#math-and-meta

1 messages Β· Page 210 of 1

ashen girder
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If your pipes aren't piping: rebuilding the adjacent pieces often fixes it.

cedar mica
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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.

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Also why the whole "dont feed from underneath" meta exist.

ashen girder
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See previous mentions of pipes not piping.

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The whole "don't feed from underneath" meta exists because there is very objective weirdness that has literally nothing to do with floor holes.

proud totem
ashen girder
#

370 by last count. πŸ˜‚

proud totem
#

Oh yeah, that's what it was πŸ˜‚

ashen girder
#

But yeah. Basically. It's got to do with machines eating fluid faster than pipes can fill up the input pipes.

proud totem
#

And somewhat with junctions reducing HL too right?

ashen girder
#

Man, I dunno. 🀣

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Maybe?

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But yeah, it does seem like junctions eat head lift like candy.

proud totem
#

I dunno. Maybe?
I think that is the overall consensus regarding bottom feeding

ashen girder
#

That doesn't mean I agree with it. πŸ˜› And it doesn't entirely make sense given the body of evidence we've accumulated.

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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.

cedar mica
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"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?

proud totem
#

We just need to see the code (or at least full logic) at this point

proud totem
ashen girder
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Yeah, aside from the goat sacrificers, that's the actual issues I've seen with holes in general.

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And like I said, that issue is incredibly obvious IMO. Pipes stop piping.

cedar mica
#

Guess thats why after enough rebuilds, it worked at some point, unless you gave up floor holes and just ran straight through the floor...

ashen girder
#

Yep. Depends on build order, too.

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Because it was specifically a pipe already connected to a hole getting a thing put on it.

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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.

cedar mica
#

The junctions are somewhere, so yeah, it depends on build order.

magic island
#

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

ashen girder
#

So, the reason why it might be, is because we know for certain that you can use pumps to make it work consistently.

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And from there, you can add a buttload of head lift from gravity to also make it work.

magic island
#

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

ashen girder
#

If it's because of that, you'd expect Mk1 pumps to also fix it. That's not the case.

cedar mica
#

Pumps "reset" headlift, from what I gather.

gleaming mulch
#

guys its just 1312,5 turbo fuel per min

magic aurora
gleaming mulch
spare jolt
rapid hedge
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Add a 0 fixes the amount not being round simple really

fast juniper
oblique hollow
#

thats just jetpack + lag in a nutshell

fast juniper
plain fossil
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welp i did it

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2 HMFs/min

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and ofc the first problem is me forgetting lift floor holes dont upgrade both sides for some reason

topaz hedge
fast juniper
#

its pretty good if you want to climb something

topaz hedge
magic island
topaz hedge
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There's one where it runs out of fuel and you keep flying

fast juniper
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oh i read wrong

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my bad

topaz hedge
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what you described is kind of normal. game lags while flying up, you keep going up during the lag. happens during autosaves too.

plain fossil
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NOOOOO

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there was a tiny piece of mk3 belt hidden inside a merger that should have been mk4

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no wonder it was struggling

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now everything is perfect

magic island
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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

ashen girder
brisk smelt
plain fossil
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they were, and i paid the price

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a solid 2 minutes of nonefficiency, Ficsit will be mad

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oh

ashen girder
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Is....is that why they abandoned us here?

plain fossil
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found a mk1 that should have been a mk2

ashen girder
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Because of your inefficiency? 😭

plain fossil
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IM SORRY

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but its fine now, these modular frames just made me lose my mind

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and im happy these 1 to 5s work

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i should build them in my MFs factory bc there i succumbed to the manifold

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oh my god i need to make fluctuators and oscillators now

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the suffering is real

magic island
# ashen girder That's possible, but see: that's not just head lift, now there's some other vari...

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)

ashen girder
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It's not just passing a numeric value around. That's part of the problem.

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At minimum it's passing both volume and pressure.

thick heart
#

is packaged turbo fuel decent for drones?

ashen girder
#

It's between P. Fuel and Batteries/Rocket Fuel.

thick heart
#

is turbo bad tho?

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like i have tons of it

brisk smelt
ashen girder
#

Nuclear fuel rods aren't in there. πŸ˜›

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P. Fuel < P. Turbo Fuel < Batteries = Rocket Fuel < Ionized Fuel < UFR < PFR

brisk smelt
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huh wdym

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doesn't nuclear fuel rod = UFR/PFR/FFR

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can you even put fisconium into drones

ashen girder
#

If I say "C is between B and D", saying "F is too" doesn't make any sense.

brisk smelt
ashen girder
#

I haven't gotten confirmation of yes or no to FFR in drones yet.

brisk smelt
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i thought u meant that as in like, p.fuel and batteries are the best lol

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mb

ashen girder
thick heart
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aight yeah ill do that

magic island
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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

brisk smelt
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they should be re-chargable

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with the t9 buildings or something

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and you can fill em with different battery fillings idk

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just like AA, L-Ion and nimh's

glossy ether
#

I guess it’s still not faster than rocket/ionized.

magic island
#

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

white wasp
#

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)

brisk smelt
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their only use now is SC's

magic island
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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

brisk smelt
#

is OC or SSC better as of v1.0 anyways

magic island
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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

quiet breach
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Would 50-100 be a solid amount of them?

thick heart
#

is there a rocket fuel alternate that doesn't use nitric acid?

quiet breach
#

Rocket fuel uses the gas

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Iirc

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Nitro **

magic island
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nitro rocket fuel skips the acid and just uses straight gas

thick heart
#

the hunt begins

fleet pumice
#

what's the best rotor alternate recipe

spare jolt
wind spade
spare jolt
fleet pumice
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most efficient one

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without useing screws

spare jolt
wind spade
wind spade
fleet pumice
#

resource wish

spare jolt
#

yea my bad, thought copper rotor takes rods

brisk smelt
#

use whichever one the calculator recommends you

fleet pumice
#

my bad

brisk smelt
#

thags the most efficient

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in terms of output/input

wind spade
wind spade
fleet pumice
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thanks for the help

brisk smelt
magic island
#

don't be afraid of screws imo

once you have alts they're a very easy part to deal with

fleet pumice
#

i'm just started to get into the game

spare jolt
#

i have a build that produces 5.9-something of rotors, stators and motors from 2-3-ish iron nodes only

wind spade
wind spade
magic island
#

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

spare jolt
#

one of those things you do when you're bored because you just can

warm ferry
#

EXAMPLE!
Should I put the Valves at the point where i want the liquid to Divide or it doesnt matter?

wind spade
#

you should never use valves

warm ferry
#

and why is that

ashen girder
#

n e v e r

magic island
#

they are janky and won't really do what you want them to do

warm ferry
#

but they do?

ashen girder
#

If you want to imprecisely reduce flow, they're pretty good for that.

warm ferry
#

i had a coal farm that the water kept beheaving wierdly and after i added valves to spread the water it worked fine?

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coal gen* not farm

ashen girder
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Imagining you watering a coal node with a watering can.

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"One day. πŸ₯Ί "

warm ferry
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itll grow into a coal tree

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yeah but do valves really not work or did they fix them and now its just an old rumor that keeps going around?

ashen girder
#

What do you think valves are supposed to do?

warm ferry
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stop water from flowing in one direction based on the Liquid/M you set them to

ashen girder
#

Yeah, not really.

magic island
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they can't really hit the target flow accurately, it'll always end up being some amount less. fluctuations will always work against you

ashen girder
#

Whether they just plain don't or just appear not to is.. an open question for me.

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But they're not backflow preventers. They're valves.

spare jolt
warm ferry
#

gimmie a second let me go to my coal factory real quick

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wdym discrete values?

spare jolt
warm ferry
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i get the 2.3622 but what about those?

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As for my Coal Factory, i did this and it fixed my issue

ashen girder
#

36/600 * 254 = 15.24.

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240/600 * 254 = 101.6.

warm ferry
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and then round up to the closest number goti t

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let me try something

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90/600 (Coal Generators 200% is 90water/m) * 254 = 38.1 (Rounding it to 38)
38 * 2.3622 = 89.7636

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so each pipe Valve transfers that number instead of 90?

ashen girder
#

In theory, at least.

tiny leaf
# spare jolt

So theoretically could we not reverse calculate to get our desired numbers?

oblique hollow
warm ferry
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but to be fair

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isnt the number too small to worry about?

tiny leaf
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No it eventually does add up

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0.24/min of loss essentially

oblique hollow
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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

spare jolt
warm ferry
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mmm another question

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will they fix this or is it not counted as a bug?

oblique hollow
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we dont know

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its just the way the valve is implemented

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so not really a bug just very much not explained

tiny leaf
spare jolt
fleet pumice
#

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

oblique hollow
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"hey btw the valve doesnt have infinitely many small values"

warm ferry
#

nevermind you corrected it

ashen girder
spare jolt
warm ferry
#

I'll just build with valves and pray that some day they fixed this issue

oblique hollow
warm ferry
#

ill ignore it for now

spare jolt
barren lynx
#

why wont my train pick up quartz from quartz and drop it off at fishpow.co

oblique hollow
#

is the station set to load and fishpow set to unload

ashen girder
#

Then you can only have 60 or 61 instead of 60.4.

oblique hollow
#

store it as a float

ashen girder
#

Or do that. That's probably fine right?

oblique hollow
#

flow rate is already a float

ashen girder
thick heart
#

is it bad to have two drones going back and fourth from two drone stations or no?

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like will they get stuck

spare jolt
# barren lynx yeah

does one of the stations have power? are all the tracks connected to each other? does the station even have anything to load?

tiny leaf
#

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?

warm ferry
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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?

keen moss
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I've never seen this bug before

barren lynx
oblique hollow
tiny leaf
spare jolt
oblique hollow
warm ferry
oblique hollow
#

you have to math it out yourself or just YOLO it

tiny leaf
#

Guess ill have to do some math myself πŸ˜”

magic island
#

the main annoyance is having to time the train route yourself

from there, the math is pretty easy

proud totem
#

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

barren lynx
tiny leaf
tiny leaf
warm ferry
#

thats not how it works, if you use buffers/storage (fluid/items)

wind spade
barren lynx
wind spade
#

link to message about why not to use valves

tiny leaf
spare jolt
warm ferry
proud totem
wind spade
tiny leaf
warm ferry
proud totem
#

I kindof want to put together a simple train manual to explain buffers, throughput, and their limits

oblique hollow
plucky violet
#

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

wind spade
oblique hollow
#

which leaves it as a decorative piece in the best cases

warm ferry
subtle goblet
#

how do you place path signals?

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at exit or entrance

thick heart
#

is it bad to have two drones going back and fourth from two drone stations or no?
like will they get stuck

oblique hollow
warm ferry
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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?

oblique hollow
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Yes

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if you have 0 verticality, it doesnt matter

subtle goblet
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like so?

oblique hollow
#

but with verticality you need full pipes in some places (usually the lower ones) else you just dont get any flow

warm ferry
wind spade
oblique hollow
warm ferry
oblique hollow
wind spade
subtle goblet
#

hm the youtube video didnt do that

wind spade
#

youtube videos aren't always correct

warm ferry
# wind spade pipe fullness is different thing than pipe throughput a pipe moving 50/min can ...

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?

slender sandal
#

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?

wind spade
barren lynx
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@spare jolt so turns out its becuase my train doesnt dock

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how do i fix it?

warm ferry
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yes im transfering water, my future factory is quite thirsty

spare jolt
barren lynx
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its okay

snow maple
#

also any platforms in front of the station you're docking at are ignored

vital garden
#

i know almuninum numbers are fun and cool, but holy numbers

oblique hollow
#

using pure doesnt much help with the bauxite cost there. you lose 25% of ingots

unborn ermine
#

Yeah its the conjunction of sloppy you go for, well sloppy and electro scrap, you get a 1-1 ore to ingot minimum

warm ferry
#

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?

oblique hollow
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no

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full cars weigh more

warm ferry
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so what ratio should i use?

oblique hollow
#

depends on the slope / incline

proud totem
warm ferry
oblique hollow
#

!wikisearch freight+car

brisk shoreBOT
#
Official Satisfactory Wiki

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.

warm ferry
#

should i just use a 1:2 ratio to be safe?

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1 Train per 2 Full Cars

oblique hollow
#

1 to 4 might work, but corkscrews add a lot of curve resistance

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if it was a straight ramp it would work fine

warm ferry
#

alright then ill go with a 1:2 ratio just incase

short comet
#

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

subtle goblet
#

i dont understand signals πŸ˜”

ashen girder
short comet
spare jolt
#

when playing satisfactory I miss my factorio train intersection blueprints I shamelessly stole from one youtuber

ashen girder
#

Can't shamelessly steal them again?

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Oh, factorio. πŸ˜‚

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Look up the Community Railway Sets.

spare jolt
#

i will as soon as I'm gonna be using at least one intersection

warm ferry
#

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?

ashen girder
#

Adding cars shouldn't make it take longer, no. You just might need to add more locos too.

snow maple
#

use more, smaller trains. 40 cars is massive

ashen girder
#

See? More locos.

warm ferry
#

Yeah but that would make the Railway bigger

plucky lance
#

Aye. Split the time it takes for a load to get there. More trains, not as many cars. More consistent shipments.

warm ferry
#

Therefore increasing the time...

ashen girder
#

More locos wouldn't do that.

warm ferry
#

By more locos you mean more trains? As in, not locos on one single train.. right?

ashen girder
#

No, I mean more locomotives on one single train.

warm ferry
#

But that would increase the railway tho

magic island
#

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

ashen girder
#

How?

snow maple
#

how much water are you moving, and what is the track distance

snow maple
warm ferry
ashen girder
warm ferry
snow maple
#

if you tack locos on the back of the train, they can hang out the end of the station

warm ferry
subtle goblet
#

not fully sure how to properly set this up

ashen girder
#

Anyway, I've answered your question in the scenario you've posited. πŸ˜‚ I agree with everyone else: just don't.

warm ferry
ashen girder
#

Are those all path signals though?

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All routes out of the intersection should be block signals.

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Generally you want all path signals to go to a block signal.

warm ferry
#

Sure I want trains that transfer items but that doesn't mean I don't want them to look good while they do it

ashen girder
snow maple
warm ferry
#

Mmm yeah I think I'll do that

#

But question

subtle goblet
ashen girder
magic island
#

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

subtle goblet
warm ferry
#

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

ashen girder
brisk smelt
warm ferry
#

Listen. I have a dream.

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And water here is an example

ashen girder
#

Turns out dream logic isn't real life logic.

warm ferry
#

I can't make my dreams come true in real life, but I can make them in satisfactory and I WILL.

warm ferry
snow maple
amber jacinth
subtle goblet
#

can go in

#

cant must wait

ashen girder
warm ferry
snow maple
warm ferry
#

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

snow maple
# subtle goblet cant must wait

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

snow maple
warm ferry
#

Yeah I know I set it to 20 minutes for now

magic island
# warm ferry But please tell me if my logic here makes sense

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)
warm ferry
#

Anyways after this factory I won't really build anything else huge until I get to tier 9

brisk smelt
#

yummy 55 HMF/min, soon to be 45PCC+10FMF

ember fractal
#

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?

cedar ivy
#

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

magic island
#

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

ember fractal
#

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

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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

cedar ivy
#

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

magic island
#

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

ember fractal
#

cool

thick heart
#

if a drone station is full, will the drone just stop going back and forth until it starts to empty?

amber umbra
#

@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.

brisk smelt
#

i am going to kill myself

edgy leaf
#

wheres the problem?

brisk smelt
#

24k copper

#

640 fucking refineries

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320 if i sloop 160 if i double sloop

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oh wait fuck the particle accelerators are gonna pull 300GW too

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and i need 400Gwh of batteries

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

amber jacinth
#

But why would you do that to yourself

brisk smelt
#

for 50 nuclear pasta/min.

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wait, will i even have copper left for the rest of the spelevator parts

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i leave only like 6k copper on the map

#

i can cheat a bit and summon a thousand sloops to cut that in quarter

edgy leaf
brisk smelt
#

my grid does 110k rn, will do 600k after i copypasta all the reactors

#

1.3 after plutonium but that is hell

unborn ermine
brisk smelt
#

mhm

#

is there a way to copypaste these rows of reactors using SCIM

quiet breach
#

Why do you need 50/min

brisk smelt
#

i need to set some real goals or i js get bored

spare jolt
#

factory games are those where you scale not because you need but because you can

cerulean stratus
#

And you can fit more of them in a bp

brisk smelt
cerulean stratus
#

Still though, I do not think it's good for you to do this
You're just asking to get burned out

brisk smelt
#

if i figure out scim copypasting

pastel obsidian
#

Iron is easier to deal with than pipes of water

brisk smelt
#

fair enough

#

oh fuck off calculator...

wind spade
#

I mean it reuses extra water πŸ˜› πŸ˜„

edgy leaf
#

evisensi

wet python
#

how many Crystal Oscillators do you have per min? is 45/m too much?

magic island
#

if you want to make Alien Power Matrixes, that'll make life easier. If not, it may be overkill.

torpid gorge
#

why would you ever wanna do that lol

brisk smelt
spare jolt
#

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.

flint rapids
#

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

distant aurora
#

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

sturdy arrow
#

the setup is a bit confusing

brisk smelt
#

remove those two signals

#

pointless

flint rapids
distant aurora
#

yeah basically

flint rapids
#

Okay, cheers

spare jolt
sturdy arrow
#

post the setup again after you remove the signs @flint rapids

flint rapids
brisk smelt
spare jolt
supple hull
#

which is the best circuit board recipe?

spare jolt
sturdy arrow
#

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?

spare jolt
#

There's not many recipes in SF that are direct upgrades (I can only remember cast screw and solid steel ingot)

sturdy arrow
#

if you are willing to elevate the track, you could have the two straight paths occupied at once

#

what about this?

slate wraith
#

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.

sturdy arrow
#

i assume one path is one way, and the other is the other? like northbound and southbound

flint rapids
# sturdy arrow what about this?

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.

sturdy arrow
#

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"

vocal lagoon
#

What’s the math to calculate uranium fuel rod to uranium waste?

amber jacinth
#

rods/min * 50 = waste / min

sturdy arrow
#

this would do the same job, but it would remove some signals. essentially, the components of your big circle would switch sides

vocal lagoon
flint rapids
vocal lagoon
amber jacinth
#

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)

wind spade
sturdy arrow
#

every rod you make will eventually make 50 waste, is another way to think it

slate wraith
#

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.

distant aurora
# wind spade neither of those are direct upgrades

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

torpid gorge
#

yeah im ngl solid steel is like as direct upgrade as it gets

wind spade
flint rapids
torpid gorge
sturdy arrow
#

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!

distant aurora
distant aurora
#

also adds a lot of complexity in turning the oil into coke

brisk smelt
#

actually, like 600 if you loop properly

torpid gorge
wind spade
distant aurora
#

yeah i mean it's really good, but not nearly as much of a straight upgrade as like solid steel or encased pipes yknow?

brisk smelt
#

also pure aluminum ingot

#

isnt that a pure upgrade

wind spade
#

no

sturdy arrow
#

unless you want the silica

wind spade
#

there's no "pure upgrade" recipe in Satisfactory

distant aurora
#

pure aluminum reduces output and speed

sturdy arrow
#

for me, anything that turns a manufacturer into an assembler is huge cause it saves me 2 sloops hehe

fringe pawn
#

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.

distant aurora
#

even if you're making a lot of EIBs the difference in speed isn't that huge

sturdy arrow
#

ingot -> screw instead of ingot -> rod -> screw is also like an insane QOL for me

wind spade
#

I'm not saying the recipes are bad, I'm just saying they aren't direct upgrades 🀷

distant aurora
#

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

slate wraith
#

I'm going to use steel screws over cast iron tbh.

distant aurora
#

but yeah if you're not using encased pipes or solid steel you're leaving efficiency on the table for no benefit

spiral wigeon
#

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

brisk smelt
#

12 pipes not too bad

sturdy arrow
#

only need one pipe that pumps high enough

brisk smelt
#

not 12 what am i saying

#

you can package it and send it up via 4 lifts if u want

distant aurora
#

if you dont mind kinda cheating you can use the closed valve headlift trick to give free headlift to the whole network

distant aurora
#

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

sturdy arrow
#

only need pumps on the big hump

distant aurora
#

it's like a water tower but free

prime axle
#

Hello! Does anyone have a blueprint of a coal plant?

distant aurora
#

you're not gonna get a full coal plant in a blueprint

brisk smelt
distant aurora
#

also your fun is valid you play however you wantβ„’ but i think downloading blueprints kinda spoils the game

wind spade
prime axle
distant aurora
brisk smelt
#

like, who wants to build their own vip junction amirite πŸ˜‰

prime axle
distant aurora
#

i built my own VIP and got two people to put like 10+ hours into figuring out what the hell is wrong with it

distant aurora
flint rapids
#

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.

wind spade
sturdy arrow
distant aurora
#

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

distant aurora
#

at most a pair of path signals between the 2 intersections

brisk smelt
#

all you need is two paths and two blocks

distant aurora
#

three paths. one coming out of the station

flint rapids
distant aurora
#

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

brisk smelt
#

do water extractors pasted by SCIM not work

#

-_-

wind spade
brisk smelt
#

never mind they werent connected to power lol im so stupid

#

i did an oops too while pasting...

#

this kinda pisses me off 😭

vapid gorge
#

@tropic hazel example ratios using different recipes

#

example of a 780 sloppy electrode set up and some clockings

distant aurora
#

i used 4 making electrode at 100% and 3 making sloppy from byproduct at 70%

#

no shards

gusty edge
wind spade
#
  G  G  G  G
E-+--+--+--+
E-+
E-+--+--+--+
  G  G  G  G
gusty edge
fringe seal
#

I might need to rebuild my 36 refinery setup completely

edgy leaf
#

fun !

#

i hate liquids in this game

fringe seal
#

same

edgy leaf
#

adding pumps makes them work

#

just, pumps everywhere. even if it makes no sense. all the pumps.

sturdy arrow
#

Liquids are here as agents of satan

fringe seal
#

it works, apparently, if and only if you knew some arcane knowledge about irl fluid dynamics

edgy leaf
#

no, its really simple. add pumps. theres no reason or logic behind it. pumps make everything work.

sturdy arrow
#

Fill your pipes before using em

edgy leaf
fringe seal
#

my personal rule is that you never do 600 on a 600 pipe

edgy leaf
#

its very simple to do 600 on a 600 pipe

sturdy arrow
#

It absolutely helps

fringe seal
edgy leaf
#

it just needs 370 meters of headlift

sturdy arrow
#

Didn’t say it was mandatory, it helps.

edgy leaf
#

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.

fringe seal
#

oh and loops never worked for me

fringe seal
sturdy arrow
#

If a pipe isn’t filling, there’s your issue. We’re talking about people who are having issues, they aren’t masters, it helps them when they don’t immediately have sloshing

edgy leaf
analog shadow
#

valves help

edgy leaf
#

370 meters of headlift to lift fluid up by 8 meters

edgy leaf
analog shadow
#

O.O

edgy leaf
#

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.

analog shadow
#

what do you mean when you refer to headlift

edgy leaf
#

the headlift is the number of how high fluid can go

sturdy arrow
#

Head lift is a game and real life concept. It’s the vertical distance a pump can send water. The mark 2 adds 50m

pastel obsidian
#

What are we looking at

prisma kraken
#

yeah, laura is pointing out some jank in how fluids in the game work

proud totem
#

Do hypertube wall holes not actually make a visible hole through the wall?

analog shadow
#

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?

edgy leaf
#

then i built the pipe all the way back down to the machines.

fringe pawn
#

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.

edgy leaf
#

that resulted in 100% efficiency

fringe seal
edgy leaf
#

with pumps inbetween, obviously. otherwise i wouldnt have gotten 100% efficiency.

fringe seal
#

ah alright

sturdy arrow
#

Don’t need pumps on the way down of course

edgy leaf
#

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.

analog shadow
#

I only pump down, then it come back around from the sky

prisma kraken
#

as the saying goes, s*** rolls downhill

fringe seal
edgy leaf
#

heres my test setup

edgy leaf
analog shadow
#

ahh organization....

edgy leaf
#

oh thats just a sloppily bashed together test setup.

analog shadow
#

lmao

#

looks 1000% better than what i try and accomplish

fringe seal
edgy leaf
#

my oil setup is /chefskiss/

edgy leaf
analog shadow
#

this most recent iteration, i made a BUS based off a youtuber. It worked well but man......straight lines and I dont get along

edgy leaf
analog shadow
edgy leaf
#

noooo not a bus setup.

prisma kraken
#

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

thorn bane
#

#TeamMainBus lets goooooooooooooo

edgy leaf
prisma kraken
#

i've seen pipes do some strange things with 'memory' of previous headlift. things i can't reproduce or even posit an explanation for

edgy leaf
analog shadow
thorn bane
edgy leaf
#

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)

analog shadow
edgy leaf
magic island
# edgy leaf No pump water extractor efficiency: 42% 41% MK1 pump water extractor efficiency...

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

thorn bane
#

this is only if you feed from below though right?

edgy leaf
#

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.

analog shadow
#

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?

edgy leaf
#

no that doesnt work. flooding the system is useless. the tests i did were WITH flooding, it was still 41% efficiency.

magic island
# thorn bane this is only if you feed from below though right?

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

sturdy arrow
#

Hmm. If that’s true then I take mine back

thorn bane
#

i should really start feeding my fuel gens from above and not straight...

analog shadow
#

or make 1 less fuel gen

sturdy arrow
#

Same

edgy leaf
#

feeding straight or from above doesnt make a difference in my experience

edgy leaf
#

u can make 600 work. just add pumps.

#

adding pumps between machines oslves basically all problems

analog shadow
#

lmao

edgy leaf
#

should it solve them? fuck no. does it? yes...

analog shadow
#

i mean if i need power, 250MW is not the dealbreaker compared to scratching my head over design issues

thorn bane
#

ye im just gonna keep using 550 max in mk2 pipes

thorn bane
#

or 700 and 2 pipes

edgy leaf
#

also its not even guaranteed that that would fix the flow issues

thorn bane
#

ye 580 is kinda close

analog shadow
#

Idk i always fill my 600, never had an issue

edgy leaf
#

no even with less ive seen issues. ive had issues pushing 400 through a mk2 pipe.

analog shadow
#

but then again im never doing pretty designs where the pipes go up slightly

#

my game is built differentπŸ˜‚

edgy leaf
analog shadow
#

thats 600 nitrogen and im using all of it....

#

but to your point.....pumps....all the pumps

unborn ermine
#

Yeah two options, pumps or loops.
I remember another user a day or so ago fixing problems with rocket fuel using a looped pipe.

thorn bane
#

or dont do 600/min

edgy leaf
#

loops dont really help with bottomfeeding issues

edgy leaf
thorn bane
#

ye im talking about topfed setups

analog shadow
#

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

unborn ermine
edgy leaf
#

what did u do by accident?

analog shadow
#

looping it around the junction?

unborn ermine
#

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)

analog shadow
#

yup

unborn ermine
#

I had meant to feed it on the upper pipe that was the loop

edgy leaf
#

if it worked then it probably wasnt bottomfeeding

unborn ermine
#

explain what bottom feeding is jacelul

#

I will look for the screenshot

thorn bane
analog shadow
unborn ermine
analog shadow
#

thats bottomfeeding

#

and that didnt work without that loop?

thorn bane
#

dont really need a loop if you connect it in the middle

unborn ermine
#

it did kinda, the loop made it stable and I kept it

analog shadow
#

i love that your sn is dont do 600

sturdy arrow
#

If the top pipe has water in it…

edgy leaf
unborn ermine
edgy leaf
#

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

sturdy arrow
#

Bahroth, you could just have raised the pipe to the limit of your pump, then sent it back down to your loop

unborn ermine
#

Actually then I did this opposite by accident jacelul
That was what I was going to do but autopiloted, then added the loop.

analog shadow
thorn bane
#

do yall not use blueprints?
i just have it elevated by default in my refinery blueprint

edgy leaf
#

i do use blueprints. i choose to have it below because its perttier. the thing in the pic is my blueprint.

thorn bane
analog shadow
#

oh you know you could build a water tower to create a higher head lift

edgy leaf
edgy leaf
plucky violet
#

I stated making my factory πŸ˜„

unborn ermine
#

I like a mix of above and below myself (but I havent went ham with BP because PC is crap)

plucky violet
#

uh oh, i just got a 'cloud error'

analog shadow
#

can you send me that blueprint?

wind scaffold
edgy leaf
edgy leaf
weary lotus
#

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

weary lotus
analog shadow
#

Bus is always the answer

edgy leaf
#

wdym?

#

use a train as priority merger /foreheadtap.gif/

analog shadow
#

Either that or abuse the overflow function of smart splitters

thorn bane
# weary lotus if i have 8 belts with varying amounts (totalling 4320 items pm) how can i easil...
analog shadow
#

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

edgy leaf
#

currently making 4800 plastic and 600 rubber.

#

out of 1800 oil

analog shadow
#

So pretty

sudden hornet
#

Are SAM-based ore conversion recipes ever useful?

analog shadow
#

If you need bauxite or uranium

thorn bane
analog shadow
#

But there's already so many resources on the map

edgy leaf
#

this thing is going to need about 2500 powershards

analog shadow
#

Don't forget to somersloop your powerslugs in a constructor

sudden hornet
#

If you run out of bauxite or uranium mines, you're doing something very extreme...

analog shadow
#

Oh wait nvm

edgy leaf
sudden hornet
edgy leaf
#

wdym?

#

ooohhh

#

yea i plan to buy a computer just to play satis better lol

edgy leaf
#

fuck yea got the third slice running, still 100%

#

15% of the games oil being flawlessly processed in one location

prisma kraken
#

oc supercomputer has become a lot more viable with the change to the cooling device recipe

edgy leaf
#

i plan to use the default recipe. not sure why i chose that, i think because it uses more oil

prisma kraken
#

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

edgy leaf
#

this is oc

#

and this is normal

prisma kraken
#

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

edgy leaf
#

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

past temple
#

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

prisma kraken
#

what i'm wary of with the default isn't so much oil, but copper

edgy leaf
#

eh, my everything facotry barely uses any copper

#

not even 10k

prisma kraken
#

i'm not using tons yet, but i will be

edgy leaf
#

whatre u going to use it for?

thorn bane
#

but this isnt really an issue 99% of the times

past temple
#

i need almost exactly 2 full belts for something, where does the buffer go? its kinda unclear

#

oh wait nvm

#

and thanks

vocal lagoon
#

what is the formula/maths to calculate uranium waste from reactors?

thorn bane
vocal lagoon
#

so what would the number be if i am making 24 uranium rods per minute?

amber jacinth
#

24 * 50 = 1200

#

Or more specifically,
24 / 0.2 = 120 reactors
120 * 10 = 1200 waste / min

vocal lagoon
#

ok thanks

hexed crown
#

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?

river night
#

yes, you gain more points from processed products

hexed crown
#

Thanks

prisma kraken
#

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

thorn bane
#

for default recipes the value doubles
as in 30 points of ore turns into 60 points of ingots turn into 120 points of plates

vast jungle
thorn bane
prisma kraken
#

I'm thinking that statement hasn't been updated since 1.0's release

#

yeah 'steel coated plate' doesn't exist anymore

thorn bane
vast jungle
prisma kraken
#

automated miner is still a pessimization on points, but not nearly as bad as it was

vast jungle
azure blaze
#

does this mean i get 5 plates per minute or 15?

vast jungle
#

you get 5.625 per minute

#

in batches of 3 (roughly every 1.8 minutes)

wind scaffold
#

Sounds about right

velvet mauve
#

Someone help me design a factory for this

#

I cant, I suck at this game 😭

slate wraith
#

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.

vast jungle
velvet mauve
#

and thatrs it

vast jungle
#

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...

velvet mauve
#

I just dont want to use one 😭

#

Cause I always use them when I feel stupid and I want to learn to distribute the resources

vast jungle
#

(mostly) everyone uses them...

velvet mauve
#

I understand that

#

but If I could do the math

#

and cut it into thirds and such

vast jungle
#

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

velvet mauve
#

it would be nice for me at least

#

I know Im being stubborn but like

vast jungle
#

e.g. take 52.5/67.5 and multiply it with something that gives you a whole number

velvet mauve
#

Im in calculus and ts hard 😭

vast jungle
#

forget calculus, its basic multiplication...

velvet mauve
#

ik

vast jungle
#

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

velvet mauve
#

ok

#

thx Ill try that and come back to lyk

#

OKOK I FOUND ONE NOW WHAT

thorn bane
velvet mauve
#

Now what?

#

Guh I hate math

hazy dagger
#

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

cedar ivy
#

we covered this and he's being stubborn

hazy dagger
#

oh ok

cedar ivy
# velvet mauve There

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

velvet mauve
#

OMG TYSM

#

I GOT IT

tender knoll
prisma kraken
#

not at all, powershards are cheap

vast jungle
tender knoll
#

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

prisma kraken
#

also for pink diamond

tender knoll
thorn bane
prisma kraken
#

it isn't that bad, slightly worse yield than pure quartz and the numbers work very well for default oscillator

tender knoll
#

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

thorn bane
#

ye idk coal is too valuable to convert to 0.25 quartz imo

prisma kraken
#

some recipes exist for a world where you don't have every alt unlocked

tender knoll
#

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

prisma kraken
#

speedrunning this game is a thing

tender knoll
#

too niche to be an example imo

prisma kraken
#

my first playthrough, i didn't have much idea about the alts

tender knoll
prisma kraken
#

nor about exploring very well either

tender knoll
# prisma kraken my first playthrough, i didn't have much idea about the alts

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

prisma kraken
#

yeah, but if you're making motors, honestly copper rotor+default stator is kind of the way to go

tender knoll
#

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

prisma kraken
#

stators suck no matter what you do though

tender knoll
prisma kraken
#

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

tender knoll
#

mhm

tender knoll
prisma kraken
#

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 πŸ˜›

tender knoll
#

yeahh

thorn bane
#

wait ECRs are great
they make super state computers
nuclear power
motors

tender knoll
#

I feel similarly about AI limiters

prisma kraken
#

that's one of ecr's ingredients πŸ˜›

tender knoll
#

wack recipe and alt, quickwire hog, overall limited uses

prisma kraken
#

or the alternate that replaces ai limiters for hsc's

#

which just suck to make

tender knoll
#

yeah

#

circuit boards are already annoying

#

mostly the ratios but also beause needs oil products

vast jungle
#

I am so happy I just "finished" my electronics factory... so I already have AI-Limiters and HSCs πŸ˜‰

prisma kraken
#

silicon cb

#

i'm still making cb's out of coke & rubber though, lol

thorn bane
#

ye electrode isnt so bad anymore

tender knoll
tender knoll
vast jungle
thorn bane
#

with quart purification, silicon circuit board is just the best

tender knoll
#

cheap silica my beloved

prisma kraken
#

electro cb still sucks for making volume, but if you grab the recipe when you're first building oil, it saves you some headaches

tender knoll
#

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

prisma kraken
#

ofc, the fact that you don't need cb's anymore for building makes that kind of moot

past reef
#

Is there a 2100 nitrogen pm well on the map I only found a 1800 and 1950 on the north side of map

prisma kraken
#

above blue crater is 3000/min

#

(like center of map)

past reef
thorn bane
#

wet concrete is nice
even though it slurps water like a mf

prisma kraken
#

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

past reef
#

Oh cool thanks, hard to check on scim cause separate nodes

tender knoll
tender knoll
thorn bane
tender knoll
#

dunno really why, like please tell me they work properly

prisma kraken
#

yeah, its just you need to build wet near a water source

tender knoll
past reef
#

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

prisma kraken
#

rubber concrete is great when you're making tons of hmf's

#

that added yield is really helpful

thorn bane
#

wait did they buff rubber concrete in 1.0?

past reef
#

I keep the rubber for heavy flexible frame, that 300pm rubber makes 15 hmf at the end, but anyways

prisma kraken
#

nah, still the same

#

wet concrete has always been 2/3rds and rubber has always been 9/10ths

past reef
#

Rubber always more yield compared to wet iirc

tender knoll
#

what are opinion on heavy encased frames, 8 modulars to 3 heavies and replacing screws with yet more concrete

past reef
#

But you barely want 200pm concrete into ISC depot, so rubber usage is super low I only use it for manual

thorn bane
#

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?

tender knoll
prisma kraken
#

no, just that it needs less machines

past reef
hazy dagger
#

yield is same but output per machine is doubled

tender knoll
#

tbh ore washing could get the same treatment, it is god awfully slow and refineries are fat and power hungry

prisma kraken
#

fine concrete still makes no sense to ever use, lol

hazy dagger
#

yeah silica is so usefull for circuit boards dont waste it on concrete

thorn bane
#

oh ye it was 45/min before now its 90/min dayum

tender knoll
#

granted it's only good for a short while before the computahs come in

prisma kraken
#

i'd rather make oscillators from the quartz to make more motors

past reef
#

I want a 3rd crystal oscillator alt

tender knoll
#

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

past reef
#

Its so space demanding

tender knoll
#

also opinions on the crystal computer alt?

prisma kraken
#

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

hazy dagger
#

i love it

#

allows to use assemblers for computer instead of manufacturer

past reef
#

Good space but crystal oscillators are big so its okay

#

Quartz line something is still good though

prisma kraken
#

oscillators are a chonky build, but so are the other 2 computer recipes

past reef
#

It doesnt save as much as I wanted, but it does save space most I think

prisma kraken
#

you end up using less cb's with crystal computer and can actually make oscilators from just iron and quartz

past reef
#

I did a 5.25 supercomputer line from quartz, its alright actually

#

The CO takes as much space as computer + supercomputer lol

hazy dagger
#

i use radio control+ cooling system for super computer love this alt recipe

prisma kraken
#

yeah, it is a chonky build, for sure

hazy dagger
#

only 2 somersloops to boost the outputs

past reef
#

Radio control needs CO so w/e

vast jungle
tender knoll
#

caterium circuit board and plastic AI limiters share ingredients... with crystal computer I can make computers out of quickwire, plastic, quartz crystals and rubber

past reef
#

That alt is good for sure, I need to get over the dread of CO manufacturers tho

vast jungle
hazy dagger
prisma kraken
#

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

hazy dagger
#

when you dont have some components

#

but since you'll need radio control + cooling system at some points i like this alt recipe

past reef
#

Yeah I know, even HMF doesnt force space like that so I'm a little sad abt crystal oscillator

tender knoll
#

COs are more annoying than anything

#

computers are simply expensive but not very complicated

#

HMFs are pain but that's expected

past reef
#

They opened up northwest this patch tho, maybe I can just put a 80 CO factory over there and forget about space

tender knoll
#

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?

slate wraith
#

There is...A question to be had here.

past reef
#

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

tender knoll
#

what if I have like 10 junctions, how do I deal with sloshing?

slate wraith
#

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?

hazy dagger
#

what if i have like 50 junctions with my rocket fuel πŸ˜…

thorn bane
slate wraith
#

Better question. What happens once these industrialized liquid storages get full?

past reef
#

I have a 200m long 600pm oil split into 2 it was okay so I guess its exclusively long manifold issue

vast jungle
past reef
#

Just gonna back up producing machine

slate wraith
#

...So nothing happens if the liquid storage gets full?

#

Well so far my issue has been solved so I'm saving my game here.

past reef
#

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

fringe seal
#
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
past reef
#

standard line takes quite a bit of space but makes so much more

fringe seal
#

seems like it

livid valve
#

Quick question, are mk 2 pipes fixed throughput-wise?

thorn bane
#

nope

livid valve
#

copy ty

wind spade
fringe seal
fringe seal
livid valve
#

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.

wind spade
fringe seal
#

it's a game

wind spade
analog meteor
fringe seal
#

how am I supposed to know they have actually implemented hydraulic shock

past reef
#

I tested a small wet concrete module yesterday it can keep 600 water fine

livid valve
fringe seal
#

and if you ask community all you get is self-congratulating "lol you can totally do it bro, you are just doing it wrong"

past reef
#

but then all my 590/600 line never had to take more than 8 junctions I never even looped the manifold

analog meteor
fringe seal
analog meteor
#

no,physics dont take every little thing about fluids. just use what you know about fluids and how you expect them to behave irl.

wind spade
# livid valve What exatcly is such a common user error that major content creators have report...

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

fringe seal
#

the line between bug and unintended behavior is extremely thin
so thin that it might not be there

wind spade
#

well, devs said the pipes behave as intended

thorn bane
fringe seal
#

if you have religiously following the dev stream maybe

wind spade
thorn bane
analog meteor
wind spade
#

not 100% required afaik

wind spade
analog meteor
#

oh ok

wind spade
livid valve
# wind spade major content creators rarely know the game they play to such a depth to be able...

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!

thorn bane
# livid valve I'll give it a shot! I know the fluid dynamics in this game are somewhat realist...

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...

β–Ά Play video
fringe seal
#

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

wind spade
#

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