#math-and-meta
1 messages · Page 175 of 1
it is, but I just stacked all the packegers in one place
the bottom tier packages the water and sends them to the diluted fuel refineries, and the top gets the packaged fuel and sends the empties back down.
there's 7 sets of packagers for every 7 refineries making the diluted fuel
this should be producing about 1600m^3 of fuel per min
oh I get what you are saying lol
I havent worked with fluids in a long time, and now im making a big fuel gen factory. Where should I add fluid buffers? and where to employ other techniques?
not really needed unless you want to save some fuel reserves off to the side
i meant more for fuild mechanics, cause theyre wonky
fluid buffers just add to the wonky, dont resolve it
Buffers, if used, should definitely have a pipeline pump on the "exit" side (if it has one in your system)
else the buffer "absorbs" the headlift unil it is full
That is just about the only "rule" for using a buffer in a system
But the buffer usually wont do much
@ashen girder i promised u some of my belt monstrosities, butdw, they are all neathly on highways
thats insane
i love it. speaking of insanity, im handcrafting my way to phase 5
because who needs automation
idk who am calling, but im calling someone for this
i can start automating ai limiters when i have mk6 belts come one, who would ever automate ai limiters WITHOUT mk6 belts??
this is all u need
decent strat, esp when you can just pull from dimension storage
yup, especially with slooping
only need 250 super computers, for those super computers i only need half as many components as u used to, and the same for those components
do drones consume fuel while its hovering over an occupied port
for whatever reason my train goes into the station normally but goes back how it came in instead of circling around
(the other station isnt a circle)
why are you levitating
huh
am i missing something
jetpack
(the train tracks)
realism✨✨✨
that comes afterwards
what does the exit of the station look like
no reason to build foundations if the factory changes every time
cause i had to added more input into station 2 and instead of just completely changing the station here i addeda loop
I don't get it its working normally, thats the entrance
if your train takes the loop into the station it needs to take the loop out of the station to keep the alignment
you connected the exit so the train takes the loop in but takes the short way out and flip
with alignment you mean what exactly?
well the idea is suppost to be that it goes in and then exits the loop by completing the loop
my question is how i can fix it, if possible
by going back to where it came because its a push pull train? this is a question
huh
just cut off the loop or make another one on another station
so basically i cant have push pull on one station and a loop on another?
if im getting this right your train atm is entering and exiting on the same track
but you want it to complete the loop
yeah the loop on push pull would flip the freight, wouldn't matter if you process it with smart splitter after that
right now this makes sense
and its destination isn't a loop thats why you have it as a push pull config?
yeah what random just said makes sense
if i would make a loop + push pull the train would
but now that i think about it that wouldnt matter cause input and output would be always the same direction
if loco A comes first through the loop then loco A exits the loop first which means loco A will come second
yeah but in the end the setup for me woudl still work cause loading is push/pulkl so the flip of the train wouldnt matter
yeah it shouldn't flip , fun feature for the train track I suppose
Is there a way to force satisfactorytools.com to use an alternate recipe?
yes, disable the normal ones
ooh nice. thank youu!
if anyones interested this is about 3.5km distance, so with some overhead probably make 3.5~4 packaged rocketfuel per drone
Is there a way to make a drone not drop off its cargo at a specific drone port?
dont make it go there?
drones can go only go between home to destination, there's no reason why it shouldn't pickup/dropoff the cargo
I was trying to make a drone port thats sole purpose was refueling
drones can't make a secondary stop.
if you want a port solely for refueling (many to one) leave that port unocuppied.
Then at point A you need two drones ports and one drone, one that goes to the refueling port and the other port being the supply
Your initial train station platform is facing the wrong direction if I am correct.
You mean on the pic is facing the wrong side?
like this
rule of thumb is that if a port is used for supply it shouldn't be home to a drone because drones don't leave until they fully unload their cargo
Ok, Thank you for Ilustrating
Anyone can give me an example of a contained package -> refinery -> unpackage design for diluted packaged fuel?
if you can make something out of it xD
its a closed loop for canisters
this is what I did before
Originally I was just linking making 1 line of each but that didn’t always work
depends on how much u need i guess
i use mine just to power remote outposts with portals that have no power lines
90 oil to 240 fuel per module
Is it a BP?
Why 3 ports per area? Can i do it with just 2?
only two, the other ports are just to represent additional ports in the area
Check your DMs
Ah if you could dm me the files that would be helpful
its alive!
So the problem im having now is its not refueling? I tell it to go to the refueling one and it just circles above it
is the drone port powered
Yeeah it might not be... Im going to check lol
It is
Apparently i turned the station off at some point tho
is there a drone occupying it already
Okay and now the drone just isnt listening to me?
does nobody find this concerning, regarding game balance
the doubling thing..
very strange decision for such a balance focused game
For some reason the drone is just not listening to me now? Its just going back and forth between 2 ports
u mean the somerslops?
But then you need to go and find sloops and a constant supply of nuc hogs
you only need the sloops once
but i can understand the hog supply issue
there are fine with me - after all they are limited so you cant really rely on them
you're still duplicating things
can you duplicate the nuclear fuel rods with the sloops?
yes
and you pay the price with dramatic power consumption
Ah
Yeah but those are sloops you could use elsewhere
hmmm
Like in doubling fuel rods
slooping nuclear rod production is only worth on plutonium fuel units since they are assemblers
I’m not sure the extra energy gained is worth it though, not looked at the numbers
otherwise you get more power turning them into power augmenters
power augmenters can result in more power than using the sloops to duplicate the nuclear fuels?
but that depends on how much u networ has since its a percentage
Ah
there is a threshold yes, but if you're building nuclear you're probably already beyond that threshold
so the bigger you power prod is the more profitable it gets
yeah
agreed
This is still funny to me
also slooping plutonium means more waste, not that the waste was ever really a problem
howwwwwwwwwww
Particle Accelerators work a little weird when you're looking at power consumption.
😮
but still, the max consumption can't ever be less than actual consumption
seems like a bug 
16 gigawatts lmao
Can someone help me? My drone isnt following the path im giving it?
16 at the moment
26 is the max
it fluctuates from 0 to 26,862
slooped accelerators my beloved
You mean truck or tractor? Drones dont have player made paths last I saw
though the energy increase from slooped manufs/assemblers at that stage is negligible
No i meant its not going to the port im telling it to go to
describe your setup
double check the name of the destination port
Ya the names are all correct. I even changed them to nothing and changed them back and still not working
Got batteries?
guys help how am I supost to do this I produse 150 nuclear waste pm and i need to turn it in to encased plutonium cells but i have no idea how tf i'm suppose to split the uranium waste between the particle accelerator and the blenders
the way he's describing it is that he has port A going to port B but instead its going to port C for some reason which is physically impossible
Kinda, Its going from Port A to Port B which is correct but then from Port B i want it to goto Port C but its going back to Port A for some reason
because it can't do that
pay attention on which port you build a drone
It cant chain ports like that
it can only go from home to destination back to home
but you can have a drone on both home and destination
and they can do different routes
maybe thats the problem - you mixed up your drones
you didn't follow the diagram I gave
I only have 1 drone. I assumed you could have to do a round trip before going home but i guess it cant?
You can go from
A to B
A to C
But will need C to D
And even D to B would work, etc
no - one drone = one route
Oh well thats lame
you could do 2 drones A-B and B-C
What you wanted to happen from B-C can only happen if you put a drone on port B
but without carefull unloading they can get stuck
I was trying to build a port that was only for refueling and have the drones stop there on the end of their trip to refuel but like i said i thought they worked differently
follow the diagram
you can go with refueling port but you need a dedicated runners for fuel only
what you want to happen is have a drone in port A and port C both of them going to port B (that isn't home to a drone)
Uranium waste > regular non fissle uranium recipe > plut cells alt > plut rods alt
Best progression imo
no but i mean rates
you setup a droneport without a drone on it with accumulators ( or other drone fuel ) in it
now lets say you want to mine uranium with drones
you place 2 drone ports :
- one to transport uranium
- second one to transport drone fuel for both
manifold?
Your not making a ton of waste so just a basic manifold should do
I guess the diagram is too confusing lol idk
I'm assuming you're trying to make it go to fertile uranium and plutnium pellet, just manifold it
k imma gonna try to manafold it
30 pellets is 100 NFU and 25 waste
100 NFU is 75 waste
so 30 pellets is 75 waste for NFU + 25 waste so its a 1/4 split
k im going to try to make something out of that
sry i was out, which one, you mean, the one i have in the picture or the other one?
oh and btw can you sink the encased plutonium pellets?
is there a way to combine push pull station with loop station for trains
i was out so i couldnt work on it anymore but i tried to google smth but found nothing
no
but you can sink the plutonium fuel rod
god dam it
or turn it into ficsonium 🙃
nuclear was a mistake
its fine
building the plutonium rods and sinking isnt too bad
and its still an insane amount of power
if only satisfactory tools could acount FOR REACTORS PRODUCING SOMETHING
THAN I WOULDENT HAVE TO DO THIS MY SELF
https://www.satisfactorytools.com/1.0/production?share=QDixWjrhD8F7QUocxYLJ
ye it sucks but theres a workaround
i did not notice that
My water extractor produces 200 water, two of my blenders uses 200 water (100 water each). Blenders also recieve 50 heavy oil residue each from refinery that produces 100 heavy oil residue. Yet, they work at 92% efficiency. Why?
where they full from the getgo?
the UI shows you can't get rid of fuel fast enough, if it tried to do the recipe again it would overfill its buffer
holy shiskebab it worked ty ZyRaNex
the problem is that it's not a recipe so the tools don't know about it
3/4ths into Blender, 1/4th into PA. So you build 2 splitters and 1 merger. input goes to S1. S1 has 2 out, 1 to S2 and 1 to M1. S2 has 2 out, 1 to M1, 1 to PA. M1 to Blender.
Fuel goes for turbofuel, two blenders generate 200 fuel, and then produce 600 turbofuel
How to fix this? I need to use valves?
never use valves
check the turbofuel blenders are they also 92%?
welp you know what time it is! ITS PLUTONIUM TIME
loop the pipe, feed from above, prefill the system
should work
or split in 2 and only have 300 in 1 pipe
or account for covering the power cost of its own production chain and taking that into account during maximization. 😉
even then my suggestion still applies
i alredy figured it out
Two are like this
ye the issue is not the fuel its the turbofuel
are you sure you have enough gens build for it?
yah, output is backing up
the turbofuel sometimes can't go anywhere so it halts the machines
30 turbo-fuel goes to packaged fuel. It's 100% efficient. The rest goes to the energy. I will check each generator right now.
do you have any headlift issues or really long pipes that reduce throughput?
Two of the generators underperformes. They are the last in line.
ye sounds like a pipe throughput issue
pipes have problems doing 600/min in certain conditions so just split it into 2 systems of 300/min each coming from 1 blender per and it should be fixed
how do you have backed up blender output when the pipes don't look full
pipe throughput issue
turbofuel is 150 at most but still
but the machine will always eject fluid in output buffer then whatever happens in the pipe is separate?
yeah it sounds like you are loosing pressure. you could try putting a pump at half way to counteract that. Has halt me in some occasions
pump dont work like that, they only increase headlift not throughput
could turn off the last machines and wait out until the highest altitude pipe fill
ik they dont it still has helped me for some reason :D
maybe it was the headlift reset or something like that
I recommend slooping the blenders temporarily while the pipe fully fill up
how is that helping if the blender is backed up on turbofuel?
logically if the producing machine backs up the entire pipe system must be filled so maybe a headlift issue, we do see a lifted pipe in that screenshot
I believe I don't need a headlift because it's under 10meters? The pipe goest through all generators. Red ones underperformes
its the last in line because the pipe cant handle 600/min
split it into 2 at 300/min
with that many junctions it'd struggle to 600 per min
i have had pump fix this issue before 🤷🏿♂️
i know it shouldn't make sense but I have a similar set-up that did not work until I palced a pump and the pump says it is giving 1.8 headlift but all is perfectly level
Damn. I hoped for simpler solution. Thank you! Should I remove Fluid Buffer? I put it here just in case. Is it doing anything here?
nope since production and consumption are constant (idealy xd)
I will try it, where should I put it?
fluid buffer might also cause weirdness at the end there with sloshing back?
how long the system is running?
At least 15 hours
at perfect ratios?
you might try to power down the consumers at fluid entrance
so the fluid fills the whole system + machine buffers at the end of the chain
then power up again and see what happens
mine is at top right corner in your map
im well aware i dont need this much but i wanted to use 1 pure oil node and 1 pure catirium node and see what i could make with it while keeping the numbers mostly ok
what do you mean!?!
you always need more xD
the factory must grow
indeed
i could make more if i used more recycled plastic instead of turning it into turbo fuel but this factory will be net + 2850mw when its completed
you can't siphon out the turbofuel for personal use like this though
it clearly will be used to power other factories to support the save the day program
why cant he?
im being an efficient pioneer
no extra resin for canister, to be fair can drop some circuit board for it
what is this resin for canisters you speak of
new alt? /s
Blender for personal use goes separate way (to the right). It doesn't connect with other turbofuel and generators
How much Uranium Fuel Rod do I need per minute to power one Nuclear Power Plant?
I mean with those input you can't really get empty canister (iron + copper or steel or resin/plastic)
100% nuclear uses 0.2 uranium fuel rods per minute
Thanks
yea i mean ig i wasnt planning on making them
this may seem random but how much uranium waste do reactors produce per minute?
yeah doesn't hurt, cause personal use turbofuel would be like 30-50 pm (with rifle ammo) so annoying to set up separately
is it reliable to use the maximize feature on satisfactorytools.com to figure out with arrangement is best when all alts and mains are activated?
i was just gonna use homing ammo anyway but thanks for the tip, i didnt think about that. i asko have regular fuel being produced somewhere else so im using that for the jet pack
somehow the refinery is able to push the sulfuric acid all the way up the pipe? how?
im guessing the pump headlift just gets added to the refineries output
the pump is facing the camera tho
the wiki is awesome 🙃
and it didnt work before i added the pump
So 600/min pipes are useless? I shouldn't use them at all?
who told you that?
its complicated xd
there are wokrarounds by looping the pipes and connecting in different parts and what not
see:
#1289420223979716710 message
#1288098263504916503 message
etc.
but i personally just tread tham as having 550 max and if i need more than that then i just build 2
you can use the mk2 pipe as feed, use the buffer and get two seperate mk1 lines dividing all the generators on these
No, it's just that due to how the game calculates fluid dynamics, you usually won't get quite 600 per minutes worth of flow, but you will be able to get significantly more than 300.
weird :D
the more complex the pipe system the more likely for liquid to bounce around and drop effective throughput, you can have a 1 junction pipe doing 600 pm fine
ok so, i have a problem i dont know why but the polimer is getting backed up so after like 10h it gets fulled so the energy gets fucked. can someone help me?
ik the grammar is incorrect but english aint my first lenguage
build a smart splitter and an awesome sink
set the output of the splitter to "overflow" and send it to the sink
that way it will always work
they are completely fine
it's not game's fault. It's fault of player when pipes don't work 🙂
it 100% is the games fault
description is "600/min"
not "600/min sometimes if stuff is right but even then sometimes not idk fluidmechanics are hard"
thanks, i dont have smart splitters but for now i have overclocked everything in hope it fixes something xd
Broken tip for the new players I just learned yesterday
i would always use smart splitters when any item can stop production to get backed up. You never know when it can happen
same goes for alien parts -> protein -> dna. You get 4x dna from parts to sink :D
when i get them ill use them
description is "can have 600 flow"
pipes are bidirectional
so if you have 500 flow in one direction and 100 flow in another, you have 600 flow
how is that game's fault?
so polymer gets backed up but not the plastic even though you should burn everytnijg to make plastic?
Overclocking should have no effect right? Because it uses twice the inputs aswell?
yep just makes it faster
no, the plastic also
if it was well explained that why do people not understand it
are the packagers working at 100?
you can probably get the right now! they are pretty accesible in the caterium tree in the mam
because most people don't understand that pipes are bidirectional and think about them as if they were belts
how much gas the packagers need to package all?
probably but im dealing with fase 3 automating things, ill do that later
40
the issue isnt the bidirectional part? its the water hammer part propagating backwards
if you had a bidirectional belt then it would work at 600/min because a machine taking items wouldnt create reverse flow
it would tho
try to pinpoint which machine at the end of the chain is not working at 100%
i think the problem are the packagers because the plastic gets backd up there
This should fix my problem, right?
so - are they working at 100? if so how much plastic they should burn
if not - why not?
without the buffer
generally I recommend building it this way
they are working fine, i have 3 refineries producing 60 plastic per min, so i put 2 packagers that need 30 each if my math is mathing everything should be alright but it isent
Why?
or like this with each blender providing 300/min
Are there any benefits to using trains/trucks for item transportation vs conveyor belts?
faster
faster is irrelevant
they look cool lul
can fit more throughput on single road/rail
Couldn't I also accomplish that with more conveyor belts?
Like connect my conveyors through 3x conveyor walls
yep
And just scale it vertically as I need
truck or train can easyly distribute multiple different resources along the route
more work/more expensive
you need only 1 train track and you ready to go
instead of multiple different belts
yes, but for trains you just build one rail and have multiple trains/cars go there instead of having to build more belts
i would double check every machine if its working at 100% efficiency
if it does and the ratios are ok then there should be no backup at all
maybe your packagers dont get enough gas so they cant use all the bottles for packaging?
do you have any tips for making the throughput of items reliable on a train network or its it just best to have seperate train lines for sperate factories
100% efficiency on every machine. Thanks everyone, today I learned a lot about pipes.
buffer on both ends (always required)
don't go close to train throughput, or add another train if you do
Do cheap silica & fine concrete yield more silica and concrete together compared to just quartz>silica and wet concrete?
dont go to close as in have the train transport more items than you use?
yeah, definitely
okay thanks
na bro, its all working 100%
i think maybi the game is just dumb
not possible xD
i personally would use cheap silica and wet concrete since you usually have more limestone around than quartz
also quartz purification is goated
thats what i thought so thats why i asked
mark 4
so idk - you must miss something - maybe a belt fragment somewhere near the splitter / merger is slower
im currently trying to manifold smth with 1280 input (4x12.3 assembler)
i set up my manifold like this and im not sure if this will work or not
in theory it should work but im not certain if it will so thats why i wanted to ask if i overlooked smth
i have mk4 belts
it happens when u build splitter on the existing belt and hit it right at the join, then upgrade and miss that little bit
why do these keep turning into nuclear waste water? its fine for a bit and then it changes
get used to place splitter/merger first then connect with belts
iirc is a bug
thats the safe way to do it
so it will go to 100% efficiency eventually?
like im letting my game run for now so it works out but eh
every belt is moving so its not that
so what do i do?
rebuild, thats all ive heard you can do,
yyym - sry im not sure what we are talking about 😛
i thought you replied to my problem mb
rebuild as in place them again? cuz that didnt fix it. or rebuild as in move them?
if ratios are ok, everything is working 100% theres no possibility of a big backup - might be some flustuations due to machine work time but thats it
destroy and rebuild, shoudl fix the problem momentarily but yeah isnt a permanent fix
a little room in your plastic buffers for work fluctuations should be enough and there should be no backup - its just impossible
problaby that, for now i will get mark 2 pipes to get more gas to overclock everything xd
yeah. did that and it fixed it for like a few minutes
yeah sadly thats all we have so far, i know they konw about it and it should be fixed on the next patch (and i thought it did but i didntt have that problem yet so thats all i can say for now)
done, hope it fixes it
dont think so
belt throughput is complicated, there are 3 solutions:
belt compression units
injection manifolds
dont manifold lul, make 4 lines of 320
if not when i get smart splitters i will send them to the shreder
its such a shame doing that!
its like giving up 😦
Just getting closed to completing phase 3, is there a power source I'll be unlocking soon or should I use power sparingly for a while? I have 18k production and 4k average consumption rn, I was thinking about making pure caterium & pure copper and then fused quickwire with a pure caterium mine, but there'll be like 60 refineries, 10 water extractors, 30 assemblers and more and the power consumption kinda scares me
I don't need that much quickwire but I thought I'd future-proof my quickwire production line
yeah just hook each belt to the exact amount of machines needed to process that belt
why? that ''factory'' i just use it for gas containers, the excess i can trow so i get more tikets for the satisfactory platinum
yeah - but sink intentionally - not because you fcked up the ratios xD
fuel power a bit later into tier 5
I have fuel power already
more fuel power
or turbofuel
turbofuel gives slightly more power but yeah nothing more until tier 8 nuclear or rocket fuel
do u think i care about ratios?
you can set up another 540 oil 18GW plant and space it out for turbo blend fuel or/and rocket fuel later
the problem with system like that is that it doesnt scale well
dont overcomplicate - use the "KISS" principle 😉
so best to just 3 to 4 balancer
telling me to keep it simple doesnt help me in the least
no, just connect each belt to number of machines it needs
well i have my assembler set up already
if you have 480 belt, connect it to machines that eat 480 in total
i have 4x 12,8 assembler lines
well, you should learn to not build factory before considering logistics 🙂
yes but its not like this is a unsolveable issue i should have thought before how todo it ^^
no, but all the solutions are weird because you have a weird problem 🙂
its something i will consider in the future
but now my issues is how can i balance this to work
that 12.3 assemblers already give weird clock number though, can fiddle around with the clock number to make them closer to 480
its 12.8 mb
High throughput belting using Belt Compressor Units or as i like to say manifolds of manifolds 1 What is a Belt Compressing Unit A Belt Compressing Unit (BCU) is made up of multiple Belt Compressors. (see also https://satisfactory.wiki.gg/wiki/Balancer#Belt_compressor) They take two inputs and f...
how much does one row of assemblers need?
320
i have 1 line which is perfect but gotta get 3 lines out of 2x480 if i got that correct
hook 320 belt to one
hook the two 480 belts to one each, overflow both and merge the overflows to last one
so to simplify - you have 4 lines that need 320 resources each and you have 3 mk 4 belts of the resource?
i hate how simple this solution is and how i didnt think about it
How is possible that I got 1 less than I input materials for?
I put 500 of both motors and smart plating and this is the result
sloop doesnt work on first cycle
ty greeny
Smh, why is that a thing
sloop and run a random cycle before changing recipe
clock and sloop changes only apply after a cycle finishes
wait has anyone checked if mk6s actually do 1200 or if its less like the old mk5 bug?
there never was mk5 bug
what people called "mk5 bug" was actually "belt to belt connection bug", which got fixed ages ago
they kinda clamped and stabilized belts to fix that
what was an issue in mk 5 was some sort of bubble forming and never decreasing but i think ben got that to work out too
oh yeah but that was like a few weeks or something only right?
i just noticed that mk6 lifts dont have visual items anymore cause "they would go too fast"
Guys, I have a logistics question. How do you bring down bauxite to the water? Almost all bauxite is 200-250 meters high. I think drones out of the question, because of low throughput. And I dont watn to use ridiculously long belts or spiraled rails.
red forest has water?
but just belts for days
train track as usual, you probably want to plan for 2 freight because trip time gonna be long
lifts?
or lifts if you don't care about aesthetics
I do care
lifts look fine tbh
I ran this train track from red forest down here with electrode scrap and normal solution (because I want to save the quartz to the west for something else)
Is the hoverpack a drop-in replacement for the parachute with additional functionality?
oh finally someone with nice tracks and not 90 degree skybridges
Nvm it doesn't open when there's no power
i cant tell if this is any good.
all recipes are "good" if you like them

clearly not the response if was looking for, but why am i suprised
i dont think it saves on resources
so you'd rather have some random person tell you "yes" and then you'd leave thinking it's a generic truth and the reicpe is always good just because that person said so?
it saves on stators and rotors but uses ai limiters/highspeed connectors to supplement
so its less iron/steel but more caterium/copper/etc.
perhaps someone that has used it can tell if its saving on resources or stuff like that
it's like a quartz boosting motor alternative to rigor, I haven't made ECR yet to compare the resources
I use it in my turbo motor and supercomputer factory.
i personally like it 🙃
No oil and the only coal is for stators and screws.
could be good in combination with this? since it uses the rods aswell?
how could we know that "good" means "saving resources" (and which resources you value how much), and not e.g. "simplifies setup" or "uses less power" or "removes a resource from production chain"?
nah man turbo pressure all the way
dont have that one
You can't unlock turbo pressure until you've got the last milestone of T8
response could "its good because ..."
or "its bad because ..."
but... it's not "bad" or "good"
it's only "good" or "bad" if you care about that property
its not like there is a definite asnwers, i just wanted to see some arguments
and it's only "good" or "bad" for your preferences
yes and asking if its good or bad is prompting people to give their view on it
I gave you my view
you kinda said nothing
I gave you my view on whether the recipe is "good" or "bad"
okay you did, but lets be real how do you think did that give me any value
if you asked "what is this recipe for?" or "what can I gain from this", I'd give you a different answer
okay man, but read between the lines. thats clearly what i was looking for
since like 99% of people asking this question actually believe that there are good and bad recipes, I do not "read between lines" anymore, because most people are dead serious. And I don't want to mislead people calling a recipe "good" or "bad"
it also depends on your ECR recipe
with def. its 1 motor = 1 rotor+0.75 stator + 0.5 ai limiter
with connection rod its 1 motor = 1 rotor + 0.5 stator + 0.25 HSC
but ye both are better than 1 motor = 2 rotor + 2 stator
Silicon HSCs and circuit boards are nice too.
Shit tons of silica, copper sheets and fused quick wire
well plastic ai limiter is pretty good too
Not if you're avoiding oil. 😁
you want to move quartz to iron (crystal oscillator) anyways
none of this uses quartz?
my power production drops as soon as i turn my steel factory off, it is connected to the coal plant but not the coal plants main source of power at all. Any things i can do to find the mistakes?
Silica..?
I'm thinking of ECR in terms of quartz but anyways either alt works better than base if low iron
most of the time when i ask stuff like that i want to hear other peoples subjective opinions on why they like or dislike a recipe for their playstyle, so that i can deepen my own understanding of how that recipe might be advantagous or disadvantagous in certain situations. saying "is this good?" is a lot easier to say. but yea i get why thatd be frustrating with new players that think some things are just better in all situations than others
are the energy accumulators no longer a tier 5-6 tech?
I remember building them alongside oil last playthrough, but maybe in 1.0. they´ve moved it to after sulfuric acid
power storages are tier 4 if thats what u mean?
ok yeah, used to be tier 3 before 1.0
They have always been tier 4
random biomass generators?
I'm very much aware that there are people who know what they are asking. But people reading the chat aren't aware of that. They just see "is recipe X good? yes" and consider it general truth.
(youtubuers with their "10 best recipes you MUST have" don't help that much)
I hate when people class a recipe as more "efficient" than others as well
Oh, me too
oh yeah the word "efficient" gets thrown around so much that people don't even know what they mean by it
I remember getting them before aluminum, mostly because I quit that playthrough just after setting up aluminum pretty much, never did any acid
"efficiency" can represent practically anything, so it's basically equal to saying "this recipe is more glurbl than that recipe"
Aluminium is tier 7
hm, is there any downside to cast screws vs normal screws and normal rodsö
no, all upside, less power, less space, less hustle
the downside is that you can't use rod recipes (but you specified normal rods, so ...)
unless ur kibitz and want to use more machines :p
I really like recipes, that help me build small factories. I also don't mind to use power shells to overclock machines. If it's not consuming x5 more energy Im fine, as long as it saves space.
sooooooooooooo
objectively better
more efficient
hides in a corner
"objectively better" from subjectively picked set of options, yeah
it is weakly dominant technically
because if you only care about resource efficiency (aside from power), it´s the same as normal
The "best" way to use any alt is to simply evaluate what you have in a given area and use the alt that suits what you have the best (unless you want to move resources around).
some recipes have weird numbers that gets annoying when I'm planning modules too, but not a problem if you run mega style factory
The best recipes are the ones that get rid of screws xd, like steeled frame and stitched plates
I was told that I should now overclock, because then power consumption will rise for 6.631%! Even if it saves me twice as much space.
Not 100% correct but it is a valid case if you do want to elimate screw production
'objectively better by every quantifiable metric'
within a limited set of options
of course
with 1.0 there's also a sloop friendly metric
OP specified "default rods", which is where the subjectivity comes into play 🙂
like if you want to manually make some which one takes fewer sloop
oh i guess its not sloop firendly since you could quadruple with the extra step 
very few recipes in the game actually hold up to that criteria
there is no reason to use default rods->screws over cast screws, but other ways to produce screws are better
that calculus changes with steel rod
i know, thats what i said
there's no "objectively better" recipe
there is practically just one that comes really close, HEF. But one could argue it has very weird numbers and some people prefer to not have that
(also that only applies if you're comparing HEF vs HMF, not taking into account other recipes)
the numbers for HEF got a lot better with the changes to EIP
it still makes 2.8125 per machine though, the numbers are easier when you have 8 or 16 machines
weird numbers is only a problem for people that manually type their math into a calculator like a caveman
EIP is one of those rare alts that is better with every metric that matters
just underclock to 2
ez math
impossible 😛
yeah, it is just 45/16. deal with it as a fraction and the math isn't horrible, or clock the recipe to 106.66666 to make the numbers square
isnt it more machines?
better than?
Default
Yes but less overall space
so, ignoring other recipes, that's where the subjectivity comes into play 😛
EIP isn't better in every metric, power use is a lot higher
I tried it yesterday. Its better as 2.825.
Or you are going to get weird numbers on required parts
I thought power use was about 15% less?
If you have molded beam it may not be as good, not sure. However with steel pipe you can also eliminate coal entirely 🤷♂️
*iron pipe
Thanks 🤣
which brings the question if eliminating coal is something the player values 🤷
why though
theres nonthing else you need coal for
iron pipe takes huge amount of iron which can be nondesirable depends on location
Logistics
build near coal, solved
it isn't a huge amt of iron unless you're being boneheaded
id rather get 1 coal node than 4 iron nodes
you could be sitting on 2 iron nodes and one is for modular frame one is for rotor+motor you don't want another iron usage
you combine it with iron alloy and it's like on-par with solid steel for making pipe
Best use case for iron pipe is probably early game when you are in the grassy fields
it’s probably been asked a lot in here, but what tool is this?
best use case for iron pipe is where you have more iron than you do coal. I think that is everywhere throughout the course of the game
wait is it?
In other (starting) biomes coal isn't really a limiting factor like in the GF though
satisfactorytools.com looks different iirc
its twice the iron lol
I really don't like iron alloy
it literally takes 4x as much iron as steel
fuck that shit
how can you see rails and train on map ?
However you save coal, so if you are pressed for power before fuel then it is a viable option
you cannot on the in-game map, use SCIM for that
I am currently using 1600 iron/min on steel pipe because I need all the rest of the coal in GF for trucks and power
upload save on https://satisfactory-calculator.com/en/interactive-map, I build open air so I can see those buildings from top down view
wait youre using all 6 coal nodes?
i have to inport map or i can draw the travel ?
i don't understand your question
THe 2 pure nodes to the south are for power, then from the 4 to the north I am using 200 for steel (for beams) and the rest of the coal is for power and trucks
that was the train path on my save, you can plan the travel with realistic map toggle for terrain height
i got my answer thanks
dayum
i guess i just build smaller early on 🤷
That's everything I am producing out of GFs
for GF, i use the 4 normal coal in the pit for power and then the 2 pure for steel
ye same and 2 pure for steel has always been enough steel for me
after 1.0 with the mk6 belts, you get the same coal off of 4 normal nodes as you do off of 2 pure, so it just is a matter of when you think you'll need more power vs more steel in the course of game progression
well by the point you get mk6 belts youre probably not using coal power anymore xd
no reason to delete a 12 gw power plant
Guys why do i get more then dooble that hight with my jetpack if i spam Space and not holding it?
i actually set up my first coal power plant further away for that reason in my playthrough
especially with dimensional depots making outposting easier
fuel and nuclear scale a lot bigger and you do end up needing a lot bigger, but keeping your coal plants going isn't harming anything
but you upgrade mieners right? so all youre 12gw is only 1 node now
you might decide to reroute their fuel for diamonds in t9, but that's a later™️ problem
yeah, you need the mk3 miner & mk5 belts to fully exploint 12 gw of power from 4 normal coal nodes
if you did it on pure nodes instead, you'd have to wait for mk6 belts
why is my power doing this? All my fuel burners are producing perfectly, i dont understand why my power just isnt coming through
i should have 4000 MW
when run in isolation, they produce fine
you have too much drawing power on your grid, disconnect stuff before flipping the breaker
anyone know if fuel burners charge batteries?
but i should have enough to power it all, is there startup time to certain generators?
did u mean fuel generators or biofuel burners?
biofuel burners sorry
the biofuel ones dont charge batteries, the fuel burners do
biofuel burners do not charge batteries
All power plants charge power storages except for the biomass burners.
no, because batteries are an item
but no, they can't charge power storages
u say u produce 4000 and the max cons is above 4000. i may be wrong about this but i think all machines start taking energy when u start the grid up again, even if they werent running before. i may be totally wrong with that
in that case disconnect production and let your coal power charge your batteries for a bit
oh shit that totally explains it then, i have a ton of idle factories
im not sure about that, it just feels like it. never tested it or read it anywhere
yes, when you flip a breaker, all machines start up at their max draw
fuck i guess its time to overhaul fuel production
yay my intuition was right
that is so mega irritating
welcome to satisfactory
thats what power storage is for
it is why we all focus so much on keeping the max consumption line below our max production
yea, makes sense
i do it because my max consumption and consumption lines are equal 💪
i just assumed if my factories were all idle it would be fine
no
thats why i have power storages
ur too good 😉
too crazy. its making me go mad
but i am the queen of autism after all, gotta do my job yk
well, haha, back when you were trying to get the lines exactly even, i knew 😉
i seriously tried b4 you attempted and realized the game isn't coded for that endeavor to be possible
it is possible, im sure of it
well, not permanently fluids get messed up on save load...
they fixed that right?
nope
maybe the thing u are talking about got fixed, not the thing im talking about
i emptied my water extractors, the water always got to 0 between cycles. i saved the game.
then i let the game run for 5 minutes, the water still got to 0 between cycles. loaded the save, instant 7 excess water in the extractor
so, loading a game affects machines... somehow. tho i dont mind, ill just ignore small fluctuations after loading the game, they should even out quickly.
i think how the game is optimized to reduce cpu consumption for factories outside of render range causes micro-fluctuations in power due to rounding errors in the transition
i havent had any issues like that yet, even when traveling with hypertubes
whenever i checked the line was straight. i even moused over it to see if htere were fluctuations so small i cant see them, nothing
last i really looked at it was back in update 6, lots of stuff in the code has changed
but loading a save definitely instantly affects machines, or pipes, in some way
yeah, after load, pipes start off in a weird state, i think they start with some fixed amt in them and it can take a bit to stabilize
i really would like to get some analytics my factories
same same
still working on "handcrafting" my way into phase 5/tier 9
i dont haev super computers, fmfs, hmfs, hscs, ails, or anything higher automated
truly peak efficeincy
kind of at the same point, but i'm doing the things in the game that i find fun
been having a lot of fun de-slugging the map
pretty good progress:
holy fuck, ur not leaving anything behind
Do batteries have any exclusive uses now that drones can use other fuel?
yeah, i pick a small area and grid it out to hunt
they can be used to make super computers
there used in the super computer alt
i have collected 1476 shards worth of slugs
if i hook up a bunch of power storage, charge it, and reconnect to my main grid, do yall think that'll work to overcome the massive power deficit im playing in
i'm around 2500 🙂
just automate the shards
it may be closer to 2700, idk
however my collection is been very haphazardly. im not remotely as thorough as you
really i'm clearing the map as an excuse to explore
yes
well if youre sure they are actually idle
i need like 2340 shards for my oil factory so im "cheating" my way to tier 9 so i can automate them.
yeah my normal consumption is about 2k when my production is actually functional
all done by filling a single slooped assembler by hand lmao
also some people build "backup batteries" for that, that you can connect in case of a woopsy but im personally not a big fan
honestly just use priority power switch
i like the idea of having lots of power storages in case i totally fuck up my production
priority power switches help with that
i build them in the base of my power towers, works pretty good
they help but if my whole power production system somehow gets clogged...
i also like the idea of having a battery bank at each factory that can supply that factory for one hour. that way if my grid ever isnt PERFECTLY flat i can isolate the factories one after the other to locate the issue
binary search ftw
wait do you not have a backup grid of all the weird stuff like gysers?
can i setup a train system as input for factories? like steel gets made and brought to the motor factory and another train collects motors from it
i do
my only concern is flow
yes. thats literally what they're for
storage grows with my expansion
yeah you can, be mindful of travel time and resource extraction speed
im unsure if its fast enough for the supply of the factories, like i want the train to both keep some steel for my central storage and take some for the factory
god i love having an excuse to post this
desmos.com/calculator/djzytmsw4h u can utilize this formula to calculate it
central storage should be the last stop then
thaws what i do, i do not recommend it. but thats just my personal preference, i think its very tedious and requires a vastly higher amount of effort than just using belts
trains does not split freight so if you want to supply 2 separate factories you have to balance it out before loading train
*power storages
what is this?
they do tho, u can just manifold it
desmos is a graphing calculator website. i cant post the real link because its not on the whitelist
i know that xd
whats that graph
yeah, there is such a thing as a trainifold
i assume its the train throughput formula?
the y axis shows throughput, the x axis shows round trip time
it takes forever to actually fill the buffers, but once filled, it works just like belts with overflowing production
C is belt speed, S is stack size and R can be ignored
ey i made R
lets say ur train arrives every 600 seconds, u are transporting items iwth a stack size of 500 and have a beltspeed of 780
just check the graph at 600 and it tells u the throughput u have available.
Its my 1st year in college please explain the variables
I just check if I can fill the platform during the RTT if yes put another freight
#math-and-meta message wait its this?
yea, i made the math for that
tl;dr if the train's 32 slot capacity holds more than you produce for the duration of a round trip, you're good, less and the math gets funny
thats my math
ah interesting to see a graph of it
as long as you have a double belt ISC on both input and output to buffer for the loading animation (30s is likely to more than the buffer of miners can hold)
oh, i didnt see that i thought u were quoting the wiki
oh i just saw the date
yep its the same results
i thought it wasnt really known before because the wiki said something else
"i was there 3000 years ago"
#math-and-meta message
woaah. where were u when i argued with people here about trains!
so is this correct for steel? (dont see where i can edit the time)
mk3 belts
idk, i find that math incredibly difficult to reason about - it is correct, its just not how i think about the problem
don't need more than 270/min
what's your round trip time?
have not calculated but lets assume 180 seconds
so 3 minutes, that means if you're making 270/min steel pipe for transport, you'll be transporting 810 every 3 minutes, stack size is 200, so that's ~4 stacks of pipe, that's less than the train's 32 slot capacity by a healthy margin, so no problemo
^^^how i do train math
got it so if i dont surpass the 32 stack limit its simple
and is the animation accounted for?
it isn't a factor, that only comes into play in transfering in & out of the train station. the transfer time is accounted for in my calculation as part of the gestalt round trip time
it is a 'concurrent but decoupled process'
if it takes your train 3min to do a roundtrip and it holds 6400 then thats probably fine for 3 * 270 = 810
where things get sticky is that trains for 500-stack items often have problems with too much being loaded in the train station to transfer it out on two mkX belts before the next train arrives, Laura's math takes all of that into consideration
are you guys using "wait until full" or not?
these are the weird things you run into in the late game when the numbers are a lot higher and you do then have to do more complicated calculations
Guys my game says, this thing procudes 900m³/min but i only got 2x150 % 1x 300 and 3x 75 is only 825 in my world where are the missong 75?
check the left under the foundation
a well should have 7 extractor you might have missed some underneath
that's the new oil well, i haven't used it yet, but sounds like you're missing an output on an impure node
are they every time connected with this Stone Strings
even in late game the max you can go is 1200/min right? so unless the stations are 5+minutes away this works
yeah can do a quickrescan in case
Quickscan says i got all 6
yeah, the math is generally as simple as i described, but ores at 1200/min and 50-stack items like mod frames, you kind of need to be careful and double-check your assumptions
*ingots too
i think you have an extraction point burried under your refineries 😦
Different wells have different numbers of nodes I think.
The extractor itself shows you whether you have them all capped.
oh yeah I just checked interactive map, I only saw a 7 nitrogen well on the northwest
yeah, there's a little row of dots that tell you how many extraction points the well has and whether you've built a tap on each
check the UI of the pressurizer it can say how many it gives
900
think that's the oil well on the gold coast
that's the nitro god well, lol
Yuuup.
hm that'd have 2x75 and 3x150 and 1x300
Y'all made the nuke hog near there kill me. 🤣
say hi when you get ur stuff back 🙂
I just reloaded since I'd just loaded the game.
I realoaded the game, now half of them only make 30
i go with it and say its a ui bug
For some reason Mk5 only transports in german 480 items like Mk4
30 pm is for 100% overclock think you'd need to power it for the number to update
Is there a good video on setting up the logistics of drones?
curious how well ur system works, what would ur math say to transporting 800 items per minute with a round trip time of 120 seconds and a belt speed of 480?
it needs to do 1 cycle to update and it probably is full so it wont
Everything I read about trains make them sound horrifically tedious and time consuming, and drones seem to be better
Just use very long belts
drones can't move high throughput stuff like quartz/silica/coke/water for most aluminum setup
But the spaghetti 😭
belts are eyesores I try my best not to use it after 100m
you're trading initial 300-400MW of power for easier expansion later on
That's just a typo. They transport 780.
they aren't horrifically tedious and time consuming, people just overcomplicate things
it still says no problem (which there isn't with the trains & their capacity) - 800 is less than the theoretical belt speed of 960. the fact that the train lockout is ~30 seconds, or 400 items @800/min means that i'd need mk5 belts coming out of the stations
I was considering making a central base in the plains and keeping satellite bases to make parts and then droning them in to make space elevator parts. I have a heavy modular frame setup, a motor setup, a coomputer setup, etc. So I was going to drone in the items to a central location and maybe just build one train line for aluminum production.
@edgy leaf Hey, I just played around with your desmos graph a bit, very cool! Did you write down an explanation for how these two equations come about, and if yes, would you mind linking it? Very curious.
I like separate grid train system so I can actually remotely turn off the entire logistics of a production line so my train setups are really simple
if you're transporting HMF drone is much better than train
but for computers you'd have to ship in a bunch of copper and/or caterium drones can't match those throughput
i'm not saying that your way of thinking about it all is wrong, it just isn't how i look at the problem, for me approaching it as a series of things that i can reason about with napkin math makes more sense
All right. So as I was talking about last night, here's the ratio calculator I'm working on. Consider it to be an in alpha state: It still has bugs, is missing features, and the performance isn't yet where I want it to be. But I used it to play the game, and perhaps people will find it useful, even in its incomplete state: https://kirkmcdonald.github.io/satisfactory-calculator/calc.html
(incidentally, just due to a lot of building, i also know that for 900 plastic or rubber/min via train, you really want to have mk5 belts for it b/c the round trip time becomes a thing if you are on mk4 tech)
nice, I see you've found a way to make loops work 🙂
it wouldn't work though
I mean, my Factorio calculator has handled them for literal years, and this is essentially the next version of that.
safest way to deal with station lockout is to empty output faster than train loading/unloading time which normally means double max level belt into ISC on freight platform
the only issue is that you can't transfer 1600 items out of a train with 30s down time every two minutes on mk4 belts
and 2x480 pm freight output need like 5 minute to empty out so short train would have problem
You can always add more wagons.
at 960/min, you need more than 2 minutes to overcome the 30s lockout
its also why for recycled rubber & plastic i transfer 450/min per car 😉
yeah fair. Just wasn't available for your SF calculator for a long time
yea, 800 with 480 belts at 500 stack size and 120 second round trip time wouldn't work, but you need to consider reload time for that. I prefer just using my rust script for this
hey greeny, since you are around, with the changes to recipes in 1.0, does your calculator (which i assume still uses linear programming) still provide the optimal solution, or does it now sometimes converge and get stuck on local minima/maxima?
or you could just 'keep train throughput under belt speed' and not think about it 🙂
Do I need anything other than bauxite for aluminium? I'm thinking of gathering the outputs of 5 different mines in a single spot and couldn't decide on where to put it
coal or coke and water
I can speak to my own LP solver and say that, because it uses the base resources as its objective function, there should be no local extremes to get caught on.
did you find any weird behavior that would suggest the local min/max? because afaik the optimisation algorithm doesn't do that
water, copper (if you need sheets), and quartz (if not running sloppy/instant)
to make alclad sheets or casings, you also need copper
oh coke too if electrode scrap
right, weren't you the one who helped me with LP the first time? 😄
So something like this?
idk, i haven't played with it enough with enough of the game's late game to really have a handle on it yet
And the nearest copper is like 1km away
The one concern is if you configure a selection of recipes that leads to an infeasible solution. I still have some work to do with detecting that, but it's still possible to put the calculator into a state where it has to give up. (I need to improve the error reporting in that case, too.)
yeah, copper is designed to be far away from bauxite to make you solve logistics problems
not her but how i came up with this
left (B) is limited by 2 output belts
for example if you put R to 0 then its just 2x output belt
but the loading is blocked for 27.08 so you need to adjust the 2x throughput by (X-27.08)/X
for example with 3min trip time its only unloading 91% of the time
right (T) is limited by the train traveling
for example a train taking 10 min to deliver 6400 items can at most provide 640/min
the train has 32 stacks of items so its throughput is items/min = (32 slots)/(roundtrip time) = 32S/(X/60)
the solver should find the optimal solution. There's always a possibility of some bug in my code which generates the LP problem, but I haven't had any reports on wrong math yet. (most reports are either user error or weird calculator preference due to the weighting)
when I scout out place for aluminum on the map I always need at least a train line
i was just curious b/c it seems like the recipe changes (specifically with transmutation) makes the problem of finding optimal a lot more difficult
btw greeny, how difficult is it to run ur calculator locally? would it improve performance or is that an issue of my browser?
This mostly works itself out, due to SAM being quite rare, and thus heavily weighted against.
Perhaps I should give trains a go with aluminium
thanks! I found the write up https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput a few minutes ago and followed along. yeah that makes sense
can use one train line for both bauxite and quartz and copper but that'd be cutting close to 5 minute which would make the train too big
i have noticed that the weighting of ores does seem a little whacky
nah, it's practically the same. If you ignore sloops, there's no new mechanic and it's all just recipes converting one item to another
loops and conversions were already in the previous game versions, so nothing new really
pretty sure the problem is still linear
and that shouldnt get stuck on local maxima right?
it just got increased by a few dimensions
Exactly.
perhaps, i was asking, not asserting 🙂
yeah, just the 250 constraints and 200 inequalities got increased to more, but it's still a linear problem
and yeah, it does prioritise things like quartz or caterium to be made out of SAM afaik, but I don't really want to deal with it and you can disable SAM or converter if you don't want that 😄
if i might request a small ui change, would it be possible on the recipe selection screen to have a 'disable all transmutaion recipes' button?
oh i actually like YAFKs way of specifying what tier youre on and it disables all the recipes you cant have
so if you say im in Tier 4 then it cant use converter stuff
the only nonlinear aspects to the optimization problem are clocking and power augmenters. fortunately, both are quite easily bandaid solved in practice
....kind of a pain to hunt them out of the list by hand
a default of no SAM might be nice, I'm always in the recipe screen to force an alt and check clock number so idm disabling reanimated SAM
My calculator has the conversion recipes disabled by default, just as a side effect of how it sets up alt recipes by default. I may change this. It's also easy to reconfigure the relative value of SAM, which is already the second-most rare resource by default:
Assuming I want to make to most items and power with my oil, what are the interesting alts?
im sure there are lots of ways to solve it
༼ つ ◕◕ ༽つ greeny take my energy ༼ つ ◕◕ ༽つ
clocking of extractors happens to pretty much always come down to the maximum clock speed being optimal, so you're fine going with whatever the maximum amounts of any resource you can get in 1.0
i guess you can select that by unchecking sam as a resource
HOR diluted (packaged) fuel for a bunch of fuel, recycled plastic/rubber for more plastic/rubber after any diluted fuel
recycled rubber/plastic
heavy oil residue
diluted fuel
turbo blend fuel
Overclocking's nonlinear aspect is also just related to power consumption, and isn't even really part of what the LP solver deals with.
nitro rocket fuel is also a consideration
and smokeless powder for the toys 🙂
optimal number and boost state of power augmenters can be solved by search. You can't build that many of them, so even brute force search works
doesn't turbo blend technically consume more oil per turbofuel?
smokeless powder has no alt?
correct
yes, greeny's one doesn't bother with that. others (like mine) do
yes but less sulfur
saves more sulfur though you get less sulfur on map
more oil. less sulfur
I'm not at that phase yet so It will have to suffice, unless I can unlock it early?
oooh no
they said oil so i'm wasn't sure if sulfur was considered
rocket fuel needs nitric acid at tier 8?
nitro rocket only needs the gas
ye nitro is tier 8 and comes after turbofuel
but yes you need particle enrichment for the base rocket fuel recipe
I'm open to interesting alts if you have any to suggest
yeah nitro rocket is simpler to build, but yields a lot less power
the ones zyranex suggested are the goats
aight, thanks
and finally overslooping can be dealt with linearly again by just adding pseudo recipes for any amount of sloops in the responsible building for the actual recipe. A clean solution to this uses a mixed-integer LP because you can't have fractional sloops and it's not trivial as with number of buildings.
and setting one new constraint, namely the sum of the sloops used being no more than the available amount
its limited by train capacity (blue line) which is jsut
(slots*stacksize)/roundtriptime
its also limited by belt speed and reload time. during the reload animation (27.08
i was wondering about that are mixed integer LP solvers actually a thing?
that sounds really complicated to calculate
thanks, ZyRaNex already explained ^^
ah alright
how much uranium waste does 1 fully overclocked nuclear plant produce per minute?
i accidentally pressed enter before i was done but guess i wont fully explain it then
if ur curious, here is some rust code i use to calculate my own trains:
fn main() {
let desired_throughput: f64 = 600./60.;
let roundtrip_time: f64 = 642.4646153;
let stack_size: f64 = 75.;
let beltspeed: f64 = 600./60.;
let train_inventory_size: f64 = 32.;
let reload_time: f64 = 27.08;
// desired throughput is known
let upper_bound: f64 = stack_size * train_inventory_size / desired_throughput;
let lower_bound: f64 = 1. / ((1. - desired_throughput / (beltspeed * 2.)) / reload_time);
// roundtrip time is known
let reload_limit: f64 = ((roundtrip_time - reload_time) * beltspeed * 2.)/roundtrip_time;
let time_limit: f64 = (stack_size * train_inventory_size) / roundtrip_time;
// nothing is known
let optimal_throughput: f64 = ((stack_size * train_inventory_size) + (reload_time*beltspeed*2.))/ (beltspeed*2.);
let optimal_reload_limit: f64 = ((optimal_throughput - reload_time) * beltspeed * 2.)/optimal_throughput;
let optimal_time_limit: f64 = (stack_size * train_inventory_size) / optimal_throughput;
println!("Data if throughput is known");
println!("Upper bound: {}", upper_bound);
println!("Lower bound: {}", lower_bound);
println!("Midpoint: {}", (upper_bound + lower_bound) / 2.);
println!("Buffer: {}", (upper_bound - lower_bound) / 2.);
println!("");
println!("Data if roundtrip time is known");
println!("Reload limit: {}", reload_limit*60.);
println!("Time limit: {}", time_limit*60.);
println!("");
println!("Optimal round trip time and throughput for a given set of parameters");
println!("Optimal time: {}", optimal_throughput);
println!("Optimal reload limit: {}", optimal_reload_limit*60.);
println!("Optimal time limit: {}", optimal_time_limit*60.);
}
its just some simple multiplication and division that does the stuff for me
is this assembly level or some shit
nah its just rust 😭
i just use it as a calculator lol
never used rust
they exist. performance depends wildly on the problem. I haven't migrated my optimizer to use the MILP yet it will be a hassle due to different syntax despite both functions in scipy.optimize.
If the solver happens to struggle with getting lobbed 800 integer variables straight away, I plan on introducing an interative procedure where it solves with fractional variables, and the selected nonzero sloop variables getting restricted to integer variables on the next round. But suspect the solver will handle it just fine
chat should i make a computer/electronics factory or a fmf factory
kinda want mk3 miners but my lack of computers is becoming a real problem
other problems even with much fewer integer variables can have extremely long solution times because you can model many NP-hard problems as IPs
confused, does this do anything that the two formulas in desmos can not?
well, it can just spit out the number of how much buffer you have
like, lets say i want to transport 2000 plastic per minute
to find optimal extraction energies / clock speeds, an exact way is to retrieve the shadow prices of the raw materials from the LP by sensitivity analysis, then solve the nonlinear powerformula for the miner/extractor/pressurizer with algebra to obtain the clock speed at which it achieves the same marginal price. use these as updated constraints for the LP until you find a fixed point where the shadow price from both sides matches up
it will tell me that i would have 14.76 seconds of buffer on each side if i were to try to achieve that (with 1200 belts)
but as I said earlier in 1.0 it's simply everything to the max. you can use it to fine-tune underclocked water well pressurizers though, just for the fun of it 😉
we are reaching levels of math and meta not thought possible
its really quite simple
if i want to transport 2000 plastic per minute with mk6 belts, my round trip time needs to be between 192 and 162.48 seconds. if it takes longer or is shorter than i will not achieve my throughput needs
this gives me a buffer of 14.76 seconds in each direction if i calibrate my train to that round trip time
so if my train is more than 14.76 seconds late or early i will have insufficent throughput
if im fine transporting only 1800 plastic per minute in each freight care then i would have a buffer of 52 seconds in each direction, id need to calibrate my round trip time to 160 seconds
why would shorter be a problem?
because the train station can not take items while it is loading a train (27.08 seconds). that means if a train arrives ever 54.16 seconds you will only achieve half the maximum throughput
I miss classical forums. Two interesting topics being discussed at the very same time in the very same channel, completely interleaved, a nightmare to follow either along and will be impossible to find again for anyone searching it by tomorrow's time. Discord is... not a great platform.
Finally adds threads but you can't pull a discussion that has evolved into a thread, only start one from a single message. By the time you realize a discussion should have been a thread, can't make it one anymore.
wait youre not accounting for just adding more trains to increase throughput?
having 2x the trains doubles the throughput if youre limited by that and not unloading speed
adding more trains is the same exact thing as decreasing round trip time
*decreasing
im pretty sure at least, i havent looked that deeply into it
what about having multiple freight cars on the same train? I guess that also doubles the belt speed I suppose since you're effectively loading/unloading 4 belts simultaneously rather than 2 with 2 stations, right?
thats just a direct 2x, no need to do any extra math on that one
multiple trains, hmm, it also increases the blocking time
adding more trains to the same station is the same as decreasing round trip time im pretty sure
hello there i'm on my first run ever (what a game) and i may need pipeline checkup.
The situation is :
- i want to build 16 charcoal plant
- i have enough charcoal input (240)
- i got pipelines mk2
- i need 720m² of water
Is it correct to :
- connect the 600m² pipeline from one side with 4,5 water pump
- connect a 300m² pipeline on the other with 1,5 water pump
Should i expect this behavior like in the screen ?
i just think of it like this
i have my list of max throughputs and see that
2052.6 for 200 stack
this is >2000 so it works
i then build the train and see if it gets the throughput desired
if it doesnt then i just plop down a second train
i could check this if i knew the roundtrip time but im too lazy to measure that
what do u mean with a second train
a second train on the same line, or a second freight platform/second train station?
second train on the same line
that is the exact same thing as halving the round trip time, and thus could hurt your maximum throughput
can't just disable the converter?
see, halving the round trip time increases the train capacity limit from 32/m to 64/m (i chose a round trip time of 12000 seconds to make it more obvious)
however with two trains, a train arrives twice as often, which is the same as just half the round trip time
also, can just disable machines you don't want to use 🙂
this will feed all the plants if that's what you're asking
heck you can cut out the pipe between the yellow and green circuits if you really want to
i'm limited by the 600m² pipemk2 so i'm forced to split them that why i ask if i'm not wrong ^^
its not 2x though with wait until full since the train will only arrive once the station is empty
im not sure what u mean
intuitively that makes sense
you could add 10 trains and they would just wait until you need the resources
do trains wait until they're fully loaded?
these are the results with a train arriving every 200 seconds:
Reload limit: 2075.04
Train Capacity limit: 4800
if you add a second train its as if a train comes every 100 seconds, these are the results in that case:
Reload limit: 1750.0800000000002
Train Capacity limit: 9600
with one train you have a max throughput of 2075, with two its only 1750.
now that u mention it, could u achieve maximum throughput if u set hte train to wait until fully loaded? i never erally considered that...
oh, it actually isn't generally the same, only (I think) when the trains phase-shift is exactly half a round trip. suppose one always closely follows the other. Then the second one gets to load almost no resources
didn't know you could configure them in multiple ways. never used trains much really
Use this link instead: https://satisfactory.wiki.gg/images/3/39/Pipeline_Manual.pdf
That one's from Fandom.
ok so i could also do 4 pump / 2 pump and it will work
no a train is not coming every 100s its coming every time its full which is 6400/1200
basically ye it totally eliminates the roundtrip constriction
i havent tested it too much with larger networks and varying roundtrip times due to signals but it definitely works on a 1 resource only track
How are you guys handling recycling Dark Matter Residue? The liquid tricks don’t work.
turn into crystal and overflow sink
@thorn bane how does configuring to wait until full work? I don't see that mentioned anywhere on the wiki articles on train station or freight platform. you mean to set a manual wait timer for the station for the individual train that you calculate so it matches exactly when the freight platform is full? does it load/unload at the beginning or end of the wait time?
I don’t have the sam to waste
i havent checked in a while so they might have changed it but it used to look like this
#math-and-meta message
pipeline web to collect the oil in the spire coast? or fluid train? Im guessing the train probably isnt worth the hassle?
get the als recipe for crystals, it doesnt use sam
--> Alt: Dark Matter Trap --> Ballistic Warp Drives, Superposition Oscillators, Singularity Cells
Dark Matter Crystallization
I think that’s the same recipes I’m using
once its in solid form you can do the usual overflow sink and priority merge from recycled stuff
I’m doing Time Crystals into Dark Matter Trap and Superposition Oscillators with some Dark Matter Residue input
they should really add smart mergers. building these big bulky priority merger arrays feels awfully roundabout for what simple purpose they serve
But the recycling will fail with gas properties
true but most of the time you can get away with 1:8 or 1:16
I'm using a VIP junction with it just fine.
just build a particle accelerator after each encoder and directly insert the dark matter residue
dealing with it in solid form is 10x easier than in liquid form
VIP works with gases?
right, just found a picture showing the options: https://satisfactory.wiki.gg/wiki/Electric_Locomotive#/media/File:Train_Station_UI_3.png
It doesn’t even work with liquids
ye my thoughts exactly xD
Even the guy who wrote the pipe manual said VIP doesn’t work for recycling after it was tested. People are using unpowered pumps with buffers or splitting out production over VIP
I’ll try it with gases
Hmm. Here, give me a moment and I can load up my save and get some screenshots.
But it does seem to be working for me.
ty for the guide it's so useful
@thorn bane @edgy leaf So... is there ever a case where you would achieve a higher throughput by NOT waiting until freight wagon is fully loaded?
Because if not, we should base our train throughput math on waiting for full load behavior instead, not the partial filling up the formulae assume right now.
its the same formula though
the roundtrip time part is just obsolete
Waiting until a train is full will minimize load/unload time, and I don't like that it isn't the default.
Here is a video testing it. He made a follow-up video explaining that the pipe manual author didn't know why VIP works (or doesn't work) and suggests using a different method. https://www.youtube.com/watch?v=ZwO-F82sYE4&t=904s
From trivial to sophisticated, here are four different methods for recycling byproduct water in Satisfactory.
For completeness sake, I will say that there is a fifth method: Send the byproduct water to a different production building (e.g. a refinery on Wet Concrete or a coal generator). I did not include this in the video because I wanted a so...
If it works for gases, that would be great
wait does wait until unload actually work now? when i did it it still unloaded and left with a half full inventory
but ye the wait until full part just shifts over to unloading eventually anyway
I get super mixed results using VIP with liquids.
my result and from what ive seen on discord is that its not reliable
There are two parts to the departure condition: Whether to wait until fully loaded/unloaded, and an "and/or" condition on a length of time.
You have to change that "and/or" condition from "or" to "and", otherwise it just hits the X number of seconds and leaves.
buffers in general are not recommended
I know the limitation with the buffer, if it fills, it stops working. But it never fills in the worst case scenario if you have enough outside buffer to machine buffer ratio
The non-powered pump and a buffer handles it well
Sometimes I split out production to different machines too, but in the case with Dark Matter Traps, I am Slooping it for my case. I can't afford to use more machines.
easy fix just make power shards, thy are sam positive xd
Yeah, pretty sure VIP doesn't work anymore as of 1.0.
sometimes you want it there for the t9 recipes but not for transmutation
I am also using VIP for the water situation with aluminum processing, and it appears to be working.
I've seen people say it works, so who knows
Since that stuff hasn't backed up in a whole lotta hours.
I'll have to reduce my expectations I guess. I don't have the resources to make shards
ye ive stopped trusting the VIP even for alu
dealing with it in solid form is just always more reliable
i'm not sure it ever really worked except by coincidence
I think a lot of players are going to get frustrated with Dark Matter Residue recycling once they get to that point.
I've never needed the VIP for Aluminum. 🤷♂️
really?
it seemed kinda underwhelming to me
even easier than alu if you just sink the crystals
fair, but the problem is "how to define a converter recipe automatically", because I'm not a big fan of hardcoding things
And you can just sink the packaged water or wet concrete.
like you sead search fo (***)
but thats an extra step you need to think about
for dark matter residue its the intended path
I meant from code point of view, in case we want "disable converting"
Sinking water with wet concrete is so silly when recycling it is incredibly easy and reliable
and search for (xx) brings more than just converter recipes
i'm just asking for a button in the recipe selection next to select all, select all alts: 'disable converter ore transmutation'
wait it does? i thought that regex would just work
Sinking Dark Matter Residue is going to be such a waste of valuable resources
Converter recipes ought to be largely removed from consideration automatically as long as SAM is considered sufficiently rare.
you#d already have to hardcode the button, im not sure if theres an automatic way to define convertor recipes
Biomass recipes should also match that.
exactly, and how to define the "converter" recipe in code
How to delete whole placed blueprint?
greeny, I just have a checkbox defaulted to off for raw resource converter recipes
changed build mode, just like with other things
idk, quick and dirty javascript 'unselect these checkboxes'?
ooh youre right
but like
how bad is disabling those xd
ty