#math-and-meta

1 messages ยท Page 127 of 1

vapid gorge
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so lets say you're trying to valve 120 pm to a section of machines that need 120 if hte pipe isn't full, you won't get the 120

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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

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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

long lance
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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.

vapid gorge
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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

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that's why the short description of valves is 'don't use valves, they either do nothing or break things.'

long lance
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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.

vapid gorge
long lance
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They do something already, there are two charts above

vapid gorge
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yes?

ivory warren
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@vapid gorge welp

vapid gorge
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ok a number of them are red - which means they are shut down or not connected to the grid

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did you flood the system?

ivory warren
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I filled all of them to 50 then let it run

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didn't take long to slump

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the blenders ride at 600 for a minute or two then drop to 0 for a second & reset to 600 again

vapid gorge
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check the red light ones are they ever burning? cause red suggests they aren't part of the grid I'm pretty sure

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open the control panel

ivory warren
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they flip on & off

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red means fully out of fuel, yellow typically means manually disabled or partially filled

vapid gorge
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how about this, build your hub nearby and send me your save, I'll have a quick squeeze

wind spade
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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
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so yeah, red should be solved before you start solving issues with flow

ivory warren
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red, in this case, is an issue with flow

wind spade
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it's not

ivory warren
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except yes it is

wind spade
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red means you don't have power or recipe

vapid gorge
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they said they sometimes get fuel?

ivory warren
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no, it means the genny is fully out of fuel

wind spade
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I thought we're talking about blenders?

vapid gorge
ivory warren
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working on it

wind spade
vapid gorge
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basically jsut lines of fuel gens some with green lights , some red

vapid gorge
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@drowsy hemlock what are you doing?

drowsy hemlock
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I'm currently trying to make reinforced iron plates and rotors so I can make smart plates for the elevator

vapid gorge
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cool cool and?

vapid gorge
drowsy hemlock
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Trying to figure out how to make it quick enough that I'm not waiting on materials

vapid gorge
drowsy hemlock
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That's the part I'm trying to figure out

vapid gorge
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is this a shrodingers rotor factory where you dont' know if you're making them or not?

vapid gorge
vapid gorge
topaz jetty
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And I do not think you need to do that for Smart platingโ€ฆ 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

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Though I only think control units are worth cheesing at least for P3 since they are a pain

vapid gorge
topaz jetty
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Yeah fair the power is the big point

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I did do that though and later expanded the system when I got automated power

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My starter one had terrible throughput but enough for P1

wind spade
topaz jetty
wind spade
covert yew
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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

wind spade
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one splitter ๐Ÿ™‚

covert yew
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wdym

wind spade
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one splitter will split it to 240/240
what happens if you send 240 to something that only needs 150?

covert yew
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it will over flow

wind spade
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yeah, and when it overflows, the rest will go to other side, providing 330

covert yew
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OOOOH sorry im dumb af

wind spade
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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)
covert yew
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may be

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did the first one+

vapid estuary
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is anyone aware of a planner that can minimize power, rather than items of input?

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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

wind spade
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beta version of Tools could do that, but it's outdated and buggy

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and you can disable recipes you don't want to use ๐Ÿ™‚

vapid estuary
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yayaya, but i really want to minimize buildings; a friend is playing this building game but doesn't like building at scale

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i'll put together a max-output recipe collection and see how that goes

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they also hate power plants. ๐Ÿคท

fringe pawn
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Depending on how much they also hate exploring, you could run off of geysers only?

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I got a gold cup sticking to coal power recently, so it's totally possible to finish the game with minimal setups.

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1.0 will make that even easier. Did they say 250 per fuel gen, which is 625 overclocked?

wind spade
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yeah, but you still need same amount of fuel

fringe pawn
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Kind of a random change in my opinion.

wind spade
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reduces fuel gen spam without affecting balance

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I actually predicted it ๐Ÿ˜„

fringe pawn
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Right, it's a space efficiency boost. Those numbers do work out nicely if you put everything at 250%. 12500 per 20 generators.

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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?'

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If I wanted to chop down more trees I would switch to playing valheim

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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.

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I think 3 or even 4 stage nuclear power could be fun even if there's no use for all that power.

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With increasingly powerful nuclear nobelisks depending on the level of waste used.

fringe pawn
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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.

wind spade
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would be problematic to change how the game works that way

fringe pawn
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In what way, beyond probably breaking all factories?

wind spade
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in the way how gens are coded

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I'm talking about programming changes, not breaking saves

fringe pawn
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Right, you'd be rebuilding them from scratch in the code

wind spade
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they'd have to basically redo power completely

fringe pawn
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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.

wind spade
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The problem is that power is outputted continuously every tick

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Or even more correctly - a gen checks every tick if the fuel inside has enough energy and converts that energy into power

fringe pawn
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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.

wind spade
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This is also why "recipes" for power do not exist

wind spade
fringe pawn
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Preparing only power would be nice.

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I will say once 1.0 hits, I hope they never change recipes ever again

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If things are imperfect, let them be imperfect, unless an alt recipe is so bad, it is never used or something like that.

wind spade
fringe pawn
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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.

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And of course there's no substitute for experiencing the new pacing that's going to be in play

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For instance, changing where you access fuel generators is probably a bigger change than how much each one can output.

frosty owl
frosty owl
fringe pawn
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Yep, I built my mega factory in U4.

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Basically using the exact spot that they nerfed, the border of Northern Forest and Rocky desert.

frosty owl
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I think that was an understandable nerf ๐Ÿ˜†

fringe pawn
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So I had already come to terms with that save breaking

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Agreed

true ledge
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how do i organize well the inside of my factories?

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iโ€™m 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

calm mauve
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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

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working backwards from the goal

true ledge
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thank you very much

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i had a feeling a tool like that existed but i wasnโ€™t sure

carmine iron
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Finally, my 120 iodine filter, per minute done ๐Ÿ˜‚ I hope 1.0 donโ€™t mess up everything

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Everything done with blueprints the worst part was logistic with train๐Ÿ˜‚

true ledge
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what are good ways to move parts long distances. iโ€™ve currently done all of tiers 1, 2 and 3

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and how i should make it so conveyors in my factories donโ€™t look like spaghetti

vapid gorge
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planning mostly - you can use vehicles if you don't like long belts

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later in the game with more alt recipes it's better to design factories that largely do high tier parts on one location, imo

true ledge
vapid gorge
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you get e xploere , truck train drones as you go

true ledge
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but do i access to any of those currently?

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or are they in tiers 5+

fringe pawn
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Long belts are viable for 100% of the game if you want.

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It's all style choices, once you understand your options.

vapid gorge
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trucks are soon and nto that dif to tractros

hallow umbra
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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

wind spade
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Satisfactory Wiki

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...

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however you can do whatever you want ๐Ÿ™‚

hallow umbra
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i didnt really like the idea of spagetting all my factories together lol

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thanks anyway

wind spade
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well if you always build from scratch, you don't spaghetti factories together at all ๐Ÿ˜›

hallow umbra
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i havent so far ...

true ledge
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for coal power, would it be better to set them up near my base where it might be a bit cluttered but itโ€™ll be close, or set them up near an ocean and use the big power towers to bring the power to my base

oblique hollow
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there is no benefit in having them close to your base

main dragon
# hallow umbra i havent so far ...

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" !!

hallow umbra
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once again personal prefrences

fringe pawn
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How do you move that concrete elsewhere when you need to build HMFs or whatever?

gray violet
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Very long trains

scenic elm
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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

thorn bane
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ye they are not great
theyre fun to build and look cool but nothing beats belts, resources wise

wind spade
brittle terrace
wind spade
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all of the modes theoretically have. Same as you can build as many belts as you want

scenic elm
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if it doesnt matter then that gives me an exuse to not automate batteries and thats a win

wind spade
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batteries are great fuel for vehicles btw ๐Ÿ™‚

brittle terrace
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I actually didnโ€™t know you could use batteries as fuel, I have always done packaged turbo

wind spade
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batteries have three times more energy capacity

true junco
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Best fuel is plutonium fuel rods. jace_smile

versed violet
fringe pawn
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Fuel gens will burn 7.5ppm turbofuel for 250MW? That'll work very nicely for the turbo blend fuel recipe.

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WHo knows whether alts will stay the same though.

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Looks like that aligns easily with all turbfuel recipes.

gray violet
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so this pipeline has 480 water coming out, i want to put valves at 3 ends, having 135, 129, 216 at the respective colors

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will this work? or do i need to have the water all coming out the same way

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making a 24 fused frame factory

wind spade
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the general recommendation is to not use valves

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just let the whole system fill and it'll distribute the fluid itself

gray violet
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oh? i wont even need valves? just let it work out itself as long the math is right?

wind spade
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basically you should never use valves and never use buffers (for buffers there's one exception - train platform buffering)

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both of those do nothing in best case and hurt your setup in any other case

gray violet
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that brings another question, why avoid valves? its jus buggy?

wind spade
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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"

river night
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the thing that people want to use valves for, typically, is just not how the fluid simulation works

true ledge
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is this a good enough design for a coal plant?

gray violet
vapid gorge
# gray violet 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

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so if you have a system that works with a valve? it'll work w/o the valve

wind spade
# gray violet that brings another question, why avoid valves? its jus buggy?

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

river night
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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

vapid gorge
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Like, I'm open to people finding a proper use other than 'cause I wanna', but haven't come across it yet

gray violet
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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

vapid gorge
wind spade
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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 )
vapid gorge
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example of seperate waste and fresh set ups

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My preferred method as it's basically unbreakable and doesn't rely on black magic

wind spade
vapid gorge
wind spade
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no I mean the 4 paragraphs above that

fringe pawn
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Is it not in McG's pipes guide?

wind spade
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I feel like it doesn't mention that at all

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it shows how valves work, but doesn't mention they are pointless

gray violet
vapid gorge
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or just create a seperate system like in the diagram

gray violet
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i got blueprints for VIP junctions so it should b good

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as for updates, im restarting anyways

calm mauve
gray violet
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making a goal of 40/40/10/10 space parts before 1.0

vapid gorge
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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

old plover
wind spade
wind spade
vapid gorge
long lance
vapid gorge
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maybe if clocking didn't exist?

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but then you'd have a slew of other issues

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across the board

old plover
wind spade
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yeah unfortunately people don't realise how the valves really work and that full pipes work better than exact pipes

vapid gorge
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but that's part of the 'realise how pipes and flow works' issue greeny points out

gray violet
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maybe theyll change fluid mechanics for 1.0, gotta ask that next dev stream

wind spade
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I doubt they'll change them much

vapid gorge
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Unlikely, they work like a bidirectional fluid should yeah

wind spade
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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)

vapid gorge
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floor holes fix would be good ๐Ÿ˜„

wind spade
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oh yeah floor holes in general need fixing

vapid gorge
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but that's not really a fluid mechanic

river night
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do wall holes work fine?

wind spade
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afaik yes

river night
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you would think its the same functionality

wind spade
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iirc even belts sometimes have issues with floor holes

vapid gorge
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and they do a weird thing where they are a variable length obj depending on the thickness of hte foundation.

old plover
vapid gorge
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but asfaik aren't pipes inside the foundation

old plover
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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)

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(idk if my description is intellegible)

vapid gorge
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I have never heard of or seen anything remotely like this xD single player no mods?

old plover
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yes single player no mods

vapid gorge
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wild

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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?

old plover
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no the pipe I did not want to connect to floor hole was properly connected to a support

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trying to recreate it. It happened in a setup I repeated 8 times and regularly encountered the issue

vapid gorge
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that is super weird - if you can recreate it do a full bug report with the save

true junco
vapid gorge
agile carbon
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whats up greeny

wind spade
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sky

old plover
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ah here we go

vapid gorge
# old plover

deeeefinitely send teh save with the hub near the location

old plover
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and yea I can build from the pipe ceiling support, but not to the floor hole

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OOOOH THATS FUCKING INTERESTING

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the bug happens only if I snap the pipe but not build, then build next to it

vapid gorge
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snap it?

old plover
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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)

vapid gorge
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oh.. so it .. kinda stays snaped once you move away?

old plover
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yea

vapid gorge
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truly worth a bug report

old plover
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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...

vapid gorge
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I believe so

gray violet
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a manifold like this wont cause any problems right? or is a smart splitter required

calm mauve
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just takes time to fill

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as long as the supply is => then the demand you will be fine in the long run

gray violet
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yea im just letting stuff fill up as i build this beast

vapid gorge
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don't need it allll the time but quite often

gray violet
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already looped it, was just asking about the item manifold

vapid gorge
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oh item manifolds are fine

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that doesn't look looped?

gray violet
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old ss

vapid gorge
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ah

gentle dune
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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

gentle dune
vapid gorge
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how many

gentle dune
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endless heck i dont know how many i will need haha

vapid gorge
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per min...

gentle dune
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I dont know honestly i just feel stupid with this game

vapid gorge
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what does your planner say it's making per min from it

gentle dune
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One

vapid gorge
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you must be reading it wrong because 1 mod frame pm doesn't need 180 ore pm

gentle dune
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i may be using the tool incorrectly lol

vapid gorge
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click the outputs tab

gentle dune
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i put the modular frame as output and my 180 units of iron ore as input

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so i have to swap it?

vapid gorge
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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

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either in that tab, or drag the planner screen to show the rest

gentle dune
vapid gorge
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right this is why I hate this planner

gentle dune
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u know a better one?

vapid gorge
gentle dune
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tysm!!

vapid gorge
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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

vapid gorge
# gentle dune tysm!!

it doesn't matter that a recipe is a 30 ore pm cycle because you can control the clocking of machiens

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you notice that is requires 0.8 smelters on the first step right? can you build 0.8 of a machine?

gentle dune
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no

vapid gorge
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right so you need one working at 80%

gentle dune
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ahhhhhh

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it all makes sense now

vapid gorge
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if you had a plan that said 2x smelters for example you would need any combination of smelters working to 200% total

gentle dune
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yess i get it now

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appreciate the help

vapid gorge
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no stress ๐Ÿ˜„

gentle dune
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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

vapid gorge
fringe pawn
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You won't be perfect thousands of gameplay hours later

gentle dune
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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?)

fringe pawn
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Your idea of perfect might hit the object limit, who knows!

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That was mostly sarcasm. The object limit would only be a concern if you wanted to use absolutely every resource on the planet

gentle dune
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and how many hours would that approximately take?

vapid gorge
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depends you could copy past blueprints with lots of objects in it

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object limit only ever becomes an issue for a handful of players tbh

gentle dune
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Can i create my own blueprints in the vanilla version?

fringe pawn
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I don't really have any great concept of what it takes to get to the object limit

vapid gorge
gentle dune
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i thought it was like an overlay thing

vapid gorge
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nope, just a thing

gray violet
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do i need to loop gases for manifold setups?

wind spade
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loop usually helps ๐Ÿคทโ€โ™‚๏ธ

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idk how it works with gasses, but I'd just loop always and be done with it ๐Ÿ™‚

true ledge
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should this be enough to last me until i get the next form of energy

river night
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wouldnt last me, but if you try to be efficient and go straight there .. maybe?

thorn bane
true ledge
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i have the necessary things to double it so i might try

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iโ€™ll just have to unlock mk2 miners

thorny iron
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They should add lcm() and gcd() in the little search field calculator

wind spade
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what for? ๐Ÿค”

thorny iron
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Finding the least common multiple fast and easy for more efficient factory building

wind spade
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efficiency is "clock machines to match" ๐Ÿ™‚

thorny iron
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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

balmy shell
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Or just do a 2:3 then

wind spade
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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

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limiting yourself to only numbers that are lcm is weird

thorny iron
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Why? Clean numbers look good and I plan my buildings on how much I want to build

balmy shell
#

I see how it could be useful , but not that practical for everything u place

wind spade
thorny iron
#

Clean numbers on the clockspeed

wind spade
#

why would I want that? clockspeed is made to be used

thorny iron
#

Yes true but what's the harm? Isn't 100% clock speed best? Less power than overclock more space efficient than underclocked

wind spade
#

no it's not

#

depends what you mean by "best"

thorny iron
#

What I just said

wind spade
#

if best = most space efficient, then best is 250%
if best = most power efficient, then best is 1%

thorny iron
#

And 100% is best balance because in either direction something goes like exponentially worse (I think)

wind spade
#

in both directions both things go exponentially

#

100% is arbitrary point on both exponential graphs

#

there's nothing "best" about it

true junco
#

An arbitrary definition of "best" is called a "preference". ๐Ÿ˜†

wind spade
#

obviously you can prefer whatever you want, but there's no "best" really

thorny iron
wind spade
#

no

#

figure out next product you need (e.g. computers)
decide how much you want
build that much
repeat

thorny iron
#

"Decide how much you want" -> I use lcm

true junco
#

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.

wind spade
#

that's weird way to decide

#

most things are fine being one or two buildings worth of production

thorny iron
#

Probably

wind spade
#

for that lcm rarely works

thorny iron
#

But huge factories are nice

wind spade
#

you'll have those anyway

#

lategame items need big production lines

thorny iron
#

Yes but i would make FMF out of the HMF I already built and not create them from scratch

wind spade
#

that's your choice ๐Ÿคทโ€โ™‚๏ธ

thorny iron
#

So more spread out factories each creating a item used for late game

wind spade
#

but that often leads to tons of logistical issues

#
Satisfactory Wiki

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...

thorny iron
#

Probably requires train network

wind spade
#

nothing really requires trains tbh

true junco
thorny iron
#

Yeah I think they look cool but laying down rails can be tedious

true junco
#

Laying down dozens or hundreds of long belts is also tedious. More so imo.

thorny iron
#

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

thorny iron
true junco
#

Mega factory has the problem of bogging down the playerโ€™s computer. Lol

thorny iron
#

That also

hallow umbra
#

how do i split the iron ingots into those exact values? or should i use a different throughput

wind spade
#

you can also build two groups of machines that each make the exact amount

hallow umbra
wind spade
hallow umbra
#

oh i see

#

so combine all the smelters into 1 line?

wind spade
#
Satisfactory Wiki

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...

wind spade
hallow umbra
#

ill go for the manifold method

#

thanks

frosty pawn
#

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

vocal star
#

Some people also call this the overflow method (bc you are over filling one machiene so it goes to the next)

royal yacht
#

it's basically communally named manifold

vocal star
royal yacht
#

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

#

Doesnโ€™t 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

jagged warren
#

one item of coal should weight 35kg

frosty pawn
#

it doesnt look like 35kg. i know because bbq.

royal yacht
#

Also the maths on nuclear doesnโ€™t work out because according to this we would need to provide about 1300m^3 of water per minute but then again itโ€™s 3am Iโ€™m probably wrong

jagged warren
#

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

royal yacht
jagged warren
#

not really

thorn bane
jagged warren
#

yeah, you shouldve screenshotted using your calculator instead

jovial wyvern
#

I still use a calculator I got back in 1986 because it has a lot of physical constants built in.

jovial wyvern
#

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.

oblique hollow
#

Thankfully

royal yacht
deft lichen
#

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

wind spade
#

and refuses to be burned unless having a drink

deft lichen
#

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

wind spade
#

afaik both of them basically heat water to power steam turbines

deft lichen
#

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

wind spade
#

the heated one? ๐Ÿค”

#

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)

deft lichen
wind spade
#

oh nvm it's the other way around

deft lichen
#

there are 3 loops, reactor, turbine and cooling

scenic elm
#

does anyone know how to load balance 2 pipes into 3 pipes evenly?

median heath
#

Stop thinking about pipes in terms of belts.

scenic elm
#

wdym?

median heath
#

You don't load balance pipes.

analog meteor
median heath
#

Junctions are not splitters, nor are they mergers.

analog meteor
#

just combine them and split

#

kinda

median heath
#

Fluid doesn't do what items do.

#

Pipes are a completely separate kind of system.

scenic elm
#

but they are transporting 720 water, mk2 pipes can only transport 600

pale crest
#

If you know how much is going through them, just join them together and use valves to limit the pipes equally

scenic elm
#

i cant make it one

median heath
#

Stop thinking about pipes in terms of belts.

scenic elm
#

ok

analog meteor
#

its not that complicated

#

plus a manifold would work just fine if the three pipes your splitting "consumes" the correct number

median heath
wind spade
#

I'm asking them ๐Ÿ™‚

scenic elm
#

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

wind spade
#

So merge them to the amounts you need

old plover
oblique hollow
#

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

median heath
#

||45-81 rule||

old plover
#

the only recipe that I really don't like for that is caterium circuit board

median heath
#

It is listed as one of the very few exceptions in the rule description.

old plover
#

where's that rule?

#

or that list or that description ๐Ÿ˜‚

median heath
#

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

old plover
#

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

median heath
old plover
#

yea most likely lol, they said they'll change recipes so that they use intergers or something like that

median heath
#

If they do that for all recipes I am out.

vapid gorge
old plover
oblique hollow
#

math wise in regards to ratios or what?

median heath
#

Caterium CB is what I pair with Crystal Computer...

oblique hollow
#

odd choice

old plover
oblique hollow
#

the ratios still work out, just that Cat CB would force a mutliple of 7

median heath
#

I mean... I make 270+ Computers/min...
So it kind of doesn't have overproduction at that scale...

old plover
oblique hollow
#

if he uses 270 per min then no

#

ratio of Cat CB to Crystal Comp is 6 to 7

vapid gorge
median heath
#

Integer building counts JaceGasm

old plover
sand epoch
#

Employee of the month award

jovial wyvern
deft lichen
#

so "yes"

#

(thanks for the clarification though)

jovial wyvern
#

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.

deft lichen
#

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

jovial wyvern
#

Maybe the warm water goes into one of Ficsit's pocket dimensions.

fringe pawn
#

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.

jagged warren
#

the coal is burnt so that it vaporizes water

#

so the water is at ~100ยฐC

balmy shell
jagged warren
#

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

jagged warren
#

because it has one of the highest specific heat capacity of any substance we know of

median heath
#

I would say the hardest thing to heat up is aerogel ๐Ÿคทโ€โ™‚๏ธ

jagged warren
#

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

fringe pawn
#

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.

versed violet
# balmy shell I thought it was normally cooled and recycled after tho?

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.

royal yacht
#

tbf the coal plants could take after steam trains and let out steam and smoke from the same exhaust

jagged warren
#

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

vapid gorge
vapid gorge
#

@last matrix is that no the waste you're talking about? if not another pic would be needed

last matrix
#

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

vapid gorge
#

ok so it's coming from 2 points

last matrix
#

yes, then merging int othe three refineries, from opposite ends

vapid gorge
#

split up the consumers so you don't merge them

last matrix
last matrix
vapid gorge
#

not a math issue, a flow issue

last matrix
#

no I mean 2 refineries is more than a line produces, and one is too little

vapid gorge
#

merging multiple systems in general is not a good idea for fluids - I'm sure it's an even worse idea for gases

last matrix
#

and I have it valved so therei s no backflow

vapid gorge
#

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

vapid gorge
#

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

last matrix
#

that is their entire purpose

#

and what the wiki says they are for

vapid gorge
#

no no it's not. It's what people expect

last matrix
#

The Valve is a building that attaches to Pipelines. Its primary purpose is to limit the flow rate and prevent backflow

vapid gorge
oblique hollow
#

thats their purpose
but they fail at it

last matrix
#

as in there is a bug or what

vapid gorge
oblique hollow
#

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"

vapid gorge
oblique hollow
#

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

last matrix
#

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

vapid gorge
#

yeah looks like you have a flow issue

last matrix
#

and this oscillates

last matrix
#

they do it in intermittent big packets of 30-50

#

and I have 20 of them

vapid gorge
#

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

last matrix
#

split into 2 and 1, clocked to 75% and 150% respectively

#

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

vapid gorge
#

did you remove the valves?

last matrix
last matrix
vapid gorge
# last matrix 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

last matrix
#

and as for elevation, I thought gas was unaffected by that

vapid gorge
#

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

  1. were you ever building junctions ON pipes?
  2. 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

last matrix
#

that said less extensively than the original as this is a pasted BP, so the junctions "came with the pipe" in most cases

vapid gorge
vapid gorge
#

I honestly haven't even unlocked bps in my last world.

#

I don't use them.

amber laurel
#

how do i get rid of a uranium thingy node outside my base

#

jus learned that i cant blow it up ๐Ÿ˜ญ

vapid gorge
#

deposit or node? if deposit you mine it
node you can't do anything about

#

other than not build a base next to it

last matrix
#

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...

โ–ถ Play video
last matrix
#

I can readily imagine how such behavior could arise: implementation with a naive multiplier on fluid level

#

rather than a Math.min()

vapid gorge
last matrix
#

no

vapid gorge
#

xD

last matrix
#

the person in the video references him

#

and the guide

vapid gorge
#

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...

โ–ถ Play video
oblique hollow
#

Of course it does

#

It invented the term

#

I already pointed out some things in the accompanying reddit post for this video

vapid gorge
#

yeah looking at it now, it doesn't seem confusing or making it sound like hte same thing as headlift

oblique hollow
#

work pressure is mostly just the fill level of a pipe

median heath
#

Work pressure is when the boss puts a deadline and now you have to crunch.

vapid gorge
oblique hollow
#

That what work pressure regulates - flow

barren elm
#

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

royal yacht
#

@fallow vector so this (no 45 rule)

#

vs this (45 rule)

fallow vector
#

still seems like nonsense.

#

"oh noes, mah decimals"

royal yacht
#

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

fallow vector
#

I'm not seeing how it's any cleaner

royal yacht
#

perfect numbers, no rounding error

#

same machines, imperfect number, rounding error

fallow vector
royal yacht
#

won't make a huge dent but makes the overclocking much nicer and everything more consistent

fallow vector
#

consistency is in application.

royal yacht
#

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

fallow vector
#

if I only need 8.5 computers, why would I make less than 8.5 computers?

royal yacht
#

en-masse that adds up

barren elm
# fallow vector "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

royal yacht
fallow vector
barren elm
#

Pretty much

fallow vector
#

I keep saying sushi belters are a weird bunch ๐Ÿ˜›

royal yacht
barren elm
#

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...

royal yacht
#

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

fallow vector
royal yacht
#

I just have an extra constraint that means this calculator isn't even a good representation of what I'm doing regardless

fallow vector
royal yacht
#

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

fallow vector
#

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 ๐Ÿ˜›

royal yacht
#

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...

static pine
#

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

royal yacht
#

because every time I think about doing it all again but with python I stop wanting to touch it

fallow vector
fallow vector
#

got docker?

#

(also, p.s. before anyone complains, Haigen said so)

royal yacht
#

no because I have a weird thing about it like with ts but I'll figure it out

fallow vector
wind spade
royal yacht
scenic plaza
#

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?

coarse bough
#

split into 3, you get 20 - 20 - 20, then split a 20 into 10, and merge the rest, and then split it in two

coarse bough
scenic plaza
#

well the idea is to not have any over/undersupply

royal yacht
#

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

scenic plaza
#

yeah thats why i was considering just leaving it like that tbh

#

its a lot simpler

pseudo cedar
#

Build another screw constructor, underclock to 40%, manifold the rods in and feed the 40% constructor into a sink

royal yacht
#

personally I would prefer to do one of the two just to keep the machines on green but really they both work

royal yacht
pseudo cedar
#

Yeah itโ€™s just a liiitle bit better

royal yacht
#

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

pseudo cedar
#

It does have a power cost though so before coal Iโ€™d just underclock everything before it to keep it perfect

scenic plaza
#

underclocking to save power is probably a better move

pseudo cedar
#

After coal, power is free

scenic plaza
#

also considering the side context that im not even sure im ready to support this power wise yet

royal yacht
#

is it just screws or are they to be used in RIPs?

scenic plaza
#

dont know what that acronym indicates

royal yacht
#

reinforced iron plates

scenic plaza
#

those screws are being used for rotors as can be seen below in the black squares

royal yacht
#

ah gotcha

#

oh yeah my bad I'm blind lol

scenic plaza
#

np

royal yacht
#

imo it should be fine power wise, just try not to go over 10 biomass burners seems to be the general sanity saving concensus

scenic plaza
#

we have coal power its just annoying to lay out

royal yacht
#

you're basically close enough to the requirements to coal you could speed-run it and then infinite power

scenic plaza
#

we have 600mw of coal power matter of fact

royal yacht
scenic plaza
#

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

royal yacht
#

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

pseudo cedar
royal yacht
pseudo cedar
#

It doesnโ€™t change the conversion though and it is linear

coarse bough
royal yacht
#

ah ok, I always forget which parts got changed with overclocking lol

pseudo cedar
coarse bough
#

mh, true ig, but like, pretty sure you have way more shards available than miners, no?

pseudo cedar
#

Everything else is just a space saving measure, but for manufacturing buildings it increases power cost

royal yacht
#

like multiples more even

pseudo cedar
coarse bough
#

i feel like relying on doggos for that is a bit unreliable tho

pseudo cedar
#

Getting nuclear waste really sucks though

coarse bough
pseudo cedar
coarse bough
#

lmao

pseudo cedar
#

On the same visit, I might add

coarse bough
#

helpful doggo

pseudo cedar
#

Well one of them is

coarse bough
#

xD

fallow vector
#

yeah I was thinking about doing my own

scenic plaza
#

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

vapid gorge
fresh helm
#

pls

vapid gorge
#

by overthinking it

#

and spending 2x as long on that than just doing the layout in game

scenic plaza
scenic plaza
coarse bough
scenic plaza
#

thats my point

scenic plaza
vapid gorge
#

You can easily make layouts in game

coarse bough
vapid gorge
#

that are perfect

fresh helm
vapid gorge
#

w/o spending huge amounts of extra time

coarse bough
vapid gorge
coarse bough
#

lol

wind spade
#

I mean it's true

coarse bough
#

of course it is, but it is silly T-T

wind spade
#

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

vapid gorge
# coarse bough lol

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

wind spade
#

no, it's even better ๐Ÿ™‚

coarse bough
wind spade
#

big build is just a collection of small builds

vapid gorge
vapid gorge
coarse bough
#

god

#

what are you manufacturing there

vapid gorge
#

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

coarse bough
#

mh yeah ig it makes sense

vapid gorge
#

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

coarse bough
#

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

vapid gorge
#

oh no, plan the crap out of things. At the very least use satisfactorytools.com for all the numbers you need

wind spade
#

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"

coarse bough
#

yeah ofc

vapid gorge
#

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

wind spade
#

but for the actual layout, you can just build a manifold or 1:1 machines and be done with it

vapid gorge
coarse bough
#

yeah fair

wind spade
maiden radish
#

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 ๐Ÿ˜ข๐Ÿ˜ข๐Ÿ˜ข๐Ÿ˜ข. And was like do is really want to start now or wait for 1.0 to do it.

wind spade
maiden radish
#

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

maiden radish
#

Few ones in goggle search

wind spade
maiden radish
#

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

wind spade
#

I made one of the tools (Satisfactory Tools)

maiden radish
#

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.

maiden radish
wind spade
#

yeah but that's not related to the online tools

#

and the power saving is pretty small tbh

oblique hollow
#

40% is the biggest power saver per machine individually, anything else is diminishing returns and not worth it

maiden radish
#

Yep the power savings was enough plus it ment that when upgrade to higher teir I just raised the percentage

#

Yep

wind spade
#

usually there's no point in upgrading to higher tier

#

just build new factory instead ๐Ÿ™‚

maiden radish
#

Lol it was about getting the highest amount of items off the node

wind spade
#

yeah which you can still do by adding a splitter after miner

maiden radish
#

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

wind spade
maiden radish
#

It was perfect line that ended up right amount or the machine amount of import i changed to be 5 10 ect

wind spade
#

most of the time people just use manifolds and/or clock machines to match ratios

maiden radish
#

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

wind spade
#

I guess you just have a different way of thinking about making production ๐Ÿคทโ€โ™‚๏ธ

maiden radish
#

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

wind spade
#

or increase the production slightly to cover that excess

maiden radish
wind spade
#

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)

oblique hollow
#

running out of power isnt a possibility before you run out of everything else

maiden radish
#

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

oblique hollow
#

space, time and most importantly your pc's processing power are much more limited

maiden radish
#

Yep but the amount of people I have seen mess up the amount of power they need

oblique hollow
#

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

maiden radish
#

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

balmy shell
#

With coal, do u need one water pump per power plant? Not sure how pipes work

true ledge
#

are there any general rules that i should know when building any factory?

balmy shell
true ledge
#

tiling?

balmy shell
#

Like this

#

Cant find original but here

sly sentinel
#

Sorry for my ignorance, but is psckaged fuel or blender better in terms of output for diluted fuel?

deft lichen
#

!wikisearch manifold

brisk shoreBOT
deft lichen
balmy shell
sly sentinel
#

Outout is better or just less power hungry and simpler process?

#

Thank you

deft lichen
sly sentinel
#

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?

oblique hollow
#

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

sly sentinel
#

But I don't care about rubber and plastic. I just need moaar powaaah

oblique hollow
#

SF tools is probably your best bet

sly sentinel
#

Thanks a lot. Will try.

dusk topaz
#

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.

deft lichen
#

you can make a blueprint with 4 smelters for faster placing

deft lichen
dusk topaz
#

True, I just usually have a lot of obstacles in my schematoziacal scaffolds and never build large buildings.

deft lichen
#

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

dusk topaz
sly sentinel
deft lichen
#

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

vapid gorge
wind spade
median heath
#

?

sly sentinel
wind spade
#

half filled setup fed from below/above

vapid gorge
#

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

median heath
wind spade
#

while feeding from below can work, it has more chance of breaking if you mess up something somewhere else (or just build slightly inefficiently)

vapid gorge
#

yeah, hence 'you have to be very strict with how you build'. I don't recommend it - but it's what I do xD

sly sentinel
#

So recommend for non-plubers. Got it. Thanks ๐Ÿ™‚

deft lichen
#

well, there's multiple reasons why loops should be used

vapid gorge
vapid gorge
vapid gorge
#

Thatโ€™s 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

maiden radish
#

@greeny her is the first part of the spread sheet with most of the base equations insert as well as base infor for miner

vapid gorge
#

Much better ui

#

Like 1000000% better

carmine iron
grizzled walrus
#

ฤฑ dont understand

#

this

grizzled walrus
#

what is this mecanich

maiden radish
vapid gorge
grizzled walrus
#

ฤฑ dont understand

#

what is it

vapid gorge
grizzled walrus
#

ok ok

vapid gorge
#

Feeding fluids from bellow can be tricky and is generally not recommended, but if youโ€™re careful with layout and use this design itโ€™s fairly safe

true ledge
#

i have made my first factory

#

it should make around 15 reinforced iron plates per minute

grizzled walrus
#

ok

#

wow

#

you factory is so good

wind spade
maiden radish
#

Lol the next part is planning the early factory based on these numbers

wind spade
#

@analog meteor

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.

last matrix
#

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?

analog meteor
#

remove the above belt. take the immage and duplicate it mirrored

vapid gorge
last matrix
#

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

vapid gorge
#

More generally a lock will happen any time 1 of the products isn't being consumed or sunk

last matrix
#

that will shut down that item, but a true deadlock is a subset of that

vapid gorge
#

define dead lock

analog meteor
#

yeah

last matrix
#

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

analog meteor
#

we need to have an officical common term set

last matrix
#

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
vapid gorge
#

then I think so yes - except you can build those systems so they restart even if they stall out

last matrix
#

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

royal yacht
#

I believe it's a fairly simple fix though right?

last matrix
#

I am not asking about fixes

royal yacht
#

just dedicate machines to use only output products?

vapid gorge
#

I think they're talking theoreticals

last matrix
#

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

analog meteor
#

id ask chat gpt at this point

royal yacht
#

oh you're just asking if given all recipes in the game can you work out if any will deadlock?

vapid gorge
last matrix
vapid gorge
royal yacht
#

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

last matrix
#

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

analog meteor
#

prob have smth to do with the out puts and inputs added together being grater than some other value blah blah. idk

royal yacht
#

sulphuric acid would like a word hehe

fallow vector
royal yacht
#

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

wind spade
fallow vector
#

digs up code

analog meteor
last matrix
royal yacht
#

and if the matches are more than two there is a possibility

last matrix
#

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"

royal yacht
vapid gorge
royal yacht
#

in which case it's possible but not garaunteed

last matrix
last matrix
royal yacht
last matrix
last matrix
#

I mean most complete factories fit that criterion

royal yacht
analog meteor
last matrix
wind spade
royal yacht
#

tbh of all the hypotheticals I've seen in this channel this is the most

last matrix
#

basically "what kinds of recipe sets even have this as a thing you need to pay attention to"

wind spade
royal yacht
#

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

last matrix
#

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"

royal yacht
vapid gorge
#

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

last matrix
#

I am saying "given a set of recipes, how do I identify whether I need to even consider that in the first place"

vapid gorge
#

and you can always build a system that can deadlock

last matrix
royal yacht
#

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

wind spade
royal yacht
vapid gorge
last matrix
fallow vector
last matrix
#

in particular the second half of that condition, where B must also produce A's ingredient

fallow vector
royal yacht
#

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?

fallow vector
royal yacht
last matrix
#

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

fallow vector
# royal yacht ah ok
  • infinite loops
  • digging into iron iron plated and getting iron ingots then iron ore
last matrix
#

I am working on a planner tool designed for "self contained" factories given a defined set of inputs and outputs

wind spade
#

yeah I'm not really sure about usefulness of that algorithm ๐Ÿค” solving production as a tree-node-path isn't ideal anyway ๐Ÿ˜„

last matrix
#

and a defined set of recipes and number of assembling machines thereof

royal yacht
fallow vector
wind spade
last matrix
#

one feature of this tool is a "warning" section, ie things the builder needs to pay attention to

vapid gorge
#

don't all planers work with a defined set if inputs and outputs?

fallow vector
last matrix
#

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