically, the only limiting factor in a megabase size in factorio is how stronk your PC is

median heath
#

Satis has updates per year if you look at the time between U6, U7, U8 😉

strange matrix
#

to win factorio, is to hit your PCs limits

#

or at least, keep going until the updates per second are so slow you dont want to play anymore

zenith willow
#

which?

strange matrix
#

satisfactory has a finite number of resource nodes
most players would say the devs made 100 or whatever it is iron nodes spread across the map so you can access iron nearby whereever you are
i say, that is 100 iron nodes waiting to be tapped, refined, process, and sunk for the juicy tickets

median heath
zenith willow
#

haha, that's what I thought too

median heath
zenith willow
median heath
#

Every single "alt recipe tier list" is subjective as fuck based on what the person who wrote it thought mattered.

zenith willow
#

hehe I guess that's also true

#

It depends on what you need at that time too I suppose

median heath
#

That, and on what matters to you, personally.

wind spade
mighty shell
wary trench
#

I am in phase 7 what should I do?

wind spade
median heath
wary trench
#

I am playing with farsi language

mighty shell
strange matrix
#

@median heath I figured it out

median heath
#

👍

strange matrix
#

left containers represent the miners
the top containers represent the train stations

#

you can extend the number of stations out to the right forever

#

the miners will output at 100% capacity all the time

#

when the left most station is full, the throughput moves right a station