#math-and-meta
1 messages · Page 126 of 1
because now you've asked in two places and people may answer in one, not reading that it was already answered in the other one
that's not my point
my point is that you posted same thing in both #math-and-meta and #1038092680493801533
posting in either of them is fine, but posting same question in multiple places isn't
8x50 is 400 fuel, all the packagers are 100% eff, but these turbofuel refines are 95-99%, the last one
not gettign enough fuel, how can i fix
might not actually be a flow issue?
have you watched the machines that arent on 100%?
what happens to them?
Every 5-10m they just don’t get enough fuel, then a big burst
right, then watch the pipes a bit
though i dont know why your fuel pipe does a weird little rise upwards
looks goofy
So I have room for belts
Plus I’ve been told to feed from above to avoid a sloshing mechanic
loop is usually to avoid slosh
feeding from above is to avoid non-full pipes to be a problem
you dont need this much space
this thing specifically
if you want you can just connect the packagers to your refineries with 2 pipes instead of one
connect one pipe to each end of the manifold
I have 4 lines 400 each so no can do
Plus I already have the 130 fuel gens placed for 4 lines of fuel
that doesnt exclude anything
yes can do
Hello everyone. I come to this discord room with design questions. I've got a plan to make a power plant with 160 nuclear reactors. I'm mainly focusing on layout, but I also want to get an idea on the total size of the supporting factories. I want to have a single train station delivering everything but the water for the reactors in one entire drop. I'm looking to have it make the Uranium Rods and bring the components to turn the waste into Plutonium Rods that would be sunk. I have already set up the water source (320 extractors at 250%), and the basic footprint is 275x75 foundations.
My question is how much space should I plan for each part of the production chain? I know of tools that do that, but I'm not sure how to tell those tools to account for the size of my plant's footprint. Planning on having the reactors at the top, with everything underneath.
All constructive advice is welcome.
I personally prefer to first build the production line and then encase it in a factory building
generally "I've built X space and now I need to fit Y in it" leads to issues
I'm considering going up about 12 floors. Each would be at least 30-40 meters in height. I know 1.0 will change some of the recipes....just trying to plan for all the rooms I'll be making
Question, are pipes inconsistent? Or what could be wrong with my setup?
I've got 3 residual fuel refineries, each running at 66.(6)%, each one making 26.(6)m³ Fuel/min. 26.(6)*3, at least according to the in game calculator, is exactly 80m³ Fuel/min. I've got them all going into the same pipe, used extra Pumps for more headlift than needed, and having it run into 8 Fuel Generators in a manifold setup, each one using 10m³ Fuel/min. I know manifolds take time to reach maximum efficiency, but I think 4 hours should have been enough, am I wrong? As a temporary solve I've underclocked 2 generators a bit further by like .5% each, and now it's running fine, but I'm expecting issues down the line with them overfilling and stalling the process. I'm utterly flabbergasted rn pls help
Uh. Okay, give me a moment to start my PC back up
These are the three refineries, going up through that pipe on the left
you want some overhead shots that shows pipe layouts
but just as a thing - pumps don't stack head lift, they reset it. so most of those in the image are wasted
show how you're feeding the gens
I have no idea where satisfactory stores the screenshots but I can offer this lmao
Pipe that goes down the middle comes from down below, where the other screenshot is
loop the manifold along the red line and turn off 1 generator so you're over producing and the whole system flods, when every gen and pipe and refinery is back logged with fuel turn the last gen back on and see what happens
Alright, will do. I'll update in a few hours or so to see if it goes back to being stupid in the long run. 
you probably want to round down the 4th decimal so you don't eventually start the system
on the fuel gens
ah well since the machines only register to hte 4th decimal you may not be making as much fuel as you think you are
I'm assuming they're 66.666666666%?
ah ok now are you sure they are being fed the right HOR to maintain the .6667?
it's one of the things you need to be aware of when dealing with repeating decimals if you want a system that never stutters
HOR?
heavy oil residue
I've got 8 Crude Oil Refineries, 4 of them making 80 Plastic/min and 40HOR/min feeding 1 Fuel Refinery, the other 4 are making 80 Rubber/min and 80HOR/min, feeding the other 2 Fuel Refineries
Rubber side
Plastic side
I don't have the brain this morning to break that all down on my end sorry xD bit hazy atm, but I trust you to maintain your mathing
I get ya, it's totally not 4AM for me right now 
if you have a repeating decimal being produced then its good to have the consumers be rounded up , it means everything is getting used and it'll only stutter very rarely
but yeah shower time for me 😄
Alright, have a good one
To some extent, the fuel generator fuel setup gives too clear of a visualization of not 100% perfect ratio. It can be perfectly fine to be off ratio as long as your setup is designed to handle that. It's an option if you don't want to really deep dive on Satisfactory mechanics to get a perfect ratio'd design.
If you just want a clean power graph you'd want a slight fuel generator under provision (too few fuel generators) meaning the upstream refineries wouldn't operate constantly as an example.
for the 100 adaptive control units you need for phase 3, it needs 15 automated cord per one and to get 100 adaptive control units if my math is correct i need 150 stacks of cord, wich sounds like way way more than it should, i keep putting numbers in the caculator but it still gives me the same result, do i actually need 150 stacks of cord?
Cord?
If you mean automated wiring, it needs 15 per 2, so 7.5 per one
So for 100 you need 750
i got pumps, but no flow?
You get flow if something creates it at the start and something else consumes it at the end
i got 2 oil extractors that total 600m3 and that whole line leads to a train that transports it off
is it buffered so it has constant flow? if not it'll stop when the train is loading
yep
are the pumps powered?
what kind of buffer do you have? are you feeding both pipes into 1 platform?
sorry for the late reply, was battling my nuclear waste
how much oil are you moving here?
600/m for each line preferably
so 2400?
aye
yeah it's pausing because you can't move 1200 pm fluid on 1 platform
just liek you can't move 2 full belts on platforms
oh, i though you would be able to with it saying it can hold 2400
train arrives brings it to main base over there, the fuel gets put into buffers which goes into refineries and fuel generators
not too sure what you mean sorry
platforms lock out - no throughput
so it's impossible to move 2 full belts/pipes on one platform
right
there's a formula on the wiki to calculate what the possible throughput coudl be but I just move 1 pipe/belt per platform as it's generally safe
cool, done. now to do same thing on over side
You still need to buffer it
yh theres buffers at the base and here
need to be from both fluid outputs, e.g. #design-and-architecture message
(both for loading and unloading)
so stick that design on my unload? as the one on my load would work the same right?
not sure what you have on load, but you could use this for both loading and unloading (obviously just change pump direction)
^^ the loading setup
no, that won't work
if you need 4 pipes worth of output/input
point is that you have to connect both inputs/outputs with a single buffer to a single pipe
so have 4 platforms
can also be e.g. this #design-and-architecture message
but the first setup I shared seems easier to build and is smaller
right, ok
part one done ( one line isnt feeding however for some reason)
What are the IFBs for?
Also why is 1 pump facing the opposite way of all other pumps?
didnt notice that thanks
idk some says i needed some buffers and someone said i needed those other buffers so i just kept em
now i gotta trace back this one line to find out why its not feeding
The ones immediately next to the platforms you need. That is my design.
The IFBs are pointless, so whomever said you needed those is an idiot.
a tad rude to them but ok
Truth hurts 🤷♂️
alr so ive overthought
my blender wants 37.5/min
and my particle accelerator wants 12.5
and the nuclear plant makes 50
so to give the right proportions of nuclear waste
i want to give the blender 2 ports of a splitter and give the particle accelerator 1 of the ports right?
Or manifold
Also it's 3:1
Any where I can find a thread or forum where people like to theory craft about maximizing sink points and utilizing the entire map?
No need to theorycraft, it's already solved 🙂
Why do you say it’s impossible to build no pc can handle it
Because it is
no, it requires way too many buildings
People with best consumer-grade PCs have built less than that and already have issues
#math-and-meta message
my analysis of different setups
The setup I posted is max possible
You actually tapped every node and have it all crafting into sinks or energy?
In the analysis?
Yeah, the setup uses all resources on the map (excluding nitrogen gas), powers itself and makes 100GW extra power for miners, trains, lights, etc.
Have fun building 32k buildings
how could i make a 3:1 through splitters?
Either single splitter and let it overflow, or 4-way balancer with merging 3 outputs
if i let it overflow then itll backup the reactors which'll stop producing power
No it won't
Don't think so
experiencing something weird with my reactor, ive got a constant 600min yet this reactor somehow eats more than 600 as the efficiency isnt 100%
Efficiency is averaged over some timeframe
Wait a bit to see how it updates
Also your capacity should be a flat line
yeah every so often it eats to 0 turning off
something wrong with me setup? 600 oil sometimes not giving enough to some refineries
god i hate fluids
sometimes the extractors arent 100%
should i add an indust buffer?
wait you can overclock them? didnt show up for me
you can overclock basically everything, but you have to unlock the ability in the MAM
i finished the tree. probably a bug
probabky
its just 150/min
mk 1 pipes should be more than capable of that
unless you like... merged 4 of these
Merged to 600pm
yeah right rip then
any pipeline pumps used?
Yes, but I don’t think it needs any, but I added them just in case
add one after every merging oil extractor junction
for using mk 2 pipes at max flow most normal rules kinda just get thrown out the window
I need some help. I want to make max rotors with 240/m rods. How much should I turn into screws, and how much should I keep rods?
tools is useful for this https://www.satisfactorytools.com/production?share=9d6rFMQCnQRXkWYUn0zj
is it bad that i manifold pretty much everything? like i see a problem with it, as it took ages for my current factory (which i know i have to tear down soon anyway
) to start working at full power, but load balancers take so much space, especially because i like to build horizontally (logistics become pure pain when going vertically)
no? manifolds are great for everything
Also, why would you tear down a factory?
?
Wait. My bad. Read it as you saying they aren't for everything.
Could someone help me with this math question it's not game related but I can't quite figure it out.
In my game there's a conversion rate of 1250 to 1 now I'm trying to get 50k of the second value how much would I need for it?
1250 * 50,000
I don't know what are you making to need that large a number, but isn't that just 1250 * 50k?
No satisfactory related they said
Ah, right.
Cheers
I'm not to mathy so I figured to ask y'all genuinely smart people fr👍🏻
💀 I may be cooked I gotta grind 600M plus for my game
Also at a conversion rate of 1000 to 1. 1 billion would be converted to 1 million right?
divide 11 billion by 1000
should be 11 million
million to billion is a factor of 1000
oh wait this is from small to big
not enough info then, whats the value you shift the 11 billion to?
It's 1000:11b or 1:11m
My bad I should've put a full stop after the one but still thank you for the answer
ah i see
but yes, its a factor of 1000
1,000,000 (million) to 1,000,000,000 (billion)
is a difference of exactly 3 more zeros
if you overclocking a nuclear power plant have two 600 pipes into a junction then to the reactor, the reactor wont starve of water then. this is due to the tick as the reactor consumes the water in one pipe the other pipe is back filling for the next tick. this is working for me.
I would love to know what the slosh gods think of this because it sounds kinda smart
sounds like 2 reactors sharing a pipe
i dont see the benefit
sloshing only happens in long manifolds
a split of 300/300 is perfectly fine
the pipe to the reactor can only flow at 600/min anyway
so the junction doesnt change much in that regard
Yeah but with the ticking wouldn’t it make a lot of water hammer and slosh?
Because it would be suddenly emptying and flowing and then stopping and then flowing
i actually dont know how much water NPP consume per cycle
but overclocking only makes those cycles faster, not bigger chunks
and the sloshing is only a problem in a manifold, since other machines wont get enough
Ah ok I thought it would increase the amount of water
But yeah they’re also not talking about one pipe to two reactors but two pipes to one reactor if I’m understanding it correctly so you might get some interesting bidirectional flow merging slosh style stuff, not sure though not my area :3
anyone know why the station on the pink line says its unreachable? i drove the entire line manually no problems
by line i mean round trip
and it was doing it automatically before, then randomly stopped doing it
remove that train and see if it still says that
and take an image of what it looks like it the trouble shooting mode
99/100 times "Unreachable" means "You built it facing the wrong way."
yea i think the empty platform catwalk i had was placed facing the wrong way and made my train driving over it do an instaneous 180
wait no its still happening lmao
did you do either of the things I suggested?
i think i fixed it, i had to end up deleting the entire station and replacing it, including freight, something about it was just giga cursed
having a signal on top of a switch doesn't feel right to me
If you load balance the pipework, you can get rid of sloshing completely (as far as observation can tell) ^^
are valves one way?
Yeah, but generally recommended to avoid valves (and buffers)
They however don’t prevent backflow
big asterisk on that one
Or more clearly, they prevent backflow from one end of valve to another, but any other pipe section still can have backflow
Eh, if the fluid flows back to the valve causing what’s behind the valve to be stuttered back that effectively doesn’t stop back flow effects
note that this is for "if it fills up"
if it doesnt manage to fill up completely i think the valve can actually still do it
Testing still needed
did they mention changing pipe mechanics for 1.0?
or at least having 600pm pipes working properly
They already work properly.
they are thinking about it, but no confirmation on their plans yet
how did u get a 600 pipe to work then, cause ive tried every trick in the book, ending up just splitting the pipe into 300 from the sources
What book?
What tricks?
ive already tried loops
3 Possibilities:
- You built it wrong.
- Modded.
- Multiplayer.
well i am on a dedi server
have you actually tried those setups (with turbofuel)
I wouldn't link the photos if I hadn't.
Problem located.
Hopefully fixed with 1.0 MP overhaul.
why is the fill and drain rate different?
the node is giving 300pm
the drain rate is slowly rising, to 300pm i assume
is it bad to buffer gases?
do you have a normal buffer anywhere after?
we dont really have enough info here @gray violet
right
In that case: yes, buffers indeed cannot be used to buffer gas the way you can do with liquids
it doesnt work the same way at all
so no buffers for gas?
in general no buffers for anything
apart from platform buffering, which needs to be done differently
e.g. like this #design-and-architecture message
yes, i thought it was pretty apparent that this was the case i was trying to work here
ty
@median heath @wind spade @true junco @frosty owl
sushi 250% flexible frames
right line is 5:3 merging of EIBs and frames
if you look at the belt then you see that its always
Frame-Frame-Frame-EIB-Frame-EIB-Frame repeating
resulting in the perfect split for the recipe
the mergers from bottom to top are
1 EIB : 1 Frame -> 3 EIB : 1 Frame -> 3 EIB : 5 Frame
the 2 left lines combine to give 975 screws per minute
Guys
How do you make a load balancer if your input is one line of 15 and you want five lines of 3? Is it even possible?
split into 2, each being 7.5
Split those each 3 ways, each gives 2.5. combine sets of 2 to make 5.
thats 3 lines of 5
for 5 lines of 3 you have to split in 5
https://satisfactory.wiki.gg/wiki/Tutorial:Prime_splitter_arrays
but ye just manifold
I dont know what manifold is i have 130hrs 9n the game furthest i got is coal power so kinda bad :/
!wikisearch manifold
Oh this
Never used geothermal nor power storages before - will a single power storage succesfully average down a couple of geothermals?
depends on the purity. from the wiki:
You need 0.5 Power Storages per impure Geyser.
You need 1 Power Storage per normal Geyser.
You need 2 Power Storages per pure Geyser.
https://satisfactory.wiki.gg/wiki/Geothermal_Generator
Excellent.
Yes, it's possible.
Oh yeah
So the 5 outputs are 2,5 but the 6th will share the 2,5 with each meaning all the 5 will get + 0,5 so they will be all 3 output per/m right?
Thank you very much its needed for my 10 modular frames per/min
Very much appreciated @summer flare
And all
Im for the looks you know
manifold looks fine
Ill send a photo tomorrow when its done
balancers look silly because of how space inefficient they are lol
which one would be recommended, plutonium fuel unit or rod? we are making a nuclear factory using all the uranium nodes in the world
we are sinking the plutonium
default rod
you wanna use the fewest resources to get rid of the waste
plut. fuel unit uses more resources for more plut. rods per waste, which is bad if you wanna sink them
anyone know why this isnt unloading? freight stations are on unload
Is it full? Is it powered? Is the train actually docked?
just had to replace the stations and it started working
mutiplayer? server?
By the text at the bottom... multi
ah yeah, common issue multiplayer - building too quick will not let the game know things are connected
it work? been fighting and just gave up when i saw this post
Dont know yet gonna try rn
Bro why the hell are the numbers on modular frames so bad
I need 12 rods per minute
I have one belt with 60 and i need to split it into 5 belts of 12
Manifold
--S--S--S--S--S
| | | | |
For this I use blueprints from satisfactory blueprints website slash /logistics For example:
Eh, I'd recommend against using other people's blueprints, you don't really learn the game that way
For example:
I think you can learn a lot.
Why not manifold it?
personally id say to just manifold it cause if isnt something extremely important like nuclear and the ratios need to right you'll be fine with a manifold
You can easily do a manifold for nuclear
probably id just be scared of something not working properly
It depends how complicated, resp. how many Nuclear Power Plants do you have....
no, a manifold will work in all situations
You don't learn to solve problems yourself
Ok
Still did load balancer
But i learned thanks
this is it (10 Modular Frame Per/min.
Very tidy. I like that the product lines are being grouped on the factory floor, similar to when the game extends to the map and the common suggestion of having modular factories.
It looks like you're doing the rod distribution close to the rod production. Typically you would try and minimise the number of longer belts and in this case distribute closer to the assemblers, but it still works since the distance is relatively short and it might be you like to show belts in action rather than hide them under foundations. And, all the production indicator lights are green, something a lot of factory pictures presented here don't do very well at.
got a question iv got a packaged fuel thing going with 400 packaged water iv given the system 800 canisters but its doesnt seem enough whats the factor of canisters i need for future systems
that's gonna depend on your belt lengths and speeds but 2 canisters per sounds inadequate af
Until we get logic in the game my inclination is to build in an overflow to a sink and overproduce the hell out of cannisters
but you have to figure if you're making 400 packed water/min and you have 800 cans, does it really take less than 2 minutes to cycle back to the packager? Probably not.
If a bottle round trip is 10 minutes and you make 400/min, you need at least 4,000 cans
is this you make packaged fuel, unpackage it and send the packages back?
yes its a byproduct of my computer factory
is the packager and refinery 1:1?
my main power plant will need 4800 canisters
yes
its on 2 different level iv got 4 packagers making 400 water n then i think its 5 refiniers making diluted fuel n upackaging it after
iv just given it 1500 canisters n left it for now
i mainly just wanted to know if there is a caculation u can me befor hand to know the amount of canisters needed
I strongly suspect yo uset it up weirdly
which is why I asked for hte pics, cause if you're just packaging and unpackaging it really shouldn't matter
Just the rule of thumb I was saying above. you need enough supply for the packager round the clock, so you need to know your round trip time to get really precise. and it's gonna depend heavily on belt lengths, and this is really tricky to pin down because some machines in your manifold will result in longer/shorter loop times
water packager - diluted packaged fuel - unpackager - fuel gens- back to packager
that's the thing - the packages in the loop shouldn't be in a manifold
The only really clean way to pin that time down is to put each bottle loop on it's own loop, not manifolded to any neighboring loop, so if you have 4 packagers and 5 refiners, consider making it 5 packers and 5 refiners instead, underclock those packers, and make it so each packer is only tied into 1 refiner and vice versa
beat me to it
I don't see how they are having this issue if it's not in a manifold
iv got it in a mnifold iv not rlly got the space to make it all single loops
which is why I was asking very specifically, and that this is a lie 😛
loop the belts under
a manifold is a massive mess in this situation
how is its a lie?
because I asked if it was a 1 to 1 set up - it's not, it's linked to all the others
and the path isn't jsut to package, ref, unpack, it's to many pacakagers refineries and unpackagers
anyway - you know your issue now. That it's a manifold
do what you will with the info
he didn't lie he didn't understand the ask.
but rethink your setup so bottles are not in manifolds @thorny bolt
for the setup iv got there is a possebility but for 103gw power plant this is hardly a viable option
its would mean 80 sinlge lines of packgers
make a blueprint for it
you should be able to fit the loop in there
maybe above the packager, idk i havent made one myself yet, but it should be possible
Indeed. Did this once. Never again.
Still the best way to address this issue.
sure it is packager in front of a ref, in front of a unpack. loop the belt back UNDER the set up
i guess il see once i get there need to finnish HMF factory first in oder to be able to even think further about it
it's definitely a pain when you think about redoing something you already have in place and at scale. Going forward if you always plan for isolated loops per scalar unit, you won't run into this future again. Might have to allot yourself a play session where you just disassemble the whole production area and build it again - you can divert all your cans into storages somewhere out of the way etc. and mass disassemble the machines and give it another go
hey there, i'm having trouble designing a setup for rotors. I have a pure iron node with a mk1 on it. I'm trying to do it without over/underclocking
help would be appreciated!
if you're maximising rotors with default recipes you need to under/overclock
do you have any alts?
not currently
well then you need to overclock
if you want them to run at 100% efficiency that is
you can do it without but the machines will just idle
is 100% that important since i'm just starting out?
it's never actually important
depends on if you care or not, most people including myself do
just creates some fluctuations in the power consumption, if a machine isn't producing, it's not consuming power
but if you have clocking unlocked you may as well underclock to get the correct ratios and save on power while youre at it
you can underclock
you dont need to overclock
don't you need to research it once to unlock underclocking?
like for the screws you can build 7 and underclock one to 66.6667%
oh to research it yea i think you need a few
not using the website that tells you what to do might be more fun, figuring out rations from the tooltips etc
just want to put that option out there
always a good way to play too ^
you barely save power, especially after the U7 exponent reduction
i get that if you like seeing the "100%" number is nice, but apart from that there is really no point in underclocking
i like to use a combination of both
underclocking to match a ratio is perfectly valid, the power is just a small bonus
most of the time id rather build an extra machine and underclock rather than use power shards and power to save a tiny amount of space
you never need to do that
the machine will just idle while waiting for resources or waiting for output space
I'm only going for 100% if I don't intend to delete it later
you never "need" to do a lot of stuff, as i said before its just preference - id rather have green lights, 100% and a smooth power graph
Otherwise future me might be happy to find a container of random screws or other early game items
theres no 'correct' way to play
true that
to me it just seems more logical to aim for 100% efficiency, so i do
but above all, just play how you have fun
thats the point of the game after all
depends what you mean exactly...
x items per minute
underclocking a machine so it runs smoothly doesn't have an effect on the output
i mean in general
not really
in this case no
it will still make the same items/min
in general more 100% produces more than 50%
given that you can supply the machine fully
one will just idle sometimes and the other will run constantly
@fierce cypress
yea
how do i split the 8 constructos into a 66.667/min line and a 53.333/min line?
manifold it
Manifold
!wikisearch manifold
I don't get it
Basically don’t bother making sure the belt is trying to feed exactly what you need, just make sure the output of whatever you’re feeding from is over the combined amount of what you’re using
That way as machines use less resource it will back up the belt until the one(s) using more have enough
Scratch that, i’m confidently incorrect
The top left and top right in this embed are the main ones to pay attention. To
so referencing this, i manifold the screw constructors, correct?
i don't think my brain is braining correctly
So you either do one line that produces 66.67 and one that produces 53.33 and then manifold the input to those two lines combined and don’t fully combine the outputs, or you build 8 constructors and manifold/split the entire output into whatever they feed into and let the feeds fill up and self balance
^
What mk of belt do you have available for this?
i have mk1 and mk2
@amber cobalt basically the concept behind the manifold is that even if the split isnt perfect at first, it will balance out over time as one side is overfed and backs up until the excess goes down the other path
yes i've understood that however i can't seem to grasp the layout i need to build
There are many ways to run this. But the options are limited by available belt mark and whether you have smart splitters yet.
I have mk2s
Ok. So you cant manifold all the screws onto 1 belt then.
Two ways that come to mind are
A A
| |
M — M — M M — M
| | | | |
C C C C C
| | | | |
S — S — S — S — S
|
Input
Or
A A
| |
S—|
|
M — M — M — M — M
| | | | |
C C C C C
```fixed this
Oof that formatting
That’ll teach me to do it on mobile lmao
That wont work because they csnnot put all the screws onto one belt. They can either do an injection manifold or multiple manifolds.
i thought the problem point was mainly about the rods -> screws/rotors
but yea that would be two belts
Its a lot easier to just set up a constructor for screws infront of each assembler that needs screws and underclock them or allow them to stutter.
modular could work as well
Means building a few more constructors of course.
you'll run out of frames before you run out of space 
But its a precursor to doing the same thing with steel screw constructors so you can fill any input that needs screws in the future. So i would consider it a good practice to get into anyways.
id personally make lines of 100 screws by combining 2.5 screw constructors
anyhow i should sleep before 4am so ima go now
you kinda dont wanna use screws anymore once you unlock steel screws xd
Fixed this
injection manifolding this would be horrible right?
its 266?
Steel screw is 👑
66.67 + 53.33 is 120 no?
thats the rods
#math-and-meta message
Ohhhh nvm me then
I wholeheartedly disagree with screw hate. Sure, you need to get rid of them midgame. But late game they are a totally viable option
In which case yeah split the output of the screws into a few belts
Injection would be funky but work
i just prefer recipes without screws
not even because of the screws but because they are better in other ways
guys I've plugged power storages to my geothermals but I still very much have fluctuating power capacity (geothermal's the only culprit), am I missing something?
the batteries dont show in the capacity, so ye its gonna go up and down
^ geothermal will always make wonky lines
could someone annotate this? sorry for causing that much trouble
Yeah im the opposite. I maximize screws required at every possible step. (After getting the steel screw recipe first of course)
you use default computer and default heavy modular frames?
No. Heavy flex frames. And default computer wont require screws anymore unfortunately
I was looking into crystal computers yesterday and wanna do a build around those (only for storage quantities tho) and I have yet to work out the best hmf recipe lol
encased
ye crystal computers is pretty good but i personally prefer caterium
both are good though
yeah imma do caterium for anything I need in bulk but I had some spare quartz I wasn't using so I may as well use it for computers
I use encased hmf for all early stages.
Caterium computer pairs very well with default super computers btw.
im curious why flexible frames
yeah that's my plan
Highest production per machine. Keeping machine counts down to be able to maximize use of resources before hitting the Uobject limit.
its 200 rubber 50 frames 630 steel
vs 720 limestone 26 frames 713 steel
wont the additional frames make up for the machine count?
please
Also i preffer compact factories as it leaves more room to build aesthetically
Not since i use bolted plate and bolted frame alts.
still its twice as many frames, thats a lot
hm
Everything is a lot. Lol. My encased HMF factory a few saves back ate all the limestone in the grassfields. 😆
Don’t understand the annotations you want
Note that I made this in a BP a while back. Overclocked of course.
@vapid estuary
in champ select atm for a league game so ill have to think about this later, but idk not a fan of screws
its for rotors
Whatever
thank you i appreciate it
Split the bars in half. Let it balance itself
how is it looking so far? rods are blue, screws are pink (the orange one is underclocked)
@true junco apologies for pinging, how do i get the screws on to multiple manifolds?
since i only have mk2s
Half the output to one assembler, half the output to the other
currently i'm making 266.667 screws /min
Do you plan to OC the 2nd assembler or build a third that runs slow
third one, underclocked
You get to decide. I would round down on the output and send pairs of screw makers into one assembler and make 3 of those
In other words 80 screws a minute per rig, 240/266th of what your output is
ok made a planner thats not shit
also obligatory @median heath ping
dude bolted sucks
flexible uses a lot of rubber and the 500 frames just tips it over
the fact that its 100 bolted frames vs 89 steeled frames shows how insane it is
Bolted frame is made for steel screws
And I’m fine with it. Constructor next to the manufacturer. Done.
it just uses way too much steel/reinforced plates
The solution to a crazy amount of frames, for me, was heavy oil residue. Makes mountains of steel and converts a bit of plastic to a lot of rubber
@vapid estuary something like this?
All I see is gloom
what
I do t know what number 3 screw maker is doing. Gloom = take screenshots in day
It seems right
apologies
crooked belt detected
shhh
120+80+80 = 280. looks good. those are the clockings for the rotor makers
the name of the game is 'good enough'
ok. i surmise you're one of those flat power graph types?
i prefer 100% power efficiency yes
100% means something different to everyone, it's all good.'
so what do i do from here, considering the underclocks
FINISH IT
it's so odd to me this isn't currently running
the assemblers each take a line of screws, and one of the each 3 outputs of a splitter on the rod line. Load balancing uwu
brain = fried, i have 3 assemblers one running at 66.667%, therefore input needs to be 266.667 screws a minute total
i'm suggesting you clock them at 80, 80, and ... errr.. 106?
so that it t agrees with what it's being fed ?
but my screw output is exactly 266.667
80+80+106.666667 = ?
right
isn't there a way to make it 100% 100% 66.667%? Sorry if i'm starting to get annoying
if i correctly guess the unclear bits of '100% power efficiency', this is what you need to do - make a machine's clock agree with the inputs it's being given.
eah, this is getting annoying. you will have a real hard time continuing this practice through mid and late game. I really don't understand why it matters. But to do that, rejig your screw line, again. since each is 40, you can add a 'joint' one making
40, and split into 20 each side. (40+40+20) + (20+40+40) + (40+26)
i'm trying to avoid having to go get a slug, laziness
you are just gonna need to get some of those, eventually
single splitter
it's mk2 so far
three constructors clocked appropriately
guess i'll end up doing this
but i gave you an answer that addresses your request
split the output of one into the 80's, to make two 100's
this looks like it's mounted on the output of a station
so it's unclear what's going on. the pump points in.
this doesn't work, because it's on the output of a train station. assuming it's supposed to be on the input... googles pipeline manual...
always
but VIP for train station doesnt work
also..... dis shit facin the wrong direction 😂
not my ss, i asked how i can buffer a liquid/gas
gas: not at all
straight up impossible to buffer it like normal liquids. Nothing works in that regard
so i just gotta let my gas station fill up first before it starts goin?
no. For gas you just cant create sustained flow out of a platform
If you use a buffer, you can hope to temporarily exceed the required flow of your machines
But the flow out of the buffer slowly slows down as it empties
as for normal liquids:
were the buffer to be elevated, would that be the case here?
no, gas ignores head lift
right, gas
thats why packaging is still the best option for gas
is there a way to circumvent the dock animation with gas that isnt packaging?
no
platforms stop taking inputs while transferring to a train. it's not even a round number of seconds. i think the designers are sending a message with that
the only thing you can do is over-supply the station with gas and hope for the best
wait if you package gases, that means you have to figure out canisters? gross
ill just oversupply
not knowing how much you need, this is a good point for the bidirectional nature of drones
full canisters one way, empties go back
i feed my HOR addiction in this way
its a very simple loop
drone are really good at this because they can deliver packaged cas and take empty canisters back on the same flight
1 bottle fits 4m³ of gas so 120/min packaged gas = 480 m³/min
pipeline manual may not have the best information anymore. found this video eg., https://www.youtube.com/watch?v=ZwO-F82sYE4
From trivial to sophisticated, here are four different methods for recycling byproduct water in Satisfactory.
For completeness sake, I will say that there is a fifth method: Send the byproduct water to a different production building (e.g. a refinery on Wet Concrete or a coal generator). I did not include this in the video because I wanted a so...
eg. the VIP setup is not reccomend, based on testing of failure modes.
The so-called Head Lift Reset junction passes all the tests here with flying colors
does that look atrocious or is it pog?
i see a crooked belt again
where
looks pretty good imo
execpt for that one crooked belt that he mentioned
and this corner
I also wish they'd have fixed the constructor bounding box a long time ago, they let you put them too close together so their robot arms clip through each other if you build them side to side like this
i love the singular misplaced piece of red that makes this picture so much bigger than it needs to be
fixed those
that corner looks fine to me, don't question my flying splitters
it might just be a perspective thing
now how long will this take to warmup
i always make flying splitters for assemblers
no idea kinda depends on what you're making
rotors lol
those aint that hard
so prob like 10 mins if you mean the assemblers getting to 100 %
(sometimes the efficiency number lies cause it needs alot of time to update)
they are clocked 106.667% 80% 80%
nope my screws are 266.667/min
damm
here
ngl a giant tip if you use that calculator for yourself
get cast screw alternate recipe if you see it
its a really good alternate recipe that makes more screws from less iron i think but also just removes the need to make iron rods for screws
by turning iron bars straight into screws
making this whole thing was pain
all that for 10 rotors/min
10.266 actually
yo thats what ive been saying
fuck the VIP
@thorny heron functionality wise do you think thats good?
what is?
that
it looks pretty good functionality wise
close together so it takes less time for stuff to get started
and in theory any design that has the same machines works it just that the ones that look better just feel nicer to have in a factory
the first two constructors have 100 ingots in them at all times now
is that a good sign?
usally how a manifold works
yay
the first few machines fill up completely and only get how much they need the rest get how much they need too
the last one in the manifold is also the one that takes the longest to get their 100 % efficiency
but as long as there's enough stuff on the belt it should be good
Your evidence that Bolted sucks is based on Heavy Flexible?
which one guys
Which do you think you’ll use in a factory next?
Don't think i'll use any of them for some time
Really? More iron or more copper is great, as is another source of wire
scanned again and got cast screws, much more helpful in my case
Copper Alloy is particularly great. doubles your copper, iron is cheap, very few buildings
caast screws is pretty solid too
yep, was making a rotor layout and just freed 8 constructors worth of space lol
how much can a truck carry?
however much you need - if 1 truck on a route can't cut it just put another one on
All 3 of these are phenomenal.
I always build beam supports for floating splitters.
So they stop "floating"
Hug fan of the alloys but I will say, I'm slowly coming around to Caterium Wire. It's so cheap and produces an insane amount.
I love caterium wire
Cast screws are pretty meh
“best is subjective”
Indeed
so in my case cast screws allowed me to hugely simplify a production line, therefore the best option
personally i think cast screws are like one of the best recipies allowing you to completely remove a ton of constructors if you're making alot of screws
if that's what you want you want steel screws
there's other recipes that do much more
probably
screw options:
- most resource efficient - steel rod -> base screw
- most space efficient - steel screw
- steel-less - cast/base screw
yes, if you just compare cast screw with base screw, it mostly has advantages (though skipping a step may be a disadvantage, see steel rod). But that's comparing two recipes in a vacuum, which never gives all the relevant information
nice graph 
Does anyone know how to fix hypertube stuttering issue? It is not just with bi directional tubes. Even a single direction tube is stuttering

ok first remove all pumps
looks like 2 per
I wanted to know for sure if there's a merge there though
but water flows till last straight to up part which is y i said remove all pumps place first pump on a straight part n then flow the blue square marking on pipe
you are actively making your life the hardest possible with this https://media.discordapp.net/attachments/553550313533997057/1257674418721652758/image.png?ex=66854413&is=6683f293&hm=4054bb629eadbe2aa63bbd9c95f27accb6facef65dddbb916fabba518df911ae&=&format=webp&quality=lossless&width=1337&height=683
sorry i was in wrong place
2 per pipe
if you, for some reason, insist on burning the coal in the sky, instead of right next to the water where it's mined at least build the pipes straight up and put the pumps 20m apart
I wouldn't be surprised if one of them was facing the wrong way
pipe dont reach that far
build walls up
also my thought hence removing all pumps
funny things is that the first pipe system I set up only started working when I added my 18th pump
that makes a lot of sense
pipes also take time to fill
A huge problem with people and pipes is that they do something shortly before a system works better and think it's helped
if you truly want to keep it simple just burn the coal where you mine it
keeping power away from your base is a good idea
my entire water pump system runs off the water in those pumps so if I remove them I will have no power to get the water back up
you can always kick start it
let me guess, your'e in this location because some vid told you to?
this system I have here is mostly for decoration but I still want it to run properly. I do plan on putting my main generators at water level.
ive never watched a satisfactory video in my life other than someone building a conveyor tornado
well in any case it's a terrible spot if you don't know how to lay out logistics and build
but yeah redo the pipes, make them go straight up, do pumps every 20m
I barely know what im doing most of the time
gotta love lgio
in general don't feed machine from below with pipes
you're basically tripping over every major issue people have building logistics in these images
yeah. but anyway does anyone have any idea why pipes seem to be so inconsistent?
like I appreciate the ideas and I may try them but that doesnt explain why one is working and the other isnt
possibly because you're feeding from below
possibly because there's some wonky elevation changes
possibly just because you didn't prefil the pipes
It's hard to tell what exactly is going on and youre doing a bunch of things that, traditionally, you should avoid if you want consistent pipes
that's assuming all the math is right
hell maybe you do have 1 backwards facing pump
I turned 3 of the 6 new generators off to let the system fill with water and it worked for a bit and then just stopped working
just take our advise remove all pupms n focus on building straight pipes
I did check for that but maybe I did miss one
n jump start it with some biomass burners
yeah there's too much going on and too much of the system is covered.
rebuilding the pipes vertically to keep them neat might help?
so just use biofuel generators to pump the water?
it could at least reduce the possibilities of what is fucking it up
gimnne a sec il send ascreenshot
ok. I really do not look forward to having to rebuild this but ok
look, you obviously didn't know, but you are doing it the hardest ways possible
one of the thigns about fluids is keeping it simple. and this aint it chief
best bet is to have whatever is using the fluid your making from something basically right next to it
unless you really know what you're doing
im almost at my coal plant 30 secs
but yeah straighten up those pipes, nice 90 degree angles, clean it up, turn off 1 of the coal gens on each line and flood it, then turn them back on, see what happens
why not just turn off the generators?
you could but youd have to go to each one and you'd have no power at all.
only turning one off means you're overfeeding and it'll still flood fairly quickly
generators are the only machines that will accept fluids while off though - when doing this with other systems you'll need to underclock a machine or two to flood the system
im overfeeding anyway. Im sending 160 coal or something to 6 generators
this is my plant its has 5 1 pump on a straight bit n 1 on vertical
each pipe has 5 extrator give 600 water
overfeeding water
well my pipes cant move more than 300 so 2 extractors is already too much
I see
2 extractors do 240
in ur case u should have 2 extractors per pipe with a first pump on the first horrizontal pipe n then on every blue highlight
he said 5
ah ok good,
225 water
yeah clean up the pipes, see what happens is step one
dis u remove all pumps
lemme just check here. how much water does 6 generators use?
so with 2 im moving exactly the amount of water I need for 6
ight them I guess im deleting my pipes.
6x45=270
ye sry i did coal 15 not water
damn. so basically my first system I set up is just magic and no wonder my other one isnt working because I am trying to run 6 gens off 2 extractors
not my fault. I just did what I did with my other one and that one works fine
I tend to fail badly at the simple math stuff
still dont use 18 pumps
look, gonna be honest with you, I've helped a lot of people on here who thought their system was perfect and when they've sent me their saves or shown me pics I pointed out an issue straight off >.>
trouble shooting and discovering issues is a real skill in the game
hey I never said it was perfect. I for some reason thought I was moving more water than I needed not less.
and still. how am I running my first 6 generators off 2 extractors
are the 2 systems connected in any way? if not I'm gonna guess the system stutters
I mean if it is im not aware of it
that doesnt exclude it
well if the system with 6 gens has only 2 extractors and they aren't overclocked and the gens aren't UNDERclocked, they are gonna be stuttering
actually no I know it isnt. because my first 6 generators where running before I even build the extractors for my new ones
Honestly what I do with systems is go to their light level and stare at teh line of machines for like 1 min straight to see if any flicker yellow
is it impossible that they were flooded and could run fine for a bit while you checked and had issues afterwards?
they all have internal buffers, same with the pipes and the extractors hold 200 too, so you could run them for a bit before they starved
no no. my first 6 generators are working perfectly and always have after they just randomly started working at one point
then you have more than 2 extractors at 100% feeding them
or some of them are underclocked
nope. I will go and just delete my other 2 extractors to prove it
dude its not mathmatically possible
dont say stuff like dis cos 95% ur wrong n just look dumb
like I said, it's super easy to lose track of what something is doing or not doing :\
im not saying it makes sense im saying its working
and it shouldnt be
I just checked now. I deleted 2 of my extractors and I only have 2 left. neither are overclocked
then ur coal gen r probs under clocked or it will stop soon
then 1 will be working at less than 100% in about 2 mins
I shall wait and see however the pipes to my new 6 gens are running out of water while the pipes to my first 6 are all full
so are the gens
click on the generators themselves, their buffers will be draining
then they have to be connected how many more times
they arent
1 gen 45 water six gens 270 1 extractor 120 water 2 240
however one has stopped even though it has full water and coal
cobalt im losing faith here help
no POWER LINE
no even better
standby mode
this entire fucking issue came about because I had one my generators on standby mode
means not running so yes u cant runn gens
I can not express how sorry I am
I just wasted so many peoples time but I at least hope you find it humorous
because damn I would hate me too
I turned it on and am now waiting for the water to drain as was mentioned
its taking some time to drain tho
how long should it take for the water to run out here? because they are all still full and I made sure they are all running this time
pls. could someone like join my game or something and have a look at this because its breaking my brain
we told u what to do u just dont wanna do it
no I mean i still have 6 generators running from 2 extractors
I turned the one on that was turned off and still they are all running with max water
cos there is back fill
if u have 6 gens running 100 they take 45 water with 2 extractors if that rlly what happing they will only make 240 but they also have a water storage
ok so is there a way to check how much water is in those storages?
well each pipe segment has a bubble so do all the extractors if they r blue they have water voila
I see they are empty.
then ur ur last gen will not work at 100%
which means it will go on and off like maybe 75% of time on n 25% of time off
yeah im waiting for that to happen but they are all still full
ah no. I can see one of the pipes draining a little
i will say it one l;ast time if u choose not to listen not my problem no more its not mathmatically possible
no I know that I just thought some weird bug was making my pipes do weird stuff
my game is always at least somewhat bugged. I mean every time I play the game my characters shadow looks totally off. It doesnt have a head and the body is split in half
that just the game engin not a bug noone has a head
however I do appreciate that you tolerated my buffoonery for this long.
I see
👍🏻
but yeah thank you all for your help.
my stupid do be coming out at time frfr
most of the time
hey, it's all a learning experience, you'll know better for next time
btw, coal power is 'baby's first fluids' , much more important to have good pipe hygiene later on
coal gen set ups are the most lenient and tolerant of bullshitery in pipe layouts
is it possible to have a train station to BOTH unload and load 2 different items?
Station? Yes.
Individual Platform performing both operations? No.
ty m8
alright, since it seems too simple, im suspicious, but if i want to have a loop of a packaged liquid/gas, i can have different freight cars to unload/load with empty canisters and full canisters
why do i feel something like this wont work
It’ll work. Drones do it too.
works absolutely fine for me.
Packaged nitrogen comes in, empty bottles go out, 2 cargo platforms needed.
Is there any handy neat formula that can tell me how long until a certain manifold setup will be working at 100% efficiency?
not really a formula
but you can use my old tool to estimate that
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
(don't use the tool for other things, there's new tools for calculations)
Wowza, this is exactly what I wanted, thanks a lot
is this being remade in your new new ones?
maybe in far future, but for now not really
fair enough
not much reason to remake something that's working just fine 🤷♂️
So here's a very good question, should my uranium waste processing have more capacity than the generators make just to make sure nothing happens?
As of right now the recycling has the capacity to recycle 1687.5 Uranium Waste per minute
well you'll never make more waste than whatever uranium rods your burning
It's impossible to make more waste than that capacity unless you manage to setup more miners on a singular Uranium node
well you can also use more resource efficient rod recipes. Currently the world max ur waste production is 2520 I believe
That's probably what mine is rated at, i'm going to check the math
are you using tools?
No, i'm producing 1575 Uranium Waste per minute if I finish this whole setup using all the uranium
I mean, depending on what recipes you're using that seems plausible
I'd use tools to double check the maths though
I'm using the alternate Fuel Unit for power
nuclear power and waste is not something where you want to forget carrying a 1 somewhere
there's multiple alts that change thigns up, max uranium rods pm you can make is 50.4
31.5 is max capacity on vanilla
youre missing alts
It's the one through the manufacturer isn't it...
Ah yes, good thing i'm building before I hookup inputs
Blenders will now poof that aren't needed
Wait... that means I can make DOUBLE the power ;-;
And now my current half of the power production is now a quarter
I swear my ADHD is causing me to not see the good recipies
well 'good' is situational.
You'll also never need that much power
Too bad, i'm making the production lines when I want to make them operational
You may want to hold of on it too since recipoes are going to get rejiggered
33.6 Manufacturers, eh... round down to 32 and split it into 4 quadrants.
clocking is helpful that way yes
Clocking isn't the issue, I thought I only needed so many things to recycle waste but now I need to redo my math
because you want ot make 50.4 rods?
Also then if I have 4 quadrants for the power I can check each zone as I turn it on
Is that the best possible production line?
define 'best'
Best as in I can actually make it possible to make it happen
well best covers a lot then 😛 but it is easily physically possible
Though it's not using any alts so I'm sure you can tool around with it
the most efficient way to process Ur Waste into P rods is to use the BASE P rod recipes - but you can use alts for the things leading up to it
Alt recipes are probably better in the long run, I need to ship sulfur to the location anyways and I might just embed belts into the terrain and put power nodes along the way
againt - almost all recipes are situationally better, so just depends what you set up the situation as
I'm going to hate myself when I do the piping
Simple? 600 water per minute to EACH generator is like getting stabbed in the back
build over water, feed the generators directly from below in one pipe each
Also note that i'm on the edge of the map where I can't pump liquids near the drone ports
you know you can ship the Uranium rods to a better spot to burn them right?
moving 50 ppm with 1 drone is dead simple
So build main manufacturer hell somewhere else and make generator/recycling hell somewhere else?
sure? you could have UR rod factory -> generators + recycling
or
Ur rod -> generator -> recycling , moving the waste
lots of options
Hmm, probably make rod factory in the central area of the Uranium
remember - you are fully in control of all problems you come up to
I made a cancer mess of Nitrogen pumping and I hate it
really? didn't want to use drones?
I can I just need batteries thrown around then
packaged nitrogen + drones.
just feed batteries to the drones where they do the drop off
True, Might redesign my things for Uranium Rods and make recycling materials somewhere as well since the main power site will consume materials like crazy such as Nitrogen, Bauxite, and whatever else
as for the uranium you have lots of options. Some people like making death trains for it - me? I'll drone the uranium someplace convenient
Death train isn't something I want to do, minimizing the radiation is important
prob drones then 🙂
though you can wear rad suits with other gear now so radiation isn't much of an issue compared to what it used to be
I guess i'm going to go under the 50.4 and make 48 rods/min and weapon factory the excess I want to.
sure 🙂
The Rocky Desert Coast will be nuclear hell I suppose
most spots can be, especially if you use fewer alts, makes the recipes and ingredients simpler
I'll probably make the non-radioactive recycling materials not too far away and train it into the power station
Perfect numbers... 3600 waste from 144 generators
Max apparently isn't that, max generator consumption is 0.5 rods per minute. There are 48 rods being made... oh I found the error it was a 3 not a two xd
1 rod pm = 50 waste pm
assuming you burn them all
So max waste per minute is 2520?
i have mentioned that couple times yes 🙂
but you said you were only going to make 48
so 48x50
Base the recycling cancer off of max value in the event I have waste doing funny things
I'd be a little careful with that because the recycling system has fluid waste byproduct and stop starting systems like that can be wonky depending how you build them
Fluid waste byproduct is water, if I run the sulfur off of the water it literally becomes a closed loop system
Making Sulfuric acid is a 1 to 1 ratio on the recipie and the input and output of fluid for both Sulfuric Acid and Water are the same
I don't think Nitric acid has byproducts in the mess
you can and prob should, but those types of system you can't flood , and I'm leary of stop starting those
I'm not saying you can't make it work, just gotta be careful
Probably run two full fluid buffers of water and leave an empty one for jam space
Very odd, red jungle looks like the best place for uranium radiation
Probably restrict the red jungle area then and mark the entrances with radiation signs
There's no nodes to get in my way of building a massive Manufacturer hellscape
Also then it's close to the purest Nitrogen node and then I can package all the gas I need from there
build in floors and do that anywhere
Gotta make a list of materials to make the rods and recycling
you can save the link to the plan in a spread sheet or word doc to refer to later
my saved links for example
I'm just going to slap it into a spreadsheet and math it out since i'm doing a factory at a time
Well, maybe take a bit more care, cause you've had a number of math mistakes talking about nuclear and any one of those can be crippling if you find out about it after you build everything
I can double check my math, I just need to have a list of materials so I can actually make a building design and locate it somewhere
Slowly throwing the production lines together and buildings that are needed.
Is there a way to calculate MW for buildings like Water Pumps?
Wouldn't just bookmarking it be more.... logical?
Power should never be a factor in your decision-making 🤷♂️
Though tools does list all that..
That's not why, I can't just kickstart a factory from basic geothermal generators when it consumes more power than reserve power sometimes
..... why would you need to? Are you going from bio to nuclear skipping coal & oil?
I'm calculating it in so I can automatically get a calculation without needing to throw it into a machine and so then I can just add up the wattage on a factory by simply counting the buildings instead of overclock rates.
@vapid gorge 100 gennies, 2x600 diluted fuel, all the pipes are split evenly but some 10 or 15 gennies never get enough
ok first step is to check on the refineries producing fuel
are any of them flickering yellow?
if so click on their panels - are they starving of material or are their outputs clogged?
they're full up waiting to pump
so you have multiple clogged refs? cool, assuming all your math and clockings are solid - what does that suggest might be the issue?
blenders, not refineries
sorry blenders
best guess is the pipes aren't able to push 600 each
cool - flow issue - that seems like a solid guess!
it's completely flat though
pipes are a little bit more tricky than that
so first question do the 2x600 connect in any way?
no
good keep it that way
So a very brief pipe tutorial/explanation
Fluid, being bi directional, can flow backwards and create stutters
This is a very common issue for manifolds of more than like, 3 machines.
what you want is to loop the end of hte manifold back at the start like this
preferably you would also not branch your main fuel pipe down multiple lines, you'd snake it back and forth
but you can do it branched as well.
That's why you feed liquids from above to lower areas... gravity does the job
it helps but isn't the only thing to do
Feeding from below is perfectly viable.
One is pressurized pipes and keeping it flowing, sloshing takes the flow
So the reason a loop helps @ivory warren , is that in a line of machines, if a middle machine pulls fluid from the manifold, the fluid ahead can flow back and stutter.
if you loop and flood the system it manages any possible back flows
gravity can help, but for example I only feed from below and I often run 600 pipes at full speed. You just need to know how to do it
It's not that hard, making sure the pipes are prefilled makes things 100x easier
Like, I don't recommend it, but it's totally doable
this is my bottom feeding set up if you're interested
the lower feed pipe is still the priority from the main line
does that make some sense?
That is more situational, I never feed from lower unless it's absolutely because I want to hide the piping or whatever. Knowing myself I wouldn't be able to use that since it makes me feel like something will happen.
oh you never have to feed from below sure, it's a choice like just about everythign else in the game. I just like the look of it and developed a sure fire way of doing it
I mean I guess. I'll give it a shot.
cool! so on each branch follow the example I showed you in the image, flood the system by turning off 1 or 2 gens, and when everything is absolutely flooded let it rip
now, you might run into an issue that your blends start starving, possibly because they aren't looped xD but you'll only know that after doing this previous step
cause right now since they can't pump out stuff fast enough you don't know if they have a flow issue as well
in general I always loop all my inputs.
It doesn't always need them but it's very common and it saves me time and grief doing it all the time
With fuel generators the pipe has to have flow, I had to force the pipe to get filled by turning off generators since it would cause more issues since perfect flow rate can't really happen with an empty pipe
well that's one of the reasons to flood the system - once you turn it back on you'll definitely see if theres still a flow issue
Pressurizing the pipe segment to the generators does make sure backflow doesn't happen as well. I have storage buffers in the event something quirky happens which usually never does it's just from starting up the fuel generator arrays.
what do you mean by 'pressurise' ? that's not a game term
You slap a pump on the segment and power it so liquids can't backflow and it only goes that direction, using valves reset headlift which makes piping absolute hell
well valves will do nothing or cause issues yes
in general you don't need pumps either unless you start branching 1 pipe into multiple manifolds or doing weird things with elevation
They are useful, people always slander that they aren't useful for whatever reason.
valves? because they only work in situations where you don't need them
they don't, for example, stop back flow.
Sounds like a piping issue, there's a fluid pump if you need to stop backflow
pumps for back flow have very specific uses. But not valves
like if you're making a VIP?
or branching a manifold over multiple floors? sure
Valves control rates, pumps literally control backflow and pipe headlift
or just branching a manifold in general tbh,
valves don't do either
They have some hidden mechanics
essentially for a valve to be 'controlling flow' both the pipes in front of and behind have to be full
if that's the case the system itself will manage the flow as needed as fluid is consumed
Essentially, a system that works with valves will work w/o them
I did not say it controls backflow, it allows only a certain amount through. Learning the game mechanics is very simple but I look around and everyone is throwing the valve to the wall when it's a tool.
I swear i'm losing braincells, a pipe doesn't have to be full to be regulated right by a pump
we're talkign about valves