#math-and-meta
1 messages · Page 202 of 1
Why not leached?
because I don't have that alternate unlocked to do that math 😅
Oh, well. Also Basic.
Basic would require an offensive amount of limestone though.
Basic and Leached are both 2:1 Ingot to Ore.
Compared to Pure's 1.86:1.
no no, the other side where i havent added the pump at the train station
Oooh, okay.
omg
Hell, even Iron Alloy is better at 1.875:1.
yes
but you should get used to using https://www.satisfactorytools.com/1.0/production?share=2BB28SAvJwQ8VQE9jhA2
it makes this sort of math easy
Bump. I had a crash today and wanna copy the log into my bug report, if anyone can answer this it'd be very appreciated.
I also had a graphical corruption afterwards, and yes, I did verify game file integrity and the corruption persisted
Would suggest posting to #1038092680493801533, they're better for that kind of thing.
Okay, will do!
We like making number soup here.
Question, if i would like to create a round platform that will host on top of it x number of blender (for example) how do i calculate the diameter of said platform to pin point the main axis ?
Hey quick question, Can Satisfactory Trains act the same way as Factorio Trains when Train Staions/Stops have the same name?
Nope.
Rip
(I don't even know what that means, but pretty sure it's nope.)
Oh lmao
what you can do is put a bunch of stations near each other. Like "Iron Factory; Track 1, Track 2," etc. And then when Track 1 is closed off to load a train it just diverts overflow to Track 2.
That way there's no backup and buildup while Track 1 is closed off
Yeah, unfortunately Satisfactory doesn't support parallel platforms for a single station
mod community pls get on that
my vertical logistical solution for the sulfur
I dunno the actual answer, but here's an absolute lower bound:
So i need 2 stations to properly use throughput
Or.. platforms.
You can't do this in Satisfactory. If it can't get to Track 1, it'll just sit and whine at you.
sooooooo
whats the actual ratio here?
but satisfactory isnt really a game where that would be necessary as all resources are infinite
oh I was more referring to where the resources go, not the trains.
You'd need a train going to each platform for that to work.
Yeah, just making sure we're clear that trains cannot reroute in Satisfactory. They have their route, and that's it.
waits for correction
yeah it annoys me that drones are even more of a stickler to that than trains are. I'd like to have drone ports that are part of more than 1 drone on the same route, but drone ports don't like sharing.
tug, there seemed to be slight throughput issues during unloading. adding an unnecssary pipe seems to have fixed it? ill leave it running a bit longer to check
no correction, trains cant reroute
Ah-ha, you found my trap card! They can when you change the signals or rail itself. 😉
Was really expecting someone to jump on that like a soldier on a grenade.
I have passing tracks specifically for that purpose.
Ah-ha, you found my trap card! That's not the train rerouting itself, that's you rerouting the train!
Oh noooo! 🫠
I'm planning my system to be kind of like minor shinkansen stations, where the local trains get off the main line and stop, whereas the express trains pass them.
"Only full pipes are happy pipes"
Well this one is constantly at 1.7 and it seems very very happy
simple is best, after all.
That's one of those things you tell green leafs so they don't start asking really uncomfortable questions.
On the one hand, I want to build a test bed to help with this. On the other hand, I'm not sure I want to build an oil factory to eat 600/min. 🤣
new youtube video about to drop:
19 pipe secrets "they" dont want you to know!
i can send you mine in dms if you want to see it
"Fluid dynamics HATES them!"
the factory itself seems to work flawlessly so it shouldnt be the problem source
Sure, sounds good then.
oh nvm the other side is kiinda draining too? wtf 😭 i guess the unnecessary pipe didnt fully fix it
well, when i had the oil extractor connected directly the machinse never emptied even a tiny bit.
You mean the sending side is draining?
wait, i never checked the sending side...
maybe the receiving side works fine now and the issue has moved on to the sending site
rocket fuel numbers
thats not using blend
this seems nice though
If the platform is emptying, sounds like it.
What I’m getting from this is that I should have built for 7200 and not 7500 
hahaha yes
well the sulfur/oil numbers seem horrible what ever i try
I mean, at least they're integers.
yay?
I'm like fresh into tier 6. Starting to see more use of the manufacturer and items like heavy modular frame. Any recommendations on how I should be approaching logistics especially for the manufacturer that's starting to require more complex items and may not be made nearbye?
combining two 300m3/s mk2 pipes into one 600m3/s mk2 pipe seems to be wonky
i had like 580 flow and then i downgraded the pipes that go into the junction and all the previous ones to mk1 and now it just works
Yes, yes it is.
I return to Exhibit A.
Literally what I was dealing with. It kept fluttering down around 580.
okay so. i dont understand this. and i dont WANT to understand it. keep that witchcraft away from my eyeballs
🤣
i had to give in to spaghetti conveyors this made my head spin more than it should TwT
I built it out of raw anger at the fact that the common answer to getting 600 in Mk2 pipes is literally "don't." 🤣
i really want to use the debug tools mods to do some deeper analysis of how fluids behave
Straight mode is your friend!
i wonder, can they simulate cycles?
yea but sometimes it's also my enemy
Like, graph cycles?
also like, should that go to the mod discord or this one here? the rule about modding seems to indicate that its allowed here
We encourage mods for Satisfactory! Feel free to discuss topics regarding mods. However, asking for modding help, troubleshooting issues with mods, or any other in-depth discussion regarding mods are best handled on the affiliated modding community discord.
machines consuming stuff in cycles
i dont think its as big of a thing as people make it out to be but just to be sure it owuld be nice to simulate that as well
Oh, I have no idea what we're talking about. 👀
ur the one that told me about it 😭 the magic boxes mod
Oh!
yes !
Yeah, it's okay to talk about it here, as long as it isn't, like, super in depth.
yea i interpret it as long as the mod isnt the topic its fine
like, we're talking about pipes. the mod would just be a tool to gather data
I don't know if that one can do cycles though, that's interesting.
Yeah, I'd love to get more diagnostic tools for pipes.
Honestly, I should grab some of those mods anyway.
The hard part is how to tell whether or not the tools are causing their own layer of weirdness. 😕
indeed
i think thatd be something to go to the modding discord for to talk to people there about it
So, my speculation about why pumps help: I think work pressure works in pulses, and I think those pulses can effectively be constructive or destructive.
I've always found it so interesting, watching a pipe fill up, that it fills up in spurts then drains a little bit.
Even if it's just one pipe, one source, and one pump.
Like, if it were just head lift, it would just.. go up.
eulers a bitch
I'm not smart enough to catch that reference. 😦
https://en.wikipedia.org/wiki/Euler_equations_(fluid_dynamics)
its how fluid simulation works
In fluid dynamics, the Euler equations are a set of partial differential equations governing adiabatic and inviscid flow. They are named after Leonhard Euler. In particular, they correspond to the Navier–Stokes equations with zero viscosity and zero thermal conductivity.
The Euler equations can be applied to incompressible and compressible flows...
i doubt they do eulers equations in satis
I would be fuckin' shocked if they did.
pretty sure they do some form of it
otherwise the water hammer etc. stuff wouldnt happen
but probably just reduced to each pipe is a cell and they interact with connecting pipes
im like 90% sure theres no water hammer
Yeah, they said it's like water hammer.
isnt the only thing that water hammer does bursting pipes?
then why cant you get 600/min
Because our pipes can't burst. 🤣
if its water hammer, why do pumps help?
And no, water hammer in real life makes pipes shake a lot, too.
well its a weird name for it but i mean fluids flowing back
backflow or w.e.
also, i get 600/min all the time
Yeah, 600 is only really finnicky when you have two separate inputs.
And even then, only if there's a huge variation in it.
sure but there are setups that dont get that
and i dont see how you can explain that without actual fluid dynamics
yea its the result of the waters momentum suddenly being stopped. like driving a truck against a wall. i dont see how that should influence flow rate in satis
sometimes mk1 pumps make it work but mk2 pumps dont
my theory on pumps is: they're hardcoded to be a little extra greedy
because otherwise, if the pump just "allowed" a fluid to flow upwards, the gravity priority would still make the fluid really reluctant to do so until lower paths fill first. so to keep things intuitive, pumps are weighted to be a slightly "preferred" route, outweighing gravity
except the truck doesnt start driving backwards
you cant explain that with fluid dynamics
other way around, mk2 pumps work mk1 dont
It would if it were an elastic collision. 😛
Oh thank god, you made my spine tingle.
sorry, typo 😭
That's why I think work pressure's more important than it seems.
Mk2 pumps put out a lot more energy into the fluid than Mk1 pumps.
I bet more than 2.5x as much.
I should time how long it takes to fill a buffer up, and see if Mk2 pumps take the same amount of time or not.
Ah, yeah.. these actually seem a little simpler than I was expecting. If they do this once per pipe segment, I could totally see how it might work fine.
honestly we really need to step up our game
meanwhile factorio community is doing this:
https://drive.google.com/file/d/0B7aC5kj-I9vldVNEdlZqS3Iwdmc/view?resourcekey=0-ky-J4ptGR7Oib000F1JYrA
You got beef with McGalleon's coloring book? 😛
SFTools moment
I also lowkey hate the concept of math people stuffing vectors into matrices. Like what's wrong with you people?
Detected a fractional amount of leftover silica and iron due to a decimal error and then fixed that nonexistent leftover material by making .00001 HMF/minute
Look, man, checking for EPSILON is hard, okay.
🤤 i love this
cya guys, im switching to factorio goodbye
they have better documented fluid physics and thats all that matters in a game after all
the Latex formatting im gonna cry
it does release in 2 weeks
We'll miss you!
Meanwhile we're still arguing over whether or not "water hammer" is a thing
These equations have a bunch of us and ws.
It's hard not to keep saying "uwu" in my head.
i dont see any of that, i think thats just ur mind seeing what it wants to see
my friend in college called the cursive w's "wubbleyous"
just say "uw's"
okay yea i get it now
I'm looking at the Euler equations still, not the Factorio diatribe.
taking physics classes is a great excuse to write a bunch of fun letters
cursive lowercase w and mu are always fun
I don't even know what some of these things are called.
Did SCIM have a ticket calculator or am I misremembering that? Something that tells you the cumulative amount of points to get N tickets.
μ ω <- so satisfying
is it worth the effort of setting up a geothermal generator on every geyser?
Also the ominous upside down triangle. I know you ain't a delta, creepy thing.
that funky E is just a for loop
7.1GW power if you do! On average.
is it not delta (meaning "change from previous state") here?
You mean the Sigma? I know that one. I mean the.. weird backwards sixes and the d with a fabulous hat.
ok
Deltas point up don't they?
they do ive been out of college too long
i think at least one of those is a delta
Or if not, does anyone know one?
Oh yeah, partial differentials use lowercase deltas, don't they.
idk math
I don't but let me know if you find one. It would need access to your save file or you'd need to know exactly how many tickets you've printed to date tho
i just want my pipes to say 600, very simple. why do i need to learn greek when i already know arabic numerals 🙄
Ooooh, the upside down delta (the nabla?) is apparently a vector differential. Weird.
nooo
👆
i love linear algebra! i just recently started working on a neural network with my gf its so fun
NOOOO NOT i j k COMPONENTS GET OUT OF MY HEAD
I'm thinking about putting a golden nut in each of my radar bases. But for all I know that would require more than 10 years of runtime with the literal max points setup.
matrix multiplication and i are best friends
its in the wiki im pretty sure
Or, apparently, gradient. That explains why it comes up in the Euler stuff so much.
i still pull up my hands like a ninja when ever i need to remember which row and column to multiply
The formula is in the wiki, but I don't have a math background, and translating that information to something useable is well beyond me.
right hand rule ftw
aright ill do it gimme a sec
how many coupons do you want?
Let's say 10,000 and 20,000
my favorite physics trivia fact is... okay so you know how you have position, right, and then velocity is the derivative of position (or displacement if you want to get technical) with respect to time
and then acceleration is the derivative of velocity
Acceleration, jerk, snap, crackle, pop
yep lol
Stupid elfs doing stupid elfy things.
you can tell they got as far as "snap" and then realized there was no practical reason to care about anything past that and had fun with it
jerk is relevant for calculating g-forces, and snap is relevant because jerk is relevant, but i can't even think of a scenario where you'd care about crackle or pop
I think there's like one super niche case where it came up in a paper, and that's why they named it to begin with.
i love scientists naming things because they can
Heck yeah.
In arithmetic geometry, the Cox–Zucker machine is an algorithm created by David A. Cox and Steven Zucker. This algorithm determines whether a given set of sections provides a basis (up to torsion) for the Mordell–Weil group of an elliptic surface E → S, where S is isomorphic to the projective line.
The algorithm was first published in the 1979 a...
This was a deliberate choice by Cox and Zucker, who, as first-year graduate students at Princeton University in 1970, conceived of the idea of coauthoring a paper for the express purpose of enabling this joke. They followed through on it five years later, as members of the faculty at Rutgers, the State University of New Jersey.[3] As Cox explained in a memorial tribute to Zucker in Notices of the American Mathematical Society in 2021: "A few weeks after we met, we realized that we had to write a joint paper because the combination of our last names, in the usual alphabetical order, is remarkably obscene."[3]
My god. Doing actual science in the name of dick jokes. I'm here for it.
holy fuck i hate desmos
girl what'd she do this time
If I'm using this correctly, at 450,000,000 points per minute, it's 684 hours for 10,000 tickets, 5486 hours (228~ days) for 20,000. A little over 2 years for 30,000.
Shockingly achievable.
I think the theoretical maximum points per minute is a bit above 500 million per minute, but 450 million per minute is "easy" in that it leaves room for personalization and flexibility.
Now do it for DNA. 😄
is the wiki correct with the sink values for items, and is the biochemical sculptor really less value than the ADS from which it is mad?
Yes.
oops
4 sculptors are made per ADS, so it makes sense.
ahhh, that makes sense
One sculptor should be just over half an ADS.
But ADS remain optimal to sink over sculptors, because the trigons are better used for warp drives, and ADS require no SAM.
its a strange part, gotta say
Question here I have an overclocked smelter on 35pm I want 10 to go into one constructer and the other 25 into the other one. I don't have smart splitters unlocked yet as I heard you can easily do this. How would I go about and do this?
Yeah. Add trigons and water, and the computer subdivides into 4 3D bioprinters.
the amts should overflow after the 10/min's buffer fills with a normal splitter
!wikisearch manifold
Alright but I went ahead and everything except this part is load balanced, was hoping for a clever way or something. Not needed at all just my stubbornness
There's clever ways, they just take a lot more splitters and mergers.
i mean you can 1/7 split
but like, why
well, you can do an 8-way split and feed one of the 8 outputs back into the input to get a 7-way split of 5's that can then be merged, but that's kind of painful to build
cause we can! 😂
yikes ye
cause we can can-can!
ye what moonchild said
https://satisfactory.wiki.gg/wiki/Tutorial:Prime_splitter_arrays
Prime splitter arrays are a type of load balancer, splitting one conveyor belt input into a prime number of outputs. This can help in creating efficient production lines where a prime number of outputs (e.g. to machines) is needed. Splitter arrays and balancers in general differ from manifolds, in that they fill every output simultaneously and d...
that's really the way you'd have to do it
if you can clock the machines differently to make the split even, i generally would prefer doing that, but just letting stuff overflow to the right spot is probably the way™️
thanks for the quick response
but yeah, you don't want to build a 1:7 splitter, trust me
its not hard to build, it's hard to fit into a build
building them vertically still takes about1.5 foundation squares of width
!wikisearch balancer
Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...
Like that.
Dear god how does one maintain this sort of monstrosity
i want to Escape bottlenecking now as much as possible. ive built a storage system for almost every item in the game BUT how do i connect this without bottlenecking the system when the trains/drones come in and drop the cargo into the system?
Funny thing about this game, there isn't any maintenance to do.
Once it's running, you put walls around it and pretend like it doesn't exist.
And if you wanna add more machines to the same production line?
You don't.
...so in essence, you're screwed and need to tear down what you have?
its 20 ports in each row so its 80 ports am i able to split the incoming materials in such a way that it wont bottleneck and unload quick?
I'm wondering if this is a good location for a Aluminum Sheet factory? Should be enough space/water?
oof i got distracted by dinner. heres the code i wrote:
fn main() {
let cum_coupon_price: u32 = (1..=30).map(|coupon_index| coupon_price(coupon_index)).sum();
dbg!(cum_coupon_price);
}
fn coupon_price(n: u32) -> u32 {
if n <=3 {
return 500
}
250 * (n.div_ceil(3) - 1).pow(2) + 1000
}
thats 3603232618 points for 20,000 coupons
Hi everyone. I am a bit confused with my reinforced metal plates. I have two assemblers providing 12.5 and 7.5 plates
The 12.5 goes directly to another set of assemblers for teams and half of the 7.5 I have going to them. The frame assemblers say they need 7.5 and 4.5 plates.
My mathing would indicate that the 12.5 plates should keep up, but the frame assemblers are coming up short and I don't know why
Biiiiiiiilions
many tickets!
so you have a mini-manifold, and I assume the input buffer on the machines have yet to fill?
hm formula is giving me something else but i kinda have low faith in my math
from the wiki:
"It takes 1,895 Coupons to purchase every non-producible item in the AWESOME Shop, which would require 125,721,388,500 AWESOME points. "
that seems off
hm
What part seems off?
1 of them, no idea which xd
yes
when i enter 1895 coupons into my coupon calculator it says 2,732,098,106
hm
oh maybe im getting integer overflow lmfao
yea.. 4294967295 is NOT enough
How do i make this work?
I'm getting 2,317,705,024
no, 4294967295 is hte maximum number that a 32 bit integer can take
hahahha
after that it rolls back over to 0
I'm not using 32-bit integers. 😛
just get -1 sink points
I don't know what a mini manifold is, but yes the buffers aren't full
basically if you want instant startup of machines it needs to be load balanced, if your ok with some machines not running right until the buffers fill, its a manifold
the max of unsigned 64 bit integers is 18446744073709551615 which is more than 125721388500 but i still dont get that number
what do coupons do
Hmm, the problem though is that they can't fill. They are using more than is being provided which doesn't make sense because 12.5 is more than the 7.5 and 4.5 needed
Exactly like you put in #screenshots - 6 at 100% and one at 55.3%
numbers from the wiki
Would be easiest
my numbers:
Load balancing that would be a pain, don’t even try 😛
I should get to group 333 on DNA capsules, so I know I've got a nut just from killing things.
but when i do 1895 i get 62,861,640,250 instead of 125,721,388,500
Hi all, sorry to derail the convo but I was hoping for some help with what I think is a maths related problem - can I post some screen shots and get some advice?
am i wrong or is the wiki wrong O.o
sure, or use #1038092680493801533
i think its super simple so i was hoping someone could point out where im being stupid
just post the screenshots and ask the question then
On the last step of this production of Turbofuel, the calculator says I need 12 (11.84) refineries, but recipe making 22.5m3 turbofuel doesnt add up the output it says i'll get
yay
it consumes 22.5 fuel but makes 18.75 turbofuel. 11.84 times 18.75 is indeed 222
let n = 1895;
function cost(n) {
return 250 * (Math.ceil(n / 3) - 1) ** 2 + 1000
}
Array(n).fill(0)
.map((_, i) => i + 1)
.reduce((acc, val) => acc + cost(val), 0)
Bruteforced that shit. 😂
bragging with ur pretty code...
fn main() {
let cum_coupon_price: u64 = (1..=1895)
.map(|coupon_index| coupon_price(coupon_index))
.sum();
let coupon_amounts: Vec<u64> = vec![3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 90, 999];
let results: Vec<u64> = coupon_amounts
.iter()
.map(|coupon_amount| {
(1..=*coupon_amount)
.map(|coupon_index| coupon_price(coupon_index))
.sum()
})
.collect();
dbg!(cum_coupon_price);
}
fn coupon_price(n: u64) -> u64 {
if n <= 3 {
return 500;
}
250 * (n.div_ceil(3) - 1).pow(2) + 1000
}
ye im getting 74 trillion
find a machine that's starved of a part it needs, trace the conveyors back to the machines making that part, see if they're not operating at 100%, repeat until you find the source of the problem
long long cost(int n)
{
if (n <= 3) return 500;
long long value = (long long)(std::pow((std::ceil((float)n/3.0)) - 1,2.0));
value *= 250;
value += 1000;
return value;
}
int main()
{
long long accu=0;
for(int i=1;i<20000;i++)
{
accu += cost(i);
std::cout << i << ": " << cost(i) << std::endl << accu << std::endl;
}
return 0;
}
u can add syntax highlithging by adding the language name after of the ```
cursed coding languages 😆
oh cool
yalls code is so much cleaner than mine smh i need to up my game
For 20,000: 74,057,429,351,750
But that is the issue, the one is making 12.5 plates with no problem before it, but the 7.5 and 4.5 needed for the frames are diminishing. It makes absolutely no sense
thanks, i dont know how i got myself confused there
yep i get the same number
well im getting 74057429350250
but ill call "good enough"
74057429350250
eeyyyyyy
did yall add the first three coupons being 500 flat?
Yeah, I didn't realize the first 3 were 500 each. That seems wrong though?
fn main() {
let cum_coupon_price: u64 = (1..=20000)
.map(coupon_price)
.sum();
dbg!(cum_coupon_price);
}
fn coupon_price(n: u64) -> u64 {
if n <= 3 {
return 500;
}
250 * (n.div_ceil(3) - 1).pow(2) + 1000
}
``` btw this is my code for just calculating individual coupons. the mess was just because i sloopily did it over a vector
(trying to restore my honor because the previous code was so horrible)
yall with your fancy maps
what do you mean by diminishing?
7.5 and 4.5 make 12. Are they making less in total than that? If so, trace back to see what they're not getting enough of.
I'm using a reducer 💪
is reduce just map and sum combined?
im using an accumulator
like in the good old days
No, map and sum are just specific instances of reduce.
oooh i remember. i used reduce for some of the NN code i think
praised be rayon for easy multithreading
Ah, sure enough, 500 points for the first coupon.
About to dive into aluminum and all that phase 4 tier 7/8 stuff. Any words of advice other than dump recycled water into a new system not loop it back in?
Be bold, be brave! Loop it!
😂ok I’ll loop just for you.
....what have I done..
I think i might just go huge on the sheets and containers to stash some and then send some to what else need them. Haven’t laid out much yet
soooo
114 days at max sink points?
you have murdered an innocent person
Right, 12 total needed, and the assembler says it is producing 12.5, but even if I manually load up the assembler, it is not being filled fast enough
Me, when they come back because they're having issues?
ye seperate fresh and recycled
probably
wtf. i tab back into satisfactory and suddenly im standing on one of the freight cars of my train
i mustve been standing on the rails and it somehow picked me up???
im getting exactly half of that
385 days for 30k
2743 hours for 20k
342 hours for 10k
#math-and-meta message
It can’t be any worse than trains 😅
If I just perpetually leave the game running on a spare laptop, maybe the thing to do would be to put a golden nut next to each warp drive builder.
trains are very very predictable
fluid isnt. fluid is magic. trains are math.
i wish machines could suck, that would probably make fluids simpler
“Machines that suck” sounds like a terrible mod name if you don’t know what it actually means
oh trains make fluid recycling REALLY simple since they are actually a perfect priority merger
they are just really REALLY slow
#math-and-meta message
"sucking machines"
@ashen girder do u think the direction that fluid is moving might matter?
Absolutely yes.
Oh interesting didn’t think about that! Can just haul that away somewhere else
What’s the “max” a freight holds in a liquid?
actually no idea
wdym?
I’ve hardly used trains in general and obviously never transported liquid
But is there a max a train can transport of a liquid? Like i know pipes are limited so i guess only 1200?
wiki is saying 1600/min
and output is probably 600/min
max output is 1200/min, a train can hold 1600
finally got my fluid unloading running
nvm. the second i tab out and bakc in to look at it again after telling people it works it drops below 600...
i have no clue what else i could do to make this system more robust
this game hates me
i swear pipes sense when youre relaxing
is it this easy? is it really just a bunch of water pumps, 25 refs and 40 blenders????
i checked it like 20 times over 10 minutes and it never dropped below 600. i go here to tell yall it works and BOOM, it stops working
yep
common blender W
I'm able to actually dig into it now if you want to send a more up-to-date save.
ive measured out things like 15 refs = 600 fluid only for the 4 refs in the back of the line to be permanantly backed up and the output bouncing between 400-600
annoying asf
i found some other issues, ill tell u when i got the problem pinned down
someone have a setup for nuclear power and recycling waste to plutonium with perfect ratio?
what does perfect ratio mean?
no byproduct and no overflow
So, how can I tell if it's working or not?
a refinery backed up with HOR once so now im kinda redoing most of the pipework in the factory, i wouldnt recommend u try to troubleshoot it rn
he thing i built around the train station?
Yeah.
Also, this is how I rejiggered it. Try it like this when you get back to where you can.
Or, like.. similar. 😂
i would be done redoing all my pipes already if you could select the custom swatch as active swatch 😩
Ooh, is it #5 that's being a problem child?
i think so?
im not sure, i just saw excess HOR and went straight to tearing down pipes
Ah, fair.
Well, if it's any consolation, the two buffer+two pump thing there is staying at 600 when the other one keeps dipping to 580-595.
Also.. even the troublemaker's up to 98% and slowly emptying out.
epic
hm, maybe it was some sloshing in the system from not enough oil for a while that caused it?
That, and after looking at later ones, I realized that the plastic is starving of rubber, for instance.
So, like, it isn't totally primed yet it seems like.
ah that would explain everything, the rubber plastic loop kinda emptied out and has to reboot
And yeah, the one I didn't touch just plummted to 540 for a second.
It really doesn't like the transitions when the train station unlocks/locks.
Since it drains the pumped pipe and instead starts pulling out of the buffer.
ive built like 50 variations, can u send a scrweenshot of the one that dropped?
This one keeps falling.
ah yes, that one
I think fluids just.. sort of naturally slosh. I've been watching the platform numbers, and mine keeps swinging from like 580 to 630. 😂
And even with the two pumps on it, it keeps switching back and forth between the two buffers. It's just able to do so seamlessly because the whole thing's at pressure.
Also, for space, you could probably get away with putting the two buffers underneath.
Or put a framework floor by the platform instead of a roof. 😉
Yeah, all the oil -> HOR refineries on my side are at 100% (one still backing up 25 or so units, one backing up around 3 units), and 2 on the other side are in the 85% range.
At least that one gets real obvious real quick.
you need to know the stack size of the item you want to transport and your max available belt speed
the X axis is time between train arrivals, the Y axis is how many items you can transport
huh can u send me that
desmos.com/calculator/djzytmsw4h
heres the desmos link
desmos is a graphing calculator, its not on the whitelist so i have to send it like this
is desmos blacklisted? (or rather not whitelisted?)
last few times i tried it it wasnt whitelisted
whats "r"
can you try for me now? if it still isn't whitelisted, I'll raise a ticket
r is reload time of the train, it never changes so you can ignore it. i just added it so i could play around with it to see what would happen if they chose a different time
oh, it works! yay
It hides the embed tho
Ah
just for my sanity, can you post some weird non-whitelisted link? 😄
So how does it work exactly
because it has been that a few times bot just randomly died
"the X axis is time between train arrivals, the Y axis is how many items you can transport"
something like https://www.aouisdhuashdoahs.com 😄
nice thanks
seems like desmos is whitelisted now
(I can't check, blue names pass by whitelist)
i often just do y = howmanyitemsiwanttotransport to figure out what range my train arrivel interval can be in
like, lets say u want to transport 500 items per minute, you do y = 500
the area where the flat line is below the curve is the train arrival interval time where your throughput will be sufficient
u can click on the intersections. in this case, as long as the train doesnt arrive more often than ever 34.20632 seconds and not less often than 384 seconds, your throughput will be above 500
the x axis is how often a train arrives at the train station
how do i calculate that?
you have to measure it
oh do i connect the lines and it tells me?
yes basically
u can click on where the lines cross
heres an example of wanting ot transport 850 items with a stack size of 500 per minute with mk4 belts
paradoxically, if your train arrives more often than every 236 seconds, you will not be able to transport 850 items per minute
the train has to arrive less often than every 236.33455 seconds, otherwise you will not be able to transport the desired amount of items per minute
you'd think train more often == faster, but train stations are unable to input or output items while a train reloads
maximum belt speed right?
belt speed
so where does the length of the train come in on this? is this per box car?
per car, yes
oooh ok
the length of a train doesnt make a difference
It doesn't? I thought if you double the length of the train for the same time, you get double the throughput
ok that makes sense
having twice the amount of freight cars just gives you twice the throughput
im going mad my factory isnt working anymore
SO, im new to games of this sort, and i been trying to make a somewhat efficient factory but i dont completely know what being fully efficient really means.
I made a VERY simple calculator so far to calculate the costs of items for things i want to make.
My goal here being using as little buildings as needed, so calculating each use of rods in each item for instance, and adding that to get the amount of each item i need.
The issue: ...some things need wild fractions like 1122/3030 and idk if its a good idea. Splitting something by 3030 to only merge them back
no, you're just trying to get clever with pipes. they hate that.
you never need to balance, you can just use a manifold
--S--S--S--S--S
| | | | |
The consequences of irrational numbers are usually as mundane as the last machine in a manifold doesn't have 100% efficiency, and splits some amount of time between idle and active.
that doesn't really create efficient factories tbh
I mean that it can't calculate loops, doesn't reuse byproducts and doesn't optimise your production 🤷
Other tools exist in the pins in this channel
I heard of manifolds but will that work for being as efficient here?
At this point im lost in the world of efficiency xD
I should get fired as a FICSIT employee, earths doomed
how am i trying to get clever
im trying to keep it as simple as possible
after they fill up, they'll work the same as any balancer would
the pipes that are causing me issues have 400 HOR running through them
manifolds are the way I do everything now, I used to use balancers but they just take up too much space imo
Efficient is never defined. Finishing project assembly in as few hours of play time as possible?
manifolds are just as efficeint as balancers
I may have mis-interpreted this, does it say the game can be beat within a few hours?
Beat meaning completeing the elevator ig
After manifold fully fills closer machines, further ones will start to get more parts because machines always consume exactly as much as they say
Are trains worth setting up or should I wait for drones? I use hyper tube cannons for transport currently
Drones only have 9 stack capacity. Each train car has about 32. Take your pick
about that, i tried making a manifold for a coal generator and something went odd.
I have 2 normal nodes worth of coal, so thats around 120/min.
That with 3 water extractors should handle 8 coal generators i believed.
But strangely, the last 2 coal generators barely have coal in them, i expected the last one to not use 1 at a time, but its odd the second to last also doesnt fill up like the others right?
Oh and the water? They all filled compltely!
Also i keep hearing that trains are useful but so far I’ve just built massive factories for complex parts
How do I stop bottlenecking of water with coal generators? I seem to only be able to have 5 water extractors running for a set of 13 coal generators but I've seen people with more on one system
they may have changed clock speed on them
Trains are usually used to deliver massive amounts resources or parts from afar, but not on the factory itself. Unless your factory is half the map size lol.
Drones are useful when you have just a little but very far, like smokeless powder, or motors, or heavy modular frames, etc
as far as I can tell its the fact I only have 600l/m2 in my pipes
is overclocking not worth it? It seems we can only make the stuff from those slugs that are finite right?
5 extractors make 600, 13 gens need 585, so you'll have excess no matter what
slugs are infinite and shards as well
So are trains much less useful because of the dimensional depot
3 water gens : 8 coal plants
Well, thats what the math says for me anyways
but mine still backs up with water somehow
Where did you build, what's your start location?
It's worth it, but power shards are not finite. Progress the game and you'll see what I mean :P
I’ve built pretty much all over the map except the swamp and the top right biome
Uhhhh, what? DD can only be used by Pioneer, not by buildings
and that's all that you need it for
I hope later ingame the answer isnt lizard dog item grinding xD
Ig I don’t really understand what you meant
is there a way for me to get more water out of these extractors? I have 3 pure coal nodes running 39 coal generators with 15 extractors, but when I add more they dont have enough water to generate any power.
you can overclock them but usually the answer to "need more" is "build more" 🙂
wont the pipes bottleneck me to only 600l/m?
use more pipes
Oooh wait
(also it's m3/min, not liters/min)
are your pipes hitting the flow rate limit?
Might need to divide out your pipes
they only handle around 300ml or something right?
ill show the setup hold up
You asked if trains are much less useful because of Dimensional Depot (DD). I say no, because DD can only be used by Pioneer, and trains are still necessary to deliver massive quantities of resources (like Plastics or Rubber) from far locations to the main factory or between two different factories
Maybe they meant ML?
i forgot what the fluid speed measurement was! xD
Oh, I guess that is more practical than my oil lines that run half way across the map
300 ml is your regular-ish coffee mug xD
how is ml and ML different
you build at the location where you have the oil, you don't deliver it anywhere (and definitely not halfway across the map)
One is a typo, one is a MegaLiter.
MEGALITERS
i might coin it as a Ficsit Gallon
ml = mililiters, ML = megasomething (not sure if there's a capital L unit)
Oh, I thought liters were L.
at least here liters are always lowercase
lumen
i dont like this, like at ALL XD
would be my guess but wasn't sure
thats like saying lol = laught out loud, HOWEVER LOL is instead Lots of love
Very clarifying, wikipedia. 😂
wait no im wrong
lm is lumen, isn't it?
ye
There are two international standard symbols for the litre: L and l. In the United States the former is preferred because of the risk that (in some fonts) the letter l and the digit 1 may be confused.[8]
This is the setup, on the right I have 15 extractors feeding into 3 different buffers for each section of 13 generators. It doesn't seem I can fuel any more generators because of the water pipes only fitting 600m3/m
Apparently it's a US thing. Shocker. 🤣
ah the classic "america must be different"
pipes can actually carry up to 600000000ml
even if they use SI units for some weird reason, they must change things in them
should do!
yea didnt really work :/
make sure yo uhave the pump pointing hte right way
I think we misunderstood each other - I thought they meant they're gonna be using DD to extract resources for automation. And you thought (I guess) that I meant that trains can be used to deliver to DD for uploading.

yeet the buffers
when i first started this game around the first starting location, i was afraid a extractor was going to drain that small lake in the middle
yeet the buffers!
no, I know you meant to transport by trains between factories, my point was that if you build the factory near nodes, you don't have to transport anything (maybe just some raw resources to the factory, if not all raw resources are nearby)
when I didnt have the buffers, the water manifold I have feeding into the generators werent getting enough water
also don't merge all the pipes and split them again
buffers won't help with that
well then you don't have enough water
also whats the point of those pumps
idk when I started I didnt know the lift height of the water now theyre just there
But sometimes we just have to multiply by (3/3)!
eh should be fine for 585/min
Yea, I agree, but sometimes you gotta deliver e.g. ore to base because you're using leached or pure recipes, or plastics from oil to your main base for whatever. That's what I was talking about
that set of coal gens looks like much more than 600/min
didnt he say 13 per?
I don't have main base. Each factory is built near nodes that it needs to make the product
I have 1800m3/m of water over 39 coal generators split into 3 sets of 13
loop da manifold
aight thanks bro
So my factory idea.
I wanted to make a factory that would produce one full building about of each item being produce in it.
For example, reinforced iron plates can be made by default 5 per minute, so i want 5/min + more that other things need plates for, such as 6.75 Reinforced Iron Plate more for modular frames and etc.
I was hoping to be efficient, with no buildup and whatnot but would that be too much work?
seems fine
seems fine
honestly, make as much as you can lmao
While you're just starting - it won't. Later it would. But it's nice if you wanna centralize everything for whatever reason
I tried to do the mega factory thing, but ive gotten to a point where bases elsewhere making things I need is just more viable
make as much as you need*
don't make more just because you can
you should see my storage @brisk smelt
how about a alphabetical megafactory
thats why you need a logistic system thats easy to expand
like some sort of arrangement that lines up belts together to make it easy to branch off of
Idk what the boundary is between a mega factory and not a mega factory.
Rn im just planning a simple thing for starter resources up to a few steel based stuff.
But wondering if i should dedicate a huge factory alone for just a few things, like iron production, then some other place to make iron rods and stuff
do you have more than 2 factories on your world
if so then you dont have a megabse
you have big bases
My main base makes everything up to computers, but im ramping up to make a large iron base in the desert
and yes, its as ugly as it sounds
if it works then it isnt ugly
I said it quite a few times in my life and ill say it once more.
It's VERY hard to make spaghetti look ugly
It always going to look tasty
there's not much of a point in building gigantic factory for one particular resource (maybe only for ingots).
for example, here's my Everything* Base i plan to build (spoiler for higher Tiers content), which produces a bit of everything before Tier 9. Even 10 computers per minute is enough if you store them in a container, because it's very unlikely you'll ever need more.
that being said, most of my stuff is very unoptimized, when I started I thought a 1-1 ratio of smelters and crafters was perfect
I see 60 iron rods and is that only for the entire factory? 😮
The small thing i have so far uses over 200
no, that's how much you need as a final product, the actual amount is calculated in-between
same for everything else - i need 66.5 wire constructors despite requiring only 80/min
check pinned messages for this calculator, it's called Satisfactory Tools
How do you determine what you want to make and how many/min
it's a sandbox, it's up to you
experience
1 machine is fine for the start
and can always expand later
usually just pick a small number like 5-15/min for most items
though you may need more of some for foundation-related buildings, like concrete, iron plate, steel beam etc
first you go to satisfactory tools, then you select an item (i recommend screws) and hit maximize. then u write that number down, switch to items/min and enter that number there. et voila, thats ur end goal for the game (im joking)
oh also, dont forget to turn on all alts
you can make 5059700 screws per minute, it only takes basically all the resources of the map
without accounting for sloops
10-4 rubber ducky
now that i think about it, that would genuinely be a funny idea for a second playthrough. just maximize screws. why? because screw you thats why!

ah, aluminum beam is doing a LOT of heavy lifting in getting that number high up
otherwise i dont think u could turn aluminum or caterium or sulfur to screws
covnerters
oh yea i guess you could convert down?
not sure if possible, I don't have that nice schema of what's possible to convert at hand
is iron->sulfur->alu->rods more iron efficient than iron rods?
what's "iron->sulfur" step? 🤔
yea it seems u cant turn bauxite to iron
https://www.satisfactorytools.com/1.0/production?share=PwSfIhKvklpk71O6m67N
heres the max screws setup btw
it makes steel rod normal screws, cast screws and steel screws
of WTF this is positive????
according to Tools, in terms of resource efficiency:
- steel rod
- after disabling steel rod -> normal rod + pure ingot
- after disabling pure ingot -> normal rod + alloy
- after disabling alloy -> normal rod + normal ingot
- after disabling normal ingot -> converting Iron to Sulfur to acid to leached iron ingot
ah yes, 33 sam to 10 iron rods...
yes im going to do this (im not)
well there's a few loops like that afaik, but I wouldn't really call it "positive", since you need to feed it SAM
ah got it
only slightly worse, 33.8 sam
Ever wonder what it takes too make 75 Motors per minute? Well I did...
150 Rotors Per Minute
300 Steel Pipe = 450 Steel Ingots Per Minute
900 Wire = 112.5 Caterium Ingots Per Minute = 337.5 Caterium Ore Per minute
150 Stators Per Minute
450 Steel Pipe = 675 Steel Ingots Per Minute
1200 Wire = 150 Caterium Ingots Per Minute = 450 Caterium Ore Per Minute
hello, is this "most convoluted way to make rods" competition?
i mean, after you complete the game and buy quadrillion golden nuts, what else's there left to do
dude i wanna build this
now imagine you sloop every step
INFINITE rods, im telling you
🤣
how many assemblers is this?
1 moment please
does anyone know a way to convert between concrete colors and normal colors?
why do you need this many motors, my brother in whoever is your god?
30
and what about foundries for all that steel?
i want my concrete to have the same color as my other things but idk what color to enter
can even remove the oil
so its 9 foundrys making steel for 17 constructors that give slightly enough overproduction to leave me an excess 100 Steel Pipe Per minute
this block of concrete and these pipes have the same color applied to them
my brother in christ..... why do you need so many motors
can't remove water tho 😦 RIP dream of pure-SAM alu rods
what does -0 power shards as byproduct mean 😭
this is nothing my trio is planning on making a aluminum factory that is roughly 500 aluminum casings per minute and 500 aluminum plates per minute
floating point error, can safely ignore
im excited to see it, thats what i only aspire to create right now
setting saturation to 100 makes it look like this: (btw im asking here mainly because i feel manipulating color swatches by entering excessive values is more meta than design)
We also make 150 Encased Steel Beams Per min which takes 2700 Limestone Per min
@brisk lotus
you can if you sloop the scrap xD
love it when +0 and -0 are two different numbers 😍
it's rounded value 🤷
Tools live in sloopless world unfortunately 😦
well get to work then
new Tools
when
2047
no but for real - sloops are impossible for current Tools without major rewrite. The solver I use currently just can't deal with something that must be an integer (if you set limit of 1 sloop, you can't put 0.3 in one machine and 0.7 in another one)
Even not rounded, +0 and -0 are different numbers. 👀
so you're saying we need synthetic sloops
Definitely.
i dont wanna optimize for slug usage i wanna tick a box that this recipe now makes 2x as much
or custom recipes maybe?
would that work
Y pipe duplicators
i wish we could sloop packagers that would be so funny
*broken
floats are weird
infinite liquids go brrr
if I start adding features like that, people will be like "ok but it would be nice if it could also do this and this"... and the cycle would never end and the "proper" implementation would need to be done separately anyway. Imo better to just say "sorry can't" and focus on new tools
see above
n1trus — Today at 7:35 PM
so you're saying we need synthetic sloops
is there a way i can make 2 75 output mines feed foundrys that require 150 overall input (i dont know how to combine the 5 extra from each belt
this is the set up
like you have 2 iron at 75/min and 2 coal at 75/min?
so all of my foundrys need 5 compact coal per min and 10 iorn per min
how many foundrys would i be able to have and what things would be left over?
When should I start investing in transport like trains and trucks?
how much though
merge all into a manifold
when you need to move something somewhere 🙂
how do i do that?
this
I just do splitters side by side, one for iron another for coal and let the conveyors go over each other
I was replying to Caleb, sorry.
around steel the game expects you to start expanding, so trucks are useful either for moving you to new locations to build factories, or to move ores to factories
what is this?
that
thats the worst picture of a manifold explanation i have seen in my life
i was never trying to explain manifolds
thats exactly what mine look like at home bro
i just drew the logistics diagram
is a manifold basicly just overflowing all of the input for one thing so that everyithing is at max input?
then starting it
once everything fills up, it uses exact materials
one machine can never use more than the amount it needs, everything else overflows to the nth machine
ok cool
Sorry can you clarify?
You started implementing trucks once you unlocked steel? What were you transporting?
anything that you need to transport
around steel the game expects you to start expanding, so trucks are useful either for moving you to new locations to build factories, or to move ores to factories
am i the only one that prefers long conveyors?
yes
belts for days
because train tracks can be used for anything but belts can only carry one thing
unless you sushi belt, in which case straight to the gulag.
ooooh sushi is the best
honestly been thinking about it, I just unlocked programmable splitters so my main base is gonne be a long line of mergers into one splitter
Coal, to my iron miners.
me when I use sushi belt for awesome sinks: 😨
thats rookie level
like come on look at this
i just cant stop looking
oh fuck i had never thought of doing that for low throughput items
im so stupid
its literally drilled into my mind: "one slot one input" 😭
its good for high throughput as well xD
#math-and-meta message
if there are screws in a production line something was mis-planned
oh wait i missed the right side
yeah thats pretty smart lol
wait this actually works?
you dont need individual inputs?
yep
100% efficient
oh my god youve shattered everything ive ever built
oh fuck me
i have never ever thought of doing this
this looks really promising too, no multi-level manifolds
do liquid load balancers exist?
no, you can't load balance pipes
pipe splitters dont split liquids evenly?
pipes are bidirectional
Can someone help me understand formulas please... I have 2 refinerys putting out 40 heavy oil. I have another refinery making fuel 100% makes 60 fuel.. I am an idiot and don't understand how to type in the formula so the input is 40 oil
liquid go everywhere
you have to edit the output accordingly, sadly you can't change the amount of input
is there a quick equation for that?
i don't know why this is so hard to understand
[want] / [normal] * 100 = [clock speed]
I just realized:
Im just gonna have 2: 600 pipes going into my fuel generators and use the other 133 for packaged fuel for my drones
pls dont do 600/min
itll be 1200/min turbofuel, but in 2 pipes
why?
you can and if you build it properly it will work 🙂
see also #satisfactory message
pipes dont always do 600/min
do 3x 400/min
unless you are 100% sure of what youre doing, youre gonna run into throughput issues
ok so i was able to figure out flock speed of 33.3333% which outputs 13.333 fuel if its putting out 20 normally 13.33/20*100 equals 66.65 which doesn't make sense
33.3333% of 20 is 6.6666
I just answered my own question. Thank you so much.. you've helped me immensely with your simple want / normal * 100
not sure where you got the 33% clock speed, but that doesn't make 13.33
eyh makes sense
im having to underclock my refinery because my other 2 are only putting out 20 per refinery
100 clock would be 60 but im having to underclock it.. thanks again
that's where i got the 33.3333
Any tips on how I could improve this to not have leftover screws
@edgy pelican
30+30+30 isnt 60 xd
use 10 of those for 40 screws to make 100 total and the other 20 for the rotors
this way you can have 4 assemblers running
Well I’m a certified idiot😭 thank you!
Anyone got any tips on how to set up a recycled plastic/rubber plant? having some issues with some rounded numbers
what are the numbers
Trying to do this, but 833.333 fuel etc is a bit of a pain to do
You don't need to split it up. All that fuel can be in one network.
How can I have that in one network?
The numbers work better if you pretend that the Polymer isnt there
Thats what i do
First process the 200 Residual rubber with fuel to plastic, then continue
All you need to do is inject the fuel lines evenly throughout the system
Thousands of total fluids can be in a system if you want. The limit of 600 is on an individual pipe segment, not the whole system.
I do not have the mental capacity to work out how that works lol
That does make it a whole lot easier, but I do end up loosing out on 100 of each resource
you can still make it but
just dont use it for the caclulations
or you can make equal ammounts of plastic and rubber with it
I think I'll sleep on what to do, it's 5am lol
do 1000/800 instead
and combine 4 blenders into 400/min
you could have an overflow valve that redirects the remaining oil to the underclocked plastic and rubber and the end of the line
I just drew it out like the other one and lord this is gonna be a ton of work
if anyone likes the idea of doing an oil micro-build, this sort of does it:
If the assembler is making 5 reinforced iron plates a minute assuming the black boxes are spliters will each one going down be 1 iron plate a minute?
they split off 1/2, 1/4, 1/8, etc going down the line, but as the machine buffers fill, the rate each machine gets stabilizes to the exact rate needed
So if I get it backed up before connecting them to storage/another assembler it should be good right
it takes a while for long manifolds to fill and stabilize, but once it has warmed up, every machine will get what it requires
Alright thank you!
So if I had 1800 water, could just run 6 pipe segments into the build and break off into 3 sections into say blenders and just make it a full loop if wanted right?
it might work, but pipes are finicky
Yeah - i kind of found running it in a big circuit seems to balance at times
Especially with the 600s
my coal plant is designed to push 900 water into a mk1 mainfold and functions nominally
How’s that set up?
Yep
+++++++++++
E E E```
What the
grrr ascii art fail
i have an extractor at each end of the manifold and then one injecting in the middle
This totally works, that's all using MK1 pipes (count water extractors in the background. It's so the one pump can affect the whole system.
I guess even 3 pipe segments into build and maybe loop and it would balance the 600
Ahhh never through about this…. Running individual pipes into a segment network then running what you need out
That’s kind of cool
Count 10 ish
its all pretty much reference design coal plant:
its just if you build it correctly, you can clock the entire thing to 250
i do similar with aluminum wastewater
sloppy+electro:
*immature giggling*
yes I know it means assemblers
haha you typed ASSemblers 😛
:DDDDD
gotta say it caught my eye too, but i didn't bother
Clean !!
I’ll third that on that asssssembler
I get two new pipe things to try. Need to build turbo fuel but trying to get blenders first. Never used them. And really need to go nuts on aluminum
yeah, blenders for DF are super-nice for cutting out a lot of building
also, blended TF seems like a lot more to build, but it really isn't
It just eliminates the package unpackaged process? If i remember what You said i think it was?
yeah, it's the same 1 hor -> 2 fuel ratio as packaged fuel, the blenders do it in bigger per cycle amts though
altogether, the power usage btw dpf and blender df are around the same amount
this is my blended tf build
it makes 1200 tf/min off of 600 sulfur+900 crude and is built so when i need it the 8 blenders i'd need to make it into rocket fuel are pretty easy to add
Interesting - do you have them grouped for specific reason like that? Or just more dividing the hor up easier?
Looks clean
well, it is 4 hor refineries @250% per 300 oil, and then that goes to the 8 groups
it just seemed a good way of partitioning it
Makes sense. Great idea and looks kinda cool divided like that instead of just in a line
this was what i drew up as the design for it
especially with pipes, i like keeping manifolds pretty small and the numbers just sort of landed on 8 groups of stuff that made sense as groups
then it was just how to get the 12 hor refineries split into 4 pipes and that was just a matter of doing 4x3 and running the input & outputs at 90 degrees from each other
i spend some time playing with the numbers and clock speeds to get machines to be in a clean geometry
Alright im look at this real quick and im confused
I dont beleive thats how division by 2 works
the 10/min line will slowly fill up at which point it can only accept 10/min, overflowing the other 2.5 to the other side, making 12.5+2.5 = 15
hmmm i never considered to underclock before
I was just gonna split and merge belt in some form of belt heck to brute force the rates im wanting
maybe i can use this underclocking voodo instead with manifolds 😄
dont even need to underclock
it will only run 2/3 of the time, once the rod output is full anyway
I mean...it would passivelt save power in the end right?
clocking is your single most powerful logistics tool in the game
with it you can merger certain outputs of machines and immediately have the exact number you want on it w/o doing insane splits
very very little
To think i was gonna build a single belt -> 3030 belt monster X'D
and merge them to ultimately around 4 belts
Btw during my tinkering with math i realized some of my items use 1/80th of a machine, which 3 others use (1/8th, 1/8th, and etc) making less than 1 full machine for each item.
Could some weirdness be used to make them share the same machine?
I assume something like this would be hard.
Would require a single belt input with the input items being in exact order, cause if not a clog will form
like 3 iron ore followed by 8 concrete or something like that in a repeating loop
you can't have 1 machine do multiple recipes automatically
you'd have to be there swapping it out manually constantly
that part is actually possible xD
#math-and-meta message
i assumed it would of but i assume it has little use since we cant swap recipes
they are totally doable. Lots of people don't like building pipes properly
besides belt sharing, but i dont think thats worth the complexity in the end
its used for feeding assemblers/manufacturers with 1 belt
they dont work a lot of the times
I did a lot of pipe work a bit ago 😄
Made my biggest power production yet with 32 coal generators making a whooping 2400MW
when you push pipes to their max, put simply they can always equalize the 'pressure' in each segment when imbalances happen with machines at different clock cycles pulling from the manifold
you can, however, loop and flood systems and be fine.
that explanation probably will cause the start of a discussion where many theories as to why are proffered
or, be like me and run 600pm mk2 pipes and bottom feed them
yeah, looping actually effectively makes a pipe 1200
I feel like ik too little about logisitics to understand any of that
thats the science at play here right?
dont worry about it
just dont do 600/min pipes and youre good
its not science, its just the way the game simulates things
essentially looping a pipe gives it two paths
in the middle of a manifold fluid can get sucked out and the fluid in front can go backwards and create a stutter
the loop manages that.
you do need a rigorous scientific method to test and debunk and proffer theories as to why it is the way it is though 😛
and what Zyra is failing to mention is that even pipes running at 450 w/o the loop can stutter. so it's no just running them at 600
other things effect it too, length of the manifold, number of machines on the line ect
observed and other explanations eliminated?
idk if i've ever seen that
yeah, properly connected initially flooded.
didn't reliably remove the stutter
all ik so far is connect pipe at start to end and boom, water xD
something you might be interested in recently
a 27+ refinery line, 1 sided, looped manifold would eventually very slowly, over like 6 hours, get a stutter that would just build up
doesn't surprise me
the only thing I can think of is that there were so many points of machine sucking in the middle that both ends couldn't keep up
I'm not surprised I hadn't noticed that behaviour earlier though because I tend to overclock everythign to 200% so my manifolds are much shorter
and I feed them on both sides
junctions are the devil
often
rule #1 of pipes: keep pipe networks small
yeah
and under 600/min
my ass calculating if the series sum(n=1 -> inf [(5/24)^n]) converges to optimize rocket fuel byproducts (don't tell me I want to figure it out)
well, i mean, you gotta do 600 sometimes
that's like from an extractor to a junction though 🙂
you know what was really funny the other day?
guy and me couldn't figure out why his fuel gen manifold wasn't working after loop and flooding
turns out 1 side of the gens were 0.5m higher up than the other xD
ye thats the only situation though
oh yeah, that'll do it
rebuilt the gens and immediately started working fine.
if you have consumers at 2 different heights, it never, ever works right
Setting up my first oil factory. Decent ratios for a single 240 node?
hilarious right? xD
I should have spoted it earlier tbh, it was only machines on that side that were having some stutters
it took me a while to realize that and why
oh i guess relooping it everytime does turn into a geometric series
cooooool
@vapid gorge i was playing with the numbers on the recycling loop, and i wonder if you've ever seen the numbers like this before:
you can change the number of refineries to (3,3) or (4,2) and it stays balanced, just modulates the rubber & plastic output. kind of cool
kind of wild that I get to rocket fuel like a week after my calc 2 class starts covering series convergence too. it is indeed very cool
I'm not surprised but I woudln't want to split up the numbers like tthat with repeatings
ehhh, for that it works out b/c they're fractions of 9
the /9 gets eaten by the 3x10/min base consumption rate and the 3x20 seconds in a minute
the fractions i feel icky about are the 7, 11, and 13
and so it begins
As cool as it is that the new fuel recipes make converging geometric series, the ratios they converge to are not pretty
||lemma first: sum from 1 to N ((5/24)^n = (1-(5/24)^(N+1))/(1-5/24): ||
||proof per induction: N=1: 5/24 = (5/24)^2/(5/24), ||
||N+1 -> N: sum from 1 to N+1 ((5/24)^n = (5/24)^(N+1) + (1-(5/24)^(N+1))/(1-5/24) ||
||={ (5/24)^(N+1)(1-5/24) + 1 - (5/24)^(N+1) }/(1-5/24) ||
||(5/24)^(N+1) cancels out for (1-(5/24)^(N+2))/(1-5/24)||
||now we take lim N to infinity of (1-(5/24)^(N+1))/(1-5/24) ||
|| 5/24 < 1 => (5/24)^(N+1) -> 0, thus proving the convergence||
yeah I ended up proving it converges, with a ratio of (initial TF)5/19. ew. very neat stuff though
edit - that ratio is the amount of excess TF you can make from your initial TF. so final RF would be 24/19. also assuming base TF recepie, of course.
Thoughts? https://satisfactory-calculator.com/en/planners/production/index/json/{"view"%3A"REALISTIC"%2C"maxBeltSpeed"%3A"1200"%2C"maxPipeSpeed"%3A"600000"%2C"Desc_IronIngot_C"%3A"50"%2C"Desc_CopperIngot_C"%3A"30"%2C"Desc_SteelIngot_C"%3A"60"%2C"Desc_Cement_C"%3A"15"%2C"Desc_IronRod_C"%3A"15"%2C"Desc_IronScrew_C"%3A"40"%2C"Desc_IronPlate_C"%3A"20"%2C"Desc_IronPlateReinforced_C"%3A"5"%2C"Desc_CopperSheet_C"%3A"10"%2C"Desc_SteelPipe_C"%3A"20"%2C"Desc_SteelPlate_C"%3A"15"%2C"Desc_SteelPlateReinforced_C"%3A"6"%2C"Desc_ModularFrame_C"%3A"2"%2C"Desc_Rotor_C"%3A"4"%2C"Desc_Stator_C"%3A"5"%2C"Desc_Motor_C"%3A"5"%2C"Desc_Wire_C"%3A"30"%2C"Desc_Cable_C"%3A"30"%2C"Desc_SpaceElevatorPart_1_C"%3A"2"%2C"Desc_SpaceElevatorPart_2_C"%3A"5"%2C"Desc_SpaceElevatorPart_3_C"%3A"2.5"%2C"altRecipes"%3A["Recipe_Alternate_IronIngot_Basic_C"%2C"Recipe_Alternate_IngotSteel_1_C"]}
I made what i planned out so far on my own calculator.
I thinking of separating some of this into segments.
Namely segments for ingots, iron product and steel product
along with copper and concrete
i hope that link works cause it took a lot of clicking then the site errored on me then after refresh it asked for an ad
better UI and no ads afaik https://www.satisfactorytools.com/1.0/production
just looking without squinting too hard at everything, your numbers look about right for phase2(ish) stuffs
probably the first thing you'll really smack into is that you'll need more mod frames & rips later for HMF's
solid idea... makes it flow easier too instead of chaos
yeah, usually taking a step back and looking at how to group things helps tons
if you have 10 machines making something and you're looking to feed that into 5 machines, don't combine it all into a manifold, for instance
right cam go straight to it etc
well, easier to merge two lines into a machine than do a 5-way split or overflow manifold
does anyone know why rocket fuel route cant be shown?
i have enabled all base recipes
bingo bongo
if only it was all like that lol
you probably need to select the alts
iirc, turbofuel is considered an alt
yup
strangely, rocket fuel isn't considered an alt, but nitro rocket fuel is 🤷
also, just noticed that the icon for TF as a liquid isn't right, lol
Do you guys use power shards for production buildings (not just miners/extractors) especially since they can be doubled (somersloop) and tier 9 already gives you synthetic ones (and there are a lot on the map anyway)
even before t9 you can sloop to hold 500+ shard before tier 9, more practical in phase 3-4 imo because of power and at that point you might start wanting to save space
often yeah, and when you can make them I over clock everything. Doesn't cost much more power
I have been using them quite a bit this go around.
I decided to set myself a rule and only use them for the miners/extractors and now I have too many power slugs
I'm now tier 7
What do you thik will this be too much of QOL ? are happy pole accidents core gamplay at this point ?
https://questions.satisfactorygame.com/post/670a261bddb9d97e071f9f96
i've been using them rather liberally to reduce build sizes
I don't even understand it really, they get deleted already if you delete the point of contanct
They
They're referring to the pole wires not being auto-highlighted
do they need to be if you're deleting the thing that's hooked them up?
i don't think it really makes much difference except in the case of the power pole where seeing an indicator of all the cables you'd be disconnecting couldn't hurt... would it be much of a QoL change? I doubt i'd even notice it changed
like it isn't unuseful, but i can't even remember last time i cared, what would be more useful is a hold cntrl to delete all the fricking power poles, lol
that might be something that would need a super hard to toggle keybind though 🙂
Tbf it would also just "make sense". One should see ALL that would be dismantled by their action, not having to think about dependencies themselves.
One example is deleting a power pole connected to a ceiling mount on the floor right below: the cable is invisible (inside the power pole) and you won't even visually notice you dismantled it, other than for the effects on the power network!
yeah, true, but that's also why i try not to burry cables in walls 🙂
I've been much more lenient with allowing myself to do that, since I figured I could imagine the cables clipping in the walls as actual cables in walls, like IRL 😅
Extending this thought...:
Wouldn't it be cool if we had a foundation/wall that we can power and that machines can take power from, so that all foundations/walls snapped to that also draw power from it, so one entire building could be powered just by one power connector on the ground floor or something... 
That's too realistic
I am sure this has been asked multiple times. Is it better to have like one mega factory or smaller factories feeding a central manufacturing factory?
Turbofuel and compacted coal are alts
that is honestly more a matter of preference, both work, only thing of note for megafactories, is that they are more taxing on your computer than having comparatively smaller factories around the map
.
anyone would mind having the talk of the pipes and the valves with me?
The "don't ever use valves" one?
i haven't really done any set ups that have a sizeable amount of pipes in like 4 years, and like 80% through the bulding process i realised that this is probably not gonna work out without actual thought
Megafactory usually requires you to plan the whole game from start and is very logistically complex
and ofc the very first thing i set up to make was a full turbofuel set up with alts, numbers check out as far as i can tell, but i did 0 double checking on how the fluids will behave besides remembering that they started acting weird if they were in a pipe at max flow rate so i avoided having any pipes at max flow rate
So I could do smaller modular factories and have them produce goods to a central point?
how bad is it to use normmal fuel for drones?
It's totally fine? What do you mean bad?
mainly because it onl;y has a fraction of the fuel value, and i never used vehicles, so idk how much fuel they will consuem
If you are otherwise sinking packaged fuel, just give it a try.
Or to depots, yeah
wdym? i am now starting a fuel factory for centralized drone fuel
If you fuel drone at least do turbo, regular takes twice as much time as battery/turbo