#math-and-meta
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clock speed is pretty much most important thing you have at hand for making machines fit into desired ratios
Alright how would I get the input of 40/min on the machine
like how would I get the appropiate clockspeed for it?
Because I can do fourty but I'm having trouble actually getting the proper setting for it
is overclocking possible from the beginning? doesn't it have to get unlocked first?
either that or Tier unlock in HUB
you divide normal output by the desired output, basic math ๐
gives you clock speed to set
if it normally makes 60:
40/60 = 0.666666....
multiply by 100 and you got clock speed
yeah i figured that out
unlocked by researching powerslugs i believe in the mam so it is possible
๐
whats it for?
sure just set up some power storage to kick start it if it's san issue
looking at the map it feels like dune desert would be a much better start than rocky desert
is there a reason why i would be wrong here?
because there's a nice coal area near where you could start and you have the edge of everything
sulfur, caterium, some quartz up north
the east of RD as more resource versatility - but you might as well be in the northern forest start for them
Multiple.
i did forget about the biofuel phase of the game
RD also has the highest node diversity of any biome.
And aesthetically it is prettier ๐
the colour pallet is an eye sore ๐
Get your eyes fixed.
yeah im starting to think the place i am running to is the same place i always start in these
Blue trees are amazing.
so im probably gonna run around the desert
Most of us have a favorite spot that we always tend to end up at.
wait RD is WEST right?
and then east is the sand area and south is the starter starter zone
GF and RD are both "starter starter" zones.
NF and DD are the "recommended for non-starters".
fair enough. i do like the idea of DD and maybe in 1.0 i'll start there, but i found a nice place near RD that i'll chill in rn
RD is my favorite biome.
Favorite specific area for starting is west coast with the 6 normal irons.
quick question again, if i need 52 refineries at 100% how do i know how many would i need if i overclock them at 250
52 / 2.5 =
Worth is subjective to the individual.
Your save, you are the sole person who determines what is and is not worth.
overclocking miners/extractors gets your more resource pm from a location - OCing other machines just save you space so largely aesthetic: up to you
i think i messed up. i planned a low output produce-every-weapon-factory. i now have 2 refineries producing different stuff (alu solution + electrode alu scrap) that need to run at 0,8%/0,5% clock speed if i want to keep everything running smoothly.
i don't seem to be able to reduce underclocking below 1%. Is there a method to handle this? or do i need to be practical about it?
produce more, sink excess?
i will have to if there is no trick to set a smaller clock speed.
i don't think there is
it feels very wrong to use a machine at this low of a clock speed anyways ๐
too power-effective to be true
clock speed is capped between 1 and 250
my rotors arent getting enough rods per min to keep up with production but the numbers are 100% right and all rods on a mk4 belt
R=iron rods btw
anyone got any ideas
its a manifold too so all rods go to screws then once all full all go up to rotors and they should perfectly be able to keep up with no bumps but they wont
I FOUND THE CULPRIT
RANDOM MK3 BELT WAS BACKING IT UP
Most likely culprit in something like that
I would just clock at 1% and let the output backup. After a while they'll naturally then run at the target speed because the output is blocked.
But the stuttering .... Yeah I only have to double check my fluid math if it checks out and then that sounds most sensible!
I was on the track of having to change something... This factory project is too large ๐
any place on the map
there's no "best", because that depends on what you prefer
most likely those are two different locations
no i need them now and here and right now
not two different locations much to far away
and nodes are irrelevant for starting location anyway, apart from iron, copper and limestone
nooooo
but i need all of it right here pure and i can have 1000 biomass burners all burning flower petals
WHICH THEY ARE REMOVING!!!!!!!!!!!
you can't make use of pure nodes fully anyway ๐คทโโ๏ธ
i did
it's literally impossible
no you cant
how
mk3 miner fully OCed
if i got 120 resources coming out
how can you get 1200 out of the node if max belt is 780
and then 3 40 per min constructers
get 2 belts
how do you connect two belts to one miner?
convery mergy
MINER
no
merger won't help you if you have one belt output
miner has one output and can on pure nodes go up to 1200/min
mk5 belt (fastest in the game) goes up to only 780/min
HOW do you use more than 780/min from one miner
no
sounds pretty good to me
the belt between miner and splitter will still only be able to do 780
thats not how that works
what if u ask it nicely
maybe its unmotivated
please stop trolling in a serious channel
where is trolling channel
nowhere. Trolling in general is not very welcome in pretty much any server
Bruh has been trolling the whole day
Feel free to search for users posts and see for yourself
@median heath i forgot what u told me about if i get 53.333333 machines at 250% how do i get the .333333, was it 33.3333% of 250?
How many machines at 100%?
133.33333333
Unfixable problem until you get the .333333 out of the base number by changing the amount you're making.
Btw i have a few questions for pipes, do every machine gives u 10m uplift? If yes, when i go down and then up does that 10m start from the machine or when i start to go uplift
would it be okay if i just make another machine at 33.33333%?
or just remove the last machine
Depends on how you define "okay"?
would it alter other machines
I am now confused.
Can't you just take the output number at 250% clockspeed and multiply it by that .333 remainder to find that last machines output speed?
there's no way to clock the machines that won't result in at least one of them having a repeating decimal
best you can do is limit it to one machine so that the rest of the machines can have cleaner numbers
What are you trying to make again?
(and what recipes are being used?)
I don't think it matters what the clock speed is, anytime I do math to get a number of machines and it has a decimal leftover I just multiply whatever the output number those machines are running by that decimal and set the last machine to that number
Like, if you need, say, 5.333333 machines' worth of [recipe], you could:
- Clock 6 machines at 88.8888%
- Clock 5 machines at 100% and a sixth machine at 33.3333%
...but no matter how you cut it up, you can't avoid having at least one machine with a repeating decimal.
fuel gen, fuel
yeah i dont care about the last one
i want to do that one
how do i do it
So using normal fuel at 250 clockspeed is 30 per minute right? so multiply 30 by .333 and set that last machine to that number which should basically be 9.999 repeating or just 10 if your lazy, I'm just going off the top of my head for what the fuel numbers are, double check that in game
Otherwise if you are trying to average that across all the machines figure out your total fuel production and divide it by 54 machines and that will tell you the number you'll set all those machines to
yes this is what i want
so 9.99999%?
Not a percentage that's the raw number
Which you can also manually change, just type it in the text box
ohh okay, ty
btw someone?
I do think that all the machines have 10m of headlift, so any negative distance from the machine is free until you are once again past 10m of height relative to that machine, is that what you are asking?
McGalleons fluid manual has a useful visual chart for the various head lifts provided
Recipes?
the other guy already told me how to fix it, ty
oh yees
well you have to make a total production that is divisible w/o repeating decimals.
you can jsut round up the last digit one, it'll only stutter every like 1000hrs
0.33333 * 2.5
Anybody else do this with their radar? It looks like I got my trigonometry right. You can form an overlapping hexagonal lattice to get perfect coverage using the minimum number of towers by placing them 1732 horizontal meters and 750 vertical meters apart.
I've seen at least one Reddit post on the subject, yes
Couldn't tell you how your results compare, as I don't find the subject interesting enough to have read that ^^
Did a chat search for those magic numbers and was surprised to see nobody else had mentioned them here
You're likely to find something on Reddit. Tbh, it's much easier to keep tracks of "who said what" there, due to the sheer difference km volume between Discord chats and Reddit posts
woah this is cool, I just placed them in "scenic locations" but ensured they have full coverage
Today I was constrained by the 60(ish) items limit for Programmable splitters while making my storage 
... I'll have to use 2 of them instead of just one 
||Dogshit game, totally unplayable||
๐ the true power of sushi is too strong to allow people to use it
I cannot, for the life of me, figure out why my factory does this sometimes
everything is 1:1, there are no power issues, nothing
it just hiccups like this
it's not worth chasing a flat line as trains will make this fluctuate a bunch, what's more important is every constructor/assembler being 100%
I don't have trains yet
(100% efficiency, not clock speed)
My best guess is that my sinks aren't working 24/7 in case of modular frames or stators
yeah sinks also do that
Yeah everything is on 100%, I just spent the last 45 minutes checking my entire world lol
Fixed!
nice
It is possible to produce 20 of each space elevator part + a maxed-out Nuclear Power Plant. This is roughly all the resources you need. All i did was go through every recipe in the game, calculate the best ones (mostly those that save on Sulfur or other 'rare' resource), wrote down the max amount of resources available, calculated 1pm of each of the final space elevator parts, worked out how much iron, coal, copper etc it all needed, after adding together all 4 parts, then i found out the percentage of total resources used (for example, i was using 733 copper out of 28,658 meaning that i was using 1/39 of the total copper. After finding which resource is the most demanding (Bauxite at 1/25), i then times everything by 20 knowing that there was a 100% chance that i will have enough of every item to produce the Space Elevator parts. I didn't times it by 25 because i still wanted some Bauxite to make extra batteries for drones. This calculates everything you'll need in your game so you'll never overproduce or underproduce resources. It's not 100% accurate because i did most of this after work on my phone, but it's pretty close. This will require A LOOOOOOOOT of water though, so be cautious. It's also power-hungry, but you have tones of oil left over for turbo fuel, and that nuclear power plant will produce over 500,000mw (hopefully). Hope this might help some peeps ๐
why tf didnt you just ask tools?
it's more fun this way
...
Some people like doing math you know
Mad.
By maxed out nuclear, you mean the 1.19 TW setup?
it uses all 2,100 uranium. IDK if that's one of the resource nodes that could end up changing, but it uses it all.
there are different max nuclear setups, 1.19 TW uses a specific ratio of U and Pu, afaik max uranium without plutonium is 550 GW
I just read that and thought "no way it consumes 500 GW"
it works out to 14pm Plutonium Fuel Cells and 33.6pm Uranium Fuel Rods. The recipe doesn't use beacons though (luckily).
it does end up producing 1,796.2 Uranium Waste, so you need to hope nothing goes wrong ๐
waste storage is far less of an issue now with blueprints
yeeeeep
but that is a lot yeah 
how do you clear nuclear waste out of your world?
You sink plutonium rods.
so you take waste and make plutonium rods which you sink?
That is the only way to automate uranium waste removal.
you can use the waste to produce plutonium fuel rods. You could use those rods for power too, but you'll end up with Plutonium waste. this can't be sinked and you can't use it for anything
Enough people do it.
I'd rather build permanent storage.
so you think it isnt worth it?
Or you can use the plutonium rods and store THAT waste.
I will not do that
Same amount of radioactivity, 1/5 the storage requirement, ~80% more power.
ooooh
maybe I do wanna do this
I will have to discuss this wiht my mates
It's not a terrible tradeoff. And the radiation exclusion area wouldn't be enormous, from a stack of containers.
I prefer to keep as little radiation in the world as possible. Sinking plutonium is the best option for me.
Nothing wrong with that. Personally I'm fine with Pu waste storage.
i like chilling out and vibing in my factories too much for that, I'd be constantly anxious about dying of radiation or the storage backing up
Overcomplicating a sushi belt:
I wanted the sushi belt that groups 2 types of items in groups of three so they travel together just for fun. Basically I have 22.5 of both quartz crystals and silica coming in, and I then use the bottom contraption to limit the output to 20 by forcing it over a 60 belt and then splitting it in three. Then I split each belt in 3 and merge each branch together, before merging the branches again, mixing the branches. I then split it in two and then limiting both sides to 20/min makes sure it's groups of three. Then I pass it through a completely useless series of conveyor elevators, before making it go through a splitter again with different levels of belts, so that when merging they are grouped together next to each other. I don't know quite how it works, but it works. (and yes, this serves no purpose whatsoever)
(not sure if this is the wrong channel, hope it's not)
That's why the storage goes on Alcatraz (what I'm calling the big rocks in the SE ocean)
Looks great! It doesn't have to be practical as long as you had fun making it
i didn't even know that was possible but that's cool as hell
https://i.imgur.com/BXMxxh3.jpeg does this pipes also have the 50m lift?
because im using floor holes
so idk if it works like that
head lift goes through floor holes
@frosty owl you might care about this
Interested in a (possibly) simpler way of obtaining the "pattern" of items you wish for that can be generalized to any pattern you may wish? (Eg: crystal-crystal-silica-silica-silica or crystal-crystal-silica-silica-crystal-silica...)
does a large distance since source of a pipe alter flow rate?
No
Properly built and flooded pipes don't care about that.
Distance just increases the startup fill time.
and do junction cross also "cancel" head lift?
No. Only pumps, not-full buffers, and valves do that afaik.
Pumps.
Valves don't care, but you shouldn't use them anyway.
Buffers is situational, but you shouldn't use them in 99% of cases anyway.
pipes are so confusing
I genuinely wouldn't say that.
after x thousand of hours they become less confusing ๐
i counted and its 11 4m walls LIKE WHY does the pipes at the refineries get empty
okay it seems to have fixed itself
you pump 1 fluid upwards into the pipe connected to the refinery, the refinery eats it, now the pipe is empty again; this will repeat a bunch until it eventually fills
I'm fairly certain I've linked the 'will work in any situation pipe rules' to you before
That's a nice looking factory you've got there though, so kudos for that
I know the answer is no, but is there a way to get rid of these trees, if not, I have to change the path of my tracks ๐
this is gonna suck ass
all you shared there is the tool, not the plan
there we go lmao
yeah the oil makes it a bit awk
this is the combo I generally go for https://www.satisfactorytools.com/production?share=UvR0TEUFjowfqhD2QRUK
for a simple start of HMF
for a big one I use the screw recipes and steel srew
I like this way more ngl. Nice numbers tbh
well you added a lot of oil products to your which increases complexity. It depends how you want to go about it
for my big HMF plan I use Steel Coated Plates which uses a little plastic but that's it. And wet concrete is glorious on it's own
Wet concrete and pure iron/copper/cat is almost a no brainer atp for me
ehhhh depends what you're doing. Pure Iron is pretty niche imo
there's so much of it about.
the other 2 pures are really just for squeezing big systems into spots
I just like it because you nearly double iron ore --> ingot production with a small cost of water
the real cost is your life messing with more refineries
true lmao. And im horrid with liquids so i struggle sometimes but otherwise definitely good
fluids are easy if you just follow the simple reliable steps
Fair. Its more being able to keep them neat for me. I end up making straight noodles lmao
wdym?
๐
eh, if you can get your belts tidy you can get pipes tidy. If you can't get belts tidy then that is asn issue
i think u told me the name but not the link
Pipes are simple.
And frequently misbehave due to poor assumptions by players.
ty
just a few simple rules
Follow those rules and you will get consistently reliable systems.
abt the manifold loop, does it have to be at the start? even if technically i consume the max of the pipe and by the end it shouldnt be any?
i use no indicators, is that okay btw?
indicators?
thats the name of the style of the pipe
oh the visual thing yeah that doesn't do anything
indicators are useful for trouble shooting mind you
but you can replace pipes without indicators easily later if and where you want indicators
oh yes the 13m3 flowrate
okay
@vapid gorge is this okay?
btw this is my logistical floor
because i dont want the manifold on top
in theory? sure careful about bottom feeding though - I do it but I know what I'm doing.
follow the rest of the ruiles. Don't have the manifold split, or merge manifolds, prefill before turning it completely on
part of the Point A to Point B rules -
don't have a pipe going all over the place - just to it's destination
also in this instance do it like this
it'll give the lower pipe priority
which is likely more important since you're bottom feeding
well point a to point b just means have a set group of machines making fluid that goes to only one production.
but yeah have hte input pipe in the image feed at the higher point
so put it higher? or what
or lower
look at the image - the yellow line is where the input pipe should feed
same with the input feed in the example I showed you, it's higher than the bottom part of the loop that goes to the machines #math-and-meta message
oh that is going to be a problem ๐ง
but doesnt that mean the "return" pipe should be higher than the input of the machines?
?? what?
im trying so hard to understand
you have a loop - the input is coming in at the TOP of hte loop, the junctions that feed the machines are on the bottom.
This is especially important since you're bottom feeding
bottom feeding is not generally recommended since it's more liable to cause issues
but you can get it to work if you're careful
For example this is basically the same thing but feeding machines above the loop. Essentially what you're doing now
do i have to connect EVERY junction of every machine?
wait, read ur message
brain usage
Milo pls, why did you connect it lower
XD
you can't treat pipes like belts and just slap them down, especially when feeding from below
first fixt that then ask a question
basically copied it
I have no idea what this is or what it's for.
where is the red pipe going?
I'm gonna start assuming you're trolling me soon though
im nooot
let me send a new pic
pipe on the left is where crude oil comes from
pipes going up are for machines
i copied the image u sended
ok cool this pipe is exactly what you need
I don't know why you have this one going up and down and up
or was that the other pic but only partially made?
indeed
ok now im remaking the path of the pipes to make the 3 not go in weird ways and go point a to b
well as long as Point A to Point B is just one pipe that isn't splitting or merging you can do just about anything you like to it as long as the manifold is fed like it is now
like, it'll be simpler if you make the pipe simple and straigth forward, and I recommend that, but having a wiggly middle pipe doesn't generally cause issues if you do the rest carefuly
this is going to be a pain but now i have to do that for the HOR output/input FUEL output and input for every fuel gen
i dont have the energy for that today
๐ค
You'll get there ๐
even if you don't get it working right stuttering power isn't the worst and it's practice for later ๐
I mean, sure, why not. This was mostly experimenting with overcomplicating though
I suspect what Ven is talking about is how he managed to feed a single sushi balanced belt into manufacturers
Ahh I see. Well for my case it doesn't matter whatsoever. Theres a smart splitter at the end that splits it again into bins and recycles the overflow
it's a pretty cool trick, lot of work I imagine though https://youtu.be/3gsYsgR-wE8?t=412
In this second episode of the playthrough, I'm changing the editing approach to cut away more footage and speed it up less often (uploading such large files is more cumbersome than I expected). I previously reached Coal, but scrapped the footage to restart with the closest autosave I had to the end of the previous episode.
IN THIS EPISODE: Afte...
Actually no, just something about how to make any "item pattern" easily ๐
๐
But thanks for the promo nonetheless ๐คฃ
(I'll need to have more tipying time than I have now though)
btw would i need to do the loop for outputs?
im merging some outputs because some outputs feed x number of machines
no, outputs don't need a loop
ty, btw do u sleep? good morning lol
I'm about to head to bed now. Australia time ๐
so goodnight ๐
gn
why does this happens??
it does like 1
wait there was a mini conveyor glitched inside
Do you place those on an already existing conveyor belt? That does tend to leave a strip in the space inside the splitter or merger, it's better to put those in place without a conveyor belt in the way and then connect belts to it after
ty, but i needed to do it in the bad way bc it is on the air
Yeah that's tricky, I have long wished those would snap to the ceiling but you might try stacking the splitter/merger and removing the stack under the height you desire. That method doesn't always get what you need but it can help
Another work-around to eliminate that strip is to place the splitter/merger where you wanted on the belt then deleting it and snapping a replacement to one end of the conveyor you just broke into two pieces, you'll need to replace the section of conveyor belt on the other side as the splitter/merger will only recognize the belt you snapped it to but you'll lose that strip in the middle that can trip you up when you upgrade your belts
i love how even my machines are making 600 fuel/min my machines still flicker
lovely
i hate pipes
hey guys,
I got a mk. 3 caterium miner, which produces 1200 caterium p/min. mk. 5 belts only go up to 780 items p/min. How can I use the 1200 caterium p/min?
right now you cannot
1.0 apparently has a solution for this, but they won't tell us what it is
okay ty
@vapid gorge is that pump okay? because it seems that when the pipe is large it doesnt fill the pipes in the next floor
like it should be constant 600m3 fuel/min flowrate
but its not ๐ก
heres a tip: connect a pipe here and connect the second part to the other end of the pipeline
so it forms a loop
this is probably your only hope of it working without a rebuild
that's what the top one is for, for the loop
where does that connect to
dont tell me you try to push 600 through the top one too
Would downgrading the pipes that feed directly into the generators to Mk1 help balance the flow?
theres a chance but its not guaranteed
however from experience it does tend to act a lot nicer if you do
let me send the pic of the whole network
sorry i was occupied
oh my god.
i just realized the fuel output is 500m3 per pipe
........
wait no
i just connected the pipes wrong i do max out the pipes
two pipes at 600 and 1 at 400
GW, not kMW
ohyes
the pump is fine I don't see how the top is a loop
I don't see what you marked...
I'm not sure wher ethe loop is coming into it as I can't see the rest of where the bottom/top pipe is going
Yeah, a wide angle from the opposite side would help...
I already fixed it all, ty
i had to rework all pipes lol
lmao ๐
Naa
mh ok so white text is in liter and orange text is in cubic meter
funny
What is the standard unit of measurement for liquid volume that every country other than the United States uses?
cups
...
Liters. How many liters in a cubic meter? 1000. The "glitch" is a units error. the display needs to indicate Liters, clearly. ๐
Or just start calling it in kL from now on. Lol
That's in liters, not m3
Sorry for the late answer, I forgot ๐
The basic idea is: how to make any sequence of items on a belt? A simple and generic way to approach this can be using "reversed" balancers (I'll leave the order for later) that make use of full belts and round-Robin mechanics to make sure the output belt always get the same item pattern. For instance, let's take a pattern of 1 quartz and 3 silica:
- we sum all items involved in one repetition of the pattern: 1+3 = 4.
- We round to the closest number one can load-balance to (eg: 2, 3, 4, 6, 8, 12...): 4.
- We imagine a balancer that has that many equal outputs: 3 splitters can suffice.
- We "invert" said balancer, flipping the belt direction and switching splitters for mergers: now we have 3 mergers. Optimization is possible (eg: it can be reduced to 2 mergers in this case)
- We connect a full belt of input items to each of the inputs created (what were the outputs for the prior balancer). In this case it would be one belt of quartz and 3 belts of silica, so merging quartz+silica, silica+silica (can be optimized away) and finally: quartz+silica+silica+silica <- the pattern we wanted
Changing the order in which the belts are connected to the mergers can change the order of the items in the pattern (eg: Silica-Quartz-Silica-Silica or Silica-Silica-Quartz-Silica...). Loopbacks can be used too, and this allows to implement all possible splits/patterns like: Silica-Quartz-Rubber-Quartz-Silical can be obtained inverting a 1-to-5 balancer (including loop back) and connecting that to 5 input belts
Very interesting. Will have to try sometime
If you wish for more details or a different explanation method, there is a reddit post with some pictures on the subject
(called "Saturated Sushi Belts" iirc)
It's recommended to use multiples of 81.
I chose random and awkward numbers to show the tools can handle any need
@inner lava
Link to actual tab: https://www.satisfactorytools.com/production?share=BmpQDR9BnQDUbKgd18sV
Zero byproduct to worry about.
if you insist on not using residual, you get this
which you will see uses more oil
this is why the tools will put in the residual recipes
But, residual was never a part of the problem. It's recycled and recycled. Kick-started with some rubber and plastic from before, and the supplying each other.
Does the tab I linked help, or was there a key part I missed from not seeing the original question?
Original post:
'Okay, I'm at my wits end. Please help.
I'm trying to make a "Recycle Station".
Basically you pump oil into refineries, make fuel and dump the resin, then use refineries to make Recycled Rubber and Recycled Plastic, feeding each other the resources needed to keep the process going.
Calculator sadly can't help with the math, since it needs either plastic or rubber to be made before the process can start.
But since you can just load the refineries with one stack of plastic or rubber each, you can kick-start the process.
Now to the problem, I've been calculating how much I need of both to fuel my big production of everything else, but every equation ends up in different numbers...
Anyone done something similar and know how to think around this?'
You have a set goal and said goal keeps returning different amounts?
No, I'm lost in how to calculate how much oil, fuel and refineries I need to make the plastic and rubber I need for my factory production, plus what's needed for the machines to feed them selfs, since the amount of machines keep increasing.
That's why I'm asking for help, I think I'm doing the calculations wrong.
since the amount of machines keep increasing.
Why?
I need refineries to make plastic and rubber for the production.
Then I need refineries for the plastic and rubber FOR the plastic and rubber.
And using the calculator to my best knowledge, that sadly can't calculate recycled + recycled, I end up with different numbers depending on if I try one at a time, or none and try to calculate on my own.
I am confused as to how this does not solve that?
Shows all buildings involved in the numbers you specified (slightly altered to make the building count cleaner).
Tools can calculate it. Calculator can't
Because you keep using Residual recipes.
That's to get rid of ploymer resin
Which is a problem because...?
The point of the Recycled Loop is absolutely zero byproduct.
This is the alternative. Makes for a happy awesome sink.
If you remove Residual Rubber, you remove this advantage.
Please explain how, I can't seem.to find a way to do it.
Here.
Select all alts, select rubber or plastic (or both) for poroduction, select how much
Or choose "max" and define input
Because that's not what I'm asking about.
I'm asking if anyone else has done a recycle station the way I described and could help with the math.
From what I understood of your description, the answer was provided
I have three separate recycled rubber/recycled plastic systems
Oh you want to get more our of it then possible? Then that is not possible. Either tool shows you the math
push this button
I have legit not been this confused since the last time my fiancรฉe tried to describe what she was actually upset about one time...
"Basically you pump oil into refineries, make fuel and dump the resin, then use refineries to make Recycled Rubber and Recycled Plastic, feeding each other the resources needed to keep the process going."
What part about this is so confusing?
Someone else gave you the solution to this a while ago.
It's also just a waste of resources to go about it that way.
I don't actually advise that you build it this way, with sinking resin
Feeding each other to keep the process going.
Sounds like you want more out of it than possible?
If you mean I want to have 600 crude oil input and then I want to partially process the first refinery and then all the byproduct as far as possible before the next refinery and loop that somehow
but the tools will let you do this
Most possible is 1:3 conversion using the Recycled Loop.
If you deviate from that you're just choosing to have less.
There would be no advantage to this approach compared to refining all at the start and the taking care of the products. Comes out to the same in the end
I'm getting on a train so my replies will be limited from here on out
Reliable public train transport? How un-American. 
I think you can process everything in step 1and then take care of byproduct a,B
The normal way basically.
Or you could think there is some benefit to chaining it all and only partially doing a step 1.1 and taking care of A1 and B1 in step 1.2
Now you're just randomly adding labels to things.
The thing about that idea is you can either use 100% clock or 10% clock. Making it completely unreasonable
Could make for a good design idea. But not practical
lmao UK public transport so uh, no
I just read the specifics or the initial request
.
Keeping the loop going is just not how it works. There is no real loop
I'm not looking the BEST way to go about this, I was asking if anyone had done anything like what I was explaining.
I don't care about optimizing at all. I just wanted some math help, and so far I don't understand how the answers so far have helped with that.
I'm trying to figure out the tool thing Ryzen sent now.
If you can't look at the picture from Tools that I made and see the Loop. Idk what to tell you ๐คทโโ๏ธ
Tools is correct. Never doubted it.
@inner lava for satisfactory tools, which we refer to as "tools", you just enter how much of a thing you want, select which alt recipes you have unlocked, and it will do the rest
this is also why we're acting a little confused because our answer really is "use tools it'll solve your problems"
There is a way to approach this, that works with what was originally described by Joker. It is not really representable as a complete function in tools. But a single step can be shown in tools
But I was warning him that it is only practical for a design reason. Not for good factory planing
I'm trying to ad and remove recipes, but I just can't seem to fin what to pick and not pick for it to make a "nothing but recycled" production.
It just keeps telling me it's missing materials.
is the one I linked not what you were looking for
I don't care about optimizing.
yours should be what he was refering to
looks like this to me
Did you want to build a cascade like effect only partially using the oil in each step?
THIS!!
This is what I'm trying to make! But it just won't happen!
I must be using tools wrong, because that's now what I was seeing.
weird
this link is precisely that
You need to select the correct recipes for it.
my link has the recipes selected
Which was one of the first answers. Also why we were so confused.
And then greeny told you how to do it.
all I did is enable all alternates, scroll past the alternates to the default recipes, and disable the residual rubber and plastic
And you wanted something else and we were all confused due to that trying to figure out what you want
I don't know why, but now it shows up.
I could have missed it among all the replies. I'm sorry, I'll take the fault.
it's cool my dude, if you haven't used tools before it can be overwhelming
but now you're equipped to plan any factory you want
Never seen it before, so was a bit confusing to be true.
It is gonna be a good companion;-)
also for future reference, if you want to compartmentalize factories (add in resources you're making elsewhere), go to the "Items, Input" tab and use this button
so you can start a new factory with 750 plastic and 150 rubber input
Darn, there is a lot to learn...
Many thanks, really.
Was so hard trying to explain what I wanted when other tried to optimize past the original idea.
Thinking of just skipping the Diluted step, and just making fuel direct to plastic and rubber.
Less machines needed.
It never hurts to have a stock of plastic and rubber in different places.
reconnect it
if it does not get filled at all, it very likely snapped to something that it was not supposed to snap to or somehow failed.
if it only partially gets filled or slowly you might have another problem
this
every other pipe gets filled correctly
and the ratios of HOR to fuel are correct
slap a pump onto it
the other pipes have the bonus of having a pump that prevents backflow
but the red pipe has the option of being drained by the purple pump
because it can flow back into the junction
there is a pump on the main branch already?
which splits into a lower part with another pump and a vertical part
Guess which one gets priority due to gravity
Oh sure but it's fed from to hte top one so the priority goes to the lower where it bottom feeds. It's essentially an exact copy of my bottom feed design
should work w/o either of the pumps tbh
@crisp lava see #math-and-meta message for alt recipe picking
thonks
This is set to correct ratio how to simplify cause it long time to have perfect ratios on everything
yeah, people usually just use manifolds
--S--S--S--S--S--S
| | | | | |
or they clock machines to match input and output
Wish I knew this before doing this shit I spent so much time to perfect it lol
you're not first and definitely not last person to do this, don't worry ๐
This is one of the earlier problems the game throws at you. Once you learn it, it sticks.
@harsh tusk see #math-and-meta message for alt recipe picking
Now to do micro(services)factories
shes drinkin
new rubber and plastic factory
and it makes fuel as a byproduct
is that diluted packaged fuel?
heavy residue
its only a byproduct so im not too fussed
and it still makes 200 a min
why the buffer? ๐ค
(also you can convert it to coke and have extra power, or sink it, or make into steel)
just in case i overflow on the plastic or rubber the fuel doesnt stop
nothing left to buy in the sink
and i dont need steel
then power ๐
i cant yet
why not?
i dont have phase 3 yet
coke goes into coal generators
forward thinking
Fuel gens are a good idea.
Okay this is making me go crazy, i have24 refineries (250%) making HOR so 2400 per minute, divided into 4 pipes that concentrate 6 refineries that are making HOR into 1 pipe that goes into 4 (16 in total) refineries (250%) making fuel and then 6 refinery outputs merge into 1 pipe except the last 4 that go into 1 pipe, so two 6 refineries into 1 pipe each and one 4 refineries into 1 pipe
and then the 6 fuel 20 fuel gens at 250%
but as you can see the refineries flash yellow sometimes
and idk why because i already put every machine on standby, waited for pipes to fill and start it but the pipes get empty
so my power gen is always with spikes of energy prod
2600?
600 x 4 = 2400, if you have 2600, you need a fifth pipe.
You stated here you have 2600 HOR in 4 pipes, it won't go.
Ahh ok.
What was the fault?
When a (2nd) plan speaks by itself (better than the 1st one) ..
the pumps i think
did you turn off some of the gens to make sure everything was flooded first ?
yes, i fixed it, it was a height problem
It's solely about resource-efficiency.
That's why you have to turn some stuff off to get it to do certain things.
and there's different weights to the value of resources iirc
It's why when I use the tool I almost solely swap recipes rather than let it decide which to use. I like to control what resource types are used, it helps with planning factory locations
There are only different weights if you decide there are different weights.
A couple of questions. I've made it to Phase 3 and ready to setup an initial oil facility for rubber/plastic. 1) Should I go with the nodes to the west or southwest? 2) If west, should I overclock to get 300 units of oil/minute or stick to 240? 3) If southwest, is the pond to the west of it enough water for the coal generators I'll have to setup? 4) How should I route power lines to these oil fields?
go with your gut and assume that whatever you're building now won't mesh with any final goals you want to create in the future.
I know that, I'm just having to come to terms with Phase 3 and beyond having higher logistical requirements
So if I go with the west, overclock the normal node to 150% so I get a line of 300 between the 3 nodes. That's 100 Plastic and Rubber per minute, the Residue being turned into 450 Petroleum Coke per minute, which is enough for 18 coal generators?
if that's how you want to go? I tend ot sink the coke early on for more points and coupons.
and it's less that you'll have higher logistical requirements, though you will, but it's more that only after having some experience and unlockign all the parts, all the recipes, will you have an idea of what you actually want to make
and if you like sand box games your style will probably change a couple times while you learn
well I'm running up against my current power grid capacity and like to use the rubber/plastic plant as an extra source of power until I get to fuel generators
I'd aim to find 3-4 coal nodes next to water and just max out the power from it 48-64 coal gens is not a silly amount
well if you look in the southeast of my image I have a coal generator plant setup using the nodes from the beach
whenever you get a better belt or miner? jsut expand it
ah yeah, overclock to your belt limit and build ๐
I'd have to rebuild that to take advantage of potentially more power there
why? make another floor, or build to the side
you might have to rejig the belts at the worst
I don't like pumping water, I like to keep the coal generators near surface level
I mean... sure? build sidways then
having 1 pump per floor generally isn't an issue though and you'll have to manage fluids sooner or later
Build underwater.
Problem solved.
if I swap those out for mk2 miners that gives me 2 lines of 240 and I could double the generators from 16 to 32
just expand the line of generators north and south of the initial 16
Bruh my offline char is different how to sync? Bro is chillin
either restart the game and verify you're logged in before starting the game or just kill the body or play normally
I have been stuck for a while, I have 2 lines of 5, but I need 1 line of 2 and 1 line of 8, I don't have a smart splitter/programmable splitter
is manifold a valid option for you?
what is manifold
I mean, if you want to split perfectly for your own reasons, you can balance it. But if you split the main line in two lines going into next production step, then they will balance themselves
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once a machine fills up, it cannot accept any more...
You're welcome!
this is so helpful that now I just need to redo a large chunk of this factory...
i wasn't aware of manifolds for a good chunk of my gameplay and it's really life-changing
I have 2 mk2 miners providing a 8-generator manifold and they randomly pop in and out of making elec
Well, 2 8-gen manifolds
make sure the mk 2 belts are actually full
!wikisearch coal_generator
I'm using the bottom setup
why redo it? just go up the tiers you'll prob want to change things up as you go
Just keep it and make new
I normally do the top, I did the bottom variant once and the water didn't flow right until it did and I don't know why
can't tell you w/o images and more info
pipes are simple once you know the rules, but really easy to mess up if you don't
Unfortunately Petroleum Coke is the worst fuel for coal generators (each generator needs 25 pet-coke per min, versus 15 coal). So I'm just throwing some options out. Down where your existing coal plant is at, based on the picture, you have a pure sulfur node located nearby. If you have the compacted coal recipe, you could use that and roughly double the number of coal generators you have at that location. I don't know if you overclocked the coal miners there, so you'll have to run the numbers to see how many coal generators you can add. As for the oil nodes, packaged diluted fuel alternate recipe basically creates three times the amount of fuel than the default fuel recipe. If you have that alternate recipe, then a fuel generator site should be a high priority. A single pure crude oil node running at 540/min can fuel an 18,000MW fuel generator site with the packaged diluted fuel recipe. So you can maybe look further west to the Spire Coast as there are a lot of oil nodes there for both your power production and plastic/rubber. If you use the recycled rubber and recycled plastic alternate recipe, you can look at some videos by Moo on YouTube to create a plant to generate 780 plastic/min and 810 rubber/min. He also has two videos on creating 18,000MW fuel generator sites as well.
Yeah, game logic. Packaged diluted fuel recipe, get three times the amount of fuel.... just add water.
well for now what was 16 coal generators is now 32 which has doubled my power output
all I did was drop mk2 miners on the existing coal nodes and upgraded all the belts
as for diluted fuel, I'm still at the start of phase 3, I need to setup an initial oil production plant before I go crazy with fuel generators
Ah yes, in that case I have a picture of a starter plastic/rubber with fuel generators and 4 packaged fuel/min. Give me a few minutes and I'll post it.
I couldn't do the compacted coal option because that sulfur node is fueling a black powder station at my base
Single pure crude oil node producing 300/min. 5 plastic refineries producing 100 plastic/min with heavy oil residue byproduct. Another 5 producing 100 rubber/min with heavy oil residue byproduct. 3 refineries taking the heavy oil residue to produce 100 fuel/min. 8 fuel generators consuming 96 fuel/min leaving 4 fuel/min being sent to a packager to create packaged fuel.
just tap some plastic from your 100 plastic/min to create the empty canisters for the packaged fuel.
Good plastic/rubber starter plant. It gives power and some packaged fuel to get you started. Bonus is, once you have other fuel generators up and running you can tear these fuel gens down and set your packager to create 100 packaged fuel/min.
Odd definition of "starter" given you cannot use half of this at the start of Plastic/Rubber.
Why not? This was literally my first plastic/rubber plant.
Most obviously, because you don't have access to Fuel Gens at the start.
Secondly, you don't have access to Packagers.
Well true, I had to use fluid buffers at first in place of the fuel generators
Hence, odd definition of "starter".
Got the plastic/rubber, did the milestones, came back and put the fuel gens in later.
Same thing, 100/min of each.
Can be built immediately and does not rely on any other milestones.
300 Oil
5 Rubber Refineries @ 100%
5 Plastic Refineries @ 100%
Byproduct HOR routed to
4 Coke Refineries @ 93.75%
Feeds 18 Coal Gens with no waste.
Cost to run: ~600 MW
Produces: 1350 MW
How can you compare coke and coal lol
Unfortunately Petroleum Coke is the worst fuel for coal generators
This is objectively false.
1 Oil = 4 Coke
Coal Gen burn rates equate to Coal @ 15/min, but Oil at 6.25/min
Literally any form of power derived from Oil is an ugrade from Coal, which is intentional.
my plan was to use these 3 oil nodes and overclock the normal to 150% so it gives me a line of 300 oil/minute. I guess the real question is where do I set it up? a lot of spire coast is very cramped and awkward to build around so it feels like I need to feed things north out into the open water.
Spire Coast is where most people build oil rig platforms, yes.
I guess my question is how to I connect it to my stuff in dune desert to the east? do I build a foundation path from that little inlet that feeds into the ocean? or do I work south from the canyon?
do I build a foundation path
The answer to this is always "no"
Yeah, plenty of space to build out over water. Getting the stuff to dune desert is a bit more trickier. Railway would be best, but that may prove difficult to manage early on. You could look at some road blueprints or create your own, but that would be the same as laying foundations. And you'll need to unlock the transportation milestone for tractor/trucks. Most people I've seen go this route early game and then replace with railways later.
Loading a truck up with buildable material to build the roads comes in handy. A lot of the blueprints made by others include street lights. They look nice but the hookup is tedious. If you use someone else's road blueprint you could always modify them and remove the street lights.
Why road blueprints, especially in contrast to railways?
Basically the only advantage trucks have over trains is that you don't need to build the infrastructure to connect stations (and the station lockout, not relevant)
Roads is just concrete for the most part. As I said, railway would be best but depends if he has the factories setup to support building that.
Belts and pipelines ftw.
Quick, dirty, gets the job done. ๐
I would tend to build over the water there, myself. But nothing stands in the way of a single Mk2 pipe carrying the oil wherever. (I would use 450 mยณ/min, results in fewer rounding/underclock errors.) Could be worth piping the crude east or south, and building the factory somewhere more accessible.

well at least it will be easy build
That part builds itself!
very satisfactory
floating points are evil
Oooh i already have that one, it's so good!
does anyone have a phase 3 factory?
what is a phase 3 factory?
I don't bother automating space parts going up the tiers, I just put items in boxes and feed a few machines
I think most people do that
yo
thx for the idea
no definatly not
generally talking to people on the server for a number of years? yes they seem to
I don't care if you do or not
Yes, definitely.
does anyone know of a good guide to path signals/block signals? I've been trying to crack it for a couple days now and I think I have a basic understanding of how they work but I can't seem to get them to work specifically for what I need.
any specific case you want to solve?
it's hard to explain without a diagram and I'm on my phone
I'll try and see if u understand, if not I'll take screenshots once home
basically, I have a 4 way and a 3 way intersection next to eachother. both of them have inbound and outbound rails (none of them are bidirectional).
The T cross uses an x design (the incoming and outgoing tracks and cross into eachother at this point) so any train coming from any direction can turn any way they want.
The 4 way has a similar design, with x Crosses before the intersection and turns attaching the corners of each track at the intersection
I'll draw it on some paper
usually easiest solution is "path on entry, block on exit"
I tried that and it wasn't working very well
Same with this design
that should work better than yours
wdym "wasn't working well"?
bunch of signaling errors with the trajns
what errors? ๐ค
the trains just spat back signaling errors idk how to view it specificallt
train can only pass signal in the direction the signal is facing
the dark ones are my path signals, the not dark ones are block signals. I may have fucked up the placement on this page but in the actual track the path signals are all facing in and the block signals are all facing out on the outer edge of the track (by this I mean they're facing in/out on the outside of the track)
I get the feeling that cross at the middle is the issue but I've tried making it a signal cross or removing the signals entirely such that it's treated as one big junction but it hasn't worked
Not signal cross
the junction I sent above should be better (less space used)
Single cross
how should I place the signals for it? I tried a junction like that for the 4 way, but kept the three way the same and still got signal errors
same as you do for yours - path on entry, block on exit
should that part at the center with 2 signals next to eachother remain the same?
if it's really close, I'd just remove them
but if a train can fit in there, then keep it
from intersection to intersection id say it's roughly 30 metres
does this look right? Signals would go around where the arrows are, also I'm unsure if I should put 2 sets in the centre or just one
one signal makes almost no sense, either two or none
do two and none perform the same purpose? my understanding is that none would be better because it may cause more congestion to have the two there
two signals mean that a train can stop there
you should only place block signals where you're fine with train stopping
ah ok
would any issues be caused by not putting any there?
most of the trains in the region are passing through those two intersections (probably about 8 or 9 trains by the time I've tapped everything in the region)
I'm a bit reluctant to do a 100% factory before 1.0 for recipe changes. But am more worried about my set up for resource changes. I'm still building the mega drone hub. Although will always welcome more battier. I need ALL of them. Still no word on potential final resource count or what's happening with Pure nodes on 250% over clock?
no, and we most likely won't have word on it pre-release
and personally I'd recommend 1.0 restart anyway
I don't want to restart this. I only have uranium and Nitrogen to hook up. It collects all reources at 100%. 3 drone ports (Always one drone on both ends) for Pure, 2 for normal and 1 for impure. Drones struggle to reliably take 300+ items per minute. Also one drone port atop every nodes tower to feed the other drones batteries. I'm up to 2160 drone ports. But have yet to build a hub for that said node battery point. So plus however many resource nodes are in the game. As well as +1 per oil and nitro well.
I'm still hooking up all the none flying drones
many factories would probably have to be rebuilt anyway, together with new stuff and story stuff, all of it is better to experience from start imo
True, but we'll have to wait and see. Just makes it feel pointless to work on this if It'll be reset. I'm not close to finished with it yet. I am still hooking up drones.
technically all "work on game" is pointless, you'll eventually just abandon the save (or the game) ๐
deep and true XD
I've spent too long making stuff look nice to start from scratch honestly, would rather modify my factories to cope with the changes
which I have accepted will be a ballache
So this MDH (Mega drone Hub) Can't run all of it and be fed juicy batteries. I need more Bauxite
Yae I'd rather modify. I can always add more drones for more resources at this point.
my current save is a glorious mess of clashing build styles and architecture, but it's my mess
if I start from scratch it will be better but it won't have the same character
One day I'll have to check all potentally 2500 (Too tired to check number of nodes, plus still calculating nitrogen and stuff like SAM ore) once they've run for a while and get a accurate number on the battery consumtion. Or can I use the calculator. O please tell me i can. That would be a god send XD
The left over bits of abandoned buildings and the Close enough placements and imperfections within my world as I scrap whole areas and rebuilt them better. I know how you feel.
Once the MDH is fully hooked up, then I might screen shot it for the design n architechure channel. But funtion comes first for me XD
That and my game already doesn't like what i'm doing XD
I did all of this because some youtuber said drones were fast but neash. How you couldn't use them to collect everything. And i took that personally XD The math says, as long as I turn off/stop all collection and 100% batteries. Then switch and 100% power (Nuclear) And store the excess power. Then any time left over between those two things can be used to collect everything and store it away for use outside of battery saving time. I haven't done the math. But If i focus on only 100% batteries, then i'll make more then I use. So this all should work. I just don't know how well. O the math to figure that out. As of now its 4560/min battery productid - X battery used (For only resources to make battery) With a time limit of stored power from power generating time Y (Excess - production of fuel and collection's power use)
I don't know X and Y
somehow the lifts are messing with my factory
down there u can see that my belts are overfilled
but like here at the top it barely manages to keep up
just a lift inbetween
is the lift proper tier? did you upgrade any of the belts or lifts?
there's a possibility that there's small piece of mk1 belt in the lift, try removing it and see if it's there
this often happens if you upgrade belts or lifts
just tried this, got nowhere with it. tried with both 2 signals at the center and no signals at the center, still getting sig errors from both of the trains currently on the route, any ideas?
show screenshots
grabbing some now
@wind spade idk why that ones spitting out an error other than the fact that theres no track behind it (ive yet to expand the rail any father)
what the error is?
and yeah if there's no end of the track, signals will give errors
no exit signal
that shouldnt have an affect anyways since no trains use that part of the track
*effect
this is where one train is stuck, the other train is down at its own station stuck by the same signaling error
the error spat back by the train in this screenshot is that the trains waiting too long at the signal and that there may be an error
hold up im trying something
nope still nothing ๐ญ
is that the only error?
try connecting the tracks with a loop or something so that the signal has exit signal
yea
didnt work
its the entire T cross thats locked up, the intersection seems to work fine
the signal still has error?
what does the train say?
im gonna go check and make sure the other train is on the right track
๐ถ WHAT DOES THE TRAIN SAY ๐ถ
the first train just gets stopped by signals and eventually errors out, the other one says it cant reach its next station due to a signal error
i couldve put the other train on the wrong end of the track maybe
check that, then also how are the stations placed?
the stations are placed fine i checked them a while ago to make sure
oop i think i found the problem
train 2 is travelling on the wrong side of the track
gonna run through the track now and see if that fixed it
I dare to suggest "Tap All Nodes Challenge" mod, you might find it useful.
@wind spade i believe its fixed now, thank you for putting up with my stupidity
What is that?
Adds ingame counter displaying how many resource nodes you built miner on. You are trying to mine and process all the resources on the map, correct?
just put a sink on every node, mission complete
Yes, I just use the website to check. I have all of them with miners.
If this is fed 6 RIPs and 36 rods exactly, in theory it doesn't need an overflow splitter?
I'm circling back to the precision concern, because this would be fed by a 6 RIP blueprint using clockspeeds with repeating decimals. But maybe the thing to do is just test it.
Or, rather, it'd be scaled up from there.
if you feed things exact amounts, then no overflow is needed
repeating decimals on input are problem ๐ค
The offenders
The game doesn't show the new production time in parantheses I just noticed.
In theory, the final modular frame machine wouldn't be 100% efficient if precision is causing a small loss. Which is harder to watch. A gain is easy to spot, as even before something hits the overflow ISC, the machine buffers on the final assembler should either be a stable number, or rise.
offender is .222222 ore
In this instance that's creating a slight loss of RIPs in theory? Everything is now saturated and running, except the last modular frame machine, which has 70~ RIPs and 145~ rods. I'll check it in 24 hours~ of runtime.
In theory, no.
In practice, the game fucks up every so often. Which is the real reason you build failsafe sinks.
They should never fire, so you can route an entire factory's worth of lines to a singular failsafe, as it will handle at most 1 item/min.
Why is overflow such a big issue?
because it's possible for 1 of the items to back up and block the other from entering
Ooh I like that angle you set those smart splitters at, I've never thought of that but then I don't generally sushi belt either. Looks cool though
just remember they are talking about sushi belts in case you were not aware. for non sushi players this adds a whole level of complexion that people recommended for something else that you don't need if you keep your pipes one item type only
6 rods in the overflow ISC right now. Hm.
Switching the final machine's input belts from MK3 to MK4
Though the line running into that final splitter is Mk5 because that's the default on my hot bar. Is this potentially the fault of mismatched belt speeds? The MK5 belt is feeding the splitter faster than the MK3 belt could accept items, so they went out the overflow side?
I'm looking for a train signal diagram that has really pretty representations of both path and block signals, can't find it anywhere
I think it describes bidi tracks
@vagrant thunder see #math-and-meta message for alt recipe choices
I'm getting on a plane so everything is packed for now. But I'm curious to let that modular frame factory work some more once I can get to my hotel room. Does the machine input belt need to match or exceed the speed of the main bus to avoid parts getting sent to overflow?
Poor choice of words on my parts, I'm just referring to the rod/RIP belt feeding the modular frame assemblers.
I'm curious on other thoughts on how those 6 rods slipped through, if anyone has any. It was over the course of 6~ hours.
the design is very human
Maybe the thing to do would be to test my modular frame sushi setup with Mk4 belts at the final assembler, as that would be the most realistic belt I'd be using when making such a factory probably?
I'll let it run on Mk4 belts for the next several hours and see what happens
(everything behind that last assembler is Mk5)
I'm placing the 6 rods back in that assembler.
what are you trying to test?
It's a 40ppm modular frame factory running a sushi belt. All machines behind it are running at 100%, I've checked every machine panel multiple times hours apart.
oh you're just testing to see if it works
I just want to see if anything leaks out the back
because of the sushi belt?
Over course of 6 hours, 6 iron rods came out that last splitter into the ISC on the right.
(it's a smart splitter set to overflow on that output)
well while it's techncially possible to not ever need an over flow you have to set it up so that the various items arrive roughly at teh same time for them to be consumed properly at the last machien of a sushi belt
not impossible to do but I prefer to just set up a sink until it self balances and then you should be able to disconnect it
It will balance eventually?
if you have the right number of items on the belt to be consumed and an overflow to a sink at the start? yes
just like any manifold
you have each splitter set to overflow right?
Yep
cool yeah shouldn't have an issue then after it sorts it'self out
when theres wire/screws involved though I'll pre fill a few stacks of those first though as it'll take forever to spin up to 100%
Are there any conditions under which it would need tens of hours to (mostly) sort itself out?
wires/screws ๐
RIght, I definitely do prefills
anything that has big stacks
but if you pre fill all the slots, set it to overflow to a sink , go do something for like 10 minutes and see if it's balanced out
I'm glad people are using my angled splitter set up for this xD
It's the compactness for blueprints that pushed me over the edge, and program splitters aren't easy to get early on.
don't really need progs though?
Plus I rush AI limiters for tickets anyway, so I always have tons.
not unless you're doing single input sushi
Prog splitters would save me using a beam to angle the splitter, so I could just set one output to do both parts.
Phrasing... ๐
I can do prog splitters now, I have tons of supercomps, but I want the blueprints to hold up on subsequent playthroughs.
so single input - well technically you don't need to use those - you could use a balancer set up to evenly distribute items down a line
but I'm wary of SIS, I don't know what's involved with timing distribution xD
Balanced production would be pretty easy in this case
it sounds like that's what they want though, just to not have to spin the Smart splitter?
but why not just have a bp of the assembler and already spun Smart splitter?
make life easier
Yep, that's what I did
I missed where it was declared that it needed to be spun in the first place?
SIS is cool but I doubt I'll ever mess with it
I mean the spun SS is the objectively coolest set up for sushi. ๐
Single input would win ever so slightly on compactness, but not by much. I'm actually only now experimenting with sushi just because of how blueprints incentivize going tight.
Cool is subjective.
not in this case ๐
Non-spun Smart is more compact than spun.
It's a blueprint adjacency thing
Imagine a mirrored version of the blueprint, so that the opposing splitters don't clip
Due to their chubby models
Just make a double-sided BP?
Assembler - Smart - Assembler fits in the Printer just fine.
I do like some curviness though. But in a blueprint context this was holding me back, it's otherwise what I had been doing since I started.
I've got this design as well, it means you'll be doing all the output connections manually though. Which is fine, I'm sure I'll find uses for both. It was the root of me asking yesterday whether a blueprint of just belts and splitters could connect to machines.
Oh. I never have outputs in my BPs because the direction outputs will flow constantly changes during actual outpost construction.
So I'm not going to force myself into that from a design standpoint.
I'm also wary of what features they might add in 1.0, so I don't want to go ham on designing every version I can, 4 versions based on possible input and output directions.
I prefer 1 version that is omni-directional.
How are you getting the input to be omnidirectional?
Because if the output isn't defined and I want the input the other way, I just rotate it the other way?
Ah, right
If you want Manufacturers to be simpler, just make a BP that has 4 Smarts in it with the belt down the middle and nothing else.
Can slap it behind any Manufacturer and just connect the cross belts.
I like my PP sticking into a splitter design, but now I'm wondering about throwing some beams with wall connectors in.
I'm just now realizing that leakage into an ISC/sink is sufficiently low quickly enough that you could probably just thread to overflow line at the end back to the start.
Otherwise known as a ring bus?
noooooooo bad idea
if you have a 'leak' it means it hasn't stabalised and you're just adding more to the throughput
Right, but once it's 90%~ stabilized, it should matter. Case in point, 6 rods would have been no big deal if I had gone ring bus in the first place here.
all those 6 rods gonna do is go through the end and loop back takign up more throughput
with everything else that is 'leaked' until the other components have balanced out
I've never heard of a situation in this game where looping items back onto a path is not terrible
Wouldn't that only matter if the belt is close to saturation in the first place?
I setup my rubber/plastic plant, do I need to use pumps at junction crosses to force the oil in 1 direction horizontally?
In this instance it's 240ppm rods and 60ppm RIPs on one belt
"I like my PP sticking into a splitter"
Jesus Christ man.... this is a family Discord.

depends how long the leak lasts
I have 3 oil extractors connected, but I'm not getting anywhere enough flow
It's only pushing 1 of the extractor's oil towards my refineries
to the 1 pipe?
yeah
how much oil are you trying to move?
300
are your refineries starving?
yes
all of them? only 1?
only 60 is getting through so 9/10 refineries are starving
are you using any floor holes?
no
got enough headlift?
I have 240 in one pipe meeting 60 from another pipe at a junction cross, but only 60 is going forward
can you get an overhead shot from a tall lader or tower of the whole set up?
it's a completely flat pipe, in fact the extractors are uphill so the pipes go down first to meet up
60 in the near south pipe, 240 in the far north pipe, but once they meet at the junction cross there's only 60 flow rate
I think I figured it out, I had to delete the pipe at the junction cross and then put in new pipe
because I had pipe laid out and put a junction cross on top
not sure what you mean but glad it worked
I've had sometime ๐
I did pipe > junction cross on existing pipe > flow issue
so I deleted the pipe was there leaving only the junction cross, and connected new pipe to that junction cross and it worked
sometimes doing that with junctions/spliters/mergers can do a thing
I initially had a plan to make a bunch of coal generators for the petroleum coke, but I don't have mk4 belts and I'm making 450 petroleum coke/minute
so rather than mess with a double belt setup, I'm just sinking the coke
Your problem was in this second photo. The pipe was going straight through the cross. You can see the outline. This is a common problem. When you put a cross down on an existing pipe, you need to delete the pipe after and reconnect the two separate sections of pipe.
lesson learned
@raw wadi if you want I can help brain storm a solution to your train thing here?
thanks for the offer, Its pretty simple actually. I think i can figure it out on my own
i just need to move 2-3 resources anyway
how new to trains are you? for example do you know you need buffers?
i unocked trains 2-3 days ago. made a simple push-pull system that loads and unloads at 2 locations. my goal now is to make a central hub and get things from places
i am not aware of buffers tho
so a couple things - if you have more than 1 train on a path you probably want 2 lanes, it's much much simpler
buffers - when trains are loading/unloading they lock out throughput
so you can never get 2 belts of throughput on 1 platform
a common and simple solution is to have 1 belt feed into 1 industrial buffer and 2 belts feeding onto the platform. And then the same at the drop off point
kinda like that
this is my loading dock which i made for the first time, i ve been just using a single merger and 2 story manifold system for loading
yeah you'll need buffers. Did the diagram make sense?
it does
cool. You can do more than 1 belt per platform but unless the total trip time is huge 1 belt is a safe bet
depends how much math and fiddling you want to do
i did have a question tho. i saw some youtube videos on factory guides etc, and theyre always like 'this needs 300 iron/minute as input' and im really confused as to how I can get that particular amount
I just plop a mk4 belt and call it a day which im now realizing causes bottlenecks
i though that since its faster it just makes everything faster which clearly isnt right
depends on the situation - do you mean delivered from a train?
no sorry, im not talking about the train part anymore
ok so assuming you built a manifold with mk4 belts and feeding X parts per min to a series of machines that need X ppm it should work fine
for example, i made this factory from a youtube guide and it require this as input, i was wondering how to do that
well as long as you're feeding enough it it'll balance out. Is the issue some machines at the end are starving?
ya, i was trying to create adaptinve control units with this factory and they were idle most of the time
ok do you know the term 'manifold'?
yes
yup, gotcha
ok so in this example the first machine on the left is getting more items pm than the next right?
yup
that is its fed continously tho right?
yeah lets say that example needs 600 ppm and it's being fed 600ppm
like for example in my situation im delivering resoureces via train so theres some downtime between deliveries
Ok well in your specific case if the train is being laoded with the right ppm It's probably the buffer issue
Doesn't need to be continuous, just so long as the total delivered per minute average >= the use
youre right
makes sense
what you can do then is say, wait until the buffers are all filled from train deliveries, then turn on the system and it'll balance out
once you have basic buffers you can not wait for it to be full, but itll take longer to spin up
something I like about filling the buffers though is that if you come back to it later and it's starving again you know there's a flow issue as it was worker before when it was flooded
as a side thing - I'd be very wary of copying complicated stuff from vids
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you never know if the person involved is an idiot. They might be wrong, or have specific bents to how they design things which may be super awkward but it's how they do it. Or it may just not work. Similar thing to downloading blue prints
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you don't learn as much from it. Problem solving designs yourself really lets you dive into designs and come up with solutions
In general my advice if you take ideas from various spots make them very specific. Like a way to balance flow in some specific way. Smaller sections that solve X small problems
for example this is a small specific solution to fluid flow problems I use to show people
it's not a whole set up - just a general solution to how to build a loop to manage back flow in a fluid system
no stress! even if you aren't specifically a hand on learner the game leans hard into it imo.
ya started out last week and quickly got overwhelmed by all the minute details
even though im a math guy, its kinda crazy
but thats what i love about it
The game has a pretty good learning curve.
Being a math guy helps - but it's more that your needs and options change fairly quickly with each tier? The whole game is a bit of a tutorial because until you unlock everything you don't really have a grasp of what you can do and what you might want to make your end goal