#math-and-meta

1 messages Β· Page 112 of 1

median heath
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Full stability is achieved when things are full.

turbid cedar
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Only time I've ever used exact splitting was in my coal power plant, when I needed all the machines to start running immediately and not have gaspy power for a bit

buoyant tundra
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Sure, I was just thinking that everything that can’t go into the first machine (due to the low speed belt) will go to the next one, and so on. Thus, more machines would fill up in parallel instead of focusing on the first one πŸ€”

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It seems like a rather small difference anyway πŸ˜…

median heath
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(I do it often)

summer flare
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Belt balancing is when multiple belts, possibly at different rates, are split and merged to give multiple equal outputs, maybe not useful. Your situation is splitting a common resource output to match required inputs and is usually referred to as load balancing and is very useful.

primal flicker
vapid gorge
tropic hawk
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The only time that it is 'needed' is maybe for radioactive materials, and even then, you can manifold it, its just gonna be a very spicy area to walk around in

wind spade
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see f.e.

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red = mk5 side belts
blue = mk1 side belts

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bottom is minutes, left is production

languid python
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But they both end up the same

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So does it really matter

magic island
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when splitting onto a lower-speed belt, it's preferable to have a steady input. ie, if you split off an Mk1 belt from something higher, you want the source items to be coming through steadily enough that the splitter can constantly allocate 60/min to it

but manifold input belts are choppy, with items being pulled off at asynchronous intervals, creating unpredictable gaps the further along you go. as the source belts alternate between full/empty, the side belts alternate between getting something/nothing. so even if there's enough passing through on average to meet capacity, they may not actually receive that capacity until the system fully stabilizes

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whereas splitting onto same-speed belts in manifolds means that any given branch has the capacity to take the entire source input if other branches are backed up

wind spade
wind spade
buoyant tundra
# wind spade see f.e.

Interesting, thanks for sharing ^^ now I wonder how exactly you calculated these values πŸ˜… guess I will look into this in more detail tomorrow πŸ˜‚

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this should also depend on the relative speed difference between the source and side belts, right? If I have a mk2 source belt, then there should be no point in using mk2 side belts. The splitter is giving me not more than 60 items/min anyway

wind spade
buoyant tundra
wind spade
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at best it's equal to faster belts
any other case it's slower

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the only case when slower side belts make the manifold fill faster is if the side belt is exactly the speed that machine needs (e.g. machines that need 60/min with mk1 belts), because then there's no filling time and all machines work immediately

buoyant tundra
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True, I guess. It’s just fun to solve these things πŸ˜… it would also be interesting to find the absolute time necessary to fill different manifolds with different length and belt speed

wind spade
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(press the red button, ignore rest of the site)

buoyant tundra
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I know, I know 😌 the fun part is to solve it yourself πŸ˜‹

wind spade
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the problem is that there's really no formula for it, and you have to simulate it πŸ€·β€β™‚οΈ

buoyant tundra
wind spade
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well there were some attempts at making the formula, but it ended up being some horrible thing that would take longer to solve than for the manifold to fill

tropic hawk
wind spade
# tropic hawk kinda wish the radiation tool here was up to date, love all the work you do!

U2 values:
ore: 15
uCell: 7.5
NFR: 60
NWaste: 20

U8 values:
ore: 15
uCell: 0.5
UFR: 50
UWaste: 10
PFR: 250
PWaste: 200

you can use that to convert values, so f.e. if you're looking to know how much radiation does 1000 UWaste produce, you multiply it by it's U8 value (10, which means total is 10000), and then divide by some of the U2 values of any item (e.g. NWaste is 20, which results in 500, meaning that 1000 UWaste in U8 is equal to 500 NWaste in U2)

median heath
#

If you prefeed they are both equal.
So it truly doesn't matter from that methodology.

north ocean
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I'm beginning to realize that no form of transporting goods is as fast or efficient as just running a long conveyor bus, is this the place where people smarter than me about the math and numbers involved would have an opinion on that?

I just tried trains for moving 6 pure iron nodes and the factory they are feeding can't run the Mk5 belts from the train depot at 780 ppm. I ended up pulling up the whole track and just used the floor tiles they were on for conveyors instead.

Even putting in storage buffers to account for the pause when transferring cargo that small delay in loading and unloading seems to mean that the resource will always come out slower than using just belts over trains.

Are drones any better?

primal flicker
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Nothing can go faster than belts.
But other options can be better for your FPS and more fun. Plus, setting up a drone or truck is easier than running belts if the endpoints are far apart.

north ocean
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For all the trouble I ran into sorting out the train path and block signals I needed to allow two bi-directional trains to share one track between two depots I feel like running the conveyor bus was simpler to do and less work overall. The drones I can see being easier than connecting two points but if they aren't at least as efficient as the belts they load and unload to I would probably still prefer the conveyor bus for how I design my factories.

primal flicker
north ocean
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I do think the trains are neat, I originally built a train line making my way to the iron nodes and that was great I had all the building resources I needed in the freight car and I just moved the train up the track until I got where I was going which spared me a lot of back and forth. But now I'm thinking that's the only valuable use case the trains have for me

primal flicker
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I don't care for them. But for some people, the "value" is in having the trains, not how well they perform.

swift whale
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what heavy modular frame recipe is the best?

deft lichen
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I personally use encased frames

true junco
# swift whale what heavy modular frame recipe is the best?

There isnt one. in my opinion

Encased if you want to use a ton of concrete.

Flex if you want to offset concrete with rubber (and know how to use steel screws "properly")

Default.. well i dont see why anyone would use default. Since it uses both more steel and concrete than encased apparently.

wind spade
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And for your question, one train car should in most cases be able to handle even more than full mk5 belt worth of throughput

true junco
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Greeny: I suspect they were trying to get a pair of saturated mk5 belts thru one freight segment. Which we know is impossible.

@north ocean
There are known maximum thruputs for stations because of the loading/unloading lockout periods. Trains work fine if you are moving less than that per station. There are equations and graphs that show the thruput plotted over RTD (round trip duration) with a different curve and max transfer rate depending on the stack size of the item being transported.

Generally tho if you feed 1 belt of 780/min into 1 dock, then you will get 780/min out at the destination. Just put that 1 belt into an ISC then 2 belts into the station, and then 2 out from the destination into an ISC then one from there.

TLDR: You can always use more freight docks and freight cars to get your intended thruput.

wind spade
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wdym "one freight segment"?

true junco
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The buildable freight loading unloading segment of a train station.

wind spade
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one platform?

true junco
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Yes

wind spade
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one platform can do more than one mk5 belt worth of throughput

true junco
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You cannot move 1560/min.

wind spade
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more than one mk5 belt worth

true junco
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Like i said. Pair of saturated mk5s

wind spade
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or in other words, more than 780

true junco
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I think they were trying to move 2 saturated mk5s per platform.

azure olive
wind spade
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so for those 27 seconds, nothing can get in or out the platform

azure olive
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Ok got it
Thanks

north ocean
# true junco Greeny: I suspect they were trying to get a pair of saturated mk5 belts thru on...

This was the meta reply I was hoping for, although I'll take the terminology correction on board as well I guess.

Is there a spreadsheet somewhere with those throughput curves for round trip times?

I did have 3 depots with two full mk5 belts going into industrial storage containers, but if I understand your response I can get back up to two 780 belts after the train unloads if I spread those across more depots?

wind spade
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there's a formula on wiki

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Satisfactory Wiki

The theoretical throughput of a Freight Platform can be calculated, by taking the amount of items carried between stations, and dividing it by the time it took the train to complete one round trip:

The Round Trip Time must be measured, as it depends not only on the distance, but also on the grade on the trip, weight of the train and the amount ...

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but if you don't want to deal with that, easy option is usually just "one platform/car per belt"

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(you still need the buffers - put industrial container in front of the platform, connect it with two belts to the platform and connect that one belt you want to transfer into the container - both for loading and unloading)

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I personally don't see much reason to optimise it "close to max possible throughput", because then if your train gets stuck in traffic or something, it fails

north ocean
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Ok so this page was helpful thank you, it still kind of confirms my assessment that pulling conveyor stacks is better for what I'm designing around. Trains are neat but I'm not willing to suffer the throughput loss even if it mean putting up with the tedium of long conveyor pulls

wind spade
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what throughput loss?

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trains do not lose you any throughput

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it's just that one car/platform has smaller max throughput than two full belts

oblique hollow
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they just have a throughput limit per platform, thats all

wind spade
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but what you put in on one side should go to other side in the same amount, if you build it properly (add buffers as I said)

north ocean
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While I understand what greeny's being pedantic about I mean I would prefer to endure the tedium of pulling long conveyor stacks for the sake of their simplicity vs what it would take to get the same throughput utilizing trains to be most clear

oblique hollow
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if its pretty decent terrain you can just use a truck

wind spade
oblique hollow
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depending on the item type, you can have one truck being fed with multiple mk 5 belts from multiple stations and then drop off stuff at multiple stations

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trucks dont have the same throughput limit as trains

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done right, belt to truck is 100% the same throughput

median heath
tulip egret
median heath
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People like trains more mainly for 2 reasons:

  1. trains are fun and people just like trains.
  2. people suck at driving, so rather than spend an hour learning to do it properly they just permanently swear off trucks and use only trains.
tulip egret
wind spade
# tulip egret So thats why people like trains so much? Hm. Interesting.

trains have several advantages:

  • tracks carry power with them
  • they use power as fuel directly (easier to deliver than any solid fuel)
  • once built infrastructure can be reused for other trains
  • one train can carry insane amount of resources (having enough cars)
  • they can easily serve as a people movers as well
median heath
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I will never say that trains are bad.
Nor can it be stated they are better/worse.
They are different.

mystic moon
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There is an argument to be made that drones are better than either trucks or trains hehe

vapid gorge
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cause they go 'whiiiir' through the sky obviously. No other logistic does that. Trumps everything

languid python
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I recorded a truck route without crashing but the truck keeps crashing on autopilot

vapid gorge
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it goes between the recorded points, drive slower to have them closer together and have a more accurate route

median heath
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Also, using sf_nobelisk to clear the path is very helpful.

tropic hawk
mystic moon
tropic hawk
vapid gorge
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yeah best needs context

tropic hawk
mystic moon
true junco
tropic hawk
true junco
fervent iris
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So I made a crazy turbofuel array and it's more efficient than I predicted... wondering whats going on

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the array should only power 500 fuel gens

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nothing overclocked

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1200 sulfur perfect efficiency input

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but i'm at 561 gens and counting

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I just keep building more and they keep working

median heath
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How much Turbo are you making in total?

fervent iris
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2250/min

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50 blenders at 100% efficiency

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inputs plugged in at 105% to make sure no downtime

median heath
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How long has the system been running more than 500?

fervent iris
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a few hours at least

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I left off last night at like 515

median heath
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Mods? Multiplayer? Dedicated Server?

fervent iris
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dead stock

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i use a lot of storages

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10-12 large fluid tanks in the array

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but that's just a backup buffer

median heath
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I am unsure whether you answered my question or not.

fervent iris
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3X no to that, sorry

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1 player, everything default

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2250/4.5 = 500. Weird right?

median heath
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Were the buffers full?

fervent iris
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they fill up in about 5-10 mins and stay full

median heath
fervent iris
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only thing I can think is that I accidentally overclocked a blender

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but then my inputs would start failing

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and I'd see an empty belt, which I do not

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cant complain just oddddd

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Will report the # where the fuel gens stop working lol

fervent iris
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what is the best way to attach blender manifolds? I feel like my splitters and pipes arent efficient

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meaning say 5 blenders on each side of a central aisle

vapid gorge
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manifolds are manifolds. Really it's just layout though you probaly want to keep your pipes simple.

You could have the pipe loops drop from above and the belts below or on level?

fervent iris
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yeah youre right I should be using multi-level, pipes above. smart

vapid gorge
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I do pipes from below too but you have to be more diligent and careful with pipes like that

vapid gorge
fervent iris
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oh yeah true, pipes below works

vapid gorge
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if the recipe only needs 1 fluid 2 solid items you can feed it all with 1 belt and 1 pipe

fervent iris
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smart splitters?

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Whoa.

vapid gorge
# fervent iris smart splitters?

that sort of thing should be done by planning each step together - so knowing what groups of machines are sending items to the next group and what clockings you need

fervent iris
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oh definitely, no worries I'm getting quite adept at that

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always building backwards from the final machine

vapid gorge
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and it's fun feeding a manufacturer 4 items with 1 belt πŸ˜„

fervent iris
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A lot of my manifolds involve maxing out belts so I havent tried this yet

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but that is sooo satisfying, smart

vapid gorge
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it's also a bit of a work around where you might have 1 item type that needs a lot of throughput but the 3 other items kinda waste the space in possible throughput?

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I've got 1 semi sushi set up with 3 items on one belt and another belt just does wire to them

fervent iris
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yessss so smart

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I have so many smaller setups where I shoulda done this 😦

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the big turbofuel manifolds use a lot of fluids, so not much help there.

vapid gorge
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it just depends how you like setting things up, a lot of people don't like getting into the nitty gritty of that much planning and that's also fair

wind spade
fierce ruin
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Does anyone use the encased industrial pipe recipe?
seems like it could be handy seeing as more of them are made per ingot than beams

wind spade
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yeah, it saves resources at the cost of more machines/space/power

fierce ruin
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wait more machines?
I thought it would've been LESS since pipes are easier to make

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well besides, I just lost it rip
I Think I just accidentally discovered how to reroll a hard drive

wind spade
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but the EIBs themselves are made slower

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in the end, it ends up being slightly more machines

fierce ruin
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ahhhhh alright

fierce ruin
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damn, all of these seem super handy

fierce ruin
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yeah you showed me before, thats what im using rn

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went with caterium wire

wind spade
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it's not like you lose the other two anyway

fierce ruin
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got 4 more drives to try and get it with so

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taking a break from factory building, stocked up on rebar and on an adventure rn collecting stuff for inhalers and hard drives

vapid gorge
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imo the screw one is probably the least niche use. At least from my experience

fierce ruin
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bruh the swamp ones are so bad

im running round here eating berries and they think I got 3 supercomputers or a quantum computer to open them lol 😐

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5 superposition Oscillators
think im done exploring the swamp for hard drives lol

oblique hollow
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Yeah swap exclusively has the super late unlocks

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because the swamp is the most hostile biome

fierce ruin
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icl its great for loot, im just running around stealing all the computers and batteries and shit, easy coupons

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I'd keep the computers for my first train but I need to unlock the stuff to craft the computers with to actually get them, so...

arctic willow
fierce ruin
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Change the name of this channel to meth and meta

wind spade
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no

primal flicker
wind spade
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then rerolling would actually have a value

true junco
primal flicker
tropic hawk
tropic hawk
wind spade
runic shoal
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Ok Frame of reference is 2,100 uranium ore pm 100 of that is used in alt. Fissle uranium making what's supposed to be a 5:1 for pellets and that's using 200 UWpm

tropic hawk
tropic hawk
runic shoal
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Out of supposedly 1600 leaving 1400 left and that is using the normal recipe with the same 5:1 into plutonium

wind spade
tropic hawk
tropic hawk
primal flicker
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I wish there was something practical to do with the extra drives...

wind spade
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they could be driving a belt rollercoaster

tropic hawk
runic shoal
tropic hawk
tropic hawk
primal flicker
runic shoal
tropic hawk
primal flicker
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And make sure to remove the uranium already in use.

runic shoal
tropic hawk
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I sent you my nuclear build

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its using the map max of 2100 Ur/min

runic shoal
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So I'm trying to find an even number of uranium so that I can have an even number of waste/fissle according to wiki 5 waste and 5 uranium make 20 non fissle and it takes 25 waste and 100 non fissle to make 30 plutonium pellets which is a 5 non fissle to 1 pellets

tropic hawk
runic shoal
primal flicker
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Don't mix numerology with engineering.
All numbers are happy numbers.

runic shoal
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Not happy

primal flicker
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84.1394 is just as happy a number as 80.

runic shoal
tropic hawk
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you want to know why the numbers in the map i sent are 'weird'? because 1: thats not including my map that has increased production lines to make the numbers more pretty (as i like whole machines divisible by two) and 2: thats not making nice numbers along the way, its maximizing production for the raw resources

tropic hawk
runic shoal
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Can't have no .28282828287347 no no has to be whole

tropic hawk
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oh thats interesting, the server doesn't like me using discord markdown to make text bigger. imma have to tinker to figure out how they did that

tropic hawk
runic shoal
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It's just sometimes my brain and the calculator don't see eye to eye

tropic hawk
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im gonna stop helping you because if I try to do so, i swear im going to go crazy

primal flicker
runic shoal
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Cuz my math isn't mathing

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Wait I think I figured it out to the calcmobile!

tropic hawk
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<cheesy 80s music>

oblique hollow
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people freaking out at the sight of numbers like 5.625 even though its just 45/8 in disguise

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oooooh careful its 2.8125 uuuuuuh spooky

median heath
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Even though you set the number, so you can make it whatever you want.

primal flicker
true junco
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Almost all the decimals in this game are just all the "common fractions" that inches are divided into.
Ie, set of numbers A = BΓ·(2^C)
where B can be any whole number, and C can be 0, 1, 2, 3, or 4

median heath
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45-81 rule.

true junco
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Besides. The game doesnt actually do anything in fractions and decimals anyways.

All recipes require whole numbers of ingredients, and produce whole numbers of products every whole number of seconds.

The decimals only show up in the "per minute" values, and they are just a measurement of whats happening per minute. Not the actual things that are happening.

median heath
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I remember when per min wasn't on the UI.

Better times... 😭

tropic hawk
median heath
tropic hawk
median heath
vapid gorge
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oh yeha the 81 40 ratio thing

median heath
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45*

vapid gorge
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close enough

median heath
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Am very interested to see if it remains true in 1.0

median heath
sand epoch
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How about in 'ish'?

median heath
ripe quarry
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I'm tempted to do away with residual recipes entirely and replace them with recycled only, just sinking all my polymer or exporting them to a dedicated factory. I've had polymer back up my factories twice now because of the rounding to 0.01/min

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how bad of an idea is that? Or how have y'all approached HOR residue + residuals

wind spade
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residual rubber for kickstarting recycled loop

ripe quarry
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just throw in a stack when building it. recycled is great, but residual is giving me a lot of trouble

median heath
wind spade
ripe quarry
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and that's exactly the problem I'm having - because the math I'm running requires, for example, XX.XX5 per minute, I can only round up or round down

wind spade
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or you can use exact number

median heath
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45-81 rule

ripe quarry
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the game will round for you

wind spade
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it won't

ripe quarry
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it won't?

wind spade
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the rounded values are rounded just for your convenience, but it internally doesn't use them at all

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game works on cycles, not per minute

ripe quarry
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Aw hell. guess i should go reset my recipe %s then

median heath
ripe quarry
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my one issue with satisfactory keeps coming back to feeling like i'm fighting the game to do what I want

median heath
wind spade
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maybe play the game how it is designed rather than trying to play it some weird way πŸ€·β€β™‚οΈ

ripe quarry
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Yes, how dare I design my HMF factory for exactly 2 manufactories at 100%

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how weird of me

wind spade
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you can tho

median heath
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That's like saying "I'm frustrated that I can't play Witcher 3 like I play Call of Duty."

wind spade
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game doesn't fight back if you do that

ripe quarry
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sevrahn i'm just gonna ignore that you tried that hard to do mental gynmastics lol

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if you actually think that's anything close to this then you can just move on

median heath
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I can, I won't πŸ™‚

ripe quarry
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and sure greeny there might be a combination of recipes where i don't have this problem, but then i'm trying to fix a problem within the game - if the game says this recipe works for these products, then it should be able to do it

median heath
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Because the analogy is perfect.

wind spade
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4.8435 is same kind of number as 8

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don't be afraid of decimals

ripe quarry
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of course - but as a player, I have no way of knowing that when I type in 3.1415926536 and it changes it to 3.14 that it's still tracking everything

wind spade
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you do

ripe quarry
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so in my mind there's no reason to ever type in more than 3.14

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that's bad UI if they aren't doing for example 3.14...

wind spade
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the UI clearly shows you per cycle values

ripe quarry
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to show me that it knows there's more

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nah those only show to the thousandth

wind spade
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per cycle values

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amount you get per cycle

ripe quarry
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per cycle means nothing

wind spade
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per cycle is how the game works

ripe quarry
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cycle times are different between machines

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that's the whole reason items back up

wind spade
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that's why the cycle is shown on the machine

median heath
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Per cycle means everything because it's the only thing the game actually cares about.

ripe quarry
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per cycle means nothing because a closed loop cares about input and output

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not in what chunk size those items are input and output

deft lichen
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per-min values are always averages, except for belts

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cycles cause momentary burts

median heath
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You deciding to care about different things than what the game is hard-coded to care about is a you-issue.
Not the game's.

primal flicker
ripe quarry
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the game is the one that cares about max stack sizes @median heath

wind spade
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how recipes work:

  • every X seconds (recipe time), it takes Y amount of input and outputs Z amount of output

the fact that you can calculate rate/min and game shows you that is a different thing, nothing to do with actual production

median heath
ripe quarry
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ok sev i'm just done with you - you're arguing like a high schooler on a debate club who's using it to just try and get a feeling of winning than actually learn anything

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green I agree entirely

median heath
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Wow.

ripe quarry
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but the game isn't designed around balancing cycle times

median heath
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Cannot accept how the game functions so instead diverts to personal insults. πŸ‘

ripe quarry
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the game is designed around input and output to each machine

wind spade
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although we had that for pretty long time

ripe quarry
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then tell me how i "should" be playing the game, cuz i've apparently been doing it wrong for like 2 years

wind spade
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so it kinda was designed around balancing cycle times

ripe quarry
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the entire idea of overclocking and underclocking is adjusting the cycle time to blance the average flow rate

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in PER MINUTE metrics

median heath
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Again, the game does not care about per minute in any respect.

primal flicker
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Except that it didn't start with any per/min info in the UI

wind spade
ripe quarry
wind spade
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that's not what I said?

wind spade
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that wasn't about cycle times? that was just a generic statement that if a game fights back, it's usually a sign you're doing something weird and there's easier way

ripe quarry
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which again, means i'm fighting the game to do what it wants me to do and not what I should be able to do mathematically

median heath
#

πŸ€¦β€β™‚οΈ

ripe quarry
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sandbox means you make tools and let the user decide how to use them. as long as all the rules are followed, there should be no problem. but in this case, the rule is buried behind unclear UI

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that rule being "hey I'm actually tracking exactly what you said you wanted but I told you I was shortening it"

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"I told you I was being imprecise but I'm actually not"

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oh and becuase I just now found a way to word this, the game very much cares about per-minute. it's one of the intended interfaces between the value we both agree the game cares about (cycle time) and our desires for a clock %.

median heath
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"The game cares about per minute, I am supporting this statement by declaring the very things that prove it does not care about per minute."

ripe quarry
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the ENGINE doesn't care about per-minute

wind spade
# ripe quarry then tell me how i "should" be playing the game, cuz i've apparently been doing ...
  • you take the amount you want (e.g. 2/min)
  • you calculate how many buildings produce (e.g. if one machine makes 0.8/min, you need 2/0.8 = 2.5 machines)
  • you calculate the input the machines need (e.g. if each machine needs 20, you multiply it by 2.5 to get 50, so you need 50 in total)
  • you repeat this for the input, and then for input for that, etc etc., until you get to raw ores

number of machines is how many you build. If you get decimals it's fine. For example 2.845276 constructors means 2 @ 100% + 1 @ 84.5276%. If you get more than 6 decimals on the machine count, round up to 6 decimals (because game can do up to 4 decimals of clock speed). That makes the machine starve once in like 50 hours for a second or two, but that's hardly a problem. Or you can use some specifically crafted numbers to evade 7+ decimals in machine counts, known as 45-81 rule (but again, most people don't bother with this).

ripe quarry
wind spade
#

and you have no reason to believe that it's discarding them either

so you turn to wiki or community and ask

game is in early access and not as polished as it may be in the future

ripe quarry
#

in what world is changing a value when it's echo'd back not presumed to be a changed value

#

if the UI returned, in our above example, 10 as a number, you'd presume that to be different, right?

wind spade
#

you don't really change X/min anywhere, so idk where it "echoes it back"

ripe quarry
#

the UI literally says "target production rate ______ per minute"

wind spade
#

the only thing you change on machines is clock speed %

ripe quarry
#

on the low level yes

primal flicker
ripe quarry
#

on the high level, no

wind spade
#

on the high level, yes

ripe quarry
#

no. both values can be changed. ultimately they're both used to calculate a clock %, but I can change the target production rate instead

primal flicker
#

Do. Not. Manually. Enter. Target production rate.

ripe quarry
#

then don't let me

wind spade
primal flicker
#

TPR is always truncated to 2 decimals.

#

And THEN it calculates clock speed.

median heath
# ripe quarry then don't let me

Then talk to the legions of players who bitched about not having it until they finally added the box so they could shut up and feel better about themselves even though the game doesn't care about that box at all?

ripe quarry
median heath
#

Sometimes you do things just to shut the playerbase up πŸ€·β€β™‚οΈ

ripe quarry
#

but I have no idea of knowing that 1 that's even a thing or 2 which one to trust

wind spade
#

again, if you have no idea about something, maybe consult wiki or community?

ripe quarry
#

why would I have no idea about it? again, when two things are presented as equivalent, why would I assume they aren't?

wind spade
#

why would you assume they are?

ripe quarry
#

because it's facially the obvious interpretation

wind spade
#

like f.e. minecraft as a sandbox has almost no information about anything and would be pretty hard to play without wiki

ripe quarry
#

not really

#

it's quite easy. there's minimal mechanics

#

and they don't depend on riding a knife's edge

wind spade
#

yeah good luck figuring out quazi connectivity without wiki

ripe quarry
#

that's a fair point, lemme think

#

quazi connectivity is something common enough that the average player will run into it as a problem, and they can generally get around it by simply making their build larger. I can see that as paralleling to here, but the fix is basically "change recipes" or "sink the excess" which the latter is probably going to be my approach and it'll work just fine, so ultimately this is pretty moot

wind spade
#

was just one random example out of like 100000

ripe quarry
#

ehhhhh

#

most don't cause the problems quasi-connectivity do

#

unless you just mean indirect power

wind spade
#

minecraft doesn't give you info about anything, many things you figure out yourself, many you don't and have to turn to wiki

ripe quarry
#

yeah and figuring out for yourself is very different from being presented with false information

wind spade
#

which you could easily figure out yourself by doing the calculations manually

ripe quarry
#

again, that's not the problem

wind spade
#

checking the recipe speed and per cycle values, seeing it doesn't fit, so something is wrong, one of the two displays

ripe quarry
#

the problem is that apparently the per-minute number is treated differently than the clock % number

wind spade
#

it is, because it was added later as a quick patch because people wanted it there

ripe quarry
#

and why would I know that

primal flicker
wind spade
#

if you play any game with assumptions that any of your "I think it works like this" is always correct, then you're gonna get burned like this a lot

ripe quarry
#

jackie chan has a famous quote that feels relevant:

Whatever you do, do the best you can, because the film live forever. "No, because, you know, that day raining and the actor don't have time". I said "Would you go to every theater to tell the audience?" No! The audience sit in the theater -- "good movie", "bad movie". That's all.

#

good UI, bad UI, that's all

wind spade
#

early access game, that's all

ripe quarry
#

and after it's released?

wind spade
#

then check the UI at that point πŸ€·β€β™‚οΈ

primal flicker
#

Maybe they'll remove the /min text input.

#

Nah, they won't.

wind spade
#

or better - make a thread on QA site to let devs know that you have issues with UI and suggest how they could make it better. Don't cry here where they don't read

#

that's like the whole point of early access - you get the incomplete game and you get to suggest new stuff or fixes

ripe quarry
ripe quarry
wind spade
#

it's not lol

primal flicker
#

I bet we keep getting updates after 1.0
For a while
Mix of polish and bugfixes plus dlc

wind spade
#

since update 4 (or 5? idk) there has been a dedicated part of the team that were working on features that we haven't seen yet. If you want to tell me that two years of work will result to only 5% of game, then idk what to say

median heath
#

(This is the root of why I refer to the time before they added ppm to the UI as "better times")

ripe quarry
primal flicker
wind spade
#

"dedicated" may not mean the same people at all times, but there were people working on it

median heath
ripe quarry
#

there's no indication of how much is on it, so why are you assuming it has dedicated people instead of tickets that the normal devs do

ripe quarry
#

oh crap I assumed it meant the same thing here as it does elsewhere. that's on me

wind spade
#

sorry for not being native english speaker, will never happen again

primal flicker
ripe quarry
median heath
ripe quarry
#

honestly if it means anything you're fluent enough that I held you to the standard ofa a native speaker lol

#

I'm not even smart enough to speak a second language so I can't give you crap beyond what I already did

wind spade
#

written text standards are pretty low

#

especially on things like discord

ripe quarry
#

fair

#

the power of google translate compels you!

#

πŸ˜†

wind spade
#

yeah google translate is crap at my language so πŸ€·β€β™‚οΈ

median heath
#

Bing translate though πŸ˜‰

ripe quarry
#

oh crap probably too nsfw

#

sorry

median heath
#

Bing has never led me astray πŸ€·β€β™‚οΈ

wind spade
#

czech

median heath
#

YOU BETTER CZECH YOURSELF BEFORE YOU WZECH YOURSELF

ripe quarry
primal flicker
# wind spade czech

I don't know a lick of it. But I like watching this YouTuber series about Prague and how to visit without getting scammed.

#

If that counts for anything πŸ˜‚

wind spade
wind spade
#

the costs there are just inflated because tourists do not know about how much should things cost

#

since our costs are generally pretty cheap compared to e.g. EU countries, they can charge similar costs as in germany or even more and get away with it because tourists will pay it without thinking too much about it

and then you go 15 minutes away from center to some side street and have 3 times cheaper lunch with better quality

wind spade
#

(I know this is offtopic, last msg, if you want more, ping me in #off-topic-general ) but I personally like Czechia as a whole and if you want to come, I could show you around lol πŸ˜„

ripe quarry
#

I think ultimately, my lesson learned here is to stop underclocking. Let the machines starve and self-balance. clear out any excess secondaries during a factory's warm-up, then let it go

#

have a few batteries and lean on duty cycles to balance my average power consumption

wind spade
ripe quarry
#

I didn't say it was

wind spade
#

what's wrong with the way I suggested then? πŸ€”

ripe quarry
#

you mean set the clock % directly?

wind spade
#

yeah, since that's based on the machine count you have anyway

ripe quarry
#

because that's making the exact same assumption that I incorrectly made about parts per minute - that the value you put in is the value that matters. and it doesn't. the thing that matters is resource availability and output buffer availability

wind spade
#

clock speed matters tho

ripe quarry
#

so if I lean on that, which is a valid assumption to lean on, then I'm guaranteed to have my flow be balanced

#

sure it matters, but we agreed that's not what the game operates on

wind spade
#

no

ripe quarry
#

it operates on cycle time. and i can't set the cycle time.

wind spade
#

which is a function of clock speed

ripe quarry
#

and items per minute

#

but we agreed items per minute is not a valid control knob

wind spade
#

no, that's function of cycle time and recipe

#

game calculations go this way:

  • take clock speed
  • multiply it with recipe time
  • get cycle length
#

you can't change recipe time, but you can change clock speed, hence you can change cycle length

ripe quarry
#

with the assumption that there's no pre-calculation to the clock speed between steps 1 and 2

wind spade
#

there isn't

ripe quarry
#

which is the assumption I made about items per minute, because I thought it was doing exactly that with items per minute

wind spade
#

game saves clock speed and recipe for each machine, nothing else (well things like position, items inside, etc., but you know what I'm talking about)

ripe quarry
#

but if that's the case, then cycle time doesn't exist anywhere

wind spade
#

recipe

ripe quarry
#

no current cycle time

wind spade
#

recipe has duration

ripe quarry
#

like if a recipe has a 4s duration and a 50% clock, 2s exists nowhere

wind spade
#

like current progress on current cycle? that gets saved as well obviously

ripe quarry
#

the game only tracks 4s and 50%

wind spade
#

may be in RAM πŸ€·β€β™‚οΈ

ripe quarry
#

that's not what was said to me earlier, but ultimately, the fact that this is even having to be discussed means it's not a safe assumption

#

the only safe assumption is 1) items are present to start the recipe and 2) there is room in the output buffer to complete the recipe

#

etc

wind spade
#

I mean if you want to be exact, you'd also have to track if the machine is running or not for those shutodwn and startup animations and delays

#

obviously I'm simplifying things to just the relevant parts

#

which is: changing clock speed is the most accurate you can get to changing "average input/output per minute"

ripe quarry
#

ah it was a sev comment

ripe quarry
#

that approach doesn't even sidestep the assumptions I would be leaning on by starving machines

#

and the only cost to starving machines is a wonkier power graph

wind spade
#

which gets us again back to "game can't show you all info" and "some info can only be gathered from wiki/community"

#

and "if you feel like this could be improved and know how, please make a QA site post"

ripe quarry
#

i'm doing so rn lol

#

trying to boil it down

wind spade
#

the info is technically correct, just rounded. Practically "items/min" don't exist in the exact form anyway, it's just aproximation that you get close to over time

#

I personally think that for most cases the info is enough and once you start doing a lot of math, you figure yourself pretty quickly that the info is rounded (it's possible to figure it out just from one machine's UI πŸ€·β€β™‚οΈ )

ripe quarry
#

I have a silly example for you that shows the game being inconsistent in the way I mentioned greeny

#

but it demonstrates what you were saying so it's not to show you as wrong or anything

true junco
#

Fun times in M&M today i see. πŸ˜†

ripe quarry
#

heavy encased frames is 2.813 items per minute at 100%. if you set the target production rate (which again we said not to do) to 2.813, the clock will not to go 100%, but to 99.9111% and the target rate will be 2.81

#

to reiterate, setting the items per minute to 100% does not set the clock to 100%.

wind spade
#

fun fact, it's 2.8125

ripe quarry
#

EVEN WORSE LOL

median heath
#

It's 3 every 64s

wind spade
median heath
#

3/64*60 = 2.8125

true junco
median heath
#

Which is again proof that the per minute shit on the UI is just there to make you feel better about yourself.

What the game cares about is 3 every 64s.

ripe quarry
median heath
#

...

ripe quarry
#

you tried to do that BS on me earlier

median heath
#

Believe what you will.

ripe quarry
#

πŸ˜‰

ripe quarry
true junco
#

All machines only ever deal in whole numbers of items consumed and produced per cycle. And all recipes take a while number of seconds to complete per cycle. All we can do is adjust that rate with clocking and clocking is restricted to increments of 1 ten-thousand of a percent.

median heath
#

3 per cycle.
64s cycle time.
If you change the clock speed to 50%, you now have a 32s cycle time.
Still 3 per cycle.

Cycle times and clocks speeds are what matter.
Per minute is irrelevant.

ripe quarry
#

I let it mix recipes and that's where this thousandth precision issue came up

median heath
#

There is no "net result."
Cycles either happen or they do not.

wind spade
ripe quarry
wind spade
ripe quarry
# wind spade tools should be precise enough to use the numbers in the game without issues πŸ€”

https://www.satisfactorytools.com/production?share=FLJZDmp3qJNe3krOCnud
I backed up polymer at the residual plastic refinery because I was, again incorrectly, inputting items per minute and not clock%

wind spade
ripe quarry
#

sorry backed up polymer at the crude oil refineries which starved the residual rubber

ripe quarry
#

remember i know more now than I did when I built this 2 weeks ago. it just now shut down

#

for the second time

true junco
ripe quarry
#

just like the game has no notion of "items per minute" but it knows it can calculate a clock% from that

#

I was being intentionally obtuse when I said that

wind spade
#

I mean you can go further and further with that and end at "computer has no notion of the game it just does stuff with electric pulses"

#

(or continue even further to atom level)

#

but for useful discussion, saying "game counts in recipe cycles" is good enough

true junco
ripe quarry
ripe quarry
#

They're both derivative values

#

The issue is merely precision

wind spade
#

because IPM is derived of the cycle

ripe quarry
#

And the cycle is derived of the instant

wind spade
languid python
#

Woops

median heath
# ripe quarry They're both derivative values

One is something the game actually tracks (whether a cycle completed or not).
The other is something players injected into the game because they are too used to how other factory games work.

wind spade
#

just to be clear:
it's completely fine to use IPM (and majority of people do)

I'm just talking about what info you read from UI. In machine UI, the clock speed % and recipe time are exact values. Anything other is derived and rounded. So for the purpose of reading stuff from game UI, cycle time is a better choice

For the purpose of calculation, feel free to use IPM (it's generally easier), but beware of where you get the values from

languid python
#

What's IPM

wind spade
#

items per minute

languid python
#

Oh

ripe quarry
#

(Before I had to bail to wake my kids from nap)

median heath
ripe quarry
median heath
#

You're not discussing Satis anymore with that rabbit trail.
You're purely talking computer science.

ripe quarry
#

Maybe I don't understand what the word math means

wind spade
true junco
#

Blocked another waste of time.

#

Lol

ripe quarry
#

Imagine having to announce to the world you're blocking someone, as if we care

median heath
#

The case study of just how round circular logic can be.

ripe quarry
#

Bingo!

wind spade
#

cycle time is always in seconds (integer, so 100% precise)
clock speed % is rounded to 4 decimals, so 100% precise to those 4 decimals given floats have usually like 8 digits of precision

ripe quarry
wind spade
#

IPM is precise if calculated from the exact values, not if you read it from machine UI

which is why I posted the message above - #math-and-meta message

median heath
wind spade
ripe quarry
#

Ehhhh I think maybe you're right but only by a technicality

#

By everything rounding in the way it should when you truncate values

wind spade
#

cycle time is integer
clock speed is float with 4 digits of precision max

neither of those can have 1/3 in them

#

(and yes, I know computer can't do 1/3 exactly, so technically nothing can have 1/3 in it)

ripe quarry
#

So computers can do 1/3 but only by assuming that if you get close enough, means 1/3 similar to the hard coding of "infinity" in floats

#

I doubt satisfactory is doing that, but for all intents and purposes, the player is supposed to think it does, because 1/3 truncated to approximately 1/3 then multiplied by 3 will round back to 1

median heath
#

πŸ€¦β€β™‚οΈ

wind spade
#

but again, you're not counting with 1/3 anywhere

ripe quarry
#

And none of us have any way of knowing that. 33.3333% with a displayed value of 4 when the base is 12 tells me 1/3

wind spade
#

all cycle times in the game are integers
all possible clock speeds have max 4 digits of precision

any calculation involves these two numbers

ripe quarry
#

You keep thinking I'm disagreeing with you. Stop it lol

#

I'm agreeing with your base assumptions

wind spade
#

I have a way of knowing that because that's how the game works. From code persective

ripe quarry
#

Great, then write up the code for the end users so we know too :p

wind spade
#

what

#

both clock speed and cycle time is shown exactly

#

there's no need to do any code

ripe quarry
#

But ipm is not shown exactly, because you know it isn't

#

Insert sev's circular logic joke

wind spade
#

which we've cleared like 3 hours back, why are you bringing it up again?

#

(and again, you can prove ipm isn't shown exactly by just messing with the clock speed slider/input)

median heath
#

It's not a joke.
You keep circling.

ripe quarry
#

Because my whole point has been UI clarity and how the burden is on the user to know that they should trust this part of the ui but not that part by way of the game being early access and there being a discord of people who have looked at the code to translate the game into real world rules

median heath
#

Game does not care about IPM.
This isn't a difficult concept to grasp.

ripe quarry
#

Game does not care about 64 seconds either

#

This isn't a difficult concept to grasp

median heath
#

Sigh...

wind spade
#

in many parts of the UI, game only shows cycle, input and output
IPM is shown in just a few parts

median heath
#

Willful ignorance with no intent of self-evaluation.
+1 to the mute list.

ripe quarry
#

Both are derivative values. That's my point. Ipm is merely a lower resolution derived value

#

Again, imagine anyone caring about your block list

wind spade
#

they are not, since cycle + clock speed are saved

ripe quarry
#

This isn't twitter

ripe quarry
wind spade
#

there's only one clock

ripe quarry
#

Sorry base cycle

wind spade
#

well no, base cycle is part of recipe

ripe quarry
#

There's no point in saving both the cycle and the clock

#

That would be redundant

wind spade
#

there isn't.
that's why what is saved is "recipe" and "clock"

ripe quarry
#

Oh I misread what you were saying. I thought you were saying the game tracks the current cycle, not the base cycle

#

You just said cycle and clock, not recipe and clock

#

Thats my bad

wind spade
#

ignoring the fact that game saves current progress of cycle and other stuff, the two important things for our case is "what recipe is set" and "what clock speed is set"

ripe quarry
#

Yeah ignoring that stuff

wind spade
#

so how is 64 seconds derived, if it's litearlly read from the recipe?

vapid gorge
#

@wind spade , pls, either troll or someone so deep into themselves they cannot be reasoned with.

wind spade
#

friday night, nothing to do πŸ€·β€β™‚οΈ

#

also listening to this new banger album in meantime

median heath
vapid gorge
#

even the blocked message msg is getting annoying xD

wind spade
vapid gorge
#

fair

ripe quarry
#

Because 64 seconds is a derived value from the actual time unit, but because it's easier for the devs to work with (!!!) they store it as 64s

wind spade
wind spade
ripe quarry
#

Does it really do floating point of seconds?

#

That'd be... unusual.

wind spade
#

yes, like any game, delta time

median heath
median heath
median heath
#

Data tables are fun. 😁

#

Not as fun as napping though, which I am about to do. Enjoy your evening.

ripe quarry
#

I lost track of my train of thought while reading that cuz i got jumped on by a toddler, but it's clear the dogpile is here so I'll stop and chat with you next time greeny. πŸ˜„ have a good ball!

#

Ty for always remaining respectful when it's very easy to insult others while hiding behind a keyboard. Good to know there are still adults around.

thorn trail
#

Welp, I for one am glad this discussion happened as I've now learned not to enter the IPM field in the machine UI but change the clock speed instead. Thanks all!

#

And I agree with ERRORMONSTER that it would appear to most people that changing either field should give the same result/accuracy. That certainly was the case for me.

median heath
#

(again, things were better when the IPM field didn't exist)

thorn trail
#

Especially since when I rely on Satisfactory Tools calculator, where you input the IPM you want... then it would seem to me that you can just put the same IPM values in the game as well.

median heath
#

To be fair, Tools also lies to you.

#

Example:

thorn trail
#

Yes, as I said in my previous message. πŸ™‚

oblique hollow
#

In light of another recent test:
If you have a mk 2 input manifold at 600, use a mk 2 pump at the feed input. Even if the manifold is absolutely flat.
On an output manifold, having the mk 2 somewhere in the middle is what seems to work

median heath
oblique hollow
#

Circumstantially, yes

median heath
#

Has to be a mk2?

oblique hollow
#

yes

#

Mk 1 too weak

median heath
#

Odd.

#

Fluid testing in 1.0 will be interesting.

oblique hollow
#

Even with looping mk 2 can help

median heath
#

Will you finally accept VIPs if they still work in 1,0?

oblique hollow
#

No, but i wont erradicate them from the manual

median heath
#

😭

#

They just want you to let them be who they are.

oblique hollow
#

I dont like em but that doesnt mean they should go undocumented

frosty owl
# thorn trail And I agree with ERRORMONSTER that it would appear to most people that changing ...

I don't think it's such a big deal that it's worth noticing thinking_helmet
As in:

  • if you don't care about wether a machine will produce one extra or one fewer item than expected every few million cycles or so, it doesn't matter which field you use;
  • if you care about such precision, you're likely to know enough math to know that (eg:) 10/min x 33.3333% won't be exactly 1/3 of 10 but rather 3.3333/min as shown in the output/min field (it doesn't even show as many decimals as the calculation would lead to!)
wind spade
wind spade
median heath
#

You can't get 20.
It isn't possible.

As Ven just pointed out, it's close enough that no one really cares. (Which is why it is simpler for Tools to just say 20 instead of 19.99998 or 20.00001).

wind spade
#

You can. By limiting the machine input

junior slate
#

pretty sure if there's a recurring decimal there every number after that is going to be out by a really small margin

frosty owl
wind spade
#

You are talking about how much the machine makes if it works at 100% capacity. Tools give you solution with minimal possible downtime to achieve 20 exactly

wind spade
median heath
wind spade
#

The point is that tools do not claim "if you clock to this, you make 20 exactly", but "because you're inputting only 20, you are only making 20"

junior slate
#

makes sense

alpine turret
#

Is about 50 batteries a minute enough to bring all uranium in the world to dune desert?

oblique hollow
#

theres only 2100 which is barely 5 mk 4 conveyors

#

you can do that with 5 or 4 drone ports

alpine turret
#

So you are saying it is enough?

oblique hollow
#

definitely

viral ravine
#

Too much*

oblique hollow
#

25 might already be more than enough

#

but 50 is good safety

alpine turret
#

i had some spare resources and satisfactory tools told me i can do about 50.4 batteries a min

oblique hollow
#

just do 50 and if theres excess batteries: who cares

swift whale
#

i want to make a 40 per minute computer factory. but having a tough time deciding which circuit board recipe

#

ive got quartz and caterium at equal distance. but the quartz one just seems easier + 1 row of machines less

oblique hollow
#

both are about equal

#

ive done factories using both and it doesn matter really, they are both a pain in their own way

median heath
#

Equality in Satis?
Freedom of choice?
Never that... hehe

swift whale
#

but both are good right

deft lichen
#

well, if you match it with the computer alts, you can import either a lot of caterium or a lot of quartz @swift whale

oblique hollow
#

yes, both are good

swift whale
#

normally 1 recipe is just totally superior. but for this one its a tough pic

oblique hollow
#

there rarely ever is a "bad recipe"

#

idk how you define superior but every recipe offers a trade

median heath
#

Wait what?

oblique hollow
#

i tend to use Caterium Circuit board when i do caterium computers

#

cause i dont like mixing up that many resources

median heath
#

Ct Comp + Electrode CB πŸ’›

oblique hollow
#

Electrode? thats a new one

#

oh wait, rubber

median heath
#

Highly under-rated.

#

Allows you to focus all of your Ct just into the Comps.

oblique hollow
#

I know its just oil but isnt the price in oil quite steep, relatively speaking?

#

ive used that recipe once but it wasnt a very serious factory

median heath
#

Everything is a tradeoff. πŸ˜‰

oblique hollow
#

ik

median heath
#

That said I'm fairly certain it will be adjusted in 1.0

oblique hollow
#

I cant really pick electrode CB until i got most of the recycling recipes

swift whale
#

the crystal oscillitor recipe looks very intensive tbh

oblique hollow
#

the oil cost is a bit too painful without recycled for me to use Electrode CB

median heath
#

Fair.

oblique hollow
#

you need a manufacturer either way

#

if its not for computers its for the oscillators

median heath
oblique hollow
median heath
#

Ratio smatio.

#

I still do Ct CB + Crystal Comp almost always.
But El CB + Ct Comp is slept on imo.

oblique hollow
#

oh wait

#

it uses half the coke

#

you get from the HOR of the rubber recipe

#

i never noticed

median heath
#

Combine with HOR alt + Residual Rubber and you're cooking.

#

(Can't remember if HOR Alt or Poly Resin alt was the one I used)

oblique hollow
#

30 crude to 3.333/min CB
aka 90 Cude/min to 10/min CB

median heath
#

Aye.

#

Makes a pure 540 = 60

oblique hollow
#

oof, that would need 945 oil in my 15/min computer factory

median heath
#

Or you could turn the Islands into a 200/min.

oblique hollow
#

and that 945 is just the rubber for E CB

median heath
#

The fact you can make 45 Comp/min without oil on Speedrunner's is just.. fun.

oblique hollow
#

honestly the polymer resin alt might be the better choice if you dont use recycling if you wanna do ECB

#

65 Rubber + 60 Coke

#

..... or HOR alt + Poly....

#

hold on, lemme calc something real quick

#

HOR + Poly alt = 150/min Resin and 60/min HOR
which is 75 Rubber and 180/min coke

#

enough for a fully overclocked ECB assembler

#

plus some more coke to spare (67.5/min)

#

so 90 Crude to 12.5/min CB

#

25% efficiency gain

#

compared to using just the Rubber Recipe

median heath
#

How much oil to HOR and how much to Poly?

oblique hollow
#

30 and 60

#

1 refinery each

median heath
#

Nice.

oblique hollow
#

i never noticed how both recipes compliment each others numbers

#

HOR alt turns Poly's 130 to 150 Resin

#

and HOR alt bumps total HOR up from 20 to 60

median heath
#

Hey, there's been plenty of times I find gems in recipes when I go over them another time all these years later.

oblique hollow
#

i still think the oil cost for poly is way too high for what it offers

median heath
#

We'll see what 1.0 changes.

oblique hollow
#

what to do with 22.5 HOR to spare

median heath
oblique hollow
#

could do a 50% overclocked Coated Cable Refinery

#

or just make Fuel or something idk

deft lichen
median heath
#

Aye.

#

That's what I'm getting at.
We get stuck with things. And when we reevaluate, we find stuff like the above concerning HOR + Poly.

oblique hollow
deft lichen
#

I mean I'm still stuck underclocking πŸ˜›

median heath
oblique hollow
#

due to the canister loops?

median heath
#

The only circumstance where Freight wins is if you're not looping cans.
If you're just creating on one end and destroying on the other, for example.

oblique hollow
#

gas still wins out i guess?
Drones exist, i know

median heath
#

Always package gas, yeah. 4x compression ratio OP.

oblique hollow
#

Buffers not keeping throughput up doesnt help either

median heath
#

Need Inverse Pump that sucks the fluid out of the buffer.

oblique hollow
#

pressurized buffers

#

Gasometers

median heath
#

Buffers with a window so you can see fullness is all I want 😭

wind spade
#

No buffers best buffers

median heath
#

That translates effectively to "no trains best trains" πŸ˜‰

#

Given that is the usecase of buffers.

wind spade
#

Only if you do fluid trains

median heath
#

There are non-fluid buffers too.

wind spade
#

Those are called containers

oblique hollow
median heath
#

"Kinda" isn't good enough.

oblique hollow
#

it turns the entire buffer into a window or rather fullness gauge

median heath
#

I don't want the ENTIRE buffer changed.

oblique hollow
#

its just the color

#

of the actual buffer vessel

#

a flat color which rises

median heath
#

Ew.

oblique hollow
#

thats all ill say on it, rest of it would be for the mod discord

deft lichen
#

looks dope

#

fight me Sev

median heath
#

Zappers only.
No Jetpack.
Blade Runners.

You choose location and time of day.

oblique hollow
#

On top of the manta at noon

median heath
#

Each party gets 2 bacons for heals.

proven raptor
#

hi, i got a questin about coal generators. can someone help real quick?

median heath
#

No no, we help fake slow around here πŸ˜‰

oblique hollow
#

just ask your question

median heath
proven raptor
#

i have 128 coalgenerators and 4 normal coal veins and 1 pure. how do i split the coal veins perfectly?

median heath
#

Manifold.

proven raptor
#

?

median heath
#

!wikisearch manifold

brisk shoreBOT
oblique hollow
#

you dont need a perfect split

proven raptor
#

ok

#

but i want it efficient as possible

oblique hollow
#

this is efficient

median heath
#

It will be.

proven raptor
#

ok

median heath
#

Manifolds and Balancers have equal efficiency.

proven raptor
#

ty

#

i dont get it

median heath
#

What do you not get?

proven raptor
#

im new to the game, so dont hate on me. i dont know what they are trying to tell me

median heath
#

Ok what's your highest mk belt?

proven raptor
#

4

median heath
#

And you're still making Coal Power??

proven raptor
#

miners i have at2

#

yes

median heath
#

Ok so a mk4 can feed 32 Coal Gens.

oblique hollow
#

why not oil

proven raptor
#

im at phase two of the spaceelevator

median heath
#

Put them all in a line, one splitter in front of each.

median heath
oblique hollow
#

if you have mk 4 conveyor you have access to Oil

proven raptor
#

yeah i need to complete phase 3 sorry

#

i have mk4 assembley lines

#

i dont have computers so i cant build this with oil

median heath
#

@proven raptor mk4 feeds 32 gens.
Put them in a line. Single splitter in front of each.

proven raptor
#

mk4 miner?

median heath
#

No such building exists.

proven raptor
#

oh shit hhahaha

#

ok so a mk2 miner on normal vein feeds 32 coal generators?

median heath
#

Is that what I said?

proven raptor
#

i dont know, what youre saying

#

im stupid thats why im asking these questions

median heath
#

I didn't say anything about miners.
At all.

This is about belts.

proven raptor
#

oh yeah i have mk4 belts

median heath
#

mk4 feeds 32 gens.
Put them in a line. Single splitter in front of each.

proven raptor
#

yes

median heath
#

Is that part clear as to how it works with 100% efficiency without you needing to do anything else?

proven raptor
#

i think so yes

median heath
#

What are you doubting?

proven raptor
#

myself?

median heath
#

Elaborate.
What about the above system is unclear in any respect.

proven raptor
#

i put 32 coal generators in a line and put splitters in front of it

#

i have done that already

median heath
#

And it runs without issue.
Because splitters will self-balance.

#

So "how to feed equally" is just manifold it.

proven raptor
#

yeah i get that

#

and how many gens can i feed with a pure vein?

median heath
#

That is too variable to answer.

Miner mk + clock speed.
Find out the exact amount being given, then you can know how many generators.

oblique hollow
#

put a miner on it

#

and then pick a clock rate

#

then divide the rate you get by 15

#

thats your number of coal generators

proven raptor
#

ah ok

#

thank you guys

glacial saffron
#

I'm trying to build a drone networks that feed itself with battery
from a manufacturer which is fed with drone ports

#

if drones are loaded enough it must be working right ?

#

(pushing more batteries than it consume to feed the battery factory)

stone delta
# glacial saffron I'm trying to build a drone networks that feed itself with battery from a manufa...

The maximum number of batteries each drone can consume is 4.2/min so as long as you feed that amount you should be good. The only real limit is the total number of batteries each drone can carry determines its travel distance. I recommend connecting the drone ports to the same power grid. There is a bug where if they are on disconnected power grids, the game will not correctly calculate the battery consumption of the drones.

spiral furnace
#

what powerplant should i focus on? Nuclear seems to complicated to get clean with so many different resources. Thinkin about some turbofuel layout but the sulfur and crude oil nodes are so far away, so might setup a drone thingy for that

#

ive never tried setting things up with trains since i dont know yet what/where i need to transport

vapid gorge
#

if you get the heavy oil residue and one of hte diluted fuel alt recipes that can do you for the whole game if you like and is simple

primal flicker
jolly marsh
primal flicker
#

Hell, burn petroleum coke for the memes.

spiral furnace
#

thanks for answers, yea i dont want to setup and plan a huge train line for nuclear right now, i dont wanna have to redo the trains once i do them. My world is mostly empty right now with one megafactory that im workin on getting rid off cause its ugly

primal flicker
jolly marsh
primal flicker
#

But fuel still gives almost 3x the power as coke from the same amount of crude.

vital charm
#

how do i make an overflow system for fluids?
i have to send 2100 fuel/min from 21 blenders to 70 fuel gens max overclock

median heath
#

Go to Bing.com and type in "Satisfactory Overflow Hook"

primal flicker
median heath
vital charm
#

i split the gens into 10 rows of 7 gens each. now i gotta figure out how to evenly distribute

primal flicker
median heath
vital charm
#

yeah i know

median heath
#

You cannot split or merge.
You cannot direct specific amounts.

Fluid goes where it can. So build a system that accounts for that.

primal flicker
vital charm
#

this is what i got so far. 5 belts 420/min each

primal flicker
#

Alternatively each group of 3 blenders makes 300/min fuel which would supply 10 gens @ 250%. Do that 7 times.

vital charm
#

hmm yeah that might be the way to go tbh

#

would save me a lot of effort and headaches

true junco
wind spade
vapid gorge
#

do what greeny said

quick gull
#

If I have all the math figured out, do you know why this is not at full efficiency

vapid gorge
quick gull
#

the ones on the top level are, but the pumps say they can pump to that height

vapid gorge
#

You would need to look at all the machines that are fed by the extractor - do their lights stay green?
you can also just stare at the extractors light for 30 seconds - if there's something wrong it'll likely stutter within that time

quick gull
#

like some say they arnt getting enough fuel, but the pipes say they can carry enough, and the extractor isn't running at full capacity

vapid gorge
quick gull
#

starving

vapid gorge
#

so the machines making fuel aren't getting the inputs to MAKE the fuel? Cool, is the input just oil?

quick gull
#

yes they arnt getting enough oil, but the oil extractor at max capacity

vapid gorge
quick gull
#

there is no where for it to get blocked up except at the refineries?

vapid gorge
quick gull
#

oh yes

vapid gorge
#

control panels are a gold mine of info πŸ™‚

#

ok so the situation is this

Fuel producers aren't getting enough oil - Oil extractor is backing up.

There's a few different issues this could be - can you think of what some might be?

#

Well 1 main one is most realistic

quick gull
#

The pumps are not at max head lift so I wouldn't think it to be how much to moves the oil upwards

vapid gorge
#

if you're getting flow at the top and most machines are working? it's probably not headlift

#

there's sometimes very edge cases where you're just ad the max headlift and some machines will work but most won't but it's fairly rare.

#

are most machines up there working?

quick gull
#

no, they are out of oil

vapid gorge
#

ok so the answer I was looking for for the 'main reasons for this' was 'flow issue'

Something in your set up is stopping flow. Could be head lift, could be a buggy floor hole quite a few things.

The only way to really diagnose that is with some over head shots of the pipe layout from extractor to refineries

#

that way we don't flood this channel

quick gull
#

ok ty

oblique hollow
#

im not surprised that this doesnt run well at 600/min

#

its too complex

#

please but those 3 pipeline pumps on the ground

#

not 3 m off the ground

vapid gorge
oblique hollow
#

for sure

vapid gorge
#

I was mostly trying to establish some basic trouble shootings skills πŸ™‚

oblique hollow
#

the pipes here are raised and all

#

which likely leads to backflow into the junctions

vapid gorge
#

"If you have a mk 2 input manifold at 600, use a mk 2 pump at the feed input. Even if the manifold is absolutely flat.
On an output manifold, having the mk 2 somewhere in the middle is what seems to work"

Are you saying something has cropped up that sometimes means you need a mk2 pump before the start of a manifold now?

oblique hollow
#

mk 2 seems to like it

vapid gorge
#

looping and flooding not enough?

oblique hollow
#

you can check my QA post on pipes issues

#

this is one more safety net to looping or splitting

#

if you dont do looping or splitting, then even mk 1 vs mk 2 pump makes a difference

vapid gorge
#

and by "On an output manifold, having the mk 2 somewhere in the middle is what seems to work" you mean a pump somewhere along an output manifold?? that's weird.

oblique hollow
#

yes

vapid gorge
#

weird

oblique hollow
#

just so it has the 50m

#

on the end it doesnt work

vapid gorge
#

why would it need that head lift if it's flat?

#

and why the middle?

oblique hollow
#

same reason why you put it before the input manifold and not "in the middle of the input manifold"

#

the mk 2 needs enough pressure to not be affected by the first row of junctions when its at 600 flow

#

point is you need the 50 m for the 600 flow to survive the very first (for input manifold) or last junctions (output manifold) to not get interrupted

vapid gorge
#

Huh, the only times I've really had to add some pumps in for something like that is when I've branched a pipe into multiple manifolds. Usually on different elevations (not that I do that frequently)

oblique hollow
#

if you dont do branching or looping, this absolutely makes the difference

vapid gorge
#

That's a good heads up, thanks πŸ˜„
I can't seem to search the qna forum by author, do you have a link to your post?

oblique hollow
#

i kinda feel like i should ping laura with this

#

cause i remember her post with the bottom feeding manifold

#

and how mk 2 somehow helped

vapid gorge
#

oooohh the main qna not discord, gotcha sorry

Also do you have an idea of what might be the differences in a flat manifold whether it might need a pump or not?

oblique hollow
#

ive known for a while now that head lift really is pressure

#

its just that for the flow math, there is a cutoff point

#

at like 1.5 m

vapid gorge
#

wdym 'cutoff at 1.5m' ?

oblique hollow
#

above 1.5 , it doesnt directly affect flow math between pipes

#

but turns into the "all or nothing" head lift we know

#

below 1.5, head lift is the pressure that dictates how much flow there should be between pipes

vapid gorge
#

as in , if it doesn't have to rise more than 1.5 post the junction nothing happens?

oblique hollow
#

1.5 m is the pipe diameter

#

this is literally a 0 m height difference manifold

#

a flat pipe has a head lift of 1.5 or 1.3 m

#

cause thats the pipe volume itself

vapid gorge
#

right ok, you know I never considered where the machines started calculating head lift from

oblique hollow
#

center point of the pipe, but then head lift is still considered for the full pipe diameter

vapid gorge
#

would issues be solved if they just calced it from the top of the pipe?

oblique hollow
#

no that just shifts it

#

once a pipe is full, it has an extra volume called "overfill"
overfill allows pipes to sustain max flow (cause then the normal volume doesnt drop - it gets pulled from overfill)
overfill also affects how pump head lift gets transmitted

#

and i believe it is the interaction between the overfill portion for sustaining max flow and passing on head lift thats important here

#

if that portion suddenly varies, you get a major reduction in passed on head lift

#

buuuut if the applied head lift is big enough... then you dont lose as much due to flux

vapid gorge
#

Wild.
I guess just to be extremely specific, what I was asking before was if you took 2 flat manifolds (not identical) what do you think might be attributing factors that 1 might need a pump at the start and the other wouldn't?

#

I don't deep dive like you, I mostly try to focus on what rules can be bent/broken and what might be possible causes

oblique hollow
#

Then you probably benefit from a Mk. 2 Pump at the input

vapid gorge
#

ah ok. Maybe I misread, I thought you suggested using the pump on a looped single manifold

oblique hollow
#

it may not be needed, but it definitely wont hurt either

vapid gorge
#

You know I don't know if I've ever gotten a mk2 system flowing at 600 w/o a loop. And I mean ones that are just 1 junction being split to only 3 machines or something

oblique hollow
#

open that test save from the QA report then

#

and have a look around it

#

the test build right in front of the HUB demonstrates what i just talked about

vapid gorge
#

Oh I believe you - I very likely just design layouts that jsut do not play friendly w/o loops πŸ˜„

#

I like my pipes to look certain ways and it very quickly got to the point of 'ok just loops everywhere, all the time, loops'

vapid gorge
# oblique hollow the test build right in front of the HUB demonstrates what i just talked about

this is funny btw

"Dark Purple: violently slamming the limit slider of a Valve from 0 to 300 multiple (around 30) times results in the Valve generating head lift. This manifests in the form of the Valve in the attached save displaying a flow greater than 0 mΒ³/min on an empty pipe. The oil stops at the roughly Z = 0m. This does not happen above Z = 0m. Unfortunately, this permanently applies to all Valves in this save, even newly built and dismantled ones."

amber umbra
#

That's quite the fluid behavior tired_jace

oblique hollow
#

shadowfixed

#

i noted that in a comment below

quick gull
#

what pictures should I show?

vapid gorge
vapid gorge
oblique hollow
#

just for funsies

quick gull
#

oh so now it works. I feel its just toying with me

oblique hollow
#

that doesnt look like working

#

if that extractor keeps filling up its not fixed

vapid gorge
#

remember - don't trust the meter. Look at the the light

quick gull
#

its constantly at 20 in there now

oblique hollow
#

Did you change anything

quick gull
#

wait no its still broken. I gtg now but I just removed the valves to regulate flow I added after it started not working

vapid gorge
quick gull
#

ok ty.

true junco
#

That reminds me. I had a fluid freight platform that was full of flyid but the sight glass in the interface showed only half full. Is that a known bug?

stone delta
tender salmon
#

I just made my first coal generator setup witch consist of 8 Generators and 3 Water Extractors. But now the last 2 cut out because they run out of coal. I have done the math and it should be working becuase its running on a pure vein and fully MK2 Belts and Lifts. Anyone that could help?

wind spade
#

are they all filled with coal?

tender salmon
#

No the last 1 is some how not getting enough

bold elm
#

You did a manifold. It won't fill unless the others are full. Are they full?

primal flicker
empty flower
#

Anyone have any spreadsheets

wind spade
#

for what?