#math-and-meta
1 messages · Page 125 of 1
what do you mean?
so I have 8 refineries
one stack of anything, but sometimes it goes above - that's a bug
6 of them have 200 cubic metres reserve and other 2 have only 50
oh i see
Oh really I thought that was modded. Even solids can bug like that? Never encountered this
maybe it increases stack size for fluids as well?
fluids included? In that case seems like the mod is bugged
is this one of those damn mk++ machines?
yes
doesnt surprise me then
fluids stack to 50m³ in vanilla
no matter which production machine
if it has a normal slot and no special buffer, its 50m³
no buffer, just a long pipe
i dont mean the buildable buffers
oh
i mean the machine-internal buffers
the only production buildings with special integrated buffers are water and oil extractors
those hold 200m³
any reason for this arrangement other than aesthetics?
Because, master Wayne, some men aren't looking for anything logical.
They can't be optimized, condensed, streamlined, or reasoned with.
Some men just want to watch the world burn.
I like building genies closer to the sea
Question, I'm watching a video about Load Balancing and the guy says "When dealing with prime numbers, things get tricky."
On satisfactory calculator I only see examples of loadbalancing up to 5 and 7... but what if you have to loadbalance 11 or 13? is that even possible?
Question: why do you think you need a balancer?
Its just a random thought. I build my factories both manifold and loadbalancing. Depending on the situation. But this was just a What IF
There’s probably a tute but why not just clock the machines into NOT a prime number?
You never need to load balance but at least use clocking
That's a smart solution actually
Up machine count to 2^n * 3^m and adjust clock speed
I guess this isn't always viable e.g. balancing between freight platforms, which would mean having to change the freight car count
I imagine any load balancing from a vehicle is going to be a pain since deliveries happen in bursts
I don't see how it changes anything
It balances when stuff is flowing
Splitters do round robin so the state is kept
any load balancing is possible by just splitting to more and looping back the extra outputs
but generally load balancing is pointless
for 1 to N, you can always do a loopback.
if its 1 to 11, split evenly into 12, then loop one belt back to the input and merge (needs a bit of extra belt capacity)
and M:N is worst case "split each into N and then merge each M"
Yes.
Absolutely fucking not, I am not building that shit. You are better off with a manifold that is made from various different belts and a smart/programmable splitters. E.g. if you need input of 75 items, you place a belt that can handle that. Rest can go further down the line since it will count as overflow
That way you can supply 2-3 machines at once
hey so i have 40 machines each requireing 37.5 of sulfur and coal and 1 that requires 20 sulfur and 20 coal this obviously totals to 1520 required for each but does this mean that i can take 1800 of each resource and split the 600 on each belt between them in two sets of 13 and a set of 15? for instance 600 sulfur on 1 belt which gets manifold split as it goes along to feed 13?
if you have X on a belt, connect it to machines that need X in total
yes but i have 600 on each belt and each machine requires 37.5
its not practical to split it down into that many belts so will a manifold system work
clock machines based on belts, not the other way around
I'm aware, doesn't change what I mean
so how about instead of saying to do the belts to the machines you just let someone answer my actualy question of will the manifold system work
hey so i have 40 machines each requireing 37.5 of sulfur and coal and 1 that requires 20 sulfur and 20 coal this obviously totals to 1520 required for each but does this mean that i can take 1800 of each resource and split the 600 on each belt between them in two sets of 13 and a set of 15? for instance 600 sulfur on 1 belt which gets manifold split as it goes along to feed 13?
I'm recommending easier approach
except your not your saying to just put the amount on the belt to the amount in tha machine but im bringing 1800 sulfur to the factory and i need 1520 split between 41 assemblers. so all i am saying is to put the 1800 into 3 belts of 600 and use a manifold system to split that 600 between the correct number of assemblers
Why are you sending 1800 when you need only 1520?
thats all im asking. is will a manifold system work for splitting them
because i am useing 3 pure nodes and id rather have too much than too little
By your own admission, 1800 > 1520.
So... why is there any doubt in your mind about this working?
and because i dont understand manifolds 100% i dont wanna clock it to be the exact 1520 if that wont split correctly on a manifold
Manifolds will exactly split the exact amount you send them.
There is nothing to understand about them 🤷♂️
im assuming once theyve filled the assemblers with the stack they will only take what is required and send the rest further down the line ?
Yes.
right ok thank you for actually answering my questions
👍
So 40 assemblers
Each needs 37.5 of coal and 37.5 of sulfur, yes?
That's 3k of total income nonstop
1.5 of coal alone
Vanilla belts can't do that
Split the input in group of 3
That way each group only needs 500 of each resource which belts can handle
That's is if you use mk5
@velvet shoal are you building with expansion in mind?
Do you use any belt mods?
My guy 🤩
No I don’t use mods. I’m using mk5 belts and 3 different sulfur miners which can bring the 600 from each miner on their belts and I send 3 lines split between 13 assemblers each with one being sent to 14 full and 1 less clocked one
And I won’t need to expand Turbo fuel power after this as this is to set up the mega factory I need to get into nuclear power
this is what i mean when i say about splitting the line of 600 dont the 13 or in this case 15 assemblers
Oh I see
sorry im not good at explaining things as am dyslexic so i dont know if im saying things right or not
Yeah that's fine
planning on detaching myself from the Hub’s biomass burners. (If they can be deconstructed I am moving them! Legit haven’t tried yet. Midway through Tier 2, it’s time for foundations & walls!)
The biomass burners on the hub cannot be dismantled
Thank you for letting me know. I will retire them with distinction 
I am still using mine to 'recycle' excess biomass whenever the grid is overdrawn.
if their lights go out, its time to inspect power
i’m interested about this but I might be too new/smooth brain to understand how your system works. can you explain this a little bit?
power consumption priority is all generators > biomass burners > power storages
@narrow trail You can use biomass burners as emergency power that will come on if you overdraw, but will not consume Biofuel when you have excess power. I have a few still hooked up, but I flipped the switches off for them because I didn't like the extra line and the inflated capacity it gives, as it's only a temporary capacity since that fuel is not automated. I instead have the power cells/batteries that provide plenty of backup power. Think I have like 50 of those built.
there's really no point in doing that once power storages are available though
Thanks for the explanations and advice, everyone. I’m playing mostly blind & I’m only on Tier 2 rn, so my horizons have not been expanded and my factory has barely grown

There's no point in power storages 😛
Just don’t mess up and they never do anything
Even if you mess up, build power so that you can restart it easily
Much better use of time and resources than limited power storages
oops
As mentioned above, the biomass burners will be used before falling to power storage.
So if you come back to hub, and see they have red lights and are empty, it means something have been overdrawing your total grid power.
Keep them visible and you have power problems alert.
so like the "power storages are draining" message but worse?
Power storage can be useful to even out Geyser power but otherwise agree
hello im trying to do this setup on my world but i cant figure out why there is no production of empty canisters?
cause they are recycled
but from where
packaging
packaged water gets turned 1:1 to packaged fuel
so the canisters are conserved during processing
and to get packaged water i need empty canisters
does that mean i need to feed it first a bunch of empty canisters and from there they will be reused?
yes
and theres no way to tell how many right?
probably enough to fill the belts i guess?
that and enough to keep the machines stocked
the best thing you can do here is make a BP
what is a bp
put a refinery for diluted packaged fuel and 2 packagers in a Blueprint (BP)
ah ive never used blueprints before
its those things where u copy paste setups right?
then just put like 50 or so canisters in the water packager and that is guaranteed to keep it running in a loop
well more like "configure a template to be pasted wherever you want" but yes
this is a great use case for them here as making big canister loops would involve hundreds more canisters than probably needed
and that takes time
i didnt really understand your instructions so i just made 2 constructors making empty canisters for now : D i'll feed those to the water packagers to jumpstart the system when its all ready
is that a good plan ?
uh sure?
you can try making a blueprint in the blueprint designer so the empty canisters get recycled directly out of each refinery
so you unpackage the output of every refinery individually and then put the canisters straight back into the water packager
this packaging thing is so complicated
just noticed the recycled rubber recipe also needs fuel from packaged fuel and that also produces empty canisters
im trying so hard to wrap my brain around this : D
wait it doesnt , fuel unpackager makes liquid
ughh hahaha im too small brain for this
just unpackage fuel immediately after you made diluted packaged fuel
then you dont have to worry about canisters
and pay attention to the item names and shapes
fluids always have a round icon with a pipe symbol inside
huh just realised its called diluted packaged fuel , is it just normal packaged fuel but under a different name?
yes
every alt recipe just makes a normal item but in a different way
if you ignore the canisters, all this recipe does is turn 60/min water and 30/min heavy oil into 60/min fuel
maybe it wasnt such a good idea to make this build after a 6 month break from the game
you could start by just making normal fuel
if you have the alternate recipe: heavy oil residue, you can use it for residual fuel
residual fuel is just the recipe name, the actual item is once again liquid fuel
i have all recipes i need for the screenshot i posted , i worked on those before taking the break
ah right
no im determined to get this done
thank you for all the help man
it might have been easier if you picked "prettier" numbers 😂
15/min caterium computer for example
honestly i had this production sheet from january , i just figured i'd continue where i left off
thats what i used for my factory
didnt really look for other sheets
do you have a production thingy for this? like the one i posted
the recycling still sucks here unfortunately
with no diluted packaged fuel, you would need 270/min crude oil
thats alright im building in the west oil area , 2 pure and 2 normal
hey one question , if i dont get the numbers perfectly right , will the system eventually saturate and get stuck because of e.g heavy oil residue build up since its not being used 100% of it?
yes you need to prioritize the residual rubber
either by connection it to the start of the rubber lane, or via a prio merger
as with every refinery recipe that makes a fluid and a solid: if one side backs up, the entire refinery stops
you can use overflow sinks to make sure excess rubber gets discarded
good idea, will have to figure out how to sink only excess rubber though
smart splitter with overflow setting of course
the whole "water hammer" thingy got me thinking
does anyone know how bad pipes are for fps? related to belts
like would i lose fps by switching off of pure recipes, even though that requires more belts?
cause if its an actual realistic fluid simulation, then it has to be quite costly right?
Currently their pipe algorithm is faster than the belt one
Allegedly
That'll probably change in 1.0
If fps is your concern though, cheat in 10,000 power shards and focus on minimizing the number of machines, direct insertion whenever possible (results in less belts, which currently is better for performance even if it means you need to underclock some machines)
which one is the best choiced?
depends on what you want
all 3 of these can increase production
bolted iron plate saves space but costs more iron
Copper rotor is faster and quite resource efficient, but needs a lot of screws and copper of course
and, being honest, copper early game is so difficult to work with for no good reason
cant really agree there, might depend on where you started and thus you might have a lot of impure nodes nearby
Copper rotor goes great with steel screws if you have it
If you are at the point where you need the few MW from geysers, better build more power anyway
should i? its 16000 MW and i have all the resources
Except it isn't possible.
1280/12 = 106.666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666---
And you cannot clock a generator to 2/3
It is possible on average
No, it isn't.
Yes, you can produce 16000 MW on average
You can say "It isn't possible, but most people don't care that it isn't possible."
But you cannot say "It is possible."
But it is. Clock one to .6667% and it will stop sometimes, producing 16000 MW on average
Meaning it isn't possible to clock a generator to 2/3.
OP should understand how the game operates and make an informed decision.
It is though, I'm producing 8000MW using turbofuel, I have 53.3333333 generators (materialized in 32 generators overclocked at 166.66..%), and nothing is backing up: no shortage on output end, to backing up input end
im basing it off of the amount of fuel i can produce in my current area, which is 1280/min
theres not enough sulfur to make it all turbofuel
and i dont want to set up too many train lines or vehicles yet
no the math is right, what Sevrahn is saying is the game's precision on calculation is limited to 4 decimals therefore you theoretically can't clock a machine with repeating decimals
Or clock a bit higher and the gen will stop once in a few hours
you don't need to, my shit's been running for 250 hours with no shortage or backup whatsoever. Take that extra 100MW, it'll cover your hoverpack
yeah fluid is odd, itll be fine at 66.67 ig
And the internal representation of that 4 decimal rate is binary, which cannot precisely represent the decimal value 0.1 as a floating point binary number.
don't write 66.67 though, write 2000/3
alr
🙄
YEA HEY SORRY THIS TIME YOU'RE WRONG FOR ONCE OKAY
I'm not, lol.
2/3 isn't a valid clock speed.
2000/3 isn't a valid clock speed either.
You either get 66.6666% or 66.6667%
Neither of which is 2/3
oh my god im stupid i think those oil nodes are for the other fuel gen as well
I can believe you but then genuine question, why is my setup full of repeating numbers so perfect? After 250hours all my generators and pipes are full, and my refineries are have no turbofuel in their output internal storage
Because it takes a million cycles for a single blip to happen.
And once that blip happens, it takes another million cycles for the next to happen.
"It isn't possible, but most people don't care that it isn't possible."
☝️
far all intents and purposes
"within tolerance thus reasonably doable, but TECHNICALLY mathematically not doable"
I would change "technically" for "literally", but sure.
ok it wasnt for nothing, different nodes
we sure do love our silly little technicalities that might haunt us after 3 years playtime on average
call it an inconvenient truth cause nobody really wanna hear bout it 😂
just went up a hill at 200 km/h on a train, got DCed lol
"Nobody" is incorrect, given there is at least one person 😛
If I need 1.5x of the /min output for a recipe and want to use underclocking, is it more efficient to underclock both machines to 75%, or one at 100% and the other at 50%? Or is it a wash?
both machines at 75%. It's always more power efficient to underclock everything a little bit than one machine a lot
Efficiency in this case is determined by what you, personally, care about.
If power is your metric of efficiency, then 150 machines at 1% is the most efficient, but that can take a lot of space.
If space is your metric of efficiency, then 1 machine clocked to 150% is the most efficient, but will cost you slightly more power.
Those are the 2 extremes, if you lean more to one side than the other, but don't want to full commit, you will land somewhere in the middle.
you can rocket jump with the boombox super bass and the cooldown is overwritten if you switch to something else allowing you to spam it. So it can become a really effective weapon and Useful utility with enough skill and timing. (early access)
how much iron would an average person need in end game, cause im linking every node in the desert with mk2 miners and its around 12150 ore
As much as they decide to use...
You can get by with only 1 node if you REALLY want to.
u can get away with 1 node and automating everything?
Just very low parts per min
Don’t forward plan though that way lies only pain
well this kind of pain is something i enjoy
It’s more that if you solve forwards it becomes a gigantic ass mess that will soft lock you into using specific recipes instead of potentially more useful ones and that you can’t plant for the layout.
Also as you sound new it’ll probably be logistic hell since going up the tiers is how you learn you like to organize things.
Also for mega factories double how much of an issue it is
multiple isolated factories are better than a mega factory
megafactories are logistics hell
if you still want all your stuff in one spot you can use whatever means you'd like to move the items from factories into a centralized storage (running across the map and back becomes less of an issue once you have hypertubes involved)
Make a logistic train, no reason to run across the map 🙂
that also works
Safest option is clocking a group of machines that produce the exact number and have an independent manifold
Also residual rubber better than residual plastic
Personally i recommend to never use valves
@oblique hollow i finally finished it , its a shit show but it works ! thanks for all the tips and help , much appreciated
btw, for pipes it doesnt really matter if you connect the junctions like you do belts or if you just do a straight line
Fluid flows bith ways so it goes where it wants to
You can’t realistically load balance pipes if that’s what you’re trying? More likely to cause an issue
hahaha yes i was , i now realise that was dumb
i took a 6 month break so i forgot some of the mechanics
Hey guys, how's the efficiency on a chain of splitters per furnace like this? It's mostly for the sake of space but I don't know if it provides a proper count of resources to all furnaces like the splitter layout above from the other person
if you input more than the furnaces can handle my guess is they will get saturated eventually so it doesn't matter
if you're not however , some of the furnaces will probably always be empty
I'm inputting exactly the amount they need, is that a problem?
I'm assuming that won't work, cause it's not spread evenly
in that case im not sure , like i said above i did the same with my coal generators but i was inputting more coal than they were burning so eventually the belts got saturated
Hm, I'll try it out, if it doesn't work I guess I'm using that third shard on my Copper node..
Too bad it's the only Copper node in like a kilometer radius
Thanks
my guess is since you're inputting exactly the same amount as they can handle , they will still get saturated?
you could always just do an equal splitter , doesn't take much
It doesn't take much resources, just space that I don't have
ah , well get them running and monitor them , only way to find out
Yupyup
No
No matter how much you input, manifilds will always behave at max possible efficiency
im trying to make a super computer factory, what recipes would be best, other than the obvious ones like the pure ingot
i want which alt circuit board, computer recipes
i have a triple oil plant making 900 rubber n 900 plastic
my plan is pure ingots, iron wire, steamed sheets, fused quickwire, normal circuit, cater comp, normal highspeed conn and normal super comp
My prefference for super computers is default super computer fed by caterium computer. Because caterium computers at 100% makes exactly the amount of computers needed by default super computers at 100%.
More specifically i put 2 manufacturers into a single BP with the catcomp feeding the supercomp. Incidentally you can also fit assemblers in that same BP to feed ai limiters and quickwire.
It can be a bit congested tho. Its possible to put 4 assemblers and 2 manufacturers into 1 BP and interconnect everything.
does anyone know how i can do this?
im working with a truck station so the output won't be a constant
you could make that side a mk4 belt and then make it a smart splitter with left on overflow
and then as long as the input is a mk4 or higher it'll put 480 on the right as long as possible and then the rest on the left
Smart splitter. Anything goes right. Overflow left. Whatever is consuming the 480 on the right will not take more than 480 (after saturation) and the remainder will go left.
You could separate the spurce into two, one making 480, one making rest
That source may be a single machine. Mk3 miner overclocked on a pure node for example.
That doesn't work in a lot of scenarios
Well it'll work but just the same way a normal splitter works
Add a buffer for loading and unloading and then you can assume it's constant
Is converting fuel to turbofuel worth it for power generators? Im torn on just taking my 1600 fuel a minute and chucking it at a bunch of generators or converting to turbofuel and getting over double the ammount of power. Is it worth the extra logistics and work, or do I go with just fuel and go nuclear soon here?
Depends on how much power you need, to kickstart my nuclear I built over 30GW of fuel (not turbo) because I knew it was temporary but I also needed a crapload of power to get nuclear online. Used power storages as well for burst handling as the nuclear build is 625GW and required about 110GW (heavy overclocking) or so to make all of the parts necessary to run it along with the logistics.
it makes more power at the cost of extra coal and sulfur. Something not really worth in my opinion, given how much power can fuel generate (and after that how much power can nuclear generate)
(and imo power storages are a waste of time)
What Gunter said. I systematically transform fuel into turbofuel because I find it fun. Though 1600/min should get you going for a good amount of your playthrough, depending on your playstyle
Interesting, I probably should just go for the turbofuel then. We have completed everything pre 3rd elevator phase and are drawing about 8000mw of power at the moment. I have 4kmw coal and 7kmw fuel right now.
7k of fuel is way more than you'll ever need to reach nuclear
I should have prefaced my question with, there are 5 players and im the only one that works on power. we have had power struggles the entire game so far.
after the current 1.0 changes, would you guys still be saying it's not worth it out of interest?
If it's your job then why are you slacking here? Get on with that turbofuel setup or else 
given we don't know recipe changes, hard to say
just based on the fuel gen changes I mean
if all recipes stayed the same (they won't), then yes, I'll still be saying the same. Fuel gens change is basically just free overclocking and nothing else, you only build less gens, that's the only change it does
you'll get the same amount of power with the same amount of fuel, we'll just have to build less generators (right? I got that right, right?)
fair enough
diluted fuel is fine - do turbo fuel if you want to use it in a recipe or jetpack or think the logistics is fun imo
Yet the devs have said that isn't the case? It's not free overclocking. Rates will go up by 5/3 (Fuel 12->20 m3, Turbofuel 4.5->7.5 m3). That is why you will need less. You would only need 30 instead of 50 fuel gens for normal fuel. Or only 12 if each was 250% overclocked.
No.
12 Fuel/min currently gives 150 MW
- 150 / 12 = 12.5
20 Fuel/min will give 250 MW
- 250 / 20 = 12.5
Fuel per MW is not changing.
"not the fuel energy" is the critical words you seem to be ignoring.
Your not grasping what I am saying. The fuel needed is going up from 12 to 20, and turbo 4.5 to 7.5.
you only build less gens, that's the only change it does
This being greeny's point, is 100% accurate.
Yet the devs have said that isn't the case? It's not free overclocking.
This was your counterpoint, this is incorrect.
Rates go up when you overclock, and you get more MW from the same generator.
That is exactly what this change is doing.
They basically took all Fuel generators and OC'd them to 1+2/3 and put them back.
"Fuel gens change is basically just free overclocking and nothing else, you only build less gens, that's the only change it does" a.k.a the only change is how much power the generates make. Ignoring that the fuel amounts have also changed, not just the power they make. So it's not a 'free' over clock. It's not as simple as 'to make the same power your making in update 8 you need less, yet stick with what you have and your power doubles'. The fuel need will also go up.
It is a free overclock...
Because overclock changes both power and consumption.
You're get a 2/3 OC without spending a shard. That's the "free" aspect of it.
"Fuel gens change is basically just free overclocking and nothing else, you only build less gens, that's the only change it does"
a.k.a the only change is how much power the generates make. Ignoring that the fuel amounts have also changed
No, "free overclocking" is not "aka only about power", it is fully meaning both power and consumption, because that's what overclocking is.
When he says "free overclocking" he is ignoring nothing. He is fully referencing both aspects of the change.
And "free" refers only to you not needing to use a shard for this increase in both production and consumption.
U8: I'm producing 600 fuel/min. I need 50 fuel generators to consume it, each at a rate of 12/min. I'm producing 7500MW
1.0: I'm producting 600 fuel/min. I need 30 fuel generators ton consume it, each at a rate of 20/min. I'm producing 7500MW
Yes... I know that. But a lot of people took the vid post on the changes that 'we are getting double the power for the same fuel in our existing setups'. Just like the post I copied the answer snip from.
anyone know why i dont see colors?
Pain.
Fuel needed is not the change. Generators do not have "fuel needed per minute" property, they only have "power generated", which is the only changed thing. Fuel burn rate depends on many factors and is calculated by the game, it's not set anywhere.
And as explained, even if you consider burn rate as a property that changes, "overclocking" the generators does change that property
Nobody here is disagreeing here from what i read, everyone is just arguing on the silliest way to interpret the change
Yes technically a generator making 250 MW and using 20/min fuel is equivalent to one in the current balance thats clocked to 166.6666%, meanings its technically now "overclocked by default" without really being overclocked
"free overclocking" is silly?
It is a goofy way to put it
it is an analogy
it's a way to show people confused from Snutt's video how it works
Its not what literally happened.
But it can be thought of like as if it were
Fuel gens change is basically just free overclocking and nothing else, you only build less gens, that's the only change it does
this sounds like it describes what the change does 🤔
Technically, it is analogous to that
Just like how you could change the recipe time of like... iron plates from 2 seconds to 1 and call that a "free 200% overclock"
(dont correct me on the time here i do not know the timer for iron plates and do not care)
A disagreement on the method but the effect is the same (i know constructor clocking affects power but i disregard that here as i said "free overclocking")

The fuel generator change I feel two ways about. On the one hand needing fewer fuel gens makes it easier to build, fit in a location. On the other the huge generator counts needed push towards vertical stacking of generators to solve the space issue.
Although not a huge shift on those metrics w the change so seems not that big a deal either way.
well the majority of places with oil are surrounded by a tonne of space anyway, so I don't think space is really a big issue for it
but I think the change is good in the sense that a big fuel farm is most peoples first "large scale" project, and having things slightly smaller will help newer players troubleshoot it a bit better
True. It’s possible the original scaling requiring so many generators was more about forcing automation of the required materials to build them. Really hard force automation.
ye
The changes to HMF, computer do point more in that direction.
I think the timegate of that was definitely a factor in it
I’m sure the devs have player data showing a gigantic drop off at the HMF area or something. I wouldn’t be surprised at least.
wouldn't surprise me
if they drop off at HMF then they aren't going to make it the rest of the way
they really aren't hard
perhaps, but softening the learning curve slightly isn't really harmful in any way, and if there's a chance that helps more people stick around longer without getting overwhelmed then why not go for it
@bleak kiln
what are you trying to do?
please jsut use per minute numbers, nothing else matters
do yo uwant to feed the packager more or less than 40 fuel per min?
Literally just packaged fuel.
Look, I have a 400 input. I literally do not want to stick in another shard to make it reach 400 as I only have 396 usage. Now, I want to package off the rest (so I can possibly use it elsewhere) so I want that 4/min only from the packager.
ok so is 4 per minute less than 40 pm?
🤦♂️ Which is why I asked again, "I downclock the packager to 10%, and the number says 4 per minute (on the input). It will use 4m^3 of fuel per minute?"
As such.
yes..
yes
yeah it really wasn't clear
Thank you. Great.
where was teh 2 coming from?
the numbers in brackets is what it will use when it starts the next cycle
ok but you need to include the whole recipe per min because we have no idea if you need to downclock from that info in the image
Not having images sincerely does make things a bit more annoying to convey in words in the main channel.
ignore images - just use pm numbers.
Also it's easier if you just say "4 fuel per minute"
It easily made sense when it was just conveyors, Just brainfreeze with fluids ok.
Ye just treat fluids like anything else and it's easy
All right.
in terms of numbers
don't treat fluids like they are on belts
I think what u mean to say is dont treat pipes like belts
'fluids like they are on belts' still talks about movement there of
I mean fair, pipes are definitely different than belts, easier I would say
definitely wouldn't say they are easier since there is way more going on mechanically :p
As long as you aren’t causing sloshing
sloshing always happens
U8 has forced me to use valves and buffers way more often to get consistent behavior
A vertical pipe section doesn’t slosh
Never heard of sloshing.. wtf is that supposed to mean xd
it means they are bi-directional
and when fluid hits a "wall" at one end, it starts going back the other way
you can't build just out of vertical pipes though
Never had a problem with pipes not doing what I wanted just by sticking em together, but I also always build clean af pipe networks lol#
so long story short, a long, straight manifold won't work because fluid is more inclined to flow back towards the start than towards the end
Okay now that is weird, those kind of manifolds always worked for me
When fluid gets removed or added to the pipe network that takes game ticks to propagate. As the levels in individual sections change that impacts the flow of adjacent sections when they try to reach equilibrium. This can lead to parts of the network getting starved even though there is enough flow in the network
wait it does ?
the issue usually happens with higher amounts of fluid (closer to pipe max)
I mean I have pipes running 100% load and split em, but I also make sure to use 100% of it
yes, same as IRL - if you go into a bath tub, water wave reaches end of bath and then turns back
lol good point
Also the "end" of my pipes is always in a machine that needs the exact amount of water left over, maybe that's why I never had issues with it
that doesn't help
as long as you fully flood them, and downwards feed the machines, it shouldn't really be an issue
Well guess I have magic pipes in that case 😂
machines don't eat fluid over time, they eat it in batches
but if you try and feed them going up / level, then you will get bad sloshing
sloshing by itself does not matter if you have network well built
If you have a 100% utilization pipe that isn’t fully pressurized at all times… you’ll have a bad time
sloshing only matters when it can reduce throughput of a pipe
input 228.6 water pm on 6 refinery + 300 water(from making alu scrap)
but i need ~ 422.4 water from my extractors.
how does that math, i thought it would of been the same as the inputs
my 3rd water extractor is only putting out 6pm
i tried 12pm but the line eventually stopped
i should be needing ~1071.6 pm of water.
but i'm only sending 428.4 from my extractors.
Well......
It does but i guess it also depends on if you have it be only vertical or kinda L shaped
pure vertical pipes do oscillate up and down just as much when they receive a push of fluid
My understanding is that if the sections ‘below’ are not full and there is sufficient head pressure that the amount that can flow up is 0. The ‘tail’ of a vertical section (ie the part actually moving to fluid to a machine) could slosh while the ‘bubble’ gets removed but it shouldn’t push the vertical section up ever.
Ideally the simulation wouldn’t let the bubble be created in a full pipe… but I don’t think it works that way
yeah pipes have to be able to fill and empty
There is no prevention of "vacuum bubbles"
i am simply.. i don’t know how tall my factory will be but i know i’m doing a LOT of deconstructing tonight 
build the machines first and then encase them in a building
Very true, thank you! i’m going to try that this time around for sure
I need to unlock some kind of system to be able to put conveyor belts through a foundation, as well. That will help a ton as I currently have to leave spots foundation-less to move resources between floors
edit: Awesome shop & build gun (I think) here I hecking come
yeah i have alot of that todo for the advance plates for the elevator
gonna be a massive pain
is there a way to calculate the exact overclock percentage i need, example here is i want the input to be 15 per minute
i can do it by changing the OC number til i find it
but surely theres a way to calc it
[required number] / [normal number] * 100
wow thats alot more simpler than i thought, i thought it was going to require some algebra, ty
i believe in us.. time to make dozens of leftover crates on the foundations! :’D
yep
ok if i am producing 46.875 turbo fuel. and a 250% overclocked generator takes 11.25. then i need 4.166667 generators for the turbo fuel. what underclock would the 5th generator require? how can i figure this out. ( FYI i will be distributing the turbofuel using a manifold system.)
41.6667%
is that from the equasion you gave the guy earlier?
well, 4.1 machines = 4 at 100% + 1 at 10%
thats 4 machines at 250% ^
easiest way to do clocked machines is to start at 100% machines
Should be 41.66% (250% total clock speed * 0.1667) but why bother? (edit: been a while, it's not +250% it's just 250%)
figure out how much 100% machines you need
and then calculate from that
46.875 TF / 4.5 consumption = 10.41666... gens or 1041.6666...%
if you build 4 at 250%, remaining is one at 41.6667%
greeny... with 250% overclock the calculator says i already need 168+ machines im not working in regular 100% machines
I'm aware, I'm saying that the math gets easier if you start at 100% clock speed machines
not that you actually build them
"I'm not procrastinating. I'm planning"
In all seriousness, it seems that a single car can only handle a Mk.5 belt of 50 stack items in a narrow roundtrip time window regardless of how many trains you add to the same route. Is my math correct? (I used 50 seconds as the duration the station is occupied for with each train)
There is a peak flow rate per car defined by the feeding belt speed and the cargo load and unload time.
To maximize the station you want a train coming by at exactly the time the station can fully load a car and to always fully unload at the destination.
Last I looked the wiki had some of this mathed out already and the load/unload time is a bit shorter if memory serves.
I made these graphs because I was wondering whether it was possible to select, given a fixed target throughput, a number of freight cars that works for all roundtrip times up to some maximum roundtrip time. That way I can design the source station with sufficient throughput before I know where in the world the destination station will be. It seems to me that such a universal approach won't work for a Mk. 5 belt of 50 stack items, because each peak quickly falls off below 780 to either side. But maybe I made an obvious error, so I'm wondering if that conclusion sounds right.
At a certain point when the round trip time becomes longer you just add a second train
And build your stations with a holding spot to allow for both trains to be there at the same time.
27 seconds is the docking time
during which theres no item flow
Oh, right ... for some reason I thought I had to plan for the number of trains in advance.
Maximums
50 per Stack
-88.62s RtD
-1083.3 Items/min
100 per Stack
-150.16s RtD
-1278.66 Items/min
200 per Stack
-273.23s RtD
-1405.4 Items/min
500 per Stack
-642.46s RtD
-1494.25 Items/min
Fluid Trains
-107.08s RtD
-896.52 Items/min
Rail yards can get very large very quick, which is annoying… but whatever
Yes, I'm taking that number into consideration. 50 seconds is the time the station block is occupied, when no other train can enter.
No. It is the one thing I have to poke at greeny with 😊
maniac
That doesn't affect the throughput of the station though.
What matters is the 27.08s window where the platforms are locked out.
I could change it to 896,520 L/min 😉
It affects that straight line in my graph, where there are too many trains in the circuit, so the load time between each train is reduced to 50 - 27.08 s.
change it to tons / min for the meme
Do it in acre*ft
How many trains are docking with this one, individual station?
That's what the different colors / numbers represent.
Pretend I am not a visual learner and give me a number? 😭
1 to 14
(My brain does not do graphs)
it literally shows the number of trains for each curve
So the graph covers 27.08s-379.12s?
over a round trip time of up to 20 minutes it seems
👍
sooo seems to check out
Seem likes "too many trains, reevaluate logistical strategy" if I am completely honest.
384174957104571058294198402847195828392515917491957195817491957195719582759195719591848938292839285729519571927501471 trains Docking with this one individual station🫡 (joking ofc. Im just bored)
Well, at least my peaks agree. That's comforting.
As long as you made a footnote that fluid trains are better than freight when transporting liquids 😉
now graph the worst case scenario of one train docking right after another, leaving basically no time to unload items 
Isn't there an option to wait for cars to get completely filled? I though that balances the route out.
Oh no. Should I just do single train per route, with low throughput per individual car?
I thought it was working briefly at least. Did they break it again?
Minimum throughput should be like... 0.001, or whatever the slowest item running at 1% is.
I know I had the trains waiting for loads working at some point in U7.
It's minimum at around 710 in the case of too many trains per route, in which case there are always trains queued up in front of the station. So the loading time between trains becomes 50 - 27.08, and assuming 2 Mk. 5 belts coming in from a storage box. It goes below that value above the peak, when roundtrip time gets higher.
right so thats just cause you set a minimum wait time of 50 seconds?
Yes, exactly.
imma assume then it worsens with no wait time
Appears so. At a wait time of 27.08 throughput drops to 0.
Is "50 seconds" the total time between 1 docking animation ending and the next beginning?
Need to rephrase that, one sec.
It's the interval between two trains docking.
The minimum interval possible.
So time from "choo" to next lockout beginning?
Or time from lockout beginning to next lockout beginning?
Time from choo to another choo. An arbitrary number. I'm basically assuming that the train spends extra 11.5 seconds slowing down before docking and extra 11.5 seconds accelerating after docking in the station block.
Min throughput at 50s is 715.104 with mk5's.
(the 710 was bothering me)
I do:
train_throughput = throughput / ntrains
actual_roundtrip = max(roundtrip, ntrains * STATION_TIME)
train_fill = train_throughput * actual_roundtrip
within_capacity = train_fill <= 32 * STACK_SIZE
fill_time = train_fill / (780 * 2 / 60)
available_time = actual_roundtrip / ntrains - 27.08
within_interval = fill_time <= available_time
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Afte...
2 conditionals, 2 formulas.
Sorry, I just gave an approximate reading from the graph.
only the Sev deal in absolutes
Indeed.
The official religion stamped into my actual dog tags from my time in the service is "Sith Lord."
Seethe Lord
this manifold should work right? or do i need a smart splitter
it will work, they justtake time to fill up the machines
as long as you hve the throughput on belt and feeding teh right amount - yes
Although I've run into a very niche issue with branching belt manifolds to multiple refineries that also needed fluids
@vapid gorge
hard to tell - you might have the first pump too high up
so i should just move the coal gen next to that water and run cables to my base
that's generally easier - did you start in the grassy fields?
yea
if you head NW over the hills you'll find a cliff with a small circular lake behind it with 4 nodes of coal. Prob the easiest place for it
use the coal thats near your factory for steel 🙂
that is where the lake is belive
can't quite tell from the image - is there 4 coal nodes near the water?
i think
yeah just use those 🙂 moving fluids long distances is generally a pain, 10x as much of a pain if you're not used to fluids and general trouble shooting
is thier any good movment things in the elar game
Yea he's building up the ramp around the lake
bladerunners - research in the MAM
Also cart
is their a way to connect 2 water pumps into 1
extractor or pump?
extactor
looks like you did that in the image
The merge?
idk because it says that it splits itto 3
where?
Don't think of pipes like belts.. ever
imo find 3-4 coal nodes and use them all for coal power
!wikisearch coal_generator
some examples of basic pipe set ups
yea so basic
i generally do the top one of those examples
um ...
3 extractors linked to 8 gens.
I sense sarcasm.. but they are basic
yeaq
first time is always the hardest. second time it becomes basic
i mean now i have a inf souce of power
can i have all the gens hooked up to 1 power line
can and should
keep 1 line out of your power station to your factory so you can disconnect if needed
@vapid gorge do u have a pic of it ingame
prob find one in google images? but it's exactly like hte layout in the link
essentially you just need to make sure the water comes in at different points because 3 extractors make 360 water and a mk1 pipe can only hand 300
that's what I said yes 🙂
got it
if they come in at different points then no segment of pipe needs to move more than 300 water
yes 🙂 there should be a legend in the link
click the link and scroll down to the variou images that explain things, and you'll have to read tool tips and things to figure out how to do things. Especially with fluids
ah ok ty
@vapid gorge for my pipes would i need 2 extrators for 6 and the last one does 2
If only there were an image explaining how to best lay it out.. :/
but lioke
pls do the math
tehre's a reason why it's set up like this
so how much water does 2 extractors make and how much water does 6 gens use?
45 * 6 = 270
2 * 120 = 240
270 = 240 👍👍
True, for very large values of 240. 
Thinking about it a bit more, also true, mod30.
it should look like this right
No, because now your belts are clipping through your pipes.
appart from the clipping, which is a question of style, yes thats the layout your after
It should function just fine like it is. If you want the Sevrahn Seal of Approval, use conveyor lifts at the inputs to the coal generators to get your coal manifold line up above the level of the pipes so nothing clips into anything else. 😁
i tryed to use them but it would to flip the outher way so i can feed it in
@jovial wyvern would the spliter be slowing it down becase i have 2 coal mines at 60 per min but not all of mine are online
manifolds take time to fill up the buffer in each machine
as long as you have 120 incoming it will be fine after waiting a bit
ok
Prefeed manifold = zero fill time, instant start up.
it was not filling so i had to do that
now i have my first good inf power
my last 3 are not geting filled with coal any ideads
like my first 2 are hoging most of it
i am thinking it is the spliters
You either didn't prefill manifold or are using mk1 belts
i am useing mk2
what is a manifold
What you built
oh
--S--S--S--S--S
| | | | |
it just that the first like 4 use most of the moveing coal before my outher ones can
even get it
would i just need to get anouther mine down
i found it
i feel sad now
the start was a mk1 belt
make each miner to generator section independent - no reason to mix them and you'll get faster belts and miners soon anyway and will have to rip it up
Or won't, just split after each miner 🙂
then i would have to run like 250m of pipe 100p up and what noit
i just got coal so idk
sounds like they are merging miners
I don't know what that means
Yeah and that's fine
the coal spot is like 250m away
I thought yo uwere putting up coal gens nextd to the lake?
idk
anyway I'm sure you'll sort it out
why not do it this way beacuse then i would only get the power of 2 gens
from your description I have no idea how you've actually set up tbh
and 'only getting power from 2 gens' makes it even more confusing how it must be set up
beacuse from what i am reading u are saying to put a gen next to a mine
No
no I was just suggesting not merging miners together - which is what you were doing. It's not wrong but will probably need more work later.
It won't need more work later really, you can just split after miner
Why because then I can’t get them into 1 belt
tapping out, you'll sort it out and figure out how you like it set up
Are u saying to put 4 gens into 1 mine instead of having them together
Cus this is what it is
no nescasarily you could run two belts - but what I'd do is over clock 1 miner to use a full mk2 belt
have you looked at the mam much yet?
you can unlock 'overclocking' which makes machines work faster - in the case of miners, they mine more ore. Most of the game your belts will limit how much you can mine
well then you can set 1 miner to mine 120 I'm sure 🙂
Oh ur saying to overclock 1 so it produces.120 a min so I don’t have to use a mearger
And I can add like 8 more
tha could also work 🙂 make both miners make 120
having 48+ coal gens before doing anythign with fuel is very reasonable
and the machines you unlock will use more and more power
btw - while building you can hold ctrl to make machines snap next to each other. Make your water extractors more neat and take up less space
you'll go past 600 very quickly
but yeah gl 🙂 you'll figure it out
Find it
Well shut
at some point you can use the hand scanner to find them. I don't remember when that is though
The game is about exploration 🙂
why can't i overlock belts to make them transfer stuff faster 😦
You can, it’s called upgrading them

mk5 isn't fast enough lol
It is more than.
the full belt run can only move as fast as it's first link
if i could attach a splitter directly to the ouput and have two belts run from there that would be neat. but i can't do that 😦
Ugh miners? I hope they reduce pure nodes to 780 to stop people bitching
I hope they reduce pure nodes to 600 😛 spite, its powerful
Double output still needs the priority output thing fixed
Precisely.
That's why I want it. For what it fixes in other areas of the game.
just put a balancer after it 🤷
Fixing the priority for dual output makes balancers simpler as well. Given all ISCs immediately become 2:2 balancers.
Which would be a nice buff to the balancer community imo 🤷♂️
And Factorio players can finally be pointed to an actual 2:2 balancer 
"Any splitters like factorio"
"Industrial Storage Container"
"what"
"Industrial. Storage. Container"
Let them suffer 😛
isnt a 2:2 balancer relatively easy already
I'm out here trying to turn a damn leaf over and be nice for once... 😭😭😭😭
Burn them all
that will only work if they finally implement the box limits
Imma ask the question for all those not into the meta, what’s the priority thing?
Define "thing"?
ISCs have 2 outputs. But when both are connected, it is not an even split between them. One always has priority over the other. And which has priority can randomly switch every time you load the game.
By priority though what do you mean? Like one in every ten will come out the priority one twice or?
Instead of a 50/50 split, you have like a 52/48 split, for example.
Ahh ok so yeah just a little more balanced on one side
Unbalanced*
but it doesn't have the same unbalance - it changes afaik
or even 100/0
I found that ISCs are not as useful as i expected them to be when i first unlocked them. IFBs even less useful. IFBs might be useful if they had 4 connections. But i doubt it even then.
They look cool. That makes them useful
I have been struggling with using single biomass burners for multiple different ‘sections’ of my base this whole time.. I have sent off the first space elevator parts… I just learned that linking all of them together helps a lot before moving onto Coal 
They're "smart" too if you didn't know that already, they'll only burn fuel when power is needed, so you can basically throw down extra ones as a sort of battery
can you manifold pipes?
or should you load balance them instead
you can't load balance pipes
since they are bidirectional
then how would you feed all of these refineries with crude oil?
i dont quite get it, i just reached this stage for the first time 😅
the top one, but loop the pipe
it'd be pretty funny if they kept the current buggy behavior for 1.0
cough Hyper cannons cough
can someone send me a storage system
i only have 14hs in my world so something that is not to advance
yeah storage system is pretty much a line of containers that you send items too
is their something where i can just dump my inv into it and it will sort it
☝️
but that is just 1 thing no?
Yes... you asked for a storage system, and my interpretation of that was "send a pic of 6 containers all dedicated to 1 singular item, because that's what people mean when they ask about storage systems."
you could also just have a smart splitter over flow to a container on each of yoru production lines
Sevs pic is a smart splitter system with the overflow being merged and sent to a sink
And it even includes your standard "catch all non-sorted random items" container.
you know that would look good in a 4x4x4 blueprint
Sev, in the storage example you posted above, are the smart splitters' outputs set as follows:
left - overflow
center - any unspecified
right - item to be stored
whats the throughput of those pipes
you only need a loop if its close to 600
its less, but some gens are not getting enough fuel
around 400
triple checked math, even let the last "weird number" gen to consume a tad less
been 100% for bout a day
sounds like not enough fuel is being made, or it just needs more time to fill the pipes
if it was a pipe throughput issue then the production would fill up and shut off
would this output cause any problems? i remember my friend made these blueprints and i had to fix the inputs cause of sloshing problems
but didnt touch the outputs
the output shouldnt really have issues, i just do a normal manifold, its more the input that can be an issue
but if the output was an issue, then the machines would shut down to being full
this is the input
ye that looks fine
Why is the pipe orange when all the buildings are bright red 😭
for example, this fuel gen isnt getting any fuel, and i deleted the pipes and such, the gens before it are completely full
i havent gotten around to coloring it red for turbofuel lol
you could check the pipe that is connection to the manifold to the line that doesnt get fuel
see if its oscillating too much
it should be around 400 with ups and downs of some amount
if the ups get to 600 then there might be a problem, but i dont think it sloshes that much
max it goes to is 470
ye then its not a throughput issue
maybe just turn off some gens, let all pipes fill to 100% and then resume
turbofuel is kinda notorious for taking for ever to fill
btw interesting that it goes to 470
that means max pipe throughput is 530?
thats lower than expected, id have guessed that 550 would be fine
Iowa State team colors are red and orange (well, "curry"). 
uh actually not sure, they might still consume power if disconnected
ill just go and turn em off one by one
maybe someone else knows? @median heath
Power Generators all have their own individual grid until you connect them to a larger one.
You cannot "disconnect their power" as they do not care.
You have to flip their standby switch.
i assume its just a bug, but every time i open the pipe to see flow, it shoots 600 then goes down to expected numbers, it does not go to 600 when i stare at it for minutes
this only shows for like 1 frame
could easily be a problem because lines of machines fed off a manifold w/o loop can cause problems
so i have a bottle neck in my sytem rn is thier any way to fix this
tf are we even seeing. You can't just show a picture and have absolute 0 context.
Yeah, don't merge the lines.
supply would be greater then demand
Better conveyors could help, if such is the context ig.
what is the best way to conect 2 lines of stuff into 3 crafters this is what i have rn
if you have the belt speed for it what you're doing now?
i have mk2
ok? so if you need to merge up to 120 onto a belt yo ucan split it in 3
also storing ingots and ores are fairly pointless
that was from before wherre i have over flow
I ... don't know what you mean by that? in any case you'll never realistically make a factory that will consume more than the basic ore/ingots than you mine per minute right? even if you store a bunch you'll eventually run out and starve the system
that was when i first started ... i have over flow and i wanted to store it
ok sure - but again, just letting you know there's no point to it, you might as well sink excess while your miners do their job
ok so what do u rec i do
I'm just letting you know as a general thing.
but I already answered you
about connecting things
how much did you want to feed into the 3 machines per min? 120 or less?
135\
then you'll need at least 2 belts 🙂
instead of merging 2 make them into their own processes
how so
by feeding the lines into their own sets
i am going to need a diagram
renforce iron plate rotor and modular frmaes
how many of each? I asked for numbers
15 per min
basic recipes?
probably
tysm
❤️
can learn more about manifolds here: https://satisfactory.wiki.gg/wiki/Manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once a machine fills up, it cannot accept any more...
i love reading
can i acount for oc
you don't need to,
wym
it's telling you the number of constructors you need at 100%
how much % would 2 constructors have ?
150
2 x 100% = 150?
200% right?
yea
so when it says you need 11.625 smetlers
that really means you need a total of 1162.5% of clocking
ah
spread out however you like
that makes more sense
you could have 1162 constructors at 1% and 1 constructor at 0.5%
how much does the spliter and merger slow down my lines
none
wait is the spliter and meger i can use like math like if i need 240 per min i could use a meger and have 1 mk2 line and 2 mk1 line go in and on the out i would have a mk 3 moving it
or like just have 2 mk2 go into it
if you have a mk3, which moves 270 pm, and put 2x 120 belts into the merger then sure
why wouldn't you be able to move up to 270?
just hypathical
no not hypothetical - thats literally what mergers are meant for
i ran it without a loop and its running fine
What's the loop for?
Looping hte manifold helps back flow - there are some situations wher eyou don't need them - but I haven't catalogued them as it's just simpler to make a loop. Also stare at the line of lights for 30 seconds or so to make sure you aren't getting any yellow lights. IME people are really bad at noticing pipe issues unless it's terribly broken
i had it running for a couple hours and came back to see everything full and running as it should be, so there aren't any issues with it
The next refinery i make I'll put the loop in it and see how it goes
If you don't have issues, you have nothing to change.
If you run into issues, you know the workaround now.
yuh, that's why im not gonna touch this running system and try it out in the next one i make
If I have 50 fuel gens on an mk2 pipeline of fuel, should I put a buffer at the end of that fuel pipe line? I usually do and let it fill up before running the gens but I think I’ve been told a lot it’s not needed and wondering why?
No.
The sole place you need to use buffers of either kind is train logistics.
Everywhere else they either cause problems or do nothing.
Thanks
you might wanna use 2 pipes instead of 1 at 600/min since they can have throughput issues at that level
What if I want to cause problems and or do nothing?
I'm a culprit 🙌
#screenshots message
I have a 300m3 turbofuel/min setup that uses... 32 fluid buffers 😂
If you use fluid buffers and coldstart: it causes issue
If you use fluid buffers and prefill like you would do w/o: it does nothing. Though I noticed they can help with the sloshing (the sloshing will take place in the fluid buffers instead of the pipes)
why does this splitter have multiple inputs and a single output?
Because manifolds don't make sense 🙂 Actually, it's because the diagram should have the merger output going the other way.
if you believe manifolds don't make sense, you just don't understand them.
also a random 15 just to prove a point about injected manifolds is not realistic and therefore a useless example of a use case
If you have 1 input feeding 3 machines, which is what the quote is from, a manifold doesn't make sense
Unless you just like how they look or something
The question you have to answer.. are you the kind of person that adds a splitter to the last machine of a manifold, or just belt it off the 2nd to last splitter..
why not?
Because you can accomplish the job with 1 splitter
that doesn't make manifold pointless
In that situation? Sure it does
A manifold would be extra belts and splitters for no benefit
I'm not saying manifolds are pointless
benefit of being able to upgrade it later or change clock speed of buildings
I mean, recipes don't change on you, if 1 machine feeds 3 now it's not going to suddenly feed 6 later
There's no productivity, overclocking can be done on the source machine too
The only thing that really changes is the miners, which is the exception here
clock source machine, add 3 more
Why would you do that if 1 machine feeds 3? You'd just build 3 more sets of 1 machine feeding 3
because I want to?
I want to clock source machine. It now makes double the amount of items. I need 3 extra consumers. If I have manifold, I can extend it. If I don't have, I have to rebuild
You could just overclock the consumers
I don't have enough shards
A temporary problem
or want to save them for something else
doesn't matter if it's temporary, it's a problem now 🤷♂️
And when that problem is solved, now you'd have some weird ratio of pointless machines
I'll have a nice 1:6 ratio of machines that works normally
Let's be real here if you're overclocking constructors and assemblers this is a fictional scenario
Because either you cheated them in or you're done with all your miners and are just overclocking everything
You must have missed the smiley there. I understand manifolds more than you realise since I was able to identity the error in the diagram.
If you really think that the arrangement in the diagram is a useless example then take it up with the original poster who put it there.
or I just want to overclock that one machine, because e.g. I have no space to build a machine next to it since it's crammed between two things or whatever
I see no reason to not build a manifold in that case
thanks. i've stepped on enough toes already.
This is creating very hyperspecific scenarios, like you definitely can find space for your machines
Like the summary of it is "I have enough shards for some but not all of the production and absolutely no more room for the source constructors but room for consumers"
Like ok that could happen I guess, it's possible
I'm saying this with absolutely no context:
Hyperspecific? In math-meta? We never do that here... 😉💛
Greeny was saying he'd build a manifold for a "1 machine feeds 3" situation
Under the context of upgrades or sharding the source
Ok but I made a funny 😭
I've done manifolds for 1 machine feeds 2 before
I said that's fine if you like how they look, but ultimately pointless
The recipes aren't gonna change on you
100% pointless yes but it does look clean
(excluding miners, obviously)
Anything splitting to 3 or less is usually just balancer. Unless I absolutely can't fit the belt around it and it needs to be a straight, parallel shot.
4+ is manifold.
If I have one sugarcube delivering the resources from three normal coal nodes, and one pure iron node, how do I best get those out of the truck stop and into their respective lines
ye like frabble said i just messed up the direction of the arrow
the point was that its more than 1 belt though
so youd need a 2:3 balancer if youd want to balnace it
or you just use an injected manifold
btw once you unlock smart splitters, my suggestion is blueprinting an output priority balancer, but he didnt have them unlocked so i went with injected manifold
how is it not realistic if someone literraly asked for this
#math-and-meta message
this is not to prove a point, this is actual advice to someone that had this problem
can you fit all the coal onto 2 belts?
This is what I currently have, with the iron on the left
Well I don't know the numbers you're working with or what mk belt you have
3 nodes of coal and 1 pure node of iron doesn't tell me how much you're moving of what
Mk2 belts, but uh, I don't really know my numbers either 😅
all that info is in the control panel of the miners you set
cause you can always clock a machine to do different numbers
Never measure things by node or purity.
60 coal for each of the nodes, 120 iron
ok so how much total of everything?
ok now can your 1 truck station, with 2 belts outputs, handle that much per min?
45 stacks per minute, which is 4,500 single items
no
how many belt outputs does the truck station have?
2
so can your 1 station move the 300pm?
Nope :>
so you'll either need to set up 2 pick ups and drop offs OR wait until you unlock mk3 belts
This is for the steel factory ;-; so I've just got to setup two stations
so i have 2 train stations collecting all the coal in the desert biome, indicated in the SS, and i want to bring all the coal to the bottoem left for a fused frame factory (~25permin)
now the question is, better to have 2 trains or 1 train going to both stations
Btw thank you Cobalt
I'd split the coal and iron station if you're going for multiple stations option - that way you don't have to worry about a sorter buffer and sink
rtd with 1 train is 5:21 + the 3 stops
2 trains is my pref, multiple stops is annoying imo
yea, would this increase throughput?
i have set up very large stack exchanges so trains dont have to stop at intersections
depends on a lot of things but it's a short route so prob doesn't make much of a difference. I'd rather just have smaller train stations is all
5m is a short time? at what time would it matter? would longer or smaller trains be better for longer routes
5min for 2 spots? yeah fairly short.
these questions just depend so much on how many cars you're doing, throughput ect
if you want to keep it simple? Point A to Point B figure out how many cars and platforms for each point.
if you're trying to do fancier stuff I'm probably not the best person to ask
is point a to b to c fancy? as well as 3 other stations meeting at the same place lol
nah, not fancy at all, but maybe you have cars loading at both stops or something? you can do a lot of weird things
a to b to c is fine, just not my pref because of how big the stations get
oh well one of the stations is enough coal for my stuff thank god lol, maybe some other day ill have to do more complicated stuff
well it's really up to you 🙂 I was just going on with how I like to do things 🙂 as long as you manage the throughput of the belts and platforms a - b - c is fine.
it just hurts my brain, then i gotta account random variables like the trains w8ing for each other at the meetup spot
only needing 1 station makes life easier
why would they wait for each other?
idk how trains exactly, but is it wrong to assume at this meetup spot, there are 4 stacked stations, trains are gonna have to wait for eachother maybe at some intervals
Made a stackable conveyor line of 2 resources to make a manifold for a few assemblers for the first time today… have to redo it all because there is not enough space for the splitters AND the lift to get it off the top belt into the machine >:(
I don't see why they would? do yo uhave more than 1 train stopping at any 1 station?
share an image if you want? could maybe solve it w/o rebuild
hmmm no, but surely yes? all of them are gonna hve dif rtd's so eventually they are gonna cross
if there's only 1 train stopping at any particular station and they don't have their ass hanging out block the way for hte rest I can't imagine a scenario where you'd have a dead lock 🙂
I mean , maybe there's something weird you're failing to mention - but not from what you've said
lemme get a closer shot of the track stack setup to see if you see anything weird
also, is there a way to make trains not slow down slightly on some turns in intersections?
goes from 120 to 80-90 cause they breaking for no reason
afaik have the turns less bendy - but slow down from turns shouldn't cause much extra time on trips
but trains are probably my weakest part in the game. I keep things v. simple 🙂
i have less than 40-50h with trains, this is my first save doing trains lol
havent played since u4 or smth
they do have a learning curve! I set up a world wide system aaages ago until I realised that it wasn't at all how I wanted to set up the map
its fun though, i have already made a stations linking up all the iron in the desert and refined, although im not even using 10% of it so far lol
yeah I did this to connect up all the nodes, with a bunch of belts running under for shorter distances
all obsolete now though because I started building differently
yea just by looking at that pic, my rail system is gonna be wayyyyyyyyyyyyy more complicated than that, and have many more trains
gonna be a headache but it will prepare me for 1.0
yeah I had things like this set up xD
I build local though now, so don't need much throughput
having backed up lines is ok right? idk if its a good thing or not tbh
it means you produce enough so its good
unless your consumption doesnt work, and is not using any because of it
but ye full (and moving) belts are happy belts
very nice
if the belts are stopped, it means you over-produce, which isnt necessarily "bad", but has room to improve efficiency 😄
only thing i need to work on is making more stators i think, as thats currently kinda hurts
with nitrogen gas i dont have to worry about elevation right?
right
sweet, thanks
How are you dealing with plastic byproducts?
if you want, you can have zero byproducts when making plastic
yes but early game you're likely using standard recipe. If his belts stop and go because of overproduction and he uses the HOR for power/other production, he will have issues
you can get the four alts required pretty much instantly
and there's a sink if you want to prevent belt stopping
I was getting to that depending on his answer 😂
turn it into petrolium coke and throw it into the sink until i find use for the coke
put into coal gens
If you do that you do need to use a smart splitter to sink excess plastic
which you should do anyway
and if you don't do it, it doesn't matter anyawy, as it doesn't break anything if coal gens don't get coke (given your plastic production doesn't run either, so your power consumption is lower)
imo it's safe to have a smart sink on anything that could possibly back up (i.e. anything used for storage)
everything you make goes to storage 🤷♂️
As opposed to a dumb sink?
i could use the coke, although it might be a hastle rewire as my coal gens are sharing it with the foundries
you could make new coal gens for it
well only like before the container I mean, unlikely you'll need a sink half way through the line
I have seen some dumb solutions to sinking before, both from me and from my friends
true, but that means i gotta screw around with water, and i hate water, something always goes wrong with water
You need better friends. 😛
it's a group act, I do something dumb with one part of the system, they do something dumb with another part
between us we either create a total mess or the most genius thing ever
I rescind my friendship offer.
just because my solutions are dumb does not make them not solutions lol, for exmaple my friend complained they didn't have enough caterium (pre-automation) so I slapped down another 10 portable miners in front of them :3
generally you need <10/min of items, and use online tools to work out the locations. Also determine what you need and work backwards as much as possible.
https://satisfactory-calculator.com/en/interactive-map - finding locations (map spoiler warning)
https://www.satisfactorytools.com/production - working out quantities
yeah it's tempting to just make shit tons of everything (which can be nice, especially early game) but without alt recipes especially a HMF factory can already get quite big and depending on your play style you may not want to build multiple of those just for storage (obviously a different story if you need them for making something else), so you may as well just make small amounts and then by the time you've finished doing your next thing you've probably already made a bunch of the HMFs you need
you could say that's cheating, you could say it's playing the game in a way you prefer and removing certain obstacles you don't like :3
used to be that playing on retaliation or passive was "cheating" until you stopped needing mods for it