#math-and-meta

1 messages Β· Page 118 of 1

vapid gorge
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personally, I smash things together going up the tiers w/o worrying if it's 100% efficient. Perfect factories are for later

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but if you're realising that every time you build a factory there's 10 things you could have done different or better? you're playing right

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just don't let it stress you out

raw wadi
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alright, good talk, this helped me out alot. appreciate it

fringe pawn
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How bad can throughput losses be on belt to belt Mk5 connections? I quickly upgraded an aluminum setup to 600ppm bauxite from a single Mk3 miner, and it ran fine for dozens of hours. Now after making a new and totally separate line of batteries and packaged nitrogen that utilizes 150pp bauxite, the original aluminum facility occasionally halts due to water buildup. I have no idea why, but bauxite running dry causing machine start/stops is one of my first guesses.

vapid gorge
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as in you're trying to move 600ppm on a mk5 belt and your machines are starving of bauxite?

fringe pawn
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In theory the belt is now moving 780ppm. But in practice Mk5 belts can't do full throughput if there are belt to belt connections, IIRC

vapid gorge
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even on a massively long mk5 belt, with lots of belt to belt connections and low fps I doubt you'd ever get anywhere close to 600 throuhgput with that bug in any case

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either math or build error

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or both

mystic moon
vapid gorge
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in non mp without terrible fps I saw results with like 99.9998% throughput

fringe pawn
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I'm on my way back to the miner in case it turns out I was being stingy with power and only clocked it to produce 600ppm or something

vapid gorge
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and with margins of error who knows

vapid gorge
fringe pawn
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I need it to move 750ppm

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The 600ppm line was my first aluminum setup for sheets and cases, I added a new line that needs 150ppm for batteries and packaged nitrogen

vapid gorge
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ah must hvae mis read sorry

fringe pawn
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No worries

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The fluids on those two things don't connect

vapid gorge
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well if it was a fluid issue stuttering it if anything should make it more full of bauxite ready to be processed

fringe pawn
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Huh. I set the miner to 720ppm. Maybe I was out of shards?

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πŸ€¦β€β™‚οΈ

vapid gorge
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it happens πŸ˜„

stone jetty
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Does anyone know a mod that can set drones to only take off when full? one two way drone can take around 300 IPM, So for a 780 nodes, I need to use 3 drone ports. But lose out because of the 3rd drone taking off less then half full.

brisk shoreBOT
vapid gorge
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whats wrong with it taking off with it being less than full?

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at best you'd only save a couple batteries

sand epoch
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A 780 should only need 3 ports if you are crossing the whole map... 2 is more than enough for most :/

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Esp when you have double drones on each port

atomic sparrow
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curious how ppl set up massive water arrays, I'm having trouble with getting consistent flow using a water tower and key pipe system to feed roughly 6 pipes a 600 flow rate. The issue comes when one or two of the pipes I'm trying to feed just simply wont get any flow rate from the key pipe even though all the other ones run fine. if anyone could explain better i would appreciate it ❀️

stone jetty
vapid gorge
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keep things simple - don't merge pipes and link systems like that

north monolith
atomic sparrow
atomic sparrow
vapid gorge
vapid gorge
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and honestly if whatever you've build is 'good enough' just keep going, don't burn out redoing a whole thing, jsut learn for next time

atomic sparrow
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appreciate the help πŸ™

vapid gorge
frosty owl
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@fringe pawn feel free to @ me for more details on single input sushi systems SnuttsGood
I don't mean to brag, but they do be my area of expertise 😁 (I also just really like to discuss the subject hehe)

fringe pawn
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I'm currently DJing, and I don't chance running my factory since I didn't bring a second laptop πŸ˜›

frosty owl
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That's not a Satisfactory DJ disappointed_snutt

fierce ruin
wind spade
atomic sparrow
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i slapped 80 pumps down and it’s working perfectly now

viral ravine
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just drive by the station, a node that looks like the pause icon should appear, if it does then your truck will load

deft lichen
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0, that should make it wait automatically

wind spade
unborn urchin
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will 200 water flow into the pipe at the front? and 100 to the left

fringe pawn
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@frosty owl If I build a single input factory with intentional excess that feeds to storage ISCs and then a sink once those are full, does that work? For instance, an HMF factory that also produces excess encased beams and so forth.

oblique hollow
oblique hollow
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if you use a valve you must use 2 however

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one set to about 200, one set to about 100

unborn urchin
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do they need power?

oblique hollow
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no

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its better to set them to a bit more than the needed limit so they can compensate a bit for their inaccuracy

unborn urchin
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underestood, thanks

fringe pawn
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Quickwire and copper sheet constructors feeding AI limiter assemblers.

mystic moon
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I really cannot wait for them to fix those arms clipping

fringe pawn
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Refineries too?

mystic moon
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iirc both were mentioned in regards to 1.0 improvements on stream at one point, but I don't know if they ever confirmed that they were definitely coming.

fringe pawn
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That would make me very happy. Because otherwise the temptation to pack them at their hard clearance boxes is simply too much.

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Anyway, I'm fuzzy on how smart splitters work. If I put caterium and copper ingots on that same line, am I good to set each smart splitter to the appropriate ingot to feed the machine, then overflow out the center output?

mystic moon
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Should be

fringe pawn
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Because overflow is also "any" I assume?

mystic moon
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Yup

weak plinth
fringe pawn
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Perfect. There will be some extra production at the end of that line for discretionary quickwire and sheets anyway, but the numbers work nicely if you set he assemblers to 2 AI limiters, needing 10 sheets and 40 quickwire per minute. Effectively 8 cat ingots and 20 copper ingots each.

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Though now I'm going to try a version with fused quickwire.

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Bah

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Do I tolerate the potential imprecision, or go down to 2.7 AI limiters per minute and ditch the repeating decimals for all input and output numbers?

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(fused quickwire version of the AI limiter blueprint)

vapid gorge
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well unless the ai limiters are then going to another process it's not going to matter since if they only eventually go to another process it'll probably not be the nubmer you need anyway

fringe pawn
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It's an early game ticket farm strategy

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But eventually they're great for electro rods and oscillators.

vapid gorge
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so once every 10,000 hrs it might stutter since you rounded the 4th decimal up? oh no

fringe pawn
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The other upside is that throttling those clocks gives some power efficiency benefits. Though did underclocking power efficiency get nerfed at some point with blueprints?

vapid gorge
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no? but if you're worried about using power you're playing wrong. there is more power available on the map than you can ever use

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and it really doesn't save you much. OVerclocking a whole system to 250% only uses 33% more power.

fringe pawn
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Huh. I could swear overclocking used to have a bigger penalty than that?

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BUt if 250% is only a 33% per item penalty, that's solid, especially in lower tier machines where that's just a blip

vapid gorge
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cause you need fewer machines

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similarly you need more machines underclocking so it doesn't save you that much

fringe pawn
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I get enough idle time that build costs tend to be a nonconcern

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Changed production building and extractor exponent from 1.6 to 1.321928

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From Update 7 patch notes, is that what I'm thinking of with power use changes for clocks? It's at the bottom of the clock speed page

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Oh, huh, Google brought up the Fandom wiki page first.

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And now Fandom links are crushed πŸ˜›

frosty owl
frosty owl
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Also linear scaling for generators' clocking/power-production

fringe pawn
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Generator scaling just inclines me to stick with coal for longer. I got this most recent gold cup with 100 coal plants only. In retrospect I should have just used shards to go from 48 to 96 or 124 (effectively).

true junco
nova girder
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if i have three things that output 120 per minute and my pipes can only transport 300 per minute and i need to split them into 8 things of 45 per minute how would i do that?

dark wraith
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hey guys im still kinda new and I want to create a "not speggiti" factory but i'd like to make each building as efficient as possible, is there any good tutorials/websites that will help me get my biggest bang for my buck?

brisk shoreBOT
wind spade
vapid gorge
wind spade
normal horizon
mystic moon
normal horizon
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thanks πŸ‘

wanton dawn
frosty owl
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Not now

opal locust
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now that I have mk4 belts I took my petroleum coke and boosted my power grid for now instead of just sinking it

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that should last me until I get fuel generators up and running

north monolith
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Does anyone know if using faster belts has bigger impact on performance than using slower ones? Of course I mean the impact with huge amounts of them, all transporting items, going through splitters and mergers.

vapid gorge
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probably not more so than just the fact you're using tons of belts in one spot

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not having a belt freeway is prob the best bet

north monolith
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not in one spot

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No, I am just slapping mk 5 in all of my factories, no matter what the actual need is, and I started wondering if I wouldn't save some fps in the long run if I used lowest needed mk of belts in a given spot

vapid gorge
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probably not to any noticeable effect

wind spade
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Speed is just a number to multiply by, so most likely not

wind spade
patent prawn
ashen stirrup
wind spade
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tbh if you're new, I would recommend evading sushi belts

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but basically it depends on what kind of sushi you want

deft lichen
vapid gorge
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what issue are you having with it specifically?

deft lichen
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Mb, I had that link on hand

median heath
vapid gorge
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don't make it a loop for one

median heath
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big loop

Problem located.

vapid gorge
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are you just putting random stuff on this line?

wind spade
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sushi in this game works best in small isolated sections

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e.g. you have set of manufacturers needing 4 different ingredients, you put those in the exact ratio on one belt and feed it to manufacturers

vapid gorge
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decide on the series of machines you are feeding with sushi
put on that parts per min on the line
set each splitter to feed the item into a slot and set main path to 'overflow'
have a sink at the very end at teh start in case you need to send some extra out to stop clogging until it self balances

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absolutely don't make a loop

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this isn't factorio

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should look something like this , but with a sink to start it up

median heath
wind spade
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same as Cobalt I assumed person came from Factorio due to making gigantic loop for sushi

median heath
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You know my automated response is "Fuck Factorio" so... πŸ€·β€β™‚οΈ

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You can make gigantic sushi just fine.
Just don't loop it.

wind spade
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in Factorio you usually just build a giant loop of belt and use circuit network (basically programming/redstone) to put items on belt if there's not enough

median heath
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And I will continue to say that people should not bring anything from that game over to this one.

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Because this is yet another example of it causing confusion when they don't treat Satis like its own game.

wind spade
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you know very well that I'm with you on that

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I'm just explaining why I thought the person came from Factorio and why I said they should think smaller

median heath
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Size is fine.
Loop is not.

wind spade
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well size is limited by belt speed

vapid gorge
median heath
wind spade
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those should burn in hell, same as hypertube canons

median heath
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Hypercannons are a bug.

Injection is a perfectly valid method of play.

sand epoch
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Feature

opal locust
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it took most of the evening, but my Heavy Modular Frame setup is done

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you can also see my Quickwire/AI Limiter setup in the background

frosty owl
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Just have a smart splitter set to "overflow". Regardless of wether you make a loop or not, that's all you need to control all excess/unwanted items.
Note: if you don't loop, the overflow splitter must be at the end of the line being split. In a loop, it can be placed wherever items have made a complete loop already (eg: not between merging of items X and consumers of items X, AFTER the consumers)

frosty owl
median heath
frosty owl
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Skill-issue-git-gud hehe

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Just a few days ago I encountered a post on Reddit detailing an extensive idea exactly on this: user wanted to make a central production area based on one big (~16 belts?) bus of sushi belts; user ALSO wanted all items to be distributed along all belts equally (so each belt has the same items/min) and that ALL items made a full loop before being consumed/overflowed.
So, eg: Smelters make ingots; output is collected and split in 16 to merge on bus belts; after the bus loops around the whole factory, ingots are collected (smart splitters) from the bus and fed to constructors right next to the Smelter.
So each bus belt would actually be carrying (at at least one point on them) THE ENTIRE PRODUCTION CHAIN of items involved in the factory, though "just" 1/16 of it...

pulsar stone
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I haven't played in a while and it seems overclocking changed at some point so a bunch of my old power stuff no longer ads up.
.
Is there any up to date guides on coal and fuel power generation that doesn't use alt recipes?
(Got a friend to buy the game the other day so I'm helping them out)

frosty owl
pulsar stone
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I assume both .gg and .fandom are both updated.

deft lichen
brisk shoreBOT
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This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!
<3 @deft lichen

pulsar stone
deft lichen
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You can use a browser extension to redirect to wiki.gg automatically, just search up "redirect to wiki.gg"

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this will work on other games which have migrated wiki platforms to wiki.gg, too

torn plaza
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also consider breezewiki for those who haven't left fandom yet

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fandom doing SEO horseshit doesn't help at all

oblique hollow
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doesnt matter where you go really

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as fandom likely overshadows it

wind spade
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just start without fandom and you're fine πŸ™‚

junior whale
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@brisk shoreHi

wind spade
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yeah bot won't answer to you

hot bison
viscid swallow
hot bison
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just 1?

viscid swallow
hot bison
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i think 20m

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4 X 5

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4m 5 tall

viscid swallow
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bc that things that gets u water can bring it up 10m it self

viscid swallow
hot bison
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ok thx

opal locust
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I think next on my to do list is a computer factory, might need some help figuring that out

opal locust
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I wanted to do the crystal computer/silicon circuit board setup to eliminate oil from the production

vapid gorge
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I have no idea what’s going on here, why is it looped?

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it's an issue with trying to do sushi from a single delivered vehicle too. it'll probably balance out eventually but you made this into a buss I think? feeding machines with material and putting the finished material back on?

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yeah I'm gonna stop looking at this

median heath
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Why....

opal locust
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if I wanted to do Crystal Computers, which quartz node would be easier to setup around? Also my current layout for reference

vapid gorge
opal locust
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I don't have mass production plans in mind at the moment, just enough of a facility to get 1 assembler's worth of crystal computers per minute, which is I think 2.8125

vapid gorge
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doesn't really matter then really right? jsut whatever seems more convenient to you rn

fringe pawn
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Fundamentally, you're putting quartz, iron, and copper together. Assuming silicon circuit board and crystal computer. You could throw cheap silica and pure quartz crystal into the mix if you want to get the most out of it, in which case you want to bring the solids to water.

pulsar stone
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Real basic question.
For coal power (no over or under clocking)
How many water pumps are needed for coal generators.
I've been using 7 coal generators and 3 water pumps for each section.
Is it possible to squeeze in another coal generator or two without the water being an issue from only 3 water pumps?
(I'm bad at math)
I'm just trying to get enough power to last until fuel generators.

wind spade
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open coal generator and see how much water it needs
open water extractor (not pump) and see how much water it gives
do math πŸ™‚

tawdry crown
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Math says 8 coal plants need 360/min and 3 extractors can pump 360/min

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but when i tried it, they were pumping like 355/min for no observible reason

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had to overclock one just to keep all 8 coal plants fed

deft lichen
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you have to wait until the pipeline system is full

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instead of overclocking an extractor, temporarily shut down a generator

tawdry crown
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i did

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pipes got full. turned it back on. 5 min later im off doing something else and check the grid graph

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ripples driving me nuts

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leave all pipes the same. add one more extractor and set all to 75% for 360/min again. works fine.

sand epoch
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Sounds like a volume problem not an extractor problem :/

vapid gorge
tawdry crown
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if it was a volume problem (max pipes) why would running one extractor overclocked fix it then hmmmm

vapid gorge
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pipes often take a while to be 'fixed' after a solution, leads a lot of people to think something is corelated

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likely something else that 'fixed' teh issue, even if that something was just time

tawdry crown
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all pipes showing full

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clocked it back to 100% and within 5 minutes it was shorting one plant again

vapid gorge
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I couldn't begin to guess at the issue you had w/o having been there and seeing it myself. I can tell you that Overclocking would not have been teh actual solution

tawdry crown
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so, it was "A" fix

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i can tell you that overclocking just one by just 25% absolutely allowed all plants to run full with no interruptions

vapid gorge
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No, it's a fix like people who do homeopathic medicine

they have a cold, take what is esssentially water, and then feel better after a few days

the only thing that actually helped was time but they think the water was the solution

tawdry crown
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no changes to any pipes

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so youre saying, the fact that all the plants would run without interruption was just in my head

vapid gorge
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yeah, flooding a system and/or 'time' fixes a lot of pipe issues

tawdry crown
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that the power graph being PERFECTLY STRAIGHT was just coincidence

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so why then, when clocked back to 100 did one plant start cutting out about 5 minutes later

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was that in my head too?

vapid gorge
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Couldn't tell you - might be the way it was laid out, maybe it wasn't properly flooded first, maybe it hadn't quite balanced out?

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All I'm doing is trying to get you away from homeopathic pipe maintenance.

tawdry crown
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i was never there in the first place so no thanks

olive remnant
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Overproduction is a remedy to an imperfect pipe balancing algorithm.

No need for jibes about homoeopathy and placebo... just on your part some more understanding of computer science of calculation errors in fp math, and coding of a recursive balancing algorithm

mystic moon
vapid gorge
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it's also entirely possible they just needed to wait for a bit since coal systems are very easy going and have a high tolerance for weird pipe things

vapid gorge
mystic moon
vapid gorge
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Now there used to be an actual fluid loss bug ages ago but it was stealth fixed. I still see people going on about it like it exists on reddit.

olive remnant
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Fluid loss, and calculation errors/non infinite recursion are separate things, I did not mention fluid loss.
The guy with the coal gens running dry didn't mention whether imperfect flow caused an extractor to back up and momentarily stop producing - so that could be a possible explanation, and what I'd put my money on as an explanation for the observation of 360m3/min not making it to the generators 100% of the time.
Devs are a small team with limited personhours and more important things to fix, just accept the idiosyncrasy of pipe calcs and overproduce and be done with it, the small power loss from idle and inefficiency of stuff cycling off and on is less of a cost than the potential need to run around manually resetting things, IMO.

mystic moon
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If you build your pipes properly, they will work reliably, and your machines wil have no detectable downtime

median heath
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Overbuilding instead of building correctly is certainly an interesting approach.

vapid gorge
olive remnant
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It also restarts and re floods itself if there's ever a problem, needing manual attention is what I call a poor solution.

mystic moon
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It does not/should not need manual attention if built properly

vapid gorge
wind spade
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And pipes work fine tbh, just people not understanding them leads to "bugs" which are not really bugs

vapid gorge
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Which leads back to people making correlations to actions they do with pipes rather than causations

fringe pawn
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Pipes are plenty forgiving, this weird jank works. 6 lines of 240 that are all interconnected so that one pump can affect everything.

wind spade
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that looks like a pile of issues waiting to happen

vapid gorge
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coal power?

vapid gorge
# fringe pawn https://media.discordapp.net/attachments/553550313533997057/1225182398719725728/...

gonna guess coal power

coal power is like a stress ball, you can do just about anything to it and it'll be fine. throw it against a wall, twist it whatever. Almost all the problems people seem to have with coal power is doing literally impossible things like more water pm in a pipe than it can handle or not having enough headlift.

after coal fluid systems start resembling a peach, or an egg, where it's very easy to wreck shit if you just slap it around

fringe pawn
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It's 100% stable after dozens of hours

vapid gorge
fringe pawn
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I know because until I expanded it, I kept exactly enough overhead for the hoverpack. Any flicker would have dropped me from the sky.

sand epoch
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Still not seing anyone say it doesn't work..

vapid gorge
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doesn't make this statement true though 'Pipes are plenty forgiving, this weird jank works. 6 lines of 240 that are all interconnected so that one pump can affect everything.'

'coal generator systems are plenty forgiving' is accurate though

fringe pawn
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greeny seemed doubtful

vapid gorge
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Maw, what we're saying is that later fluid systems won't put up with bullshit like that

fringe pawn
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Sure they will. It's a miracle my aluminum works. I just fumble around until things are stable.

sand epoch
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🍿

wind spade
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I'm just saying that setups like these have way less chance of working properly. I'm not saying they will never work

vapid gorge
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yeah, almost every time people tell me a system is stable like that they send me their save and I see flickering yellow lights within 30 seconds.

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I've noticed people can be very lax with their observations

wind spade
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especially if it's "the 8th time rebuilding that setup and it's finally working"

fringe pawn
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Usually I add some sort of loop and that fixes things.

vapid gorge
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sometimes slapping a system around enough doing random shit can work - almost every time people have done this and shared pics or sent me their save I see yellow lights in the mix of buildings.

fringe pawn
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I try and make it more obvious for myself, I want things to fail totally versus in a less obvious way.

uncut flicker
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Hi, idk if I can ask here, ill delete if not. Im building 16 coal generators with 6 water extractors. Should i divide those 6 extractors to use 3 for each 8 generators? Cause i made just one line from those 6 extractores to feed all of the 16 coal generators and somehow something is not working. Sorry if the explanation is inaccurate, english is not my first language. Thanks

Edit: Just found out pipes can "only" carry 300m3.

gray flower
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until mk2 pipes they can do 600m3

brisk shoreBOT
vapid gorge
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not sure why you have only in " " xD

uncut flicker
uncut flicker
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I see, thanks

ashen stirrup
deft lichen
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@wind spade

ashen stirrup
#

thanks, I was too shy to ping

primal flicker
wind spade
ashen stirrup
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Ok, thanks. I was mostly curious if I could change how I was using it to stop them from showing up.

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I'd never seen them before, so I figured it was some kind of error on my end

wind spade
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You cab move them out of the way but that's about it xD

primal flicker
uncut flicker
#

What does the blue thingy on the left mean?

primal flicker
#

If you attach downstream, it probably won't get flow.

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Useful snapping point.

uncut flicker
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Alr, thank you

heady vine
#

where to get a ratio of nuclear PP at max overclock to required fuel and produced waster and to how much plutonium rods i can recycle from it?

sterile tangle
#

Anybody know a way to calculate a specific oil setup?
My head hurts from complex equations.
I need to achieve:

  • 100/min Polymer Resin
  • 1707/min Heavy Oil Residue
  • 850/min Fuel
  • 4393/min Plastic
  • 2800/min Rubber
    No leftovers. I don't wanna sink thousands of petroleum coke.
    Oh and Satisfactory Calculator isn't very helpful with my specific demands.
fringe pawn
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What exactly are you trying to calculate? How much crude oil you need? Building counts?

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What alts do you have?

primal flicker
#

What are you doing with 1707 residue? It's not an end product...

primal flicker
fringe pawn
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If that's what you wanted 🀷

sterile tangle
sterile tangle
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tryna get stack/minute for every item that the player uses.

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so far i figured that i'm interested in only 23 alt recipes.

fringe pawn
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You want stacks of packaged HOR? That's an interesting rabbit hole to go down, are you going for packaged sulfuric acid, nitric acid, alumina solution, and so forth as well?

primal flicker
fringe pawn
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There's an argument for storing ores and ingots if you want to included prefilled buildings in blueprints or to otherwise fill up a manfiold. But I don't know where that sort of thing could ever make sense with liquids. You need to add a packager in somehow for that.

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Unless 1.0 adds the ability for us to use packaged liquids directly and get empty containers back.

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Or even just chuck the containers as part of the process

sterile tangle
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and generaly only items the player uses. Even the eccess ones... but i won't be storing stuff like Copper Powder

wind spade
hot bison
#

anyone know how to get this

median heath
hot bison
median heath
#

Skill issue.

hot bison
median heath
#

Said skill being your ability to read the " hehe " in my reply.

And the inability to read the actual answer already given --> " sf_nobelisk "

hot bison
#

k well im tired long day lol my b

fierce ruin
mystic moon
#

Depending on where you're at in the game I'd pick one of the first two

median heath
#

All 3 are good.

wind spade
median heath
#

I would personally pick Bolted Frame. Now that enough time has passed and the person has probably picked already.

opal locust
#

computer factory online. went ahead with my silicon circuit board + crystal computer plan

fringe pawn
#

How many ppm? That's going to feed your sink nicely.

mystic moon
#

Probably somewhere around 4-6

fringe pawn
#

3 assemblers, I guess 7.5!

clear citrus
#

I forget how significant being able to make computers with the oil free alt chain is.
For all that there's only so much oil there's also only so much quartz, but I suppose quartz has less in the way of needed uses

vapid gorge
#

is it that important? lots of oil on the map

median heath
vapid gorge
#

Oh, maybe you don't know about the recycle loop?

median heath
#

Oil is not a limited resource at all.

clear citrus
#

regarding it being that important, I have a recollection of playing a long time ago with people discussing plenty about how amazing it is to make computers without oil, heralding it as so much better

vapid gorge
#

oh, maybe the recycle loop didn't exist then. I was only around u4 or so

clear citrus
#

but i have done nonsensical recyle looping shenanigans before

median heath
clear citrus
#

I had the looping in an ammo factory in a save that no longer exists

vapid gorge
#

maybe you talked to some odd people πŸ˜„

Like the computer chain that is just oil and caterium is quite nice and convenient sometimes

clear citrus
#

I mean, Sev, it wasn't just like some random people in chat, it was everyone, even Greeny I think

#

I miss my ammo factory. One big cube generating every type of consumable I might want to use, from rebar to filters

vapid gorge
#

I take it that was before all hte new ammos?

clear citrus
#

It had some special rebars and nobelisks I remember, not sure about bullets

#

It is strictly speaking liable to have been from a different time than when everybody was on a hype train about computers without oil

#

It's not liked I leave the game and play a lot again on a tracked schedule

vapid gorge
#

I guess silica cb and crystal comps just need crystal, copper and iron with the right recipes. That's fairly convenient too

clear citrus
#

in my current, modern save I'm at the point of hand crafting oscillators to get radar tower, one machine for heavy frames, and oil only feeding one refinery each to get rubber/plastic. As it stands I'm not really remembering much Vanilla to use quartz for besides computer alts

vapid gorge
#

entirely depends on what alts you go for. You can have nearly no silica use if you aim that way

#

in fact I think you only need a tiny bit of crystal if you really force it

clear citrus
#

do we not go for "get every alt"

vapid gorge
#

get every alt isn't use every alt πŸ™‚

#

you can set up chains that use TONS of silica, or little to none is all I'm saying

#

these are all the recipes with silica

#

and the HSC CB and ingots which are the main ones have non silica options

#

same with the U cells too

#

and concrete

#

huh I guess you could make a whole game that doesn't use silica for anything

clear citrus
#

The main thing I like silica for is balancing out the raw quartz draw with crystals, because of their numbers

vapid gorge
#

wdym?

clear citrus
#

Crystal takes 37.5. Silica takes 22.5. 60.

vapid gorge
#

xD I guess, but what if you don't use crystal and cilica in that ratio in that spot? Like I said, yo ucould just never use silica

#

and you can make pure crystal and cheap silica

clear citrus
#

Bottom up factories using full output of nodes.
I could convert an entire node to either, or both, and there's always sinking if I didn't have a way to use the full node. Like if another input couldn't match it

vapid gorge
#

but then does it matter what ratio their recipes are in?

#

could jsut split a quartz node 1/2 1/2

median heath
clear citrus
#

It's just nice that the return to 60 counts grants exact machine counts

#

I do have some vague memory of that being a thing people said. Again, everyone, even Greeny

median heath
#

And again, everyone was wrong.

clear citrus
#

Yea, nah, they definitely were not wrong to say "bringing the dries to the wets is better than bringing the wets to the dries".
Pumps are part of that, it's not just the trains.
Of course I trained around oil to my ammo factory and space elevator factory anyway.

#

Though I see we even have mk 2 pipes now. I don't remember those

median heath
#

"bringing the dries to the wets is better than bringing the wets to the dries".

  1. Better is subjective, so yes that is wrong to say.
  2. This was never said in reference to trains, this was always about coal power. Which is an entire phase before trains.
clear citrus
#

Yes, 2 was said in reference to trains. It was said in reference to anything that ever involved moving liquid.

median heath
#

People saw Fluid Cars can hold only 1600 an assumed that meant they were bad as Freight can hold 3200.
So they ran with it.

#

When the actual math proved the opposite to be true.

clear citrus
#

The math people are the ones I listen to, I never cared about the arbitrary populace.
And then I did what I wanted anyway because who cares if I just need to make a longer train or another power plant or whatever

vapid gorge
#

Sev is a train math person πŸ˜„

#

I can imagine people not liking dealing with fluids saying something like that though

median heath
clear citrus
#

For the record, better is not subjective.
Preference is subjective and doesn't need to adhere to objectivity. I once made a huge screw factory and ridiculous screw train. Because I could.
But with this being such a math and construction game, "better" is objective.
The most output from the least input, located where it needs the least distance for the logistics

median heath
#

For the record, in Satisfactory, better is absolutely and without room for dispute subjective.

clear citrus
#

It is absolutely and without room for dispute objective. That only changes when there is infinite nodes.

median heath
#

Continue in ignorance, I am done with this conversation.

vapid gorge
#

I suspect you might be misremembering things people have said

'better' is only objective when you make very specific requirements though.

#

and since everyone's requirements are different everyone is going to have a different end solution to 'better'

frosty owl
north monolith
#

This discussion seems to be about the word "better" having different meanings for different people - for Old Song it seems that "better" = "logistically more efficient", Ven Cum "better" = "more fun for a given person", Cobalt "better" = "more aligned with personal requirements" and so on.

vapid gorge
#

logistically more efficient is also wobbly. On what metric? cause if it's just throughput just belts everywhere

wind spade
#

And especially because "better" has different meanings for different people, you should specify what do you mean by better

north monolith
fringe pawn
#

Playing better is overrated. Maybe my next gold cup will cut out oil and copper (except powder).

north monolith
#

Yeah. I constantly feel peer pressure seeing how much time I'm spending on trying to integrate my buildings into the environment without harming the plants and so on, thinking how almost everyone would see that as utterly stupid and pointless. And yet it gives me a lot of joy afterwards.

frosty owl
# north monolith This discussion seems to be about the word "better" having different meanings fo...

Imo (loosely speaking) for something to be "better" than something else, it needs to fulfill a player's preferences "better" than other solutions. Since the last "better" in that sentence depends on user preferences, it's not objective ^^
Eg: players who likes to rush through milestones are unlikely to find balancers "best" for their use, more like a waste of time; similar for players who don't care about ore efficiency or big numbers and Pure Ingot recipes and the Water complexity they add... And so on

north monolith
# frosty owl Imo (loosely speaking) for something to be "better" than something else, it need...

"Better" being subjective is very close to "better" being dependent on user preferences. But it misses the pretty common scenario when "better" for a given person means "better aligned with external rules" as for The Old Song.
In which pressing the case of "better = preferences" might be really hard to understand for that person, because without going a bit more abstract (into the semantics), external rules (as in this case "better = less materials + more output with minimal logistics", which is a common rule from the real world) will never be equal to personal preferences. And for a lot of people external, real world rules seem to be objective, hence "better" might also seem completely objective to them.

So while I agree with you, provided that "preferences" also contain "unconscious preference to follow external rules as objective truth", I want to state that "better" being seemingly objective is quite normal and there's nothing wrong with that.

Just my two cents on that.

wind spade
wind spade
#

At least not in current balance. Maybe in like U2 or something

north monolith
wind spade
north monolith
#

It's like religion or morality or a lot of stuff - most of people don't question them, don't see it as their personal choice and preference, they assume it's an objective truth

wind spade
#

I usually just ask "what do you mean by best"

north monolith
median heath
north monolith
#

You seemed to be more or less agreeable to the point when Song said "better is not subjective" and you countered with "better is absolutely and without room for dispute subjective" which is always a nice way to talk to others and build mutual understanding

oblique hollow
#

instead of "better" it is usually better in your own interest to just say what metric it improves (or you think it improves)

#

better and best are often thrown around when talking about recipe combinations and whatnot and thats just always such a dry topic

#

because its like "what metric do you think it improves, instead of just being 'better' "

frosty owl
#

Right? After all, the only thing that's better is sushi...

cinder silo
#

Seriously mixed up belts πŸ˜€

wind spade
#

but since my fiancee is called "Sushi", I can just pretend you're talking about her

idle stirrup
#

From a game performance standpoint, wouldn't bringing the wets to the dry be more efficient, based on pipes being less CPU/GPU intensive than an active belt with flowing material?

primal flicker
primal flicker
idle stirrup
#

Yeah, but there's no real rendering cost for the pipe versus a 780 belt of screws for example.

#

*I'm assuming

primal flicker
idle stirrup
#

From an item count standpoint however, if you're worried about hitting the item limit, wets to dry is better, because the items on the belts count towards the item limit

oblique hollow
#

the true reason why bringing the wets to the dries is usually not very beneficial is simply cause it takes so much longer, without considering troubleshooting

oblique hollow
#

unless you mean transport speed efficiency

idle stirrup
#

Does each item thats on each belt in terms of inventory capacity not count against the item limit in the world? I assumed it did, similar to items inside cotainers, machines, vehicles, etc

primal flicker
oblique hollow
#

they are all meshes written directly to the GPU, they are not real objects

primal flicker
#

And the item limit has to do with built things. Not inventory. (Unless I'm sadly mistaken)

oblique hollow
#

the only item data is an array inside the belts, which is just stinky normal data

#

and doesnt contribute to the uobject limit

idle stirrup
#

oh cool, thats good to know then

oblique hollow
#

UI elements count towards the limit

primal flicker
oblique hollow
#

right now no, its a major leak contributer

#

open an inventory and close it again a few times

primal flicker
oblique hollow
#

surefire way to crash the game due to hitting the limit

#

so dont go around opening/closing containers too fast

orchid escarp
#

Hello,How do I know how many trucks I need to transport a certain amount of material? Example I have 4 miners outputting 480 each, let's say I want to take all that to spot A, and the time to drive the truck would be 5 min. How many trucks I need to have the same output at destination? Thanks ❀️

primal flicker
oblique hollow
oblique hollow
oblique hollow
#

100 is the stack size then
480 * 5 = 2400 items

#

divide by 100 = 24 stacks

#

a truck stations transfers 2 stacks per second
a tractor has 25 slots

#

assuming the tractor takes 5 minutes from A to B and back, thats 24 stacks every 5 minutes, so a single tractor could do it

#

when in doubt, add a second tractor to the same route

#

oh wait 480/min EACH

orchid escarp
#

alright thanks so much, I couldn't get my head around it. Also dont they collide if on the same route?

orchid escarp
oblique hollow
#

2 stations and 4 tractors because a station only has 2 belt connections

#

if you have trucks, those have 48 inventory slots

#

my final guess would be 2 stations per pickup / dropoff point, with 4 trucks in total

oblique hollow
#

its not an issue if they all run the same direction

#

but opposing traffic to close to each other is bad

orchid escarp
#

and I guess I need buffers at both ends?

oblique hollow
#

would probably be beneficial, but my guess is its optional

orchid escarp
#

all right, thanks you very much ❀️

#

too bad there is not a voice channel in this server, it would be very helpfull

oblique hollow
#

we used to have them but then lost them

orchid escarp
#

what happened

oblique hollow
#

cant say, too obscure and far back

primal flicker
frosty owl
frosty owl
wind spade
#

fluids are not smaller in volume, game counts in liters

frosty owl
#

Good point. I stand by the rest

wind spade
#

also items need just "how far progressed along a belt", while fluids have the whole dynamic thing going on. My bet would be on pipes more resource intensive

north monolith
mystic moon
#

Yeah, I'd definitely assume that pipes would be more computationally intense, especially on the cpu side where you're going to run into issues anyways

median heath
mystic moon
#

They probably have a good internal baffle system πŸ‘

fringe pawn
#

I've always wondered how much fluid simulation even adds to the game, versus just making pipes 'stupid' and having them automatically feed.

#

There's something to be said for the coolness of conveyor belts rendering individual items which you can pluck and immediately use if you want. The nuances of manifolds versus balancers and everything else that comes along with splitter behavior. But pipes don't get any of that, and don't have the same wow factor right now.

north monolith
fringe pawn
#

Now that 8 constructor and 10 smelter blueprints are a thing, that disincentivizes refinery recipes that much more, too. And you can even go multilevel blueprints if you want even more in one click.

north monolith
#

I personally enjoy refineries and resolving belts+pipes placement issues on tight vertical builds. But I avoid blenders with all of their inputs so close to each other.

fringe pawn
#

Endgame, you can just plop a 26 smelter blueprint right at a node, I just realized.

north monolith
#

does individual pieces of train tracks count as separate objects for the object limit? Is it best to keep the pieces as long as possible?

oblique hollow
#

They probably do but you shouldnt worry about those

#

As you wont need as many tracks as you will need other things

#

Overclocking machines would help more in that regard

mystic moon
#

My advice is don't worry about the object limit

#

Even if it becomes an issue it's not really an issue

north monolith
wind spade
#

Because you will almost never hit it

north monolith
#

And started worrying

wind spade
#

It's the opposite actually

#

It's just that some items count as more than one object, so you can't just count number of placed items

north monolith
#

Ok then, that's a relief

frosty owl
fringe pawn
#

The more I play rocky desert with blueprints, the more I keep deciding to make things out of only iron whenever possible. There's just so much of iron, and not needing to route a second resource is nice. I even find myself reconsidering cast screws and an otherwise all default rotor factory.

#

4 blueprints, done. You might be able to squeeze the whole thing into a multifloor blueprint.

#

I'm definitely not going to do it, but that's how I'd end up sectioning rotors out in that build, because there's plenty of spare iron to be inefficient.

tame birch
#

how much does 1 coal generator takes coal per minute?

wind spade
tame birch
#

I know it but i dont have coal nearby and i need to know how much i have to place

wind spade
#

well then you can either find coal or open wiki πŸ™‚

tame birch
#

Bruh isn't this discord supposted to helpπŸ˜‚

wind spade
median heath
#

@wind spade that one I directly answer because it 100% should be in the Codex, but it isn't for some reason.

wind spade
median heath
#

All other machine information can be gained without building the actual machine via the codex.

Power could easily do this as well, as I have shown many times how to format it.
For some reason it remains the exception.

wind spade
#

they don't show the most important metric - item energy πŸ€·β€β™‚οΈ

median heath
#

Fair. But for more simplistic understanding they could just list available fuels and burn rates for coal, fuel, and nuclear generators.

#

This would also solve the problem of how the vast majority doesn't know you can put Coke in the coal gen.

wind spade
#

this sounds like something that should be in the generator directly (and I know you don't like it, but Factorio does that and it works great)

#

(if you hover over fuel slot, it shows you accepted fuel items)

median heath
#

Does Fucktorio have an in-game codex?

wind spade
#

in inventory menu, you basically have list of all recipes (non-handcraftable ones are red), so I'd say yea

#

it's not directly codex in terms of "how can I make X", but you can search in it, so it's pretty close

median heath
#

List of recipes is far less than what the codex provides.

wind spade
#

what would you want from it?

median heath
#

So I would say their lack of codex is why the hover over slot works fine.

Our having a codex makes it better to have the information in there.

median heath
wind spade
#

no I mean what would you want from codex in a factory building game

#

so that I can say whether or not the information is available in Factorio

median heath
#

But the codex has recipes, also has all the buildings and their descriptions, recipes tell you WHICH buildings make them, and so on.

wind spade
#

in Factorio if you hover over a recipe, it tells you where it's made

median heath
#

Yes, so same information, just not centralized.

wind spade
#

well it's "centralised" to the inventory menu (as handcrafting doesn't require a workbench and happens automatically on the background)

median heath
#

Satis has a centralized codex.
Hence my saying the generator info should just add to that system instead of randomly being a "hover for info" like nothing else in the game.

wind spade
#

I didn't say "hover for info", I just said that the generator could/should provide that info as well

#

the same as it says how much water it needs, it should say how much of fuel it needs

median heath
#

That info is already available once you put either resource in the generator.

#

I'm saying that does not need to be altered (contrary to you).
And that they just need to put it in the codex.

wind spade
#

which doesn't resolve the issue of "how do I know what can I put inside"

#

and yes, that can be done in codex, but also pretty much all the info you have in the codex, you also have in machines, and I'd rather have it in two places than in none

frosty owl
median heath
idle stirrup
primal flicker
wind spade
#

you can still make it whole number πŸ€·β€β™‚οΈ

oblique hollow
#

i think its funny and should stay

worldly bone
#

do foundries end up taking as much space as smelters end game?

#

trying to decide if they need their own floor in my mega factory

wanton dawn
#

The best way to find out is to place foundations then a smelter and a foundry to see first hand.

worldly bone
#

overall not per piece

#

like i think i will need 2000ish smelters, but only maybe 250-500ish foundries? Haven't played endgame since U6 and alot of it depends on the foundries alt recipes usefulness

fringe pawn
#

Well, it's hard to compare the space requirements of a foundry and smelter due to the different beltwork needed. Is this also in terms of choosing between copper alloy and default copper ingot?

gleaming iris
fringe pawn
#

I remember just continuously building more ISCs to store petroleum coke to deal with it, instead of coal generators. I had run out of room on the platform I built, such that ISCs fit, but a sink didn't. And I just kept building the ISC column higher instead of making room for a sink once I saw coke wasn't worth much in the sink anyway.

wind spade
#

even if it's low value, it's still free points

fringe pawn
#

I did eventually, at whatever point I got tired of going vertical with more ISCs

#

I was as green as grass at that point, so I think I might have had the idea that it might come in handy for something down the road.

primal flicker
fringe pawn
#

I mean, I know that now

median heath
wind spade
#

stockpile hard drives and artifacts πŸ˜›

fringe pawn
#

HDDs and artifacts are a safe bet. Beyond that, for all we know fertile uranium for maximum plutonium rods will be the future meta because SAM + plutonium waste becomes the best sink item.

clear citrus
#

for that matter at some point where I wasn't around did they ever say anything about what those artifacts are actually going to do?

median heath
fringe pawn
#

Yeah, I don't think anyone is trusting the rotor switcheroo as being the only change to nuclear.

#

I'm still hoping for another recycling stage. Even if that amount of power is pointless.

median heath
#

I would not like to see that.

clear citrus
#

I am all for recycling stages, so long as they don't reach a point where I just go "I can't be bothered I'll just sink it instead of finishing the production line"

fringe pawn
#

Mk2 and Mk3 nuclear nobelisks would be amusing, if they required plutonium cells and [third stage] cells, respectively.

#

Enrichment is fun!

idle stirrup
#

I'm really hoping for a mk2 Awesome Sink in 1.0: Would be really nice to have one with a 2nd input (especially if you use sinks at truck/train stations)

fierce cypress
#

simon_smile just build two

fringe pawn
#

That feels like a weird sort of edge case to have so many things close together than you can't manufacture into something to then put in the sink, that you'd need a second belt.

#

Maybe we'll get the ability to snap mergers directly to any input or output and that'll work out regardless.

fierce cypress
fresh mesa
#

remind me, one pure coal can feed 6 gens?

mystic moon
#

Yes

fierce cypress
#

so it can feed 8 generators with a mk1 miner and mk2 belts

fresh mesa
#

cool. been a while since i played so it's slowly coming back. I want to get to nuclear before i call it quits again

#

i think i found a uramium spot overworld where there's a node underground. I didn't think the radioactive effect extended above ground

vapid gorge
#

Might be a deposit nearby

fresh mesa
#

Does anybody know the file location for the scanner's dong sound?

median heath
#

Usually I don't spend my time looking into specifics about anyone or anything's dong.

But that's just me.

fierce cypress
#

@deep ingot, i would recommend option 2

#

(from mcgalleon's pipe guide, can be found in the pins)

deep ingot
#

That's actually exactly how I had it

#

I had exactly the amount of output water being consumed directly by alumina solution machines which were not connected to any other water source

#

But small perturbations in any part of the whole process would have one machine or another go idle for a second here or there and eventually the water kept backing up

fierce cypress
#

i also like to make sure the system runs at 100% even when using option 2, which you can ensure by having overflow splitters going into awesome sinks

fierce cypress
deep ingot
#

Glad to see all of my ideas present on that sheet though. Coal seemed the most stable option to me since it's entirely independent and guaranteed always on

fierce cypress
#

you can always resort to that if you can't get other options to work

#

but it's usually ideal to deal with the waste water at the plant

deep ingot
#

Yeah that's how I've got it now, will probably just leave it. Putting the water back into the input feels elegant but doesn't really offer any real benefits besides the effort spent on setting up the coal plant haha

#

Thanks for the resources

fierce cypress
#

if it's already up and running and don't need the coal for something else then its probably fine

#

simon_smile alu can always be a pain

median heath
opal locust
#

why isn't this setup working? I put smart splitters to feed the specific material, but they're not getting fed into the manufacturers

median heath
#

What are the settings on the smarts?

opal locust
#

left material, center any undefined

median heath
#

Center = Overflow.
Always.

opal locust
#

that's not the problem, the problem is they're not feeding into the manufacturers

median heath
#

Ah right, I forgot I don't know how sushi works.

#

My mistake. I will see myself out and try not to look at my entire portfolio that's sitting by the door.

opal locust
median heath
#

Once you have done that to all of them, make sure THIS one actually has somewhere to send the overflow.

#

My recommendation, given this looks like a temporary setup, is loop it back into the ISCs. NOT the line itself.

#

Should be able to just loop it back to 1 smart that has each side set to 1 of the 3 items, going into the ISCs.

#

If you want to clean it up even further, you can swap the output belts from the ISC's that are going into the mergers to lower grades.
Mk1 for the Frames, mk1 or 2 for the Beams, and mk2 for the Rubber.

#

Let me know if this did NOT fix it.

opal locust
#

now it's working

median heath
#

If the total amount need by the 3 machines is less than 480/min that should be fine.

#

High potential that the Modular Frames just start looping and block the other 2 products though.

#

If the loop part does jam, just route it back to the ISCs instead.

opal locust
#

225 per minute, and yea it is jamming

median heath
#

Looping belts = bad.
Looping pipes = necessary.

#

The beauty of Satis.

wind spade
#

Looping train = rollercoaster

median heath
#

Looping Factory Cart = ? πŸ‘€

#

@opal locust regarding Any Undef - has very rare use-cases that only like 3% of the playerbase will ever build to.
And is almost never used on smarts.
When you get into the optimal use-cases of poggers, that's where you see Any Undef.

opal locust
#

I'm making 28 versatile frameworks per minute, and I need 2,500. This is going to take a bit.

wind spade
#

I guess I'm in 3%

#

Tho I wouldn't say "building a sorting system" is only 3% of players

median heath
wind spade
wind spade
#

platform

#

or any other source of production

median heath
#

I do not understand this drawing.

wind spade
#

"SORT" is a container for "dump your stuff in here"

median heath
#

Ew.

#

But that also doesn't bring clarity.

vapid gorge
#

mix of personal sorting and train sorting I guess?

wind spade
#

train does not sort, train is not mixed

median heath
#

He also didn't provide 1 or 2, so πŸ€·β€β™‚οΈ

wind spade
#

it's a central storage system

#

ISC is the storage, things come by train (or any other option), get stored in the container and the top line of smart splitters is set to "overflow" for sink

median heath
#

Not one that I have seen πŸ€·β€β™‚οΈ

wind spade
#

bottom line of smart splitters is for sorting your personal inventory and it hooks to the same belting so that you return your stuff to the storage when done

#

at the end of the sort line (right edge) is processing of things like biomass, slugs, etc.

wind spade
vagrant storm
#

Is it possible to bring the throughput of a mk1 belt down to 30 pm with sushi
So I have 60 Batteries merged with 60 Limestone on a mk1 belt would that make 30 Batteries and 30 Limestone travel on this belt?

oblique hollow
#

yes it would

vagrant storm
#

ok

oblique hollow
#

you can also just loop half of a mk 1 belt back on itself to make it 30/min with no other resources

deep ingot
# median heath

is there an intuitive explanation someone can give me for why this works? does flow straight through a junction simply supercede flow at right angles?

#

though i guess then it wouldnt need to be vertical

median heath
#

We simply accept that it does work.

deep ingot
#

dang ok thats what i didnt want to hear haha. I was hoping it wasnt just like an emergent property of the game

#

ty though

median heath
deep ingot
#

yea i like that it works, but its more satisfying to me if i could have logic'ed my way to building it myself instead of just observing quirks and saying "guess thats how it is"

median heath
#

There are many advanced things in the game that cannot be logic'd to.
They were found via expirementation and testing.

#

Some of them were then reverse-engineered to discover the why, but that doesn't work on all of them.

deep ingot
#

makes sense, just wanted to make sure that this was indeed one of those

median heath
#

Build fun rooms like this and see what happens when you do different things.

#

There's also some very random fun headlift stuff that occurs only at "sea level" because the Z position of 0 is actually higher than that.
So "sea level" is technically negative elevation.

granite nova
#

no clue if this is right channel but which one?

median heath
#

All of them are good.

#

Pick whichever you, personally like.
You will unlock all alts eventually.

wind spade
wind spade
#

the linked message has tons of info

granite nova
#

oh alr ty!

vagrant storm
#

Is this System fail safe for Batteries

oblique hollow
#

what even is the point of this

vagrant storm
#

Batteries Distribution in Nuclear pp

oblique hollow
#

just split the main belt in 4?

#

why do this weird limiting down to 15/min

wind spade
#

what are you trying to achieve?

#

what you've shown is basically "how to make 60/min into 60/min, but more convoluted"

ashen stirrup
#

Is there something useful I'm missing about Iron Wire being 22.5/minute output?

wind spade
#

if you need that much as input πŸ€·β€β™‚οΈ

ashen stirrup
#

The only recipe where the ratio matches appears to be the Beacon

#

Ah, Batteries apparently match

wind spade
#

any recipes match if you clock

fringe pawn
#

Unless you scale things up. 4 constructors put out 90 wire, 8 constructors will put out 180 wire. And of course you can play with clocks.

ashen stirrup
#

Ok, so you can do 8:3 to make cable or something. That's not awful

ashen stirrup
fringe pawn
#

You can make stitched iron plate work

wind spade
#

if you clock machine higher but only provide enough resources for the smaller amount, it will make the smaller amount

ashen stirrup
fringe pawn
#

Down clock the stitched plate assembler to need 20 wire and 10 plate per minute. That makes the ratios very easy.

#

I'm going from memory, but I think it's 80%?

ashen stirrup
#

Math looks like that would be 53.3 repeating %

wind spade
#

clock to 53.3334% and easy

ashen stirrup
#

My goal here is exactness, lol

#

One part in ten thousand is still an amount of error

wind spade
#

the machine will stop for a second once in a few hours

ashen stirrup
#

Don't get me wrong, I do usually just build my factories by using your wonderful calculator and plugging in the clock rates it gives me. This is just something I think is fun for its own sake, not because the inefficiency will matter in practical terms

fringe pawn
#

What's the clock speed for 30 wire and 15 plates per minute?

ashen stirrup
#

Cool, that's 80%

#

That pulls things down to a point where it works well with default wire and iron plate recipes

fringe pawn
#

8 wire constructors at 100%, 6 plate constructors at 75%, 6 assemblers at 80% works? 3 blueprints, less if you go multi-level.

ashen stirrup
#

That's cool. So it's got synergies with both iron wire and normal wire

#

It's a bit less elegant, but you could also do 5 iron wire constructors at 100%, 3 plate constructors at 93.75%, and 3 assemblers at 100%.

frosty owl
fringe pawn
ashen stirrup
fringe pawn
#

That concept increases the appeal of iron only products. I just went back to looking at the default rotor recipe with cast screw, in the context of blueprints recently. Modular frames also work nicely if you go iron only.

magic island
# vagrant storm Is this System fail safe for Batteries

your loopbacks will just gradually clog until all 60/min continuously flows out of the only exit belt left

to do this kind of fractional split, both the 15 and the leftover 45 eventually have to exit the loop and get used/sunk elsewhere.

#

merging back into the source is a trick that CAN help with achieving unusual ratios, but both portions still have to have an exit path

and it's not needed here anyway because 15/45 is an easy split

versed violet
#

I use similar thing to limit packaged fuel deliveries, so it doesnt fill the whole drone port on receiving side.

magic island
#

any situation where input exceeds output = something will back up

and there's nothing stopping most/all batteries travelling straight out the "15" exit once the loops get full

wind spade
#

although yeah, once they fill, it's 60/min through exit

versed violet
wind spade
#

so it's 20/min output

magic island
#

the particular dynamics of clogging might give you a bit less than 60/min out, and distribute the clogging back toward the source

but more than 15/min will get through

versed violet
#

so need a second merger after the first one and loop the 15ppm there

vagrant storm
magic island
#

look, no matter what you do here

if you try to put 60 in and get 15 out, some combination of the following will happen:

  • the system will eventually output more than 15 ppm
  • the system's input will back up toward its source

different arrangments of mergers/splitters may hit different equilibriums, but that extra 45 doesn't vanish. some amount will get added to the output belt, and some amount will back up the input belt

fringe pawn
#

Yeah, you need to sink or otherwise divert the 45 extra batteries to a different line.

magic island
versed violet
#

I do not remember how to recycle excalty 45 into belt tho, I know loping back two belts from splitter to merger limits the belt to 20ppm

magic island
fringe pawn
#

I get that you can play with clogging. But why not just sink instead?

vagrant storm
#

I think im going with 20 and a merger with susi

versed violet
#

why sink useful things?

fringe pawn
#

By all appearances they are not being used? So it's questionable whether they are useful?

vagrant storm
fringe pawn
#

Diverting to ISCs also works if you want to stockpile them for whatever reason.

versed violet
#

20 ppm limiter

magic island
#

plenty of reasons to sink "useful" parts

  • the factory that consumes the part isn't built yet
  • it's going to personal construction storage, which will back up eventually if not spent at the same rate
  • it's going toward vehicle fuel, which may be consumed unevenly resulting in excess
  • want points
versed violet
#

resons to limit belt:

  • it goes into very long route that will take eternity to back up
  • items are needed elsewhere, but actual number is not know.
fringe pawn
#

Why not just down clock the battery machines instead? You're going to clog them which will functionally do the same thing?

versed violet
#

that assumes manufacturing happens at the same area. Batteries may well be shipped by train and divided here.

fringe pawn
#

The only difference is the time it would take to jam the machines. So again you're just effectively stockpiling batteries in a different way. So why not just split off to ISCs?

versed violet
#

I'm not asking why it is needed. I don't care. I'm solving the problem presented.

vagrant storm
#

thats my solution i came up for

#

QW is 20 PM

#

The reason is i use a sort of manifold with drones that are bidirectional. If you want to hate me because of that, i have no problem with it.

versed violet
#

I think this should limit to 15ppm, but not sure. there is no priority merger ingame
Obsolete, look here: #math-and-meta message

versed violet
# vagrant storm Is this System fail safe for Batteries

Ok, I'm pretty sure this will work.
We saturate the middle belt to 60, by looping back half of it.
The bottom merger can now accept max 30 items, because it will mix 1:1 from both belts.
The upper merger is now limited to 30 output, so it can accept the 15 we split below, plus extra 15 from the input line.
Input line is limited to 15 items, so whole throughput is 15 at the end.
This actually looks just like OP original drawing, so yeah, looks you were right, and it seems we can stack the 50% speed limiters by wrapping them around previous stages.

#

7,5 limiter

summer flare
versed violet
summer flare
versed violet
teal tiger
#

guys i need your mathematic skills

wind spade
#

take a math class

teal tiger
#

so im using a 240 ingot node

wind spade
#

ingot node? πŸ€”

teal tiger
#

whats the best approach to get 15 ingots into 1 smelter now

#

will i rlly have to split the nod 16 times?

wind spade
#

manifold

teal tiger
#

isnt there like a smart splitter that splits exactly 15 ingot

teal tiger
versed violet
#

no, there is a splitter that give priority to one of the outputs, and lets rest through when that belt backs up.

teal tiger
#

its just this specific smelter that needs 15 ingots

versed violet
#

is it underclocked?

teal tiger
#

yep

versed violet
#

just manifold it, and as long as input matches consumption, it will work

teal tiger
#

im building it in modules

#

so when the overall consumption is accurate to the input it wont overflow?

wind spade
#

no matter what the values are, belts can be built in pretty much any way

teal tiger
#

take a look at my precious drawing

wind spade
#
--S--S--S--S--S
  |  |  |  |  |
teal tiger
#

the 15x will back up tho right?

wind spade
#

yeah things back up in manifolds

versed violet
#

put the 15pm smelter at end of manifold

wind spade
#

but it doesn't matter really

strong loom
strong loom
#

Not even sure what you try to achieve, 3/4 examples have the same input as output and are just trivial

fringe pawn
#

I'm still curious about all that, but I didn't spot details on what exactly the OP is doing.

#

Without knowing that, 🀷

versed violet
#

Limit the throughput of a belt to 15ppm

strong loom
#

Like you want to half an input? going from 30 to 15?

versed violet
#

Limit [unknown amount] to 15ppm

fringe pawn
strong loom
#

"unknown but certain" or "any" thats a big difference

fringe pawn
#

I'm the guy who just got a gold cup by using tickets instead of oil extractors. SO I'm all for solving weird problems with weird solutions. But the scenario needs to be clear.

versed violet
wind spade
#

SF does not have unknown amounts

versed violet
strong loom
#

Your example just makes the input machine clog up and produce at 50%
So you can literally just underclock it to 50% and save all the mergers and splitters ^.^
If you are willing to build a sink you can just do that

wind spade
strong loom
#

if you want to go from an unknown amount to 15*, make the input a mk1 band and do the picture twice

versed violet
#

sometimes, you have a box.

summer flare
strong loom
#

yeah thats what i mean

versed violet
strong loom
#

Why clog the input when you can clog the output or build a sink?

#

And even if it's necessary to clog input, just limit the machine and put the desired number in
Probably will save* you a frame per second :)

versed violet
#

Not a part of the exercise, but if you must have an example:

I have a train that needs to ship 12 caterium ingots per min to another base.
The wagon ships several other items.
The input belt comes from a box and supplies whole factory, so it is at all times in clogged state.
The train platform will not back up. I don't want it flooded with caterium ingots.
So I have 12/min throughput limiter on there.

strong loom
#

The same wagon ships different materials? Oh boy I'd start a new save file

teal tiger
#

would it be a issue if i transport crude oil like 300m far?

#

heard transporting fluids is suboptimal

fringe pawn
#

You can transport fluids unlimited horizontal distances via pipe.

versed violet
strong loom
versed violet
fringe pawn
# teal tiger heard transporting fluids is suboptimal

Transporting solids is easier. But not by much. The volume of solid versus volume of liquid comes into play. For instance, bring coal to water, and not the other way around, because water consumption is 3x higher, and you're likely still limited to MK1 pipes.

#

I'm all for just doing long pipes when it comes to nitrogen, because then you get rid of head lift issues too

strong loom
#

I give up
If you have fun, you are in the right πŸ™

worldly bone
#

Gases in this game don't require head pressure?

wind spade
#

*headlift and no

summer flare
# versed violet Not a part of the exercise, but if you must have an example: I have a train tha...

This appears to be attempting to limit a throughput based on what a belt will carry. The "slowest" belt allows up to 60 ppm so you're not going to be able to limit anything less than that. You could achieve a throughput less than 60 ppm throughput using splitters/mergers but whatever is extra needs to go somewhere outside the assembly being used, like looped back to storage or sink as has been said. It's not going to work being feed back in.

oblique isle
#

Hello angels and demons of math and meta. I come to you with an inquiry regarding pipeline functions.
The tl;dr version of it is this: I have four pipes totaling to 400 fuel each. I need to balance them into 400, 400, 366.67, 433.33, would this "theoretically" do it if the pipes to the left add up to 366.67 and the right add up to 433.33? Would I achieve same thing with valves, and even better, would it be better to limit it with the valves? Any and all thoughts on this topic will be appreciated. Also, breaking up the machines (as in adding more) is not somethin I would like to do.

frosty owl
#

I think an easy solution would be adding overflow junctions (a U bend going upward) to both sides, to make sure the blender gets fed the remaining fluid only after all others are fed. The pumps and extra pipe loop could be removed then

oblique isle
#

Could you help me understand it mroe?

vapid gorge
oblique isle
#

I have that saved

vapid gorge
#

don't do whatever you're doing in that picture though

oblique isle
#

Well, what do you suggest?

vapid gorge
#

Basic pipe rule - keep it as simple as possible.

marble sigil
#

hey do you guys have any good websites for planning the stuff out before you build it ive tried a couple but not many have been as helpful as i want

vapid gorge
#

so clock machines to make that much down each pipe in the first place is probably your easiest solution

vapid gorge
oblique isle
vapid gorge
marble sigil
#

and how to clock them

vapid gorge
#

best one

oblique isle
vapid gorge
#

and user friendly

vapid gorge
vapid gorge
frosty owl
frosty owl
oblique isle
fringe pawn
#

I don't think you need to balance anything. You can have all the fluid all in one linked network and it should work just fine?

vapid gorge
marble sigil
# vapid gorge https://www.satisfactorytools.com/production

nah but like i want something that will show me that i need to build the things connecting to each other and the only website ive seen that does that automatically doesnt allow constraints (i.e., i dont have a miner mk. 3 availible but it tells me to build one)

frosty owl
marble sigil
#

idk i think i just suck at doing tech stuff

vapid gorge
marble sigil
#

ok

#

i will suffer

fringe pawn
#

I've got a coal power plant that has a total of 1440 water flowing within a single network, using only MK1 pipes. But because no single point exceeds the pipe throughput limit, it's fine.

vapid gorge
# marble sigil i will suffer

It's also not super hard, just make it down into chunks by your max belt speed.

you moving 1000 pm and have mk5 belts? break it up into 2 groups of nothing else is better for you

marble sigil
#

ok

fringe pawn
vapid gorge
# marble sigil ok

the other reason for doing it yourself is you can develop good logisitc layout skills and then create fun weird things

marble sigil
#

cool

frosty owl
marble sigil
#

wait ive found something i can apply simple math to and figure it out kinda

#

calculatory

#

it doesnt let me post links

vapid gorge
#

calculatory?

#

whats the website called?

marble sigil
#

its calculatory. ovh (theres a space bc i cant post links)

#

also i might be stupid but im a noob is there actually no way to have a precise split between two outputs of a splitter (like two outputs, 33% of items go out one end, 67% go out the other)

vapid gorge
#

also Not sure what you're getting from something like this ?

marble sigil
#

aw that sucks

marble sigil
vapid gorge
#

ok so first off - your example of 1/3 going one way and 2/3 going another

a splitter evenly splits and it has three out puts so you can have 3x 1/3 paths right?

marble sigil
# marble sigil aw that sucks

they could possibly add an even further upgraded version of the programmable splitter that allows items/minute output caps

#

whatever im just gonna suck at this

fringe pawn
#

I think they have said "never" to that sort of splitter.

vapid gorge
#

no no no don't stress.

why do you feel you need to evenly split things like that?

vapid gorge
# marble sigil : (

SF is a design and logistics game - a ratio splitter, what you described, would kill 90% of the problem solving

marble sigil
#

true

vapid gorge
#

but it's ok you never need to split things like that. Do you know what a manifold is?

frosty owl
#

My bad, I thought that was a solution using sushi and filler items, kinda skipped it

marble sigil
#

i was making a mountain out of a molehill this really isnt that bad the only planning software im using is stickey notes so i can remember the required stuff i need for the final assemblers and stuff

marble sigil
hot bison
#

what does the tractor use for fuel?

median heath
#

Anything you can fathom burning.

#

Leaves. Wood. Biomass.
Coal. Coke. Fuel.
Fabric. Paint.
Uranium Fuel Rods.

Etc.

hot bison
#

ok thx

#

how do i set a path on the tractor

vapid gorge
#

record it and drive

hot bison
#

do i stop the recording or just set on auto pilot and get off

vapid gorge
#

stop recording I believe.
you might find a tutorial on youtube if you're having issues with it

hot bison
#

gort it thank

median heath
hot bison
opal locust
#

question, why are my smart splitters getting random materials in them that aren't being passed forward along the sushi line?

vapid gorge
#

what are the settings?

#

and splitters have small internal buffers so might just be that

opal locust
#

the plastic and steel beam

median heath
#

In the context of what you're building, how is that random?

opal locust
#

they were materials from things I was previously building

#

and they're still there, not clogging up the line, just in imaginary space inside the splitter

median heath
#

I personally wouldn't define that as random, given you know exactly where they came from and how they go there.

But this is inherent to how overflow works.

#

Previously you were making Versatile Framework.

opal locust
#

yes but it has cause me to be a few materials short multiple times because of this

median heath
#

Temporary setups can have this occurrence, yes. That's why I don't necessarily advise doing temporary sushi manifolds.

#

Their operation is based on infinite continuance.

#

If you're switching what the line is for, you have to flush it.

#

But most people don't know to flush it because that's a more advanced sushi thing.

#

If you want a sushi line that you can continually swap the settings of without needing to flush it, you have to use poggers instead of smarts.

hot bison
#

whats the difference between all the different medical inhalers

median heath
#

Same difference between all the different Reinforced Iron Plates.

hot bison
#

im guessing the recipe

median heath
#

Yes.
As long as you're also understanding that the item itself doesn't care what recipe it came from, it is the same item.

#

Fuel, Residual Fuel, and Diluted Fuel all produce just Fuel. Exact same item. Regardless of recipe.

hot bison
#

gotcha anyway it can be used inf times likea mod that you know of or something

brisk shoreBOT
median heath
#

If you want to talk mods, that is the place ☝️

hot bison
#

ok. what do the bird things do in the dessert

vapid gorge
#

be birds

hot bison
#

so no use

fringe pawn
#

Their job is to block you from building things occasionally. There are solutions to this. sf_xeno_basher

true junco
thorn trail
#

There's only one inhaler recipe that's infinite, using nuts.

wind spade
thorn trail
wind spade
thorn trail
#

Woah, mind blown. All this time I thought it’s not renewable.

wind spade
#

lizard doggos can bring pretty much everything that seems non-renewable

thorn trail
#

Ah, you mean renewable through doggos. That’s not reliable enough for me.

primal flicker
wind spade
#
Satisfactory Wiki

This is a table detailing raw resource renewability. A raw resource is any resource that can be obtained from the world without being processed (Crash Site wreckage is not considered).
Of all the items listed below, only Hard Drives, Somersloops, and Mercer Spheres are non-renewable resources.

primal flicker
#

Sans doggos, no foliage item is renewable.

wind spade
#

if you don't count world updates

uncut flicker
#

Hi, I have a question about trains. Im setting up a train with 3 wagons, one locomotive on each side. How do I make the train go back? So hes doin A - B but i want him to load and go back B - A.

deft lichen
#

trains can only drive forward

wind spade
#

if you have loco on each side, it should work normally

deft lichen
#

so you either need a front-facing locomotive on both ends or just build loops

wind spade
#

but for stations - train needs to arrive in the direction the station is facing

uncut flicker
#

I do have locomotives on both side

deft lichen
uncut flicker
uncut flicker
vapid gorge
north monolith
teal tiger
#

what is this good for? 3 inputs to 3 outputs

#

am i overlooking something?

median heath
vapid gorge
teal tiger
#

so there is absolutely no point to this?

vapid gorge
#

no idea can't see whats going on

#

from a blueprint or something?

teal tiger
#

yeah just watched a yt video

#

didn't describe it further

median heath
#

Don't watch YT videos of other people playing the game.
Just play the game yourself. πŸ‘

teal tiger
#

he showed like 2 inputs to 3 outputs etc. which is understandable but why would i want such a complicate 3 to 3

median heath
#

2 to 3 isn't really understandable either.

vapid gorge
#

who knows, maybe it's a balancer, or a condenser?

median heath
#

It's a balancer.

teal tiger
vapid gorge
#

I don't use them.

teal tiger
#

thought u could expand my knowledge about balancers

vapid gorge
#

I jsut put the number of items on the belt that I want or use the number that is on the belt

median heath
#

!wikisearch Balancer

brisk shoreBOT
#
Satisfactory Wiki

Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...

primal flicker
teal tiger
#

so its just to start up the machine faster?

vapid gorge
#

not really, you can skip the spin up time of manifolds by pre feeding

#

and it takes longer to build and more space so 'sooner' is not guaranteed

teal tiger
#

well that sounds pretty useless

vapid gorge
#

it's mainly aesthetic

teal tiger
#

i see, thanks

vapid gorge
#

or for the challenge of it

median heath
idle stirrup
# vapid gorge it's mainly aesthetic

Note, it's a very satisfying aesthetic. However from a difficulty/progression standpoint, its a complexity you don't have to opt into until you build nuclear (and even then, its a soft opt-in)

summer flare
# teal tiger well that sounds pretty useless

Your original post picture is of a "belt balancer" as discussed in the wiki. It splits a number of inputs, which may be non equal rates, and merges to a number of equal rate outputs. I think it's an arrangement used in Factorio and brought in.
As opposed to a "load balancer", which tends to be an assembly of splitters and mergers that deliver the exact input rates required by buildings, rather than the overflow method which has building inputs delivers by a line of splitters and an input being the overflow from the previous splitter.
There's some math involved in load balancing, so some players see it as a challenge, whereas for some it's the norm.

vocal merlin
wind spade
primal flicker
wind spade
#

that's a bit different, you don't need that knowledge to beat the game

#

in SF you learn in every stage and then apply what you learned in next stage

bright vale
#

Manifolds are pretty meh. Your first machine will endlessly be full. The last on the line will almost always be short on material. Balancers create perfect efficiency.

#

The hting about this game is it is as simple or as complicated as you want. Balancers offr another layer and challenge to things. You don't have to math this game at all. Add a belt and when it is done, its done.

#

Not everyone finds that fun.

wind spade
#

once manifold fills, it works the same as a balancer

#

and you can prefill it to get rid of the spin up time

vapid gorge
fringe pawn
#

I'm less familiar with setting and hooking up balancers now that blueprints are a thing, but before blueprints, I always found large balancers more time consuming than just prefilling machines.

#

I frequently balance small machine count scenarios, though.

wind spade
#

direct input is probably even easier

fringe pawn
#

Yeah, direct input is great with blueprints.

candid oar
#

Edit: Nvm, fixed it. Had a bad output from one of the final pieces going onto a mk1 instead of mk2, thought I'd fixed it, but I needed to flush the pipes to force a reset

I have 2x Petroleum Coke refineries using 40 Heavy Oil Residue per minute, for 80 total. I have another 6 refineries that are outputting a total of 80 Heavy Oil Residue. The additional conveyers are all working at 100%, and yet i'm finding that the 6x refineries outputting heavy oil (plus rubber/plastic) are often working at 50% or less efficiency, as it seems like the pipes get backed up.

Am I missing something?

vapid gorge
lament jolt
#

So I'm finally trying my building skills at making a Nuclear Power Plant. My configuration will be 4 floors of 27, each overclocked to 250%. Water will be brought in by packages, to the tune of at least 65k per minute. I haven't found a solid number on how much waste is made nor how many fuel rods will be needed to keep the plant running. I do plan on having all the waste sunk after being turned into plutonium rods.

What is the best way to make a multi train car relay system? I'm not looking at making a push pull like I have in the past with fuel plants. One train wagon for each floor, every ?? minutes.

vapid gorge
median heath
#

You also can find the exact numbers for fuel rod consumption and waste production.

#

So you aren't guessing.

vapid gorge
#

Also - if you build on top of water it’s easier

median heath
#

Also also - if shipping the water in, Fluid Trains will be better.