#math-and-meta
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if hte pipe IS full you'll get the right flow as long as it's consistent - the issue is pipes work off average flow and if you drop below a full pipe it'll not output the 120
now - the reason I say valves don't do anything is because there's something else that will control the 120 fluid per min you want
And thats the machines consuming 120 pm
It resets the pressure of course it won't be outputting the correct measurement, making exacts is hard when the math isn't properly doing things, no full pressure behind the valve causes issues and isn't hard to do.
Sure - but the machines using 120 fluid pm will also control how much flows down the pipe
you're basically setting up a middle man machine telling other machines 'hey use this amount' and they are confused cause yes ofc they are going to use that
and the downside to that middle man is that if the situation isn't always perfect they'll send the wrong flow down
that's why the short description of valves is 'don't use valves, they either do nothing or break things.'
It's literally a preference to use some buildings that aren't required, of course people are going to assume things don't properly. Remember this is still Early Access where there are issues and things are not 100% because the game is still being tweaked, but some people prefer to not tamper with things.
ok but you can't argue that they do something then.
They do something already, there are two charts above
ok so say you valve off 120 fluid pm down a pipe to machines that use 120 fluid pm right?
yes?
@vapid gorge welp
ok a number of them are red - which means they are shut down or not connected to the grid
did you flood the system?
I filled all of them to 50 then let it run
didn't take long to slump
the blenders ride at 600 for a minute or two then drop to 0 for a second & reset to 600 again
check the red light ones are they ever burning? cause red suggests they aren't part of the grid I'm pretty sure
open the control panel
they flip on & off
red means fully out of fuel, yellow typically means manually disabled or partially filled
how about this, build your hub nearby and send me your save, I'll have a quick squeeze
red means:
- Building is not connected to a Power Line
- Production building has no recipe configured
- Building other than a power generator has no power supply
- The grid it is connected to is either has no operating power generators or is tripped
- Power generator is out of fuel or Water
so yeah, red should be solved before you start solving issues with flow
red, in this case, is an issue with flow
it's not
except yes it is
red means you don't have power or recipe
they said they sometimes get fuel?
no, it means the genny is fully out of fuel
I thought we're talking about blenders?
build your hub near your station and DM me your save, I can have a look
working on it
will be nice day when my phone decides to actually load the image ๐
basically jsut lines of fuel gens some with green lights , some red
@drowsy hemlock what are you doing?
I'm currently trying to make reinforced iron plates and rotors so I can make smart plates for the elevator
cool cool and?
what is the brain tickling thing?
Trying to figure out how to make it quick enough that I'm not waiting on materials
are you making rips and rotors already?
That's the part I'm trying to figure out
is this a shrodingers rotor factory where you dont' know if you're making them or not?
do you have containers with rotors and RIPs stored?
anyway - have 1 container with rips, 1 with rotors, connect them to an assembler or two
This sounds like a just make em thing and not a automated production line
And I do not think you need to do that for Smart platingโฆ you will need to get lots of it later anyway so why bother doing it temporarily early, get it stockpiled so you can cheese the later stuff
Though I only think control units are worth cheesing at least for P3 since they are a pain
So? Do it again later - you know, when you have automated power and much higher throughput
Yeah fair the power is the big point
I did do that though and later expanded the system when I got automated power
My starter one had terrible throughput but enough for P1
because later you'll need different amounts ๐
You miss the rest of that sentence โso you can cheese the later stuffโ amounts donโt matter if you do that just need a lot of it
I did not. Storing is meh, sinking is the way
i need to convert a line of 480 a min to a line of 150 a min and a line of 330 a min pls help
one splitter ๐
wdym
one splitter will split it to 240/240
what happens if you send 240 to something that only needs 150?
it will over flow
yeah, and when it overflows, the rest will go to other side, providing 330
OOOOH sorry im dumb af
other options are:
- do not merge to 480, instead have two groups of machines, one making 150, one making 330
- balance it so that it actually splits to 150/330 (tons of splitters and mergers)
is anyone aware of a planner that can minimize power, rather than items of input?
using power as a metric minimizes buildings and would drive automatically not using, say, the Pure recipes and preferring the computer recipe in an assembler
beta version of Tools could do that, but it's outdated and buggy
and you can disable recipes you don't want to use ๐
yayaya, but i really want to minimize buildings; a friend is playing this building game but doesn't like building at scale
i'll put together a max-output recipe collection and see how that goes
they also hate power plants. ๐คท
Depending on how much they also hate exploring, you could run off of geysers only?
I got a gold cup sticking to coal power recently, so it's totally possible to finish the game with minimal setups.
1.0 will make that even easier. Did they say 250 per fuel gen, which is 625 overclocked?
yeah, but you still need same amount of fuel
Kind of a random change in my opinion.
reduces fuel gen spam without affecting balance
I actually predicted it ๐
#1184600832881201182 message here ๐ (section 2A)
Right, it's a space efficiency boost. Those numbers do work out nicely if you put everything at 250%. 12500 per 20 generators.
I definitely agree coal should come earlier. In my first play, I remember thinking something along the lines of 'what the heck is this survival game nonsense where I'm still chopping down trees?'
If I wanted to chop down more trees I would switch to playing valheim
I don't necessarily care how nuclear power comes out. But the waste issue is weird because it stands out as being one of the only things in Satisfactory that's significantly worse than the real technology. Whereas almost everything else works way better than in real life.
I think 3 or even 4 stage nuclear power could be fun even if there's no use for all that power.
With increasingly powerful nuclear nobelisks depending on the level of waste used.
Based on your other comments in that post, I wouldn't be opposed to power plants of all types straight up having recipe options. Including waterless coal burning, breeder nuclear that goes straight to high level waste while being very power inefficient, and turbo fuel, biofuel and so forth being different recipes in the fuel generator that just make them.... Different, for lack of a better term.
would be problematic to change how the game works that way
In what way, beyond probably breaking all factories?
in the way how gens are coded
I'm talking about programming changes, not breaking saves
Right, you'd be rebuilding them from scratch in the code
they'd have to basically redo power completely
My admittedly non-expert hope is that they would just make it use much of the same code as any other machine. But instead of outputting parts, it's outputting power.
The problem is that power is outputted continuously every tick
Or even more correctly - a gen checks every tick if the fuel inside has enough energy and converts that energy into power
This does remind me that I'm a little sad that there's pretty much no way for me to prepare for 1.0 on an existing save. Unless you're going to use all default recipes I guess? But diluted fuel is just so good, and who knows whether that or turbo fuel are going to change. And then nuclear will certainly have unpredictable changes, due to the number of parts involved.
This is also why "recipes" for power do not exist
Preparation is pointless anyway. You don't know all the changes and recommended is to start anew
Preparing only power would be nice.
I will say once 1.0 hits, I hope they never change recipes ever again
If things are imperfect, let them be imperfect, unless an alt recipe is so bad, it is never used or something like that.
Starting anew enables story to be experienced ๐
Oh I was definitely going to do it for that reason anyway. My own personal plan would have been to make a new save to experience the story, then go back to an endgame save with a power grid in place.
And of course there's no substitute for experiencing the new pacing that's going to be in play
For instance, changing where you access fuel generators is probably a bigger change than how much each one can output.
I used to hope they would change nuclear silarly to how they changed Diluted Fuel when Packagers where introduced (refineries could keel using the old recipes until a new one was selected), just so that I could keep running my Sushi Fuel Rods save 
Pacing before Zoop VS pacing after Zoop... 
Yep, I built my mega factory in U4.
Basically using the exact spot that they nerfed, the border of Northern Forest and Rocky desert.
I think that was an understandable nerf ๐
how do i organize well the inside of my factories?
iโm at the point in the game where i should really start making a place with all my machines and i need to know the core basics to making a factory efficient
i would start with deciding what you want to build. like 10 heavy modular frames. Pump that into https://www.satisfactorytools.com/production to see what is needed then start laying it out in game. That will give you an efficient factory
working backwards from the goal
Finally, my 120 iodine filter, per minute done ๐ I hope 1.0 donโt mess up everything
Everything done with blueprints the worst part was logistic with train๐
what are good ways to move parts long distances. iโve currently done all of tiers 1, 2 and 3
and how i should make it so conveyors in my factories donโt look like spaghetti
planning mostly - you can use vehicles if you don't like long belts
later in the game with more alt recipes it's better to design factories that largely do high tier parts on one location, imo
do you have access to any other vehicle than the tractor where iโm at?
you get e xploere , truck train drones as you go
Long belts are viable for 100% of the game if you want.
It's all style choices, once you understand your options.
look at milestones or wiki
trucks are soon and nto that dif to tractros
is it worth building a whole new production line from scratch for everything, e.g steel factory with ore inputs, or should i steal items from my other factories so i dont have to find new nodes all the time
generally I recommend to always build from scratch
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become...
however you can do whatever you want ๐
i didnt really like the idea of spagetting all my factories together lol
thanks anyway
well if you always build from scratch, you don't spaghetti factories together at all ๐
i havent so far ...
for coal power, would it be better to set them up near my base where it might be a bit cluttered but itโll be close, or set them up near an ocean and use the big power towers to bring the power to my base
set up coal power near water, transport the power back to where its needed with cables
there is no benefit in having them close to your base
I generally produce raw materials in large quantities ! So I won't have to make iron plates or iron rods again for my 1000 motors factory lol !!
For example:- I produce 20k Concrete all together !
It would suffice my needs for Encased beams and even nuclear power production !
And as suggested by @wind spade it ultimately boils down "TO YOUR PERSONAL PREFERENCES" !!
that is also an option but i dont really have the patience to set up and wait for that. i also like to know that everything is self sufficient and that i never need to touch it again
once again personal prefrences
How do you move that concrete elsewhere when you need to build HMFs or whatever?
Very long trains
am i stupid or something but i just cant think of a reason why any other method of transporting items (vehichles, trains, drones) would be better than just using belts. if anyone has a reason why they would be better please tell me because i just cant figure out why so many people use them
ye they are not great
theyre fun to build and look cool but nothing beats belts, resources wise
it's a choice you make
- trucks don't require infrastructure, but need a bit of fuel, can handle two belts per station
- trains require infrastructure, but it also carries power, need power to run, can handle 1+ belts per platform (one train can handle any number of cars)
- drones require no infrastructure, but need batteries and can handle any terrain (they just fly over)
Trains theoretically have infinite throughput
all of the modes theoretically have. Same as you can build as many belts as you want
if it doesnt matter then that gives me an exuse to not automate batteries and thats a win
batteries are great fuel for vehicles btw ๐
I actually didnโt know you could use batteries as fuel, I have always done packaged turbo
batteries have three times more energy capacity
Best fuel is plutonium fuel rods. 
Agreed. One stack will last for 200+ hours and leaves no plutonium waste
Fuel gens will burn 7.5ppm turbofuel for 250MW? That'll work very nicely for the turbo blend fuel recipe.
WHo knows whether alts will stay the same though.
Looks like that aligns easily with all turbfuel recipes.
so this pipeline has 480 water coming out, i want to put valves at 3 ends, having 135, 129, 216 at the respective colors
will this work? or do i need to have the water all coming out the same way
making a 24 fused frame factory
the general recommendation is to not use valves
just let the whole system fill and it'll distribute the fluid itself
oh? i wont even need valves? just let it work out itself as long the math is right?
basically you should never use valves and never use buffers (for buffers there's one exception - train platform buffering)
both of those do nothing in best case and hurt your setup in any other case
that brings another question, why avoid valves? its jus buggy?
obviously you can use them if you want (or know what they do), but many people come here with fluid issues and the fix is pretty much always "remove valves"
the thing that people want to use valves for, typically, is just not how the fluid simulation works
makes sense, just more manifold stuff
a more detailed explanation - valves only really let through the right amount with a flooded system - if it's not full it acts real weird
if it is flooded then that X fluid pm you're sending to machines to use X fluid pm? well the machines will also force only that much through the pipes as that's all they consume
so if you have a system that works with a valve? it'll work w/o the valve
well, first of all, the number you set in the valve is not necessarily the one that the game uses. Due to how it is saved, valve only has 255 possible values, so increments of ~2.35. If your number does not fit into those increments, it can be off (e.g. 135 is impossible, you either get 134.1 or 136.5) (edit: this has been most likely fixed in 1.0)
another thing is that valve basically works like percentage gauge. If you have a mk2 pipe with 200 fluid and set valve to 200, it will only let through 66.66, until the part before the valve fills up to max. Combine that with the fact that pipes in general want to be prefilled to work best (full pipes are happy pipes), the valve suddenly loses purpose, given that the pipes on both ends are full
and finally, the valve is sometimes used by people to "prevent backflow". While it does prevent backflow from one end of valve to another, it does not prevent backflow in any other pipe sections around it. And due to how fluids work similarly to IRL fluids, it can happen that backflow is all around the valve (see the image below the text - https://cdn.discordapp.com/attachments/553550313533997057/1258923141032574986/image.png?ex=6689cf0a&is=66887d8a&hm=5472cdc82a50346baf2c49c508361af964c591470a84ec34a81b01720da955f6& ). Looping a pipe is much better way of making sure that backflow doesn't do bad things to your system
in the end, apart from the 255 possible values limitation, (see above) valves don't really have any "bug" with them (and even the limitation is not really a bug imo), but the way the fluid system works, they are not necessary and usually bring more issues
if for some bizarre reason you want a system where you have a limited amount of liquid and want to starve the machines equally, for reasons, maybe valves could somehow do that? but... just clock them to consume the rates you want them to consume
exactly
Like, I'm open to people finding a proper use other than 'cause I wanna', but haven't come across it yet
dark blue is fresh water, light water is byproduct water, im having some of it feed back into the alum soln, and the rest being fed into different prod lines, the math adds up for everything, but does this setup work? should i let it flood or empty everything out before i have everything going
if you're trying for a VIP you need to link the Waste Water to the Fresh with a VIP junction. You're just direct feeding now which isn't impossible but I don't recommend it
if you want to solve aluminum byproduct water, there's several options:
- separate fresh and recycled water
- use byproduct water for some other recipe that needs water (e.g. in a nearby factory for pure ingots or wet concrete)
- use byproduct water for power generation (coal, nuclear)
- use a VIP junction to prioritise recycled water over fresh water (see pipeline manual in #welcome )
example of seperate waste and fresh set ups
My preferred method as it's basically unbreakable and doesn't rely on black magic
I need to save this somehow, I'm not writing it again when another person asks about valves lol ๐
just remember 'solve aluminum' as a search?
no I mean the 4 paragraphs above that
Is it not in McG's pipes guide?
I feel like it doesn't mention that at all
it shows how valves work, but doesn't mention they are pointless
alright, so all i need to do is make sure i have a VIP junction for recycling water? i can have the rest w/ no valves or any special stuff? (going into other prod lines)
set up in exactly thy way the manual shows - also hope updates don't break teh black magic that makes it work
or just create a seperate system like in the diagram
i got blueprints for VIP junctions so it should b good
as for updates, im restarting anyways
@gray violet fluid below is used before fluid above. #screenshots message
making a goal of 40/40/10/10 space parts before 1.0
I'm honestly baffled at people wanting to use a weird junction that works on unknown principals over a fullproof set up that just requires the most minimal clocking
well idk if valve number limitation isn't a bug or is but I did really feel let down when I realized they didn't work as straightforward as they were advertised
hence why I put it at the bottom of my list of possible solutions
the problem is that even if the numbers worked perfectly, rest of my message would still apply and valves would still not be useful
the last thing people read might make it stick in their mind more xD
Perfect as long as there are plenty of filters laying around
what greeny said - you still limit the flow by having the machines consume that amount.
maybe if clocking didn't exist?
but then you'd have a slew of other issues
across the board
no yea I know, but in a patchnote or a feature video of the update introducing valves they said something like "you'll be able to set the flow to whatever throughput you want" and that was it, I immediatly thought "wow recycling will be so much easier"
yeah unfortunately people don't realise how the valves really work and that full pipes work better than exact pipes
Oh you can set it - but it doesn't prevent back flow
but that's part of the 'realise how pipes and flow works' issue greeny points out
maybe theyll change fluid mechanics for 1.0, gotta ask that next dev stream
I doubt they'll change them much
Unlikely, they work like a bidirectional fluid should yeah
there may be some small fixes here and there, but in general they are at a point where they are satisfied with it and has no big bugs (even the mk2 pipe bug isn't a bug)
floor holes fix would be good ๐
oh yeah floor holes in general need fixing
but that's not really a fluid mechanic
do wall holes work fine?
afaik yes
you would think its the same functionality
iirc even belts sometimes have issues with floor holes
I think floor holes were introduced later?
and they do a weird thing where they are a variable length obj depending on the thickness of hte foundation.
yea but they are two completely different assets, and floor holes have versitality as in their thickness change depending on the foundation
but asfaik aren't pipes inside the foundation
there's also a weird bug where when you build a pipe close to a floor hole connected on one side, the game will think that pipe is connected to the hole. You won't be able to snap anything on the unconnected side of the hole, and when dismantling the floor hole you'll also dismantle the pipe next to it (that normally has nothing to do with it)
(idk if my description is intellegible)
I have never heard of or seen anything remotely like this xD single player no mods?
yes single player no mods
wild
you sure it wasn't part of the bug where part of hte pipes are invisible and you'd actually jsut accidentally connected it to the floor hole?
no the pipe I did not want to connect to floor hole was properly connected to a support
trying to recreate it. It happened in a setup I repeated 8 times and regularly encountered the issue
that is super weird - if you can recreate it do a full bug report with the save
It has the same bug but apparently occurs much less often. As far as i know, only to me. ๐
huh, interesting. I guess people might also just notice it a lot less often too
whats up greeny
sky
deeeefinitely send teh save with the hub near the location
and yea I can build from the pipe ceiling support, but not to the floor hole
OOOOH THATS FUCKING INTERESTING
the bug happens only if I snap the pipe but not build, then build next to it
snap it?
yea like I'm in build mode with the pipe, snap it to the floor hole but not click, then move a bit and build it somewhere else not related to the floor hole (like in the screenshot)
oh.. so it .. kinda stays snaped once you move away?
yea
truly worth a bug report
but not if you end up building far away, I'll do more testing as for the distance and maybe try out with prefilled pipes etc...
proper bug reports are still on https://questions.satisfactorygame.com/ ?
I believe so
a manifold like this wont cause any problems right? or is a smart splitter required
just takes time to fill
as long as the supply is => then the demand you will be fine in the long run
yea im just letting stuff fill up as i build this beast
well often times when feeding with fluid you want to loop your manifold and flood it
don't need it allll the time but quite often
already looped it, was just asking about the item manifold
old ss
ah
Hi im completely new to Satisfactory, can somebody explain to me why it says "24units/min" when every smelter does 30units/min?? My brain says 6 smelters for 3 iron mines (each 60 units/min) so 3x60=180 and 180/30=6. so why does it say i need 8 smelters?? help
what's your production goal?
producing modular frames
how many
endless heck i dont know how many i will need haha
per min...
I dont know honestly i just feel stupid with this game
what does your planner say it's making per min from it
One
you must be reading it wrong because 1 mod frame pm doesn't need 180 ore pm
i may be using the tool incorrectly lol
click the outputs tab
i put the modular frame as output and my 180 units of iron ore as input
so i have to swap it?
if you click on the tab that says output what does it say? or drag the planner to show how many mod frames per min it's doing
either in that tab, or drag the planner screen to show the rest
sorry
right this is why I hate this planner
u know a better one?
tysm!!
ok the reason why it says 24 ore at the start for your 1 mod frame pm is that in total, you only need 24 iron ore to do the plan
it doesn't matter that a recipe is a 30 ore pm cycle because you can control the clocking of machiens
you notice that is requires 0.8 smelters on the first step right? can you build 0.8 of a machine?
no
right so you need one working at 80%
if you had a plan that said 2x smelters for example you would need any combination of smelters working to 200% total
as a general tip - research MAM stuff asap and pay attention to menu keybinds under your reticule when building - it gives you lots of options
no stress ๐
havent built that thing yet im all out on making ineffective and inefficient mega structures. its my first playthorugh yet but i will keep that in mind for my next one cuz i dont think i wanna keep this one for long becasue its becoming a huge mess
everyone learns differently. I restarted at tiers 3 ,5 and 7. Gave myself fresh starts. Not good for everyone though.
Mostly don't stress about making things perfect - realising after you finish something you could have done 10 things better is normal, just keep going forward
You won't be perfect thousands of gameplay hours later
so hard not to get OCD in this game but i think ure right, i will keep it for a bit theres no perfect factory anyways (or is there?)
Your idea of perfect might hit the object limit, who knows!
That was mostly sarcasm. The object limit would only be a concern if you wanted to use absolutely every resource on the planet
and how many hours would that approximately take?
depends you could copy past blueprints with lots of objects in it
object limit only ever becomes an issue for a handful of players tbh
Can i create my own blueprints in the vanilla version?
I don't really have any great concept of what it takes to get to the object limit
I'm not sure what you mean? blueprint machine is in base game
oh theres a machine for it lol, im yet to uncover that thanks
i thought it was like an overlay thing
nope, just a thing
do i need to loop gases for manifold setups?
loop usually helps ๐คทโโ๏ธ
idk how it works with gasses, but I'd just loop always and be done with it ๐
should this be enough to last me until i get the next form of energy
wouldnt last me, but if you try to be efficient and go straight there .. maybe?
probably wanna double that
i have the necessary things to double it so i might try
iโll just have to unlock mk2 miners
They should add lcm() and gcd() in the little search field calculator
what for? ๐ค
Finding the least common multiple fast and easy for more efficient factory building
efficiency is "clock machines to match" ๐
If I want to produce computers which need 105 Quickwire and one Assembler produces 90 it's good to know that the lcm would be 630
Or just do a 2:3 then
eh, you should start from how much you want to make, work backwards to see how many ores you need, build that and clock machines if needed
limiting yourself to only numbers that are lcm is weird
Why? Clean numbers look good and I plan my buildings on how much I want to build
I see how it could be useful , but not that practical for everything u place
clean numbers are much easier achievable with clocking
Clean numbers on the clockspeed
why would I want that? clockspeed is made to be used
Yes true but what's the harm? Isn't 100% clock speed best? Less power than overclock more space efficient than underclocked
What I just said
if best = most space efficient, then best is 250%
if best = most power efficient, then best is 1%
And 100% is best balance because in either direction something goes like exponentially worse (I think)
in both directions both things go exponentially
100% is arbitrary point on both exponential graphs
there's nothing "best" about it
An arbitrary definition of "best" is called a "preference". ๐
obviously you can prefer whatever you want, but there's no "best" really
So I should plan phase 4 first?
no
figure out next product you need (e.g. computers)
decide how much you want
build that much
repeat
"Decide how much you want" -> I use lcm
You can if you want to. You could just decide what you need for phase 4. And start building the entire phase 4 factory from the start. All intermediate products as you go will allow you to build the rest.
that's weird way to decide
most things are fine being one or two buildings worth of production
Probably
for that lcm rarely works
But huge factories are nice
Yes but i would make FMF out of the HMF I already built and not create them from scratch
that's your choice ๐คทโโ๏ธ
So more spread out factories each creating a item used for late game
but that often leads to tons of logistical issues
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become...
Probably requires train network
nothing really requires trains tbh
All late game stuff requires a logistic network. Nowhere on the map has every single resource. But a logistic network doesnt have to be trains. Personally i like trains tho.
Yeah I think they look cool but laying down rails can be tedious
Laying down dozens or hundreds of long belts is also tedious. More so imo.
I think a single "megafactory" has more drawbacks because resources need to be transported in high raw quantities and oil,bauxite,nitrogen is probably not near
That's why I have many factories spread out using only local stuff
Mega factory has the problem of bogging down the playerโs computer. Lol
That also
how do i split the iron ingots into those exact values? or should i use a different throughput
single splitter ๐
you can also build two groups of machines that each make the exact amount
how so
what happens if you send more items to a side that needs less? ๐
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...
either that, or build two groups of smelters, each making the required amount (one group making 52.5, one making 67.5)
if your iron plates are made somewhere else from your iron rods, you can put the smelters in a line and make the manifold output split somewhere near the middle
Some people also call this the overflow method (bc you are over filling one machiene so it goes to the next)
it's basically communally named manifold
Ik (i learned it from the youtuber "imkibitz") hes how i found satisfactory
75x10^3 because mega - kilo
/60 because per second vs other stuff being in per minute
4.18 is constant
80 for a guesstimate at the average temperature probably being in the realm of 20, with less inefficiency if the temperature is higher I guess
Doesnโt really give us the mass of coal but we can then guesstimate that from average carbon-based combustion
But at least the water is maybe probably accurate, which I doubt is intentional somehow
one item of coal should weight 35kg
it doesnt look like 35kg. i know because bbq.
Also the maths on nuclear doesnโt work out because according to this we would need to provide about 1300m^3 of water per minute but then again itโs 3am Iโm probably wrong
i calculated it assuming the coal powerplant burns it with a 35% efficiency and using the average real life energy density of coal at 24 MJ/kg
Based on my maths the water part is anywhere from 70-95% efficient if that affects anything
not really
did you just
take a picture of a real life calculator?
i am impressed (but not in a good way)
yeah, you shouldve screenshotted using your calculator instead
I still use a calculator I got back in 1986 because it has a lot of physical constants built in.
Coal power plants require on average 1.14 pounds of coal per kilowatt-hour of energy. That works out to a little under 650kg of coal per minute to produce 75MW of power. At 15 coal per minute, each unit of coal should be around 43.3 kg.
A 500MW coal plant uses around 12 million gallons of water per hour, which converts to around 113 cubic meters of water per minute for a 75MW generator. That's 113 metric tons of water per minute, so Satisfactory generators are a bit lean on water.
Thankfully
Same calculator I use for satisfactory stuff sometimes
uses water, like, takes as input in room temperature and evaporates it away?
coal generators don't have any visible steam coming out of them, unlike NPPs
however, both the coal gen and NPP use the exact same turbine, which is such a nice detail
the coal is just thirsty
and refuses to be burned unless having a drink
I only know how it works in a nuclear power plant where the two inner loops are closed, and the third loop is what needs the constant supply of water that gets evaporated
whether coal power plants also use a closed loop, idk
afaik both of them basically heat water to power steam turbines
yeah, my point is about recycling the water
nuclear power plants recycle the water because it's radioactive, so I have no idea whether coal power plants do any recycling
the heated one? ๐ค
it recycles the cooling water afaik
not the turbine one
because the cooling water is what actually goes through the reactor
(tho I may misremember lol)
oh nvm it's the other way around
there are 3 loops, reactor, turbine and cooling
does anyone know how to load balance 2 pipes into 3 pipes evenly?
Stop thinking about pipes in terms of belts.
wdym?
You don't load balance pipes.
yeah you dont
Junctions are not splitters, nor are they mergers.
but they are transporting 720 water, mk2 pipes can only transport 600
If you know how much is going through them, just join them together and use valves to limit the pipes equally
i cant make it one
Stop thinking about pipes in terms of belts.
ok
its not that complicated
plus a manifold would work just fine if the three pipes your splitting "consumes" the correct number
Never use valves
How do you get 720?
6 Water Extractors?
I'm asking them ๐
i got 720 with a overclocked water fracking node because there wasnt any water nearby for water extractors
also its for the water for my nuclear reactors so its pretty important
So you really got a few separate sources of smaller values
So merge them to the amounts you need
#screenshots message @silk hinge numbers make sense when you look at the game using cycle times
That recipe is meant to be used in multiples of 8 for the numbers to make sense.
Most decimal numbers in recipes can be removed by multiplying by 2 often enough
the output of frame is not 2.813, but 2.8125
multiplied by 8 thats 22.5/min
||45-81 rule||
the only recipe that I really don't like for that is caterium circuit board
It is listed as one of the very few exceptions in the rule description.
So the premise of the 45-81 rule is getting production in "clean numbers" with respect to clock speed.
As you may or may not know, the game enforces a 4 decimal limit on clock speeds (it does not care about parts per minute, nor does anything in the game actually operate on parts per minute, EVERYTHING is done in individual cycles with respect to clock speed for cycle time)
Example: if you tell a Smelter to do 20/min instead of 30/min, the clock % changes to 66.6666%.
The UI will say 20 ppm, but this is a lie to make you feel better about yourself. The machine truncates anything after xx.xxxx%, so you do not actually get 20/min, you get 66.6666% of 30 (which is 19.99998).
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).
So the math was done to find out how to make production lines "behave", and the first thing we solved was the 81 part of the rule. With respect to Rubber/Plastic - always do them in multiples of 81 and all machines in the recycled loop automatically fall within the 4 decimal limit. No repeating numbers, no imprecision.
The 45 part of the rule applies to non-oil products. Do your final product amount in multiples of 45 and everything in the production chain automatically behaves without you needing to think about it.
Exceptions: Caterium Circuit Board, Pure Iron, Fine Concrete
(CtCB and PureFe usually outweigh the rule because you'll be doing them in such large quantities that they fine a common multiple somewhere up the chain.
No one should ever use Fine Concrete.)
Note: 45-81 is the lowest whole number multiple, but you can cut them in halves to achieve closer to your actual goals.
I.E. 45/22.5/11.25/5.625/2.8125, or 81/40.5/20.25/10.125 (going lower than 10.125 on oil causes issues)
So if you needed 100 Plastic, I would instead say to make 81+20.25=101.25
that's nice, actually when planning backwards with 100% machines on final production, everything upstream works following more or less with that rule, as if the maths was thought for this. I very often see those numbers
All going out the window in September ๐
yea most likely lol, they said they'll change recipes so that they use intergers or something like that
If they do that for all recipes I am out.
??? it's an amazing recipe
It is good only for caterium computer. Sole purpose math wise
math wise in regards to ratios or what?
Caterium CB is what I pair with Crystal Computer...
yes
odd choice
you store / sink the slight overproduction?
the ratios still work out, just that Cat CB would force a mutliple of 7
I mean... I make 270+ Computers/min...
So it kind of doesn't have overproduction at that scale...
it's overproduction in itself ๐
fuck maths? you have full clocking control. Why are you letting numbers dictate what you do?
CLLEEEEEAAANNNNN
Integer building counts 
FICSIT HR wants to speak with you...
Employee of the month award
Uses as in "pulls in water to act as a coolant to condense the closed-loop steam after the steam has passed through the generator turbine."
It's not so much that it evaporates away, but rather the now warmer water is discharged back into wherever it came from, usually downstream from the intake if the plant is on a river.
yeah, this goes back to my point
the generators don't have a warm water output, it's implied the water is somehow consumed entirely
but you can't see it evaporate, the chimney only emits smoke
Maybe the warm water goes into one of Ficsit's pocket dimensions.
Coal generators do indeed output warm water. It can create environmental problems around them.
Maybe newer designs can use closed loop water systems? But I don't know how much effort is going into Hi-Tech coal power because it's an obsolescent way to make power in the first place.
obviously
the coal is burnt so that it vaporizes water
so the water is at ~100ยฐC
I thought it was normally cooled and recycled after tho?
its very hard to cool water though
matter of fact its probably the hardest substance to cool and heat up in the universe
so do keep that in mind
How so?
because it has one of the highest specific heat capacity of any substance we know of
I would say the hardest thing to heat up is aerogel ๐คทโโ๏ธ
to heat up a kilo of water by 1 K (or 1ยฐC) you need a little over 4.18 kJ
so to cool a kilo water by 1K it needs to radiate out 4.18 kJ. where to though?
for comparison iron has under 0.45 kJ kg-1 K-1 of specific heat capacity according to wikipedia
so 9x easier to heat/cool down
Overall, it's the same situation for a lot of things. It's cheaper to pull in more of a new raw resource then recycle any sort of output.
There are two main ways of recycling the internal loop water.
Method one: dump it into nearby lake. Creates a warm environment hospitable to new kinds of fish and never freezes. Fishers love that.
Method two: Build a condenser tower. The satis nuclear plant thingy? Thats a condenser tower, not a chimney. This method is expensive, but if you dont have body of water nearby, its what you do. The thing raising from it is steam, not smoke.
tbf the coal plants could take after steam trains and let out steam and smoke from the same exhaust
a truck loaded with plutonium waste should be radioactive for up to 1081 meters and cause maximal damage (20/s) to a range up to 92 meters
pretty dangerous
clock your machines to your will
@last matrix is that no the waste you're talking about? if not another pic would be needed
yes dark gray is the co2 line
the pair of them, each from two banks of boilers
each line carries 450 a minute, or at least should
ok so it's coming from 2 points
yes, then merging int othe three refineries, from opposite ends
split up the consumers so you don't merge them
above shot https://i.imgur.com/En4rV8D.jpeg
see what I said in the other channel - if you mean splitting the two waste lines that creates a math issue - the refinery sinks 300 and each line produces 450
not a math issue, a flow issue
no I mean 2 refineries is more than a line produces, and one is too little
merging multiple systems in general is not a good idea for fluids - I'm sure it's an even worse idea for gases
and I have it valved so therei s no backflow
Valves don't stop back flow
also valves only work in a flooded system
and maybe not with gases afaik
build another floor of refs or something - but I highly recommend keeping both 450 waste lines completely independent
and in general don't merge any pipe system that doesn't have to be merged, one of the basic pipe rules
and assume anything that is tricky for liquids is 10x worse for gases
and in case you want an image for why valves don't stop back flow
and how valves only function under certain conditions
and that's not even going into how, apparently, there's an issue with the setting so that the number set may not be reliable
I built a 90gw TF plant with RP before - definitely need to keep them in their own units
wait what
that is their entire purpose
and what the wiki says they are for
no no it's not. It's what people expect
The Valve is a building that attaches to Pipelines. Its primary purpose is to limit the flow rate and prevent backflow
They, technically, do prevent fluid that is in front of them, moving to a point behind them.
but look at the diagram for the explanation
thats their purpose
but they fail at it
as in there is a bug or what
diagram
more of a "due to how the system works" kind of thing
this is a pretty common edge case where valves can no longer prevent "back flow"
the system in question also invovles gases - no idea how that affects it
as in there is no fluid moving back through them, but a pressure wave effectively "causes" the flow on the valve's input to switch direction
this is what I meant by starving and idling by the way https://i.imgur.com/HmyzsVg.jpeg
the input amount dropped below 15 just for a second but the machine idles for 5 seconds because of it
thus then causing the flow to back up,and then the input to hit the 50 ceiling, blocking inflow yet again
yeah looks like you have a flow issue
and this oscillates
the issue is that the boilers do not generate 45/min smoothly
they do it in intermittent big packets of 30-50
and I have 20 of them
unless you fucked up the math or there is another massive issue? make them 2 independent ref systems
this is 90gw of dealing with CO2 with that mod. Pls. Just try it
I am trying it https://i.imgur.com/BFM4nuZ.jpeg https://i.imgur.com/yap1ccd.jpeg
split into 2 and 1, clocked to 75% and 150% respectively
now both sides are starving a bit https://i.imgur.com/nUl8udR.jpeg
while the co2 flow on each line is <<450 https://i.imgur.com/ux0Jyhi.jpeg
and it is backing up in the heaters https://i.imgur.com/vwRszIe.jpeg
that happened in under 60 seconds
I do think the issue is burst output
and the refineries thus running only at ~90% duty
and thus, despite recipes suggesting a ratio-perfect build, in actuality having less consumption than production
@vapid gorge you said to never use buffers for gases - why
because that would solve the duty cycling problem i think
So buffers with liquids can really mess with things or do nothing if you know w hat you're doing
buffers with gasses really fucks up flow.
Can you make it so each 450 only feeds 1 ref? or is that what you did?
did you remove the valves?
that is what I did with the exception of one side being 2 refs that sum to 450
yes
let the whole thing flood and see if there's still a flow issue - full pipes are happy pipes.
if that doesn't work may need to look at the elevation changes along the line where you collect the co2
the pipes are full
and as for elevation, I thought gas was unaffected by that
gas doesn't need headlift, but elevation changes are a bit wonky.
So the pipes are full but the refineries are still starving?
ok couple other things
- were you ever building junctions ON pipes?
- is it possible there's a hidden mk1 pipe along a section that needs a mk2?
cause this is really weird. If it's possible you built any junctions on top of existing pipes I'd suggest deleting pipe segments and replacing everything with mk2s just in case
intermittently yes
extensively to 1 and I checked for 2 but will check again
that said less extensively than the original as this is a pasted BP, so the junctions "came with the pipe" in most cases
I'd be suss about the bp if you think they might have been build on the pipes in teh bp - so yeah delete all the pipe segments and replace with mk2
want the BP file?
how do i get rid of a uranium thingy node outside my base
jus learned that i cant blow it up ๐ญ
deposit or node? if deposit you mine it
node you can't do anything about
other than not build a base next to it
also given the locations of the uranium nodes...
I really doubt you built a base there
especially an earlygame one
unrelated, this video seems to describe a serious design flaw in valves (timestamp): https://youtu.be/QQpAEfMFZOs?t=300
Grab a copy of my save file: https://dl.xyrillian.de/satisfactory/power-station
Check out the Ficsit Inc. Plumbing Manual by McGalleon: https://satisfactory.wiki.gg/wiki/File:Pipeline_Manual.pdf
00:00:00 Introduction
00:00:29 Not getting with the flow
00:01:44 Let's get technical
00:02:13 Problem 1: Upward flow
00:03:26 Problem 2: Loadbalancin...
yeah it's in the pipe manual
I can readily imagine how such behavior could arise: implementation with a naive multiplier on fluid level
rather than a Math.min()
this isn't you, right @oblique hollow ?
no
xD
he's making some errors in the explanation here
Huh, does the manual talk about work pressure @oblique hollow https://youtu.be/ZwO-F82sYE4?t=471 ?
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...
Of course it does
It invented the term
I already pointed out some things in the accompanying reddit post for this video
yeah looking at it now, it doesn't seem confusing or making it sound like hte same thing as headlift
work pressure is mostly just the fill level of a pipe
and it's desire to move to a less full section?
That what work pressure regulates - flow
Yeah it was kinda stunning to see that VIP is less capable than a humble valve
It gets recommended here a lot but it took, what, 2 years before someone actually tested it
Kinda amazed from a programming perspective that the internal fluid height inside a buffer actually matters too
with the exception of one or two buildings (notably cheap silica where I was experimenting with something) everything is now a multiple of 2 which makes production cleaner
I'm not seeing how it's any cleaner
oh noes, mah decimals
won't make a huge dent but makes the overclocking much nicer and everything more consistent
consistency is in application.
eh not really
I kinda knew it was a thing but sev went into it a bit more yesterday, when you have the x.xxxx(x+1) decimals you're overproducing slightly and when it's x.xxxxx it's underproducing slightly
if I only need 8.5 computers, why would I make less than 8.5 computers?
en-masse that adds up
oh noes, mah decimals
It was made to enable sushi belts where that kind of thing matters, if you don't use sushi belts (which, let's be real, is everyone except like 5 people) this doesn't matter
I mean this is generally the objectively correct response but it did clean up a few underclocked to 5% machines disappear
I clock machines in my manifolds to the same speed & add/remove them as-needed
oh noes, mah
decimalssushi
Pretty much
I keep saying sushi belters are a weird bunch ๐
idk I like the pretty numbers, but this factory is already a nightmare so this is mostly just to get an accurate representation for how many machines I'll need
I think it's silly too, but I also think it's a game where what you do is largely cosmetic in nature, and if it makes them happy...
for example this calls for 17 manufacturers* (assuming 100%) but I only have space for 12 in the design I want to force, so I already need to manually do all the maths at some point
ah, so it's for people that want to shoot themselves in the foot by constraining themselves unnecessarily
no it's for people that want pretty decimals 
I just have an extra constraint that means this calculator isn't even a good representation of what I'm doing regardless
looks at pi
"pretty" decimal = unnecessary constraint
but yeah this one has some wacky numbers when I try and get nice output numbers like 10 but that made it hella hard to plan machines so I did the 45 thing and now the machines are much nicer
makes note to close issues requesting 45:81 support as "won't fix"
if y'all want to use silly numbers, put them in yoself ๐
ideally I need to get every machine as close to a multiple of 6 as possible but the calculator will never be able to handle that
and not just every machine but every machine group
just for extra stupid constraining...
So I set up two parallel smelter lines of 13ea - total output 780. Two manifold series of 13. It seems as though the manifolds are slowing down the mk5 belts and backing up such that the front 5 smelters are running at 0-18% efficiency. I dont understand how this can happen if im still filling my mk5 belt by the end
oh also on the topic of silly constraints, I'm thinking of just doing my calculator thing in js/ts now
because every time I think about doing it all again but with python I stop wanting to touch it
good thing I already have an npm package for that 
exactly
no because I have a weird thing about it like with ts but I'll figure it out
if you need to debug/fork shit, the git projects have devcontainers to get the dev envrionment set up correctly
Tools are basically made in TS ๐ just the calculation part is offloaded to a server, but would be possible to keep it in client
yeah I was thinking about doing my own wrapper in python but I keep putting it off
hey folks, as part of a design for an iron processing plant we have this part here, where a smelter produces 60 ingots/min but we only use 50. is there any way to get a 25-25-10 split that isnt too headache inducing such that we can feed the 10 into a resource sink or some other constructor?
split into 3, you get 20 - 20 - 20, then split a 20 into 10, and merge the rest, and then split it in two
reduce inputs by 10
or that
well the idea is to not have any over/undersupply
you're either sinking the oversupply (waste) or you're not mining or smelting the undersupply (waste)
choose your poison :3
you probably won't get many tickets out of it so makes no difference really
Build another screw constructor, underclock to 40%, manifold the rods in and feed the 40% constructor into a sink
personally I would prefer to do one of the two just to keep the machines on green but really they both work
yeah that gets slightly more points I guess, still not many
Yeah itโs just a liiitle bit better
I mean I've sunk like 1.2 rods a minute before just to get rid of a miniscule amount of excess but honestly it wasn't worth it
It does have a power cost though so before coal Iโd just underclock everything before it to keep it perfect
underclocking to save power is probably a better move
After coal, power is free
also considering the side context that im not even sure im ready to support this power wise yet
what's the factory for?
is it just screws or are they to be used in RIPs?
dont know what that acronym indicates
reinforced iron plates
those screws are being used for rotors as can be seen below in the black squares
np
imo it should be fine power wise, just try not to go over 10 biomass burners seems to be the general sanity saving concensus
we have coal power its just annoying to lay out
you're basically close enough to the requirements to coal you could speed-run it and then infinite power
we have 600mw of coal power matter of fact
stick to the 8:3 ratio and it's pretty nice tbh (8 gens : 3 extractors)
we currently have 4 gens and 4 extractors i think? but the generators are OCd to 200%
power shards save me please save me power shards
overclocking generators isn't really worth it from what I remember
overclocking in general at that stage isn't really worth it either but meh there's more than enough slugs around
It isnโt technically an issue, but it does waste shards just for space savings
slightly more coal consumption for slightly less power I thought, or was that changed?
It doesnโt change the conversion though and it is linear
isnt that the point of shards, to save space?
ah ok, I always forget which parts got changed with overclocking lol
Yes and no, most of your shards should in theory be used for miners as that increases the total resource amount in the world
mh, true ig, but like, pretty sure you have way more shards available than miners, no?
Everything else is just a space saving measure, but for manufacturing buildings it increases power cost
oh for sure
like multiples more even
Yeah, and with doggos itโs infinite, but I still like to save them
i feel like relying on doggos for that is a bit unreliable tho
Itโs just a supplemental source, and as a supplemental source itโs really nice
Getting nuclear waste really sucks though
ofc
havent got any yet x)
Youโre lucky, I got it on 2 separate doggos (out of 3) early on and just stopped visiting
lmao
On the same visit, I might add
helpful doggo
Well one of them is
xD
yeah I was thinking about doing my own
also if there was anyone wondering this is the full layout
8 rotors, 6.66 mod frames, 8.33 reinforced plates, 120 screw, 30 rods, 40 plates / min
one splitter ๐
yeah jsut one sink if you're feeding into another machine will do it
how you make that ?
pls
by overthinking it
and spending 2x as long on that than just doing the layout in game
drawio
game community when person has fun taking game seriously
that's literally the type of games made for nerds who like to over-optimize everything, what's the issue with that
thats my point
drawio
You can easily make layouts in game
yeah ik dw
that are perfect
thx
w/o spending huge amounts of extra time
might have missed sth, but how do you do layouts in game?
and depending what you're trying this takes up a lot more space and is far less compact than what you could do - though personal goals will dictate if it's a positive or negative https://media.discordapp.net/attachments/558721941410807812/1259885930433613874/image.png?ex=668d4fb5&is=668bfe35&hm=c106d89b64ff3281e3735c66f76ce635a6063f032d0a238eeef4832f5b14f4ec&=&format=webp&quality=lossless&width=1355&height=575
You build it
lol
I mean it's true
of course it is, but it is silly T-T
you have full refund on everything so you can just try whatever you want
you have all the game rules already integrated in the "planner"
when you finish planning, it's already built
me making sure my assemblers would have enough space to exist and have logistics
they became permanent after
if you really need notes something like (6 smelter --- x ingots--> 3x assemblers) , build , is enough
it's true but it's not same
no, it's even better ๐
i mean, yeah, but for big build it's just cumbersome
big build is just a collection of small builds
what? for big builds it's even better
that first image? managing 12,000 quickwire pm
50.4 uranium rods pm
in that image the main tower isn't done and it's only about 70% operational
in any case this sort of thing leads to a ton of overthinking, like you don't need the circled bits at all
I see people do things like this and later go on about burn out and I totally understand it. It'd take so much effort in a multi step system
mh yeah ig it makes sense
maybe if you're very new and having a lot of issues doing the basic point a to point b in your brain, but definitely something to move away from asap
tbh i might have misunderstood a bit, like, yeah doing stuff in that much details for a relatively low numbers of item is a bit overkill
but idk why my brain interpreted it as "no planning at all" which is just plain stupid
oh no, plan the crap out of things. At the very least use satisfactorytools.com for all the numbers you need
most of the time the only planning you need to do is "how much do I need" and "how many machines of which recipes does that require"
yeah ofc
like these are more notes than plans just to keep track of what was doing what
they prob don't make much sense to anyone but me
but for the actual layout, you can just build a manifold or 1:1 machines and be done with it
and I only needed that many notes because it was extremely compact and needed a lot of precise clocking
yeah fair
@haughty venture see #math-and-meta message for alt recipe choices
Just decided to re start after taking break for few months when I go looking for my spread sheet I find out I deleted it not gd so now have to go rebuild the hole lot again ๐ข๐ข๐ข๐ข. And was like do is really want to start now or wait for 1.0 to do it.
you can also use some online tools instead of making spreadsheets ๐
Yes but the online tools it was pain to change the input or what I need for outputs based on percentage of power miner speed ext
which one did you try?
Few ones in goggle search
Yep tried them didn't like them much compar d to using spread sheet. It allowed me to change the efficiency percentage it also changed the amount. Of power as well as allow it to.be upgrade with just changing the machine or miner tier or percentage it changed it all
I can try to help you with your approach, if you're willing to give it a second try
I made one of the tools (Satisfactory Tools)
Lol it is not that I won't it is do I wait until 1.0 to do it as it will take few hours to import the back date recipes as well calculating formulas.
Cause if remember correctly it was cheap in power to have more machines running at I think 50% than less at 100%
yeah but that's not related to the online tools
and the power saving is pretty small tbh
40% is the biggest power saver per machine individually, anything else is diminishing returns and not worth it
Yep the power savings was enough plus it ment that when upgrade to higher teir I just raised the percentage
Yep
usually there's no point in upgrading to higher tier
just build new factory instead ๐
Lol it was about getting the highest amount of items off the node
yeah which you can still do by adding a splitter after miner
Yep the idea I had for the play though is each tier is in one area so in the starting area u had the factory that produces everything that is involved in teir +1,2
The spreadsheet also changed the percentages so that the input ore ,/item didn't have a stupid amount per machine per min that is hard to split it also worked out the amount of extra I had
"hard to split" is never a thing
you can always manifold
It was perfect line that ended up right amount or the machine amount of import i changed to be 5 10 ect
most of the time people just use manifolds and/or clock machines to match ratios
As long as I didn't waste ingots /ore eveything else's is. Mostly used in building something so is useful to have extras amount
I guess you just have a different way of thinking about making production ๐คทโโ๏ธ
Lol yer is was with iron plates it was something like 1.3 extra per min than need in the machines so there is enough to trickle into storage without setting up dedicated line for it
Or I just sinked the extra bits
or increase the production slightly to cover that excess
The information I could do with is the more complicated back dater the power Vs percentage. Stuff like that
the Tools I made don't really optimise for power, because power is practically infinite
they optimise for resource usage (minimising amount of resources you need)
running out of power isnt a possibility before you run out of everything else
Yep min does as well but it let me know how much power I needed so when I built that part I could see how much power plants I needed to build and the produce line for them as well
space, time and most importantly your pc's processing power are much more limited
Yep but the amount of people I have seen mess up the amount of power they need
thats just... normal
"whoopsee i went over my limit :("
the answer since the very beginning of the game was always "get more power"
using less power is an intermediary solution to get to that stage without blowing a fuse
Yep the power calculation was more a out what resources I need to input to get the maximum amount of power for resources
The other part of play though was can only expand but not deleted lower tier factory
With coal, do u need one water pump per power plant? Not sure how pipes work
are there any general rules that i should know when building any factory?
Try keeping them in a line with ctrl, and tiling buildings with splitters (manifolds)
tiling?
Sorry for my ignorance, but is psckaged fuel or blender better in terms of output for diluted fuel?
!wikisearch manifold
diluted fuel (blender) is better
Good to know thx
oh sorry, it's more power efficient and arguably simpler to build
Thanks a lot.
Sonehow I don't seem to find a way to force satisfactory calculator to find a way to use fuel with resin recipe. It insists on rubber and plastic. Do you know what am I doing wrong? Or is it better way of doing it?
Disable those recipes
It doesnt use the fuel and resin reicpe cause its inefficient as hell for making rubber and plastic
If you cant disable them in satisfactory calculator, use the one on Satisfactory Tools instead
But I don't care about rubber and plastic. I just need moaar powaaah
SF tools is probably your best bet
Thanks a lot. Will try.
I use Manifold a lot. It is totally expectable that I'm not the first to invent it. )))
Having a bauplan for these pieces comes handy. ^_^
I wish there was more space for blueprinting.
you can make a blueprint with 4 smelters for faster placing
the limit is by design, you're only supposed to make small modules like these, not whole factories
True, I just usually have a lot of obstacles in my schematoziacal scaffolds and never build large buildings.
Ficsit are such oppressors.
not oppressors, they just haven't figured out how to make it bigger
we could walk through walls if they could think of a way how
Alright the good old "don't look for evil where stupidity is enough".
Why I can't make module with logistic floor under coal generator ia beyond me. Those chimneys should be allowed to get 4m over BP designer.
you can BP the floor and then place the generator separately
they had to adjust the designer for it to work with coal generators in the first place
for any machine, look at how much it needs per minute and then feed it that much - don't measure things by buildings
Fluid is better to feed from above anyway
?
Why? If I had enough head pressure once it fills it does not really matter, especially if I have a pressure tower.
if you feed from above, the pipes don't need to be full for fluid to reach gens
if you feed from below, the pipes need to fill first before reaching gens
half filled setup fed from below/above
though if you think you have good pipe skills and build carefuly you can feed from below. Just accept you have to be more strict with layout
It isn't better from above objectively.
It's just "more recommended" as the average person doesn't do bottom feeding properly.
while feeding from below can work, it has more chance of breaking if you mess up something somewhere else (or just build slightly inefficiently)
yeah, hence 'you have to be very strict with how you build'. I don't recommend it - but it's what I do xD
So recommend for non-plubers. Got it. Thanks ๐
Is this the loop design the wiki talks about? (https://satisfactory.wiki.gg/wiki/Pipelines#Current_issues second note)
yes
well, there's multiple reasons why loops should be used
That one is specifically for bottom feeding and not in the wiki afaik
This would be a very good example of a standard loop though
https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_PlutoniumFuelRod_C"%3A"12.6"%2C"altRecipes"%3A["Recipe_Alternate_PureQuartzCrystal_C"%2C"Recipe_Alternate_PureIronIngot_C"%2C"Recipe_Alternate_PureCopperIngot_C"%2C"Recipe_Alternate_PureCateriumIngot_C"%2C"Recipe_Alternate_UraniumCell_1_C"%2C"Recipe_Alternate_NuclearFuelRod_1_C"]} can someone told me if it is the best way to do it or there is alternate recipes I should use
Thatโs probably the most efficient way to remove waste. I just looked at the final output though because calc planner is trash and it looks like a mess
@greeny her is the first part of the spread sheet with most of the base equations insert as well as base infor for miner
Nice thanks
What should I use instead.
Nice I used satis calculator for about 4 years ๐๐
@wind spade ping failed
...
what is this mecanich
@wind spade yep my mistake but here is the full information for the components need for tier 1 and tier 2 imputed
What do you mean?
Itโs a design for a pipe manifold to successfully feed machines fluids from a lower point
ok ok
Feeding fluids from bellow can be tricky and is generally not recommended, but if youโre careful with layout and use this design itโs fairly safe
i have made my first factory
it should make around 15 reinforced iron plates per minute
yeah for that I'd just use online tools
Lol the next part is planning the early factory based on these numbers
@analog meteor
no. ig i should add that if we have 1 full belt and another so like 900 item per min coming in. for example
we just make a row of splitters above and we would have 60 per min left.
for a "deadlock" situation to be possible, there has to be a resource that is a product of recipe A, and consumed by recipe B, and B has to also produce an ingredient of A, while there is also additional fresh supply of that ingredient to "make up the difference", correct?
remove the above belt. take the immage and duplicate it mirrored
are you talking about waste water? a dead lock can happen any time you mix waste with fresh if you don't build it properly
waste water is the only situation in vanilla where it happens
but I am speaking more generally
specifically regarding the conditions for a deadlock to be possible, based on the recipes themselves
More generally a lock will happen any time 1 of the products isn't being consumed or sunk
that will shut down that item, but a true deadlock is a subset of that
define dead lock
yeah
a deadlock, like the analogous train situation, involves a system that will not restart when the thing that incited the deadlock is cleared
ie it is self-blocking
we need to have an officical common term set
in the case of aluminum for example:
- alumina solution consumes water and bauxite, and so will only run if there is space for more alumina
- aluminum scrap consumes alumina and coal and produces water and scrap, so will only run if there is space for more water
then I think so yes - except you can build those systems so they restart even if they stall out
as such once the water line gets completely full, the system will never restart without a manual pipe flush
even if the transient state that cauased that - eg a scrap backup or bauxite shortage - resolves
I believe it's a fairly simple fix though right?
I am not asking about fixes
just dedicate machines to use only output products?
I think they're talking theoreticals
I am asking about the conditions for such a situation to be possible, given only the recipes involved
basically, given a set of recipes, determine if a deadlockable loop exists
id ask chat gpt at this point
oh you're just asking if given all recipes in the game can you work out if any will deadlock?
ok other times it could happen - sushi/bus system where an output is getting put on a belt where inputs are also being moved but the output isn't being consumed fast enough
....ML is not a magic answer divining machine - it just regurgitates a statistical average of what others have said
jfc no
because I believe @fallow vector literally has a section of code that makes sure those situations don't recurse, code could be re-applied I guess
given any specific set of arbitrary recipes, if a deadlock can occur yes
without relying on preconceived assumptions about what recipes exist or those recipes consume/produce
for example saying that since in vanilla only waste water recipes can do this, making that a criterion
prob have smth to do with the out puts and inputs added together being grater than some other value blah blah. idk
sulphuric acid would like a word 
recycleable plastic made from recycleable rubber
but yeah I believe the check would be to just see if any of the inputs of any of the recipes also happen to be any of the outputs of any of the recipes in your arbitrary selection
but it's only deadlockable if you actually reuse that water in the same loop
digs up code
i dont think we can get an answer without knowing every detail about the recepies
that is indeed such a cause, though is also outside the scope of what I am getting at, as it is dependent upon the specific logistic topology of the factory and not the recipes themselves
and if the matches are more than two there is a possibility
that is what I did at first but that is clearly not sufficient for a deadlock given thought
if recipe A takes X Y and makes Z, and reicpe B takes Z and makes Q, that is not deadlockable
yet it meets your criteria of "a product of one recipe is an ingredient of another"
hence the matches needing to be more than two
yesssss - but even the recycled by product by definition falls under that because you don't need to inject it into the fresh system. You can completely avoid deadlocks by choosing the logistic for it
in which case it's possible but not garaunteed
the recipes are known - I am just saying not to make assumptions about what they will be, eg that only X kind of recipe are worth considering
define "matches more than two"
more than two "in of one is equal to out of another"
if you also had the reverse you mean? because the recycled plastic/rubber recipes only produce their desired output
they would need to be linked, in an actual loop though, right? because I could easily design a factory with an arbitrarily large number of "input of A is output of B" pairs, unidirectionally
I mean most complete factories fit that criterion
I guess more precisely, you have to check if the out of one is used in the in of another, and also that the out of that is used for the in of anything in the chain before that
maybe it should be. "a product of a recipe is an ingredient of the other and the other way aroud" its difficult to explain
yes that is what I was getting at initially
which is exactly the problem I mentioned - whether or not something is deadlockable depends purely on how you build it
hence it being a possibility
here
tbh of all the hypotheticals I've seen in this channel this is the most
only certain kinds of recipes will ever make that relevant, and identifying those sets is my goal
basically "what kinds of recipe sets even have this as a thing you need to pay attention to"
I mean depending on your build style, it can be none or almost all
just never have an output loop into an input anywhere on it's own supply chain and you will never deadlock
I think that's the most basic way of putting it
again the topology of the logistics is out of scope for my purpose
I am not saying "given a set of recipes, how can I build it to avoid deadlocks"
it literally is not, you can build the topology for that however you look the condition of a deadlock is soley that an output loops into the input of it's own supply chain
I don't think that's a useful thing to not have in your scope because the deadlock is entirely reliant on building it to be deadlockable
I am saying "given a set of recipes, how do I identify whether I need to even consider that in the first place"
and you can always build a system that can deadlock
with most recipe sets you cannot - that is my point
so using any recipe combination that is the requirement for a potential deadlock. The output can but shouldn't be used in it's own input chain
you can, mixed belts are a thing
L671 seems like a more accurate starting point
sure you can - mod frame unit on sushi line that puts it's output on the same belt - if those mod frames don't get used? deadlock
at a quick scan, this appears to do the kind of check I described at the outset, correct?
ping was in middle of conversation, I can has link?
here
probably
in particular the second half of that condition, where B must also produce A's ingredient
I would say check the tests I added also
from my brief understanding of the algorithm, it's checking whether the output is used anywhere in a breadth first search of it's inputs right?
different recursion
ah ok
maybe if I describe why I am looking for this criterion it will make more sense why my focus is where it is, and why things are in or out of scope
- infinite loops
- digging into iron iron plated and getting iron ingots then iron ore
I am working on a planner tool designed for "self contained" factories given a defined set of inputs and outputs
yeah I'm not really sure about usefulness of that algorithm ๐ค solving production as a tree-node-path isn't ideal anyway ๐
and a defined set of recipes and number of assembling machines thereof
how else would you describe recipe data if not a tree?
have got production chain "is recursive" property for that
linear solver problem
one feature of this tool is a "warning" section, ie things the builder needs to pay attention to
don't all planers work with a defined set if inputs and outputs?
node graph
for example "this factory is set to cart in X via truck, but the flow rate exceeds that a truck can actually supply" (as dictated by belt limits and the truck stop's port count (2))
anwyay
I want to add a "deadlocking is a risk, be careful" warning
this is not useful if it shows up on all recipes

