#math-and-meta
1 messages ยท Page 172 of 1
Moving just 60/m copper with train will feel weird but... its a start ๐
That's cause it is a lil weird. I hate moving ingots and ore by train.
feels like you'd want to scout more nodes than that
Ill move cable and sheets
but its only production of 60
for one computer machine ๐
Considering the sheer number of ways you can make cable, I wouldn't.
I either need to move 80/m plastic to a copper vein or move 60/m copper production here ๐
Whats wrong here?
4 different recipes for cable itself, 4 different recipes for wire, so many recipes for ingots.
One of those Ps is a B.
only if you use basic oscillator recipe, otherwise insulated crystal osci needs AIL which needs quickwire
Its taking the whole station what?!
Placed the block further into the station fixed it
that path signal after the intersection seems weird
something is wrong with the junction
the train would stop at the station so it can't leave the path signal block
yeah was about to say
Your P is still a B here.
the entire middle section is one big block for some reason
Probably because it isn't a valid junction with that species-swapped signal.
something janky happened with the signal being on the merge itself
Which one?
Oh, is it a P now?
It's hard to tell. ๐
Anyway. I would pull all of your signals back slightly from the splits. Signals right on splits sometimes get Weird โข๏ธ.
that works but that path its it
The block on the station entrance doesnt like being close
It's because it's on the split, I think.
the issue was because this entire section is one big block
I mean, everything you've drawn red on here but the station should be.
when it should be like this
My brai nis failing me atm. If I produce 300 oil/m, using the heavy oil residue alt + the diluted packaged fuel alt, how many fuel gens should I be using?
Yes. It would be like that if the block in the station weren't on a split.
Adding the block to the station entrance doesnt shorten the block weirdly enough
it dont care
Because it's on the split.
Thats never been an issue till now
Then you've been lucky.
ig I have a block inside the station ig
im probably gonna move the intersection back more
That's probably gonna block the junction any time a train's stopped.
That's the best solution IMO. Add some space between the station and the junction.
and or a train is gonna get rammed in the back
Path signals will prevent that.
true but still, trains are gonna stop for no reason. So ill move it back a bit ty guys
try deleting and replacing the track at the entrance of the station see if that lets you put the signal at the split
Most likely, yeah.
And yeah, that might work. Most of the time, signals do work fine on splits. But sometimes they just decide not to.
First time for me :)
You might try rebuilding right there first, like Rai suggested. Might fix it for you.
I definitely wouldn't want to leave a block inside the station though. That seems like it's asking for trouble.
๐ฏ
if a splitter has two belts coming out of it with different speeds, it generally distributes more items to the faster belt, right?
It's not consistent.
i made some new funny discoveries with the wonky pipes!
oh no
i multiplied the amount of refineries by 4
from observed behaviors - splitters and mergers work in round-robin fashion, unless one of the belts is too slow to accept/give items.
ah okay
now it gets wonky even with 50 meters of headlift.
See! I told you! It's not just a headlift thing!
you might think, its the sloshing! its not related to headlift. but you would be WRONG. if i use 320 meters of headlift it works
No.
yes
Just no.
yes.
I fuckin' quit.
my hypothesis was that each junction somehow "removes" headlift to the next junction
so more junctions would mean more headlift required
and it seems to be true
Quick question: how many pumps is that compared to one between each junction?
Alternately: can you try using the same number of pumps spaced out evenly between junctions?
uhh its the equivalent of 6.4 pumps, however its not that it started working at that amount of headlift
i built the refineries, then i built the tower, then i tested the mk2 pump and then the tower
Oh, you just decided to go big.
so 100 might also be enough
or even 60. i just went straight to 80 4 meter foundations
i can send u the save if u want
Nah, I'll just ๐ฟ from here.
The saga of perfect bottomfed machines continues. ๐
Depends on belt speed and input rate
just add a kilometer of headlift everywhere, DUH
see that's what i thought
Well the pipeline manual says this isn't the case
But really, if what you're saying is correct, then there should be a way to calculate how much headlift you need to account for through each junction right?
if you have input of 90 and 1 output is mk 1 and another is mk2, wouldn't it still split 45/45?
We're very, very far beyond what the manual says.
Fair enough xD
Nothing so simple or straightforward, no.
yes, thats what id love to do. it sounds like itd be relatively easy to do if i had access to the debug commands :/
IIRC it tends to over favor the slower belt?
even mcgalleon isnt sure whats going on
once again proving that uniform belt speeds are superior factory design
I tried messing around with them, and while I got some of the debug commands to work, I couldn't get any useful info out of them. ๐ฆ
yea, the good ones are locked away. i hurt running satis on a dedicated server might give u access, im sure it can definitely work with mods
maybe mcgalleon has an snwer
Yeah. I think it winds up doing something stupid like 48/42 with 48 on the Mk1. Ultimately though, I'm pretty sure it just isn't consistent no matter what.
And yeah, like 0laura said, we've been involving McGalleon in these conversations too. He's just about as mystified as we are, I think. ๐
Mind, we're talking about a super niche, specific scenario.
(That people happen to run into a lot because it looks way better than the alternatives.)
Well in that sc I don't see any loops ๐ง I think that's something you should try
Unless the loop is behind the pipe
Nope, no looping.
theres no loop, but it works. im not confused by it not working, im confused by it working
It's evil and defies all logic.
You mean it suddenly working after a threshold of headlift? Yeah that's pretty wonky xD
It tracks with the other solution we've found: throw a Mk2 pump between each junction.
yea, the theory that makes the most sense to me right now is that each junctiion somehow swallows some of the headlift
Honestly, I think that makes sense.
If you watch the input pipes, they drain every time the machine cycles.
So the pump has to literally push the water back up.
that should cause sloshing and maybe stalling but it shouldnt be fixed by more headlift
Unless headlift actually does apply vertical pressure.
like, in the past the wisdom was that because the fluid level goes down in one pipe, it goes down in them all because they try to equalize. that causes sloshing and makes the fluid go below the point where the machine can consume
Then more of it means more pressure.
but that should make there be no fluid due to there being no fluid, nothing with subtracting headlift
afaik snutt confirmed there's no pressure
Even without sloshing, though, the difference between bottomfed and topfed is bottomfed the pipe does drain.
just headlift + amount of water in pipe
the only two parameters that dictate flow
yup. and headlift is either enough or it isnt (besides some fuzziness at the boundary maybe)
alright cool, intersection signals is complete
Your own evidence says that's not true, doesn't it?
but this thing doesnt work with 50 meters of headlift, it does work with 370 meters of headlift...
yes, what i said is how it should work, how we thought it works. that seems to be wrong
ooh yes, i have a good idea. ill place a mk1 pump in line with it and see what happens...
i think this would be the definitive proof
Because it would reset the headlift right?
yes. one could argue that the big tower makes it work because it acts as a buffer
well one cant argue that now
the red thing in the distance is hte mk1 pump, i loaded the savve i made when the system was flooded, deleted a pipe segment, placed the pump on the ground, reconnected it and turned the machines on...
its stuttering HORRIBLY
this is hilarious
b-b-b-b-b-b-b-b-
Yk your theory that junctions suck up headlift might actually be true
Testing it right now and it has some really strange behaviour
i replaced it with a mk2 pump and it still doesnt work, removing it now
i removed it and it instantly has nearly totally consistent flow...
like, i didnt even flood it again... i just removed the pump and re placed the pipe... instant perfect flow
thats the result of 370 meters of headlift babyyyy ๐ฅ
eating dinner now cya
W/o the junction there it fills the tank fully, once I added the junction its only able to fill up 15 m^3
So the solution to all of our problems is an obscene amount of headlift
No, the solution is to keep your junctions above/ on the level of the machine
Unless you want to bottom feed
If you really want to bottom feed you could add a pump after every few junctions I suppose
I think it'd be ugly to have a massive tower in the middle of your build, but that is a solution as well
I'd be curious to see how much headlift each pump has to add/how much head lift each junction removes in a bottom feeding case
Hard to say as its not as much "removing it" and more "interrupting it"
What Alt Recipes should I focus on early on?
Solid steel! Cast screws!
I guess by removing I mean how much additional headlift is required for normal operation to resume
Any that can help with deficits jn your factory
does anyone know the avergae time a lizard doggo generates an item?
But the fact that you can overpower it with sheer headlift makes me think otherwise
So perhaps "offset" may also have been a better word
These are the lengths bottom feeders will go
I wonder in the case with 370 headlift if at the end of the line how much headlift remains. Like can the water get all the way back up 370?
How do buffers work by the way? I put one at a certain height and it fills fully, I try it again 1 meter higher and no fluid flows into it, I figured it'd fill to 7 meters
And if not 370, then how far
Seems weird.
It should fill 1 m less, not not at all
Is 4 freight wagons enough to transport that?
maybe. you can always just add another train
depends on how many trains and distance
If I remember correctly 1 could carry 900~ per minute
entirely depends on the route distance
I'm building the trainstation right now that's why I ask. Need to know how many platforms
Gas is usually packaged
Huh, I'll try restarting my game I suppose
As thats a lot more efficient
Wait, I thought that stuff is liquid
Nitrogen is a gas
the clue is in the name. nitrogen GAS. lol
meh. I think feeding trains with pipes is pretty cool
I just wanna know how many train wagons I need for that nitrogen gas
valid
Just know you cannot buffer the gas
wait really?
Which, again, is why packaging is preferred
4 m3 per bottle instead of the 1 m3 as with liquids
ah! that explains why packaged gases require aluminum. thanks for that info
so basically the train station can't store the gas?
Oh wait fluid buffers can't
The station can, stations are not normal buffers
But what if I build 2 train stations?
if 1 gets loaded the other could work as buffer, no?
Well the answer is always " what if i build more of x"
Yea. I know. I just wanna use fluid transporters ngl
It just feels bad know that the station won't get filled while a train is docking
When mods get added back im getting that nonstop train mod
huh? @oblique hollow
The one that fixes input/output loading stops during loads
It seems to work
Just cause it goes in doesnt mean it will do what the buffer should act like in order to buffer
Buffers are supposed to fill up and then discharge liquid at max speed
I bet it steals flow from the station instead of outlfowing when it should
Gas does NOT act that way in buffers
Buffers act like pipes when it comes to gas
all you gotta find out now is how pipes interact with gas 
I see
damn that sucks
Man I really wanted to work with train stations badly ๐ฆ
well fluid trains*
cuz I never use them and I thought that would be a good use case
This is only for gas though, right? Like liquid should still work (even though packaging is still better)
yes ๐ช๐
0laura you should test this if you could? I am curious to see the result
#math-and-meta message
why is gas getting discriminated ๐ข
Because gas is gas
I'm trying to test that as we speak, I'm trying to figure out how to measure the current head lift in te pipe accurately
And has no head lift
That means trains are gonna have trouble moving nongasses?
Ah it looks like buffers are working normally now, so I can use that
more like gass is @$$
Yes non gasses are basically gasses
Oh cool! I figured you could just build individual pipes up and see where the fluid stops going to
can anyone explain me, what's going on here?
(a refinery, doing alu scrap)
Yep but I can only look at each pipe segment then, a tank would be more precise
All this means is dont move your freakin dark matter over long distance
rebuild
well, its working
Either way I suppose. More curious if it is drastically lower than 370 (or whatever you have) or close enough
480/min of rods, screws, and plates ๐ right into the depots
I have a question about the buffer, if it is filled, say 300 m^3 (3/4th of capacity) will it output 6m of headlift? or is the volume not proportional to the headlift
It is proportional
For further questions, please check out the manual
Found in the pins
Ok thanks! With that information it looks like junctions remove 0.376 m of headlift, though if I had to guess this is probably not consistant for all systems
Oh is that mentioned in the manual? I forgot, my bad
Yeah this is pretty erratic... A second junction removes 0.252 more meters
#thisisfine
And even more weird, If I actually attach a pipe to that junction then it goes down even further
I wonder if junctions are splitting/distributing head lift?
While also outright removing some
Please check the manual for that
And it depends on the length of pipe attached
What we are observing seems to be contrary to the manual
The head lift sharing is normal
and stated in manual
You are now looking at something else in addition to the normal behaviour
But adding a junction should not reduce headlift, no?
Theoretically I could just package and unpackage the gas without consuming the empty canister right?
I will not answer this for i cant
Yes
This is my setup to test this fyi
Nitro rocket fuel doesn't seem fun to make
Mind you that if i test junctions at sea level (swamp or west coast) sometimes a single junction just shoots fluid 80m up
Oh wait i just remembered head lift loss exists. I am silly
That is what I mean, at a junction I wonder if it is actually splitting head lift between the pipes (i.e. the pipes are receiving significantly less head lift than "earlier" in the chain), instead of sharing. Unless that is what the manual implies?
Huh?? Like as a bug, it just generates 80m of headlift?
I dont know how often it is applied, but the game does have code to deduct a fixed percentage of head lift
As to prevent self-inductions
Yes
Its possible this is where head lift loss is applied
Sorry but i really JUST remembered this mechanic exists
As it is obscure pipe code knowledge
anybody know how much petroleum coke a coal generator takes per minute?
Well that would explain it xD
25
I havent tested this in 1.0 yet at all
But it would explain partially why an old bug is now gone
Ah I see, I would look through the code but I have no experience with that sort of thing
Meh, I go sleep. After hearing that gas via train is a bad thing I'm demotivated :(. What about drones?
An old bug that could make 2 mk 2 pipes on a ramp power each other to infinite height
I've heard drones are good for nitro
So you say this is basically what happens at a junction, where epsilon is some smallish amount?
That bug is definitely gone now
i didnt, its in a multiplayer server. i just see this in a machine ๐
Ah yk what I should test the headlift in the branching pipes as well, I'll get back to you on this
yes, packaged can take 6x more than the mยณ value.
Though from the original example that started this discussion, it seems epsilon may not be so small, since it made a system eventually need 370m of HL. Unless something else is at work
I think the height which the pipes goes up after the junction matters
yes, no ( i think )
am i stupid or does this make no sense at all?
I went from 50 to 370
Cuz if they simply consume them I think about just feeding them with rods
See, I wonder if something like this may be happening in 0laura's example
But with different numbers obv
Wait, at one junction you lost 320 HL?
Or over all the junctions?
nonono, it didn't work with 50, so I tried 370. it worked with 370
if might also work with 60
Oooh, I see
it also worked with 320
Quick question, when using pipelines, do i need to worry at all about swapping to mk.1's after I get lower than 300 water from my mk.2's?
I wonder what the minimum amount of HL needed for your setup to work is
Maybe I should ditch trains and embrace drones
epsilon as far as i know is around 2-5% ish?
So its a percentage of the "incoming" headlift?
Anyone know what is a good amount of reinforced plates per minute is
I think the amount of headlift that gets deducted might depend on how high the pipes goes up from the junctions, not just a static percentage from the junction
trying to design a farm for it and don't want to under-value it
Yep that is the case
should be as its a damping factor "to prevent pipes from pumping themselves up"
That is why I wonder if the 2nd diagram I posted may be more accurate. 10mHL in, 2m is "needed" in one direction, leaving 8-e remaining (-e from the junction itself)
Interesting
here you can see that the pipe is directly below the refineries, it felt like having it on the ground made it worse
it's from a different setup (less refineries, higher clock) but same blueprint
with 4 refineries 50 meters was enough
clocking them to 25% and using 4 times as money made 50 not work anymore
Wait, so same # of junctions and refineries, just slightly higher clock?
it feels like this, but I haven't been able to test it. someone should do that
Mind you pumps actually apply 55m and 22m respectively
wouldn't it be easier to just split the right side off 3 ways, one full belt speed, the other two outputting to mk1 belts. split one of those again 3 ways into 3x 20, then merge one of those into the other mk1 belt with 60 on it, and remerge the two remaining 20s back to the original full speed belt, then load balance the two lines?
no, one had 4 refineries and the other 16, one junction for each refinery.
so one had 4 times as many junctions but the machines were at a fourth of the clock
Oh, I misread the 4 times a many lol
what
I understand what you mean now
So I still wonder if my 2nd diagram is somewhat accurate then
yea like I said, it feels like it. if you want I can send you my testing save, just fyi sending saves in the server isn't allowed because apparently they could contain malware
Man I feel like I'm going insane, just flushing a system and letting it refill gets me a different number for the headlift
you can restrict outputs by using slower belts - so you can make a 60 and a 20 easily, make your 80/min and send it off. Then just balance what's leftover
overshoots / undershoots happen
@frigid thorn oh man i have no clue how to even go about something like that, i usually just do manifolds but with the amount of stuff i need per min it doesnt really allow me this time, so it just kinda hurts my brain xD
I won't really be able to test it unfortunately, don't have access to a PC that I can play on for a bit
This is just something you have to account for with pipes
Ok wow then I just have no idea how to accurately measure headlift, would just using 1 m pipe segments not have this problem?
But my hypothesis for your situation would then be
You never get precisely the same result. You must work within error margins
By the end, after 16 machines, you've lost a lot of HL
BUT this is just a hypothesis
Repeat one test a few times, Note the data, change the test up (ideally, drastically at first so changes are very noticable) and note the new data
Ah man, alright I'll keep that in mind
That is why I wonder how drastic the drop in HL is between the start and end
I just ran out of RIPs while building my Turbo Motor/Supercomputer factory. ๐ Whoops.
i wish i had my test data
Which I guess is why the 370 and 16 splits is a good test, since it has a pretty drastic change
Since apparently, the drop must be at least 50 (or maybe even 55) since a MKII pump could not handle it
Yeah Ill probably do a 100m test as well
Since if it were just a subtraction of about 5% of the incoming HL, after 16 splits 50m of HL there should still be ~22mHL, which should've been sufficient for the factory to work
Presto! I found it
what
Ah wow that seems really fucky
I guess the conclusion is don't bottom feed (๐คฏ)
And that data seems to coincide with the about 3-5% loss per junction
Summary of test data in one image:
what recipes could i stick petroleum coke in
Since at more than 18 junctions with a MKI pump it cannot support the 10m tall pipes, which means that the HL had to be <10m at that point, giving a loss of about 3.8%
Only alternate recipes really
Lemme check if that is consistent with the MK2 pump and 32 connections
Sure enough 55 * 0.95^32 is about 10
Very close, now it is about 5% loss (slightly less)
thank you, i've done it a little bit differently but pretty much the same, i hate that i didnt think of this sooner lol
Yep, and I'm sure part of the discrepency between 3% and 5% loss is due to integer amounts of splits and HL success is a binary state: either we make it to 10mHL or we don't
Though I still wonder why this didn't work with 50mHL #math-and-meta message
Let me do the math real quick I guess
With 5% loss at each junction, the HL at the end is 22m. I would assume that would be sufficient for the refineries, but maybe not?
Mk 2 pipes are a lot more finnicky when it comes to backflow
Yeah I think fluids needs a revamp, at least in code xD
They prefer to have more excess head lift, else theres more flow rate interruptions
So solutions:
Keep manifolds short, and if bottom feeding, you are probably gonna need more pumps
yes
One thing i didnt consider: loops
Loops should offer a path that doesnt have as many penalties for head lift
Like connect the start of the manifold to the end with 1 non-split pipe?
Haha so my original solution works after all lmao
And thus reduces the number of head lift penalties
Does this mean you figured it out?
Likely?
If the loop performs better then even more likely
how much should i care about wasting sulfur? tempted to use the nitro rocket fuel alt but that thing burns through sulfur relative to more complex rocket fuel recipes
but also i feel like theres way more than enough sulfur on the map as of 1.0?
I mean even looking at later messages in that thread it looks like it had some really erratic behavior, but we now know how to mitgate it succesfully I believe
don't worry much about wasting resources, it's unlikely you'll run out of them
yeah im just imagining long term i might want to transition into nuclear which i know also uses sulfur
unless you're knowingly maxing out someting, I wouldn't worry about it
but i did some napkin math and it still seems like theres more than enough
So I just had a thought...since Underclocking a machine decreases the power consumption exponentially shouldnt you theoretically build a bajillion machines if you have a lot of space and are optimizing for power consumption?
Not far enough into the game to really be able to tell how much power you are ultimately gonna have, but it feels weird that this is theoretically a strategy...
I guess it really isnt worth it in most cases.
Yeah figured. Is there some crazy power hungry late game machine though?
its a known strategy and it is, indeed, fairly silly
yeah, but you also get better power sources too
it might be reasonably applicable to some tier 8/9 setups, now that you mention it, but I still wouldn't say it's a good strategy
I mean if power is something you have to work around, you're just not building enough power capacity
totally valid question though
1.0 made power a bit easier with power augmenters and overslooping
you can oversloop fuel rod manufacturers to double your nuclear setup, if it's small enough
Just checked for a Foundry with the Solid Steel Ingot recipe at 1% you get 0.1 MW which means you could run 160 Foundries for the same cost of a 100% Foundry, which would produce 96 steel/min instead of 60. However you also have to build 160 Foundries xD
if you manifold that, it would probably take days or weeks to start up
Sloops make it so you probably don't want to do the 1% thing.
Especially on the recipes that you'd normally want that kind of power efficiency.
does any one know why my rates are some how above 600
Ohh btw is there a way to meassure the throughput of a belt in-game easily?
I keep forgetting that OCing and slooping can be combined when considering which setups are worth slooping
no not really
Thats actually a huge shame for such a math-focused factory game
this might be another of my old fart opinions, but I don't think so
agreed. throughput is the main barrier to progression in Satisfactory and there's no way to cleanly measure it
you shouldn't be measuring it in the first place, you should instead be keeping track of what you're working with
idk they have a bunch of buildings that calculate it already, i dont think it would be that hard to implement
You can track efficiency on the producers and consumers.
there is no variable production, so the belt is exactly as full as you designed it to be
Keeping track is kinda meh, when you need to take a few days break in a huge factory
And there used to be a mod that'd show you throughput if you really want that. ๐ Mods haven't been updated yet though.
Why are you keeping track?
that's true!
(Also, signs...)
they are as much of a liar as you are ... ๐
i guess if you're constructing your factories properly in the first place you shouldn't need to calculate
Hence, why I want a meter ๐
Liar.
i think a througput meter WITH a display would be a fantastic addition regardless of necessity. i just think itd be neat ๐
yeah that's my point, it kinda pushes towards the "fully planned beforehand" philosophy
Its also great to validate you actually getting what you expecting.
satisfactory is actually a serotonin management game
I sometimes forgot/misclicked a power connection and then one of my hundreds of furnaces wasnt running. So the belt was slightly undersupplied and I noticed way way later
but I recognize that this is an old fart opinion (I'm still kinda against dimensional depots and augmenters... oh, and ||portals||)
I'm just as much of an old fart, and I love those. So.. ๐
dimensional depots are the biggest smoother of gameplay ever and i cannot complain about them, esp since they cant be used as factory inputs. ||converters and augmenters i can see the argument against||
how much?
How much what?
when did you start playing I mean
||portals|| are harder to make and less fun than hypercannons so i dont plan to use them anbyway lmao
older fart than me, I am defeated
chuck me across the map at an obscene yet measureable speed please and thank you
So just looking at these recipes theres no difference between diluted packaged fuel and diluted fuel correct. Just one is avaliable earlier then the other cause of blender. If so I'm just going to go with diluted fuel for my nitro rocket fuel plant.
i've been playing since U6 so i think im allowed to complain about some of the new stuff, but honestly mk2 pipes still being buggy is my biggest issue with the game
Oh, they aren't buggy.
Correct. Packed diluted takes more machines and an input of canisters, but is available much earlier.
Alright thanks
I think the border between old and new is update 3, the game had a different feel prior (it was easier)
in ways, 1.0 returns the difficulty level to how it used to be, or at least tries to work against the new higher complexity
We had oil in barrels on conveyors, and we liked it
I remember running a conveyor all the way from the gold coast to the plains to have my oil
Cuz there weren't trains yet, and I guess I didn't want to use a tractor
I remember doing the same 
pre-U5 trucks were a nightmare to use
I first played in U1 I believe, we had lifts but no pipes or trains
DPF is 50MJ per fuel, DF is 45MJ per fuel, is the only other difference.
I remember when we didn't have lifts. ๐
huh, DPF is better power-wise?
Er, no, other way around.
Thanks. ๐
Packagers add just enough to make it worse.
nah its meta related
I'd reroll #2, stitched iron plate for #3.
huhh adhered plates are goated
#1 I would leave until I ran out of things to pick, and #4 I'd flip a coin.
I don't like adding oil to my basic iron/steel products. ๐ฆ
I recommend reading #math-and-meta message
the trick is to go all in
they removed steel coated plates in 1.0 so it's not as good now, but still applicable
Steel cast plates is solid tho.
coke steel, steel cast plates, adhered iron plate, steeled frame
if you're already bringing oil to the factory for a recipe that requires it, then it's worthwhile, because it doesn't cause any extra logistics
That's fair. I'll have to check that out.
The WP monsters have definitely left their mark on me. ๐
I think it actually works out fairly well WP wise
I mean SFTools will pick them if given the choice
alr ty guys sry i didnt respond i was reading that thingamebober
good, no other response is required 
ok, so it all works! The only issue is that the rods don't load-balance into the plants. Am I correct in thinking I'm better off just waiting hours for them to fill than coming up with some convoluted load balancing solution?
well, only if you need all the power right now (which you usually don't, so even a manifold would be fine, even if it stabilises in a day or so, you probably won't need all the power right now)
the stabilization can take a pretty long time though
also ig i should have said context im like mid..? ish phase 3
Oh, my power went from problem to FINE lol
It'll take a long time simply to build the new factories to use it
as long as it takes less time than when you need the NPPs to run on full power, it doesn't matter
word, that's what I thought
radioactivity
well, that's a thing no matter what, also NPPs are mostly built above water on the edge of map ๐คท
I'm not saying it's a bad thing to load balance NPPs, but it's imo a bit overrated to loadbalance them
greeny, NPPs are the only thing where I advocate for load balancing
wouldn't call it overrated ๐
What's a good starting place considering nearby resources? I'd prefer a place with a little of everything and draw conveyors from other places afterwards, but it's fine if it's more than a little. Also with lots of horizontal space if that's a choice.
They're all good.
probably best if you find that spot yourself: https://satisfactory-calculator.com/en/interactive-map
you can toggle nodes of all purities, not just pure as is default
I feel like that's too much spoilers though
Or whatever, I'll just pick a random place
anyone got any idea as to how i can get a 308/min belt line easily
Make the machines take only 308/min by changing the clock speeds
i need 4 308 lines, i dont know how to make the 8 easily tho
Do you have smart splitters?
i got one 450, 480 and 310 and i need it to be 4 308
yes
even programmables but i dont see how those could help me
Lead each of those 3 lines to 3 different 308s with smart splitters outputting on any for those 308 lines
Then make an overflow split on all of them and merge those 3 into a 4th 308
hang on i may be a lil stupid, i have some left over iron, it wouldt hurt the system to just round them up to 310, would it
It wouldn't
i already have a 310 so just the 450 and 480 need to be split
If you're bothered by it you could underclock the miners to produce 8 less in total
Could consume thr amount per line, and have a smart splitter overflow onto a line that merges with the other three overflows
That's also what I said
nah i dont mind it really, i would usually do manifolds but belts aint speedy enough yet for me
Manifold but wackier, basically ๐
If it works, it works
thanks for the help
4 pure iron and 2 pure limestone within like 150m of my hub but no copper, should I be happy or sad
how is the drones now on fuel? Is Battery gona be the best option, or how is the other fuel compare?
Batteries are still a great fuel source- the best non-radioactive one.
i have never made it this far before. will this be enough power to make it to phase 5 ???
when i finnish the story and all unlocks i had about 46MW
Rocket fuel and Ionized fuel are better..
but it all depends on your build and what you want
so rocket fuel and ionized is better on the drone?... how is the consume?
Yeah. They last longer than batteries do, and go same speed or faster.
Hmm, didn't realize that
Cool
How do i make a priority fluid output agnostic of later height changes in the network? Take this one for example
i'm pretty sure the priority afforded by the initial height change is made irrelevant by the height of the pipes later on, so this junction would not prioritize
Add a pump after the priority fluid.
The only reason it's impacted is because of backflow, I think?
the pump should only be on the priority line?
oh, hmm... does that mean a valve would work? The pipeline manual does show valves in it's VOP design
Might? I dunno, honestly. I don't usually mess with priority stuff.
Speaking of pipes, anyone have a link to that old manual with methods to make sure pipes are set up/working properly?
Damn, that was fast. Thank you.
already had it open
(Also in the pins)
Could probably beat phase 5 with that
So if a route consumes 6 Batteries/trip then Packaged Rocket fuel would consume 5
Question, do you guys know if rocket fuel in fuel gens is consumed at 4.16667 exactly or is it just 4.1666666.....
1 m3 takes exactly 14.4 sec to burn
The per minute value is derived
cool thanks
I think it's easier to say you need 144 gens for a full pipe of rocket fuel.... That is, if you can get 600 throughput to actually work
thanks a million. that was perfect info
what i go for is making rocket fuel in batches of 500. gives 30,000 GW of power and is the output of 2 Blenders at 250%
Better, it works in multiples of 6 fuel generators consuming 25 m3 rocket fuel/min
3 gens and 12.5 m3 is also clean
Am i doing the math wrong or is this gonna take 100 hrs to finish
that would be 100 minutes no? unless im misunderstanding
Thats what I thought lol
why *250?
just divide the amount you need by how many per minute and you get the amount of minutes
if you need 500 then yes
wow i am awful at math
do dimentional depots stack?
like does making more then one of them, and then shoving 2 conveyors in double the upload?
it doubles the speed but not the storage size
for drones should work
i havent even gotten to mixers yet but they still intimidate me
Blenders are pretty normal yeah. Like it's still 4 inputs at most, so same complexity as the manufacturer. Just it can also do liquid
Actually is there any building in the game other than the elevator that takes more than four inputs 
Not without mods, nope.
Quantum Encoder is 3 belts + 1 pipe in, 1 belt + 1 pipe out.
Tragically missing a 3 pipe 1 belt building ๐ญ
Not really enough liquids for that I think.
Also it's funny to me that the packager and refinery have the same input/output.
what would you even make with 3 liquids? diluted rocket fuel? with the base recipe just add water?
Id make smoothies
Im so lost, since when do I need Copper and SAM to make Quickwire?
It's turning the copper into caterium.
For funsies. Disable the converter building.
so far we have 11 fluids
Oh wait I missed a few funny ones
The tool likes to optimize for a special weighted point value. Disable stuff like Sam input if you don't want it to try using weird chains for "optimal" resource usage
Wiki throwing me off because it "has" some, but only in the recipes
Rocket fuel best fluid
you on the wiki.gg one?
Yeah
Does liquid biofuel even count though
YO, thank you. I didnt know there was a building that did that
I count 15 there too. ๐
Pages in category "Fluids"
The following 10 pages are in this category, out of 10 total.
Numbers be hard ok
Are those liquids and not gasses
People keep seeing out of date category pages. ๐
18???
Fluids are gasses AND liquids
Click purge here.
nice
2 are in chinese for some reason and the "Fluids" page is in the category too.
And yeah, fluids are liquids, gasses, and nongasses.
there should be a 15 fluid input building to make a smoothee out of all the liquids/gasses
now that I know I was seeing out of date pages... im scared what out of date info I have been refering too 
Apparently mixing sulfuric and nitric acid is exothermic, that sounds like a fun thing to mix with 4 different kinds of fuels.
It's specifically the auto-generated category pages that that happens with. The regular pages don't cache the same way I don't think.
I don't even know what happens if you mix DMR and EPM. ๐ฎ
pretty sure the universe instantaneously collapses
need someone to make a mod that has a building with all 15 fluid inputs that makes a single smoothie in like 15 hours and then if you drink it it deletes the save
Hey pioneers I think this is a math question, how much more efficient is turbo fuel than regular fuel? 46%~ less production than straight crude oil or HOR (40/min vs 18.75/min)
Currently running 4 fuel gens and 6 coal gens (just unlocked phase 4)
Im currently playing satisfactory with a friend. He just sent me this (he's an engineer)
oh no he's diagramming
Tell them there are tools for this
its too late to save him im sorry
just get hi mto use tools https://www.satisfactorytools.com/1.0/production?share=E37XD0s18kxbNz77COMB
this one ^
thank you!
you can use the bubles as base layouts for factory planning to and break it down further with pen and paper
that's particularly useful for bigger more complex build where it might be convenient to have multiple sections making wire for example since many parts may need it, rather than 1 source
Is that calculator not able to deal with fuel? I've tried turbofuel and ionized fuel in the past and it says it can't calculate a result
you're likely not ticking off one of hte receipes you need
he said (and I quote) "using the official tool is cheating" lmao
Oh, I guess because those are unlocked via hard drives / mam they aren't on by default. They're technically alt recipes
Tell them engineering isn't about reinventing the wheel but using already built tools
upgrade your friend's bios
with Turbo fuel it's quite common to forget to tick Compacted coal for example
this is a plan for ionized , I just chose 'all' recipes, though I never actually use 'all' when making a proper plan https://www.satisfactorytools.com/1.0/production?share=HvLwUln2pYSqg0MR9Nd4
bahahahaha
Is there any way to determine how many ticket's I've already pulled from the AWESOME sink without totalling up the cost of everything I've purchased?
I'm trying to see if I want to build a ballistic engine factory in order to get my golden nut or just leave the game running all day tomorrow
you can probably back track how many points the current ticket costs and use the formula on the wiki ?
You could figure it out based on the cost of a ticket
but that sounds insane
Oh that's a good point
do i need more than 1 block signal if i have more than 2 trains on a single rail loop?
per station
Oh the wiki already calculated the inverse for you, it's literally just punching it in lol
w/o seeing it - probably no? but do you want more than 1 block section? likely
ah some weirdo added that to the wiki?
you can basically imagine it as a circle with 6 stations and 3 trains on it
ON the circle? or off to the side?
on the circle
honestly if you're doing a 1 way loop with stations on the circle it doesn't matter it's gonna be super inneficient anyway and adding more blocks won't do anything
? how is it inefficient
because it means every train has to stop or go through every station
if they aren't needing to stop at a station they'll need to wait behind a train that does
imagine if mcdonalds had their drive through on the main road. How much would that slow people down?
mhm
yeah usually you want roll on roll off stations if you have one big backbone loop
i should probably add a bypass to my stations shouldn't i
not bypasses, just make hte stations to the side
My personal choice is to leave the backbone rail alone and have the station be on the side
they have made it so that stations count as 'longer' sections of rail. so trains will generally go around them to the 'shorter' path
i'm not understanding what's being said here
so trains always use the shortest distance between their paths right?
sure
if you have 50m of Station rail, and 50m of normal rail next to each other in a fork of the road, a train will read the station as 100m , and go down the the 50m of normal rail
unless it needs to stop at that station
wasn't aware that there was actually a recipie to replace the need for coal
each train stops at each station for me though
yup, uses more oil per Turbo fuel, but it's nice not having to bring coal in
I also like breaking down oil into 3 parts and then recombining them ๐
yeah, but suppose it's nice having it for the late game now coal can be used for diamonds
well it's also funny cause you can turn it into rocket fuel and get compacted coal back with it ๐
that being said do you have a layout for a min max turbo fuel setup, looking to just do 600 oil p/m now
I'm looking at this but I thought there was a better way to do this to maximise what yoy get from the oil
and yeah, which is quite handy all things considered
i assume this is useful for setups that don't have trains stop at each station?
because each of my 3 trains picks up from each of my 6 stations
honestly, most set ups should be like that.
each extra train that stops at a station lowers that station's throughput
I suppose you could recycle the Compacted coal at the TF plant and have some of the TF produced be base recipe? it'd be fun
my loop is bottlenecked by train speed
Oil and HOR can be used for diamonds too.
yeah, it's certainly a more endgame idea to play with, turbo fuel for me here is just going to get me by until I go big on nuclear
agg i need fuel generators to consume rocket fuel so i can turn byproduct resin into rubber..... but i need rubber to build the generators.galdkfyghnlraktng
Bootstraps!
yeah, going to be an interesting experience learning about all the new recipies in the end game at tier 9
I just used default turbofuel since I had already cranked out a ton of regular fuel, and wanted to keep it simple by merging in the byproduct from rocket+ion
I imagine you could whip up a pretty decent two-recipe setup (blend for the initial turbofuel, then use the compacted byproduct for one of the other recipes)
im using diluted fuel -> nitro rocket fuel because sulfur is tasty
That's exactly how to maximize rocket fuel, yeah.
what I reckon then is I'll just stick with that the tool reckons is the way to go and keep the coal for later on, do something mega way later instead
every time I have to make more singularity cells my soul screams
there is no part in the whole game that makes me wish more desperately for an alt recipe. even if it's a harder alt recipe, anything to shake life up a little
Endgame stuff should definitely get some alts... would be nice to see..
is there a go to way to handle excess water?
packaged water and dump it to a sink?
The most optimal use is running dedicated machines off the byproduct
wet concrete or coal power - coal power is probably a better option
for aluminium?
does anyone have like a spreadsheet for the transfer speed on drones for different fuels and distances
Def coal u canโt go wrong with more power
Hrm, so to get the golden nut I can either let my factory idle for 16 hours or try to build substantially more at a faster rate than I generate coupons ๐ค
i have like a 1.5km distance between my plastic/rubber making area and my main factory, should i use trucks or trains (i just unlocked both)
with the fuels
generally both are good. Truck pathing can be a pain, but trains you have build the track so ๐คทโโ๏ธ
i don't think anyone has properly scienced it out yet
incidentally, i wouldn't trust theoretical numbers generated by spreadsheet math and instead would rely on empirical measurement - oft times theoretical math is incorrect due to hidden variables or due to game bugs, sunspots, etc
What are the best like 3 (hoping only need 3) alt recipes for HMF designs to make them easier?
well, there's only 3 hmf recipes, of which heavy encased frame is the best of breed
that takes, pipe, encased beam, concrete and mod frames
How about best alt recipes to make them? Like not not just them
so what you're looking at is encased industrial pipe to make the encased beams cheaper
Ah alright
because the recipe is concrete heavy, you're going to want either wet concrete or rubber concrete
and then there's the recursive problem of 'what are the best recipes for making modular frames, of which there are 3 alts...'
that one is more complicated and situational ๐
how long does plut rod last in a dorne
i think the math on that is a little funny, and they work like batteries, where a drone takes an integral number per round trip
i'll most likely be building a table of that data in a week or so
Nah you just giving me the best HMF just saved me sooo much (sorry was looking at how I would build that and cuts everything basically in half) thank you! Was dreading making this factory lol
the recipes are all subjectively good in situations
with hmf, the best in breed really is heavy encased though - it uses less mod frames per HMF, and that makes the bottom half of the iceberg smaller
incidentally, HMF's can now be made without steel thanks to the iron pipe alt
iron pipe uses tons of iron for pipe, but it allows you to make them w/o coal
for mod frame, there's a bunch of different ways to make them, none of which are strictly better than one another. because i decided to get some stout supply of them cooking before unlocking oil, this is the recipe chain i used for 90/min:
So should I use pipes to make the steel frames or beams?
Thank you!
you can do it with wet concrete instead of rubber if you have more than 1200 limestone handy
i pick 45/min as the target because the recipe makes 45/16 hmf's per min (2.8125)
45/min is quite a lot as a production target
i also picked solid steel for steel because coke steel ends up with weird numbers where you need 1620/min of iron and coke, and that ends up being 2 belts of 780 plus one with the remainder and that's just weird to build
(or 18 mk3 belts exactly, which would be a real pita, lol)
no, i'm mispoken, 9 mk3 belts
i really shouldn't do the numbers in my head ๐
i'm still wrong, its 1620/270 = 6
I use the in game calculator way too much. I just love that the devs added it!
ok, using alt recipes i got one that is 4 encased steel beams a minute for 30 limestone, 25 water, 18 iron ore, 9 coal, and 9 sulfur thoughts? or might it be more wothy just going 30 limestone, 25 water, 24 iron ingots, and 24 coal so i dont need to use sulfur
Lot more coal though. Depends on if sulfur is nearby and not already being used.
after i just did all the math the hard drive i was scanning just finished with a new steel recipe
45 HMF is my next project
does this mean i need 26 machines and one at 66.667 percent?
yes
or 27 at 98.765%
or 11 machines at 242.424%
I'm not sure how I did it, but while I was shooting things and then reloading while getting attacked from the side by a spider, it reloaded 50 rounds instead of the regular 15 lol
I noticed it after shooting 10 more rounds and it not reloading lol
https://docs.google.com/spreadsheets/d/1TQoPunziQ92gFOlH65xSzqCiGLXTsky02LCAFG1lsqY
here, have a spreadsheet on lizard doggos
I've wondered if these odds also depend on the area you get the doggo from. My last playthrough on from the northen forest pure nodes area had a doggo that kept giving me nuclear waste lol
the doggos got changed on 1.0
nice
i gathered lizard doggos from around the map and they give the same items
so, naturally, i scooped as much as i could and made this spreadsheet
each doggo produces about 10k sink points of materials per minute which isnt too bad all things considered
this also speaks not of all the power shards youll end up getting
Wait, people actually use lizard doggos to farm items? I thought that was a joke
you also get 2/3 a power shard per minute if you can get an army of 20 doggos which is pretty awesome
ya, they were a pretty good source for extra power slugs
not really needed as much anymore now though. There's so many power slugs now, I can use them to reduce the number of generators for power and still have tons left over for reducing factory sizes on top of using them for miners and elevator parts
i have a save on tier 1/2 with smart plating being crafted and 20 lizard doggos and no factory, and a good amount of progress completed in the mam
its got 76 power shards worth of slugs and ill be letting it be a good starter save file for my friends
i saved before doing all those milestones too
lol
ive spent so much time around my doggos I almost have 5 stacks of fused frames and over 1000 alclad sheets/casings and I only have 6 doggos 
Well because my lizard doggos are turbomotor fanatics and they keep bringing them I unlocked most of the awesome shop quite early ๐
Yeah and thats almost the same as well!
even with opening some drop pods.
how much can a train platform/each train car hold
like if i were to use a train to transport plastic and rubber
freight car holds 32 stacks, platform holds 48. so 6400 and 9600 plastic or rubber respectively
throughput is determined by # of trains and travel distance
only use 1 item type per train car for your own sanity
So...
I have to distribute 120m3 of water between 4 pipes (30 for each) until then OK.
idea 1 (questionable)
just put an extra water pump in the pipe and let the world divide that extra 120 into 4 pipes and sort itself out.
idea 2 (questionable) a weird system that I invented out of my stupidity that divides a water extractor into 4 pipes
Which of these two inventions is the least worse?
do idea 1. pipes do not split like belts, so you're gonna be better off with fuller pipes when it comes to water (which is functionally infinite)
if you want to split them into exactly 30x4 you would need to use valves
I don't even have that advanced technology there
I forgot that the world of pipes is a dark and lawless place, a place where the blind see fear, the deaf hear despair and I get screwed because in my world of magical unicorns the world works the way I want (and thanks for the help <3)
Anybody know the benefit to the alt dark matter crystal (the one that uses time crystals instead of diamonds)?
Probably higher yield? I mostly use dark matter crisatallisation. One input, slightly lower yield but no dependencies!
its the same amount of diamonds you just turn them into time crystals first, so Im not sure Ifts its even less power
Could be usefull in sone edgecases, where u have spare time cristals and want high dark mattwr output?
Doesnt make sense in isolation, but in a factory ecosystem, it might
yeah theres definatly a use I was just wondering if it was better to use for direct conveserion
it looks like its just a bit more power tho, hard to tell with the variable power from converters/particle accelerators
pls don't do this
this is going to murder your flow
Can someone logically explain how I should understand such separation of iron? Numbers and theory is one thing but where do I separate it.... wut [I only have 30 hrs XD].. 
you just manifold them?
I mean ignore the right image
and yeah if you have mk3 belts,
1 line with spliters going to constructors
or 1 line and split it 2 ways to two groups of constructors.
it will self balance
so far I've only done single projects such as the same bars or slabs.
I mean, all I have to do is line up the beams first and then the plates and the excess will go where it should ???
wait... thinking after 8 hrs of playing doesn't work
sort of. the machines at the front of the manifold (the "line") will fill up because they are being overfed with resources, and eventually the resources will overflow to the machines further down.
the benefit of this is that you don't need to worry about complex load balancers. the downside is that it takes time for the first machines to fill completely, during which the factory will be running at less than 100% efficiency.
the majority of experienced Satisfactory players use manifolds 99% of the time, with the outliers being stuff like nuclear power plants which have extremely slow item production and would take hours upon hours to saturate completely
and even with the slow to saturate - you have lost of time going to build and explore elsewhere where it'll saturate. Or pre fill machines with stacks of items
balancers are nice for radioactive stuff where you don't want a full blocked belt of it in the factory ^^
I'm thinking whether to make two floors here in case of possible expansion, one for rods and the other for plates, and also so that it goes up and down evenly [if it makes sense].
I tend to do something similar
1 node per part
1st floor smelters
2nd floor constructors
ect
connect things as needed and then you can expand sideways
Whether to use manifold to row the same machines, but use balance to distribute between different sections [this game is probably so elaborate anyway that my head will explode if I want to do something right without correcting X times].
Hmmm
it's how I get through the tiers and then build very tight and perfect factories with the products
for example this makes everything through to phase 4 space parts xD
it's not efficient but it's fast and you don't have to htink about it much
oh yeah, the top layers become a bit of a mess because blenders and manus needs so many inputs but the lower layers are pretty tidy
it's hard for me to do something future-proof because it either becomes inefficient or I need parts that I have to destroy half a factory to start producing. the fear of having to run conveyor belts like spaghetti to move a part to a place where there is no room XD [perfectionism is bad]
whether to use a group of 3 sources to mass produce plates, rods, screws and send this in excess to the 3 warehouses from which it would then be taken to produce at individual locations further items like reinforced sheet metal and modal frames [because all the time I tend to rebuild the factory for what it needs XD
Future proof is smart splitting the ore at the miner 
factory stays the same but you can still siphon off ore.
oh yeah, that's why you don't future proof ๐
I strongly suggest against using tools to help you through the early game.
It's like having someone hold your bike while the game provided you with training-wheels to help you learn riding it, you're likely to become dependant on that help and unable to solve simple issues (aka play the game) on your own
Somersloops are all the future proof one may need 
this what
my idea is 90 in each side... I guess that will work... Right?
trying to load balance fluids
what are u trying to do?
whats ur inpuit and expected output? i am too lazz to look for it xd
--S--S--S--S--S
| | | | |
but thats boring (I'm going to do it because my blueprint doesn't work and I'm too lazy to redo it)
technicallz can be done with 2 seperators, but doesnt look as neat
My idea is to enter 480 and leave 90 on 4 sides (2 on each side) and the rest (120) will be divided into 8 generators :)
HMMMMM? I LOADED IT AND THERE IS NOTHING OVER THERE? (even spent material)
i mean, 120 is just a 1:4 balancer, which is just 2 splitters in a row, then merge the rest, and make another 1:4 splitter with that
check below
no way
idk, just guessing
magic!
i just like to come here and spend my workday here, i dont have enough time to actually play the game
can u walk through where u placed it or is it just invisible?
walk, build, it's as if it didn't exist
mhm, try redoing the blueprint
a guy in the Questions area helped me!
using a smart splitter, is there a way to get it to go to the dimensional depot first, then the storage, THEN the sink?
i dont think so, u can use two smart splitters
orrr, just put the depot on top of the storage and then connect them with a conveyor lift
tru
Whats the tool on the right image called
For rocket fuel power I should still recycle the compacted coal into rocket fuel right
Or just slap the depot ON the cargo
then feed the depot from the cargo
Depot on cargo and use a higher lift than the input
Yep
the only ugly thing about "dim. depot on storage container" is that you need the feed the depot from the output side of the container, which is often the "engineer facing part" of your storage...
But you can do lift on 2nd isc output
To be fair depot under isc might be nicer cause head level
if you already have a smart splitter behind the depot with a "sushi belt" running across, you can easily use the smart-splitter output opposite the container for a lift, ending to a depot on top of the container
what does the weak signal mean
no precise locations
any way to make it precise or is it just telling me that they are here
just telling you the count
ty
object scanner
Is it normal for me to get this recipe without even having steel production unlocked?
not particularly useful until you unlock refineries mind, but hey
"Pure Copper Sheets"
So I have a question about the best way to distribute my reinforced Iron plates. I was producing 10 reinforced Iron plates per minute and wanted to build Modular Frame 2x (need 3 per hour each) and Smart Platings 2x (need 2 per hour each) out of it but I'm not sure what the best way to achieve that is since I cant split 10 into 2/2/3/3 with just splitters. What would be the best way?
a) manifolds (just split and let it eventually balance itself)
b) produce the reinforced plates as part of those production lines rather than siphoning from elsewhere
you could also do an exact splitter if you're so inclined
--S--S--S--S
| | | |
Yeah manifold is the one I currently have but was just wandering of another way. To have so much excess needed, especially early, feels kinda bad
What is that?
you don't need excess tho
also you could merge 6 and 4 RIPs separately
But the back machines wont get enough until all the machines before them are full, right?
yes
Thats what I mean
early on need 300 reinforced iron plates as a buffer at a rate of 10 per minute just felt bad
200*
you can make a 1:5 splitter by making a 1:6 and merging one output line back to the input, as long as the belts aren't close to their limit (which they won't be).
So for your case
- Split two ways
- Split the first half into thirds
- Merge two of those thirds back together to get your 2
- Send the other third all the way back to the start
- The other side's already the 3
true
Yeah making a 1:5 splitter first and the still merging and splitting is perfect. Prob wont use it in this case but perfect to know for the future
Know each of the steps individually but didnt think about putting them together
But wait im a bit confused about your instructions. Is it first to make a 1:5 and then your extra steps?
no, those are the steps to make your 5 into 2 and 3 split
Silly question: What is the throughput of a "Pipeline Junction" ?
I'm trying to balance pipes to get 3 x 600 and 1 x 120 :v
since you don't need to do the whole 1:5 split just to merge bits together afterwards
There is no throughput limit of a junction
its only limited by the pipes going in and out
So connecting two pipes with ea ~400 should allow me to balance them out to 600 and 200?
should work no problem
Thanks!
you can have 2 600 in and 2 600 out and it would work fine
Gotcha!
Ah I was thinking about 10 into 2/2/3/3 and was confused how it works xD but yeah simply just split once before
Is bolted iron plate a scam or am I not mathing rn?
The plate input and output is tripled but the screw input is much more than triple (4.16 times)
sure but it's more space efficient right
Effectively costing more materials to save power
yeah exactly. There's no such thing as a strictly better alternate recipe? They all save something (power, space, resources, etc) at the cost of something else?
Idk I've just never seen an alternate recipe specifically meant for saving power at the cost of more materials
i mean theres a few that are clearly worth it
but it saves space too right? since one machine makes more plates / min
Space is the least of my worries
I'll prob run out of fps before space
although i do agree bolted is a bit weird since it doesnt change the recipe just the ratios
bolted with steel screws doesnt seem like itd be that bad
With an input of 10 I think its a bit more compact to do
split two ways
split both 3 ways
Merge 1 line all the way back
Split 1 line into 2 others to get 2/2/3/3
That should work aswell, right?
Isn't steel screws also bad? Like you get more screws out of steel rods unless you use an alt recipe for the steel beams
i personally love steel screws just for the output
its what 280 from one constructor?
i mean if you need a crap ton of screws and dont want to build a whole floor of constructors, steel screws is nice
think about what happen when you add a Somerloop and OC the machine!
full mk6 lol
Yeah, we are screwed, even with mk6
hahah
Is anyone able to help me understand a problem better.
For the sake of simplicity lets say i have refineries which take up 1200m3 of oil a min.
Could i have 1 pipe which connects them all and have an input and both ends say providing that 1200 (e.g./ 2x 600m3 oil) or do i need to have 2 separate pipes?
in theory yes but pipes can be weird and getting full throughput can be hard
nooo satistools is down?
Im just trying to understand it a bit better. As with conveyors you would need 2 to provide the 1200 in total.
But with fluids is it correct that the 1 pipe can technically supply the 1200 if i have multiple inputs spread out over the distance?
i mean conveyors would work like that too with mergers
If you want a really good guide on pipes this has everything you need https://www.reddit.com/r/SatisfactoryGame/comments/obqjrd/ficsit_pipeline_plumbing_manual_first_edition/
The difference might be that we don't have a splitter/merger with two inputs and two outputs
industrial container ๐
it doesnt do the best job at splitting lol
or at all
neither does the pipeline junctrion ๐คทโโ๏ธ
but the container just straight up doesnt split
it almost always goes to the bottom
it splits if it needs to
Better use two splitters and two mergers
Whats the better recipe alternet basic iron ignot or alternetr steel cast plate
I just wrote a wall of text describing a problem of mine. But before sending it I just wanted to double check something.
Seems like I forgot to set some fuel generators back to 100% after filling them with fuel.
Thanks anyway ๐
Why not both with solid steel?
Glad we could help!
It's a hardrive i can only choose one
Oh, I'd probably pick steel cast then.
Basic iron is nice, but you don't really need more efficient iron for awhile.
Also, see this comment: #math-and-meta message
We should really get that comment pinned. ๐
you can get both anyway
Oh Neat ty
Yeah, there's enough drives that you can eventually get every alt.
With two to spare, last I saw.
I think I just realized why they put hard drives in the awesome shop
to waste tickets?
I got this on my scan but I haven't fully unlocked the tiers
wait no this is going to happen eventually anyway
or maybe?
if you dont have all the alts and that showed up, then yeah i guess it would be possible to "waste" drives by rescanning them before you unlcok the tiers
You have a pool of unlockable recipes at any given time, that's based on what materials you've unlocked so far.
no my brain was thinking of something else, end of the day its one drive for one alt anyway
so its never really going to matter
And I don't believe you can waste drives.
It didn't let me rescan last time when I was out of them. I imagine it'll probably show the same recipe if you only have one left.
As you unlock new milestones, you can continue scanning hard drives.
Like, you can't get the nuclear alts without the base nuclear recipes.
fgklsnlgk my iron factory has a byproduct of 213.333333333333333333333333333333333333333 ingots ๐ญ
Switch to iron pipes. ๐
awesome sink
its making 480/min of screws, rods, plates, and wire for the uploaders though
Honestly, underclock your ingot production to get rid of it.
Oh, that's going to back up quick enough anyway. ๐คฃ
id rather die than not fully utilize the nodes
Guess you're gonna die then.
use the alts to make some motors from the pure iron, to sink em
i was hoping there would be enough to do 240 cable as well but id need like 63.33333 more per min
i had 10 refineries making pure iron because i needed 40 iron plates/min, and needed to get rid of 200 water
Wet concrete tho.
right now im just trying to keep my depot full of everything i could possiblyt need
then maybe ill actually build something
Honestly though, not the worst idea. ๐คฃ
I tore down one of my basic factories because it was in the way of my view.
i mean shoot i did that too
Then I completely ran out of RIPs building my turbo motor/supcom factory.