#math-and-meta
1 messages · Page 218 of 1
don't ping random people in hopes they know the answer, unless the question is specifically directed at them (e.g. because it's a question about something only that person knows)
Alr to general I go
eeeh no the exit on the far left will get way more output than the 6 other output
should i make 160 iron plates/min or 80 is enough
even like 30 is probably enough
im thinking 1 pure iron for both plates and rods
most items are needed in like 5-15/min amounts
maybe concrete or belt materials could be used in higher amounts
yeah, concrete, lol
i can't even tell you how much i'm making b/c every time i see a limestone node, i'll drop a few constructors around a miner on it with a depot, lol
Relatively new player. I have a pure coal node. Right now I'm running 100% efficiency at my coal power plant by limiting the coal production from 120 to 90, and having three water producers limited from 360 to 300 (as that's the max my pipes can carry), and 6 Burners. But if I wanted to increase to 120 coal, I'm not sure how to do that because I would need 360 Water, which is more than my pipes can handle.
for most parts though, a single machine making the part is usually adequate for building needs
this should be helpful:
am i the only one that doesnt like geothermal generators because the power line is no longer flat?
very quick question: currently on t4, first playthrough, and I'd like to know if there's a way, later on in the base game, to send stuff out of a container with specific conditions (when it's full, 90% full, 50% full, etc)
for perspective, here's why I'm asking this question: I have a setup sending my factory output into dimensional depot, and a smart splitter taking any overflow into an awesome sink. However, my storage for modular frames is always empty because of this, and I'm limited to the 2 stacks (100 modular frames) in my dimensional depot. This is an issue if I need a huge amount of those in bulk. My only solutions right now are, either to expand my modular frames factory, or to remove them from my sink line.
that is from McGalleon's pipe manual, you can find a link to it in the channel pins
(tbh, you should be able to interact with the 'fluid dynamics for pioneers' book in the hub and have that open for you, lol
- put a storage container between the output line and the dimensional depot to provide a quick upload cache 2) have your smart splitter direct to that container first before overflowing to the sink
there's a reason the depots stack on top of storage containers 🙂
but there's no concept of conditional dynamic item routing in the game, just overflow and item filtering that you already have*
I see
that means I'd need to change the whole setup
I've been using the smart splitters to deal with 2 production lines at a time
*trains do have some limited capabilities for that all, but it isn't worth the trouble and often is more of a square-peg-round-hole sort of thing
pretty nuts & bolts configuration i use:
so you essentially use the smart splitter before storage, whereas I opted to use it after
I can work with something like that
well, i route to storage first with the smart splitter
at this point, (i've completed the game), but am still going to set up a centralized item mall and remove such things from all my satellite factories, but i'm not in any rush with that all
i have a decent enough transport infrastructure going that if i need something in bulk, i can just run to the factory and fill my inventory with the part.. doesn't happen out of great need very often and not when i'm building
that's what mine looks like
the mergers below are taking input from two production lines and sending it to the smart splitter
I was short on mats at the time ^^
yeah, you want your storage to be a terminus, when you use storage's output, it isn't storage anymore 🙂
right
the depot is an exception because it becomes just a few stacks more of storage
I've been using storage as buffer a lot, which is maybe why I didn't think twice about setting it up this way
what if i use the input of the storage /foreheadtap.gif/
which in my experience isn't very good practice. buffers mask production problems by time-shifting when production over/underruns occur
too early for me to laugh
yep
tho id recommend doing normal diluted fuel if you have blenders
default turbofuel gives the max per crude; blended tf gives max per sulfur
im tier 6 rn, pretty much done everything but i want a lot of power before going to next tier
i personally would just get to t7 and then do the fuel with blenders but i can see why youd want to do fuel first
with either recipe, you need fuel which, as laura said, is best made with dilluted (packaged) fuel
since the sulfur demand is really high i was thinking of just not making turbofuel and using the 3200 fuel to make 40gw (which can be expanded later)
start looking at Rocket Fuel production lines
for midgame power, i definitely recommend Diluted Fuel Power Plants, as it gives you the most power for a not that complex production line
40 gw of power with 900 crude + 600 sulfur:
does blended turbofuel have the same production as the regular turbofuel recipe?
just simpler cause no packaging
no, it needs coke instead of coal, so some of the hor you make goes to that
no, TFB does coke and sulfur instead of CC, which tends to lessen the usage of sulfur per TF, at the cost of oil
righto, back to doing math on Power Production per Resource, comparing Nuclear and Rocket Fuel
it may not be much but it will help me build mk3 belts everywhere else
this is essentially the build i did for the plan i showed
ic
was thinking id build it on this corner of the map since theres 2 pure sulfur nodes pretty close to the oil
and water
well, i mean, you have 3 sulfur nodes right next to each other in blue crater for a total of 2100/min, you only need 600, lol
ah yeah
i think i will just go to tier 7 to do this yeah
started localising my nearby resources, hopefully i can actually think about making stuff now
Is this possible with trains rectangle is the refineries
The line going around all the oil is the train obv
It’s all overclocked nodes
Need 12 pipes of 300 and 5 of 150
Idk if this is doable
anything is possible with trains
Have been told many times fluid trains are finicky
fluids in general make me question my entire understanding of this game
Lmao fair
Do u think what I want to do is doable tho with the machines working at 100% efficiency
thats a lot of freights
Amount of freights don’t matter to me as long as it works
I can design around the trains but I can’t fix the math not working
I have no issue with that Ye
It’s just will the math work
How would u go about doing it in a summarized way
i wouldnt i barely started using trains
im only at phase 2 so dont trust me for advice
do you want to use trains at all costs tho?
It’s not do or die but I’m really wanting to use trains as I have a design in mind that requires them
I mean, personally I think that its not so great of a distance, and I would just stick to using pipes
ahhh gotcha
Yea I know that’s the smarter idea that everyone has told me
I know it myself it’s just I’d sacrifice my own time for something that looks cooler
I just need to know if it would work or not
Trying to get as many opinions as possible
The amount of trains I use don’t really matter it’s just if the math works
I mean I do believe that you can make it work with one train line, its just that managing where the train line should be built is terrible in that area of the map especially
Also calculating the length of it will be a pain in the arse for sure
The design portion isn’t important to me that’s like my only strength
It’s just how would I go about the math thing as this is my first time using trains at all
you'll have a little issue on the east side with cliffs, you'll need instead to route the rails from the canyon through one of the small paths with water, but it is quite doable
I know the basics it’s just for something this complex im lost
i'm not a huge fan of moving fluids in trains however, ends up being a lot of extra math to get it right
Yea it’s fine dw future me will think of something
Basically I have 12 lines of 300 and 5 lines of 150 to fill
I’m making 4350 total
i wish it were a bit easier cuz having the variation of cars on trains looks great
Any ideas on how I can start this
whenever you are dealing with trains, the first steps are to lay out where you want your stations and make a foundation path for the rails
If I remember correctly, there is a page on the Wiki on how to calculate train throughput
from there it starts falling into place, but really you want to get the train stations placed first since they're pretty chonky mf's
yeah, there's entire codexes written about how to exactly calculate throughput
I can do those after I have a shit ton of room
The distance of the rails might be what I have to get first
i kind of follow a more nuts and bolts sort of method that makes more sense than all the piecewise equations
Are you trying to collect ALL the oil to one oil factory? Or specifically only doing it with a single train?
fluid train cars hold 1600 m^3
I just want all the oil to go to that square I don’t care how other then the fact of me using trains
that means one would take 1600/600 seconds to fill
I was told there was limits to the output
keep your train's round trip time under that, and you're good
Okay, then you're going to make your life easier with breaking it up to multiple trains, delivering to multiple stations
Yea that’s fine
if you exceed it, then you need to add more train cars or trains
it's a lot stricter than that when it comes to fluid cars, but yeah that's doable.
I just need it to work
first step: make train stations at reasonable places close to each of the sources of oil. Expect to extend them for many fluid platforms
the problem is fluid train cars are dreadfully small, so you often exceed it and need to do the more thoughtful math
at a glance, you could make train stations at 7 different spots to collect oil through all that.
I forgot I had copper alloy alt
logistics nightmare averted
second step: build the rail network to move trains from those stations to your factory site
and make it 7 individual delivery stations. Your stations and fluid platforms are your bottleneck already, so leave it 1:1 and don't try to force more to go through one platform.
I’m gonna be honest I’m kinda already lost
7 different spots
How much r each carrying
third: figure out your actual effective throughput and build enough platforms and cars to make that much throughput happen.
Idk, that's a matter of how much you pull out of each small clump of oil nodes
Each is 250%
you'll have to go do math and overclock the extractors.
that's a matter for you to figure out. What i'm explaining is just simplifying the train logistics so the trains can run effectively
Ah
it doesnt have to be exactly 7 stations, that's just what i guessed looking at the map at clumps of oil nodes. and counting the 2 pure nodes independently.
aight, just finished a meta-analysis of what late game power source was better in terms of resource consumption, Rocket Fuel and UFR. guess which one won?
rocket fuel
yep. guess what the difference the max UFR number was from max RF numbers?
a number bigger than 1gw
I’m curious about one thing how much should each freight carry
The amount of water I use should be equal to the water I produce, correct?
Yes
Ideally
You won't be able to calculate that until you have a precise train Round Trip Time from the source station to the delivery station.
Ahhh
the amount of [item] you use should be equal to the amount of [item] you produce
That's why i'm telling you to expect to expand the freight platforms at the station.
I might have to go into creative then
it could be 3, it could be 8, just to make sure you don't let the buffers back up and the extractors sit idle.
each car fits 1600 m^3, and the platform can take up to a lot less than the 2x 600m/s mk2 pipes can ordinarily push.
This is honestly such a stupid idea on my part but I really wanna do it
RF was about 80% of power production of UFRs, but both numbers was over 2 TW of net power generation
O wdym
because the pipes can't push while the fluid platform is loading/unloading for 27s of animation.
That’s true
And there is only so much buffer space in the platform.
So I build my own buffer right
hence why its recommended to use Buffers for train stations to allow somewhere for the fluids to flow while the train is loading
Yes having a buffer outside the train station helps, to let the extractor keep extracting somewhere
but the fact is you can still only push up to 1200/m max into the fluid platform
if it's locked more often, that becomes even less. If the round trip time is longer, the platform fills up and sits idle
That there was like a max time a train can stay at a stop
yes, though technically its lower than that if you are able to get trains going through once/minute
I'm explaining that righ tnow.
Ah
For the time the platform ISNT locked, the pipes can only catch up at a rate of 1200/m
WHILE it's locked, the pipes can't flow, and are stuck at 0/m
Which is the purpose of the buffer ye
its recommended for every belt/pipe of throughput you have, you have 1 station for it. while you can get higher throughputs, it starts getting sketchy when goign higher
That's what they help with.
But there's still a variable upper limit despite buffers.
And you need to use multiple freight platforms
i mean there is the https://www.reddit.com/r/SatisfactoryGame/comments/obqjrd/ficsit_pipeline_plumbing_manual_first_edition/ which explains all you need to know about fluids decently well
to get more effective in car buffer to carry the fluid with.
I'm not talking about fluid mechanics which is its whole other lecture; i'm talking about limited train throughput
So pretty much how much each train can take per stop?
and the point that even if you can put 2 mk2 pipes into a platform, you have to anticipate maybe effectively 1 mk2 pipe max through a single car, if your RTT is too long.
My brain is actually so melted rn how did u even learn this
Makes me look so stupid in comparison
Experience and looking at the mechanics of what trains and freight platforms do
!wikisearch trains
^and this
welcome to #math-and-meta
I have much to learn
and we will be here every step of the way
It's complicated, but you don't have to master it. You just have to beware of what limits it.
So would u suggest limiting how much each freight takes
i actually contributed to the page on train throughput, heres the graph for fluid train throughput:
No, i'm saying you have to leave room to work around the limit
Btw if I say something stupid throughout this convo I want to say I’m paying attention to two things rn
there is two ways you can worry about logistics. you can do things safely (1 belt/pipe per station) or you can start getting technical to find out how much you can really push through
even 1belt pipe per station isnt a perfect rule in certain scenarior
you can only do 160 seconds when transporting 600 fluid per minute in a train.
everything above 160 seconds and u drop below 600 fluid transported.
I mean I just want the easiest way to math this out and get it fully working
The easy way is to not do precise math
Yes
The easy way is to add 5 more fluid platforms and cars
So that each car is delivering 600/5 oil/m
How does one do that with lengths varying
and just split the 600/m oil from one extractor, to a bunch of different platforms
Until they no longer back up.
How many platforms
Leave room to add LOTS more platforms.
Yes.
This is gonna be fun aint it
Round-trip time, specifically.
Including or excluding docking time
imma delete this save bc this one constructor is out of sync
like, lets say you want to transport an item with a stack size of 50 using mk6 belts. to transport a full belt with a single train the one way travel time can not be above 12.92 seconds
thats... insane. 12.92 seconds is nothing
which varies when you have 7 different trains on the same network, making each other stop. And yes including the docking time. But 27s out of a 4 minute round trip is barely anything.
including docking time
Do I really wanna do this
its really simple actually
1 container?
We cannot answer that question.
To someone smart sure unfortunately that is not me
But the point being, you just have to make it. And leave room for expanding.
I’m not a vet at the game so a lot of things r just confusing to me
you need to know 3 things:
- how much do you want to transport
- what belts do you have available
- whats the stack size of the item you're trying to transport
Fluids
in this case it's fluids and pipes
mk2 pipes then?
Ye
how much do you want to transport?
I have 4350 available
To transport
Per min obv
I need it to go into 12 lines of 300 and 5 of 150
Which r at the station
but the same point remains. Need to know the max amount a mk2 can flow - 600/m, and that a fluid platform limit can go below that. Down to under 200/m after 400 seconds of round trip time
what the hell are you transporting 4350 of in fluid
I got bored and decided to make a massive oil factory
why not process locally lmao
It technically is local
awesome, i plan to transport all the oil (12600) to one location to process it
he's making a megarefinery
just split it into 3 factories, crater, gold coast, north
This is the north factory.
I just wanna use trains as a design aspect
yea trains are nice
and he's using trains instead of miles of pipes.
honestly with fluids id go with 600 per car. 4350/600 is 7.25, so you're going to need 8 train cars
shuttle, don't loop service it
you can directly pipe those 3 nodes too
id recommend doing 7 at 600 and one at 150 just so the logistics is easier
I know I can pipe things I want it for design tho
It would be so much easier with pipes in just trying to be special
this is the result when i plug it into the calculator
you need a train arriving between every 54.16 and 160 seconds
lets say your train takes 400 seconds for a round trip. just add 3 trains, because 400/3 is 133.33 and thats less than 160
or if you want to be safe, do 4 trains because 100 is even less than 133.333
8 fluid train platforms in total on either side
yep
Ah
or 1 8 long train
I’ll do two
but theres a difference between train lines and /trains/
doulbing the amount of trains on a route halves the round trip time, it doesnt doulbe throughput
Makes sense
you want a train arrival cycle time of below 160, so if one train takes 200 seconds to do a round trip, you want two trains
Two trains being the locomotives?
this is also why i suggest making separate stations and separate trains to split that up
and putting 2 trains on the same route to the same stations leads to the second train catching up and tailing the first train, picking up from the source station before it's actually filled at all
you can do custom loading instructions for one of the stations to slow the second down
I think that’s more math
you can, yes. and making it wait for a full load may help
So would having the same area stops but having the liquid split into two different train lines work
yes, that's what I'm suggesting
Hi, folks, i’ve been doing the math for a max nuclear and 35 alien matrix per minute. What a complex game 😂
Round trip meaning how long it takes to go to each station once?
meaning how long it takes to leave one station, do it's route to the other station, and return and be ready to leave again. Round-trip, not one-way trip.
you can time it with a stopwatch by the "I'm ready to go" honk after a loading cycle
So it includes the docking time of first station unloading leaving to go to next docking and unloading/loading and coming back
yes
When it comes back does it include the docking or unloading
it includes EVERYTHING
Does it include the docking and unloading of first station twice for a loop tho
no, just once
Or jus true first time
Ok so when it stops back at the first station that’s when the loop timer ends
as in, start a train on the cycle
Ye
let it do its dock thing at the first station, Start your stopwatch when you hear its leaving "HONK!"
do you do the math by hand or do you use a production calculator?
wait there until it returns, loads, and press stop when you hear the "HONK!" again.
Oh so the timer starts when it leaves not when it docks
it's a full cycle, you can include the first loading step and exclude the second, or it's easier to count the second one because there's a convenient HONK to time it with.
I assume the time is calculated in a menu in game tho right
we don't even know what true max nuclear power is afaik
yes we do
what is it?
we going straight raw nuclear power production in total, or do we have any other parameters?
could someone tell me why this priority fuild system isnt working properly?
well, its not hooked up to fluids pipes initially. do you have a screenshot of it actually in a system?
with just "raw" nuclear power I think the best one is just putting everything into making more uranium rods with SAM
the real difficult stuff is total power, including APAs and APMs and other slooping
Btw where’s the calculator
For trains
no, there's a throughput measure on the freight platform, but it only shows an average for the last 5 minutes.
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Afte...
or look at 0laura's graph for fluid cars.
Lemme go check that one rq
1,984,030 MW from PFRs; 2,645,375 MW from UFRs, that would be around 4,629,405 MW or 4.629 TW
not including any APAs of course
that's with waste tho, right?
yep. Wasteless is much lower
I forgot to mention, I meant wasteless
211.63 UFR/minute, consuming 367748.972 MW of power at peak, producing 2,645,375 MW of power for a net of 2,277,626.028 MW (2.277 TW) Resource Consumption:
again, no APAs
those are some crazy needed resources
going back to you, what is the problem here?
its Max Nuclear, kinda goes with the territory
the bottem one is backing up
yep that's what I meant
when it should take priority
U able to send a link to this graph
I plan to make 2.54 TW, wasteless without any converting
I wanna c how to use it
Ty
the horizonal axis is round trip time in seconds. vertical axis is throughput in items per minute
S is stack size and C is belt speed
In terms of the variables
alright, and where does the top one go?
@edgy leaf you going for that?
I assume stack size doesn’t matter for fluids
stack size for all fluids is "50"
nah, that's overkill
reason I provided that was because they said that no one did math for max nuclear yet, despite that is what I did once the recipes were officially released
true, Rocket Fuel plants gets you far enough if you are doing practical gameplay
it goes from right to left into a particle accelerator
What r the other numbers in the graph
so you have this VIP junction, does everything downstream of it run at 100% efficacy?
Sorry variables not numbers
I didn't know sloop less was a solved thing, but I'm pretty sure with sloops hasn't been solved yet
Like what is R
for max power? yes it has
reload time. its always 27.08
oh, didn't know that. I talked to people hereabout it and noone knew. what is it?
What calc is that i mean thats obv a Website?
for max power, you want to be building the Power Augmenters, and build the current map maximum of 10 APAs last I checked
greeny's SFTools, let me grab a link
thx
I plan to do 50.4 UFR, 12.6 PFR and 50 APM and 10 APAs for 2.54TW
ah, the old UFR max. ah, the good ol' days...
yea but how much Sam do you allocate to making uranium abd how much to APAs?
anyone have the equasion for the APA power generation handy, my graph that had it deleted itself again
yea, keeping it simple and just adding some of the new stuff on top
the building doesn't take any to run, and if you want to buff it by supplying it, that cuts a significant chunk of power production down, to make it not worth it
I’m assuming the other input number is trip time right
are you sure it's not worth it at all? making 50APMs doubles your power
just APAs is 2x, with APMs it's 4x
do you have any idea how expensive that is?
yes
i have one quatum encoder for superposition oscillators making 125 dark matter residue and one for neural quatum processors making 75 and a converter making 125, this all goes into a particle accelerator for dark matter crystals, this one needs 325 per min
but i gtg ill be back in about 20 min
this is my final plan.
holy factory....
yea, I think I'll make it about 5% if the way there before I get burned out
I'm currently doing all the oil stuff
it takes "only" 6000 Sam to double my power
Wth
just reran the numbers for APMs paired with a max nuclear wasteless plant, and there isnt enough resources to even make 1 APM/minute
yea because your max nuclear wasteless uses all the sam
see if reallocating some of the Sam to APMs has a net positive on power production
it will
yea that's kinda what I was alluding to, idk what the right ratio for SAM application is
but maybe I'm wrong and it's already solved, I just haven't heard the solution yet
Is there a point or profit to Recycled Rubber and Plastic other than making closed loops that do not rely on sinks?
it makes 4.5x as much plastic/rubber with no byproduct
One last question when I place down the lines what do I set the timing at for each station
I'm not sure what you mean, recycled rubber and recycled plastic can be made as a closed loop that doesn't rely on a sink
just setting it to wait for a full load/unload should be enough I think
I manually tune my Timings but that's probably Overkill
just reran the numbers so that each of the 10 APAs will have an input of APMs, and that was a total of 50 APMs, 159.32 UFRs, and 39.83 PFRs
running numbers for the power boost now
it's just +5 gw and x4
I don't think so
default APA boost is 10%, when fueled it's 30%
10 fueled APAs are plus 300%, aka x4
How do you reach x4? By adding Diluted to the process I only get x2
HOR alt
oil, to HOR to diluted to recycled can turn 1 oil into 3 plastic
or 1 oil into 3 rubber
HOR alt, diluted fuel, residual rubber, recycled rubber, recycled plastic
residual rubber is not an alt, it's a base recipe unlocked alongside the normal rubber recipe
Nuts, thank you
yep, always use residual rubber and not residual plastic if you want to maximize rubber/plastic per oil because it's more oil efficient
But that wouldn’t make any sense when there’s multiple stops before the unload stop no?
then by my math you would get around 3,989,666.667 MW or around 3.989 TW of power from max nuclear + max APA
if there's one unload then just do it at that one unload spot
compared to the old figure of 2,987,250, its a sizable increase
but it also uses sloops
I wonder what'd happen if you used the sloops for not APAs
like, to sloop UFR production, or SAM production
I'm too tired and too lazy to do that rn, I've already decided what I'll do
tho I'd love to hear the results if you do it
There’s only one unload 4 load
Each load has a different amount being made
its 4 sloops/manufacturer, right?
then set the one unload the wait until one full load/unload
yep
I think it takes 30 sloops to double all sam
Wdym
not sure, it's 1 sloop per constructor
slooping the constructors that make reanimated sam
You would need 34 sloops to double all Sam on full 250
ah yea, I forgor the exact number
Meant for the trains
I’m confused by the load unload thing
oopsi, I didn't see who was replying and to which message
34
send a screenshot of the train station interface of the unloading station
the one where you can also select wait time
I’m not on atm ima look to find on wiki
that looks like excited photonic matter, it has no headlift I think? maybe that's why it doesn't work.
tho I've never worked with headliftless fluids so I don't know
its all dark matter residue
btw, if you want to make uranium in the converter, it seems like going caterium->bauxite->uranium as a 2 step process where you sloop the steps is a win... looks like you can make 1200 uranium from 1500 caterium if i mathed it right
that also has no headlift
which one?
106 Sloops on Map the constructors need like 34 thats 72 spare we could use on converters for the recources every one of those need 2 thats 36 Converter with double output but idk and i dont want to do the math for where to put the sloops in the 36 converters
you need to burn 1-2 on research
3 for research.
is it 3?
Depends on how you feel about achievements and APAs, I guess.
tugboat, show them your funky VIP junction, maybe it works on gases
I'm not at my computer rn so I can't
thanks forgot about those
relatable
breh
yea sorry I'm about to sleep can't help much
I found a game in EA that's like Satisfactory crossed with Planet Crafters. 👀
if you haven't resolved it by tomorrow I'll figure it out
no worries, already helped me so ty
whats the most efficient way to transport large ammounts of water for a nuke plant? just a lot of mk2 pipes?
@edgy leaf you happen to have the demos spreadsheet for drones too?
nope, never did drones stuff
wet concrete vs fine concrete?
context is that it is in the limestone crater in the grassfields, and a quartz factory already has a train line
34 sloops to double SAM means 72 to use for doubling PFRs
tl;dr: build pipe between machine output and other machine input. watch stuff flow. Complain for hours after you do so that stuff isn't working correctly because you built it badly
ah now i get it
that would mean a yeild of 246 UFRs and 92.27 PFRs
now using the 72 to double the PFR output...
whats UFR and PFR?
Uranium and Plutonium.
be careful with math on that, very easy to smack into the nitrogen and bauxite limits
I'm having a weird manifold problem. I'm definitely making enough steel bars, like the exact whole number needed, but constructor at the very end of a 16-machine manifold seems to be running short.
oh urannium fuel rod and plutonium
And FFR is Ficsonium.
And its neighbor is decreasing down below the full 100-stack even though I loaded it with that many. Belts are not overloaded.
is ficsonium worth it?
this is max nuclear, we don't care about hitting limits
well, we do care about it, its to be expected
you can hit the limits with just nuclear
fisconium is not very useful
ficsonium really sort of just breaks even on power itself, but allows you to recycle plut waste
with uranium power alone you can get like 600GW
more than enough for most playthroughs
114.77 PFRs and 246 UFRs/minute total
yea but we're talking about maximizing rn
with oil power you can hit TW pretty easily
Easily, and tediously.
yeah but where is the plastic gonna come from
with only oil?
i've been playing a lot with the numbers on it all, trying to figure out a viable max ficsonium build (ain't easy), and it looks like max power you'll get is somewhere in the 2 tw range
you can do silly stuff in a isolated playthrough
but won't really work in a real playthrough
incl boosters? or no
2,869,250 MW from PFR, 3,075,000 MW from UFR
also, the ficsonium chain is dark matter residue negative, so you need to figure out how to supply about half of what it needs
compared with the APA figure of 3.989 TW of power from max nuclear + max APA
whats the max nuke without sloops?
that one is with waste tho, right?
Now use that SAM to make UFRs instead of FFRs, and feed some APAs.
the analysis done on FFRs is that for what it provides, which is best case around 500 gw of power, its not great for all the added resource consumption and complexity
true, wasteless will be much different as that would be slooping UFR production and having to modify PFR to take the increased load of waste
I think i've figured out how to get above 2tw with it all, but i'm still working through stuff
pretty dang high, max nuke wasteless was around 3TW, I don't feel like searching for the exact figure atm
are you producing power for power's sake, or do you want a practical late game power plant?
no worries, and with waste?
in u8 without converters, max yield with burning plut rods was around 1.1 tw
around 4.5 TW IIRC
ah, the good ol' days when UFRs couldn't break triple digits
you can get around 600 mw with URF's alone
3.2 TW actually
so u can get over 12 tw if u get 10 alien power augmenters fully overclocked
dude, i was talking Update 8
No. the APM production is greedy, ends up cutting down on the power done
see this
'yes, but i can convert all my bauxite into uranium and not be able to build reactors'
so a little under 12 tw
where are you pulling numbers from?
If you can get 2 TW from Nuclear, then you can get 4 TW from APAs by themselves. 🙃
from 3,989,666,667 * 3 = 12 tw
Why are you multiplying it by 3?
alien power augmenters
with alien power matrix
Don't multiply power by 3 in any scenario.
oh that was already done
dude, you got 103 sloops to work with, where you use em is up to you, but you can'tuse em for everything
I beat the game with 60 GW. I didn't think y'all were talking practicality here.
Is this now a contest or just a problem sovling discussion?
That number is already including it
i beat it with 52 gw before apa's 😛
have u touched nuclear
106*
Research
Nope. Didn't see a reason to.
cuz nuclear waste
Shoot, forgot about that. My numbers may be a little large then
No, because if I needed to quadruple my power, I could just plop down the rest of my RF plant.
Yep. RF is on par with nuclear for power production and is cheaper on resources too
not viable for me because I have 0 oil lefr in my plan :/
every single last drop of oil has a purpose in my Masterplan
80% joking here rn
idk, nuclear always seemed more appealing because it uses uranium, which is basically free
I couldn’t find anything Lmao
it can only be turned into uranium fuel rods so turning it into uranium fuel rods is free, at least in my mind
<looks at you in sulfur>
Y'all got a weird definition of "free".
why?
TNSTAFL
Because generally when I consider the price of things, I include the effort and opportunity costs.
my effort and time is free
It's not free. Might be not worth considering, but certainly not free
what would the equivalent in rocket fuel cost?
630gw
this setup also gives infinite free drone fuel basically but I won't take that into account
Btw what do u need from the UI the options?
Now we're throwing "infinite" around too? 🤣
yes
All we need for rage bait now is "best"
you need to go to the section where you can set the wait time and set it to wait until one full load/unload has been competed
I mean, it's more than you'd reasonably need I think
You get that from a big ole rocket fuel plant too, though.
One full load being the capacity of the freight?
scroll down to stop settings
you want fully loaded/unloaded
oh it's actually in the timetable, not train station I think
Was saying earlier wouldn’t this affect the fact that I have multiple stations before the one unload and each station has more or less product then another
I think it shouldn't make a difference
If I set it to load until freight is full tho wouldn’t it fill all the way to its capacity and then skip the other stations?
I accidentaly have 35 High-Speed Connectors / min left over (please don't ask how)
I already planned out all my factories, any idea where I should use this (except sinking)
What’s the default
"one load unload has been completed" or wait 15 seconds
What is considered as one load
uhhhhhh, hard to explain
I have to go sleep, maybe someone else can explain it. in sure the wiki has it too
This all just sounds like a lot of effort imo
As much as I want to do it idk if spending 10+ hours is worth it
Now that I think about it can’t I have 4 train lines one at each point
Ah actually nvm even more work
Automated wiring alt, Homing rifle ammo or supercomputer alt
Where's the image showing headlift heights from machines?
:( i want both
I dont like both lol
@ivory hemlock see #math-and-meta message
i dont wana make this 15 pipe group like 500 blocks long, uuugh
use blueprints
or i wish i could infinite zoop them and then have them put the supports down
Or a train
Maybe 2
optimal splitter setup
On as scale from 1 to wtf are you doing, how would you rate this for nuclear water supply
:60:
By hand
Because some alternate receipe were not on some calculator
the word "optimal" has no business being anywhere nearby that image
the two in #welcome both have all alt recipes
which one you used?
Cloudy Diamond weren’t on satisfactory calculator and some receipe like ficsonium don’t work on satis tool
ficsonium works on Tools, you just have to input plutonium waste
I just calculated how many resources that I need to compare if I have enough of each resources and if it’s really possible
And by default the alts are not selected
It’s more fun to do it by hand
When I finish planning, I will post there my calculation
sure, just trying to help you troubleshoot Tools in case you want to use it in future
Yes, thank you
To do nuclear set up, with ficsonium it will cost a lot of Sam
you max out SAM typically with large scale nuclear
how does this work?
What do you mean?
Yes but I Will use a couple of somersloop because i don’t have enough
to cycle the products and not have them run out or clog
priority splitters
It produces more than it consumes, also.
put some plastic/rubber into the refineries to jumpstart it, then use smart-splitters to prioritize sending the product back in to keep the cycle going. take the overflow as your final output
Don't even need to do that as long as you did the math right on the whole factory.
This looks like the easiest one. And to keep it from clogging I can sink the overflow of again so it can keep producing?
indeed
What y'all call clog I say "done producing" 🤣
it's only a clog if it's insufficient throughput to a destination. Otherwise it's just sparkling overproduction ✨
I think the smart splitter method is a tradeoff if there is a problem, you get to max production sooner, but dont get an output sooner
I prefer the dedicated output for the loops
the recycled recipes don't have byproducts, so the only thing that'll happen if they back up is that the fuel being produced for this loop will back up too
and that's fine unless you have another factory that is vitally dependent on getting the polymer resin from your fuel production
What’s the most optimal build and forget sink resource
What phase?
that really depends on your definition of "optimal" 🙂
anything that you can make is a good thing to sink (at least overflow from it)
And for a useful answer: AI Limiters and Fabric are both strong contenders for simple sinks.
another early game one, quartz products, arent really used early game but they can be unlocked really early in the MAM
That's the one I was forgetting, yeah.
I did that in one of my old saves, got gung-ho about using quartz and shipped over products in the desert... sunk it all for a LONG time 
any guesses why this setup with 30 fuel gens is using 100 mw power?
i have checked all the wires, its nothing put power poles and the actual generators
hoverpack?

lets hope the full 600 pipe is actually gonna work this time.
i think i followed all the good practises this time.
feeding from above, and loopback
maybe i have broken the curse and actually managed a working 600 pipe
is there a way with no mods to display stats on a screen? like throughput or total ammount of items in a storage
storage is easy - use dimensional depots
Honestly the best you can do is depot plus dismantle info per container.
the rest would be mod territory.
all this only to store 4.8MW, cost too much wires lol
if it works it works
wait. did they change this?
no
oh well
space efficient but at what cost…
alright you've done something wrong here
well, it works but
why not just dunk the reactors in the ocean
This math ain't mathing... I got 480m3 of oil (120, 120 + 240) going into 6 refiners each using 60m3 (360m3 total) producing 240m3 of fuel supplying 6 fuel generators at 20m3 each and 3 oc at 40m3 for a total of 240m3.
But my generators keep switching off due to not enough fuel, because the refineries are running below 100%.
because i didnt build my powerplant in the ocean ¯_(ツ)_/¯
is your oil going uphill?
There's a small up to get to the refining platform, but don't think it's too high.
Shall I just give it a pump anyway?
cant hurt
Also are you sinking the polymer resin?
Directly to an awesome sink
which refineries are clogged/starved
will be doing something more useful wih it soon, but busy rebuilding after starting a new base.
double check also that all your oil pipes are MK. 2
iirc, (currently going to my storage) it's the ones furthest from the initial pipeline.
did you saturate the system beforehand
yep
the pipe is looped?
nope
loop it
what kind of loop are we talking about? a rollercoaster loop, or looping the system back to itself?
Well, the pump worked. Apparently it was a lot more head lift than I thought.
and even with the pump part way up the pipe it still says it's lifting 13.Xm
I'm looking at setting up a dedicated location for my fuel drones, and I'm trying to decide if I should just do a turbofuel setup or move to batteries. Batteries seem more efficient but, if I'm creating a dedicated setup just for this, does it matter?
I didn't even consider the hassle of batteries, went straight to turbofuel. I hope 780/m is enough for all my drone needs up to endgame.
if not, an upgrade to rocket fuel is easily done, but again I will need aluminum to bottle it, so I hope it is enough
is it really bad feeding a big manifold from its middle instead of one of the tips? I got the impression that this makes it really hard to fill the pipes, even when producing more than consuming.
well if you're feeding a big full manifold, you probably already want to feed it from both ends with a loop so.. starting from the middle is a little easier on the distance part but worse on the flow part
if you loop it anyway, does it have a middle or ends? 🙂
and another thought: is it better a looped mk1 manifold fed by a mk2 full pipe?
oh, and all this is with rocket fuel (a gas)
how would i calculate the cargo throughput of factory carts?
debatably, you don't. you set up a dozen and pray. round trip time+ station loading time, but moving a single stack.
Having searched, I can see that questions about specific balancers have been explained and the pro's and con's etc.
A friend created a 1:5 balancer and I can't see anything wrong with it, however, I'm aware satisfactory wiki gg has a diagram to avoid any bottlenecking which I've seen a few big satisfactory youtubers use (which includes the use of conveyor lifts).
Therefore, is this balancer ok, or is there a flaw we are both missing?
huh. for some reason they stop recording a path as soon as i start moving
this looks good yeah, no belts should overload
it's fine, but the question is whether or not you really need a balancer. A manifold will usually do the job just as well, and is much simpler
@wind spade Yep, thanks, in the specific case, it probably is better than a manifold, but I do take on board what you're saying
Thanks 👍
balancer would be nice to keep radioactivity down at a nuclear plant, but not that many uses afaik
balancers are better for nuclear anyway cause fuel rods are produced extremely slowly
eh, I'd argue that you'll have radiation anyway and when troubleshooting you want hazmat suit on at all time
and yes, they produce slowly, but you almost never need ALL the power from a nuclear plant directly after you've finished building it and it wouldn't matter much for it to build up slowly
yeah but with how slow it is the manifold takes absolute ages to get up to speed
it also takes ages for you to use all the power 😛
better to just spend an extra minute building a balancer and some extra belts
ive got 1200 aluminum ingot, whats the best ratio to split those in for sheets and casings?
if youre building your first aluminum plant for building supplies, focus on sheets
if youre building a big plant to supply other factories, id probably leave it as ingots and process on site wherever theyre needed
thats what im doing with mine
i need heatsink into cooling system from sheets only right?
smart tip
i just dont wanna take all because i overproduce something somewhere hahaha
napkin math checks out, pretty compact too. Your friend is pretty smart.
for an example input of 100, the value gets closer and closer to 20 per machine (19.9998)
pure recipe, 40.5 smelter
the factory cart line seems to keep up with demand. is it less free, less space efficient, worse for performance, and less reliable in every way for a supply line for the batteries that will power all my drones? absolutely. is it also really fun to look at? hell yeah
thats what makes it fun!
also this is what 12300 aluminum per minute looks like
and i still have like 5 hours of work ahead of me for the logistics of moving all those fucking ingots, god help me
i also need to keep everything moving at all times because if the ingots get to back up, so does petcoke and HOR and ultimately the plastic im using for batteries. fun!
if im makin 2250 rocket fuel a minute how many power gens can i have i tryed to do the math and it kept telling me 500 is that correct
540
the hardest part of rocket fuel is setting up all the fucking generators
please use blueprints
i dont have a blueprint for it 😦
So, it turns out that it isn't rendered on the skybox. TBH i'm not even sure if UE has a traditional flat-texture-at-infinite-distance skybox. #story-spoilers message
so make them?
how would i make a easy blueprint for geneators
.... like any blue print. you put down a generator and whatever else you want around it
but the hardest part about rocket fuel generators is that you're using rocket fuel for power and have to put down a million generators instead of just going nuclear. Also people try to build towers and get mad when it doesn't run at 100%
that's... very funny
yeah, seems like, since UE just supports putting big stuff really really far away with zero fuss (unlike older game engines), most of the scenery outside the level is just a really big object hundreds of kilometers away
even the other planets/moons, i think?
my guess is theyre rendered on a different "layer" and get combined in via shaders or something
i really doubt the planets are actually that big and that far. game engines dont like that
yea imma have to math each blender to rows of generators xd
this is what my fuel gen blueprint looks like
theyre facing in different directions cause a pipe wouldnt fit. they also have a power pole connecting them
and a matching manifold blueprint to put between those
hmm ok
@stark spire these all run off that loop, some at 600 and the rest probably above 570
having mk1 inputs did seem to help stabalise the copper systems in the first ones but it's possible I was just in a rush and just needed time
Those pure recipes gave my system fits in previous updates. This one seems to be more forginving, and I may actually try some again. Thinking pure copper may be a good relief for baux, going on to alclads
looked at some of the numbers on that, not a pretty sight
with all the extra copper now? copper alloy all the way xD
I only did pure here because I didn't want to import it. But pure nodes now!
it was 5 + 10 for 20, now 5 + 5 for 10
No, as far as i can tell, the planets are actual models placed thousands of kilometers out of the play area. Look at this series of screenshots where i shot myself very far out of bounds, you can see the planets parallaxing much faster than they should normally move, and we can see them from odd angles. Notice the debug coordinates.
Just FYI, this is literally the exact same as that bottleneck-avoiding 1:5 that's in the wiki. It's just drawn differently, but the topology (what is connected to what) is identical.
interestingly, the exoplanets other planets also have project assemblies on them:
not a clue
would be astonished if those things even render in normal gameplay
i'll see if i can get a closer look at a planet
Whoa
it'll take me a little bit though, since i have to place several hundred more nuke nobelisks to get this much speed
out of context but why do you have 1.3k NUKES
by automating them i assume
ik but WHY
bro wants to desroy the world or smh
also, this topology is minimal for 1:5 without bottlenecks, at 6 inner nodes (splitters/mergers). All 1:5 with fewer inner nodes have bottleneck limitations.
you kind of realize by game's end that ADA is a self-replicating overlord, lol
Imagine if in future updates we can build on other planets and there also ways to deliver resources from one planet to another to automate bigger things
@south hornet for the record, the minimal 1:5 balancers
no reason to ever build the first, same number of nodes as the second (4) but the internal bottleneck is even worse (5/9 of belt capacity). Second one is 5/6 of belt capacity. Third one is the smallest with throughput 1/1 of belt capacity. It is topologically equivalent to the diagram you posted, and on the wiki. No smaller ones exist, I can say confidently after exhaustively generating and checking (automatically) every single one of them.
In biomass burners if you burn say 8MW out of 30MW, it burns less fuel than if you used the whole 30MW correct?
biomass burners slow down to meet demand yes
ALL of this for only 166.666/min rocket fuel gennys dont feel like they are worth it
all of the energy in each bit of fuel is guaranteed to be used to power something
Thoughts so. Thanks.
two Nuke reactor produces the same (5.2+MW from 16 rocket fuel gens)
yeah but u dont have to feed the gens a shitload of water like nuclear
I made my first Nuke plant which makes 4 rods/min on-site with only 8 reactors
It can fuel 20 reactors in total. I plan to drone the extra rods and make the 16 reactors on the ocean. Should last quite a white.
you could also fuel the drones with the rods
So, attempting to build a 42x reactor setup and the satisfactory -calc site states that I would need only 8.4/min uranium fuel rods ... is this correct?
Ahh, ok, i see now. consumption rate is only .2/min
Yeah, sorry, missed that initially. Thank you.
what do you plan on doing with the waste?
420 waste per min, almost a stack a min
Most likely plutonium and sink it (?)
With some going for drone fuel? Not 100% sure yet.
Just burn the plutonium unless you really want the points.
See, that's what I was thinking, but there is no real way to run it completely off plutonium rods correct? As you would need to use uranium rods to create the waste to make the plutonium ...
What I mean is don't sink the rods you can get.
And no, not super concerned about the points.
whats the best ratio of heavy oil residue refineries to diluted fuel blenders? (assuming 100% clock speed for both)
I already have all the items except for the trophies. But sitting on 400+ coupons atm anyhow
however many blenders you need for the HOR you're making
HOR pm produced / HOR consumed in recipe = number of blenders
It's a matter how how much you want to create. Otherwise, 10 refineries, is a good start I'd say.
Just for diluted fuel? Not TF or rocket fuel?
thats a future me problem
not planning multiple steps ahead with fluids IS a problem, good you recognise that
btw, do keep in mind that it requires 1200+ limestone which would even cap a mk6 belt so u gotta do dual belts while bringing the resources
Right, I am aware. I have gotten rather keen on balancing loads in pipes and belts so I am not concerned with that.
you effectively can't balance pipes unless you go to fairly ridiculous lengths.
I personally feel like the level of tediousness for plutonium rods is not worth it for me so I just drone out the UR waste deep in the ocean xd
Eh, I disagree. 400x gens burning RF and have 0 issues (After I let everything fill for a few days of course. #screenshots message
did you try the calculator tools?
Although, yes, it's gas, and no head lift issues....
Imo they need to add mk3 pipes and mk2 fuild extractors
Heavy oil residue as in the alternate?
... you can set up wild splits like belts and have them work, that doesn't mean the pipes are load balanced
But I again, I have been doing rather will at managing headlift and other 'blancing' tricks for pipes.
there's no disagreement to be had
you can technically do things like this
but you basically have to have it in even splits, fully level, with the same distances
Another example would be with aluminium and managing the water by product with the use of valves and unpowered pumps.
anything else isn't load balanced because fluids are bidirectional
so having a junctiong and going 'this splits into 150 150 and 150, that's not actually whats going on
still not balancing. Maybe you're just using the wrong words here
cobalt hates recycling water
does this even matter in case of fluids? I thought they balance themselves regardless of manifolds as they can travel back and forth
I guess, I am merely saying that nothing is starving and I don't have anything shutting down due to excess.
like regular belt load balancing, it does not. It's just a thing you can do
that's fine? you can manage to get fluids merging and splitting in weird ways and still get a system to work, especially once it's flooded.
but actual load balancing of pipes is a beast of thing, cause of them being bidirectional
does load balancing pipes have any difference whatsoever with manifold pipes? I was under the assumption that they dont.
ehhhh it depends
But, again, with the use of valves and unpowered pumps, you could 'technically' balance the fluids by attempting to control the direction of flow.
valves don't manage flow, the machine consumtion after that does the trick
I was 150 hours old making my first RF power plant when I realized gases dont need pumps (barely did any big facs with gases anyways)
if the pipes aren't flooded the valves only let X% of the set amount through
you know what else sets the flow? the machines consuming the fluid
direction is done with unpowered pumps
the image above is probably very stable. if you turn it on and make sure that everything is always sunk so there is no stuttering. I would argue there's simpler ways to get a reliable system up
Anyhow, going to go work on fuel rod production. Thanks again @velvet venture
Load balancing is the biggest waste of time and space ever. There are 0 reasons to use it over a manifold.
eh, people can have wasteful goals and it's fine. I just never recommend it as it's a lot of work. Fine if you want to though
But as an afterthought, yes, balancing would be the wrong term. Lets go with managing.
I build in circles. Waste of time. I like it. I don't recommend it to people though
Nuclear reactors and early game biomass burners are where i aim for it
generally when peopel talk about it they talk about things like
which, in the end can work, but it's not being split like that in the end
the machines will end up settling the flow (if a mess like this doesn't become too unstable)
And actually, just going over my RF fuel gen plant, every machine is running anywhere from 98% to 100% effieciency.
cause this too is an option
it's a bad option, imo, but an option
but in both cases it depends on each end having machines that consume 450
hey, ive got a question about a manifold setup, can i get some assistance from somone whos smarter than i am about this if i drop a screenshot real fast?
Yes, 'flow' does not happen unless there is consumption. However if you are over producing, or trying to just run everything from one feed line without a return for the fluids to essentially 'balance' themselves, then you have machines either starving or turning off and on constantly.
that's why you flood the system.
reduces back flow and a good test to see if you ahve flow issues
I mean its exactly how i would do it 🙂
the turning off and on referencing the feed machines.
don't ask to ask, jsut ask
better option is to process each pipe on it's own w/o needless mergers and splits and then merge the output of THAT process to how much you need.
Not saying it can't work ofc, but keeping pipes as simple as possible is always your best bet
ive got a setup going here, 240m^3 in, and 240p/m are needed, my back few machines are slow and never have enough foil in them to make the fuel efficiently. am i just missing something here, or do i need to just give the machines time to balance out?
(the pipe thats going across the background is fine, its handing something else and isnt apart of this system)
For proper power management, you technically don't want the inital production machines turning off and on. Ideally you'd want them to run constantly so that it doesn't cause surges. However, in cases like this where I am WAY over on power production vs consumption, it's a bit of a moot point.
first trouble shooting step is follow the problem backwards
go to the oil extractor, is it clogged and stuttering on and off?
its pumping perfectly fine, no issues
I'm going to ask yo usome leading questions now
if the extractor is working fine and not clogged
but your machines aren't getting enough
what does that suggest?
Bring a pipe from the end to the begining ... the back machines are 'starving' because the front machines are consuming and not letting the back machines fill at the same rate
if that was the case the extractor would be stuttering
This is a teaching moment 😛
Other question is. Are the pipes filling towards the end machines?
No. The extractor will keep pumping at the same rate. It's the same reason you pump in from both ends on say a coal setup with water.
the pipes at the end are filling, just too slow to keep up the demand of the machines
ok, so in this case it may just be an issue of 'time'. turn one of the machiens to like 1% and let the whole thing flood
Or if running 8x coal, pump into the ends and middle to get the total 360m3
you’re good 👍 it’s like you said just need to give the machines time
You want to saturate the pipes. Switch all the machines off for a minute then turn them back on.
if you send X fluid pm to a system that uses X fluid pm, and there's a flow issue stuttering back, eventually the extractor would stutter
in this case it's not stuttering
so either
a) it's not pumping out enough fluid
b) they haven't waited for the manifold to balance out
or clock them down to 1%
You right. my 1000+ hours taught me nothing.
if there was stuttering? absolutely would need to look at flow issues
Is it alright if another newbie asks a fluid question?
dont' ask to ask 😛
Gotcha, thanks :D
Update: These are not project assemblies.
||Some of these cargo pods missed so badly they landed on another planet||
so what's the issue?
I have this setup with ~550 produced, but I can't that to actually flow out of the pipe. I've tried looping the manifold, adding parallel buffers, and waiting a few hours with no consumption for the pipes to fill, but no luck, is there something I'm missing
Sry was getting a screenshot to make it clearer
show some overhead shots of the generators?
I'm taking the output at the end of the line, but have tried both sides as well
and their inputs?
Just know, you won't see 'flow' unless there is consumption happening .
that is true, it's connected to the gens right?
Yep
ok, overhead shots of gens and inputs then pls
After filling and enabling gens, it would starve in 45 mins
There's a loopback on the long lines, but I've tried with and without
ok a few things I suppose
in your loops you're feeding the bottom pipe ratherthan the top pipe like this I think
(another just in case)
I'd say the first would be to change all the incoming to mk1. Those that go directly into the gens that is. With main feeds being mk2
Yep
could change that. But is it jsut ONE pipe split into multiple groups feeding all these groups of gens?
currently letting the machines fill up, im worried that once all 6 are full, turning the first one back on will just cause the same loop, is there anything i can do once all are full to prevent this from happening a second time?
oh yeah, but this is probably the simplest solution
ahh, yeah, good catch.
is this group getting fed 550 or is every group on the image ?
what are the yellow lights
are they running out of something or are they full?
I don't think it's the somking gun but always something to look out for
4 lines of gens get one pipe, should be 540 in, those lines are taken from the refineries, and then overflow from the feed lines is taken via variable priority output
Yeah, unfortunately not :(
this is turbo fuel right?
Yes
Stalled input or output
ya but which one
They're full right now, I disconnected them from the gens while trying to troubleshoot
Inputs are good
ugh ok.
two options
- do you want to spend time to rework this and possibly not get it going?
- or just rework some stuff and have it run in a different way and almost certainly have it work?
Have to click on the machine to see
Um, I'd be happy to do either tbh, whichever gives me a better understanding of the mechanics behind it imo
ok so ... getting a solid understanding of the mechanics is hard
not because I think you're dumb, but because there's so many variables with pipes that it's often very hard to see whats going on.
That's the reason my no 1 rule is 'keep it simple'
best to go with a community approved layout
like you mentioned you use a VIP somewhere in there?
you can't understand the mechanics of that because it's magic
honestly it could be a million possible things
link your save if u can
Yeah, a VOP to take overflow out of the system specifically
ok so a quick question , does each segment have an overflow? or jsut the one?
Unfortunately it's a community save that I don't host 😔
One sec, I'll draw a circuit
Also, have you verified that the production side is producing correctly? Building my 400x RF setup, I had minor issues of a mk4 belt that should have been mk5, broken pipe connection, etc.
double checking your math is always good,
as is checking if you have a hidden mk1 pipe section, but if it's happening on all lines unlikely thats it
I had like 10 in my rocketfuel plant :/ half way down manifolds inside junctions so it was able to spike to 600 but parts where limited to 300
everyone goes through that pain at some point xD
update, i’ve increased my oil extractor to pump 300 m^3 into the system, if i just leave it like this, let my system flood, then turn the one underclocked to 1% back to full power, will this cause issues with the other machines staying full if i’m overinputting?
over feeding is fine
AH.
There's a total of 5 excess, just to account for any save shennanigans
Did I do a bad?
technically? no.
So the main reason for 'keep it simple' is that it means you can usually trouble shoot thigns much more easily
here you've got multiple huge fluid production lines all interlinked
we don't know where to look
Yeah, jus a clarification real quick
shoot
That bit works, the problem is that my manifold coming out of the refinery (the 560 in line on the diagram) puts out less than that consistently
It's not even enough to feed one gen output without the VOPs
unless you're running the pipes at 600 your flow will go up and down somewhat
another random question, would load balancing pipes as if they were conveyors make any kind of difference?
.... I mean, technically, yes, but the effort isn't worth it
load balancing pipes is not the same as belts
you can't really loadbalance pipes
Yeah, but it starts starving them after 45 mins, even if I completely remove the VOPs and just feed the input directly to gen
(well you can, but fluid just goes wherever it wants)
gotcha. so this is just a waiting game now
well.. yo ucan do things like this
(just this)
which, from testing apparently gets constant flow and evenly. But ... not worth it
Yeah, that seems like a lot
yeah see don't know if hte vop is off in this case
For testing I completely removed the VOP
It was just a pipe from output to input of gens
ok so some simple recommendations for you
- get rid of all valves and buffers
- do that little fix on the loops I mentioned above and feed the top pipe.
- Clock each generator line to use the fuel you're pumping in withut VOP or VIPs or anything
- flood the system and cross your fingers
this is probably your least effort to solve
Gotcha, I'll try changing the loops, everything else I've tried unfortunately
do it in combination and then flood 🙂 lots of little thigns add up with pipes
Ok, sounds good, thanks a ton for the help
no prob. If that doesn't work there are other options
Would you mind throwing some down here in case it doesn't end up working?
sure, the main next thing I'd suggest is making each segment smaller and simpler. The fewer splits and mergers in manifolds the less shenanigans fluids have, so having a group of refs feeding a single line of gens would be 'simpler'
essentially, a good trouble shooting method for pipes, is to break things down into simpler systems.
This is apart from just looking at basic shapes and elevation changes and other problem areas that could come up
Got it, thanks again!
and just remember, it's always hard to diagnose pipes when you aren't there, even with lots of images. Maybe there's just something the shots aren't showing. But you get experience looking for things as you go and it's Very common for people's first fluid cluster frack to be a fuel power station
it could come down to accepting the system runs at 95% and make it a learning experience rather than spending hours trying to rejigger it
Alright, I'll try not to get too attached to 100%, and I've definitely learned a TON from making this, so hopefully next time it'll be nicer
oh absolutely, and .... so many people have been where you are now.
there's definitely a learning curve for pipes
Yeah, I thought reading the manual could save me, but DCS and this are two very different games lol
Nothing like learning the hard way I guess
the pipe manual is a very good technical manual.
I've never read it really xD
it describes a lot of individual mechanics and observations for pipes. Most of it you don't need though. Unless you're doing fancy things.
Send it ima read it
Yeah, it was a good primer to try to troubleshoot this, but experience trumps all in the end
and fancy things are fine? but they are generally less reliable in to implement so I don't recommend them
pinned in #math-and-meta , reddit link
Alr
Update: The planets are definitely physical models located at a vast distance. Using mods I teleported to one of them, it was located at approximately 1,400,000,000 0 500,000,000, or roughly 14,000 km out of bounds