#math-and-meta
1 messages Β· Page 208 of 1
Hoping this can be eliminated if/when CS actually tell us how fluid works
Its not that they are that hard, they are inconsistent with their rules.
You cannot get a single concise and coherent answer from people on mk 2 pipes
Discord is a walled garden, this is not the general experience
People wanted pipes and are now surprised pikachu face when they got them
Petition to rename this channel to pipes-and-meta
And even here we pretty constantly argue over how they work. π€£
Its like a genie in a lamp
"Wish granted, you get pipes, BUT they suck"
they should probably add a small video in the game with ada giving a quick overview on liquids once you unlock coal, much like you ese when you do space elevator phases.
that would solve 90% of the problem.
Just exposing more of the variables would be enough IMO.
hmm how is it a walled garden
Or make all fluid like gas, which dont have these issues?
Like, fine, don't tell us anything. But when my pipes are failing to hit 600, something should indicate an error.
They dont do that with anything else.
Why pipes? Why shouldnt you be able to just learn from them
You can't search Discord from outside of Discord.
It may be public, but unless you know of it and know or hope it has answers you wont find any info we speak about in here
Yet they still insist that everything is working as intended π
I mean, it is working as intended. The issue is the UX. They need to explain to us what we're doing wrong, or indicate it in some fashion.
You cannot search for "McGalleon talks about pipes for the 500 millionth time" on Google.com and get anything except the manual
Even just a little notice on the pipe "this pipe's over pressure!" or something.
Well tbh many of the things we have ingame with pipes, we also have irl. So an argument could be made that they are actually fine (assuming we ignore existing bugs)
Whether or not is that good game design is another question
Again, im for them just having us NOT interact with the actual pipe limit and instead they just give us a false flow rate limit
IRL is not good game design
Real life is the worst designed video game
Agreed
This is kinda my argument as well. No one in real life is actually maxing out pipes. However, itβs not intuitive to people who know nothing about pipes.
Does these issues show up with the gasses ingame?
But what Factorio did is imo too easy
yes. Gasses have their own issues with buffers for example
btw mcgalleoj did you know that pumps in series with bottomfeeding act as VOP junctions while valves don't?
cannot use a buffer because pipe flow depends on pipe fullness and buffers cannot buffer if they cannot output at max flow while also being half empty
I'd vote for some middleground between new factorio and current satisfactory
So get rid of buffers, have all fluid be gasses and its "just works"?
I think this is because pumps don't communicate pressure information backwards while valves do
Head lift reset per pump. Valves are kinda kinda an "IF - THEN" condition
IF the input is full, then i get head lift
ELSE i dont get head lift
for pumps, its always "you get X m head lift from me, dont care about whats before me"
so pumps are safer
because you no longer care about the head lift of the section before
I'd vote for satisfactory but with actual physics to piss peoople off even more
Problem with this mentality is that it's like asking for a MK2 belt to be transfering 120 items per minute, while it isn't full and then blaming the belt for not being full.
i'm sure there is a good Reason that pipes have to be full to get full flow rate.
yes but did you know that pumps work as VOP junctions in bottomfeeding while valves don't? that implies they affect more than headlift, or that headlift does more than lifting heads
Anyone good with circles? Trying to figure out how many foundations out I would need to go to make a circle of refinerys instead of this line.
Mk 2 belts are designed well below the known engine limit of 2000/min
how many refineries is this
20
don't care, not my point.
pipes are at the literal halfway point and at the maximum point
Literally, nothing you said addresses my point.
Flow rate is proportional to βfullnessβ to simulate some sort of pressure
I mean... if a belt isn't full, it isn't getting full flow rate either
If thats not your point then what about "Pipes arent belts"
Belts have no flow rate meter
Belts have no head lift meter
Belts arent bidirectional
Shapez 2 has fluids instantly transport within pipes and no concept of head lift lol
and yet shapes has issues too from what i heard?
Its issues are LOD-related aren't they?
That's technically with fluid gates more than fluids themselves, and it's related to them being classified as a logic circuit
am I missing something for thinking that this is significant?
Logic circuits run at a reduced speed when out of LOD, and the gates are set up so that this makes them run at like 85% of the listed efficiency when out of LOD
and that is my point.
Pipes and belts both rely on being fed enough to get max flow rate
The key difference is that a pipe isn't a belt, and of course the only way to move liquids is to push it with more liquid since they have no flow direction.
which is a lot of words to say "automated fluid gates only work at full efficiency while you look at them"
Pipes are clearly far more complex than belts and thus deserve more careful treatment.
You could now argue if that means they should be handles exactly as belts.
Satisfactory pipes are stupid observed and unobserved. π
I guess what i'm trying to say is that if you want to treat a pipe like a belt then you have to consider the max flow rate of the pipe to be equal to wahtever liquid that you're feeding it.
Thus it has to be full to get max flow rate
Just like how you need to feed a Mk2 belt 120 items per minute to get well... 120 per minute.
Plus a mild ammount of pipe jank added on.
And yet the system cannot ensure it is full enough if you only care about thee obvious bits it tells you about.
It ISNT FUNNY that the entire system can fail due to a single point of weakness.
The water hammer on pipes is still the biggest slap in the face because you never break any rules
I still can't comprehend why connecting a 240 pipe and a 360 pipe to a junction and expecting a 600 pipe to come out is.. wrong?
bidirectionality
Never said it wasn't.
If that doesn't just work out for you then I don't know what to tell you.
That doesn't just work for a lot of people.
If i cannot merge pipes then its not good design because nothing tells me i cannot merge it
Actually, i know the solution to all issues:
Remove junctions
But more junctions is what makes it work!
No more junctions and all pipe isses are solved
Package it all, does that...
What about a pipe splitter and merger like we have with belts..?
again depends on what conversation are we having
is it "why doesn't X work"
or "why should X work"?
aka are we talking about current state of pipes, or are we talking about how to change them?
thats not a solution that is you abstaining from interacting with a central part of the game simply because it was frustrating you so much
how would you do that if we have bidirectional pipes?
that just means making pipes not bidirectional
Actually, no I do know what to tell you
I'm doing that in my current oil setup and it's turning out fine.
So I genuinely have no clue what you're talking about.
this here:
600 HOR coming from bottom, exiting top.
200 Coming in from right, going through the 600 pipe
Coming out left to merge with a 400 pipe
and it works for me.
Considering @charred oxide said it's a skill issue, I'd say we're discussing how they currently work.
You're feeding 600 from the bottom, and 200 from the right, and getting 600 out the top and 400 out the left?
"It works for me"
is the worst part about pipes. 50% say works for me, other 50% say it doesnt
it's merging into a 400 on the left.
Okay? Cool! You've got a setup that works for you.
It should be like 90% Because then everyone at least agrees on why it works or that it works
just add more pipes
you gave me an example. asked "why doens' this work" and I show you an example of me doing this plus an added step of complexity that might mess it up, and it still works for me.
Clearly, it does work.
and 80% of people aren't even capable of correctly identifying if the setup works or not, they'll say it works when it actually doesn't, or vice versa
360 coming from the right. 240 coming from the left. Remaining pipe won't stay at 600 for anything with this setup.
In fact, without those two junctions, the 360 completely backs up and halts production.
have you tried to make it vertical?
@charred oxide how bout you 2 exchange saves
looks like a wierd headlift issue to me
See, @charred oxide. I now have two completely different answers.
What's your third, also different answer to why that doesn't work?
yea but im new to 1.0 i know fuck all
anyways, anyone could help me out with a weird aluminum plant that makes more water byproduct than it needs, lol. so technically no water is actually going in
do all the scrap refineries output their scrap properly if they run
ive finished phase 4 and love working with biproducts but yea sometimes shits just buggy and wierd
that's a simple fix
Overflow excess water into something like wet concrete as a way to sink it.
Wet concrete was made for you.
i have nuclear plants running
yes, water is backing up but yet the alumina plants are getting water starved...?!
everything is completely flat
#skillissue. π /jk
might be throughput
make sure you dont exceed the pipe flow limit
everything is calculated properly
it should hit perfect 600
give us the math
Have you tried my lord and savior, the junction?
oh. classic pipe moment
600/min is an edge case
the worst one
doesnt work 100% all the time unless you fuck around with it unnecesarily
For anyone that doesn't want to click through, this is how I got that junction running at 600 steadily:
3360 water out, 2160 going to NPP, 1200 going to 5x alumina refineries
(With a bumped input of 600 coming down the left pipe now.)
the scrap refineries are 8x in a row, 2 on the ends supply 420 each and the 2 next to them put 180 into the pipes that feed back
should i try double piping the water
So im trying to make an Iron Pipe facility using 2400 Iron and 500 sulfur. I have 20 leached refinerys that output 1-1 into a constructor making Iron Pipes. Only Problem I have is 20 refinery in a row looks damn ugly. Any Ideas for layout? I want to make a circle but im kinda intimidated by that rn.
Leached Iron into Iron Pipe is cursed.
always safer
No its glorious
CURSED.
this is peak iron pipe
all smelting is done via leached at this base
leached is cursed
Leached is fine.
leached is glorious
pure is cursed
35 to 65 go die in hell
pure is literally a worse leached iron
leached has been great for me Im not making nuclear here so basically all my sulfer goes into Leached or Nitro Fuel
oooh no sulfur
My friend told me that trcuks are really bad and very random , but i have not seen a problem with trucks, He also says that Trucks is broken from nothing, is that true?
which is functionally the rarest resource on the map
no it isnt
your friend is wrong
its 3rd rarest iirc
everyone likes to pretend sulfur is rare but its rarely used
less sulfer than bauxite on the map
so its only rare by occurcence, not by usage
Man. Adding just 600 coal nearly doubles your output. π€£
If you stuff all the sulfur into turbofuel thats a different issue
^ exactly why i dont mind using leached
Among the 11 tractors I currently ahve on my world. ih ave 3, doing 1 single route that's 6.5KM long, delivering 900 sulphur per minute reliably to my power plant
Truck stations, trucks, and tractors are fine
And perfectly reliable
Outside power that is.
I wish they were slighly more efficient but their output is great
Turbofuel is a Sulfur trap and i think its funny
nuclear rods, batteries, nuclear recycling, fuels
Batteries are obsolete, nuclear cannot use up all the sulfur and Turbofuel is a sulfur trap
Turbo is optional in every way
I kept trying to find a use for all my compact coal from my rocket fuel/ ionized fuel setup but Turbofuel is just so bad I ended up sinking it
Moreover, if your friend's trucks are breaking, ask if the reason they're breaking is because they go head on with one another and stop
because the only real thing you have to worry about with Truck stations is making sure you don't let 2 vehicles go head on.
else they get stuck, braking to let the other one pass. Which they can't because they're head on to one another.
So is Nuclear. π
Nearly every single player who says sulfur is rare keeps stuffing it in Turbofuel.
I dont use turbo so i dont have that issue
I have roughly 3600 sulfer at this base so might as well use it right
its 1 sulfur to 4 nf uranium, and 40 sulfur to 25 uranium cells
once I finally finish my fuel power I"ll be able to use the sulphur near my main base for other things.
pretty intensive usage
compared to?
oh forget what i said about uranium cells u recycle that
Thats like the only usage for it
Nuclear's optional. π
Also, I wonder how leached+solid steel compares with compacted steel.
it is?
Just use biofuel for everything, no sulphur needed.
so any ideas on how to make that many refinery look nice?
I've mined a grand total of like 20 uranium ore in my save.
That was purely to finish the MAM.
Coal? Oil? My base run on HOG
And I mined it to get sloops/spheres. π€£
its like 30 sulfur for 6250 MW is i run through it.
Im pretty sure at least
thats without the alts
prob they can help you there #design-and-architecture
What about its "upgraded" version, rocket and ionized?
Turbo is like 22.5 for 1500 MW
I've heard that Rocket fuel is amazing, and ionized is way too expensive.
Ionized is also a trap. π
always cut turbo fuel out of the production chain for those
rocket is basically needed to upgrade it. Sulfur savings are minimal
but it is 38 Sulfur for 6000 MW
Ionized is so bad but i still plan to make like 24-4800 of it lol
It's probably worht making a small ammount of ionized for your jetpack.
I should set up some ionized for that.
I can't figure out iron wire + stitched iron plates + modular frames to work out to non-repeating decimals
Ionized or Liquid Biofuel for jetpack, seems the be the top picks.
Overfeed slightly on input and just accept the full conveyor. Far easier then trying to get decimals correct over several lines.
in that case just siphon off a small bit powercells of from the other production and toss it into your rocket fuel packager with an underclocked refinery before it
injection manifold
it'll be a small independent factory, it just bugs me
15 assemblers for frames
8 Assemblers for Stitched
12 constructors for iron wire
...
1 constructor for normal wire 
multiply everything by 3

then you get to remove normal wire
what are the total output rates?
well, I want the factory to produce both MF and RIP for storage
if nothing works out, I'll just plan them separately and send RIP to the MF factory
45 Assemblers for frames
24 Assemblers for stitched
40 constructors for iron wire
90/min Mod frame using 135/min RIPs
40x Iron Wire into 24x Stitched RIP into 45x MF producing 90MF/min?
Yeah, that. π
want sane numbers? divide by 10
You need 40 for iron wire, not 36.
You didn't mention plates.
"iron wire + stitched iron plates + modular frames"
27 or 2.7 per minute
for 270/min mod frames
also yeah 27 because rules of 45 -81 or whatever (Rip sev)
81 is 27 x 3 so theres that.
81 is for oil products tho
iron wire + stitched plates breaks the 45-81 rule
I mean there are far fewer numbers it works with
and I think rocket fuel is another example
apparently not
afaik there's like 3 recipes that don't fall into the rule
(well, were in U8)
iron wire seems to be one of them
oh yes this is excellent
I haven't heard of the 45-81 rule, is there somewhere I can read about it?
Sev's pretty long explanation and reasoning behind it
apparently wasn't mentioned in his post π€
not sure if some numbers changed in 1.0 with those recipes or if that just wasn't ever considered
Is recycling water for aluminium buggy?
no
someone said me that's its kinda buggy or wtf he's yapping
It works, if you get the numbers right and dont use valves.
Will take a few rounds to get to 100%, but should not be an issue other wise.
Is there a way to tell the height coordinates of my current position? (Other than using calculator-map-website-saveedittor)
I'm making a water tower and will drag pipes it quite a long way and I want to make sure my current height is higher than the destination.
Its rough if your water output doesnt evenly go into inputs, cuz then u need to mix with an external water source and you need a valve and its all fucked
It still works its just really wonky
As I said, dont use valve. Make the water input plus the recycled water, match the exact amount.
Yea
Like a valve set to 200, can give 200.9, causing stop after a set time.
I'm getting ready to set up trains in my 2-player game, and wanted to verify a copule things: Trains and throughput means that it's MORE efficient to send four stacks of 500 wire than five stacks of two hundred cable, right? As in, the more I can cram onto the train, the better?
Second: Fluid cars or packagers?
Dealers choice on fluid cars. Just remember you have to deal with the empties.
yes because it's limited to 8 bits...
#fuckvalves
Depends on your belt speed and how often trains arrive. 2000 wires vs 1000 cables.
Valves are the only way my 600+360 works. π
we've got mk 4 belts right now
125 sec to load 1000 items, 250 sec to load 2000 items.
CSS should've represented everything as Cauchy sequences of rationals in order to have infinite precision SMH π
items, not stacks?
Belts dont care about stacks, just throughput speed.
Anyone got a aluminum factory without alternative recipes
my issue isn't that the valves are 8bit, but that the game pretends that they have more precision
okay, I'm a little lost now on the ideal course: if I can just have extra trains, do I need to care about the stack size for moving them around?
you can set it to 300.05 but the valves just ignore that
I was under the impression trains went most efficiently if they had large-stack-size items
They even continue lying if you close the window and reopen it.
I do wish they wouldn't round the UI
Calculate travel time and then how fast the belts can feed the wagons. A 480 belt will feed 480 cable or 480 wire a minute, regardless of stacksize...
Yes, wire stacks higher in the wagon, but it also needs 2.5 times longer to fill it.
Oh, was it trucks that get everything all at once?
Meaning you will either need faster belts or more stations (and therefore cars) to load into faster
I'm not talking the loading animation, I'm talking the station buffer.
The train cant grab 32 stacks of wire, if the station just has 10 available...
I honestly haven't ever had to be too concerned with filling up a train car, more I have been concerned if I can load the items fast enough given the ~27s stop
Anyone got a aluminum factory without alternative recipes
ah; I was planning on the station buffer not mattering due to having excess that I can siphon off when I get there and sinking the rest. Either that or enough trains in the seme loop so that I won't care about train inventory space
So I'd go with cable personally if you are just gonna turn the wire into cable anyways
... and I'm realizing just how confused I was
Each wagon as two inputs and outputs... Just use storage as buffer to account for the loading/unloading... From/Too station with 2 belts, one to factory.
Correct, but I had a problem where 2 480 belts (total of 960 items/min) could not handle 900 items/min on one station. The buffer did help yes, but the 60items/min excess could not handle how much built up in the buffer during stops
Yeah, that's the better idea, 1 to/from factory, 2 from/to station
I settled somewhere around needing 50% belt speed headroom on my setup
they should round the valve ui. not doing that is the issue
or fix the math behind it to allow for finer flow control
one or the other
They work great for my use case. π
or just remove them from the game entirely as the easy solution
what do you use them for?
i'm guessing decoration
I use them to monitor flow sometimes because they show fluid with decimal places
set to 100% flow obvsly
Clamping a 600 pipe to 440 so I can fit 360+440.
Want the save? π
Beats me.
Doesn't really matter if it's 439 or 441.
I should gradually increase it and see where it breaks.
Recycling water for aluminium don't cause any problems right?
I need clarification on the alien power augmentor. I thought there 30 percent power boost did not stack, however in game it looked like they stacked on the same power grid. Is this intended or will this be patched out?
looking for the nitro rocket fuel recipe i stumbled upon this, is this beneficial if i want to make a mega rocket fuel power plant?
sigh my aluminum plant drowned again in water from alu scrap production. Is there some idiot proof way to handle the water without sinking it in some form? The waste water and fresh water are already in seperate networks.
It works as intended currently. π
nuclear plants
technically not sinking π
Yeah, either that or diluted fuel into fuel gens π
theres a blender recipe
It's just frustrating because my math should work out
Do you also need to prioritize your scrap refineries taking in the alumina solution from the recycled water before taking it from the fresh water network?
Set up a priority water system to take the waste water first and use fresh only when needed.
Is this still the way to go or can we replace the pumps with valves now?
wdym with "now"?
Afaik this used to be the method before valves were added
well, valves are also in that book
what book?
Nice. Is this pinned somewhere?
ah, the reddit link. Thanks π
make a section of refineries that run only off wastewater
I've already done that. It still clogs up.
means u did the numbers wrong
if you sloop the scrap refineries and clock them correctly they can produced exactly as much water as the alumina refineries need and you don't need any fresh water
or u put a bit of effort into it and dont need to use any sloops
you act like that's a lack of effort
it think it's an neat way to have no water extractors at your aluminum plant
This is the setup.
maybe not the best use of sloops but interesting
i mean, i dont see any reason to do that unless it reduces effort. or if its just for the novely of having something like that
This is how I seperated the fresh water from the waste water.
i wouldnt recommend it as a solution to refineries clogging
Now, do I also need to prioritize the alumina solution intake?
So that it strictly priortizes the alumina solution coming from the recycled water?
if you're keeping them separate, you need a total of 480 water, the recipe calls for 200. the scrap is feeding back 366. So you'd have 2 alumina refineries using just the feedback water set at 366/400 %
and one refinery using just fresh water at 144 / 200 %
or whateve rhta tadds up to. 510 not 480
sorry, 336/ 400 not 366
now it's 480. typo in my head
yup, 2 out of the 3 refineries are running purely on 336 of waste water
funny, with this setup it prioritizes the lower one:
the 3rd one is running on 144 fresh water. They are all clocked accordingly.
and with this it prioritizes the higher one
Don't suppose you'd be willing to share your save? π
I can if you wanna take a look
Sure, DM it and I'll check it out in a little bit!
and the scrap refineries are stalling becuase they have nowhere to put their 336?
you don't need any of that VIP nonsense that nobody actually knows why it works if you separate the two
yes, they are eventually clogging up, although they are feeding two out of the three alumina refineries
Two refineries clocked like this should take care of the waste water, but they don't really
But I haven't prioritized anything in the alumina solution piping, so I wonder if that could be the culprit.
what do you mean prioritized anything in the alumina solution piping? the outpus?
I mean so that the scrap refineries would prioritize taking the alumina solution from the refineries that recycle the water over the one using fresh water.
were the alumina machines running off recycled water at less than 100%?
yes, as you can see in the screenshot
that screen shot shows it operating at 100%
prioritizing it's output implies the problem you are tyring to solve is that it's output is not getting fully consumed, so it slows down, so the waste wateer backs up
but if they're both at 100% i don't see how prioritizing their output will do anything.
really weird honestly. splitting them is what you do to avoid these problems
Is there some button combination to copy the result out of in-game calculator?
The waste water isn't connected to the fresh water
This site is too complicated for someone with my IQ.. I've tried messing around with it but i dont understand it
that's what i mean. having two different water feeds and two "sets" of alumina refineries at different clock speeds is the price you pay for not having to worry about vip junctions and merging the feedback etc. but not in your case somehow
Why? You punch in your desired end product and it builds you your ratios. You can also configure which recipes to use.
I wish it was only my math that's off. That would be an easy solution.
It's so interesting to me how so many people put their equipment workshop in the same place.
ther'es not like a mk1 pipe stuck in there somwhere? also i know it's only a 2 machine manifold and it's only 336 going through mk2 but if you add a loop to the input manifild on the 2 waste water alumina refineries...
lol, you having a tour through my base?
Gotta get blade runners and hover pack.
I think this is the 3rd save where the equipment workshop was along the back of the HUB like that.
I just crafted them out of your DD. π
I guess im not foward enough thinking.. I know I want aluminum alcad sheet but i dont know how much of that I want... I guess I'll get the answer to that when I try and make other parts.. i Literally just got to Phase 4
Depending on your tech level, you're usually bottle necked by what miners and belts you have access to.
My damn alu setup can run for 2-3 hours but then it clogs the fuck up.
Which machine clogs up?
scrap refineries drown in their water output
It's a modest setup running off of one bauxite mine.
Yeah, I don't see any clear reason it should be backingup.
Math should check out, right?
I think so, yeah.
I starved the recycled alumina refineries of bauxite to back up the whole system intentionally.
Also, I usually make a template tab where I configure all my alt recipes and then clone that tab for any further production lines.
They'll just stop making alumina then, no?
Ugh why can't mk3 belts just move 300 items/min... I have an area where there's about 6 impure iron veins near each other, what level of OC does a drill 2 to hit capacity?
In my experience, after flushing the recycled water out, it can keep running fine for hours until it clogs up again.
Or is there a calculator for that
Just to make you angry.
I didn't flush the recycled water.
Do I need to consider rounding errors or build in some tolerance with the clock speeds of the alumina refineries?
I dunno yet.
Here's a bit of an overview https://satisfactory.wiki.gg/wiki/Miner
It only shows 100-250% OC
You can't OC more than 250%.
Oh. Well, an impure on a Mk2 with Mk3 belt can run at 250%. π
Yeah I'm not good with words
I just need to find some sort of balance so I can get these 6 imp nodes to make some steel.
Is there a way to set it so that my nuclear generators only come on if my power is gonna go out? Tryna minimize waste till I can start recycling it
Did you start in Grasslands?
So you can fit 2 impures at 225% on one Mk3 belt.
Yep
Don't
Why
That's probably wrong, actually. π€£
Is the desert better
anything is better
rocky desert*
Rocky deserts my fav place to start
I'm on team Northern Forest
Do blueprints save from file to file at least?
I really don't want this beautiful mess to be reset.
especially for early game they are great because most of the time you're limited by belt speed, not miner
"better" depends on your preferences
You still have to expand earlier
that's how the game is supposed to be played, according to devs and ADA
According to Tango the resource nodes are bad
there's tons of them, the purity doesn't matter much really
Yeah I think I'll stay here for now.
It's like 20 hours.
Just gotta balance these 6 impure nodes out.
You just get more bang for the buck if you can run fewer miners
Y'know, I have never seen a system that can block like this, but it makes sense. π€
Are you saying you're getting to the bottom of this?
Actually 6 nodes are kinda perfect.
4 miners at 200% + 2 miners at 100% split in half is 270
And 270 ore is 6 foundries.
I'm saying I suddenly realize why you might not want to split fresh and recycled. I think it does come down to the split from the water and not splitting the alumina.
Because if the recycled alumina refineries hiccup, which is a thing that happens, the freshwater refinery has a chance to fill up the alumina manifold. If it does, it'll eventually deadlock.
That was my hunch as well.
lmao what this pump is running continuously even though its not connected to anything
The above sounds like itβs happening to my Al setup (heinous comment).
Hey, air's still a fluid.
That's what I meant earlier by having to prioritize alumina input from the recycling refineries into scrap production.
I haven't done that
Yeah, so I replaced all the pipes with Mk2 pipes and all the belts/lifts with Mk5, then connected the freshwater refinery to the others, and threw 5 junctions on the freshwater line.
@plain rivet told me nah
Gotta make sure and sacrifice your goats.
I'm guilty of not using faster belts and pipes than necessary
Thank you so much for even taking the time and looking into this β€οΈ Appreciate it π
I learn new things every time I do this!
I quite enjoy it. π I have another save to check out too. π
The troubleshooter making house visits almost
Does this work reliably for you?
Are you saying my VIP is too fancy? π
What do all these junctions do?
i have no clue
i didnt even try it without the valves
275 mf/min π soon-to be 45 PCC + 10 HMF
Man. I love how idiotic these junctions are, and I love that it actually seems like it works.
#GreatDesign
you(r efficiency) was killed by [intentional game design]
(me when i click on a bed in the nether or end)
Okay, so. First solution @old tree, I rebuilt it my way. The recycled and fresh water join at a junction before any of the consumers. An extra junction on the fresh water line. I updated the clockspeeds to run each alumina at 80%.
That looks like this.
what is a good amount of encased beams to aim for in the first factory (automating them to use for building and not in a recipe)
A Valve with no modifications made to it still prevents backflow correct?
i did 80
valvess dont prevent backflow.
I ran one assembler, and underclocked it occasionally
*80, not 8
Did they patch that out? I'm reading that it prevents backflow
it prevents fluid from going through the valve backwards, but it does not prevent backflow
so yes for my use case it prevents water from going back down the pipe, thanks
How does this prioritize recycled over fresh water?
no it doesnt
why do u think you need a valve?
Great question.
does headlift prevent backflow?
uhhhh, no. nothing prevents backflow.
but backflow isnt osmething that needs to be prevented.
why do you think you need to prevent backflow?
so if i run a pipe at a steep angle within an extractors 12m headlift range, I can be certain the pipe further down will have the required amount of water and it wont pool within the steep pipe?
if your headlift is sufficient, yes. valves wont help with that at all
there's my answer, thanks
Solution #2, @old tree, if you'd rather keep them separate, my pat.pending JVIP on the Alumina line.
lol what do the junctions do?
The winds up with the two recycled water alumina refineries staying empty, while the freshwater one backs up.
No, seriously, I have no idea.
the junctions are for magic.
So far I've seen:
- the reduction in headlift causes it to prioritize one line
- the game explicitly prioritizes the line with the fewest junctions
- floating point errors. π€£
Also, to be clear, I reloaded your original save, reflooded the system the same way.
And re-updated the pipes and belts to max. π
the game explicitly prioritizes the line with the fewest junctions
π
Oh, and #4: something about pipe length.
But, yeah. No idea. What I do know:
if you combine two input flows in a junction, the side with fewer junctions usually gets prioritized over the other side.
I have no idea why.
And you can tell it's prioritizing. The two left refineries are at 99/98%. The right one is at 93%.
It started at like 70% and 20%/20%.
Just to confirm, this is the water side.
ah, still the initial water setup in your solution #2
Yep.
Don't need to do both: I think both should be more robust than how you had it before.
But yeah, it was deadlocking because the freshwater one was more eagerly producing alumina, causing its friends to also backup.
Yep yep. Also, another option is to just slap a buffer on it and drain it every 10 or 15 hours. π€£
That's also an idea that I had but I remember I had it working on my old save. Probably had some VIP setup.
Yeah. I'm convinced people are making incidental jank VIPs with junctions just by how they arrange the piping.
This is all quite opaque. I guess giving us the tools for more elegant solutions would "overwhelm the player".
Is making fuel factory from top to bottom a good idea
Maybe 1.1 can be the Pipes Redux update. π€£
Like instead of bringing everything to a certain level and then on next floor just start at the top floor
I'd go the other way. Rocket Fuel's a gas and doesn't have head lift, but Oil and Water are both pumped from ground level.
I have a mk2 pipe with 600 rocket fuel feeding 72 fuel gens at 200% OC.
Math says it should be 100% efficient, but I always have a few fuel gens at the end getting starved and turning off and on.
What's going on with that?
I'm using regular fuel for now
For now.
Check machines that make rocket fuel
And it will say their efficiency
did you let them all fill up before starting them?
flooding the system has never worked for me. when there were no issues i could let the system run dry and start it again and it would still work, and when there were issues flooding didnt work
id recommend trying to see if adding random pumps between the fuel gens works. btw, are u perhaps bottomfeeding?
hm... monitoring efficiency of blender, it says 93%
That's the issue
It doesn't make enough fuel in the first place
It has trouble emptying.... sometimes it reache 40 something rocket fuel, and then goes idle
The inputs are always full
loss of efficiency can also happen if it cant get rid of the fluid fast enough
My fuel gens are in a tower - 9 floors of 8 fuel gens per floor.
Rocket fuel is a gas, so I shouldn't need pumps, or should I?
yep. either u messed up the numbers on the generators or the pipes feeding the generators have issues
mb
you really shouldnt need pumps.
That is what seems to be happening
id recommend double checking that ur numbers add up, maybe one fuelgen isnt clocked the way its supposed to be.
if that also doesnt work i personallyw ould start adding random pumps
I used blueprints for all of them, so they should all be 200% OC
yea pipes are kinda weird. pumps shouldnt help, especially not with rocket fuel but who knows /shrug/
4.166667 * 2 * 72 = 600
@ashen girder whats ur opinion?
let me try putting a pump at the blender output
between the generators would also be an idea
I would not hesitate slapping pumps all over gas pipes.
man what has this game done to us...
But I haven't spent any time messing with gas yet.
Gas having the same flow issues in manifold like situations? Is that what is happening here?
I know my next thing will be a rocket fuel setup 
I just completed a big rocket fuel setup, I'm using a slooped 200% OC blender to produce 600 rocket fuel.
6 blenders in total, so 3600 rocket fuel.
It's kinda nuts. that nitro rocket fuel alt is high yield, so it benefits very well from being slooped
Wait if a gas dosent have headlift issues, wouldnt looping it wherever work?
like hiding it in the floor or something instead of like my water feed loop, from above?
Ok, with the pump, the blender seems to be emptying well now
I'll monitor and see if its efficiency goes to 100%
Why does it have to be pumps here instead of valves? In the sample build, headlift doesn't seem to be an issue.
pumps reset and set headlift to a specific value
Is this the perfect spot for rocket fuel power plant?
It has 1680 sulfur
Pure iron node and nitrogen gas nearby
and most importantly oil
because pumps are magic
why is 50 meter of headlift not enough to push fluid up 8 meters?
Having one less variable thats random like varying headlift coming in makes "some" of the psuedo science work.
That's where my rocket fuel power plant is
'cause floating point errors.
how would that work
Is it good
it works when i use 370 meters of headlift (i think, running the experiment rn)
According to this I would be able to get 6182 Rocket fuel per minute
1.5k fuel generators tho
you sure that's enough?
I've never had like more than 40'000 MW in 500 hours of playing this game
370k MW is an upgrade
I love how a bullshit setup I did with my waste water in my one-off aluminum ingot creation works.
mk2 pump filling large buffer tanks that are stacked 4 high and linked 
jk
There will be just a slight issue with launching it in the first place
Priority power switches go brrrrr.
It's a reall good spot, you have coal, sulfur, oil and nitrogen all there
Coal too?
Nice
I keep on forgetting to use/unlock those 
I am not messing with that
Why not?
idk what I even have to built to use 370'000 MW
They're the perfect way to start up a huge powerplant like that.
Connect banks to their own priority group, then turn them on as they stabilize.
Power should be fine if you have a power storage. Or if you build slow enough, so that the machines are full as soon as you build the next step.
Oh
about power...
THIS IS WHY NOBODY LOVES YOU CHECKIT.
Anyway, this thing: https://satisfactory.wiki.gg/wiki/Priority_Power_Switch
The Priority Power Switch is an improved variant of the Power Switch. It can be used to set which sections (named Circuit Break Priority) [1] of the power grid should shut off first, if a power trip is about to occur. Additionally, it allows other Priority Power Switches on the grid to be toggled remotely.
this yeah, I forgot about this when I was setting up a "small" temporary coal plant that uses 780/min coal.
power is always weird when you start with just an augmenter.
Building machines until they are full is a good idea tho
The drone only runs on batteries, right? So why does it let me choose my preferred fuel at the station?
Yeah , I think I will set up a small power plant to get 40'000 MW , to power my steel factory that needs 10'000 MW and then build it
See no other way where I don't run out of recources and power
It runs on packaged fuel, packaged turbofuel, batteries, packaged rocket fuel, packaged ionized fuel, uranium fuel rods, and plutonium fuel rods.
This was a change in 1.0.
what about the new uh nuclear rods
wich is better?
or whatever they are called
between batteries and turbofuel?
I think its called Ficsomium
Ficsonium Fuel Rods. I dunno, and I can't imagine why you would want to. They're hard to build and not great energy density-wise.
P.Fuel < P.Turbofuel < Batteries = P. Rocket Fuel < P. Ionized Fuel < UFR < PFR
!wikisearch drone
Should have more info on the fuels.
In terms of energ density and transport performance yes.
But rocket fuel is so easy to make and still very good though.
Yep, that says nothing about complexity or other side effects.
Basically, the only reason to bother with batteries in 1.0 is if you want to build Superstate Computers.
Does satisfactory have world height building limit
building? no
death wall? yes
anyone have a list of everything I should automate out of iron? just starting out
if I stack 1500 generators with 1 meter foundation between them that would be 27 + 1m multiplied by 1500
Sounds like something LGIO would do
So I'm trying to understand this. Originally wanted to try, and I mean try 8 refineries into fuel. That however demanded 2200 crude oil, so I assume off the table.
but im not doing that
This is where alt recipes come into play if you want savings.
This is more or less me getting a grasp on how to start refinery mastery.
something like half life 2 tower for fuel generators would be fun
You mean just item names or also how much of each?
Citadel Prison, which works thematically, you are a prisoner doing all the pipe work. 
same amount of fuel from different recipes
item names
Well that solves my problem I think. I have these.
I dont understand. 6 refineries take 360 oil and make 240 fuel. How do you come up with 2200?
DF is one heck of a drug.
they typed in 1500 crude as end product
Explains a lot. So input 1500 oil instead?
Yeah changing the map total in the inputs to what you have to work with
you only input your desired end product, which is the fuel. Forget about the crude
From the top of my head:
iron plate, iron rod, screw, modular frame, rotor and reinforced iron plate.
okay nice, thank you
would it be good to make one line of production for each of those
or make multiple
That explains a lot more and lets me learn to use this calculator better. Had no idea this even mattered.
I'm at tier 5-6 so I'm trying to figure out whats a decent plastic/rubber production rate.
Depends on how much iron you have available
i have 12 nodes hooked up
Yeah it helps a ton if you are limiting to how many nodes you want to pull in for a factory.
12 nodes? what is bro cooking
if you are going heavy on alternate recipes, usually more rubber, base recipes are more plastic.
Heavy Flex Frame is one I have planned for Fused Frame feeding, so its a large chunk for me.
Well I'm inputting the alternate recipes I have available here. I can do regular fuel and a few others.
If you want to produce the iron parts and use them for building I would use one for plates, rods and screws, one for rotors, one for modular frames and one for reinforced plates.
If you wanna set up futureproof productions from which you consume later you are gonna ned more than that,
im using 5 rn to make smart plating lol
but i might worry about that later
what are the rates tho
how much iron you getting out of those nodes
im using mk1 miners, still in the beginning stages
Oh ok
okay bet thanks
What I did for a start, heavy on rubber and less on plastic
but for some setups for later like rocket fuel, I will be making a TON of resin. which I can then be used for extra of what I might need later.
yeah im getting 2 smart plates a minute, might wanna use those nodes for something else until i unlock better stuff right?
Let me get a list of all my alt recipes I have for use.
Both recycled rubber,plastic, polymer resin, heavy oil residue, both residuals of plastic and rubber.
I've been told I don't need that much rubber.
Plastic on the other hand, I'll assume the worst and that I need a lot.
I would not do that.
You dont wanna utilize them because you dont need them.
You will unlock different miners and products that partly require iron. Would be good if you still have some nodes available then.
okay so ill focus on the smart plates later then, preciate it
Rubber can be tossed into chains for alts, its literally if you avoid screws and a few other materials.
I have steel screws so I'm fine there now.
Before it was cast screws.
See here? My frame factory I have planned needs a good chunk of rubber 
You could do a flexible setup.
Make your fuel and make one basic production for rubber and one for plastic. Just to start. Sink the access resin.
And whenever you need more rubber or plastic, you can use your resin and make either rubber or plastic whenever you know what you need?
Why set in stone now, if you can be flexible?
Hey thanks for teaching me about manifolds guys. I now have gone from this...
To this!
I know heavy flexible frame is theoreticallz best. But heavz encased frame does not need screws though.
I went with this, and my aluminum setup is making a small chunk of recycled plastic, and rocket fuel might do the same.
right now im trying to figure out what I want to do for logistics, the gold coast area is juuuust long enough to suck brining stuff around by belt.
The way I'm looking at it is, yes I could split the two off. My current set up is 8 refiners where the oil enters. If I have to loop it with 8 more sure for flow to work.
Since I know people do loop piping to ensure flow stays up there.
Either way piping is involved and thats one skill I'm gonna have to master here.
Piping is weird yeah, just remember, simple pipes with minimal offshoots before your machines.
I only do this with a conveyor belts end product right now.
Items getting enough, if overflow, send down.
Hrm. Could I loop the oil pipes around to another 8 refiners into the residue?
Then separate pipes based on what they're doing in their output zone?
I am not that high off the ground.
I am at ground level...Eastmost oil field?
Oh. Same place.
This kind of feed also works.
its more about the feeding than the height, having headlift to get there is what you need anyways.
The lower fed one wants a full base pipe though to play nice faster
I made these in a weird first go, but its all stable
I placed down a blueprint containing 72 Power Storage, and my framerate dropped from 90 to 16
LOL
Hew question.
Sorry for so many I'm new to engineering
Functionally speaking, is there any difference in these pipe manifolds?
Do all extractors converge at the same point or bad Idea?
Part of me says yes because of balancing but another part of me says no because of the water basically going into the pipes both ways
I would prefer the 2nd one, because you have 2 pipes manifolding, instead of just one. When trying to push a mk2 to its 600 limit, I would imagine you'd have less issues with the 2nd design
Water? Yeah, you just have to math out the connections
Also, it would make debugging easier, because you troubleshoot either the left or right side
Oil lol.
oil isnt even connected here, they are all 300/min from their nodes
Same concept tho as the water
yes, the first one is more likely to bottleneck
I assume this is for a 3:8 coal plant? if so, the top one woouldn't work, because you'd be trying to push 360 water/min through a pipe that can only carry 300
Ok, I was able to fix my 600 rocket fuel issue.
Had to loop the pipe around.
Mk2 pipes carrying 600 seem to really dislike long manifolds
Yeah a 3:8 coal plant. I was trying to make sure it was working like that to not overcap capacity, so thanks for confirming that.
Nice, gotta keep that in mind for my setup.
With how water kinda flows in both directions I just didn't know if doing it the split way actually helped at all.
When trying to manifold a mk2 pipe, I find the best solution is to feed it to the middle of the manifold, meaning it splits 2 ways initially.
And also, looping around seems to help
I end up using coal gens weird, I feed from the middle and raise up water from 2 extractors.
Well I ain't that far yet so let's hold off on that nonsense lol
Well I mean, the refineries I have plans to throw down, happen to be between the 2 pure oil extractors.
So combining the pipes would be a thing, but...Not sure if bad idea or not.
This is how I do my mess, its just tall enough to allow the extractors to be right below
(this is a 780/min setup with sharding the machines)
My brain hurts and is drawing a blank not on the math but the design to get this to work.
Rather what way to face refiners, since my original plan would be that, but turned 90 degrees.
Are those all making fuel or one thing or is one side a respective thing?
Thats my coal power setup
...Can I make this work for oil refineries? I have a whole thing but I have flexibility and its somewhat throwing me off lol.
I think you can, just remember long/busy pipes can be nasty.
Even if looped around?
I havent tried any gross setups for a long while.
I've seen people basically have pipes go all the way around their machines in a somewhat manifold shape, but to circulate around I would think.
By this point my brain is not comprehending where to start, or the graph isn't making full sense for step 1 to complete to step 2.
This is what I do for the plastic, this for each line.
Does residual fuel lead into more fuel or no. Thats what I'm more or less trying to grasp. Like If I start with purely fuel, does it give less? If I start with residual does it give more?
It feels like my brain is really overcomplicating this, likely is but seeing piping and then trying to keep it orderly is a thing.
Idealy you go heavy oil -> diluted and call it a day
Thanks
yeah, the two base fuel recipes sort of blow and you don't use them once you have dilluted/packaged fuel
This kind of setup(with more space) is what you would go for.
I have diluted packaged fuel, but diluted fuel it seems.
Packaged is... a thing 
I waited until I had blenders myself
I have blenders. I just do not have an ounce of understanding them yet.
there's two recipes: dilluted packaged fuel and dilluted fuel. the packaged variation takes packaged water & hor through a pipe and makes packaged fuel in a refinery, the other which is a blender recipe takes a pipe of water and a pipe of hor and makes a pipe of fuel
they both are 1hor + 2 water = 2 fuel
cycle times and yields differ but the conversion ratio is the same
EZ clap
Nice part is, as you go it will be easier, since you can hold onto two recipes each time.
Well I'm willing to sit for hours to make a machinery lane look good and spacious for to walk in.
I can sit for 2 hours more in hopes of fuel.
Whatever makes the puzzle parts fall into a complete system my brain can sort, practice and reinforce like memory.
Even better to run around for more HD, mercer, and sloops while you do it.
Did that enough yesterday for like 40.
So thats a good portion of them out of the way.
i only have a small bit of dune desert left to clear
The center is all I have left if I start from the grassy fields.
Just work my way north from the drives there and I pretty much have them all. I somehow did left, right and bottom first lol.
i think the swamp, titan forest & pink forest all sort of suck to clear. probably titan forest is the worst due to the nuke hogs
Sooooon
only have two drives left to grab, slugs can stay there unless I am within grabbing distance.
The swamp I did all but oscillator one.
I do not have one of those and no sites are wanting to hand me one lol.
yeah, i have the swamp oscillator hd still to grab
I still have that one, and the green stinger crew in the red forest
depends, is this for coal power? what mk is the pipe? how much fluid are yo utrying to do ?
i have all the sloops and nearly all the spheres
your dedication to collecting slugs is incredible
u must really hate them
gotta grind them up and turn them into crystals
this is all i have left
I have no idea how many spheres and sloops I have. Probably not a dent at all.
If Iβm really that pressed for them I will just teleport repeatedly.
i gotta say clearing the spire cost is kind of a fun activity to do
Part of me says do so because I enjoy hearing whatever it is, speak of windows and such is funny.
yea i love the conversations
Is it a slow process and boring teleporting around?
Yeah, jetpack though with no fuel AND my patience wears thin at times with collections of mass items.
You can ask me to collect maybe 25 items, but thereβs not a chance I was ever gonna do AC2βs feathers.
I still need a station to mass produce me rifle ammo.
imagine not having biofuel supplied into the depot when doing this.
i almost wish that they didn't add the depot... it kind of ruins the need to ever travel back home
or even needing a home, lol
I still have not made a gun. 
yeah I made a rebar gun but I forget it at home and havent made ammo.
Eh, hypertubes already gave you instant travel if you chained entrances.
home is where the doggos live, and supply free fused frames ect.
i kind of feel like the portals end up being too late in game to really matter
I feel like the end game is missing something
There's still strategy in depots. I have blueprints that need over 1,000 concrete, so finding that balance of how many depots and how much upload speed you need is a little interesting.
agreed, you kind of get to a 'and now what?' point
its got the same loop/start as factorio, it just needs a task after or at end game.
Factorio has actually had the time to flesh out the end.
boosting speed by adding more isn't strategy, it's common sense
no it isn't, the hard part is marshalling the resources
You'd think so, but there was definitely someone arguing that malls aren't obsolete the other day.
They're as important and useful as they've ever been.
i still haven't built a proper one
tbh its a 50/50
sometimes you want something you dont need in a depot buffer.
Iβd work on one at my mega base proper, but it needs to be shaped.
Yeah. They've never actually been a particularly important part of the game.
Is it 201 spheres once you've research everything? That's plenty so you can have every item, including multiple for high demand items like concrete.

I've been meaning to make a spreadsheet to lay out where I want extra upload speed.
I've got five setup for steel beams. π
And I have blueprints now that require more steel than my depot actually holds.
Yeah, the 200 stack size hits hard on steel once you start making proper buildings.
would it be possible to run a factory only using Converter, Reanimated SAM and liquids (with sloops)
Yeah once I get going, thats my plan, beams/concrete ect alongside my one factory making a tiny extra amount.
Tools seems to think so sometimes 
Funny thing about global weighting.
Global weight my butt. Make SAM way more expensive 
(probably wouldnt matter anyways)
I still need to unlock turbo fuel.
Its there, i can nab it. I just need packaged fuel lol.
fun fact, you can get turbo recipes in hard drives before unlocking it. (currently)
At this point I'm just half trying to learn math via the calculator, and placements for the factory.
Feels like thats the disconnect. If I don't have a blueprint in the brain, I can't just shove stuff down and do math. Has to be organized and let me have space to make it organized so I don't lose the marbles.
Modularity brain go brrrt.
I have my portal strategy figured out. I'm going to have 5-10 master portals at home, and I'm just going to try and remember to always close portal links behind me. Maybe I'll leave a few open permanently.
I have 20ppm cells planned.
have you unlocked blenders
Might explain a bit.
I was tempted to let you keep going
Wheres the blender then? Tier 7/8?
Last one in T7
is there anyone online rn thats into the fluid stuff?
what train lengths do you people use?
4
huh.
1, 2 or 4
1 locomotive, 3 cars?
no, 1 loco 4 cars
1 loco and 1, 2 or 4 wagons
hey all. will achievements still be locked if I load the previous save in the same world but with AGS disabled?
aight
if it is a child of a save with AGS then achievements are disabled
it shouldnt
no, if I load a save before the one with AGS that has AGS disabled
if u dont load it with ags active then achievements wont be disabled
I don't claim I am but posting the context might help
perfect, thanks
what do you need
this here doesnt run at 600m3/min
on the bottom left is a fluid spawner, top right is a fluid sink
adding a pump to it makes it run at 600m3/min perfectly.
why?
this is something I have experienced too tbh but at lower throughput
its the way liquids move in pipes
it is the way it is because thats the way things do be
why does my phone fall when i let go of it? because phones do that.
dubious hypothesis: less space for the fluid to slosh back
i've been seeing similar issue with mk2 pipes expected to carry 600
so less backflow issue?
Where do we have fluid spawners and fluid sinks?
mods
Ahhhh
if i remove the thing on the bottom it works at 600m3 too
Blue is initial flow red is secondary and the blight blue is backflow
okay why would a pump help with that?
pump allows flow only one way
not for that sectaion between the pipe and junction
so it stops the light blue backflow i guess?
neither pumps nor valves stop backflow
if 10 water is backflowing the pump can only pump 590
i thought both pumps and valves act similar to diodes, and allow flow only 1 way
only where the pump is
same
i mean it doesn't allow flow from the segment after the pipe, to the segment before the pipe
Also I had a stupid idea to work around until I get blenders.
I can make packaged diluted fuel.
i've heard so many myths and stories about pipes that I don't even know anymore
What if I throw back into another packager?
wait what a valves works in that
okay this needs more investigation. usually valves dont do anything....
all your problems will me solved if the input is at the top of the junction i belive you can test it
i dont have problems.
You play satisfactory.
i mean, im not trying to solve a problem
its like telling osmeone thats doing car crash tests with crash dummies to figure out how to protect people to just not crash ur cars against the wall and then ur crash test dummies wont be destroyed
i want things to fail because i want to find out how and why they fail
I mean, I get it. Machines failing is not a thing I like seeing but my brain does troubleshooting with modular thinking.
Especially the pipes.
wdym with modular thinking?
Steps per construction. If my assemblers were having issues, I could just check the split point.
yea i do that too
If I have issues, its usually just modular designing that I can check every machine if its having issues and work from there lol.
did you know that my wet concrete setup doesnt work with 10 meters of headlift. it also doesnt work with 20 meters of headlift. it also doesnt work with 50 meters of headlift
it does work with 370 meters of headlift
Sections make troubleshooting fun. π
yes, its as isolated as can be
the biggest height difference in that setup is 8 meters.
why does it need 370 meters of headlift.
I'm about to make a pipe wall high into the sky a little lol.
Just to carry up oil, but oil is oil.
Time to try and make it a neat pipe up, but Mk2's go brrrt.
u joke but thats what i did to make it work
I can't see the refiners but that is....I wish to do that so gravity keeps me stocked lol.
Less pumps on my end.
well its not the gravity keeping it sotcked
a mk1 pump made them run better
u might say thats because a mk1 pump prevents backflow, but replacing htat same mk1 pump with a mk2 pump made it run even better.
so unless u say a mk2 pump stops backflow even harder it cant be because of backflow
Actually do pipes do that with liquids automatically?
backflow isnt real
If it goes up, does gravity actually help them down faster?
Side question about rocket fuel... does 2600/min to start seem like a bad choice 
I don't grasp pipe mechanics save for at a novice level to get my coal plants running.
...Can you make it work is the better question?
The story so far. I have 1200 free + the Well in the gold coast free (900/min total)
Also its about that time I do need to redo my factory. Again.
At least when the oil is running.
Both love and hate figuring out what to do here 
Since I don't have diluted fuel, the other option is stupid.
Package fuel. Send it to packager to unpack it.
Or too complicated.
Nope wouldn't work.
Fuel it is.
its never really worth slooping any machine except the very last one in a production line right?
I think theres a couple cases for mid production ones, but mostly last ones.
People mention it from time to time, but I cant remember the production chain that benefits from that tho.
I mean I'm trying to construct compact modular lanes that now produce space elevator parts.
It is a whole redesign because I used space poorly and spaced out too much.
So eeeeeeeeeh. If it makes heavy frames, smart stuff and into the manufacturers lane, I care not lol.
is there an easy way to reset the fluid in fuel generators?
Drag the fuel to the trash icon
oh thank you so much. just switched 80 generators to RF and really didn't want to rebuild all of that
use a garbage recipe first, to prime the machine
the sloop needs that to be functional.
π
Sadly still running from machine to machine, would be nice if we had that copy paste function and preferred fuels from jetpack functionality.
yeah. it's especially painful with how I set it up but it's much better than rebuilding all of this
this would be recipe, and then its copy/paste from there.
PLEASE GAME
might make a question site thing for it if it dosent already have one.
that would be very nice. or just make it flush in the pipe network it's attached to
Since copy paste functionallity only works if something has a recipe.
AND the fact we can just delete fuel rn like it was a machine.
whats the link for that
.. i need flavor text everywhere like with the gas extractors... why did they only put it there π¦
What do you mean by this?
Maybe i been using them wrong is why i ask
So like, say I want to sloop super computers.
I make one Heavy Frame first, THEN swap it to super computers.
With the sloops in there? And what does this do?
It starts the slooping, so it dosent "waste" the resources on that first craft you wanted.
Though blenders kinda suck for that
Ohhh by doing manually ?
Yeah
Oh no its just weirdly implemented.
I think it should work like shards from the start.
Yeah would be good.
Guys is this what they mean by building vertically?
It doesnt feel quite right, i mean, the smeltrys are place 9 meters apart to avoid overlap(2 4 meter founds, and a 1 meter!)
And i need to double this
Or should i do it horizontally and just build the other resources on top?
Play however you want.
idk how i want, just going for efficiency
define efficiency
when the game suggests building vertically, what is meant is "make buildings with multiple floors" lmao
well tbf i built up foundations to get the smeltrys to those levels xD
Maybe i should do a layer for copper, horizontally, and another for iron and ect.
That way the manifolds can be easier(their not fun setting up vertically like that XD)
Okay. So is this telling me, if I want to make heavy oil residue, I'd need...20 of these?
in general, a manifold of machines doing the same thing are best laid out horizontally. works best with mergers and splitters
when you build a factory for a multi-step process, it can be useful to have different steps occurring on different floors.
ie, smelting ingots on the first floor, sending them to constructors on the second floor, and so forth
22.5 I assume being a thing working at 50%?
i think the x means 22 and a half(50%) refinerys
looked at both those sites now and i think i like scim better
So 23, but its at 50. This is correct for 600 fuel, correct?
Also this doesn't make a giant spider web.
I can't handle the spider web.
the last 23rd refinery at 50% yes
Yes, you can do some really weird numbers as well and spread that between as many machines as you can.
Like this!
3 machines at 100%
and 20 others at 97.5%
in general iirc its better for power, but its minimal
Time to restructure again and add a loop of pipes.
I have 10 refineries in a line right now. I am not doing a straight 20.
suggestion
why not do what i did and stack 2 on top of eachother
its only two so shouldnt matter much in height
Fun fact you "can" still do a flat row of machines 10x long, just loop it on the side at the end.
and will just need a vertical conveyer
I have a whole 20 down, decent spaced for a pipe output of heavy oil to travel.
So I can loop around the 10, to the other 10 and try this.
I just need to make that pipe wall.
So would this make it...22 machines then? Or still 23 with that setting?
Think this weird thing, but at the end you have that one last machine.
11 row split into two, and looped.
This looks doable. Is this at ground level for the first one?
I have my feeds propped up a pipe and a bit for logistics
Since machines do a 10m headlift, nothing is lost.
Huh. I just have...This right now? Gimme a moment.
Brain says turn these 90, pipe down the line that splits off and yet rotates around.
I assume this could work, but of course....PIPES.
This is...11 refineries?
per side?
