#math-and-meta
1 messages · Page 151 of 1
Is this working?
Well I guess this new discovery will make Satisfactory Tools a bit more satisfactory to use
when do you unlock bauxite? i just found a node but it didnt trigger any research for it
after oil
im onto fuel already, maybe a bug?
its in the next tier
Not at all a bug
yep
thankyou!
Yeah it's not MAM related so there's no "you could learn more about this" message
Likewise with uranium
ah ok, i thought there might be MAM research line for it
(do not the uranium)
thats been killing me lately, "oops i landed on a uranium pillar and am taking way to much rad, oh hey im ded"

when do you get a suit, i havent ever made it to nuclear, i assume in that same tier
It's a tier 7 unlock, yeah
ahhh i need 300 more coal
any idea how to vertically align pipe junctions?
like, without having them next to eachother
Looks like it. When a train enters the block before it, it will try to reserve a path through it.
Path signals only turn green when a train has a reservation through them.
is it possible to distribute 1 conveyor belt, into 5 destinations using spliters/mergers and having 20% on each destination?
you can use a manifold for it
Yes. One 1:3 splitter, feeding three 1:2 splitters. Six outputs total. One output is fed back to the input line using a merger.
wouldn't that cause issues if you have a full line?
Mind doing it like this requires you to be able to fit 120% through the belts. So you can't split 60/min into 5 this way on a Mk1 belt.
What would be your recommendation guys on the height that a logistics hidden floor should be?
There's an alternative way that involves another splitter and merger that lets you do it though.
@ashen girder is correct that you need extra capacity on the belt with this method.
in case you dont know manifolds, you just put splitters in a row. at first the first one will get more than the others, but it will fill help, then the next one and the next one, and if you wait a little bit itll be split perfectly
Here's the diagrams for both ways.
yeah manifolds arebad
And also, yeah. Manifolds work a treat. 😄
why are they bad?
Ahh, the bottom left solution is clever!
cuz each time the conveyor goes thru a spliter it halves the income
so the first always get more than the last
Manifolds aren't bad where you have enough material to saturate the line. They're only bad when material is low.
manifold takes just a little to ramp up but when it does it works just as well. easier on my smooth brain
Whats so clever about it? you make 6 equal splits and recycle one xD
okay lets say you get 50 as input and each machine consumes 10
You split one in half and remerge it downstream.
at first the first machine will get 25
but it only consumes 10 so eventually it will fill up
the splitter will still "try" to push 25 to the first one, but it will only take 10
the rest will get transferred to the next splitter
Splitters only send as much down a line as they can, then they send the rest down the other lines. They equalize naturally.
same happens with the second one, it will get 20 instead of 10
but eventually it will be filled and will only consume 10
The solution I proposed was to create six outputs and recycle one, but this recycles to two earlier inputs, allowing a lower quality belt.
im not saying belt balancing is bad, it can be a fun challenge and not having aall the machines filled can be very useful for nuclear, but i think you might not be fully informed aabout how manifolds work
theres nothing wrong with using belt balancing, but saying htat manifolds are bad and inefficient is incorrect
In general, you want to use a manifold unless you have a reason to use a belt balancer. They're simple, and cover most applications.
Yeah but it makes sense to do that with lower quality or am I just being stupid I got those BPs since update 7 ?
lol dont be so defensive about mainfolds, do whatever u want on your save, its not the awnser i wanted, and i think i was pretty clear on my question
but jay already helped
im not being defensive..?
so thanks
i just wanted to explain to you how manifolds work, im not trying to impose my playstyle on you
@tame frigate This one scanned fine for me. I was standing beside it when my save loaded, so your theory might have merit? 🤷♂️
If you were using a Tier 6 conveyer, 1200/min, with a full 1200 input, the top left will not consume the full throughput. The bottom left will consume the full 1200.
I've not tested with T6 as I'm not there yet.
To be clear, balancers are largely a waste of space and effort and will become increasingly frustrating and annoying to implement compared to manifolds.
Yes but they make your factory run clean.
Same, but the application is when you can't create a better belt that what you need to flow.
with manifolds the factory also runs clean
Manifolds run just as clean after they saturate.
Thanks. That'll be quite the trek for me, but it's one I can test.
Disagree on big part there, if you want clean look with a factory and numbers are easy you never manifold because you get stacks of resources in machine instead the perfect number which never goes up and stays perfect.
i think manifolds arguably give a cleaner look
You're in Rocky Desert yeah? I've got some in the ravine north of NF that I still need. I'll let you know if I get one closer to you.
oh manifolds def look cleaner from the outside, than balancers? maybe not in the machines or items on belts but yeah
I've briefly penetrated into the Spire Coast north of the Northern Forest, so those may or may not be ones I've grabbed. Last time I was there though, zero drives scanned.
I agree they might look better but having to constantly just sink overflow and having to find a place to place AWESOME sink or have it in a build all tiem is annoying
you dont need to sink overflow when using manifolds
This has nothing to do with manifolds or balancers.
60 in, 60 out, both will run nonstop at 100%.
If you math right with manifolds, sinks are not used in the lines
and if you math wrong, even a balancer wont help you
70 in, 60 out, your balancer's gonna back up too.
50 in, 60 out, your machines won't hit 100%.
Yeah its that easy numbers but manifold will always prioritize 1st building meaning eventually you will stack to max resources.
It'll be less obvious with a balancer when you have a deficit, in fact.
Yeah? And?
overclocking and underclocking is a thing?
why is it bad when the first building is full?
That has literally nothing to do with this either.
If you underclock you machines to consume 50, that's 50 in, 50 out.
Both belting methods have their uses, for sure. From what I've seen more folks prefer manifolds as they're simpler to set up overall. I do prefer balancing for endgame products due to their low throughput.
if your manifold is longer than certain input and consumption rate your last machine will get starved or you need to pre-saturate it.
No, it just takes longer to saturate.
I work with good numbers and if numbers dont work well I make them work well.
If your inputs and outputs are balanced, all manifolds will saturate eventually.
Just to jump into the fracas, if I want to add machines to a manifold because I'm getting more resources, that seems simple enough. Never tried adding machines to a balancer.
how would i get 7.5 items into a 2, 3 belts and 1 1.5 belt?
except in some rare edge cases. if you have 10 machines in a row with a manifold and you're under producing by 50% and the last 2 machines are critical for power production and the first 8 arent then you might get a grid failure with maanifolds but not with balancing. but thats bad factory design
Low-quantity products are exactly where you want to use a balancer as opposed to a manifold. Late-game is when this becomes relevent. Or nuclear, where you don't want radioactive stuff sitting and accumulating.
no? if you dont have enough to saturate, balancers will starve too
If your manifold is longer than the input... even a balancer wouldn't help 😛
How do you all decide on how much of a resource to make when progressing? im at the endish of phase 2 so just trying to deliver stuff to the elevator. just hard to know how much of a resource to try to make. Should i aim for the highest tier resources to be made with one assembler at a 100% rate? IE: 5 versatile framework crafts (so i think 10 total?) a minute? Then i know to aim for 25 modular frames, 60 steel to craft that and have it castcade down to ingot, ore, etc? obviously other things as well. For some of the items used for building i just split it off to a storage so the machines are a little inefficient for a bit but it catches up when full
No. go make a 8 power coal gen with 120 input and run it from start and wait for last to become online in 4 hours...
Yeah, that's literally exactly what I do every time.
Yep, aiming for a certain end product is the way to go
Sadge
Anyways good convo going back to make 200 fuel gen setup
only 200?
does anyone here know how to vertically align pipe junctions?
the 5x5 BP machine really helps with making fuel gen power tower BPs
Still on phase 4 I dont need no more that 50k power atm going to mega nucleor power plant after
im too autistic to just eyeball it and too lazy to make a second blueprint..
I dont do power towers I make awesome builds dude. Thanks
Pipe stands and snapping to outputs/inputs?
Do you know the two-snap rule (or whatever it's formal name is)?
i have a vertical pipe and i want a reproducable way to put the pipe junction at the same height in independent locations
ah, I see
Pipe stands is how I'd do it.
is there a foundation below?
it odes not snap to pipeline supports
Build a pipe that intersects horizontally with the pipes at the desired height, and then place the junctions on that
Build supports to the correct height, build a cross pipe, then build the vertical pipe after.
it snaps to it when its horizontal or diagnoal but it unsnaps as soon as i make it vertical
so either its not aligned horizontally or not aligned vertically 🤔
You can place + junctions vertically on walls. Put a wall on your foundation, nudge it to your pipe, and place the junction on the wall.
hey quick question how much urainum fuel rods do nuclear power plants take per min? i forgot
0.2
thx
do you think this here can still be considered bottomfeeding?
yes because you're pushing it up into the feed pipe
epic
why is there a connection at the bottom of each feed line?
the horizontal upper connecting pipe fixes the wonkiness of it all
wdym?
i hadnt added the bottom pipes yet in that screenshot, one sec
you want to avoid a lot of merges within a manifold loop
Yea.. just go direct from the lower into the refineries
adds a lot of wonk
addint that upper horizontal line made my refineries 100% efficient
it removed all the wonk. im guessing it helped because it connected all the pipes on a level above where the refinery input is i think
doing that made my refineries stall
do those pipe floor holes work when you place the BP?
look if it's actually working fine I'm happy for you, just run into a lot of people misdiagnosing pipes and there's no reason for tons of branches to help
yep !
You would need pumps...
I dont feel like doing a lot of math rn so here I am asking, is turbofuel still worth it?
why would i need pumps?
How else you getting the headlift to get up?
if the yhave enough base headlift before the manifold it's not an issue
Don't think TF numbers have changed much, tbh, but rocket fuel is a step up for sure.
ah alright thank you
Huh. After crossing about 2/3rds of the distance there, a hard drive popped up on my scanner. 🤔
and now its time to wait
Why are there still junctions?
efficiency has already dropped
@vapid gorge removing the upper horizontal line made the extractor stall within seconds
it must help with the slosh
becuase i was too lazy to remove them and leaving them in allows me to easily add the horizontal pipe agian
You were getting fake headlift from a feedback loop.. im still not seeing any pumps :/
how does one get fake headlift from a feedback loop? also, i have a pump
yep, the refineries are starting to stall. the 100.7mw drop is the exact number of a refinery dropping ou
the refinery efficiency is going down too
If you think it works, then do it. I wouldn't be connecting any of it like that, but thats me.
i know it works
i just demonstrated that if i were to do it the way you told me to that it wouldnt work.
i added the horizontal pipes back in, i didnt flood the same i just added empty pipes to it and now the extractor is back at 100% efficiency
Three scanning drives in a row, and I haven't even reached yours yet. WEIRD.
you mean vertical pipes?
.
if I genuinely don't know what is a good amount, I set up for one machine's output per minute, assuming 100% clock, as an end product. This number can change based on what recipe I use, too.
these pipes
Yeah, I really think it's about which ones they've touched recently.
I would have changed more than you did in your "test" so dont go using that as your proof.
All that really matters is that you like it.
well the oil is coming from there, i cant just remove them
it works flawlessly went built like this
and thats using full 600 pipes too
each one of those refineries uses 150 oil, theres two 600 pipes feeding them
after adding the horizontal pipe back in and waiting a bit my powergrid is perfectly flat again, no flooding necessary
I'm digging into trains a bit and have some questions/assertions I'd like to confirm.
- Train platforms can either load or unload, not both at the same time.
- Train stations can filter items to prevent accidental load/unloads. I'm not sure if this has any clever uses.
- Train platforms always have two load and two unload conveyers. I'm not sure if there's a clever way to use the load conveyers for an unloading platform, but they seem functionally unnecessary.
server name checks out
all correct.
Yay, thanks for the sanity check!
yea, outside of building new factories i havent had the power graph be not perfectly flat even once. if it did happen id check to see hwihc machine it was and spend days trying to fix it until its either fixed or i have burnout
The double input/output is useful for when trains are at the station, and the resource output/input from/to the station stops- can be used to buffer items easily.
How do you tackle machines with fluctuating power consumption?
Platforms can only be set to do one function at a time, but it's not like a building can change layout by the flip of a switch, so the in/out ports are always there
i havent gotten to that yet, but i plan to put all machines with fluctuating power consumption on a secondary grid
I think I understand. Have two belts feeding an industrial storage, with one belt leaving for contant output.
exactly 👍
i plan to put all my nuclear power plants in a long line with priority power switches between them so i can remotely toggle how much power to allocate to each grid
👀 interesting
It makes sense they only wanted one model for the platform. But, I was wondering if the platform literally switched two inventories. I was thinking terrible thoughts...
item filtering is probably most useful to mix items in a single platform without mixing in the car, or visa versa, because it's a per-station option. Still generally inadvisable to mix in a single car.
Nope, same inventory
Agreed. It did occur to me that station filtering could be used instead of smart splitters at the output for sanitizing inputs to the factory.
are you planning on having multiple trains stopping at a particular station?
yeah but at that point it's already in the station or in the car
sushi trains 
I hadn't really got that far. I was thinking each consumer could have their own train, perhaps going to a single source.
Agreed, but in the car is one place, all over the factory is multiple places.
kk, careful if you do do that, it significantly lowers the throuhput of each platform having extra trains stopping
Noted. We'll see what terrible, cursed things I dream up...
and look up how to buffer train stations
I think I understand buffering, but I'll look it up just in case...
Your drive is NOT scanning.
...but you said you were standing next to it when you loaded the game. Hrm.
heres a chart that shows maximum throughput of a train station based on belt speed, item stack size and how often a train stops there
how does an industrial container act with two outputs. Is it basically a splitter?
lets say you're transporting 500 stack size items with two mk5 belts, if the train comes every 50 seconds you'll only be able to transport 715 items per minute. thats two mk5 belts which can together only transport 715/min total
it helps to feed in with two belts to get it working properly though
seems like it
Ooh, we're both wrong. 😂
the one i just set up is not splitting
Weird bug. Hopefully they fix it soon.
iirc industrial containers will pick an output and prioritize it. I don't believe it's ever been consistently the top or bottom output, either
use both inputs too
A known workaround is to reload the game next to it. Hence why my theory about 'regions close to where you load'.
Ah, that makes sense. I didn't realize that was a thing.
Interesting... can you send me a link to that calculator?
R=27.08 is the amount of seconds that the trains takes to unload, during which it blocks the inputs
u dont ever really have a reason to change it but i put it as a variable just to see what would happen if it was different
How do i split 800 fuel between 36.56 Refineries
Nice. Thank you!
id just put 37 refineries, clock one to 56%, feed 400 in at the front and 400 in the middle
or if u want to be extra safe maybe 400 front and 400 back i guess. its just superstition but i dont trust the fluids, they're always scheming against me trying to overthrow my kingdom
hmmm i overclocked one to 156%
same thing
but then technically one half needs a little more tho
maybe i just use valves
and make sure 400 goes one way and the rest another way?
no, connect both halves
Valves are complicated. Set your buildings to consume the right amount and make sure your pipes can handle the throughput. Having exactly 400 two ways won't help you.
one long line, all connected. feed one half in at one side and the other half at the other side. dont use valves unless u really really know that you need valves
ah okay cool, i will do that then
the pipes balance themselves out because fluid flows both direction, so as long as no one pipe needs to carry more than its maximum, itll be fine ™️
Also, I think you need MkII pipes, in case no one else mentioned that.
Oh yeah i am using mk2
Good.
the next fun part will be supplying 200 Generators with Rocket fuel
does scim have a way to let you know where your somersloops are, I kinda forgot which machines I put them in
you can click on containers and look at their inventory
As someone who speaks from experience
Be ready
"The Mathematics of Wonton Burrito Meals" 
Doesn't help you right now, but I've started painting mine bright pink/purple when I boost them with a Somersloop.
ready with patience or
i have no idea where im gonna place them
maybe im just way too tired, but how do you divide 500 water needed per minute into water extractors without repeating decimals?
I literally came this thread because my rocket fuel setup doesn't work. Currently making 2400 rocket fuel, I can make another 2400 but can't get the initial rocket fuel to fill my generators. Looking through here to see if it's a bug or just me. The blenders just stop making rocket fuel, that's my issue. It's like the coal issue with generators. It just generating and need to set the recipe again.
do they stop because they're full or because they dont have enough input?
for 200 gens the footprint needed is actually quite small and just needs a few buildings
yeah its just to figure out where i want them
if its because they're full then your pipework is wrong somewhere. maybe not enough headlift
but still got a little to do before i can start placing
I have 4 blenders going to a buffer, so that's 600 rocket fuel. Then that splits up to the 2nd and 3rd floor with 135 generators. It starts filling up the first 10 but then blenders just stop and won't make any more rocket fuel.
900 rocket/fuel min to fully overclocked gens
ohhh yeah i should overclock the gens
any ideas? im starting to feel like its impossible 😭
how much does a fully overclocked gen use with rocket fuel?
I have head lifts in the beginning of every entry just to make sure. It's the blenders that stop working.
just type 250 on two water extractors
You make more and use the extra to sink product
oof
im already using it for wet concrete tho, thats usually the thing u use to sink lol
so its just mathematically impossible to get rid of a repeating decimal?
@cursive heron how much does on overclocked gen use?
!wikisearch fuel generator
its 4.16666 rf per gen just multiply it by 2.5
if you build 6 its exactly 25
its 72 gens per 300 rocket fuel
if you build 6 overclocked once its exactly 62.5
Oh sweet! Thank you
333,333 Turbofuel/min factory complete
Make a bit more and sink it?
yea i probably should
it just feels kinda like.. cheating? idk
but you're right htats the most straight forward solution
how can i optimize my AIO iron factory? this is early game so i don't have overclocking. that's all from 2 normal iron nodes, i have 1 extra. also note it's not completely done, i just did it quick and ignored the large rock and debris and didn't care to put a storage container behind the reinforced plates and rotors.
Iron Plates - 20/m
Iron Rods - 22.5/m
Screws - 20/m
Reinforced Plates - 5/m
Rotors - 4/m
How long does it take for trees and bushes to grow back?
Omg I am so stupid. Nitro rocket fuel has a by product of compact coal which I have not going anywhere
Are you removing the compacted coal byproduct?
Lmao
Feed it back to the turbo plants!
id also like to make it more compact and neater looking if any1 has advice on that
All I’d recommend really is getting overclocking so you can ratio out your buildings better 👍
Looks very neat- compactness isn’t awful, anything past what you have would be weird, really 😛
Or you could change everything down the line so you don’t need repetition :p
Space is not a premium for the game, so expand as much as you wish!
yeah no absolutely, i just have ocd
sink it or turn it into turbo heavy fuel by just scaling up your heavy oil residue
thats really hard when u have long recipe chains, to find a number that you want that doesnt have repitition anywhere
at least i found it hard when i tried it
Yes, yes it is xD
What I’ve noticed a lot is you get weird ratios for the base ores- which is fine, but it also leaves the player with a morsel of ore left over for personal use 😛
The machines never notice the taxes, dw
I don't think they do? I could be wrong.
Gonna sink compact. It's crazy that 600 rocket fuel can fill that many generators. I don't know what to do with the other 4,200 rocket fuel. That's way too many fuel generators.
ah yes, my favorite activity. using the taxes (iron ore) i collect from my servants (machines) to create heavy modular frames (heavy modular frames)
if you have the power shards you can overlock the gens reducing the number you need by 2.5
There comes a point where you just build X fuel generators and make regular fuel to fill it out
Like, my base has over 3k crude near it, half tempted to just turn 600 of it into rubber/plastic and the rest into diamonds
2550 Crude/minute is 25.5 diamonds/minute!
isnt that 63.75 diam/min
Fark did I math bad
i get 510pm
Oh man
A. I really fucked up my math somewhere
B. Hot dayum that's way better than coal
oh yeah 510
oil based diamond is the better recipe
for some reason its 10 less oil per 10 diam compared to using petroleum coke
Smells like an oversight that
Because coke has other byproducts.
So the crude isn't creating only diamonds.
Oh no Polymer Resin! What ever shall we do?
...account for the extra plastic/rubber in the comparison?
Sorry. it's late, thought you meant more about the added logistical burden
No, more that 2550 worth of crude into HOR -> Coke -> Diamonds generates 425 Diamonds and 566 plastic.
Okay?
The question isn't "how else can we get plastic".
The question is "why are coke diamonds so bad?"
using satisfactory calculator - looks like it rounds up to the nearest 10%. Is there a reason for this or is it just a way for them to simplify the site?
So going for the extra plastic from coke diamonds isn't really necessary
I mean, if you need plastic and diamonds, it might be a better choice depending on how much oil you're using.
Or rubber and diamonds, for that matter. 🤷♂️
You can also turn runoff HOR into it instead of fuel that way. The point is you have options to fit whatever scenario you're building your factory in.
I'm not the cleaniest or most artistic but some good advice I learned in the early versions was verticality...use those lifts as much as possible and butt everything up as far as possible and avoid over-stretching things
This is how I think I would do it as a BP. Each of this layout is one floor. 8 floors is 600 oil. Bring the diamonds and resin down to do with as you please.
Damnit now I am wondering if going for the Diluted fuel/recycled chain is worth it for the scale I am building towards
Or just going for polymer resin -> residual rubber+plastic and then converting the HOR into diamonds would be enough
Tradeoffs are the name of the game. 😉
Why are my smelters only running 25% when I have 4 iron smelters off 1 pure node?
is ur belt speed high enough?
Should only need 1 mk 2 belt from miner to the first splitter right?
Then that goes 2 seperate ways so only need mk 1 belts running at 60/min?
And is your miner full or empty.
nvm i am feeding the first belt is mk 1 lmfao
Im upset with my build tho only using 115 ignots per minute instead of the full 120 -.-

satisfactory tools is telling me to use the basic-ass plastic and rubber recipies
Have you found a slug yet? You can underclock your smelters to only output 115 total.
way too many buildings and too inefficient, oil based is straight oil into a particle accelerator
2400 oil turning it into hor coke diamond and resin for residual plastic is 187 refineries and 14 particle accelerators for 400 diamonds and 534 plastic
2000 oil turning into diamond is 10 accelerators for 400 diamonds and the remaining 400 oil can be used in the recycled rubber/plastic loop to make 1200 plastic
No i haven't done much exploring yet lol
the alts are unticked by default
i have alts selected, i just purposfully unticked the recycled plastic/rubber recipies to see what it said (after telling it to do petroleum coke -> diamonds)
If anything, that just points out how completely OP that loop still is. 🤣
and at the scale i am going for (this is before slooping, except for the Pasta where i will be slooping the two inputs instead) and the alts i selected, it only calls for 399 Rubber and 112 Plastic
rubber for Turbo motors, modualr engines, and caterium computers
plastic for super computers
that's it
I am absolutely shocked at how different that is. 😂
less water too
Eh, water's free. 😉
Even skipping the recycled loop, it's a shit load more refineries and accelerators.
fused wire
I don't fuck with either of those personally.
fused, copper sheet can be removed from the production chain completely
about time too I was sick of making a bajillion refineries for steamed sheets
I unironically love fused wire/quickwire
? all you had to use them for was AI limiters, and you never needed a ton of them
Circuit boards and heat sinks by default.
Oh, right, he has me blocked. 🤣
90 a min
looks at my love for silicon circuit boards
man i wish we would get a indication for how high elevators are when placing them
..the thing that goes to space?
no, conveyor elevators
Ooooh. That makes way more sense. Lifts. 😂
Yeah, I 100% agree with that. Trying to eyeball two connections 20m in the air is annoying.
even just a few meters can be annoying xd
you do, in how much it costs to build
My brain's far too smooth for that.
Amazing tip
I feel that often in this game
How much is too much bio-power... Alternatively how much fuel does 30 biofuel generators even use per hour?
i cant even fathom wanting to setup 30 xd
It fits nicely in a 7x7
2 constructors worth
Good. I got 3.
i would rush coal
or just stick a somersloop
Nah. Too much pollution lol
in the solid bio
pollution??
you can skip coal and basic fuel using geothermal
Lol yes, no smog in my world /s
Smart
is this like a self imposed rule?
It's more of a joke
gonna be tough with smelter and literally everything else producing smoke xd
I'm actually just over engineering everything and 30 was a nice round number
I'll send/post a screenshot when I'm back on my pc
Making rocket fuel is alot simpler and uses much less buildings compared to having to build diluted packaged fuel loops or turbofuel at phase 3
oh yeah go from bio burners to rocket fuel xd
Doesn't rocket fuel use turbofuel?
all these weird ratios are melting my brain
@wicked ravine the real reason it's that many is because on the next layer above I had to fit enough constructors to be able to make every type of biofuel. Each mob gets its own constructor, even though 90% of the time they're not going to be used and I'll just be feeding wood/grass
12 total
very possible now, connecting the vents in the map provides 10650MW, enough to get you to phase 4
7.1GW on average..
oh yeah it probably is, but what a jump
only thing is you're spending majority of your early game exploring cause you have to pick up the loots needed to hand craft HSCs, upside is you're also getting mercers/sloops/hard drives
love elevators
new ficsit meta job. elevator service tech
dont think i would want that job in my world
what is powering this
I am figuring out how best I should split my polymer resin between making plastic and rubber. My initial thought is to just do the 60/40 split, so I get 20 plastic 20 rubber per 100 resin. Or am I better off with relatively more plastic/rubber than the other?
Im gonna be annoying and say: it depends on your needs i guess
Do you have trains? Do the tracks have any hills?
if you don't have a production line that needs either just go half half, can always buffer each item so you have a bunch backed up for use
That's the thing, I don't really have any immediate needs for either, but I want to anticipate the future as much as I can. I've only really ever gotten to computers in my previous playthroughs, and so I don't know if plastic or rubber is more needed as the game progresses
Yeah, that's kinda my immediate thought
is diluted to recycled plastic/rubber still the most efficent way to make plastic/rubber?
I am going to have 337.5 resin/min though, so I'll probably do 300 to make 60 rubber and 60 plastic, and then send the leftover to plastic so I have slightly more
epic, as soon as i get blenders im bulldozing the spire coast again
this time with the power of hindsight
Also dang, my turbo-fuel power plant is going to require about 1400-1500MW to run (granted that also includes the plastic and rubber I am making). At least I will be producing 12500MW
man that new steam tool for satisfactory is cool
which tool?
eh, it's faster to design the layouts in game. And then it's built
and tools already does that much
i just like this more
pipes are so weird
i like them
if i connect it the way it is right now in the image i have perfect 600 flow rate
if i connect it where the pipe junction hologram is i have sub 600 flow rate
(yes i placed it and then connected the pipes, i didnt place it directly on the pipe)
i know i know, its probably because the way im doing it makes the system fragile
still strange
wouldnt that be because it runs two different ways?
feeding from one point instead of in the middle is often more stable
where as now it only runs one way
maybe
and you've got fluid flowing in so many directions in that set up who knows what's going on
more connections == more better
anyway i finally have encased industrial beams automated
is it right that if i need 209 generators, but i overclock them 2.5x and then only need 83?
84, because its 83.6
ah yeah also the result i got
yep htats true. generators overclock linearly
thats gonna be way easier to build
Might want to make sure you've got 252 shards.
im still so sad that i made 250 powershards without slooping htem...
how is your power so clean
I just finished my exploration trip... gunna have 687 total shards when I process them, 👀
i dont start the next build unless the one im working on right now is 100% flat
no, not yet. i plan to create a secondary power grid when i get wonky consumers or producers
Im not even in space elevator's 3rd delivery yet too 
that sounds insane but i like it
my plan is to use priority power switches in series with sets of nuclear generators to remotely allocate power to the two grids
Yeah, keep in mind that trains have regenerative braking. 😂 That other guy's screenshot made me think of you.
and variable consumption. i want my generation AND consumpiton to be perfectly flat
is there like a "spot" thats near a bunch of pure nodes for copper and iron and coal
and my max cons and cons to be equal
generally its recommended to not look for a spot like that but instead to branch out and learn to make outposts and stuff
i think if u want copper and iron and coal in one "spot" the northern forest cliff is still the best tho
this area
i wouldnt recommend it tho
i got this spot here wich has a good amount of copper and coal nodes but only one pure iron node with the rest being impure
The rocky desert spot near there is where I set up shop, just off that image to the left
why do u need them all on one spot?
so i dont have to make belt lines that stretch on for ages
and my one pure iron node over where i am is barley keeping my steel refineries going
i could probably cut down on the iron plate and rod makers but i like having alot of those
Copper is a bit of a miss, but this is the area I setup shop in.
you'll have to figure out how to deal with long distance logistics sooner or later
im just gonna wait till i get drones to bother with anything long distance
if thats what you want to do, sure. but the game is designed to force you to do long distance logistics before you get drones, so you will have to fight the game
if i overclock machines in a blueprint, does it save?
yep
oh sick!
This game likes to annoy you. Oh you want coal and iron? sure, pure iron, impure coal
choo choo mother******
its kinda mean that the game forces you to wait 7 minutes between unlocking trains and signals
huh
ok slug duping is just rediculous x)
i wish i’d learned of it before making 200+ shards from slugs 🙃
wuup almost 64 generators down
i’ve reached tier 9 so synthetic slugs are in sight but wow dark matter residue balancing looks like a pain without the pipe equivalent of overflow splitters
any advice on this?
whats the problem?
do you mean fluid recycling? like this
fluid lower down at a junction gets used before the fluid above
topping up sounds like priority merge but dark matter residue is usually in excess so it’d need priority split
i wish we could zoop squares
blueprints
i find that blueprint of a square of foundation (whatever size you have BP designer available) is faster to place the zooping
place them in "blueprint mode"?
omg
i didnt know that was a thing
man it would have been so smart to put power poles and connect my generators in the blueprint
You can make overflow junctions in pipes.
They're the only special junctions that reliably work. 😂
how does that work?
are you trying to use up the excess so the process doesnt jam?
yes
how about adding the dark matter crystalization alt to the end and clock it so it uses just the right amount to stop the jam
yeah that was my first idea: clock everything just right so it balances out, keep everything running at 100% (of clock) all the time, and hope slight inaccuracies don’t add up to a jam
but i’ll have variable use of power shards for building, and the excess can’t be sunk
Since i need to move about 871 m3/min, how exactly do i do that with a setup like this?
run two pipes
ah i guess i can connect in both ends at the top and then just a connection downwards
guys
trying for achievements?
nope
Whats the best place for a fix it sink mid game?
What do you mean, best place? You will most likely have multiple of them soon 😉
I am lazy and attach them as overflow on nearly every major line 😁
thats not laziness thats efficiency!
Can't be bothered to find a common spot for them. slap em down and move on lol
ice gecko gave me an idea, im considering building my base totally flat aorund the entire island, mostly on the water. like a giant circuitboard. what do yall think?
bad idea, good idea?
Should be fun 🤣
i loved the way my old oil factory looked like, it gave liminal space vibes
I built mine wrapped around the spider rock formation. Was fun finding build lines that worked.
https://youtu.be/O7MdMEExDoA?si=CAGfgJaBcw-w3lV9 heres a video of it
im thinking of having everything as two layers, one for buildings and one for logistics
or maybe two logistics layers. the buildings far apart from eachother and just expand over the entire ocean
Can you have trucks doing different routes but using the same station? Or is it 100% gonna crash
It's 3 water pumps for 8 coal generators right?
yup
How much coal is needed for those 8?
my brain is smoothing, if you're looking at machines with full overclock how do you configure the decimal ie 3.6 machines, how much is 0.6 of a fully overclocked machine.
wait can you not clean out fuel generators?!?!
3.6 machines total or 3.6 2.5 overclocked machines?
ie 9 iron smelters, divide by 2.5 is 3.6
thats 3 full overclock smelters and how do you configure the 4th one
0.6*2.5
nvm had a brain blast, just multiply 0.6 by 2.5 to get 1.5 so 3 250% and 1 150%
it needs to be 1.5x overclocked
yea
yep
or 4 running at 225%
cant wait to get back on later and find out my gens arent getting enough fuel
Woot built my first augmentor today
omg..... I only need 1 node for life 😭
whats the prefered recipe for ficsite, just iron?
ah gotcha
It really depends on if you're looking to conserve SAM or not- in which case aluminum would be best
G G G G G G G G
E-+--+--+--+--+--+--+--+
E-+
E-+
E-+
E-+
E-+--+--+--+--+--+--+--+
G G G G G G G G
G - Coal Generator
E - Water Extractor
Would this work? if I'm using mk2 pipelines
I mean use whar you find the best considering what is going to be your factory location and how much you want to set up for them
Yes? But there’s no reason to connect them
should I just keep it to 3 for 8 gens?
What are you guys doing with all the oil you can get? the spire coast gives 2700/min and I can't figure out how to use it all, as in, other than plastic/rubber and a little bit for aluminum production I can't figure out a decent ratio of things to make.
How much of that should I devote to fuel generators, plastic/rubber, aluminum, coke, etc, ?
It ends up using like 300 refineries if I maximize plastic/rubber which keep me from using it for other projects
are you using the recycled rubber/plastic loop, a single pure node is enough to make 900 plastic/rubber already more than enough for most applications
most oil now just gets turned into diamonds
yeah that's what I mean, a single normal node can give me so much the rest is what I'm thinking about.
I'm super early tier 8 so not at that point yet, should I be saving the nodes for diamonds or something?
there isn't really anything that requires that much oil when using proper alts
:/
I wanna be efficient lol!
That's what I'm seeing and I kinda don't wanna spam like 200 fuel generators with the rest
oil is just that abundant, 900 rocket fuel or 216 gens only needs 225 crude oil
You think its worth it to upgrade above normal fuel for fuel generators?
Getting coal/sulfur for turbo seems a bit cheeks
with oil being so abundant that is
I skipped normal fuel and went straight to rocket just because its less buildings overall
the heavy oil residue alt into diluted fuel is king
tbh had forgotten that mam research so I'm gonna look into that
yeah keep fluids as simple as yo ucan
with the introduction of drones being able to use fuel there's no real use for sulfur outside nuclear and rocket/ionized
you can cut out batteries from the chain
also you use nitro recipe not turbofuel
yeah I saw that, excited to try it out but need some actual factories for the higher tier components still
Sometimes the MAM wants to troll you...
automated miner lock that in
literally just needs iron now
and it stacks
automatic miners combined with dimensional depot sounds like a good QOL thing
not having to hand craft them in the equipment workshop and having it ready in your dimensional depo is goat
but at the moment I am just collecting a few HDs while my Phase-2 parts get finished
just find some random impure iron node and stick a mini factory with a depo and you're set for the entire game
im so confused in what world would being able to automate the construction of portable miners be useful?
easier placing/upgrading of Miners
single constructor somewhere > into depot > never worry about hand crafting them for miners ever
It's just a QOL thing
fair i guess
i guess i never really saw hand crafting them as a big issue since you place miners so infrequently
the annoyance is more noticeable when you hit mk2/mk3 and are upgrading or putting down more, setting this up early is just a huge qol
what the actual hell is a fiscite ingot
spoilers heads up
I just read coal gen setup steam guide and saw the infinitely expandable setup from Jeslis. Question is: Is this infinitely expandable in a straight line? (surely it isn't saying modularly, as in repeating the same design and connecting to network. Otherwise, why would they mention it separately from the others.)
I'm having a hard time wrapping my head around what they mean. Can't a network only push so much fluid based on the limits of pipelines.
link to post: https://steamcommunity.com/sharedfiles/filedetails/?id=2124946046
infinite scalable design is in images a few scrolls down.
Which part are you asking is infinitely expandable? the coal can just manifold forever and as long as you regulate water it is too, is it the water part?
there are three solutions to coal water...
- keep it simple: 1 water extractor (75% UC) for two generators
- keep it efficient: 3 extractors for 8 generators (piping is a bit more difficult)
- keep it tight: 1 water extracter (150% OC) for four generators
I normally go with option 1
These two parts can work if you keep going on but water has physics in the pipes so you should either use valves, unpowered pumps, or 1-way fluid gates to keep it from sloshing around.
If you instead just stick another pipe on top with water on it works perfectly fine
This claims to be infinitely scalable. And seems rather simple at base value. is this infinitely scalable? and if so in what fashion.
My question is not alternatives.
you don't need pumps or valves to get this working ??
should not need, for efficiency!
I'm pretty sure when it says infinitely expandable it just means copy paste that setup for however many times you need
does not need
in fact you don't need valves anywhere and shoudl avoid them
If you pile the water pipes like this you can use multiple and go for however long you need
do you have mk1 pipes in this image or mk2?
should be good either way just curious
well that goes back to my original question. shouldn't pipes limit scalability
Yes everytime its the pipes limiting
reject coal embrace geothermal
So then why do they mention infinitely scalable?
If I take any design restricted by laws that force a size limit, and therefore make copies, and connect them to an overall network. Isn't that the same as any?
Infinity scalable as in spacing the producers out makes it so you're not capped by the pipeflow limit
Pretty much yeah I'd agree, probably something akin to a typo cause the only way I see that image scaling infinitely is if you keep adding more pipes down the way but if you do that you should just cut off and restart a new one
okay so now we're circumventing pipeflow limit
Can you elaborate, because this seems like a lead on an understanding of the multiplicity of this design.
If all it is is tileable 3:8 coal setups, then sure, I guess that is infinitely expandable, barring map resources of course.
they probably mean you can build in modules
Absolutely true, to both previous messages
that's why I'm wondering why they said it, as that doesn't separate it from any other design
Resource limits is not necessarily a factor in my question. Really it would be the limits of the mode of transport. I find the design in the photo I sent really appealing and very simple. But for some reason I'm caught up on their comment or claim that separates it from the rest. And was wondering if anyone could explain or draw out what they mean, beyond modular design. (because that doesn't separate it). Or am I missing something fundamental as far as terminology and definition?
The wording next to the image is: This design is a expansion on the 3:8 method shown above. Best approach is to build the top half, then add in the bottom half. This type of approach is infinitely expandable.
Infinitely expandable to me reads as such: growing in a straight line. Maybe I should just let it go 🥺
i'm sure it's intentional now that i've noticed it but has anyone already noticed that every single upgrade to the dimensional depot uses exclusively prime-numbered item counts? and it's the only place in the whole game where that's the case?
So all of the alt recipe analysis based on WP has been deleted from the official wiki... Anyone know what the plan is to replace it?
anyway i just put this on the wiki because it's a really fun fact i think
Yeah they probably just meant that it’s fully tileable this way
unsure what you're talking about but wrigh516 has update 1.0 alt recipe analysis on reddit
not the one who deleted it, but very glad it's gone. This whole WP thing was completely arbitrary and giving people false ideas.
the worth of a recipe depends on your personal weighting of resources against each other, depending on what your goal is. There is no way getting around that fundamental fact and any attempt to assign a single "objective" score number to it and order them in a linear preference order has to involve some completely arbitrary choices
Alright, thanks for that answer. Going to look into definition of tileable and attempt to use that to understand the claim.
i liked the pre-WP analysis of "resource efficiency: -20%, power efficiency: +50%, space efficiency: -5%"
but you cant compute resource efficiency, that's the point. and it's linked to power efficiency.
"input resource efficiency" would be a better term
I know what you mean. I'm not being pedantic about words. It is in principle not possible
in general some recipe will cost more of one resource and an alt recipe more of another
you cannot break that down into a single number
With limited resources on the map it is 100% possible to calculate the best recipes as well as which are more power efficient
yes, and I did that. but that's always ever going to be best with regard to a specific objective
^ in reference to this statement which would be false
yeah, that's why there's three lol
solid steel makes 150% of the amount of steel, but takes slightly more power; those ultimately are separate measurements to almost anyone, and the only time they're not is a full-map-utilization scenario
No, you're missing the point. There is not one, the resource efficiency. There is resource efficiency only in regard to a specific goal, not in general
but you're still trying to keep the resource efficiency in a single number of these, which doesn't work. you have efficiency with regard to every single of the 100+ items in the game and no universal way to combine it
precisely; if my goal is to use less iron but i don't care about power, i'd look at those three numbers and think solid steel is good
if it was to use less power or space and i didn't care about output, i'd make regular steel
okay so you mean an easily placeable blueprint that plays well with its copies?
interesting... the MAM Library does not scroll?
it's not just iron though. it's iron efficiency vs coal efficiency vs compacted coal efficiency vs whatever else you can use to make steel
correct you are limited to a certain amount of held recipes
not sure you are limited, but you cannot see the rest
some recipe might be more coal efficiency while another is more compacted coal efficient. and there is no way to combine these that holds for any objective or any valuation of the individual resources
Something like that, yeah. Just an easily repeatable design overall.
WP was an attempt to combine the efficiencies towards all items into one number and it's flawed from the start
this would work if there was 1 resource, power, and space. but there are 100+ resources. 100+ different efficiencies
I'm sorry xD, I do feel like I'm being annoying at this point. But aren't they all easily repeatable in the context of blueprints? Or even without, based on perception. I'm just gonna let it go T_T
back to building
@amber jacinth Thanks!
is there any problem splitting/merging this way in order to get a 30/70 split on something?
sure; i'm not saying it's not still somewhat flawed, but it's infinitely better than just "wp" on a global scale
Ultimately the best you can do to judge the value of an alt recipe to you is clearly state your objective, then use an optimizer to get the set of efficient recipes for that objective, then collect those. Or alternatively, keep track of your unlocked recipes and accessed resources, and use an optimizer to compute by how much your objective value increases if you unlock recipe x,y, or z, and choose the one with the biggest increase
multi-resource optimization is inherently multidimensional and there is no way to reduce that to a one-dimensional problem
It was misleading at very best. Will be replaced with rext-based descriptions of what the alt does and abount interesting combinations
Heavily recommended to not follow blindly
Yeah that wasn't really usable anyway
it was rather helpful to me in early game early-access
see, this is a lot more healthy way to go about it
It's not possible to calculate "best" recipe
You're not. You can use the search box
It was very flawed
honestly the general consensus should be "pick whichever is better or neither, and don't worry about it because by the time it actually matters you'll probably have collected almost all of them anyway"
@wind spade while you're here what's your opinion on this?
The smelting recipes are strong
The one that uses water to get much more iron out of ore
The one that adds a bit of gold to copper to get a ton more copper is also strong
the alloys in general seem pretty good, especially when they're synergetic with each other (iron copper and copper iron)
And combination recipes like steel rotors + iron wire make it so you're able to just throw down a blueprint at a single iron ore location and instantly start printing Rotors Stators and Engines with 1 node
So subjective
Iron pipe 
iron pipe seems great but i haven't got it yet
One could conceive an Alt Recipe Picker where you have to enter all your progression information. all recipes and milestones and MAM unlocked, how many nodes of what resources you have accessed, and what goal you're currently working towards. Then you enter the 3 offered alts and it tells you which gives the greatest increase towards the goal.
But that approach would miss strong synergies. Some recipes are not good until you got another recipe, but then together they are very good. With the above you never catch that. Also you wouldn't always only want to collect for whatever milestone you're currently working on, also future goals. And you'd be willing to access new resource nodes if it's beneficial, that changes the calculation again.
I don't think it's feasible. People want a brains-off way of being told what to pick but it really depends, they need to understand the trade-offs involved. So I agree some textual descriptions should be best, and for anyone who knows exactly what they want they can use any optimizer tool out there to make a shopping list of exactly which alts they need and don't need for the optimal production chain for their objective.
Very inefficient, but nice for basic steel products without having to bring in coal/alternatives for steel
anyone haev a comment on this? 😔
Manifolds!
Thats what i really like there are so many possible solutions, everyone will do it a bit different
dont work for low volume items tho
any changes to pipes behaviour for 1.0?
If you wanted to define best alternative recipes for the expected increase to awesome sink value when everything is being sunk as high value as it can, but even that is subjective, then a tiering could be quantified
didn't mean to create a thread. yes it works but beware the bottleneck. you could re-insert the two backwards-belts after the first splitter to avoid that issue entirely.
Manifold would work regardless- just a longer startup time.
oops i thought we were speaking in threads now
ok chat here haha
Yeah so you'd want to split, do the feedback merge, and then split again. Because then you'd never overload a belt if it's a concern
what tier is the input belt
there are certainly recipes that seem to be useful than others... but depending what your resource situation is the priorities might be different.
you see this is a clear objective, yes you get definitive answers for that with explicit constraint assumptions. I agree personally that seems to be the best long-term goal conceivable in this game, the only number that keeps tracking as you go up. But some people have different opinions on this and rather want to max out power production or what not
Biocoal & charcoal 😔
Doesnt matter on specifics, in this specific case im building rn the initial input is fully saturated
Yes, I know folks have found uses for them in remote ammunition setups… but I just can’t bring myself to do it
ever were on a HD trip and hit the one damned droppod that need COAL... and you don't have coal? Then you will wish you had this recipe 😉
well i dont THINK specifics matter
like when you say all resources on the map, all mam research and all recipes available and you demand power self-sustained and no waste buildup, you get a definitive best production chain. and the recipes it uses are efficient (in that scenario) and the ones it doesn't are not. simple yes/no
i wanna know if the theory works in diferent scenarios as well
does headlift measured from the centre of the pipe cross section to another centre of the pipe cross section upward?
what does matter is "do you have the next tier of belt unlocked also" in which case all your problems go away if the merged belt is a tier higher than the input belt
Right right i gotcha
so if your input is a mk6 i'm sorry lol but at that point... you'd saturate a manifold fast enough anyway.
sure, but that's really specific case that imo doesn't apply to pretty much anybody here
this, yes. in a 1:n balancer, you always want to merge after the first splitter or so for exactly this reason, unless you know for sure you won't need the full belt capacity as throughput
if you have all resources on the map I would assume you also have all alt-recipes...
given that:
- nobody used the whole map (from what I know), given how PC-intensive would such a factory be
- most people have at least some production to storage for personal use
yes, I agree! this is exactly my point I've been trying to make here. We shouldn't enforce a specific goal
people must simply accept that there is no universal, one dimensional scale of efficiency that they can map all recipes to
are there any other interesting ways to do a balanced for non 2x+3y sort of splits or is feeding back the way to go
a multi-dimensional heuristic too complex for human understanding? this sounds like a problem that can be solved with neural networks! /s
neural networks are only as good as their training/incentive function
feeding back is the way to go
incentive: consume
its not "2x + 3y"... its any number thats a multiple of the prime factors 2 and 3
2^x * 3^y
which is why I heavily despise any "alt recipe analysis" spreadsheets or "best alt recipes" videos
while people making them usually understand that it's subjective (and often mention it in the content), people following it usually just blindly do "oh, X is a S tier, let's use it everywhere", without thinking whether or not the recipe is actually useful to them or if they combined it with other recipes that would make it "good" for them
when you have general m:n balancers you get all sorts of very interesting belt circuits as optimal (i.e. minimal node count) solutions. When they don't factor into 2s and 3s nicely, I think there will always be cycles involved somewhere, but it isn't always a simple "merge all, then split all to the next larger power 2^x * 3^y, then feed back the excess". Sometimes there are more elegant solutions.
i actually really enjoy that about alt recipes, because so many games stick to linear upgrade paths that make every upgrade useless as soon as the next one's acquired
Oh shoot this totally doesnt work when i stop abstracting the input as a single belt lol
and we got a whole lot of good new alts with 1.0
if i want to do 4 incoming belts and split it into 30% 70% this gets a lot more weird
i guess in genreal thats a 4:10 balancer
yep.
2 to 5, really
oh yeah
well, most of the time it's usually met with complexity increase, which is a valid balancing point. But not always
I ade a script a while back that searches for the optimal balancers when entering m:n and giving an internal bottleneck limit. optimal as in, uses as few splitters and mergers as possible
actually that's a single 2:5 on only half of the inputs, if all of the inputs are the same
Looks like calculator website has a bunch of balancers pre computed
unfortunately it will run for a very long time for any slightly larger numbers 🙂
i wonder if my algorithms professor would think this is a cool application of graph theory for bonus credit
Gonna go on a limb and say its gonna be some stupid NP complete type shit
the thing is pretty much the only way of knowing whether it's truly the minimal balancer is by brute forcing all possible smaller splitter/merger networks
so my script generates all of them in increasing order of nodes, throwing out isomorphic duplicates
I think that makes it np hard
but even the number of non-isomorphic networks grows pretty fast
on the plus side we don't ever have to worrry about factorio-style lane balancing; phew
need to find a way to detect networks that will surely not be able to achieve the desired balancing evenly early during construction, to avoid this sort of blowup
absolutely, it's a very interesting graph theory problem. tough nut though
idk if it's np hard because I haven't shown how this can be used to solve another np-complete problem by reducing it to finding a minimal splitter/balancer network, which would be necessary to prove its np hardness. 😛
but at least that way I currently go about it has runtime growing exponentially with the input numbers
I cant quite remember classifications
i don't have the time to spend on taking a crack at the algorithm so unfortunately i won't be 🤷♂️ but it sounds fun nonetheless
But if validating an answer is nonpolynomial time then you are not in luck hah
tbh that part I never really understood about the classification of optimization problems, rather than decision problems, anyways
Oh yeah it might be diffrent idek
only really covered decision problems at my daycare ass school
ANYWAYS definitely difficult to solve
tough beryl nut to crack, yea
yeah me neither right now I'm already procrastinating heavily, need to finish writing my thesis. Maybe some time next week, though polishing the sloop optimization is more urgent for satisfactory priorities 😛
well tomorrow i need to go and fix this balancer bc it sure is messed up
definitely off topic but what's the thesis topic?
also graph theory actually. have you guys also been playing Sanctum, CSS's tower defense game before they made Satisfactory?
never erad of it
nope
would be funny if it just spit out manifold always
I assme its a rule that it has to perfectly output m:n lol
okay the gist is it's a tower defense game, but you can shape the path enemies walk by building your towers in their path
usually maps are rectangular grids
i played some games like that before yeh
my thesis is about how to find the LONGEST possible path you can make enemies walk on a given map
that's my master thesis
is it not just a snake going up n down and up n down
of course it's formulated abstractly, but Sanctum / tower defense games were my personal motivation on the topic
it's called the longest induced path problem in fancy
that's useful 🤔
now given, I worked on an algorithm that can do it on any kind of network, not just on rectangular grids
does/will it support:
- already existing blockers
- points that the enemies must pass in some order?
ah that makes it more interesting
on hypercubes, it's called the "snake in the box problem", probably the most famous instance of it in acedemia because it's relevant to error-correcting coding
goodness gracious i am just remembering i really hated taking algos
that's actually really interesting; i'm technically a junior (currently in algos and architecture etc.) but i've ended up being responsible for quite a lot of research of various topics so it's always fun to hear cool things others have been working on
existing blockers yes, that's easily modeled. however, unblockable tiles not so easily. though you can model it still somewhat by just all-to-all-connecting that one's neighbors
points passed in order: nope
id assume in the game and thesis ur trying to maximize their shortest past i think thats what u said earlier
yeah that's what it comes down to, in some sense
ill stick to software development 😓
well that is software dev 😄
noooo it aint
path needs to be induced, i.e. there are no connections between non-immediate successors along the path, so called chords.
I mean if you think about e.g. Satisfactory Tools I've made - what do you think it powers it? 😄 linear optimisation algorithm 🙂
I really like the "keep in the library" feature of the new MAM... being able to block two recipes not showing up in new HDs is really good 😄
I have now FOUR of these "do not want both" recipes
yeh but the math is the hard part
you'd be amazed with how quickly and brutally that problem scales in runtime as there are more nodes in the graph you're running this on
im willing to bet any interesting satisfactory calculator made to date is gonna be less than 10k lines
uness its like synthesizing some ingame layout
just the dataset is 60k+ lines JSON
dosnt count
I think the hard part of the SF tools is all the UI programming to make is USEFUL... its comparatively easy to do this by hand on an Excel-Sheet for one instance of the problem, but backing it into a useable web-app takes time
yeah thats prob true
i think my desired research will ultimately come down to pathfinding optimization as well, albeit much more physical --- "what's the optimal path, subject to constraints of the control system, a high altitude balloon can take in the current and predicted atmospheric conditions and wind layers to get within a certain radius of a landing/recovery point"
but that's a little too far off topic for the channel so i'll leave it there
altho if u wanted to do a quick and dirty copy of the tools u could just use graphviz and yeah have the problem solved in no time
also, "lines of code" are very hard to compare, what do you count as lines of code?
- third party libraries?
- config files for build?
- comments?
- empty lines?
- datasets?
if you subtract recipe data, yeah probably. mine is 1.2k lines including recipes and sink values in their own lines each, so probably around 900 lines
no UI though
words of machine code 😈
im just being very very vague just comparing how difficult the math and algorithm part is vs implementation
its generally true
can you do linear programming in excel now? you mean with advanced scripts probably, because with default functions, surely not
GPTs are not a lot of code at all, but god damn try teaching someone all the math of how they work
Fortunes algorithm i cant understand for the life of me but a python script of it is like 200 lines
etc etc
Excel is turning complete I think
it is, i've made a functional 16 bit cpu with nothing but =NOT(AND()) and iterative cell resolution
lmao
theoretically yes, practically no it's not going to be feasible to make a Linear Programming Solver in excel
now make it run doom
excel nand to tetris
this is literally what i did; i got bored during covid pandemic
and play bad apple
we basically did nand 2 tetris in some shitty hdl simulator thingy when i was in school
i stopped at Fibonacci purely out of tedium
was cool
i wuz never motivated enough to actually make smth cool and intersting and challenging rofl
actually now I'm interested in this - if you answer my question about lines of code, I'd like to see how much code there is for SFTools 🙂
i think my problem tends to be "i have all the motivation in the world and too much adhd to force myself to follow through with it"
hence stopping after fibbonacci
my judgement would be exclusively source code. Definitely no imported libraries. Definitely not comments, empty lines, or datasets.
build configs and stuff, maybe, idk
And I do NOT mean all calculators combined, I mean any single interesting calculator algorithm
how about lines that just have a closing bracket
getting a bit too pedantic, that probably counts
oh you mean just the algorithm and not things around that like UI and stuff?
Eh maybe include UI, although the spirit of my original statement was basically just the algorithm. UI makes it more interesting bcs thats more of the software developer experience
But yeah u cant go like, my 10,000 npm packages count as source code! haha
so yesterday i was worried about how to balance dark matter residue without overflow valves
i’ve found a satisfactory solution, and it turned out Snutt kinda gave it in a 1.0 teaser video: consume all the residue to make more dark matter crystals than needed, then use a smart splitter to sink the excess crystals
nice pun
ah, that kinda doesn't play in my favor, as the "algorithm" is me generating a model for external linear solver 😄
i barely know what that means
basically I just tell it "hey solve this", and majority of the code doing the actual calculations is in external third-party software
i presume solver is a library and most of the code is asking the library to solve it
Yeah but thats my point now aint it
development aint hard in the same way that coming up and proving algorithms are
NOT trying to say its stupid easy or anything, btw
Like do u think writing this display thingy (before chat gpt...), or coming up with the tileset to generate a sierpinski took me longer?
(the code did take longer but not by THAT much)
depends on if you're writing to get it done or writing for maintainability
started making that for a professor but got bored and graduated before making it real nice
the algorithm for linear programming is actually fairly simple. look up Simplex Method if you're curious. It's just extremely crucial that you have a hyper efficient implementation of it to solve large problems. And it's so extremely important for practical applications that people have spent a lot of time on perfecting the implementation.
why is it 3D xD
hence why I didn't want to reinvent a wheel and used existing thing to do the math
It is meant to do things in 3d, the tileset just forces it to 2D by not giving the 3rd axis any connection sockets
oh I see
Basically u start with a single cube, each face of the cube has colors. And you have a bank of cubes with specific face colors. cubes connect when their faces have the same color. And the point is to come up with tilesets that deterministically do what u want
some of my professors did papers n shit on that
of course, so did I. just have to get a little inventive about the nonlinear aspects of the game. power cost with clock speed and now somersloops.
can you make a bad apple tileset
but the largest part of it is just a linear program and yes, absolutely no reason not to use a pre-existing solver
my approach is: "just ignore it"
but no, for new Tools, I've been already doing research on things like MILP solvers
With sufficient tiles you could definitely make a gigantic thing that renders whatever u want
Yeah i guess that can be an actual hard problem for developers to solve
Like thank the lord im not building a database management system or smth those are complicated
I just type away in my baby high level languages
I really do get paid a decent living just to make fucking CRUD apps all day
at least I know how to use the supreme satisfactory calculator though
if it makes you feel any better i work at nasa and program almost exclusively in python
KEK
i tried to get into python but i got burned by the py2/py3 switchover
I guess the key part is getting the large matrix into reduced row echelon form as quickly as possible with different pivot columns each time. it's a very general lin alg problem so people have gone crazy eeking out every bit of efficiency possible when doing that
py3 is nice tho, give it another go, you'll get used to it
Right now the minority of my days are "how in the world do i even code this" and rather most of it is "bang on your keyboard implementing an ubsurdly simple thing that just takes 4 hours because our system is bad"
although I do get to put some thought every day into figuring out how to unfuck our awful system for sure
i mean, now it'll be safe to do so, and if i have a usecase for it, i might.
though, my strong suit is C++ 🤔 (been looking into switching to Zig because I prefer it over Rust though)
yeah that's like 95% of my day job as well... write a code you've written 10000 times already, just with very slight modifications big enough to justify not making it into a library
Yep
Its way too off topic to chat about and I get to complain to my friends all the time, so I'll spare yall, but my company is so screwed LMAO. Little startup gig im doing. it's really ass. I want to work on something that challenging sometimes. Thats only really happened like once in the past year
Yes, that is correct.
The only way it can stop working is if you "desync" the Rods and screws production so that only one of them keeps going for a while (or, similarly, if there is an issue in clocking or belting that causes any lack/excess of items reaching the Assembler)
@oblique hollow I wanted to run something by you to see if you as the resident pipe expert see the same behavior. Hurts my brain to think about and I can't come up with a foolproof testing procedure for this.
I feel like the following linked post covers it.
If this is true, its a very common problem I see with peoples builds, but I do not feel confident enough advising them on doing the same unless I can confirm it elsewhere. Would appreciate the reply, sorry for ping lol
#1286233308170162176 message
using a belt for 2 different items seems like black magic evil to me
Yeah I don’t think that should have happened at any point. It’s overflow sunk anyways so should correct itself
i haven't looked into it, but is micropython heading in py3 direction? (because it's a nice option for some stuff)
But anyways I feel like it’s also a good showcase of how sushi increases throughput because conventional methods would require a mk2
maybe i need to go back into aerospace because there i really had no god damn clue how to code anything in the way they liked it haha
can confirm, aerospace programming gets crazy
Ahah, yeah, the rotor production is a funny example of how one can run an otherwise-impossible production at 100% without handfeeding or needing to unlock better belts 😆
industrial environments can be like that too
I did an internship back when for a company doing that and I lucked out with them liking me enough to put me on an actual dev team instead of verification and stuff. It was crazy what they had me doing
A quick little interjection:
Its possible they do "force the main pipe to fill first" , but after that you sort of deal with upfeeding and fighting gravity.
" Rocking motion" is not an issue as the same happens on belts.
The only time you dont want rocking motion is when you are at the pipe's limit
Seeing as you used 4 pipes for 16 generators, you are well below any danger limits
Buut i will run a few tests sometime in the future again
if you're used to C++ what do you need any other language for anyways? lol. why are you walking among us mere mortals
Hi Folks,
Question about overclocking and powe consumption, is it a lineair thing, or is there a formula for it?
some microcontrollers are only micropython or assembly 😦
Doing c++ when you don't absolutely need to sounds like hell
formula, see wiki: https://satisfactory.wiki.gg/wiki/Clock_speed
Production and power buildings, such as Miners, Constructors or Biomass Burners, can have their clock speed set to any percentage between 1% and 250%, with a precision of up to 4 decimal places. For production buildings, this allows them to operate slower or faster at the cost of greatly reduced or increased power usage. For power buildings, the...
Sorry, I only use programming languages with built in map reduce filter functions 😡 👺 🙂
apart from charcoal and biocoal, which are just very niche, all these recipes are very usable
it's a power function!
power = base * clock^log_2(2.5)
(quite literally)
totally depends on what you do. I don't have to deal with multithreading, other than thread pools thankfully.
also libs matter
... * (1 + slotted sloops / max sloops)^2
lmao it is a literal power function; didn't realize that
exception is power buildings, there it's linear
Interestingly, similar sushi setups can easily be made so that they are extremely "robust" (built so they never stop working no matter what, pretty much).
When the source item is just one (in this case Iron Ore or Ingots), as long as all machines in the setup are on the same power grid and there are no "long belts and short belts" involved (them buffering a lot Vs very few items may lead to issues during power outages), one just has to make sure that that single input is running fine and the whole system won't ever clog 
(Ofc, the system's output aka rotors is assumed to be sunk/consumed~)
Would that rocking motion mentioned cause fluid to reverse flow temporarily and cause issues with extractors filling/keeping the gens full?
Guess what I am really asking is if backflow acts as I am imagining it
I don't even know c++ my old job was pure C99 or something. I did really adore that though. Reading directly from memory to detect real world events and stuff is very cool
this part is quite funny when it makes certain buildings peak at 26,862 MW
temporary but it wont cause a permanent stutter
If the extractors fill up its likely head lift
It may also be that you oversupplied water, cant say
usually, for 16 generators, i use 3 pipes, each filled by 2 extractors
C++ and C often go hand-in-hand tbh. C++ is like 10 steps forward, but 9 back 😄
I just know modern c++ has a lottttt of extra stuff
I personally am not having any issues, but I see so many others have issues where machines dont stay full long term, and I cant tell if my little loop over with the pipes is whats preventing me from experiencing that.
I use the same technique with Pure oil nodes, 99.9% efficiency with no issues.
That setup is using 5 extractors [3 normal, 2 OCd on the closest 8 gens] with no pumps and 1 crossover between pipes to [again another assumption of mine] help maintain even pressure across the whole system
Well ok it's bed time I need to rip up my faulty balancer tomorrow 😔
guys 1 or 2?
are either of them going to be useful for your next project?
nope
i dont think i ever used either
but by the time i build large i aim to have all of them anyway
@stray nest I think that many underestimate the positive effects of building pipelines "properly" (90 degree angles, no weird/confusing clipping or extreme placing of junctions, no chaos) on overall fluid flow.
I've seen many setups start working "just" by remaking some sections into a less messy thing (keeping the original pipe design)
and i cant recan it, the first one was drills or + 6 spaces for inv
should've taken the +6 😄
if you're not using either yet i think the meta now is leave it until you plan on using one?
Oh shoot that reminds me. Do water towers work? Can I just pump up high at the extractor and just freely build with infinite pressure?
can always leave it, makes future harddrives have different choices
yeah but like, that has the same power cost as putting pumps where needed
It makes it simpler by avoiding putting pumps on each separate incline and just doing it all at once and being done forever tho
imagine no pumps, only fluid trains 🤣
i assume fully overclocked pure oil nodes?
I never had much use for the two Fused recipes in earlier runs... never went "big" enough to run out of Caterium... and why the hell should I need Caterium to make normal Wire? 😉
you wouldn't have to put them on each incline; only the first!
Hell yeah. Train my water up into the water tower to get pressure lol
Huh what, if you have a fork in your road and each forked path goes up, they both need pumps right? (Assuming they don't reconnect up high)
i mean yeah it applies separately to individual pipes after a split but is anyone splitting pipes before taking them long distance in opposite directions?
No they don't
But sure why wouldn't you have a split pipeline going in 2 directions at some point?
Pump pressure doesnt get divided by junctions
i did for asthethics, on the outside of a building once but they weren't that long.
It stays the same all the way
if you have to have a pump after the junction though you;d need two
because pipes don't contain that much volume really that a long-distance pipe that then also splits is a common occurance
Nope. Not OCd... yet. Waiting to use all the oil nodes before i start doing that
If you have a pump before the junction you only need that one, as long as you dont exceed the height limit
not that I would ever really recommend long-distance pipes
move the factory, move solid products, not liquids 😄
Overclocked pure nodes are only a problem due to thr mk 2 pipe limit
If you would view the amazing diagram
Non overclocked pure nodes are not a problem at all
The right fork has a pump, the left doesnt.
fluid choo choo...
But the left fork does need a pump, no?
I would prefer that over a long pipeline, in fact I love the look of fluid trains, so might just do that for this reason alone
If a water tower works my boys r gonna build on the server for sure
of course you can also build a tower if you want, a big idea is to just build how you like
trains are always a nice solution
will 1 be ever usefull
Well, it requires that the tower actually provides head height. Which it sounds like it does
left
HOR is always a good recipe to have, so get that anyway
right
only in combination with other recipes... but then its godlike
gotta start getting recipes somewhere 😄
it does; if you pump it to (x) meters altitude then you wouldn't need a pump on any hill less than (x + 20) meters
Awesome
i'll be ignoring the existence of the standard AI Limiter recipe, am tired of it lol