#math-and-meta
1 messages Β· Page 210 of 1
Floor holes stopping flow, is a bug. Can have pump right under and still not get flow. If that happens with latest patch, is unknown.
Also why the whole "dont feed from underneath" meta exist.
See previous mentions of pipes not piping.
The whole "don't feed from underneath" meta exists because there is very objective weirdness that has literally nothing to do with floor holes.
Just add 600m of headlift
370 by last count. π
Oh yeah, that's what it was π
But yeah. Basically. It's got to do with machines eating fluid faster than pipes can fill up the input pipes.
And somewhat with junctions reducing HL too right?
Man, I dunno. π€£
Maybe?
But yeah, it does seem like junctions eat head lift like candy.
I dunno. Maybe?
I think that is the overall consensus regarding bottom feeding
That doesn't mean I agree with it. π And it doesn't entirely make sense given the body of evidence we've accumulated.
I'm absolutely convinced there's a separation between head lift and work pressure, and it's work pressure that matters. But some people don't even agree that those are different things.
"Fixed a bug where connecting a Pipeline Junction, Pipeline Pump or Valve to a Pipeline connected to a Pipeline Floor Hole would make it lose connection to the Pipeline Floor Hole." So is that main issue with floor holes, pipes didnt connect?
We just need to see the code (or at least full logic) at this point
That's what I've seen people comment about
Yeah, aside from the goat sacrificers, that's the actual issues I've seen with holes in general.
And like I said, that issue is incredibly obvious IMO. Pipes stop piping.
Guess thats why after enough rebuilds, it worked at some point, unless you gave up floor holes and just ran straight through the floor...
Yep. Depends on build order, too.
Because it was specifically a pipe already connected to a hole getting a thing put on it.
And also why it didn't actually affect as many people as you'd think: generally floor holes are connected only to junctions and machines. People aren't usually attaching stuff directly to the pipes off them when building manifolds.
The junctions are somewhere, so yeah, it depends on build order.
I assumed "don't feed from below" was unrelated to headlift
like, what I figured was that fluids will prioritize downward flow where possible, so even if the fluid can move upwards, it won't do so until the lower pipes are full
So, the reason why it might be, is because we know for certain that you can use pumps to make it work consistently.
And from there, you can add a buttload of head lift from gravity to also make it work.
my guess with pumps is that they're coded to have a higher priority than gravity.
so the fluid's flow preference would be:
pump > downward pipe > lateral pipe > upward pipe
If it's because of that, you'd expect Mk1 pumps to also fix it. That's not the case.
Pumps "reset" headlift, from what I gather.
guys its just 1312,5 turbo fuel per min
rookie numbers
for a first time play thought
Building amounts are not round, REEEEEE!! /jk
Add a 0 fixes the amount not being round simple really
found an insanely broken bug
hold space with the jetpack and take a photo it will boost you up
thats just jetpack + lag in a nutshell
yea but you cant control lag
welp i did it
2 HMFs/min
and ofc the first problem is me forgetting lift floor holes dont upgrade both sides for some reason
there's another one where the jetpack will run without fuel.
it doesnt consume that much fuel
its pretty good if you want to climb something
? not the bug I was talking about.
perhaps the priority weights scale relative to local headlift?
so if the setup is a considerable distance below the headlift max, it can fight gravity easily, allowing upward junctions the same priority as downward ones. but the closer to the cap, the more it'll prefer downward flow? hence Mk1 pumps not being able to out-prioritize gravity
There's one where it runs out of fuel and you keep flying
what you described is kind of normal. game lags while flying up, you keep going up during the lag. happens during autosaves too.
NOOOOO
there was a tiny piece of mk3 belt hidden inside a merger that should have been mk4
no wonder it was struggling
now everything is perfect
oh yeah, if I'm threading a merger/splitter onto a belt, I never put it too close to the connection point. don't want those tiny belt slices to cause trouble
That's possible, but see: that's not just head lift, now there's some other variable involved.
its fine if the belts will never be upgraded
they were, and i paid the price
a solid 2 minutes of nonefficiency, Ficsit will be mad
oh
Is....is that why they abandoned us here?
found a mk1 that should have been a mk2
Because of your inefficiency? π
IM SORRY
but its fine now, these modular frames just made me lose my mind
and im happy these 1 to 5s work
i should build them in my MFs factory bc there i succumbed to the manifold
oh my god i need to make fluctuators and oscillators now
the suffering is real
well, one way or another, since it's all just chained containers passing a numeric value around, it's all got to boil down to the logic of how connections & junctions decide which pipe to increment and which to decrement. and since they don't do it evenly all the time, there's a priority calculation somewhere in there.
maybe there is a separate "work pressure" variable involved. Or it could just be that the headlift variable gets used in two parts of the calculation (determining whether the fluid can progress at all, and also affecting how gravity is weighted)
It's not just passing a numeric value around. That's part of the problem.
At minimum it's passing both volume and pressure.
is packaged turbo fuel decent for drones?
It's between P. Fuel and Batteries/Rocket Fuel.
and nuclear fuel rods ofc :p
Nuclear fuel rods aren't in there. π
P. Fuel < P. Turbo Fuel < Batteries = Rocket Fuel < Ionized Fuel < UFR < PFR
huh wdym
doesn't nuclear fuel rod = UFR/PFR/FFR
can you even put fisconium into drones
If I say "C is between B and D", saying "F is too" doesn't make any sense.
oh i misread your statement lol
I haven't gotten confirmation of yes or no to FFR in drones yet.
TL;DR: it's not the worst, but it's not great at all. Rocket Fuel would be much better.
aight yeah ill do that
kinda wish they'd kept some kind of special advantage for batteries for drones. there ends up being no reason you specifically need them for anything
they should be re-chargable
with the t9 buildings or something
and you can fill em with different battery fillings idk
just like AA, L-Ion and nimh's
Isnβt the advantage faster speed without needing nuclear?
I guess itβs still not faster than rocket/ionized.
previously, batteries were the only drone fuel, so the logistics of making them was baked into the infrastructure of having a drone network
now they're no longer needed for drones or project assembly, so they're just this weird tertiary part that isn't super worth the setup compared to other fuel types
been planning to remake my steel factory so here's little scheme I got. What do you think?(Planning to make 1 Thermal Propulsion Rocket)
their only use now is SC's
versus making rocket fuel in bulk, and then being able to send some of it to generators and packing up some of it for drones
is OC or SSC better as of v1.0 anyways
I think OC is good now, or at least better than it used to be? cooling system / RCU synergy is good because you want to make lots of those anyway these days
Would 50-100 be a solid amount of them?
is there a rocket fuel alternate that doesn't use nitric acid?
nitro rocket fuel skips the acid and just uses straight gas
the hunt begins
what's the best rotor alternate recipe
better than fuel but worse than rocket fuel, simple as that
how do you define best?
as people said - nitro rocket fuel uses the gas but takes fuel and twice as much sulfur
steel rotor
what efficiency are you talking about? π power? space? one resource? sum of resources? weighted resources? complexity?
there's only one screwless rotor recipe
resource wish
yea my bad, thought copper rotor takes rods
use whichever one the calculator recommends you
my bad
the one that is screwless is also lest resource efficient
not many calculators recommend recipes
thanks for the help
doesnt ur calculator choose the most efficient one
don't be afraid of screws imo
once you have alts they're a very easy part to deal with
i'm just started to get into the game
thought it allows to produce rotors and motors from iron ore only
i have a build that produces 5.9-something of rotors, stators and motors from 2-3-ish iron nodes only
no
It chooses recipe path that leads to least weighted resource usage. However weighting is global, which most people don't care about
very expensively π€·
at that game stage you should be building steel anyway, so no reason to limit it to iron only
copper rotor is a great recipe, the only catch is that the copper is non-negotiable, so it's less resource-flexible than the others
i knew it was expensive and I had steel, I just wanted to show off to myself 
one of those things you do when you're bored because you just can
EXAMPLE!
Should I put the Valves at the point where i want the liquid to Divide or it doesnt matter?
you should never use valves
and why is that
n e v e r
they are janky and won't really do what you want them to do
but they do?
If you want to imprecisely reduce flow, they're pretty good for that.
i had a coal farm that the water kept beheaving wierdly and after i added valves to spread the water it worked fine?
coal gen* not farm
itll grow into a coal tree
yeah but do valves really not work or did they fix them and now its just an old rumor that keeps going around?
What do you think valves are supposed to do?
stop water from flowing in one direction based on the Liquid/M you set them to
Yeah, not really.
they can't really hit the target flow accurately, it'll always end up being some amount less. fluctuations will always work against you
Whether they just plain don't or just appear not to is.. an open question for me.
But they're not backflow preventers. They're valves.
no, it's just some guy in CSS is a lazy arse and assigned valves' flow limit to discrete values, which they did not bother to fix ever
how did they get the number 102 and 15 tho?
i get the 2.3622 but what about those?
As for my Coal Factory, i did this and it fixed my issue
and then round up to the closest number goti t
let me try something
90/600 (Coal Generators 200% is 90water/m) * 254 = 38.1 (Rounding it to 38)
38 * 2.3622 = 89.7636
so each pipe Valve transfers that number instead of 90?
In theory, at least.
So theoretically could we not reverse calculate to get our desired numbers?
head lift and pressure used for flow rate is entirly seperate
yes
the only way you can use valves is set them to be a little bit more than you need.
Which isnt helpful for aluminum water recycling
theoretically you can, but practically this will limit your throughput and production in long term
we dont know
its just the way the valve is implemented
so not really a bug just very much not explained
I see man the fluid system in this game is a whole blackhole of knowledge
technically it's not a bug, but will it be fixed? who knows
in satisfactory calculator how do you make it so that one miner is a pure ore vane and the other one a normal ore vane
"hey btw the valve doesnt have infinitely many small values"
so IT WILL be fixed
nevermind you corrected it
Let's not pretend that 1024 wouldn't be more than adequate.
if you're one of those min-maxers - yes, but imo what the game tells you is enough for regular playthrough
I'll just build with valves and pray that some day they fixed this issue
cant do 60 with that, you get 59.7 or 60.4
ill ignore it for now
no one knows. i'm not even sure if this was acknowledged by devs
why wont my train pick up quartz from quartz and drop it off at fishpow.co
is the station set to load and fishpow set to unload
Or, hear me out, store the actual target flow number. Then you don't have any decimals to deal with.
Then you can only have 60 or 61 instead of 60.4.
store it as a float
Or do that. That's probably fine right?
flow rate is already a float
yeah
Yeah. I do find it interesting that they chose to do that with valves.
is it bad to have two drones going back and fourth from two drone stations or no?
like will they get stuck
does one of the stations have power? are all the tracks connected to each other? does the station even have anything to load?
Okay so i know trains have a 27.08 or something second delay because of animation but theoretically if i have a factory producing x/min and another needs x/min of the same item is there ever a scenario where the train will cause a loss of efficiency?
ok so ignoring the whole Valve issue at hand right now, Should i place them at the START of the point that the liquid will Divide or does it not matter?
I've never seen this bug before
tracks are all good but train just stops at the station doesnt load then go to nezt station
if you have storage containers to buffer input you can usually compensate. But the longer the train route the more likely you will run into the limit for trains
Is there any calculator for this to determine how many trains you need etc?
I don't remember if both stations have to be powered, but try to connect the quartz station to power - the station can't load if it lacks power
there is none, theres only the wiki page
I tried this in another world and it was the opposite, for some reason the output (factory) had MORE liquid than needed
you have to math it out yourself or just YOLO it
Guess ill have to do some math myself π
the main annoyance is having to time the train route yourself
from there, the math is pretty easy
The old nice use for valves was when you could set it to 0 flow to have a static water tower to give you completely free headlift
both stations now powered and it just ploughs through
Well i mean that makes sense the input will have less since the train is transporting more than x/min
Yeah i guess ill have to use a stopwatch on my phone or something
thats not how it works, if you use buffers/storage (fluid/items)
ive placed the frieght station in front of the station, could that be a probelm
?
link to message about why not to use valves
I mean it is since the output buffer will have more than the input buffer
ah, yea it might actually be the one - i always installed freights after train stations and had zero troubles
im NOT reading allat but i did read the Picture images. It makes sense now why its a small amount less you're right, but i feel like for a game like satisfactory they wouldnt keep it in the game, you know what i mean right?
#math-and-meta message
This was a pretty good summary from earlier about calculating train throughput
I mean if you're not reading it that's on you π€·
but vavles shouldn't be used, whether you read why or not
Definitely saving that for later
i mean, dont the picture images explain the text above it?
There was a pretty good conversation surrounding it too that would be worth reading
I kindof want to put together a simple train manual to explain buffers, throughput, and their limits
the entire fluid system is a bit janky.
Valves are simply a bit too niche to use in any factory.
You cant use them for precise limits cause they arent accurate enough
you cannot fully stop backflow as a pressure surge wave will affect the input side anyway
So now the valve basically doesnt do anything you would use it for
is my calculation off to a bad start about my factory's build? I ran out of concrete like 5% into starting the first level logistics floor XD
the image is just one of 3-4 things that's problematic with valves
which leaves it as a decorative piece in the best cases
i just read allat and damn
so is this alright?
is it bad to have two drones going back and fourth from two drone stations or no?
like will they get stuck
entrances.
about the "Full pipes are happy pipes", what if im using a liquid fleight to transfer oil/water? If my input is 50/m and my output (factory) is 50/m wouldnt the factory eat up all the liquid and make the pipes empty?
like so?
but with verticality you need full pipes in some places (usually the lower ones) else you just dont get any flow
who is this for?
pipe fullness is different thing than pipe throughput
a pipe moving 50/min can be full, or can be empty
you
ah thanks
yeah. you need exits too. block signals are usually for exits
I would also recommend not using roundabouts, instead use normal X junction
hm the youtube video didnt do that
youtube videos aren't always correct
yeah but like mmmm
Lets say my input/output is 100/m and im using the "Full freights then leave" method (Someone told me if i do it like this they work like HUGE Conveyor belts in a way), wouldnt the factory just consume all the liquid before the pipes get full? or would the train have to do a couple of rounds so that the pipes get full and then it will all get stabilized by itself?
trying to decide between rocket fuel and batteries as my primary fuel source for trucks and drones right now, anyone have insight or advice on which is more efficient to use?
if you have trains, you want to have buffers on loading and unloading sides
(please ingore the valves... ill still use them even tho i know they are flawed...)_
yes im transfering water, my future factory is quite thirsty
not sure if it would even stop at the station if it can't dock. i can't check the exact reason right now, sorry
its okay
if it's stopping and immediately leaving again, it can't load/unload. check that the freight platforms are set correctly and that any platforms meant to load are receiving items to load.
also any platforms in front of the station you're docking at are ignored
i know almuninum numbers are fun and cool, but holy numbers
using pure doesnt much help with the bauxite cost there. you lose 25% of ingots
Yeah its the conjunction of sloppy you go for, well sloppy and electro scrap, you get a 1-1 ore to ingot minimum
Ok i have a serious question right now.
A train that has 1 Loco and 4 Cars that are empty
and
A train that has 1 Loco and 4 Cars that are full
Will they move at the same speed regardless of the incline?
so what ratio should i use?
depends on the slope / incline
Does that mean they also hold their speed better after coming down a hill?
they speed up faster downhill and also slow down faster when going uphill
!wikisearch freight+car
Freight Cars are non-motorized vehicles that can be attached to Electric Locomotives or another Freight Car to form a train. They have a capacity of 32 item slots or 1,600 m3 for fluids and allow for the transportation of resources over Railways. Freight Cars can be loaded and unloaded via Freight Platforms or Fluid Freight Platforms.
1 to 4 might work, but corkscrews add a lot of curve resistance
if it was a straight ramp it would work fine
alright then ill go with a 1:2 ratio just incase
is it normal that the manufacturer loads the items slower then the belt is delevering them?
edit. nvm was stupid i had a normal splitter in the chain not a smart one :D
i dont understand signals π
Block signal: "if there is a train in this block, I can not go there"
Path signal: "if the path is clear through the next block signal, and I can go to that block, I can reserve a path and go there."
if you dont have any crazy interceptions you can do everything with block signals only
when playing satisfactory I miss my factorio train intersection blueprints I shamelessly stole from one youtuber
Can't shamelessly steal them again?
Oh, factorio. π
Look up the Community Railway Sets.
i will as soon as I'm gonna be using at least one intersection
Ok.
So im making a train that has 40 Freights to transfer Water and i tested the time for it to come and go to be 6 minutes long, but when i calculated my production and consumption rates i found out i need MORE freight cars. Wouldnt that make the Railway LONGER? therefore INCREASING the travel time? THEREFORE INCREASING THE AMOUNT OF WATER I NEED TO TRANSFER? so i can keep up with the consumption rate?
Adding cars shouldn't make it take longer, no. You just might need to add more locos too.
use more, smaller trains. 40 cars is massive
See? More locos.
Yeah but that would make the Railway bigger
Aye. Split the time it takes for a load to get there. More trains, not as many cars. More consistent shipments.
Therefore increasing the time...
More locos wouldn't do that.
By more locos you mean more trains? As in, not locos on one single train.. right?
No, I mean more locomotives on one single train.
But that would increase the railway tho
imo if you need that many cars to transport your water, consider building that factory on the water instead
whatever you're adding water to is gonna be a heck of a lot easier to transport
How?
how much water are you moving, and what is the track distance
what do you mean by "increase railway"?
By... Adding space so that the loco fits in the railway station?
It doesn't have to fit in the railway station.
Around 13.5k per minute and the time is like 6 minutes
if you tack locos on the back of the train, they can hang out the end of the station
But then it wouldn't look nice :(
not fully sure how to properly set this up
What.. wouldn't look nice about it?
Anyway, I've answered your question in the scenario you've posited. π I agree with everyone else: just don't.
Having them go 1 train 2 cars 1 train 1 cars looks nicer than 1 train 40 Cars 10 trains (numbers are for an example(
I mean, that's.. more or less right. π
Are those all path signals though?
All routes out of the intersection should be block signals.
Generally you want all path signals to go to a block signal.
Sure I want trains that transfer items but that doesn't mean I don't want them to look good while they do it
Then make 10 stations that each run 1+4.
idk what to tell you dude, fluids are hard to transport via train in the first place, and you're doing 5 figures. maybe do two parallel stations alongside each other, 20-30 cars each?
i put blocks between stations path at entry and exit
Block at exit.
based on the volume of water needed, I'm guessing this is a nuke build?
you should always build those right at the water source, it will save you from whatever you've got going on right now
but that means if a train is on the way to a station nothing can enter the track
Would it be better if I calculated the travel time to always be 10 minutes (even if it's 1, 2 or more (less than 10 minutes though)
I'm gonna use the "Full freights and then leave" method so I feel like it would be better to add more time and based on that time set up the trains so that if they need less time it doesn't matter since they'll wait until they get full, but if it's more time then you're kinda ducked
Are you saying that's currently different?
why are you moving water and not the other way around...
Turns out dream logic isn't real life logic.
I can't make my dreams come true in real life, but I can make them in satisfactory and I WILL.
But please tell me if my logic here makes sense
if you can guarantee less than 10 min RT time, go for it, it's always safer to overbuild trains than under
Is your dream to co-star with Adam Sandler in The Waterboy 2?
We're talking about this, not that.
let's GOOO, also sorry but this would work even if the liquid is slow like.. example: Oil at 120/m right?
all liquids are the same speed with respect to trains
I need 13.5k/m water, but it would work with less /m right?
The "set a 10m road time just incase" method that I thought of above
path signals work almost identically to block sigs, you only need paths on the entrances to the orange block, all others will behave as blocks
the theory is sound, but adjust the road time based on travel distance. gold coast to dune desert nitrogen well is probably more than 10m RT depending on track layout
Yeah I know I set it to 20 minutes for now
doesn't make a difference. the max throughput calculation is the same no matter what you program the train to do
programming the load/unload behaviour comes into play for stuff like:
- saving power on a low-volume route by reducing the frequency of trips the train takes
- improving distribution when trains arrive at a station in succession (so if one train empties out the station, the second train will wait around until there's more to collect)
Anyways after this factory I won't really build anything else huge until I get to tier 9
yummy 55 HMF/min, soon to be 45PCC+10FMF
I want to squeeze out the most quartz crystal and silica from my quartz nodes. Is quartz purification -> distilled silica the best chain for me to use?
it's a great alt to get more of both. But your ratio of consumption may still need more of one or the other from another recipe
and it is a good deal more complexity for something you may not be using all of your quartz for yet, anyways
you get a 5:9 crystal/silica ratio no matter what, but the yield is excellent. so if you need a healthy amount of both, it's a good choice
Yeh, I'm planning to use the crystal to make a tonload of Crystal Osc, and the Silica to make circuit board, hight speed cons, nuclear fuel.
So I kinda need a lot of both
The added complexity yah, but I feel like it gives a good amount of product per raw quartz
Especially if I 250% OC and sloop the refineries
that may be low on the product chain to get value out of sloops... but it's not a huge jump of more complexity anyways
one handy thing is that if you make 5 Distilled Silica blenders (which is what you'd use in processing 1200 Raw Quartz), you only need to give one of them fresh water. The other 4 can run off the collective byproduct water
cool
if a drone station is full, will the drone just stop going back and forth until it starts to empty?
@thick heart If a drone docks, trying to unload but is unable to unload due to a full drone port, that drone will just sit until it can unload.
i am going to kill myself
wheres the problem?
24k copper
640 fucking refineries
320 if i sloop 160 if i double sloop
oh wait fuck the particle accelerators are gonna pull 300GW too
and i need 400Gwh of batteries
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
But why would you do that to yourself
for 50 nuclear pasta/min.
wait, will i even have copper left for the rest of the spelevator parts
i leave only like 6k copper on the map
i can cheat a bit and summon a thousand sloops to cut that in quarter
thanks
why.
fluctuations
my grid does 110k rn, will do 600k after i copypasta all the reactors
1.3 after plutonium but that is hell
wouldnt that like, entirely waste the effort of the rest of it 
Why do you need 50/min
i never said i needed it, i want it :D
i need to set some real goals or i js get bored
factory games are those where you scale not because you need but because you can
While refineries are pretty good, check out foundries. Copper alloy is really strong
And you can fit more of them in a bp
wouldnt that be like 15k cu and 15k fe
Beats making 1600 refineries
Still though, I do not think it's good for you to do this
You're just asking to get burned out
if i figure out scim copypasting
Iron is easier to deal with than pipes of water
I mean it reuses extra water π π
evisensi
how many Crystal Oscillators do you have per min? is 45/m too much?
if you want to make Alien Power Matrixes, that'll make life easier. If not, it may be overkill.
why??????
why would you ever wanna do that lol
because i can.
It's like turning the entire map into a giant ballistic warp drive sink
Is there a reason for this? No. Can you do that? Absolutely.
The little light-blue Signaled Block of rail on the right side - is it needed or useless? Will it break pathing? (in case it is hard to see - that right-most rail is signaled P>B>P>B
it will slow down any passing train cause the path isn't reserved until the train is in the block before the path signal
you should be able to remove both of those signals and it'll work better
the setup is a bit confusing
So with small stations attached to pass-through roads it is better to keep that middle part "same single colour"?
yeah basically
Okay, cheers
according to satisfactorytools, this is the max amount of warp drives you can produce, which is equal to about 211,414,393.346 points per minute
post the setup again after you remove the signs @flint rapids
not really, that will just end up running off biofuel won't it
Nobody said this amount would be feasible 
which is the best circuit board recipe?
Best for what?
i dont know how to fix it, but it doesn't look like two trains could go past this station at the same time in different directions. also looks like the left path signal is angry. the left path enters at the far site, and the right path enters at the far site too, right?
There's not many recipes in SF that are direct upgrades (I can only remember cast screw and solid steel ingot)
if you are willing to elevate the track, you could have the two straight paths occupied at once
what about this?
Okay. Pipes fixed. I can run these forever on OC.
WOOOOOOO. I now have 12MW of power.
It turns out however I might, just might be able to run more fuel gens.
i assume one path is one way, and the other is the other? like northbound and southbound
This setup is right-hand drive, Left path enters from far back - southbound, right path enters from under me - northbound.
The far away path signal on left track is in norma "waiting for reservation state"
I understand eliminating crossings with elevation - that is possible, but don't quite understand the rest and these letters.
ah, i meant B for add a block signal, and P for add a path signal. although, i dont have all the detail. Do you ever want trains to go by here, or does each one need to visit? cause if that's all orange, then only one train can pass the station at a time
i would try a path signal on the right side of the right road, between the two intersections, so the rail can check if the station is free. also, a block on the right side of the left path, and a block on the left side of the left path between the two intersections, so trains can go on either side. following the principle of "after every decision, put a block. before every decision, put a path"
Whatβs the math to calculate uranium fuel rod to uranium waste?
rods/min * 50 = waste / min
this would do the same job, but it would remove some signals. essentially, the components of your big circle would switch sides
What about waste per min?
I follow. I'm going to test that part with 2 dummy stations as is
Is it *10?
each reactor burns 0.2 rods, so it's 50 per min for each rod (as one rod/min fuels 5 reactors, producing 10 waste each)
neither of those are direct upgrades
every rod you make will eventually make 50 waste, is another way to think it
Looks like my oil refineries toward the end aren't getting enough oil, but the 12 gens at max OC with basic fuel are running.
Without issue. So I assume some piping changes and then maybe, just maybe it'll turn out well? I dunno. It works like a charm right now.
smelters take up next to no space and use next to no power, and solid steel can also chain with pure iron or iron alloy to further increase production. it's one of those recipes that's as close to a straight upgrade as jt gets
it also has nicer ratios
yeah im ngl solid steel is like as direct upgrade as it gets
it's not "direct upgrade" then, but "direct upgrade if you choose to ignore some facts that you chose to ignore"
You are right - thrain wasn't able to pass on the right when left track is occupied. I fixed by adding two middle sections instead of the one small one I had before.
They are passing fine now.
I think at worst it might cause a small pause.
its more like the other way around.. it is really hard to actually make solid steel worse than vanilla
sloppy electrode?
much better looking. if you have the patience, you can always add another block signal after a decision, and see if the new colors make more sense. good work!
electrode uses oil which is rarer than coal. it's more of a sidegrade
easily - it's more complex
also adds a lot of complexity in turning the oil into coke
it uses like 1200 oil to 10000 ingots, pretty worth it
actually, like 600 if you loop properly
but its literally one smelter.. a 1 to 1 machine..
... which is still more complexity
yeah i mean it's really good, but not nearly as much of a straight upgrade as like solid steel or encased pipes yknow?
no
unless you want the silica
there's no "pure upgrade" recipe in Satisfactory
pure aluminum reduces output and speed
for me, anything that turns a manufacturer into an assembler is huge cause it saves me 2 sloops hehe
Encased pipes is probably my vote for closest to a direct upgrade, because you can switch to it by only swapping recipes on machines. But it's only 4ppm versus 6ppm.
even if you're making a lot of EIBs the difference in speed isn't that huge
ingot -> screw instead of ingot -> rod -> screw is also like an insane QOL for me
I'm not saying the recipes are bad, I'm just saying they aren't direct upgrades π€·
it's not a 100% straight upgrade when you consider steel rods -> default screws being more efficient than steel screws, but it's still extremely OP
I'm going to use steel screws over cast iron tbh.
but yeah if you're not using encased pipes or solid steel you're leaving efficiency on the table for no benefit
If I need to transport ~4800m of water upwards like 90ish walls whats the best way to transport it up since I need multiple pipes thats a lot of pumps to set up
12 pipes not too bad
only need one pipe that pumps high enough
if you dont mind kinda cheating you can use the closed valve headlift trick to give free headlift to the whole network
whats that
make a pipe or buffer that has fluid as high as you want the head lift to be and connect it to the network through a closed valve
it's like a water tower but free
Hello! Does anyone have a blueprint of a coal plant?
you're not gonna get a full coal plant in a blueprint
thanks
use the standard 8-3
also your fun is valid you play however you wantβ’ but i think downloading blueprints kinda spoils the game
And probably will break since it's using valves and buffers
Maybe I expressed myself wrong with "plant"
the valve is just there to completely stop the flow. you're just passing the headlift from the buffer over to the rest of the network. no valve jank is involved here
blueprints are useful for 1. vip 2. rail segements 3. road segments 4. rail spirals (greeny i know they suck) 5. building (manifold) templates
like, who wants to build their own vip junction amirite π
What are you talking about?
i built my own VIP and got two people to put like 10+ hours into figuring out what the hell is wrong with it
3 water extractors feed exactly 8 coal gens
ty!
Added two more signals in the space between the main lines.
They didn't work when they were Block, but are working fine now that they are Path.
Feels weird to have a section that has a Path on two entrances, and also sections that have Path both on entrance and exit, but it works.
don't really need those path signals there tbh
before adding those, if a train exits the station, it wont let the other line go
if it's exiting the station toward the top of the pic then yeah obviously, that's gonna happen either way
if it's exiting towards the botton then it should only block the track next to the station
but it'll stop ot either way
i recommend just leaving it how it was after you removed the little blue block
like this just leave it like this
at most a pair of path signals between the 2 intersections
why signal like this...
all you need is two paths and two blocks
three paths. one coming out of the station
Like that if I had a train anywhere in the orange section - another couldn't enter even if it was on opposite line.
if a train is coming into or out of the station through the right track it's gonna block both tracks no matter how you signal it
if it's using the track on the left then that one will be blocked but the right track should still work
this will happen pretty much no matter what your signals look like, and the pic with the big orange block is the simplest solution
ok I actually quoted the wrong pic. forget about the signals in the middle that koobz suggested, just 3 paths in, 3 blocks out
seems to work and be full of water? maybe pipe connection is broken?
never mind they werent connected to power lol im so stupid
i did an oops too while pasting...
this kinda pisses me off π
@tropic hazel example ratios using different recipes
example of a 780 sloppy electrode set up and some clockings
i used 4 making electrode at 100% and 3 making sloppy from byproduct at 70%
no shards
But only with mk2 pipes, unless you do some shenanigans
Easily with mk1s
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
Makes sense
I might need to rebuild my 36 refinery setup completely
same
adding pumps makes them work
just, pumps everywhere. even if it makes no sense. all the pumps.
Liquids are here as agents of satan
it works, apparently, if and only if you knew some arcane knowledge about irl fluid dynamics
no, its really simple. add pumps. theres no reason or logic behind it. pumps make everything work.
Fill your pipes before using em
that doesnt help.
my personal rule is that you never do 600 on a 600 pipe
its very simple to do 600 on a 600 pipe
It absolutely helps
this mirrors my experience
i can start my setup that feeds 600 water to 16 refineries (bottomfeeding) dry and it warms up to 600 rather quickly
it just needs 370 meters of headlift
Didnβt say it was mandatory, it helps.
the 10 meters of the water extractor arent enough to move the liquid up 8 meters. the 20 meters of the mk1 pump also arent sufficient. not even a mk2 pump is able to push liquid up 8 meters.
oh and loops never worked for me
hmmm
If a pipe isnβt filling, thereβs your issue. Weβre talking about people who are having issues, they arenβt masters, it helps them when they donβt immediately have sloshing
yep.
valves help
370 meters of headlift to lift fluid up by 8 meters
valves didnt help at all, 370 meters of headlift did make it run perfectly
O.O
well, i tested iwthout pump, then with a mk1 pump, then with a mk2 pump, then with 370 meters of headlift
No pump water extractor efficiency:
42%
41%
MK1 pump water extractor efficiency:
71%
74%
MK2 pump water extractor efficiency:
97%
89%
370 meter headlift water extractor efficiency:
100%
100%
theres EIGHT meters of height difference. eight. all i did was add headlift and that made it work. WHY.
what do you mean when you refer to headlift
the headlift is the number of how high fluid can go
Head lift is a game and real life concept. Itβs the vertical distance a pump can send water. The mark 2 adds 50m
What are we looking at
yeah, laura is pointing out some jank in how fluids in the game work
Do hypertube wall holes not actually make a visible hole through the wall?
Oh ok, thats what i thought it was, i just got confused when you said you added headlift. are you refering to adding more pumps?
yep. i got 370 meters of headlift by building up 80 foundations (320 meters) and placing a mk2 pump at the top (an additional 50m eters)
then i built the pipe all the way back down to the machines.
The upside of the game's unrealistic fluids is that pumps are also infinitely powerful in terms of liquid volume, and you can get one pump to affect thousands of cubic meters per second.
that resulted in 100% efficiency
without any more pumps inbetween?
with pumps inbetween, obviously. otherwise i wouldnt have gotten 100% efficiency.
ah alright
Donβt need pumps on the way down of course
adding a pump on the way down makes it stop working of course. because it resets the haedlift and u dont have 370 meters of it anymore.
I only pump down, then it come back around from the sky
as the saying goes, s*** rolls downhill
it's only realistic when it wants to?
heres my test setup
the game is made with dark magic designed to tortue the people that play it
ahh organization....
oh thats just a sloppily bashed together test setup.
only the pipes probably
my oil setup is /chefskiss/
yea belts have been working perfectly for me. everything has been, but pipes.
what the fuck
this most recent iteration, i made a BUS based off a youtuber. It worked well but man......straight lines and I dont get along
yep. im sure it could work with less than 370 meters of headlift, but 50 wasnt enough so i went to 370
noooo not a bus setup.
something i'll mention, no idea if it is a thing that you are running into, but pipe networks sometimes don't recompute their headlift when you are adding and removing pipes. to eliminate that, i'd recommend deleting and rebuilding all the pipes for each test configuration, including the extractors themselves
#TeamMainBus lets goooooooooooooo
that possibility can be excluded due to the test results.
what did you think about it?
i've seen pipes do some strange things with 'memory' of previous headlift. things i can't reproduce or even posit an explanation for
it was really surprising to realize just how little material actually gets used in the game
i know right?
i feel like so many people overbuild
haha, i would never...
im definitely not going to consume all but 37.6 of the oil on the map
/USA theme song can be heard playing in the distance/ (yes im calling it a theme song)
granted, making 2500 Copper Ingots, 1200 Alluminum Ingots and 480 Time Crystals.......was rough
im even transportnig 600 oil per minute in a single train car
this would support my theory that in addition to setting the vertical limit of fluid flow, headlift is also used to weight the priority of flow between upward/downward paths
so even if there's enough headlift to reach the destination, fluids will still prefer to go lower the less headlift they have, resulting in inefficient sloshing around instead of traveling upward to inputs
this is only if you feed from below though right?
yep, i think so. at least i never had these issues when feeding from above or from the side. my hypothesis is that refilling a vertical pipes /eats/ headlift. if junctions ate a static amount of headlift than the ones further back wouldnt get any fluid, but they do, just not enough.
cant you just underclock everything to 1% so everything fills up completely then turn it back to 100% and not have an issue? No slosh?
no that doesnt work. flooding the system is useless. the tests i did were WITH flooding, it was still 41% efficiency.
I think if you were to feed a single machine from below, it would be fine because that's the only path it can take
it's when you have manifolds with lots of junctions, creating lots of paths for the fluid to choose, and "gulps" of fluid being taken from various places along the pipe. that's when the the fluid will slosh back and forth as much as it can before it'll actually go up
Hmm. If thatβs true then I take mine back
i should really start feeding my fuel gens from above and not straight...
or make 1 less fuel gen
Same
feeding straight or from above doesnt make a difference in my experience
nah, thats a waste.
u can make 600 work. just add pumps.
adding pumps between machines oslves basically all problems
lmao
should it solve them? fuck no. does it? yes...
i mean if i need power, 250MW is not the dealbreaker compared to scratching my head over design issues
ye im just gonna keep using 550 max in mk2 pipes
just make 500 fuel instead?
or 700 and 2 pipes
u can trade 8mw for 250 tho..
also its not even guaranteed that that would fix the flow issues
ye 580 is kinda close
Idk i always fill my 600, never had an issue
no even with less ive seen issues. ive had issues pushing 400 through a mk2 pipe.
but then again im never doing pretty designs where the pipes go up slightly
my game is built differentπ
sidefeeding or topfeeding avoid most of the issues ive talked about
thats 600 nitrogen and im using all of it....
but to your point.....pumps....all the pumps
Yeah two options, pumps or loops.
I remember another user a day or so ago fixing problems with rocket fuel using a looped pipe.
or dont do 600/min
loops dont really help with bottomfeeding issues
400 =/= 600
ye im talking about topfed setups
i used to try loops with alluminum and water but then i got tired and wanted to move on so i just made wet concrete and sunk it
I did that with an oil node by accident and it hasnt ever stopped working 
what did u do by accident?
looping it around the junction?
Fed a manifold and looped it above, but fed from the bottom pipe.
(I could also be misreading terms, im not in here too-too often)
yup
I had meant to feed it on the upper pipe that was the loop
if it worked then it probably wasnt bottomfeeding
if it splits into 5 machines or something then its really easy to get 600
its only an issue for large sets of machines
dont really need a loop if you connect it in the middle
it did kinda, the loop made it stable and I kept it
i love that your sn is dont do 600
If the top pipe has water in itβ¦
nope thats not bottomfeeding.
so glad you explained it 
the main pipe is at the same levell as the machines.
bottomfeeding is when a pipe goes up from the main line for each machine
this is bottomfeeding, the main line is below the machines and a pipe goes up to feed the machines
Bahroth, you could just have raised the pipe to the limit of your pump, then sent it back down to your loop
Actually then I did this opposite by accident 
That was what I was going to do but autopiloted, then added the loop.
yeah idk how you can do that without a loss
do yall not use blueprints?
i just have it elevated by default in my refinery blueprint
i do use blueprints. i choose to have it below because its perttier. the thing in the pic is my blueprint.

oh you know you could build a water tower to create a higher head lift
pumps. unnecessary pumps. that blueprint (but repeated 4 times) is what needed 370 meters of headlift to work
if headlift gets eaten then id have to build a water tower for each row, which would be equivalent to just placing a few pumps between the machines but uglier
I stated making my factory π
I like a mix of above and below myself (but I havent went ham with BP because PC is crap)
uh oh, i just got a 'cloud error'
are those coal generators?
can you send me that blueprint?
Where is this from?
refineries
from the pipe manual, its in the pins and in #welcome (i htink its the pipe manual, it looks kinda unfamiliar)
if i have 8 belts with varying amounts (totalling 4320 items pm) how can i easily merge them into a bundle of mk 5 belts
specifically 3 400 belts, 4 600 belts and one 720 belt
Bus is always the answer
Either that or abuse the overflow function of smart splitters
High throughput belting using Belt Compressor Units or as i like to say manifolds of manifolds 1 What is a Belt Compressing Unit A Belt Compressing Unit (BCU) is made up of multiple Belt Compressors. (see also https://satisfactory.wiki.gg/wiki/Balancer#Belt_compressor) They take two inputs and f...
But that would be a mess, but a fun mess
Heyyy
Yup that's what I was thinking and I didn't know it had a name
currently making 4800 plastic and 600 rubber.
out of 1800 oil
So pretty
Are SAM-based ore conversion recipes ever useful?
If you need bauxite or uranium
not really imo
sam is kinda scarce
But there's already so many resources on the map
this thing is going to need about 2500 powershards
Don't forget to somersloop your powerslugs in a constructor
If you run out of bauxite or uranium mines, you're doing something very extreme...
Oh wait nvm
im automating them
yes. i love extremism
writing production planning checks your CPU can't cash (cache?), eh
fuck yea got the third slice running, still 100%
15% of the games oil being flawlessly processed in one location
oc supercomputer has become a lot more viable with the change to the cooling device recipe
i plan to use the default recipe. not sure why i chose that, i think because it uses more oil
past game versions, superstate was the only way to really fit lots of turbomotors & supercomps into a world, things there have changed a bit
the cooling system alt recipe (device) actually became good
i think OC still uses too much aluminum & HSC's aren't cheap either, but it isn't horrible and the sloop factor changes that a bunch too
it trades quartz and bauxite for a bit of caterium and lots of oil
and i want to use as much oil as possible
here are the other alts it uses. all chosen to max out oiil
how do i turn multiple fluctuating belts into full ones/an overflow one? I cant use compressors, due to the fluctuating output and balancers have slight gaps if you try to fully fill them if i understand right
what i'm wary of with the default isn't so much oil, but copper
i'm not using tons yet, but i will be
whatre u going to use it for?
you need a bigger buffer on the any line, so either make the belts longer or add a container
but this isnt really an issue 99% of the times
i need almost exactly 2 full belts for something, where does the buffer go? its kinda unclear
oh wait nvm
and thanks
what is the formula/maths to calculate uranium waste from reactors?
so what would the number be if i am making 24 uranium rods per minute?
24 * 50 = 1200
Or more specifically,
24 / 0.2 = 120 reactors
120 * 10 = 1200 waste / min
ok thanks
Quick question about sinking and tickets. Is it more worthwhile to sink more advanced products than basic ones? I.e. if I had say leftover iron ore would I get more tickets per ore making it into iron plates and more again for reinforced iron plates or would it work out the same? To be really pedantic if its better, is it still better when including the power cost I.e. the sink value of whatever fuel is being used to generate the power?
yes, you gain more points from processed products
Thanks
in general higher tier items multiply the point values but there's exceptions
because i just recently did the math on one such instance, rubber concrete is worth less than the points for the rubber you use
for default recipes the value doubles
as in 30 points of ore turns into 60 points of ingots turn into 120 points of plates
just split all fluctiating belts with a smart splitter into normal/overflow, then merge all normal and all overflow ones?
from the wiki "Eight alternate recipes actually provide less points than all of their ingredients combined: Compacted Steel Ingot, Coke Steel Ingot, Rubber Concrete, Steel Coated Plate, Coated Iron Plate, Caterium Wire, Plutonium Fuel Unit and Automated Miner. "
I'm thinking that statement hasn't been updated since 1.0's release
yeah 'steel coated plate' doesn't exist anymore
that doesnt work if a recipe outputs multiple items at once like pure iron outputting 13 ingots
if you have 2 lines outputting 13 ingots at the same time then it will overflow some of those, even if the belt is otherwise empty, resulting in too few items on the "any" line
you could add a buffer between the splitters and the "normal" mergers if you worry about this a lot
automated miner is still a pessimization on points, but not nearly as bad as it was
yes thats what i suggested
still, that many buffers might be a bit much... you could also input limit each belt so the combined output belts are just fast enough to handle it
does this mean i get 5 plates per minute or 15?
Sounds about right
Well. Now my pipes act up. Fuel itself is being slower on arrival to the fuel which means, gens run out of fuel.
About to just cut down refineries and just overclock a few lol.
maybe start with describing your problem when you started doing this diagramm from one side (most likely input) to the other one (output)...
Problem: Splitting up 67.5 ingots and 52.5 ingots respectively
and thatrs it
just don't... use a single splitter... after a while the 52.5/min will be full and the splitter will redirect more to the other one
splitters in SF are not just 1:1 splitters... they do, but when one side takes less and backs up, they redistribute the remaining stuff to the other outputs
thats the whole reason why Manifolds work...
I know what a manifold is
I just dont want to use one π
Cause I always use them when I feel stupid and I want to learn to distribute the resources
(mostly) everyone uses them...
but to get a hang on the numbers (52.5 and 67.5 in your case)... look for a small number to get a clean fraction... multiply and divide both to see whats going on
e.g. take 52.5/67.5 and multiply it with something that gives you a whole number
Im in calculus and ts hard π
forget calculus, its basic multiplication...
ik
52.5/67.5 * 2 = 1.55 no
52.5/67.5 * 3 = 2.33 no
52.5/67.5 * 4 = ...
you will get to a clean number quickly
I got a clean #
67 not 57
you dont need to split them up perfectly if you produce enough and all the ingots come from the same source it'll balance out by itself with time as long as you produce enough ingots and as long as your belt has the carying capacity to follow it
we covered this and he's being stubborn
oh ok
this means 52.5/67.5 =7/9 ratio. so if you split the one belt into 7+9 (16) parts, then you can combine 7 of the 16ths into one, and 9 of the 16ths into the other
possibly with some fractional simplification so you dont need literally 16 belts.
so like, 1/4+1/8+1/16, then 1/2+1/16
draw out splitters to make belts with those fractions, merge them into your output fractions, and there's your balancer
hey, if I'm designing a factory with a few of these machines, and overclock the stitched iron plates just a bit to 6/min rates because I like round numbers instead of getting one more and downclocking that, is that stupid
not at all, powershards are cheap
ahh wait... it should be 52.5 / (52.5 + 67.5)... because you want the total at the bottom ^^
common factor of 52.5 and 67.5 are 7.5
52.5/7.5 = 7
67.5/7.5 = 9
it's just a 60-60 split but with 7.5 moved from one to the other
just use a manifold, if you want to load balance you should do it with things that need it
also, fused quartz crystals, why does that recipe exist
also for pink diamond
that's conversion, not the 12 coal to 3 quartz crystals alt
ye its pretty bad
it isn't that bad, slightly worse yield than pure quartz and the numbers work very well for default oscillator
like, if I mathed correctly:
regular quartz is 0,6 crystal per raw
fused is 0,72 per raw, 0,12 extra crystal per ore for the cost of 0,48 coal (4 coal : 1 crystal)
1 coal when converted is 0,5 raw quartz
0,5 raw quartz * 0,6 = 0,3 quartz crystal per coal when converted
0,12/0,48 = 0,25 quartz crystal per coal when fused
??????
even freaking conversion is more efficient
ye idk coal is too valuable to convert to 0.25 quartz imo
some recipes exist for a world where you don't have every alt unlocked
on one hand yes, on the other just get more hard drives, the parachute is literally a shitty jetpack because you can wallclimb with it
and I say this having gotten the diluted fuel recipe towards the end of phase 3
I've ran on 2400 MW of coal power until then, which I could literally quadruple that with the nodes I have, in seconds too because haha blueprints
speedrunning this game is a thing
too niche to be an example imo
my first playthrough, i didn't have much idea about the alts
the goddamn 27 ref residue to diluted setup I made took forever, then I made blueprints for the turbofuel and I slapped that setup together in no time compared to that
nor about exploring very well either
same, but a few alts, even in early access have made my brain's gears turn. Sure, making stators with quickwire instead of regular wires is more expensive, but I get twice the amount of stators for overall less steel... And then I noticed that steel rotor is a thing, same ingredients as a regular stator. I could make a simple stator setup to make both recipes
yeah, but if you're making motors, honestly copper rotor+default stator is kind of the way to go
there's also reinforced iron plates, stitched iron plates seemed so bad until I noticed that it outputs 3 plates per operation, very cheap on the iron, and that's without the iron wire alt but I wasn't using the copper for other stuff
stators suck no matter what you do though
preach. I personally prefer quickwire because double output before I get into the weeds with circuits and computers
yeah, stitched plate is very good early in the game
the quickwire alt is more for making ECR's for me
it isn't very good as a thing by itself
but when you look at the cost of them with fused wire and quickwire in the mix, default stator becomes a lot more compelling
mhm
what is ECR
electromagnetc control rod
i really dislike making them: a part with very few uses that you need an annoyingly large amount of made from parts with very few uses that now are needed in annoyingly large amounts π
yeahh
wait ECRs are great
they make super state computers
nuclear power
motors
I feel similarly about AI limiters
that's one of ecr's ingredients π
wack recipe and alt, quickwire hog, overall limited uses
yeah
circuit boards are already annoying
mostly the ratios but also beause needs oil products
I am so happy I just "finished" my electronics factory... so I already have AI-Limiters and HSCs π
ye electrode isnt so bad anymore
compelling but I'd rather save my copper and go for caterium boards, it's actually cheap on the plastic
I noticed that coke is part of multiple recipes and that it's quite cheap
plastic/rubber is quite easy to scale up
with quart purification, silicon circuit board is just the best
cheap silica my beloved
electro cb still sucks for making volume, but if you grab the recipe when you're first building oil, it saves you some headaches
also, I keep running into the issue that I need a ton of concrete in the midgame, which recipe is best for that? I'm partial to rubber concrete because it gives such a good conversion rate, but limestone is often plentiful so I can just go for the water route
ofc, the fact that you don't need cb's anymore for building makes that kind of moot
Is there a 2100 nitrogen pm well on the map I only found a 1800 and 1950 on the north side of map
Wet concrete I'd say, you want the big per machine from that recipe, 240 pm into depot is good enough
wet concrete is nice
even though it slurps water like a mf
if you have access to tons of limestone nodes, default is pretty simple to build & you can just run a truck around to grab it from constructors sitting next to the miners
Oh cool thanks, hard to check on scim cause separate nodes
it's great for late game when you want to get rid of water
I am afraid of using trucks and tractors for some reason
idk you get 2x as much concrete from wet
dunno really why, like please tell me they work properly
yeah, its just you need to build wet near a water source
simplicity often beats efficiency, you usually have nodes aplenty
I dont particularly like rubber concrete because drone export for rubber want around 300 pm, and rubber use too little to break a production line
rubber concrete is great when you're making tons of hmf's
that added yield is really helpful
wait did they buff rubber concrete in 1.0?
I keep the rubber for heavy flexible frame, that 300pm rubber makes 15 hmf at the end, but anyways
nah, still the same
wet concrete has always been 2/3rds and rubber has always been 9/10ths
Rubber always more yield compared to wet iirc
what are opinion on heavy encased frames, 8 modulars to 3 heavies and replacing screws with yet more concrete
But you barely want 200pm concrete into ISC depot, so rubber usage is super low I only use it for manual
Patch 1.0:
Fine Concrete
Changed recipe craft time from 24 to 12 seconds
Rubber Concrete
Changed recipe craft time from 12 to 6 seconds
does that mean its 2x the output?
2x the speed
no, just that it needs less machines
Better in resource conpared to normal, bad number, its a good call for 1st HMF
yield is same but output per machine is doubled
tbh ore washing could get the same treatment, it is god awfully slow and refineries are fat and power hungry
fine concrete still makes no sense to ever use, lol
yeah silica is so usefull for circuit boards dont waste it on concrete
oh ye it was 45/min before now its 90/min dayum
if you find quartz early and get the alt it is worthwhile for the steel-laden midgame
granted it's only good for a short while before the computahs come in
i'd rather make oscillators from the quartz to make more motors
I want a 3rd crystal oscillator alt
or you start in the rocky desert and get 2 pure nodes from the cave which is more than what you can realistically use lmfao
Its so space demanding
preach
also opinions on the crystal computer alt?
in any event, i'm actually surprised they didn't buff fine concrete to have a use where it and cheap silica had some sort of synergy
Good space but crystal oscillators are big so its okay
Quartz line something is still good though
oscillators are a chonky build, but so are the other 2 computer recipes
It doesnt save as much as I wanted, but it does save space most I think
you end up using less cb's with crystal computer and can actually make oscilators from just iron and quartz
I did a 5.25 supercomputer line from quartz, its alright actually
The CO takes as much space as computer + supercomputer lol
i use radio control+ cooling system for super computer love this alt recipe
yeah, it is a chonky build, for sure
only 2 somersloops to boost the outputs
Radio control needs CO so w/e
I am thinking about using the standard recipe because I already have everything it needs in the factory... is it that bad?
caterium circuit board and plastic AI limiters share ingredients... with crystal computer I can make computers out of quickwire, plastic, quartz crystals and rubber
That alt is good for sure, I need to get over the dread of CO manufacturers tho
CO manufacturing needs a lot of space, but its not that bad...
if you have everything ready then go for it alt recipe offer more flexibility
the OC supercomputer recipe isn't what you want if you are building big - it sucks up a lot of aluminum and nitrogen, but if you factor in sloops, it isn't bad and is somewhat compelling
when you dont have some components
but since you'll need radio control + cooling system at some points i like this alt recipe
Yeah I know, even HMF doesnt force space like that so I'm a little sad abt crystal oscillator
COs are more annoying than anything
computers are simply expensive but not very complicated
HMFs are pain but that's expected
They opened up northwest this patch tho, maybe I can just put a 80 CO factory over there and forget about space
the alt recipes really give this game a lot of charm because I can think endlessly about them lol
idk if this is the correct place to ask, but do mk2 pipes work properly now?
There is...A question to be had here.
I tested a super simple 600 setup it works, never tried longer than 3 junctions
2 250% water into 3 200% wet concrete can hold 600
what if I have like 10 junctions, how do I deal with sloshing?
So my fuel storage between gens is more then stocked beyond reason. For both lanes of 6. Does this translate to I can make more gens?
nope
what if i have like 50 junctions with my rocket fuel π
only happens in longer manifolds
Better question. What happens once these industrialized liquid storages get full?
I have a 200m long 600pm oil split into 2 it was okay so I guess its exclusively long manifold issue
I already built Circuit Boards, Crystal-Oscillators, AI-Limiters, Highspeed Connectors and Computers (in stackable BPs)... okay, good to know I can just BP a few Manufacturers when I get to Supercomputers π
Just gonna back up producing machine
Is this the answer to the storage question or?
...So nothing happens if the liquid storage gets full?
Well so far my issue has been solved so I'm saving my game here.
How much diamonds do I need near the end? I just unlocked turbo/pink/oil diamonds, thinking of a place that expands eventually to 360pm maximum which grabs turbofuel from a pure oil node, limit because 600 oil makes like 240 empty canisters
Fuel -> Turbo Blend Fuel -> Rocket Fuel
4x19 Fuel
3x19 Coke = 2x19 Fuel
3x19 Sulfur -> 6x19 Turbofuel
6x19 Turbofuel
1x19 Nitric Acid -> 190 Rocket Fuel + 19 Compacted Coal
Feeding the compacted coal to standard recipe line
36 Fuel
19 + 5 Compacted Coal -> 30 Turbofuel
30 Turbofuel
5 Nitric Acid -> 50 Rocket Fuel + 5 Compacted Coal
Total:
150 Fuel
57 Sulfur
96 Nitrogen -> 240 Rocket Fuel
Nitro Rocket Fuel
4x19 Fuel
3x19 Nitrogen
4x19 Sulfur
2x19 Coal -> 6x19 Rocket Fuel + 1x19 Compacted Coal
Feeding the compacted coal to standard recipe line: Same as above
Total:
112 Fuel
38 Coal
76 Sulfur
57 Nitrogen -> 164 Rocket Fuel
standard line takes quite a bit of space but makes so much more
seems like it
Quick question, are mk 2 pipes fixed throughput-wise?
nope
copy ty
they don't have any bug to be fixed in the first place
and 600/min is very much possible
Making 1000 Rocket Fuel:
TBF + Standard:
625 Fuel
237.5 Sulfur
400 Nitrogen
NRF + Standard:
682.92 Fuel
231.71 Coal
463.41 Sulfur
347.56 Nitrogen
but requires you to read a fanmade pipe manual, no biggie
I understand that mk2 pipes were widely known to not quite throughput 600 per minute. Is everyone I've ever spoken to wrong by some misunderstanding? they say they can do 600 but it has been often reported they do not. Almost 600? Yes. Actually 600? Apparently no.
no, just think about how pipes work π
most of those are user errors
it's a game
and the physics are similar to IRL
i read it when i was waiting for a patch to download and it took like 3 hours to download.
how am I supposed to know they have actually implemented hydraulic shock
I tested a small wet concrete module yesterday it can keep 600 water fine
What exatcly is such a common user error that major content creators have reported on the issue for years then? What to do different
and if you ask community all you get is self-congratulating "lol you can totally do it bro, you are just doing it wrong"
but then all my 590/600 line never had to take more than 8 junctions I never even looped the manifold
im glad pipes dont care about airlocks and air being needed to be cleared in pipes and stuff (not sure if im using the correct terms)
said famnade manual, in the first few pages it explicitly says to not apply real life fluid dymanics
no,physics dont take every little thing about fluids. just use what you know about fluids and how you expect them to behave irl.
major content creators rarely know the game they play to such a depth to be able to confidently say that it's a bug
the problem is that when fluid reaches a dead end (e.g. end of pipe manifold, or a full machine, or a full pipe), it bounces back (similar to IRL, e.g. if you make a wave in a bathtub, it bounces back at the end). This "backflow" means that the flow in desired direction is reduced, and since this can happen on first machine of a manifold (once it fills), part of the backflow can go back to main pipe, reducing flow from 600 to less
simple "workaround" would be to loop the pipe manifold, and feed it from above, so that bottom parts fill first. Like the image below
the line between bug and unintended behavior is extremely thin
so thin that it might not be there
well, devs said the pipes behave as intended
just realized the image doesnt feed from above
if you have religiously following the dev stream maybe
it does, the main pipe is above the pipe manifold
but you want each input to be above
didnt they say smth about the calculation of very precise deciaml points being part of the issue? idk how that factors in to this
not 100% required afaik
that was a short-lived bug introduced and fixed in 1.0
oh ok
Clips for the October 1st, 2024 Livestream originally streamed on https://www.twitch.tv/coffeestainstudiosdevs
Reminder: This is an unofficial channel, support requests should be directed to https://questions.satisfactorygame.com/
I'll give it a shot! I know the fluid dynamics in this game are somewhat realistic and realistic fluid dynamics are quite complicated. I also understand that content creators are rarely the wisest of individuals but usually when called out on their bullshit they usually make more content correcting it with the community feedback, hence the reference.
Thanks for the replies, I'll see if I can make it work!
Clips for the May 7th, 2024 Livestream originally streamed on https://www.twitch.tv/coffeestainstudiosdevs
Reminder: This is an unofficial channel, support requests should be directed to https://questions.satisfactorygame.com/
00:00 Intro
00:26 People have noticed there are issues with the Mk.2 Pipes
01:12 However...
01:38 Stop! (Water) Hammer...
if they will keep the realistic-when-it-wants-to physics, then they need to implement some sort of ingame manual for user-friendlyness imo
usually when called out on their bullshit they usually make more content correcting it with the community feedback, hence the reference.
I've tried a few times to correct them, either in their discord or under a video.
Got blasted by 100s of dedicated fans with "how can they be wrong / how can you be right / you don't understand what you're talking about / etc."
gave up after a few tries