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.
#math-and-meta
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Yea my coal source is pretty far away so it was a way of meeting in the middle
also, when running pipes upward, i really prefer running them vertically than up a ramp, its easier to know exactly where you need pumps
power generators can be remote, just run a power line back
Use that coal for steel, instead.
Well. You want coal and water next to each other for "Pure Solid Steel" set ups... but if you arent doing those, then yeah.
Or you can count 4m ramps to see where every 20 or 50 meters is.
Yea the closest node is the one im using rn
Find coal that is near water. There are two clusters near enough to the grass fields start.
Ill try just putting the generators on the ground for now instead of having them high up
That is the closest node
yeah, its not a right or wrong, its just simpler to figure out
Let me go to my coal node and see if i can find water near it rq
Near Water >>> Closest
you have a map
I forgor
V ping coal, then open map.
Share what you have revealed so far on your map. Probably best to turn off most map markers etc.
I think that unless specified, "double manifold" should refer to the humber of manifolds involved. Double-sided for the other one 
how would i go about spltiting 145 plastic incoming to 45, 40, 30 and 30?
manifold
is that when u just keep splitting it and wait til they all fill
alr i didnt want to do that but seems like the only viable method
does it matter the mk of the conveyors for that?
it's the easiest one, there are other methods but this one just works everytime
as in, say you have a mk2 split into a mk2 and a mk1, will more ores go into the mk 2 side?
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
ok
as long as you don't exceed belt capacity in any section
ty
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
it actually has the opposite effect - because it's bottlenecked every split, more machines start working, so you're processing more materials, so less materials are actually being backed up
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)
what's the integral of that look like?
no idea, this isn't formula, this is simulation
sum up the descrete data points and graph the sum
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
i want to know the delta of number of items produced over the warm-up time
well see above 🙂
really i want to see the integral of it graphed 😛 quantity instead of rate
do you have that simulation code somewhere?
you make me cry 😢
I wanted to rewrite it anyway and make it part of tools, so I didn't back it up
it would honestly be useful to have a simulator for arbitrary belt topologies
the simulator was intended to be manifold-only
since loops and stuff like that are really hard to simulate
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 😛
Is it more power efficient to run 2x smelters at 0.75 speed each, or 1 smelter at 1x and another at 0.5?
is power draw wonky like that ? o.o
iirc the first one is more efficient
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 ..
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 😂
Yeah, overclocking/underclocking production machines results in exponential changes to power consumption
thats good to know
That DOES in fact mean more machines at lower rates saves power overall. Even underclocking saves power
i was thinking that .. just plan everything at .5
i dont mind building massive things ;]
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
it doesn't save that much power because it means that you need 2x as many machines.
it's like if you fully overclock to 250% - overall it only uses 33% more power for the same amount of product.
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
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
that's just using a switch?
or even just deleting like one power line lol
Yes
That means all power generation has to run through one point
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
I’m just now getting to oil
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
what's the reason for making screws as byproduct.
out of all possibilities...
is that tools? you must have had some odd settings
just odd that it used the whole rod input rather than just the 2 the recipe needed
Is there anywhere on the map thats ideal for heavy frames?
no
choose which recipes you want to use, how much of each resource, and look for a spot that has them. If 'ideal' is less importing
It is
not sure such option exists
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.
just go step by step - What I do is I tend to just mash lines of components together and let them fill containers. It's not 'efficien't but gets the job done and you end up with lots of stored parts. Good for early on and going up the tiers
this way most of the factory tends to go idle as buffers get full
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
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.
in general I don't really recomend roads, at least early on. Takes a lot of time and often limited use. But if you like makign roads go for it
sure
If you have enough rubber, you can make circuit boards with coke and rubber
Are they less efficient later on?
I could always set up trains
only making 40 rubber/min atm
ah
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
well almost all my factories are mk 4 logistics
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?
I mean if you haven't gotten a very final plan laid out you're working towards I wouldn't bet on it. You might change your mind at what your 'goal' is, or decide you lke doing logistics differently
happens a lot
I personally only produce 11.25 heavy frames per minute, 6 of those go to making fused frames later on.
it depends on what rate you want to complete the phase 4 delivery, whatever your target rate is for making ADS's, you want to make 2-3x that rate in HMF's/min
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
I wouldnt say thats a bad habit. Some of the most beatifull production lines I have are quite crammed. As long as you can keep it organized tiny productions are great (especially when using blueprints)
Alright. I have a ton set aside from a smaller factory I made (about 4 per min), but i’ll aim for 15-20 per min.
Actually I will decide how much I make based on the resources I have at hand.
should do it the other way around 🙂
decide how much you want/need and then find a place with those resources nearby
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).
I guess my issue is Im sometimes just cramming machines into a space they don’t really fit well in instead of just making the foundation slightly bigger so they can be organized at least
in a way, cramming is a skill
I am trying to learn a both/and approach.
Creative use of clipping that doesn't look cursed, but allows machines and logistics to pack more densely while maintaining a semblance of orderliness.
I have a bad habit of not leaving room between groups of machines as an aisle of sorts.
Cramming well is art 
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)
If I have power for it? Definitely nuclear, no reason to build worse fuel if I have access to nuclear
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.
and setting up double of that coal gens is even worse
Eh... Coal gens pack in very neatly. A bank of 16 occupied 8x9 foundations. And their build materials are less cumbersome to produce.
I have a good pattern for the logistics. That doesn't bother me.
then fuel gens should be easier 🤔
It's the HMF, computer, and motor automation hurdles, honestly. I can get parts for coal power much faster.
tbh if not having enough materials is an "issue", then automate more materials 😛
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.
Well obviously.
The problem is that I haven't automated ANY of the above three parts yet, in this save.
you'll need them anyway, so I don't see a reason to not do them 🤷♂️
I'll do them later. But I still want to see how feasible it is to skip from coal to nuclear.
sure, just saying my opinion 🤷♂️
yeah, there's a lot of recipes that way.... ai limiters is another one
it is quite doable, i've done so and seen others do so, you just have to be very smart about keeping your production power-efficient on the way there, biggest thing is to avoid pure recipes and save the refineries for what absolutely need them
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 😛
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.
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
wdym by aluminum-lite?
Alu-minimum
one thing that is worth considering if you're going this direction, is get a small default battery setup going just to get drones
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'
Yeah, I'll want to drone radioactive materials at minimum.
it needs a full 600 from a miner to build aluminum right
why?
If 600 is an optimal number, then 300 should be just as optimal and half the size.
^
you can clock machines to anything you want, so I don't understand why would I need 600 to begin with
aluminum just likes being processed in multiples of 300... both the ingot making and things taking the ingots sort of like 300 input
then clock everything at 160% and you need 480 instead of 300 🙂
and yeah, you can always do a baux 600 build and clock it down
you can do a baux 480 build 🤷♂️
and then later if you want, add a splitter after the miner to process the remaining 120
300 baux is really easy with sloppy electrode. Fits nicely into a BP at least.
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 😛
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
Sloppy electrode pure
That's my plan
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
And if it's 480+120 then it might as well 4x120 + 120...
usually i opt for sloppy and pure as the priority, knowing i can use coal at first
I'm not worried about that.
i always get jammed up a little bit on waiting for the resaerch at the start of phase 4
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.
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'
Shop 🤝 Milestones 😆
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).
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.
you can select all the recipes you have and hit "maximise", it'll show you max you can do, if you want to optimise for that
Are you optimizing production/resources or some other priorities?
I'm trying to get the most HMFs I can with the resources listed in the "Items, Input" tab
then use the maximise function 🙂
and select all recipes you have, the tool will pick the recipes that lead to your goal
Yep, and it told me something I didn't want to hear 😆 so now I'm looking at belting another limestone node over
You only get 8⅓ without more alts.
What's wrong with wet concrete? It's in my top 10 most useful.
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
they are not
That recipe alone gets you almost 50% more frames...
What about getting more copper?
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
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.
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
More copper would be a bit more transport than I want to try dealing with rn
That's the real question: would you rather build a water supply, or build more ore supply?
Just across the water to the east. Bring it down the cliff.
After putting in wet concrete, I'm up to almost 16 https://www.satisfactorytools.com/production?share=vj8cTHAuEnSEXuGtiqTH
There's a ton of pure nodes up there. Iron, copper, quartz, coal, some. Caterium....
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
If you put in your target production, then find what resources it needs, THEN find where those resources are reasonably close together on the map...
22.5/min
Factory separation
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
Even something smaller is VERY worthwhile. 4.5 is a good initial production number, until you need more of them, more often.
if you can mix in some plastic & rubber, this is a pretty good way:
(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)
Steeled frames are my favorite just for factory density. Smaller footprint.
Steel coated plates and adhered plates bring the same benefit.
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
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%)
yeah, if you use stitched where you make the wire from copper or caterium, it becomes more appealing
Also, that power use difference 👀
to me that isn't so appealing because i want to make a lot of pasta
Fused wire ftw
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
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.
i think for mf's, this is the best-of-breed:
As always, it depends on what you're optimizing.
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
Honestly that sounds like good game design to me 
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
Wait... Why pasta, tho?
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
doesn't hurt that particle accelerators are pretty
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
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
yeah I plan to
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
Have you heard about our lord and savior "Steel Screws"?
I just saw that
I'll do you one better - steel rods 😛
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
well depends on your definition of "best" 🙂
practically best is "whatever you like most"
steel rod+steel coated plate + adhered plate is about the most efficient resource-wise, coming in at 90 iron + 90 coal + 90 rubber + 30 plastic for 60 mf/min, but it also ends up being a stupid number of machines
a little kinder coming in at 100 iron+coal is the combo of bolted frame + steel rod + default screw with steel coated plate & adhered
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.
thanks
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"
turn it into a book, publish it, then mail it to them
steel screw is great when you are dealing with recipes that require multiples of 13, and i really prefer it for them, for anything else i think steel rod + default screw makes more sense
specifically in the case of bolted frame as a recipe, it eats steel if you use steel screw
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.
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
Well. That combo you told me about a while back works great...
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
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.
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
yep:
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.
no, that happens in 25/min
At a glance. It doesnt look like CC lines up particularly well with any of its products.
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
Was working on this last week.
but yeah, compacted coal always just lines up with its uses badly... turbofuel, heavy tf, and compacted coal all end up in icky numbers
Nice... even more reasons not to do turbofuels. Lol
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)
Fine black powder is one of the recipes i dont understand the appeal of. I think it was just left behind in another update.
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
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 ?
- don't trust transfer rates
- you probalby haven't set up buffers properly
you want this at both stations #design-and-architecture message
for trains stations, you need some kind of buffer at both ends.
Because they stop transfer rate while loading you can't move 2 pipes or belts full with 1 platform
and build it exactly like in the image
a simple buffer is enough ?
the small one like in the image? it should be
I think if it's a very long trip you might need the bigger one
it's relatively short so I'm gonna build this one
Do you know if the junction crosses are important (the ones at the same level as the buffer) or a simple 90 pipe is good enough ?
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
yea i'm gonna do that cuz it's pretty annoying to build temp fondations to place the junction crosses
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
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.
Its a good start on the fuel side for sure. Probably more rubber and plastic than you need immediately tho.
inb4 somebody says you should only make as much plastic and rubber as you need to make whatever you are using the plastic and rubber for
I just dont want to have to come back later and build another one and would rather just ship the rubber with trains etc to where i need it
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
eh look - at worst it just means you have to choose recipes that use less plastic/rubber
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
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
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
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.
I mean this is my first playthrough so my only goal is to beat the game with nice looking clean factories.
I will experiement with other aspects/ challagens later saves
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
the pump going one way or another will be enough. It'll take a bit to stabalise and it relies on you using the pipes correctly to feed objects.
For a short trip that buffer system has been tested a lot
have you looped the pipe feeding machines?
loop
No I didn't
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
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
helps mitigate the issues that backflow causes
air will float my "boat"
block the flow? don't use valves
And yeah - in most pipe builds you want to loop and flood the system
and by helps mitigate i mean entirely remove the issues
I'm not, I meant like once it's full, it's not gonna go further in
gonna assume you replied to the wrong person
Not sure if I'm expressing my point correctly
share an image of how youre feeding machines from the train line?
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
ok 2 problems
- you'll need the loop and pre flood
- 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
keep pipe systems as simple as possible
that’s a good rule of thumb for anyone at any point in time
Okay noted, but I really can't reorganize this thing in a single floor, or at least make it a manifold to the top
over clock the lower ones to 200%?
In the end it's just a manifold into another manifold
make it a longer row?
could also split it before the manifolds
even splitting it before then is a bit iffy in my experience
especially dealing with train buffers
aesthetically not pretty
yeah not ideal, but should work
train buffers does add a degree of complexity to any fluid system tho, yeah
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?
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
if you absolutely can't over clock the lower machines
- Loop both manifolds
- flood the system as described
- have powered pumps in front of each looped manifold
550 hours of tutorial later, just started my second playthrough
so like a pump here and here after doing everything else
Indeed, it works nicely for the moment so I'm gonna leave it like this, it's just for power so it's not a big deal if it's not constant to a certain degree. I'll make sure to do thing properly next time
also i’d use mk2 pipes for the entire system
having throughput to spare is always nice with fluid systems
and look early on imo having a system only running at like 90% is fine? just get some stuff out right
got it
I tried something super fancy ages ago with a big power station - I could only get it to like 95% of expected output
100% uptime is a nice ideal, but don’t stress too much over it
It would have taken a massive redesign to get it to 100% which I couldn't be bothered with
it's supposed to be constantly at 11,968
you might catch some flak in this server for it tho
I'd say it's good enough
are you using coal power?
Well, coal is generating the 1,968 but I planned dismantle it since I have this almost-10 GW oil based generator
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 🙂
Yeah I noticed that it's not as easy as belts ahah
It's not - BUT like the steps I mentioned basically solves all issues unless you try to do fancy stuff
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)
- point A to Point B - no merges or splits
- loop manifolds
- 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
good point
oh and no matter what anyone else tells you , you can never actually load balance fluids.
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
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
and try to avoid prime splits at all costs
after some consideration, I might switch to manifold in some cases, you probably convinced me x))
ex 1:17, 1:13
yea I tried some, it's just hell
you can always add an extra machine and adjust clock speeds to compensate
that's what I'm doing
1:18 is significantly easier
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 ?
depends what you mean by 'big' and if tha'ts your end goal
performance-wise also it might be an issue, I don't really know how the game engine is managing the world
well, produce most items in one place
parts per min is is the important bit
items that are essential to build machines or to complete tiers/phases
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
its better for any number of reasons, including engine performance in the game to keep things decentralized and spread out
I actually played the game a while back but couldn't recover the save as a lot had changed so I am confident in my first big layout atm
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
yeah, Cobalt makes a good point, in your first world, you won't have the skill to build big yet
the other side of the coin - if you mean something that's a bit hap hazard and not perfect? this was my 'starter' base, made some of everything except nuclear material
oh and the final space parts, it could have though
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
Here is my first base
#screenshots message
tier 6 ish?
Idk it was 2019
ah fair 😄
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
got it
I honestly wouldn't even try for 'good pretty and perfect' until I unlocked everything and got all the recipes I want
I understand but it's Satisfactory, everything must be good pretty and perfect x)
that's how I try to play the game
depends how much time and effort you have and want to give right? to me early stuff is temporary so I make it functional
the moment I place a belt which is not at a 90 angle from another I just replace it
Hah xD maybe I won't show you my build style
pinged in other channel 🙂
10GW constantly, thanks (:
is there any ficsmas planner? ^*
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,
there are a few tools in pins in this channel (or in #welcome )
one of them is mine 🙂
unless you start sinking them the load balanced set up will break down once the storage is full
yh
Its only temp
So I can produce materials to
Progressoo thank you
(also most people don't really do load balancing and use manifolds)
Wdym?
manifolds are probably your best friend
!wikisearch manifold
What do u suggest for this
first machine overflows, sending excess materials to next machines, etc.
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
ah
Don't load balance is the suggestion 🙂 or when you get the Awesome Sink you sink extra parts so the system keeps going
So just Sink stuff at every level
I gotchu
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
just final products
For now the plates rods and screws are final
I will implemetn the sink
I will probs redewsign with Mk2 Infrastucture
and yeah that's an issue with load balancing, with manifolds you woulnd't need to redesign, just use extra space to the side and extend it
Thank you for your help
Yeah, when I was looking over it
I was like hmmm, this could get a bit tight especially with mk2 😆
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
Just fill them quick and then they'll kick in quick
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
yh
which saves the most power, a MK 1 miner at 150% or a MK 2 miner at 75%?
that link does not help me
also if you're running out of power the solution is build more power
look up miner in the wiki
it's not a matter of running out, it's conserving what i have while i build more
you're running off power storage I take it? then best bet is to shut off part of your factory.
because I imagine very few people know off hand what each miner takes initially in power, how much they take at different % and can compare them. The info is in the wiki
why would I bother remembering how much each miner takes when I can take 2 seconds to look it up
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
Satisfactory Wiki
8.5 to 8.2
huzzah
heavily recommend to not use valves
Pumps instead?
depends, what are you using them for?
Resource well trying to combat battery sloppy recipie
in short recycling the water into the same system
ah yeah
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
its worth it to invest into Catherium Wire, or the copper wire its okaish ?
well, "worth" depends on you 🙂 if you find it worth, go for it 🙂
i can push myself into 2400/m Copper ingots
worth it to swap wire production to Catherium ?
again, up to you
Why swap if you’re already making it? If it gives you a benefit? Sure
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 🙂
Do you mean "quickwire" or the recipe to make regular "wire" out of Caterium ingots?
you can even mix them
the "wire", quickwire its exclusive to Catherium not 100% sure here since i dont remember everything
Also, in my opinion, "Fused wire" and "fused quickwire" are "the best" ways of making either wire type.
well, for sure where i'm i got several more Copper than Catherium, so i will stick with copper, arigathanx
and I'm pretty sure the issue is water if all the math checks out and belts are correct etc.
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
Also assume your needs are going to keep changing as you learn progress, so don’t stress overly
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
Thanks for the help!
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.
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
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.
How much headlift does a machine give a pipe on it's output?
i can push myself into 780/m Catherium Ingots, its worth it make such monumental effort ? cuz it will be 65 refinerys
Depends on the machine
Refinery?
Water extractors have a 10m headlift
Oop
Mind if I dm you the wiki page on head lift? it's quite useful
All I can think of is the use of valves but I don't have them unlocked yet and won't for a hot minute
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
Would a cell of fluid buffers all connected to each other with a max storage that reaches the 2160m3 requirement with pipes going off the output linking with only 2 generators per pipe work?
As I was building this I was also closing the build off, can't really get a top down view
It consolidates the input lines and means no overflow is worried about
Or am I wrong
you're over complicating things I think - and fluid buffers are not the answer
General consensus is that valves and buffers are mostly useless.
and add the option to cause more problems
valves wholly useless
buffers only useful when just in conjunction with trains
Yeah. Often worse than useless. Lol
Really? In theory it should work despite the pipe bottleneck
both very often cause issues and they actively detract from the idea of keeping fluid systems as simply as possible
how? you can never move more water in even with buffers
there is no way to surpass the pipe throughput limit within a given segment
the solution to this is to make them in chunks.
typically the suggestion is for people to not over clock the systems and make water extractors: coal gens in a 3:8 as it fits perfectly.
you can still do chunks like that if you over clock things but you have to mange it slightly differently
is waste water getting pumped into this as well?
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
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
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
My fallback is to use 24 gens instead at 200% and use extractors at 225%, I just wish that it could work the way I am thinking because I feel like it makes sense,
but if you want it perfect you'd prob need to redo the pipes
make them im groups of 4 then? Are you trying to connect all the pipes together in a giant manifold?
I know what I need to do now I know that it's an impossible task to supply that original ratio of machines and how they were overclocked
I was just trying to see if there was any way it was possible, to reduce the amount of machines
it's not - you could set them up at 250% burn rates and then figure out how much water and how to do it
it's not even hard
ya the waste water flows to the bottom and then back up after merging with he Resource well water
So then why say that I was incorrect when that's what I was doing?
buffers are not the way to do it.
but running coal gens at 250% is totally doable
pain
I recently added that to try and figure out what's going on with the system
Well I'd be happy to take you through some steps to rebuild the piping if you like, if you feel it's good enough and you could jsut do better piping in your next factory that is also a thing you could do
the 2 split the 500 wate to the correct ipes
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
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
how does the buffer help though? it doesn't increase throughput.
fluid buffers are essentially just a big pipe. Or you can look at pipes being tiny fluid buffers.
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
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
waste water and changes in elevation are particular challenges.
And you wanting tips as in you want to try to make this work?
Yes
would you mind if I dm you? it might fill the chat a bit
Go for it!
and if you want to draw a crude sketch of how you're trying to set up pipes with the buffers and feeding and all that I'd be happy to talk it through with you
Perhaps I am not understanding what you are trying to do.
You can only push up to 300m³/min thru a mk1 pipe. 600m³/min thru mk2. Buffers do not change this.
It's fine, I think I've worked through it in my head, I'm attempting the impossible by overthinking
if you're sure - I've got a bit of time on my hands now and happy to help you work out layouts
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
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.
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)
It should work. But it would also work without the buffers.
But then you'd have a whole pipeline with a max 300m3 limit and you're trying to push 900m3 through it
😕
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.
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
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. 😆
God, I wish piping could be more like conveyors, so much simpler to wrap your head around
Grargh fluid
And their silly dynamics
Meanwhile i want gases and fluids to work more like they do IRL. but then most people's computers would explode... 😆
If they did work like that then at least my earlier ideas would've worked
You could then load balance with valves
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...
I actually have ideas for that... but thats a whole other topic. Lol
You can make a pipe system look like it's load balanced, but because they are bidirectional they'll never be truly load balanced
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
so like this, yes? or should i have the two extractors on the ends be pumping into the ends of the pipelines instead?
is it all clocked at 100% and it's 3:8 water:gen?
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
Yes
Pretty sure this is the setup I used last time I played and used 3:8
it looks fine 🙂
Test of @prisma kraken save
oh yeah, that's better than i get, but yeah, you gots the stutter
Weirdly enough performance is worse in that save than in mine 🤷♂️ something is definitely up.
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
That said my tiny northern forest save had performance issues, still does to a degree and It was only like 500k and change.
yeah, the HMF factory i have there is just fricking killing perf
Watch the footage here stall like a mofo, back when it was captured the save was only 466k.
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
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.
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
My machine is well on its way towards 2 years old now.
i'm running an i7 7700k, rtx 3060ti 32 gb system + 12 gb vram
I can drop a 14900k in to my existing motherboard but at the absolute best, I'd gain on average 15% performance (optimistic)
which isn't anything great, but isn't a potato either
And that is assuming I clock to the same 5.4 I have right now.
yeah, i wouldn't drop the money on an upgrade just for SF just yet... epic still needs to fix some engine stuff
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
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
I probably shouldn't have had 21 entrances on the test cannons, the speeds cause the engine to stall and waste time loading.
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
Yay, invalid experiment ftw, see the problem in the test?
did it chuck you into the wrong tube?
they've always been pretty janky for me, as such i prefer to avoid them for anything but elevators and slower convenience travel
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.
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 😄
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.
i've never seen a train just disappear... trucks and tractors, yes, trains, never
Only ever happened to me the once, it's the reappearence that did my head in.
that's bizarre, lol
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.
i know trains in the game pretty well and have seen all sorts of wacky with them, but never what you describe, inexplicable
Here it is from far off, I followed the entire line with the games cursor.
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
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.
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
Urgh, the terrain streaming makes a 21 stage experiment just not fly.
Urgh the stupid stream loading crap still snarls up at 15 stages.
It isn't looking good for accelerators.
upgrade to UE4 when?
What's worse is it should all be loaded anyway, I have 64gb of ram ffs!
it looks like where its hitching is on map tile borders
i've become intimately aware of where they are
I'll try at 12 then 10 stages, below that just isn't worth it.
12 stage is limited.
I'll see if there is much difference in a 12 stage unsupported,
Unsupported tube, 12 stages also.
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.
so you can use hypercannons as just boosters?
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.
can you discern whether the time is fps lag or lower veloscity?
I might need to add a loopback on the test cannons, so far both supported & unsupported are giving the same runtimes, but I'm not seeing the speed loss that I observed on the 18 section live cannon run that dropped all the way down to normie speed as shown here: #design-and-architecture message
haven't they always normalized your speed at something like 48 kmph over a long time?
Nope.
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
Even the longest cannon actually kept its 2k+ miles per hour to the end once it was up to speed, now it doesn't work at all.
13 seconds from central dunes to western grasslands.
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.
depends on your goals and preferences, the ratio is anything from 0-100 to 100-0
Questions like that are so open ended its impossible to succinctly answer.
Hypertube testing
(40 entrance hybrid cannon design, 1.2km of tubing)
- [Supports, built in direction of travel] 8.550 Seconds
- [Supports, built against direction of travel] 8.483 Seconds
- [No Supports, built in direction of travel] 8.550 Seconds
- [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
boosting the size up to 5km, should be long enough
ok setup is finally done, now i can do the proper tests
Hypertube testing
(40 entrance hybrid cannon design, ~5km of tubing)
- [Supports, built in direction of travel] 34.983 Seconds
- [Supports, built against direction of travel] 33.833 Seconds
- [No Supports, built in direction of travel] 33.967 Seconds
- [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
-
8.54
-
8.45
-
8.36
-
8.55
-
4.700 | 13.250 | 8.55
-
4.350 | 12.833 | 8.483
-
4.750 | 13.300 | 8.55
-
3.967 | 12.400 | 8.433
-
3.867 | 38.850 | 34.983
-
3.817 | 37.650 | 33.833
-
3.900 | 37.867 | 33.967
-
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
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.
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
My inconclusive test used my classic design so something is definitely wrong.
i'll try them again with the classic design
afaik they have nearly identical performance, but it could be having an issue rn
Though now it hitches hard when using above 12 entrances.
gonna try it with my normal cannon testing setup
it takes like 2 minutes per test with the 5km testing setup
just a guess, but it could be due to fps issues
Just keeps doing that stupid loading thing when with the amount of ram I have installed it should already be loaded.
you have a large degree of stuttering, whereas in my tests i don't
You can see when it freezes there is the animated dots in the bottom right.
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
been trying to follow along with this hyper tube testing and theory.
love all the work you guys put in!
this is what a strong hyperfixation gets ya lol
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.
uh there was a certain detail in it that shouldn't be
lovely, youtube refuses to change my channel name
Odd, I've changed mine several times.
ok there we go, just took forever to update
and now the preview hasn't updated
eh whatever
Hmm, that is the new channel name right?
Take it down again lol.
i hate youtube so much
🙈
But after watching the cannon test, it is very slow for the number of entrances.
tested it in a private server first, but there we go
There we go, the name updated to irolikestea.
not a big deal if that is a known thing, i'm just particular about what i show on the internet
I'm surprised a 1 minute clip is 200mb though.
does satisfactory have a max frame
you can set a max framerate
Wait... are you past the kill boundary?
significantly
but does it have internally a max
Travel time is far longer than a cannon with that many stages should be.
unless the game engine has one, no
How?
I thought god mode protected against everything except the kill boundary.
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.
Hmmm. Isnt there 2 boundaries. One that does damage, another that instant kills?
Thats crazy.
i probably hit the kill barrier around the 3km mark
the other 2km will instakill if you aren't god moded
Speed wise it seems to be as fast as my 12 section run.
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)
manifold
and just having enough throughput
I use an industrial can as an in-feed, with both outputs plugged in to the station so it can catch up after the lockdown phase.
uh, cannon speed increase might be linear
wat
haven't finished the testing, but that's what it's looking like
Possible, but if so it is a colossal nerf that would need way more stages than I'm prepared to build.
nearly done, then i'll graph it and see what it really is
👍
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.
After comparing the two 12 section runs side by side the travel times were margin of error close.
yeah mine were within a margin of eror
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.
Part of this also relies on what you mean by "100% input conveyor throughput"
Because if that means what I think it does, you cannot achieve it.
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.
out of order signs xD
Pretty much.
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)
That does explain the massive loss of velocity.
(line is y=30x)
That is definitely a deliberate change.
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.
anyone happen to know the rate of gravity in satisfactory?
I'm unsure how to test it.
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
did you happen to time them, preferably down to the millisecond
looks like i'll be doing that testing myself
nah sorry ;p
Is there an always on-top stopwatch app I can grab which can be started with a hotkey (windows)?
yea hook us up wih the tools
That way I could actually capture the timer within a video clip.
i did it by recording via obs then going frame by frame
finding the start time, then the end time, then subtracting
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
i'll do it in increments of 100m
well im curious to see what your gravity test turns out
actually something useful for other tests too
for sure
what about vertical boosters? can you drop into them and would it have a different affect
i can, not a huge fan of em tho
I haven't tested verticals for a while, back in U7 they didn't work at all, just taking up space.
just an idea ive never played with it.
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
You're going to need to give specific numbers if you want me to grasp what you are talking about.
Because there are so, so many cases where X number of stations perfectly handles Y number of belts.
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
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
this is bad even in factorio 😄
but personally - just put one belt into one platform
bus balancing is dead, priority splits are now the meta
but when that platform fills up, the belt is now doing no work, while there are still stations that have input capacity not being met
bus balancing was never meta
eh, pushing before the split ensures the split off always gets maximum available material
pushing after the split ensures belts are pushed to the left
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.
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
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.
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)
if you want to do weird things then you're alone 🤷♂️
I mean, you want prio mergers because you're choosing to build in a way that they would be useful.
why is it weird
why not 1 belt = 1 platform = 1 car
So the valid use case is... not building this setup.
longer trains reduce traffic on train lines, its a perfectly valid thing to want
you won't have enough traffic to have issues
yeah not with 40 wagon long trains haha
Having train lines not connected when they don't need to be also reduces traffic.
not with 2 car trains
yeah, i'd rather have a central train line rather than 50 A -> B isolated train lines
and i dont think thats uncommon
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.
if i have 50 micro factories, then you're saying i should have 50 direct train lines between resource nodes and those factories...
or i could have one train line, with 50 offshoots to those factories
Uh..
- There are things besides trains.
yeah im not having truck routes from bauxite to the north west desert...
inb4 "thats you're choice not to"
🙃
sorry, didnt realise satisfactory is a game where there is a right way to play and freedom is frowned on
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
doesn't feel very encouraged here 😂
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.
okay, so is the only way to fill 40 stations from 3 nodes a 3:40 balancer
is there honestly no other way
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
inconsistant lol wth
the further you are from the ground the less gravity affects you ?
If the choice is filling 40 stations from 3 nodes, you either make the balancer or do the manifold method that requires each of them to fill in sequence until the entire system is online.
that's legit the in-game values
oh i believe you! its just odd lol
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
those results make me think they are planning to add different "planets" with different gravity
wait, let me make that graph not suck
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?
thats over my head bro
If it’s linear then the velocity will be constant
looks linear to me
@strange matrix if you know how much throughput you want per car, there may be a simpler way.
given variable distance
The distance won’t change it
i mean i know the output velocity is different
how can I use the manifold method with more than a single conveyor line, that is the issue
if I use an injection manifold, then the miners will not be supplying every station, but only 1/3 of the stations, no?
Then it’s not linear
38m
66m
93m
120.5m
147.5m
174.5m
201.5m
228.5m
18m starting height
why would you use that, if you can just use what you have on the belt
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
Train will take the same number of trips away from this station regardless of 40 cars or 1 car because the time spent is a static value.
because i'd rather feed three mk5 belts into 40 stations, instead of one mk5 belt into 13.333 stations, three times
How many drop off points is this station feeding?
or feed 3 belts into 3 platforms because it doesn't matter and you won't have train throughput issues
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

there is something like 70,000 iron ore a minute available across the map
tapping 2340 a minute of that is a drop in the ocean. If I tapped every iron ore available, then thirty 40 wagon long trains will become a traffic issue
So the simplest solution I can see is if you're willing to bump it to 42 platforms. @strange matrix
maybe im just too long a factorio player, expecting megabases to be viable in this game
:monkaHMM: go on... ?
contacted someone i know who's significantly better at math than i am, hopefully they have better luck
lmao, copy and paste emojis doesnt work huh
megafactories are horrible here
build factories near nodes and transport things to storage
im starting to get that impression lol
42/3 = 16
So each belt feeds 16 platforms.
(Again you can Manifold or very easily split 1 line 16 ways using splitters)
just build miner -> factory -> transport -> storage
in this case, that works out really nicely
but its not everywhere that I am going to so perfectly fill 3 mk5 belts with 3 very close together pure nodes :/
This was the only case I was working on 🤷♂️
then im going to end up with the same issues when distributing from storage, no?
Nothing should be distributed FROM storage. It is the end destination of all things.
yeah no worries, i appreciate it
this is why i want prio mergers, because it makes the system much more dynamic
no, storage is final destination
There are many dynamic things that can currently be built. 🤷♂️
Prio mergers will most likely only ever be mod-only, and that's completely fine.
only storage I use is the crusher haha
o.o
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.
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
Your new goal isn't possible.
its been done before
By whom?
gimme a second, let me find where i saw it
100% MAXED OUT FACTORY! - Satisfactory Mega Base Tour
Satisfactory mega base tour today checking out a fully maxed out world! That means that the max amount of Turbo Motors are being produced given the world's resources (*At the time of this recording, the highest tier item in the game is Turbo Motors). This world has been worked on for over 20...
amelieofthesea, theres a world save available (not checked it out myself, but maybe i should to see how she handles trains)
And to see if your PC can handle it.
Most players' hardware would melt before achieving all nodes tapped.
im no stranger to UPS being the limiting factor of a megabase :p
United Postal Service?
updates per second
basically, the only limiting factor in a megabase size in factorio is how stronk your PC is
Satis has updates per year if you look at the time between U6, U7, U8 😉
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
which?
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
All.
haha, that's what I thought too
There is no objectively correct answer.
So pick whichever you feel like.
Didn't see this one, I only found a update 4 one 😄
Don't follow it.
Every single "alt recipe tier list" is subjective as fuck based on what the person who wrote it thought mattered.
hehe I guess that's also true
It depends on what you need at that time too I suppose
That, and on what matters to you, personally.
one megafactory per biom is working great for me plus drones
I am in phase 7 what should I do?
"megafactory" means "single factory with everything produced in it", so by definition you can't have multiple megafactories
There are only 4 phases.
And do whatever you wish. That is how sandboxes work.
I am in phase four
I am playing with farsi language
forgot i was in the semantics channel. in the architect channel mega is any factory that pulls from 10 plus nodes needs a train or drains a biom
@median heath I figured it out
👍
