#math-and-meta
1 messages Β· Page 168 of 1
center input is in fact a balancer with two shorter manifolds, so it improves startup time
center output doesn't change anything... just do it if the layout says its useful
i have 2 1100 belts and i need a 300 belt a 1200 belt and a 700 belt whats the best way to do that
manifold it?
yes
the "best" way would depend on the layout of your factory... any combination of splitters/mergers that give enough stuff to your three belts would be okay
Use a convoluted array of splitters and mergers with slower belts to get the numbers right
e.g. split both 1100 belts, merge one of each split and turn it into the 1200 belt... use each of the remander of each split for the 300 and 700
two splitters, one merger... done
i figured it out i smart splittered out the 700 line then split the remaining 400 into a 300 and 100 then merged the 100 into the 1100
I just spent most of my evening doing the math on my computer production so I can futureproof it for supercomputers
I donβt think I have the math totally right because Iβm not sure if I counted computer intake properly
is that with mk6, just split/merge the two 1100 belts so it turns into 1200 / 1000 then feed the 1200 belt to the 1200 input and manifold the 1000 belt to the 300/700 input
Can someone tell me what is nuclear waste and how to get rid of it?
Im playing without tutorials and i just cant figure it out
don't calculate by node, look at what the miner is outputing per min
Make it into plutonium fuel rods
And itβs the byproduct of using nuclear power
for anyone interested, i just drew up this comparison for different rocket fuel chains, normalized on 600 sulfer/min as input:
and what can i do with those?
bruh im asking seriously
generally curious, what software did you use to make this comparison? is that Obsidian?
it's an online tool - sp.runesun.com
thanks
it isn't a tool like greeny's sftools in that you need to know what you want to build, but it does the tallying and bookkeeping for you, and i find it useful in that way
neato! thanks for sharing
really it was built by a speedrunner for laying out a plan of what to build
wait what is greenys sftools??
oh that one, thanks
all the tools are good at different things, i'm not going to draw comparisons, i just use the ones that are most effective for the problems i'm trying to solve
Put them into the nuclear reactor and make power or sink them
Got the cast screw alt recipe
so you're telling me, it makes the same exact number of screws from ingots as you'd get making them from rods
but it takes 12.5 per minute in each constructor
Which means to get an even distribution, I need 10 constructors underclocked to 96%
1 ingot makes 4 screws, rods is just an extra step
Right, the ingot:screw ratio is the same
it's just that with the normal recipe, on a pure iron vein with an mk1 drill, you need 20 contructors
cast screws needs 10
Is it possible to use signals to make a one-way system? For example if I have a double track setup and I want the trains to go onto the monorail station from one and out the same direction but merge onto the other track?
Can you sub coke for coal when making compacted coal?
Put signal on one side of the track. then its one-way
No. The recipe has to specifically ask for coke or coal
There is no alternate for compacted coal thats made from coke
I'm playing without tutorials, I can't figure something out 
idk if tutorials disable ADA, but she should've told you what it is and how you can deal with it
not sure if the tutorial says much about nuclear waste removal anyways π
It's a waste and you can store it or process further.
Also at that point in game it expects you to know how to make factory and deal with issuez, as you learned that earlier
yo can someone help me with recycled rubber and plastic numbers cuz satisfactory calculator isnt lol
SCIM can't deal with them, try Satisfactory Tools
also doesnt seem to work lol
but i think its basically a 1 to 1 fuel to rubber / plastic?
is there a bug with drones? im trying to fuel them with uranium rods and make them carry uranium rods to fuel other drone stations but the uranium rods going into their normal storage just seem to disappear?
it does work. I should know, I made it π
what is the problem?
it used the normal rubber recipe
i told it to use recycled rubber but ig its just confused by cyclical stuff?
You can force it to use a recipe if you just turn of all the other recipes for that item
o tru
o well i figured it out anyway lol
send share link
it um, doesnt really matter now lol i figured it out
you shouldn't need to disable base recipe for that
Yep, just tried it and it does use it by default
o smth wierd its using residual rubber to like, fill the loop ig
that's correct
alternate HOR produces byproduct resin, so Tools use that resin to add more product
thats kewl but it also doesnt let me not use it
it is just straight up better, why wouldn't you want to use it?
(and if you don't want to use residual rubber, just disable it)
i said it doesnt let me but ur first point is fair
its just an extra 10 water extractors
wdym by "doesn't let me"?
if i disable it it doesnt give a result
send a share link
well, you have oil limited to 1800, it can't do that much plastic and rubber with so low limit
1800 oil to 5400 plastic/rubber is only possible with residual rubber in the mix
i see
so either decrease amount of plastic and rubber you want to make or increase the limit
(generally I'd recommend not limiting the raw resources and just seeing how much you need and adjust product and recipes until you're happy)
you still can of course (with Residual Rubber) turn 1800 Oil into 5400 Plastic... still, the Residual Rubber recipe will be involved
huh it actually doesn't take that much power or buildings to process every caterium node in the map
i didnt notice that she said it
looks a little overkill but you do you
A mere 334 foundries π
@sullen delta @ebon cosmos see #math-and-meta message for alt recipe choices
did you clock it down before?
ye
so that's why
it needs to finish a cycle before changing clock speed
oh resetting the recipie worked
new production cycle, new clock speed
also applies to the sloop, takes a cycle before that kicks in
oh so thats why i kept getting 1 pwoer shard from the first blue slug
yeah, do a wire into cable cycle first (or whatever simple thing) to kick that in
How do you that, do you use any mod or website or it's in game ?
thats exactly what I do... turn Wire into a Cable to "activate" the sloop π
satisfactorytools
it's a mod ?
it's a website
mods don't work now
ty
W or L?
if you need screws in a factory that already has lots of Steel, this can be quite useful... if you need to import steel just for screws you are doing something wrong π
there might also be other recipes that let you work without Screws at all
i mean im trying to import everything into one central location eventually
Alien Power Augmenter has an input... What do you feed the thing? O.o
keep researching, everything will be revealed
Gotcha, np!
Found it lol, been so long since I built that thing I'd forgotten all about the thing that comes right after it haha.
π
Still a ways off though I'm sure. Working on finishing off Tier 8 and phase 4, but finally actually starting to make some phase 4 parts now at least! Gettin there! :D
good that you had your EUREKA moment π
Fr, I just forgot all about that next spot in the mam lol, think I built that thing in like phase 2 or something silly like that cause I'd managed to find enough parts at wrecks, and 500 power is 500 power haha xD
that depends on your preferences
any way to make more screws for cheap is good IMO i jsut wanted tog et the opinion of people who are better at the game
tbh, personally I just dedicated like 2 normal iron nodes entirely to screws super early on and I've never had any issues with the things since.
opinions differ based on preferences
some will tell you that it's great, some will tell you that it sucks and some will tell you that it depends on what you prefer.
The nice thing about steel screws is it greatly reduces the amount of machines you need to make screws for any given recipe because the output is so high
if you need Screws, Steel Screws are a great way to quickly get A LOT of them... yes
reddit puts steel screws at A tier though in terms of the various alt recipes
Based on the math of this post
https://www.reddit.com/r/SatisfactoryGame/comments/1fekus9/alternate_recipe_ranking_10_optimizing_for/
Which places them at the most efficient alt recipe for screws.
it depends a bit if you want to use Steel (and Coal!) for the Screws... if you lack lots of coal (because you are on coal power), Steel Screws are really bad
heavily subjective and not recommended to use
Does anyone lack coal in 1.0? There is so much of it
π€·
ive got 6 impure nodes doing 1600 screws per minute rn
you often lack coal during Tier 3/4 when you still use most of your Coal for Power Generation...
at that point, Cast Screws (or normal ones) might be better
So little Power is necessary to get through T3/4 I never scale it
I personally don't have enough steel production to dedicate any of my steel to screws, but plenty of completely untapped iron nodes laying all around me in the dune desert. It's one of the reasons I love this starting area so much. excessively underrated start.
I do have a number of untapped coal nodes around as well, but just haven't needed to ramp any further yet.
Things are just sitting at just about the right spot for me atm
thats exactly a situation where Steel Screws might not be great... at different times it might be good
Yah, so the age old "it depends" really applies lol
Does screw production become a bottleneck in tier 9 or something?
I'm always hearing people talk about needing more screws, but haven't yet run into that problem myself.
you can eleminate ALL screws from most production processes...
never does, no machine requires more than 1200 screws/min
(unless heavily clocked, but even then I'm not sure if any machine can reach that)
Like, I've got the crystal computer recipe going for me as well, that one I'm sure has removed a ton of screws needed lol
Belting hundreds or thousands of screws down a line of multiple machines is a pain. But if you put a single steel screws constructor right next to each one you can belt a tiny trickle of steel beams instead, that's the main use case.
I could totally see that, I've got branches of screws going all over the place from those couple of iron nodes I'm makin em from lol.
Tons of open space though, so the belts aren't so bad in the dune desert at least.
less of a plate of spaghetti and more like noodles thrown about here and there haha
Quickwire and Wire can also be quite annoying because they also stack to 500...
The only thing I don't like about dunes is that there are so many nodes I feel like anything I build has to go over the top of them. It's flush with resources
I also do one thing that most probably don't. I fill a truck periodically and just manually drive a pile of circuit boards or wire over to my computer production line, or pipes over to to my HMF production line. People set up elaborate truck lines or railroad lines, but I feel like the resources spent doing all that could just be fed into a machine instead to give me something to do by manually running resources lol.
Fill a couple large containers, then go explore for an hour and a half and find all sorts of neat things. The exploration on this game is incredible with the beautiful map we have.
in the end you want to automate everything... doing it by hand will not scale
if you need screws, big W. screws always clog up belts when you need lots of them, so being able to make them when you need them is huge
but its a good solution when you are still transitioning to a different tech level
idk, im working on unlocking tier 9 and don't automate everything. I do automate a lot though, or at least partially automate it, like the aforementioned HMF where I bring over the pipes from time to time, or bringing over wire and circuit boards to my computer lines.
screws clog belts because you put too much on there
simple solution is to not do that π€·
i mean that you usually need a lot of them for recipes, so it doesnt make sense transporting them long distances
exactly, so build screw constructor directly in front of the machine that needs those screws, connect them 1:1
at the minimum, don't merge the output of screw producers ^^
if you have four machines each needing 10/min screws, connecting them to a single Cast-Screws Constructor is fine
all recipes have their situations where they shine - its basically up to you to figure out if you want to use them in those situations. Resource wise that's not super cheap screws
finally got a recip that dont need screws lol
eh, extra cost for some convenience. not a big fan of it
having the same input for both Rotor and Stator can be nice...
but doing the Steel Pipes directly from Iron Ingots was a bit expensive π
just cost iron so its not that bad. since i have iron pipe and iron wire but yeah
honestly I've never understood people saying this. You still need to make factories for all of the ingredients. Whether it's 10x or 5x + 5y (x and y being required items) is irrelevant, you still build roughly the same thing
agreed, the ratings of recipes in those posts really isn't very good guidance
Creating a compact factory that only uses 1 node type, that's situated at that one node, is more efficient in some aspects than having to create a factory that uses 2 different nodes, as sometimes those two different nodes are further apart (and thus create more ground clutter with belts / running power / etc) than you would like to have to manage.
But, like all things, it's situational.
- or that uses fewer node types in general, etc.
I wanted to try it out for my current Motor factory... its insane how few Motors I got for 3x 270/min Iron π
copper rotor ftw π
there was no copper closeby
pick a better location π
I hit the jackpot with dune desert for motors lol. That one crater in the northeast area is insane efficiency with base recipes. π
it makes all my motors and all my encased beams hehe
iron alloy or basic iron is the way to offset the cost there
and I really needed a few more ingredients to start oil processing for plastic and rubber... but now everything is rolling so the first train line (and the first Fuel powerplant) can start π
i did like the copper rotor tbh since my starting area had everything but lost crystal since one of the patches
Iron Alloy and Iron Wire together is an interesting combination
do you have the ability to collect every alt recip
supposedly yes, plus some spares even.
5 spare drives
there we go
cool would you get copys of stuff you already have?
so it's kinda down to the wire to find basically every drive to "collect em all" lol
no, can't get duplicates
yeah thats the part i actually like you have to go search for stuff
if you're down to only one recipe you can use, it'll only show you that one option.
rather than 2 choices
and if there's no options, it just doesn't let you scan
technically the hd recipe pool is a tiny bit smaller than the 113 hd's you need for every alt b/c there's compacted coal, tf, rf, if that require drives
For sure, I'll always say that I love the exploration on this game.
i do hate the truck though it should have been alot better
it gets stuck on everything
Explorer is goated
yesterday I nearly drove my Explorer into one of the "map holes" π
yeah just unlocked that thing i drive it straight off my sky platform lol
oof lol
so much fun lol. hit e and pop your chute before you hit the ground, then just hop right back in it xD
i'm happy they actually got the handling on the explorer about right, it sort of sucked in u8
lol imagine playing with it before u8
opinions on that exact topic are all over the place lol. some loved the slippery traction from u8
I agree with you on it feeling good in 1.0
can still mario kart it around corners with the spacebar hehe
it was good before the engine upgrade, its just they didn't have the tuning of its physics quite right after
lol drive backwards
driving backwards is fine, turning while driving backwards though... π
haha yep
i'm not saying it feels good, just it doesn't suck like it did
i got hit by radio active thing the other day and get jetted accross the map
also the stopping power of small trees can be annoying
omg fr
didn't the explorer used to be able to destroy small trees?
yeah, that's a new change
ok, I wasn't sure if I was just mandellaing that or not lol
and I learned yesterday that jumping spiders don't take fall damage... a few of them missed me (the green poison spitting spiders) and fell quite a way down... after that I had Green Spiders running around on the ground!
Hogs though. It's fun watching them yeet themselves off a cliff then splatting.
nice jump-scare when you are back on the ground, got the HD and then get jumped from the same gang of spiders
I jumped into the Explorer and decided to leave the area
Time to make another 256 power shards xD
I still enjoy the irony that T1-T8, power shards are extremely valuable and relatively scarce, then at T9 they become waste material. π
I wish the blue slugs would mature over time... Since 1.0, I rarely bother to even grab em unless they're super convenient, which a lot are, but still lol.
A while ago, I used to have a design of a water priority input, where all inputs are coming in at the same level, with a pump at that level, and each of those input go higher and higher to join the stream. The lowest one would have the highest priority, preventing lock ups. It appears not to work anymore, any update/details ?
Oh, I've been doubling the things since like t2-3, I pushed hard to make sure I wasn't wasting a bunch of the things early on that I could be slooping lol
Oh, for sure. Quadrupling DNA gains is still my favorite usecase.
Input priority junctions are generally broken, and have never really worked quite right to begin with. Find a better way.
very nice for emptying the Awesome shop
100% goated use case lol
Only have a few of the color paints left to get there now myself lol
I've got everything but the statuary. Holding out for my gold nut.
Oh yah, I'm not messing with the statues right now either.
those are just pure sink really lol. honestly kinda rather just buy needed recourses to save time than mess with the statues. :p
i sure there's a cheeve though
omg, did yall know u can place multiple train connections on the same spot using nudge mode?
i have my copy on epic though, so don't really care much about the cheeves heh
There is for the golden nut, yeah.
I did! I still want to know if it works as a more than 3 way split for trains, though.
there are those SF players who are Screwed... and there are those who are Nuts!
yes it does, accordiing to this video https://youtu.be/Qoz2V77AuHA
Neat.
going to try it out once my game has updated
i really dont care, i hope they never patch this
Choo Choo M******
YES
xD
Not sure if this is the right place to ask. But ive had the idea in mind to make a factory thats less dedicated to one item but can automatically overflow its resources to other machines when not needed (or limit flow using slower belts to give priority to other areas of the factory when needed). If this is possible is there a name for this type of design?
choo fucking choo
Best ADA line ever xD
Smart splitters.
For liquids, overflow junctions.
For gasses and nongasses, godspeed.
still splitters, but you gotta bottle em xD
Can't bottle nongasses.
But yeah, you can do overflow shenanigans with gasses and packagers, true.
im not sure what a "nongas" is... lol.
T9 stuff
It's a substance that behaves like a gas but can't be packaged. π€£ It's tautological.
gotcha lol
And yeah, T9 stuff.
Almost there. π
EPM and DMR. Is there a third one?
Is it as simple as that then? Ive been struggling to balance certain items with limited input. So thought there must be a way to make the output variable. If its as simple setting smart splitters to overflow then ill just go for that π
Probably only another couple weeks haha
I feel that, I'm slogging through phase 4. π
Without more specifics, I can't be more specific, but yeah, for what you said, overflow splitters are what's up.
But yah, smart splitter or programmable splitter to overflow. (depending on how many items you're working with)
Protip: don't put more than one product on a belt and make proggers utterly pointless forever.
I do, but only if it's fresh.
hehe
its a gas but they pretend it isnt a gas and make it so u cant package it. its all a big psyop, obviously, by the shadow government
Yeah, that's why it's nongas. π
We were informed we would make people displeased if we called them gasses.
So they're not gasses, that act like gasses.
Interesting! Thanks guys! I tend to overthink this stuff while im working away from the game and imagined this would be more complicated than it is, but should be easy enough to implement later
@tame frigate Patchnotes say they fixed the hard drive scanning bug!
Perfect Wednesday in my view :D
it looks so tiny from up here π¦
whast a nice computer p/m amount ? (:
69
one Machine at 100%?
if you are not sure about numbers, starting with a single machine is always a good start...
assuming you only need them for the Dimensional Depot and your personal storage
That would indeed be nice.
today's patch notes said they updated the map, wonder if any resource node was changed #patch-notes message
I'm pretty sure that means the map background
or maybe some fixes of map decorations
like, the image and not the walkable map
doubt that there will be any significant map changes
i just dont wanna rescan a lot again
99.9% that nodes didn't move
How do i make sure that exactly 67.5 goes into those constructors? should i just manifold the cast screw and iron rod line in one ?
You should just manifold them, yes.
Well you cant really split fractions that easily so your best bet is to just manifold and overflow the rest to something else
So basically have the same single manifold for both iron rods and screws right?
There's no downside to manifolds once they are fully saturated so no real reason not to
50.63 is such a weird number though
What exactly are you making with that?
modular frames
Well, when you say "same single", they should be different belts. π
Is this an alt recipe or how are you getting those fractions?
but then ill have the problem of dividing them again
I mean screws on one belt, rods on another belt.
Apparently yes. π
Oh its 'cause youre using 270 as an input..
I'd produce 10/minute for now and just expand to 20/min later when you have mk4 belts
I have a bolted frame alt available is it any better?
Not for you, no.
Bolted is more expensive iirc
nothing speaks against just making your 11.25 by the way. I just find it easier to make 10 and go to 20 later cause you just double everything
Oof, I need 2,505 Stators for the next thing.... and 50,100 cables... ;-;
Time to sloop and cut it in half!
Alright then ill just do 10 i have some sloops aswell so can i place them in the final assemblers?
Going for phase 2 so really need them as quick as possible
If you have the power required and dont need the sloops for other stuff, sure thing
Can i place sloops on smelter?
Not on a smelter, no, unfortunately.
Yes
just place them on latest machine in a chain
Wait, can you put em on a smelter??
Main problem in phase 2, at least imo is more the steel beams instead of mod frames
one manifold for each item type... never mix stuff on a single belt π
not like it's any useful to put sloops on early machines. Putting them on last machine doubles the entire chain
i think they are talking about an input manifold
Got it
its like what, 500 mod frames and 6000 steel beams so prolly better to sloop your beams
yes, and using the same manifold (belt) for two item types is possible but if you need to ask you should not do it
and then frameworks if you just wanna speedrun though p2
no i mean iron ingots manifold into both screw and iron rod constructors
thats fine...
Ill just make a lot of mods first using the sloops once i have enough ill make the beams
but I have a friend who likes sushi belts and then use multiple smart-splitters to feed the machines
Beams although are being made at a normal pace in a steel factory
I've started playing around with sushi belts, honestly quite interesting
yes, but dangerous... I used a special Sushi-Balancer in my last-playthrough to fill up a train wagon with different items...
sushi belts look so cool but i would not use them in a serious factory, just in one to look fun
If you make sure it can never overflow its pretty useful
"never overflow" basically just means "throw some amount of it in the trashcan" π
make parts of it Awesome! π
or in the long run, store it in form of Golden Nuts
VERY compact storage
i dont know if you can call it storage if you can't get the items back out...
can you have more than one golden nut? wow
In theory you can have infinite
I shall declare maxing awesome points as the ultimate end goal of the game with more confidence then in the future
Actually prolly not cause coupon price should eventually overflow no?
yeah, of course there will be some technical limitation
depends on whether or not they are using an arbitrary precision int for it.......... but even then it would be limited to your RAM or smth
18446744073709551615 being the limit. π
Definitely easier to get more golden nuts than before 1.0 cause warp drives are insane points per item
i mean yeah, we went from like 180 million points per minute to around 485 million now
plus you get coupons from DNA capsules like crazy
sloops go brr
Not adding a diamond nut honestly makes the game unplayable
quantum nut. either you nut or you don't, until it is observed
You encode your nuts? Techy
If your next ticket costs 18446744073709551615 points, you are on ticket #18904575940052136857026728849130506013500
No, wait that's wrong too. Ignore me.
yeah the coupons grow slower than the points necessary to get them
i think incremental cost grows by the power of two and thus cumulative cost by power of three
Guys, whats more meta rn?
The coke steel?
Or the solid steel?
The solid steel makes more sense for me personally for its lower resource use, but maybe i am seeing smt wrongly
Cus you could combine it with pure iron ingot or like the iron alloy
I always go for solid cause its so much easier to make
How tho mathematically?
glad you asked! one sec
Ehh sure!
I have time
(idc about power cost or my sanity in machine amount)
Solid Steel is what I go for
You can directly feed the solid steel ingot foundries into beam constructors 1-1, and pipe constructors 1-2
Oh 1.1 would be nice to have
If you go pure iron into solid steel you pay 1,06 Ore + 2 Coal per 3 Steel
...
What if i combine it with the alloy Iron?
Molded beam/pipe can help with your steel costs
Though that doesn't feed as cleanly
Alloy funnily enough is the same iron cost but you add copper into it
Oh damm
?
Am i bad at math?
Pure Iron is pretty okay if you're making it near water
But it uses copper instead of water
Ah
Honestly
good trade off
I tecnically can use refineries already, but i rly dont feel like pipes
You trade annoyance for copper basically
Yeah
and more power obviously
Eh this is already not sane so
Alloy's slightly more efficient. 1.875 vs 1.857.
Also foundries use way less power than refineries and water pumps.
As I said if you go molded beam/molded pipe you can add limestone to reduce the amount of steel needed
Like im definitly going insane with this...
pure iron is pretty good but I struggle making a nice modular layout with it
i need mk4 belts
Iron Alloy is 2.25 iron Ore->Ingot (and also 7.5 Copper per ingot)
Pure Iron is 1.85 Iron ore per ingot
ignore me I fucked up the math a bit
Iron Alloy is 1.875 iron ingot per iron ore.
Pure Iron is 1.857 iron ingot per iron ore.
Oops got ingots/ore mixed up
You let mario cook its joever
Is he known for that?
Can he math my belts π
Idk but they are calculating some coke stuff so has to be an exquisite stew
agHHhh i hate pipeline science π
Me to, me to
god (satisfactory)hates me
Did you use a floor hole?
i play this game in my depressive stress phases... just making it worse
Does anyone actually uses them?
never used them, seem very wastefull
For lifts
I do sometimes only to be disappointed
no. my machines run at 99% efficiency, i dont think that could be caused by a floor hole
Pipes they are a bit more usefull i guess
Are you using valves and all the funny stuff that bricks pipes?
nope, no valves.
&floor holes actually can cause that
Omg yaqll needa see my old Piping i used in my old save for my big bauxit refinmenet
Nightmare fuel
I can try and help fix it ig
Is it turbo fuel?
Well a more relevant method to think of Pure/Alloy iron ingot is buildings/Mk6 belt
Pure Iron needs 18.46 refineries to reach 1,200 iron ingots/minute, or 7 refineries at 250% and 1 at 96% overclock
Iron Alloy Ingot needs 16 Refineries to reach 1,200 iron ingots/minute, or 6 at 250% and one at 100% overclcok
Update 3 me thought this is a good idea
o.0 good lord
it gets worse
Time to leave the kitchen my guy
Yall wanna see my beta weekend to update 2 save?
its wet concrete.
thats.. new
This was 2019 stuff
yes
@hot junco Opinion?
i replaced the pipes after adding junctions too
Is that the entire pipe network that is causing problems?
here are the two water extractor interfaces
yes, thats the entire network
My turn now. A blue crater lake powerplant that turns all available resources(4 sulf nodes, 7 coal nodes(not calculated excess coal into power yet) and 2550 oil per minute, all turned into power. The only thing this powerplant produces is 350k megawatts, and 3400 resin a minute.
The only thing on first glance might be floor holes resetting your head lift
Put the pump later
And make it only 1 maybe
Could be that those are fighting each other in a weird way
i am not using floor holes
yep
Mario?
you alive?
i used them at first, then i clipped through them. no difference
Lemme do some cooking
Love using fake holes myself when I need to go through multiple floors 
@grim crane shadow price is by how much your goal value increases in the optimal solution if that constraint is relaxed by 1 unit (i.e. you get 1 for free). in the meta production line for points, the shadow price (points/item) for 1 of each is:
Iron Ore = 213.88
Iron Ingot = 141.84
Coal = 1248.92
Compacted Coal = 2569.97
Steel Ingot = 832.67
1 MWmin energy = 52.02 --> 1 MJ = 52.02/60 = 0.867
when you do compacted steel: 4 * 832.67 - 16 * 24 * 0.867 - 1 * 2569.97 - 2 * 213.88 = 0.022 (due to rounding error), = 0
when you do solid steel: 3 * 832.67 - 16 * 3 * 0.867 - 2 * 1248.92 - 2 * 141.84 = -325.13
as you can see, solid steel is negative, so introducing it in positive amounts into the optimal solution would deteriorate it.
I had some problems with a similar setup in my plastic/rubber stuff
ok ok
it worked 100% perfectly fine when side feeding. i saw some messages about COD about how to make bototmfeeding work and i really want bottomfeeding to work so i tried it out again after it failed the first time and it still doesnt work
if i switch back to side feeding itll work fine again, but id much rather bottomfeed it
I got compacted and coke steel confused earlier btw. i meant compacted
Can you check flowrate right after the first junction after the pumps?
Ah ok
Lumiina whats your opinion on this
compacted is the way. btw all the compacted coal comes as a byproduct from Rocket Fuel production
My opinion is that you need jesus by your side for that
i only very rearely catch it below 600 for a second
:)
DAmm ok?
yea just now it was at 598 for a second or two, wasnt fast enough to screenshot it
hah! caught it
I think the problem is the first junction cause of fluid dynamics running into each other at an equal rate
soo
yals opinion on best way to make your first fuel plant?
before you have the fancy Blender
how would u change that?
Doing some testing rn
I've always done packager -> diluted packed -> unpackage
mh
Easy to swap out for blenders when those become available
I want belt fuel gens back
So simple

Can you try feeding the water into the bottom row and removing the loop?
thats what i did before and it didnt work iirc, i added the loop and feeding from the top because thats what COD recommended. ill try switching back to no loop and see if that makes it work again, maybe something i changed between then and now makes it work without loop
removing the loop made it a lot less reliable
Last thing I can think of is that bottom feeding is just bricked in 1.0 for whatever reason cause I have the same happen in my oil plant
Actually why dont you just split it into 300/300 and leave it at that
yea i gave up on bottomfeeding too, then i saw cobalt say that its quite easy if u just do these simple things and i felt like i couldnt not use bottomfeeding at that point
like i said this is kinda test scenario for my oil plant, ill be getting 600 out of those extractors so just doing 300/300 from source isnt possible
Everything's easy if you don't run at 600. π
This might honestly be a bug at this point cause it only ever happens when you feed something from the bottom
I don't understand how this isn't possible?
you cant just keep the sources seperate if its a single source
you have to split from 600 at some point because one extractor makes 600
combining the water extractors and splitting them again also doesnt make it work, i tried
So splitting it into two separate pipes and feeding those separately doesn't work?
Nah I mean making two seperate water loops entirely
having them seperate from the very beginning works iirc, combining them and then seperating them doesnt work iirc
I'm surprised combining then separating them doesn't work, honestly.
I have a schizo idea
Is it "don't bottomfeed like everyone else suggests"?
Can you replace the extrators and make sure they turn on at the same time?
i got it working
Oh?
What was the solution?
i think this makes it work
using mk1 pipes before the combining junction
both water extractors are consistently at 0 water in the buffer
Neat.
For my sanity can you replace the other 2 pipe segments too? xd
Hi guys, i am again bored at work, whats the current topic of discussion?
i got the idea becuaes i saw the flow rate in the two side pipes fluctuate between 298 and 302 constantly
making feeding machines from below with fluid work
i guess this means that having a single oil extractor with a 600 pipe out of it will work fine with bottom feeding?
Yay sloshing.
That was my initial suspicion cause you have two liquids pushing into the same junction and if they are offset by a tiny bit then one flow will push into the other pipe and reset your flow
because it would be the same situation, a single pipe of 600 going into the system
package them, elevator to the top, unpackage, and feed from top
Wrong concept of "top".
headlift isnt the issue, im trying to have the pipe go up to the input from below, for aesthetic reasons
also, it being difficult makes me want to make it work even more...
Basically fighting gravity at the input itself.
I'll yank that into my blender setup
nvm they're at 5 again...
well guess I wont
299/300 rounds up to 100%. π
99.67% efficiency.
For funsies, what happens if you toss valves on the final pipe at 100%?
Like, just before each machine.
Or just after each junction. Idk.
noooo, not valves
DOO IT.
they are the work of the devil
FOR SCIENCE.
Sometimes one must reach for the dark arts to make dark things happen.
Valves should be fine in this scenario cause the pipes should be full
And the 256 precision thing shouldn't matter if they're wide open.
wait, this may be me being stupid and not understanding fluid physics, but would it help to put the pump on even ground?
Also, I thought I heard they fixed the weird scaling on valves.
pumps dont push fluid, they just increase headlift
Help in what way?
i know, just had a feeling that it might cause some weird shit there, cant explain it
Discord does Science.
idk, just felt like it
Iβve had some perceived wonkiness with pipes on inclines, so I try to always make them vertical or horizontal on a foundation. Probably doesnβt matter but it makes me feel better I guess.
I love how superstitious everyone always is with things like this in games.
"Maybe it's the wrong color?"
And, I mean.. that very well could be relevant. π€£
Yeah idk the fluid system in this game is kinda odd though. Itβs like super realistic but also kinda isnβt.
It has realistic properties yeah but you can't actually apply real fluid mechanics to it
"Here's pipes, here's bits and pieces. Good luck."
#1287987061361610793 message this is the image i was referring to
Also spin on your head three times and click your heels twice otherwise weβll leave a tiny piece of mk1 pipe in your junction π
COD definitely is a pipe wizard thats the concerning part
Man, the number of people who've gotten almost combative over checking for slivers of pipe and belt, when that turned out to be the problem. π
It's a surprisingly common problem
Yeah I had one rack of refineries once that wasnβt working and I couldnβt figure it out so I deleted and reset the whole pipe and then it worked great. I assume it was just a pipe bug
i wish the pipe simulation was simpler for sake of not confusing my poor brain
Can you try not bottom feeding?
Wow. Insulting ngl
Even if it looks shit for a bit
i was side feeding and it worked just fine like i said earlier.
Just load-balance your pipes, ez 
Ah
Yeah, side and top feeding works better, we all agree on that. π
I still think you should try the valves.
so true! i love setting my valve to 129.63, it totally works
i always die inside when youtubers do that...
between 70 and like 200 i think
should
Eh, I was talking about actual load-balancing, not just choking throughput :P
it seems to be working fine right now after i flooded the system again? ill wait a bit and see
With the pipe mismatch still?
I don't :D
..really?
Same π
you could say that side feeding is on top
Y'all don't think it's easier to top or side feed?
I bottom feed fairly often as I like how it looks
please teach me the ways of bottomfeeding
That's not really what I said, though.
I think whichever is fine, so long as one builds pipes "properly" (a very clear and objective parameter, I know...)
Side feeding is the easiest to build, I agree
Easiest to build and make reliable.
is rubber or plastic more important to have more of?
i have a very simple setup, two water extractors and 4 refineries, and no matter what i try i cant get it to reliably bottomfeed (while combining the extractors)
depends on what u want to do
beat the game?
It's important to have both, in that case.
I usually start by making equal amounts of both and then if I need more of, say, plastic I would use the recycled alt to turn spare rubber into plastic
I think the problem is that it takes longer for the water to travel upwards in the pipe, thats kinda why the head life displayed in the pumps is fluctuating and that creates a mismatch of some kind
i heard the issue is that one machine eating fluid makes hte fluid drop in the other pipes too so they end up consuming less than 600 sometimes
I heard it was related to the phase of the moon and tides.
Since your nickname pleases me, I shall
Jokes aside, I don't think I can encapsulate my experience with pipes in a easy-to-read format like McGalleon has, so I can only help with specific examples or with the generic "don't make systems more complex than needed and build things as" properly" as possible, avoiding clipping or weird angles/height differences..."
Yeah cause when one machine consumes water the pressure in your other upwards pipes drops to fill the liquid that just got consumed
It might work when all refinieries turn on at the same time
Pressure doesn't exist
What are the numbers involved?
well actually it wouldnt cause it fills up the nearest pipes at the end of your loop first
two water extractors pulling 300 each, combined to 600, feeding 4 refineries that take 150 each.
i know i could seperate the extractors and have two totally seperate loops and itd work, but i want to use htis as training to find out how to build my oil setup so it works, and with oil u get 600 out of one machine so splitting them isnt really an option
The water doesn't have much space to 'slosh' around though. Try making your loop horizontal instead of vertical.
Ah, good 'ol 600/min issue...
i had the same setup while sidefeeding and it worked with 100% efficiency
but then it should actually be fixable with valves no?
heres the water extractor UIs
unless i am misunderstanding the problem
unless fixed valves almost never let exactly the required amount through
notice how they say they are at 100% efficiency but have some liquid inside of them. if i waited another 10-30 minutes they would start stalling occasionally
I can see one water Extractor, but where's the other? Is it next to the first or farther off?
Think I have seen at least 5 people daily running into the "issue" and then others feeding into it by saying that there is problems with mk. 2 pipes despite it being confirmed on the latest stream that they are absolutely fixed
There was never anything broken about mk2 pipes though
its just fluid dynamics being complicated and very intricate
There used to be a bug that made all the fluid in pipe disappear upon loading a save which made it hard to achieve full flow rate out of a mk. 2 pipe
well i havent restarted the game since flooding the system
Not impossible though
they're at 25 now, so filling very very slowly
This is definitely fixed though. Has been for awhile. I just checked the other day.
Yeah that is what I said
The merging part seems fine. No chaos, pipes all on the same height and almost of the same lengths too 
What I would first try to improve the system on would be:
- Removing the Loop
- Removing the junctions at the ends of the system
- connecting the system to the water input from the middle of the pipeline (I'm not sure if the exact middle is best, but I suggest trying placing a junction there to feed the system)
Do feel free to ask if anything I described is not clear as small details can make a lot of difference in pipework sometimes!
I am big on having your incoming pipe in the middle of the manifold
Well, not all, "just" a tiny amount for every machine connected. It took several save-loads to empty pipework
Ah ok, my mistake. πΌ
The loop is fine the problem is where you feed the loop
it will always prioritize the most left and right
Ngl, I think trying to keep the pipework "sensible" like this can do a lot (this was exceedingly clear in my pipe-balancing post, jokes aside I do recommend giving it a glance)
Yeah I have just read it and it makes a lot of sense
There are different schools of thought on that ahah
I just never used/needed loops so I try not to add them when suggesting as they're a bit of a question mark in the system for me
Subconsciously I do tend to keep pipes always equidistant and everything the same length which - at least to me - seems to have a big impact on how reliable your network is.
I must confess this was mainly done for aethetics until I actually realised that it can have an impact π
its running full faster than before now
already back up at 3 in the water extractors
flow rate at 560 sometimes, before it only rarely dropped to 598
I bet you still haven't tried using valves, huh. π¦
Same. And I noticed a strong correlation between people having "nice" pipe designs and lack of pipe issues π
where do u want ur valves?
Complete opposite for me, I've got a consistent 600/m oil plant but it would only remain constant with a loop in. Pipes are wack
I dunno! Either right below the machine on the input pipe or just after each junction.
Do you emtpy the system before you restart it?
no, i flood it
i flood it and then when its running i remove the contents of the water extractors
its up at 40 now, before it took like 5 times as long just to get to 20
you can set up systems that don't need loops, they just aren't the average layouts people tend to build
any advice on how to make this bottomfeeding system work? ive tried everything people recommended so far
i actually gave up on bottomfeeding but then i saw htat image from u where u said itll make bototmfeeding work so now im trying to make it work again
this is the set up I designed after a lot of testing
mine was basically the same, one sec
And you flooded it, including hte machines, before turning it fully on?
Another recommendation I'd make would be making the outputs of the junctions look all the same.
In other words: make sure all outputs are straight pipe segments at 90 dgreees from the junction. So avoid having the junction output directly to the floor holes
If one side of the pipework is different from the other (even just because of pipe angle), sloshing may occur more easily/strongly
Or, in other words: the more symmetrical a pipe system is, the less issues it tends to show
that layout is what I developed to make this thing work xD
yes, all machines fully flooded and turned on one fater the other
Love it
(After I fixed some of the issues in your pipe layout strategies) 
i idled all machines, turned one on until it was at 50 and then idled it again, until all were turned off and at 50. then i wiated for the water extractors to full up and turned the machines on one after the other. then i emptied the water extractors and waited. they started filling very slowly
look, if you like, you could send me your save and I could trouble shoot it in the morning
just set the hub there with pipe building materials, and maybe a hover pack if you have it
different project π and could never get that other one more than 93%
@edgy leaf similar to what Cobalt said, but if you don't mind screensharing your game, I can try helping that way rather than loading the save
I'm going to bed in like 2 min, hope you sort it somehow - if not dm me the save and I'll look when I wake up
okii thanks, good night
What recipe are you using, anywho?
6 Satiscoins Cobalt will still be replying in the server half an hour from now 
i set it up the exact same way as in the screenshot (besides the distance form loop to input) and it feels rather quickly still.
BTW, up for some screensharing action later or nah?
No pressure, just to organize my afternoon ^^
im really not a fan of calls, sorry. if ur fine with it i could send you the save
preparing it rn for cobalt anyway
yep
No worries~
I'll leave the ball in Cobalt's court then 
Oh, PS though: If you're self-conscious about speaking, we can avoid using mics ^^
I wouldnt mind tinkering around with the save as well I have some theories I want to test
alright ill send it to u later
Gotcha π
New #math-and-meta challenge. Make a 2x Water Extractor @ 250% -> 4x Wet Concrete @ 150% setup run at 100% efficiency with a single pipe between them. (Bottom fed for extra points.)
it worked fine for me when sidefeeding, it has to be bottomfeeding
why call it a "challenge" when its impossible
do other players have access to your depots when they load into ur world?
Because a lot of people here suggest it isn't impossible. π
it works just fine when sidefeeding
Its something I said earlier, the fluid in the other pipe drops whenever one machine consumes water and then water climbing up in the pipe takes longer than one water extractor cycle
Thats why I'm wondering if synching up all machines works
for now....
a fluid buffer might help then π€
wdym for now? i left it running for over 24 hours and the water extractors were still empty
Probably the moon phase.
its because mercury is in retrograde
Definitely. π
gonna have 1500 leftover silica/min from an alminum factory, what should I use it for other than uranium waste?
SCs or HSCs maybe
well, the water extractor cycle should stop being an issue when the water extractors are constantly at 100
It's only at 100 cause it buffers itself to 200 and then turns off no?
using pure aluminium alternate
Yes, I'm suggesting you don't use it only.
ah, makes more sense
Use pure aluminum for the rest yea
You can blend them to use the silica.
sounds good thanks
Tbf, I haven't tried, but I'm fairly sure that "load-balancing" the system, it would work (we got close to it before, but not quite)
Ah, @edgy leaf what do the pipes look like above the floor (floor-hole-to-consumer)?
i do not use the floorholes, they are purely for aesthetics (i dont think it changes anything, but people yell at me when i actually use them so i stopped)
I never had issues with floor holes yet π
Can you highlight one of the two (?) pipe segments involved from the junction to the Refinery?
(With the dismantle tool)
Just to make sure they are shaped as I'm thinking they are
I'm planning to make 4000 rocket fuel / min.
Good idea?
Depends, do you really need that much power?
Not really, but I could use the fuel in other places, like powering vehicles, drones, and jetpack
no. make more π
Feed it into your depot and you'll never run out of jetpack fuel again :D
im making 10800 / min
Until you do because it doesn't feed from the depot. π¦
Using some alt recipes, I calculated I can make 4k rocket fuel with just 1200 sulfur, 1800 oil and 1600 nitrogen gas
At that point, it's on you for forgetting to grab it lol
With mk3 miner and mk6 belts, that's doable
dont all the chains need coal or am i tripping
SFTools says you can do 4k with 1650 oil, 950 sulfur, 1600 nitrogen.
turbo blend fuel doesn't need coal, it uses petrol coke
oh i see
And 35.897 iron ore. π€£
yeah in that case you need iron right
i'm making turbo blend fuel using blenders first to get 2400 turbofuel, and then combining that with nitric acid to make 4k rocket fuel
yes, some iron plates for the nitric acid, nothing crazy
I went with diluted fuel -> nitro rocket fuel π
i (think?) that uses the least oil, maybe
maybe I'll start with half the numbers
I'll do 1200 turbo -> 2k rocket fuel
and will only need 600 sulfur and 900 oil
but more sulfur I believe
im only use 70% of alll sulfur in the world im sure its fine
Switched it to Nitro and it says 1000 oil, 1333 coal, 2000 introgen, 2667 sulfur for 4k.
also remember a full pipe of rocket fuel is like 144 gens 
right, it uses coal, which I kinda wanna save for diamonds later
I'm using all default turning 1200 Oil into 3750 Rocket Fuel
You can use crude for diamonds too.
true
well 3750 rocket and ~like 500 heavy oil
Also that recipe consumes 1333 coal and 2667 sulfur while producing 667 compacted coal. π
In hindsight I wish I didnt cause I hate fuel gens
Even when overclocked, you still need to build a ton of them to burn all the fuel
300 in my setup cause I package the remaining 750 for drones
how good is rocket fuel for drones?
iirc its 42m/sec flight time and slightly higher consumption than ionized
ionized is 45m/sec and batteries is like 40ish
not bad
Its by far the most efficient fuel to burn and to use in drones
like how many drones can you support with 750 rocket fuel, roughly speaking
let's say like 2 to 3km
btw, ionized fuel seems a little underwhelming
its terrible
As a power source, it's garbage.
As a way to sink power shards, and as jetpack and drone fuel, it's invaluable.
i see....
even for drones its kinda trash for the cost
never thought I'd see the day we'd be sinking power shards
It's a little meme-y. I think it's better to sink Superposition Oscillators for the same results. π
what do yall think is the best drone fuel? in the past i never wanted to use them because it felt like a waste to use batteries for them, id much rather use trains
I love how they made other fuels useable in drones
I'm gonna be using drones a lot more now
PFRs if you've got the stomach for'em. π
I'm torn between batteries and rocket fuel
Honestly, I'd skip batteries entirely at this point.
I'd say fuel is easiest
Turbo or rocket if you have them available
There's just no good reason to use them at this point.
So about cost: Blue Crater Lake to Rocky desert is 8 rocket fuel per trip
Making enough batteries is just too much of a pain at this point, now that you can use alternative fuels
4820 meters
There's literally only one recipe that uses them otherwise.
8 for 1 way?
Ye
not too bad
Huh. Apparently Super-state is actually super lightweight compared to the other two. π
I like how on paper OC Supcom is strictly a downgrade.
This is why you don't compare WP!
OC is simpler in return
You can also build them from the same parts as Turbo Motors.
Turbo Electric and OC Supcom is a delightfully smooth factory.
Whats the uranium ore throughput i can expect a drone port to have? Long term fueling of them expected to be plutonium cells, figuring i might just use them to bring all the ores needed to a singular nuclear facility on the map, tho im not sure on where yet
The drone port tells you after the drone finishes one route
depends on distance
For reference, a 4.8km distance drone can transport ~2 stacks per minute
which whould be 200 uranium/minute
If you are using rocket fuel that is as it also depends on fuel type used
Whole system is going to be kickstarted with some spare turbofuel cans, but longterm should run on plutonium fuel cells, which i understand has high performance
Rods, not cells, just to make sure.
hmm... i think i can encase turn the output of one of the uranium nodes into encaseds, which should make transport way easier
Plutonium is 50% faster than turbofuel so keep that in mind
Which Trainsignals do i use if 1 Train is in the Station and another wants to drive in?
#1038092680493801533 post a drawing of the whole track layout, or better upload your save to SCIM in #welcome and send a screenshot of that
Did it
Lots of speed, so it pushes the other one out.
I mean.. that does do what he asked for.
Okay ya'll basic math isn't mathing for some reason:
A) 2.5 refineries for aluminum scrap has 300/min (120x2.5=300) water OUTput
B) 2 refineries for alumina (5 in total but only 2 in question) solution is 360/min (180x2=360) water INput
So if i combine the water from aluminum scrap and add 60 water to it from a water extractor, that's a total of 360 water to feed my 2 alumina solution refineries.
But the water pipe is filling up causing the scrap refineries to stop and backing up production so the whole process shuts off after a few hours.
I have the 300/min water pipe going into a Fluid Buffer since i need the output as an input and it needs to ramp up some water before it can run 100%
I'm combining the 60 and 300 pipes into a single mk.II pipe first, then splitting it between the two refineries (although I've tried a manafold style setup too) I have the water extractor set at 50% for 60/min water, but also a valve (set at 60) on the 60 and 300 pipe to prevent backflow
make it make sense π’
... this has to be an insane spot for fuel, right?
oil, sulfur, nitrogen right in the same spot with water
yeah
Try not to mix fresh and recycled water if you can help it
@muted crypt why?
Because otherwise you may run into the exact problem you're having now, where it clogs up
but that would be either bad game design or a bug?
It's a consequence of fluids being weird, you can't necessarily think of pipes like belts
@oblique hollow you're better with them than me, can you help explain?
Ya know what that is actually very good for RF
having water as an output and water as an input on the same production line by design has to be them telling us that this is what you're supposed to do
Its more about that this is a logical flaw
What happens if your scrap refineries idle for a while? (like when they are full of scrap due to some issue)
Think of it more as an introduction to a challenge you have to contiue to deal with.
the main problem with merging fresh and byproduct water is that you can run full of water if your factory stutters for a moment
In T9 they take away the simplest way to deal with it altogether. π
which isnt hard to see: Water extractor keeps making stuff, but the water isnt being used because the alumina refineries have run full (due to the scrap refinery being full of scrap for example)
@oblique hollow that's the whole point of re-using the water, is so nothing every backs up. all the math works out perfectly, but in game, i'm somehow getting more than 360 water. it's being crated from nothing somehow
it owuld be one thing if i didn't have enough water, but some how i have too much
The thing using the water is pausing, but things producing water are not, causing it to not consume as much water as you expect.
that's why i have a fluid buffer
i gently started it so the fluid buffer was half full, then let it run
are you sinking the aluminum scrap
I'm familiar with the logic of pipes, i've done multiple play throughs to phase 8, built 50kMW turbo fuel factories. 3k rubber/plastic factories etc, roughly 2k hours in the game and i've never seen this issue making aluminum. Wondering if it's a product of dedicated server issues or something π€
I mean, this is an incredibly common issue that people see all the time. π€£
Dedicated servers probably make it worse.
scrap never backs up, it's being used with silica to make ingots>aluminum casings> radio control units>then sink the leftover
its not being created from nothing.
Ive seen multiple setups and multiple tests have been run
fluid doesnt appear from nowhere
Could you DM me your save with that aluminum setup, if you dont mind?
packaged or no?
Ya
each drone from my expierence takes about 2-3 per minute if its constantly running
That's my planned spot for a massive rocket fuel factory
mcgalleon, do u think its possible to make a bottom feeding setup thats running at 600m3?
assuming any mk2 pipes will properly work at an expected 600 flow rate is a death sentence, from what I've gathered watching this channel lol
Honestly, a lil bit. π Better to just use slightly under, or be okay with 598.
these two water extractors have been running for over an hour, feeding the same mk2 pipe. both fully empty themselves before the next cycle
Ooh, what'd you do?
sidefeed
Oh. π€£
i told yall before it works just fine when sidefeeding
I THOUGHT YOU FIGURED IT OUT.
Sorry. Excitable.
I'm still hoping for a bottom feed answer.
nah, it just sounded like chad doggo sneeze didnt believe mk2 pipes could ever run at 600, which they can
most of the pipe issues I see people have here come up when someone's trying to use a mk2 pipe at full throughput, so it was a reasonable assumption at least
ive only had issues with them when bottomfeeding, which infuriates me because i love bottomfeeding!!
there's a joke in here somewhere
I've tinkered around with your save for a bit now and the issue is indeed bottom feeding. The problem is somewhat fixable by reducing the length of the pipe that goes up but after a few hours it will still cause the extractors to fill up and turn off
idk someone once told me that bottomfeeding is also used in a very very nsfw context but i never looked it up lol
Does it involve a plecostomus?
I haven't had problems with expecting 600m3 flow rate in my mk2 pipes
That's probably for the best lol
Did anyone ever try valves? π
π
Valves are bait
u can try valves if u want, i can send u the save
I cannot react with my spray bottle emoji here
I think
I was just gonna build it in my own save. π
im not touching this abominatoin again until someone found a solution. sidefeeding it is until then
Oh lord bottom feeding
Remember your diluted fuel plant?
yea, i switched to side feeding again. ill stop trying to make bottom feeding work unless someone here finds a solution
I'm not convinced this is entirely true. π
That factory convinced me to run some bottom feeding tests
Did you figure it out?
yes, thats why i gave up on bottomfeeding in this save. until cobalt said u can make it work if u just keep it simple, now ive spent a few hourst trying to get bottomfeeding to work again
(i didnt get it to work again)
Well the solution is coming up with a system in which the lines going up cannot interact with each other. Pumps might help but I dont think its a backflow issue
and the result: use mk 2 pumps wherever possible.
There is some kind of friction that really kills flow after a while if you dont use pumps
but only in bottom feeding
i love how even to the pipemaster genius himself pipes are magic
not even 100% sure I understand what you mean by side feed and bottom feed in these contexts, like is it just extremely literal in meaning or what
and the height of the pipes affects stability
Sounds like gravity. π
Yes. It means the pipe coming out of the machine's input bends downwards, stays horizontal, or bends upwards.
we all agree that htat shouldnt help, right?
its like some compound of gravity and friction
I mean.... Nothing says that there might not be some hidden friction.......
Its not the solution to this problem
How to do division when pressing N?
I see
/
We haven't seen it otherwise have we? We assumed there was when pipes were first introduced, and there wasn't any horizontal friction I thought.
eh, i remember back in u7 adding pumps fixed some thngs
Unless it's just that miniscule.
Do water towers still work?
horizontal friction is indeed basically null
But verticality was always a bit.... different
Yes they do
just not the one with the funny valve set to 0 flow
Fair enough.
Maybe a water tower fixes this
Like I know what the problem is but idk how to fix it xd
How to translate my result into the % input? Like 120 limestone divided by 3 is 40 but what % speed? How do I calculate that?
Type "40/120" in the percentage field.
lol that gave me 1% =\
[want] / [makes at 100%] * 100 = [target clock speed]
You have to add *100
Oh, do you? That's goofy.
im trying something right now and if it works i will declare u a watch mcgalleon
Type 40 in the PPM field. π€£
What does that mean?
If i try to articulate it as best and as simple as i can....
Pipes transmit headlift if full
Pipes try to rise to the same height in parallel to each other
fluctuations in fluid levels would cause head lift to die down
..... small enough head lift is then interrupted by many junctions and parallel vertical pipes, one after another
pumps reset headlift from their position
soooo when there is a flucuation, it doesnt cause a cascading effect down the line
solution: only pumps
My adhd brain is terrible at articulating my thoughts.. but its kinda what I came down to as well
Thats why the problem got better when I shortened the verticle pipes but it wouldnt fully fix it
yeah short vertical pipes means you dont take up as much of the "head lift budget"
meaning you have a lot of "excess" left
flooding the system right now, maybe im imagining it but it feels like it has better flow..
also on that note:
the smaller a pipe is in general, the less fluid it can store
pipes need to be able to store enough fluid to sustain pressure
so my though..... looong pipes should behave better in bottom feeding... but only the flat pipes
vertical pipes should be very short
Satisfactory 1.1: Pipes are now simple in and output, there are no longer fluid dynamics.
That's T9 in a nutshell inn't.
Factorio 2.0 moment
Welcome back pre-update 3
yea i think it works...
honestly i wouldnt mind if they simplify the system a bit
more "instant response" and such
i feel like this should be considered a bug. like, yes, its doing what its programmed to do, but thats how all bugs work! all programs always do what they're programmed to do in that situation.
i find it rather strange that they say it doing what its programmed to do means its not a bug
I think that's slightly reductive.
nvm it doesnt
I assume it to mean "this is a challenge we want players to solve".
i mean they kinda arrived at a similar sentiment for the "mk 2 bug"
it works as designed..... but the design is flawed
It is an interesting design, but not necessarily good game design
Honestly dont think there is a way to fix manifold bottomfeeding
I'm gonna laugh my ass off if valves work. π
They probably won't.
(I understand that they probably won't.)
I cba mathing out what you even need to set the valve to
100%.
probably not a good time to do it. Maybe a year earlier
feel like 1.0 would be a good time for it with so many new people joining
Factorio did it. And that a whoooole lot of time after 1.0
quick question:
do i need a pump if i only lift the fluid with this height ?
But that's because they weren't intending to be done
no
what kind of fuel is it
they did it for 2.0
not a month after 1.0 π
Thats like 2 meters?
turbofuel
this hre works
ah okay. If it was rocket you wouldnt have to worry
Ah hell nah
you see those three pomps that should be totally pointless? without them it odesnt work, with them it works
both extractors have been totally emptied between cycles for a few minutes now...
a pump after each junction oh boy
what happens if you unpower the pumps that seem redundant
they would reset headlift and it wouldnt reach the machine
Replace them with valves?
ill leave it running a bit like this to see if it acutally actually works and then ill replace htem with valves