#math-and-meta
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what i've taken to doing is splitting whatever i'm transfering evenly btw 4 cars
you can't load 7800 into a single cart tho
do you have an industrial box as buffer between your miner and the station?
this itself says it needs 2 carts atleast
a single cart can only take 3200 lol
oft times, i'm going to be splitting it into 4 on the output side anyway
ye
so you need 3 carts
and then you'll arrive at some sum of all freight platforms together that says 1200 items/minute
I thought 48 stacks or 4800? or the carts have lower cap than the station
train cars are 32 stacks, platforms hold 48
so 32 stacks
so if you're trying to move 7800 then you need 7800 / 3200 = 2.43 carts
or trains
whether it is multiple carraiges on the same train or multiple trains is a choice
i've been thinking of adding more locomotives to mine, its just one in the front and one in that back but i want that baby to be zoomin
oh you meant actual trains
yeah
well if you're using multiple trains you need 2 tracks and also a U turn atleast
or a roundabout
yeah, too much space, lol
great for the 8 resources I am moving, I need 4 extra carts
btw what about fluids
how much does a train cart hold?
i just standardize on a 4 cargo car size and build uniformly to that size
i haven't unlocked fluid cart yet but in... update 7? it was considered dookie
1600 m^3 - half what you'd get with it packaged
yeah, packed fuel was just better
I do the 1-4 train standard size. Then feed them 1, 2, or 4 belts.
wtf thats literally nothing
yep
it is sufficient for where you should find use for it. don't use fluid trains for stupid stuff ๐
i think fluid carts have always been considered pretty bad and they've never made an effort to make them better
it was on the wiki
but on the other hand, i do kinda like having trains look differently instead of just 50x the same setup lol
yeah, i like having the fluid cars on the rails for the asthetic
but they're really not very good
I need 1 cart each for 2 of the resources and 2 extra carts for bauxite
I made a simple back and forth line train.
So would it be easier to add 4 stations, or a return track to loop it and add 2 more trains
on Fandom wiki or gg wiki?
fandom
that's the wrong / outdated wiki
this is the official one
https://satisfactory.wiki.gg/wiki/Miner
A Miner is a type of resource extractor that automatically extracts solid resources when built or placed on top of a Resource Node. There are 4 types of miners available: Portable Miner, Miner Mk.1, Miner Mk.2 and Miner Mk.3.
Portable Miner (see below) is an equipment that has to be held in the hand...
thanks
I'M. GONNA. USE. EVERY. SINGLE. RECIPE.
ok
im starting to question satisfactory's concept of "loop"
do you have any other signals past that point?
noup
sounds like a loop then
it really does
juicy
this intersection shouldn't be broken, should it
the train is just not reserving paths
cities skylines early game vibes
should i just band-aid it with blkock sigs
you have rail joints and splits that are not flat
i wouldn't be at all surprised if it was broken
this is from a megaprint, alll other semi-turbines of the same design work fine
they are probably more neatly done, rails in the game really don't like things like this
if this is someone else's megaprint you should probably comment it's broken on whatever share space you found it on
what automated processes need alclad aluminum sheets? I know we need em for belts and a couple buildables but are there any really good recipes that need them for automation?
!wikisearch alclad
praise the wiki, love the wiki
lately the wiki has been out of date for me. It does not seem to have all the alt recipes
this is a U8 version, probably abandoned project
rails never liked that sort of thing.
one of the big reasons to avoid pasting other people's things into your world. They are often badly made
(or I was searching badly...this is possible)
i find rail megarints nice, they are really insufferable to build
after like 4-5 playthroughs
really it is just batteries (if you use them, they're kind of deprecated at this point) and superoscillators
both batteries and heat sinks have recipes that use Casings instead so technically I think you could have ZERO things need alclad automated for
build some blue prints and it's very fast.
especially if you don't do curvy stuff
yeah, the default heatsink recipe too, but that recipe is icky ๐
is there an alt for this that doenst need the sheets?
I was planning to use a different one for heat sinks...which I dont know quite yet but I am open to good ones ๐
alt for which?
yeah? mentioned that there's casing recipes for both heat sinks and batteries just above
alt for Superposition Oscillator
if you're making batteries, i'd suggest making them with alclad sheets in a manufacturer instead of the recipe that uses casings with a recycling output in a blender
sorry my brain is in 4 places at once right now.
ah those are a thing, yeah nm you'll need to auto them for those I guess
skybridge just looks meh imo, not that great cmopared to landscape-following rails
no only one recipe for superoscs
gotcha...I was basically hoping to not bring copper to my aluminum plant but I guess I need to bring some
that's pretty floaty? but yeah you don't need to sky bridge it.
just have a leading path of foundations to plan out a route you don't need to do many turns to keep low to the ground
you're really not going to be needing a lot of t9 stuff
like a machine or two's worth of production is enough to 'win'
if I didn't make this curve all over the place it would have taken 5 min
if I need to bring copper anyway should I bring enough to make casings with it too?
there's really no way around needing to bring copper and bauxite together somehow
basically "if you cant beat em join em" lol
my pipes work now, it was extremely finnicky though, had to restart it like 3 times, i was expecting it to fail again and then suddenly it just didn't
huzzah! ๐
you may keep being a Mk2 pipe apologist, even though they're still fucked, you can make them work =|
is there another part that I am forgetting that needs it? I only ask because I dont wanna bring too little copper
what you can do is selectively build aluminum products that need copper in places that have it and make things that don't need copper in pink forest
As for the finickyness - there's a lot of easy mistakes you can make w/o experience that can lead to that. But in general if it's just point A to B , no splits mergers, elevation changes within the manifold? should be very solid
titan forest and the swamp both have some copper
actually, i have to go back to my fuel generators and change some stuff
there's also a sort of squirreled away set of impure copper nodes in dangle spires that you can somehow belt up into pink forest
cause i was expecting it to fail i had 3 different pipings all trying to fix it and see which one works best
looping back from last fuel gen to first fuel gen, from last fuel gen to first refinery, and just using Mk1 pipes
all 3 worked lol
so now i have to go and fix it for visual consistency xd
give it a bit of burn in to see if any new problems manifest
(and at least do a save & reload as part of your testing)
@vapid gorge zero problems with all 3 modules - been running for most of the day now
what is that module for?
aluminuminum
ahh gotcha. I wanna do the one that uses the blender
Im pretty excited about trying it out
it is kind of nice except for adding another ingredient to an aluminum factory which already needs coal or coke, copper, water and rubber, lol
and possibly nitrogen, iron plate, fuel, etc
yea but it also sorta (for me at least) simplifies it
plus last time I did this I used refineries soooo much! lol
I think I wanna go at this playthrough with lots of blenders
there's enough sulfur around now that you don't have to set asside a bunch for nuclear and turbofuel, which meant you had to sacrifice use of that recipe
the calculations of how much of the raw mats of everything I am going to need is getting....hard lol
yeah, i really need a better tool for it all
yea! which is a huge improvement
also just got my hands on rocket fuel....and still trying to finish my steel plant...and...and....and
what i've been using is runesun's planner which works to a point, but really what i need is something that calculates basic rates for every item and then lets me pull stuff out of that as a todo list and group what i want to build into a sort of factory view
noramlly I just use excel but its like "I need to figure out how much of X end part I need before I can figure out Y raw part but I dont know how much of X I need!"
with steel stuff felt like I could just pic a semi large number like "50 HMF/min" or something and work from there but its so hard to tell with these super high end parts
what i'm working from is this:
and when i'm designing factories, i have a second 'project' that has things like this
and the tool doesn't have a way to make one thing aware of what's in another
which is what i really want
not sure if i'm explaining that very well
I think I get what you mean
its like if you were using sftools, and looked at the big burly graph view of everything for a goal, i want to draw circles around pieces of it and say 'this is a factory', now let me drill into that and tweak stuff in that box
i don't think there's anything really available that has that sort of workflow
it has taken me a long time to figure out that that is what i actually really would like out of a tool
that would be quite nice to have!
i really do like runesun's tool when i'm designing individual factories, this is pretty much the interface it provides
which is great, you can configure the clock speeds and machine counts and it is something to work from as you are laying out the floorplan
it isn't just some box with lines saying '22.22222 refineries' lol
sp.runesun.com if i didn't mention the address earlier
ohh thank you!
np
yall ever get bored and build an absolute monstrosity of a factory just to make 62.5 computers per minute? or is that just me... well either way here's the break down
Computers 62.5 ppm
Plastic 1,000 ppm
500 Heavy Oil Residue
Cable 500 ppm
1,000 Wire
Circuit Board 250 ppm
2,000 Petroleum coke
1,000 Rubber
@muted galleon @quiet breach are crazy for wanting to help but they did
yessir
I wish i did, game wouldnโt let me
It said no
you were emotional support
There you go. Plan and schematic review ? ๐
This World Series game has me minutes away from stroking out ๐
Is my math correct that 3k rocket fuel will give me 180k MW?
3000/4.166666=720 fuel generators at 250MW each, therefore producing 180K MW.
so probably worth upgrading my 60k ish MW turbo fuel plant to that huh
Not a bad idea, it'll just take a little while to place all the generators. I've done it myself, it's worth it. Very big, very grand, very cool.
It's honestly wayyyyyyyyy easier than trying to do nuclear, and it only costs you slightly more sulfur and coal per MW. But nothing compared to the complexity and resource cost of nuclear.
I've just done the maths myself and currently trying to do some wacky simultaneous equations for optimal sulfur.
My current turbo fuel plant is fluctuating in power too much (becuase i fucked up my pipes), so i kinda wanna tear everything out and start with that, using the nitro rocket fuel alt (giving up on 45kMW)
Nitro rocket fuel is super simple to setup, that's what I currently have running. Just sink the extra compacted coal. (I'm currently working on a solution to improve this "loss").
600 crude oil - - > 800 Heavy Oil Residue - - > 1600 diluted fuel - - > 1800 rocket fuel - - > 432 generators - - > 108,000MW
Yea im gonna do this probably
I'm currently bringing in 750 crude and all the sulfur i'd need if i upgrade my miners to mk 3
Yep, same ratios, more crude oil
That's a project for tomorrow then, didn't notice it was 5am XD
I yoinked 600 HOR byproduct from my Tier 8 automation factory and skipped the crude oil part. But it's very fun to do rocket fuel.
Make sure to package some of it for jetpack and maybe drone fuel. I got tired placing so many generators so I turned the excess 266.6 rocket fuel into packaged rocket fuel.
It also made my generator grid symmetrical. Win win.
lmaoo
I have a bit of a question.
In terms of rocket fuel I'm interested to utilize turbo blend fuel and also turbo fuel and then turn that into rocket fuel.
This is so that I can utilize the compacted coal from the rocket fuel to power the basic turbofuel recipe... Which also produces rocket fuel.
I was originally using nitro rocket fuel instead, but it's a lot more sulfur intensive (and I don't really care about the coal).
So my question is, what ratio of turbo blend fuel to turbofuel do I need to completely remove the compacted coal from the turbofuel line. If I had an excel spreadsheet on hand I could probably do it, but I'm stuck at work.
you can't
phase 2 in 28 hours. would've been faster if I didn't have to rebuild my coal plant
yet i didn't finish all my current milestones yet
this is the best you can do if you go blended->rocket->ionized
no set of recipes break even on the sulfur
blended tf is the most sulfur efficient way to make tf & rf, but it doesn't use compacted coal, so you can't feed the byproduct back in to reduce the cost further
Using the turbo blend recipe to make the basic rocket fuel recipe which produces a byproduct of compacted coal, I was hoping to plug this compacted coal into a seperate turbofuel recipe to turn back into rocket fuel, and by doing so, fully utilize the compacted coal instead of sinking it or tossing it into coal generators.
yeah, you can always do that, but there's no break even with it, so you might as well treat that as a separate standalone factory/process that takes the CC as input
But doing this means you're now producing more rocket fuel which means you have an excess of compacted coal. I was seeing how I could balance this to not have any byproduct at all.
Yep, just trying to balance it
your options with the ccoal are coal generator, compacted steel (and a lot of it!), turbofuel & turbodiamond
personally, i think just eating the inefficiency of heavy turbofuel and use it for turbodiamond may be the best use of it
i'd find the compacted steel option much more compelling if the balance changes hadn't made HMF's so much cheaper
Hmmmm, honestly not a bad idea. I might still try and solve the math problem, but without access to my PC and an excel spreadsheet I can't do the simultaneous equations to find the breakeven point.
give your noodling a try with the sp.runesun.com calculator
Compacted steel is a great recipe tbh, and I haven't utilized it yet, maybe I'll do this instead.
I'll give it a shot.
it got both nerfed and buffed in 1.0
Always fun. I use solid steel ingots nowadays.
you need a ridonkulous number of foundries for it now, but it makes 2x iron->steel and 4x ccoal->steel
so for the 450 ccoal you get from going all the way to ion fuel, you can make 1800 steel on the side
that's pretty nuts
Power is not a factor when I build factories. I overcompensate on power so it becomes a non issue.
plus we're talking about rf byproduct, lol
True.
I haven't touched ion fuel. I saw the powershard recipe and noped out. I have other uses for my SAM, and I build power on a mass scale.
yeah, the point of the synth shard recipe is to be a dm generator though
it allows you to make dm crystal for other t9 stuff using essentially coal & quartz
I'm doing the diluted fuel -> recycled plastic/rubber loop. Would it be ill-advised to sushibelt the plastic/rubber output and use a smart splitter to fire them back out into their respective sides for further recycling?
Nice comparison of the RF options. I was curious for the turbo blend fuel comparison since I hadnโt ran the math on it.
i've done so in the past and it works. now after a lot of time in the game, i build it all so there's a single overflow splitter on the rubber/plastic that gets made in excess BEFORE it feeds in to the other side of the loop - saves some smart splitters, which as you build each take extra computational cost (especially on high-volume belts)
Ah so in my pic, the center output would be an overflow to the actual factory's output, split back into separate belts for plastic rubber?
Ohhhhhh, I see, at the cost of diamonds you can turn 150DMR into 360DMR using Dark trap alternate.... That's actually really good, I'll have to look into this further. Maybe ion fuel is the way....
yeah, it all depends on what you want to build, idk
Like, left would sent rubber to become plastic, right would send plastic to become rubber, and then both overflow to center to be the factory's output?
i can show you how i belt it if it would help?
Sure
I've been staring at this blank spot on my oil rig platform for days trying to figure out how I'd belt it lol
Before finally realizing maybe the outputs could be sushi'd
Nice, that's super helpful. Thanks!
that is mirrored on the other unlabeled side, altogether the rig processes 300 crude -> 900 rubber. If you're doing it for plastic, it is exactly the same, but you have 4 refieries for plastic & 2 for rubber instead
So when you say overflow splitter prioritizes plastic, the down-facing output is an overflow, and the up-facing output is a normal output?
yep, so it backs up in the plastic refineries, and then overflows out to a train station
Yeah this setup is actually two completely-isolated mirrored setups, turning 240 oil into 240 of plastic/rubber/fuel, so 480 total.
So you don't sushi the plastic and rubber together anymore?
no reason to
My main issue is space contraints here, unless I duck them all under with conveyor holes for further routing.
the point of sushi is to simplify belting
i think i've already accomplished that ๐
Yeah the not-sushi solution seems pretty easy too
you can definitely loop it all around and overflow out, but i think it a better design to take the intermediate product and just route it to the place it should go
Just means I need to figure out the nicest way to fit two belts in that output row
if you're doing something sort of bizzare and wishing to overflow out both plastic & rubber, you might find a mixed belt easier, idk
this is what happens when you try to make your build fit the bpm instead of make the bpm fit your build ๐
So I've been staring at that looping bit trying to figure out how to squeeze this in
I figure I have two pure oil nodes, I'm gonna use the whole node ๐
Btw what's the B in bpm?
beats. Beats per minute
Yeah that's the acronym I knew, but I wasn't sure what a beat was in Satisfactory ๐
Ah lol
unnessaray photo of the entire build
Nice, separate trains for plastic, rubber, fuel?
rubber plastic & coke
Hmm I neglected to add coke to this build, since I designed it before I knew that'd be handy for aluminum
Maybe I can figure out a way to stack it on top...
What's the overall output of each?
the far module is a little whacky of a design... its eating resin output from my tf/rf plant
3600 rubber, 900 plastic, 960 coke, 1200 tf
yeah, well, yeah, lol
i honestly don't have it all accounted for yet
what i do know is that rubber use will end up somewhere around 6000/min, so it doesn't really matter, there will be more later, lol
Wow, what are you anticipating needing that much for?
everything, lol
heatsinks are a big one, modular engines & vers frameworks eat a bit, oscillators eat a lot
adhered plate, it all adds up
oh, and rubber concrete too
Hmm, yeah, I was thinking I'd need a ton of plastic for computers too, but then there are alts that remove the plastic need from those
already burning 960/min on concrete, lol
Rubber concrete rather than wet concrete?
yeah, i'm using almost 4000/min in making hmf's
That's a lot of HMF
yup
My HMF factory only took two wet concrete refineries, and that's with encased steel pipes and encased heavy frame
I had debated using that one, but my poor normal limestone node near the HMF factory couldn't take anymore
yeah, it stretches the coal out farther. if you're making hmf's it means tapping 1 instead of 2 biomes for steel
i started in grass fields, so when i got to the coal in blue crater, i wanted to maximize what i was using it for
that meant rounding up a lot of limestone and making some rubber ๐
very happy to be done with it, was a very big project
Yeah I guess there's not a ton of coal in the grassy fields area. Also the stuff in the waterfall crater to the west of the start there.
yeah, that coal is going to coal power, i'm using all of the coal there for 12gw
A bit much for just coal power no?
Your gonna need that for diamonds later
i build 64 generators early in the game and then just clock them up to 250 as belt and miners allow
there's plenty of other coal on the map
True true but the more diamonds you have the better later
yeah, well, i've already finished the game, i'm just building at this point
And the conversion rate is terrible without alts
the conversion rate is terrible even with alts ๐
it honestly is a problem i haven't given a lot of thought to handling yet
*less terrible
my thought is i'll use a lot of this coal for them, along with the pink forest coal and some of the spire coast oil
i'm pretty much resigned to the fact that ill be running rails all the way around the map to round up copper, what's the big deal with slapping some miners and particle accelerators along the way?
i don't mean to sound flippant about it all, its just not something that i'm really that worried about
what i am worried about is limestone. having enough concrete makes me loose sleep
thats what i do xD
1800 crude to rocket fuel sounds like an interesting math problem
makes 4000 rf with blended tf
what about with running Turbo Fuel, & Turbo Blend, & Diluted Fuel?
i know some of the math off the top of my head
300 oil can make 800 dilluted fuel
900 oil + 600 sulfur is 1200 blended turbofuel
that can be converted into 2000 rocket fuel with the addition of 200 nitric acid
how many sloops do you need for the doubling in the end? ๐
for default turbofuel, you use less oil but more sulfur for comparable yield
with default rf, that 2000 rf can be made in a total of 8 blenders, so 32?
would be 0 additional sulfur, you loop the rocket fuel compacted back in
the recipes don't really work that way
sounds right
i mean, it is kind of a gratuitous waste of sloops, 2000 rf is alread 120gw, lol
not gonna bother slooping the power plant
power sharding the gens on the other hand xD
that doesn't make more/less power, just changes the number of gens you need to burn the fuel
and less Gens means you need to build less Gens! ๐
i'm kind of loath to use sloops to make any sort of fuel, if you need them for something else, you kind of have to redo your power plant, lol
well saves on concrete too ๐
my math doesnt seem to work >.<
I wonder if its feasible to BP the whole rocket production in 2/3 BPs for each "module"... not sure if you can make the output of a module small enough that its not a complete waste of space ^^
I can do 4 bp on one floor for 360 RF per min
On normal rocket fuel with looped back compacted coal
MK2 or MK3 BP?
Mk2, havent tried any mk3
with or without OC? (just trying to look more into the numbers)
Precise clock so that waste space slightly, did OC
Had to use external nitric acid line but it's reasonable to make it outside of the RF place anyways
I can grab the layout from SCIM but at least an hour later
don't worry about layout, I am just looking into the numbers... I definitely will (if I go this way) make the BPs myself
thats the main fun of SF 1.0 for me ^^
Makes sense yeah, input was 148.5 oil, only bad number on the water extractor
I think 300 RF might also be an interesting number...
I calc'd for 14 modules of those to use nearly 1.2k sulfur pm
im missing something in my math here.
What math are you doing though
Found it
had a miskey in the HOR VS Crude value
trying to do the ratio on TF vs TBF with loop backed compacted coal
so 4000 rocket fuel (and 1100 Poly Resin)
can be done with 1650 Crude, 950 Sulfur, 400 nitric, 1233.3 water
Hi I think I know why i dont get fluids now.
They are not simulating viscosity. Now everything makes sense ๐
https://questions.satisfactorygame.com/post/670c8ee7ddb9d97e071ff742
this is pretty much the best you'll get
i'm off to sleep, tc
Oh, Im on phone now, but my ratio was 148.5 oil 85.5 sulfur to 360 RF iirc, sounds right
you can do the compacted loop into base turbo to reduce sulfur input, and save some oil as well tho
absolute crude usage closest i can get is for the same crude you pull about 4350 RF
If you do the setup be absolutely sure to sloop the fuel blender until it backs up
you can get the coal into a foundry tower for a bunch of steel to help other recipes, but I prefer looped back system its more fun to make it wor
Yeah you pretty much have to make the RF divisible by 9 to keep okay number
Reason why I make 360 RF for each module
Water extractor got gross if I put 1 per module but I can live with it
Once you have a BP for fuel gens, the only pain is properly piping that gas somewhere.
legit easiest its been for me since they released. 
Mk2 bp is life changing
You can even get all them pipes to all 4 fuel gen with mk2 bp if you're willing to crime
I did a layer where I only needed to add a few pipes to make a sideways loop for gasses.
One thing though is I have to add some RF to my system while I remove some garbage pipe junctions I forgot I kept in.
I changed the orientation of my pipes so it was a mistake in post. 
Works, just things that dont need to be there.
its not that bad with a rotational symmetry
A nice example of how compact load-balancing for manufacturing areas can get using programmable splitters:
https://www.reddit.com/r/SatisfactoryGame/s/HtInyW9kx6
whats the benefit of molded steel
costs less steel
how much better than standard
also higher production rate
cool cool
there is invariably more limestone around than you need so it's a pretty good use for it
oh yeah double steel for triple beams
and 45 beams/min is pretty great from one machine @ 100%
you can make a whole lotta screws with that heheh
so people were talking about how conveyor lifts slow down belts yesterday
they're somewhat right, but it only happens with floorholes on 1m floors
Yeah that's what I saw today too
And I know for a fact I have those at some factories in my world but I don't remember which ๐
i think it was @fossil sand who said it
@amber jacinth was in the convo too but he said it didn't happen
Just a quick video showcasing how floor holes are bugged only when going through 1m foundations.
BUILD LAG FIX https://www.youtube.com/watch?v=TqYbYEgUluE&list=PLcNaiz4K8X63WZlGsFFArUNbupMcQQEIK&index=2&ab_channel=BigBeaverTV
WATER PIPES https://www.youtube.com/watch?v=fljqaHqsQ6I&list=PLcNaiz4K8X63WZlGsFFArUNbupMcQQEIK&index=1&ab_channe...
Do we know if there's a threshold you can reach before it starts decreasing your throughput, or does it always decrease it?
so i guess i gotta replace them with 2m foundations for the time being
I have a 600/min belt going through a 1m hole here and idk if it's being slowed down or not
I said I heard it, but if itโs just 1ms that are bugged thatโs cool
it seems its getting deleted
๐ญ
so yea you could be putting 240 in but only 239 will come out
and that happens every time a belt goes through a 1m floorhole
Actually I think I might've partially discovered this ages ago
Because I noticed that the elevators were misaligned with my floor holes like 2 weeks ago but thought it was just a visual glitch
so, say, 240 iron ore could turn into 239 ingots could then turn into 238 ingots once it arrives at the constructors the floor above
i wonder if it also happens with low density items like, idk, motors for example
Looks like the elevator's mesh is getting moved down another meter as if it snapped to a 2m hole or something
Which is probably killing the items somehow
ye but i don't see why that would delete items
Yeah idk either, maybe it's just a completely different bug but who knows
he looped it around and just added 500 concrete
the more holes he created the more often items were getting deleted
but again im wondering if its happening to only the high density items or if it starts deleting stuff you build in constructors / assemblers / manufacturers
elevator parts etc.
I don't intend to find out lol
Just gonna steer clear of 1m holes for now
And probably conduct a search & destroy operation on my factories that have them
imagine someone who has hundreds of floor holes through 1m foundations
and his phase 9 elevator parts are getting deleted xd
howmany resources are getting deleted every time haha
ye same, i'll just replace them with 2m for now until its fixed
but yeah, the guy in the vid i posted lost 250 concrete in like 3 minutes
idk if the conveyor speed affects it though
go to 3:06
seems to be the case
Its an empty container feeding into an almost empty container
its not deleting 
The containers can have whatever storage because they always throw out what the belt can put out.
wdym?
Unless im like, super misinterpreting
idk, im using 1 meter floor holes all over the place, hundreds of them, and i have perfect throughput
100% uptime on all my machines
I would have to see his stream where he set it up to be sure, but I am FAR too lazy for that 
Same for me, but it seems sneaky 
At least if its not detrimental you can always (unless its NEEDED for compactness) use a false floor hole for looks.
Sucks though if its the way it is, I love doing compact 1m lift filled areas.
I only use 2m floor because that's as high as a splitter, would suck if the more lean 1m has the issue
AHA I was right!
Also yeah 100% its a thing with the 1m floorholes 
The number in the near empty container increases slowly. @copper seal
ah thats good... i guess?
its still slowing down though, by a not insignifcant amount
but i feel like i would've noticed this myself if it was slowing down as much as it did for the guy who made the vid? so i guess faster belts make the issue worse?
This is mk5, it wiggles for a bit then increases
i think he said lag also had some effect
So yeah thats ~26.5/min loss on my save 
he was losing like 50/min but he had a big factory near him
like 20 full belts and assemblers making 600 heavy mod frames or something like that
and I just started loving building with floor holes...
its entirely possible its lag related
So I think unless its a long, looooong term bug, best to just build to near capacity but never over it, and use false floorholes if you really want them for the mean time.
it only happens to 1m foundations
so if you just replace them with 2m foundations until they fix it
(if they even can)
you should be fine
just to be sure i'd redo the floor hole + the foundation + the elevator
I use false ones 90% of the time anyway, the only time I actually connect them is when I want to bypass the lift height limit
Same, I started to not trust floor holes ever since fluids 
and some times, they just arent needed if you decide to bypass like 5 foundations
anyways i just mentioned it because people were talking about it yesterday and the vid popped up on my feed and was only like a day old with not many views and not a big utoober
i hope the wall holes don't have the issue then either
i use both wall holes and floor holes
and then i cover up the wall holes and conveyors exiting the structure with double walls lol
the mathematical nightmare of dividing into 45/min
without clipping
had to do it for the iron too
specifically wanting to load balance?
now what the hell do i do with 240/min steel ingots
yup
How do you go about splitting belts into these numbers?
take 60/ min
mostly you just let a manifold take care of it
and divide into 4x15
One splitter, or two groups of machines, each making one of the numbers
yeah my preference is to clock and group machines so they have the numbers I want on the belt. But 1 splitter does it too
So one splitter sending 120 each will eventually correct itself because of the manifold?
That's easier than mental gymnastics
as long as you have the belt throughput, and you've put at least enough items on the belt that the systems need? it'll eventually balance out
Ty
It's likely an issue proportional to throughput, so the higher the throughput the more noticeable the slow-down.
thats what im saying
i'll test it myself maybe, later.
if that system needs wire/screws I'll sometimes cram stacks of those items into the machine first as it can take like 20 minutes to spin up to 100% but ... that's not needed eithe rreally
i played toomuch satisfactory yesterday and i can feel it in my shoulder lol, so i might wanna take it easy today
๐
(Please do be careful not to spread unwarranted panic about items being deleted by the game next time, if you can ๐
A throughput loss is very different and much less severe than items being deleted!)
nah bahroth already confirmed its just a throughput issue
Just don't let ADA know... ๐
satisfactory isn't to blame ๐ its the fact that i've been gaming for like 26 years and don't have a proper size desk
also satisfactory isn't a game that forces me to sit correctly =| i just relax so much so i start sitting in weird angles and positions haha
Yes, that's what I'm saying. Its always safe to assume that's the case, unless it's clear that items are actually disappearing (as the game has history with bad throughput but should have fixed all disappearances)
ye i was just saying what the guy in the vid was
also, i've had fluid dissapearing from my pipes
They never mentioned items disappearing, that was a conclusion you two came two.
I'm not truing to crucify you, just trying to clarify ๐
so i don't trust the game 100% to begin with
i think maybe its the hidden overhead? idk
cause if i stop my entire fuel generator setup and let it fill up completely + internal buffers and then turn it on all the buffers of my refineries start emptying
it eventually balances out but still =|
There may be an issue with loss of fluid on loading of a savefile in 1.0. That's still unclear, I only heard rumors about that up to now.
nah it just happens overtime
even if i stop the entire setup and then turn it back on, without reloading the save
the buffers will eventually just empty
5 refineries into 10 fuel generators, if i stop them, let them all fill up and then start it back up again, one refinery will have like 43 fuel in the internal buffer, one will have 13 or something and the other 3 refineries will have empty buffers lol
i mean my setup works so im not gonna complain but still
some fuel is dissapearing
it just evens out eventually into working order
Do consider that machines will wait until their output buffer is empty enough that they can complete their production cycle. Due to how variable flow in pipes is, it's not unlikely for them to unload all their output before they start producing without interruptions
i know, they won't even produce with 46.1m3
its not like they stop producing all together lol
it doesn't happen immediately either, takes a while for the buffers to empty xd
i think its that hidden overhead people were talking about
anyways it works ๐คทโโ๏ธ
Just like flow doesn't immediately stabilizes along the pipeline. Sometimes it takes more fluid out of some refineries while leaving others to idle; whenever machines idle, the overall amount of fluid in the system (pipework + buffers of connected machines) reduces as more fluid is consumed then produced; so as the fluid in the pipework stabilizes, the machines may idle long enough that the fluid consumed is equal or more than what they had buffered
Any hidden buffer should have already been filled up. It wouldn't make sense for such buffers to start filling only when the machine is not idle o.O
idk ๐คทโโ๏ธ
i wasn't able to recreate it
so maybe its only a issue with mk5 belts, or maybe its lag related?
i tried mk1/2/3/4
So
Confirming that video about floor holes, left my game idle, showered, went to the store, came back and ate, and its stable with a 2m floorhole.
The guy was using mk6, so maybe engine upper limit issue.
leaving a setup with mk4 lifts rn
mk4 on 1m or 2m foundation?
cause i wasn't able to recreate it with mk4 on 1m foundation
it was solid before when I started tho
and its getting worse on mine.
also wanted to check wall holes w/ conveyors on them but that isn't doing anything either
I have a much older PC so probably
Either way, its defo an issue because its ONLY on 1m floor holes
i'll leave it running while i let out my dogs, if it doesn't change when its back then idk
its been
well... 30 minutes, nothing happened
I had an interesting idea, instead of doing large power plants if I instead piped or trained in crude to each of my main factories and each had their own "furnace" and power grid
i'll still build without putting conveyor floor holes through 1m foundations though, if its lag related, even if i'm not lagging right now there is no guarantee i won't later
Hi guys, can someone help me? I can't seem to start up the game, it crashes after 2/3 seconds. I tried verifying files, launch codes, updating drivers... nothing works.
And there is just a lot of recipes that mix oil and metals as there is.. just a thought I had
also i do put in long shifts sometimes and then my game will start slowing down
no need to post in multiple channels
also i'll try letting it sit with fps capped at 30
see if that does anything
i'd cap it at 20 if i could
Mines flickering between 7-6, I put in 319 when I started (after the loop was set) with mk4 lifts
Yes, do not forget each pipe (and a few other fluid objects too) have a 40% overfill capacity. This capacity (from my own experiments) is not shown in the UI in the game. So it can look like fluid is disappearing, when in fact it actually exists, but just in the overfill we cannot visually see
For reference, my experiment was to have a simple water extractor hooked up to some pipes. I then timed how long until the water extractor began consistently filling up its internal buffer. The time required was always 40% more than one would think if you only consider what the UI shows the capacity of each pipe to be. This coincides with what is found in the game code's header files
Which is why its always good to let your last producing machine overfill, then start fiddling with the next set.
afterwards removing the excess in the machine buffers
In general I just begin by producing more than I consume by turning off some of the consuming machines. That will eventually force everything to flood, just takes time dependent on the difference between production and consumption. But non-zero difference => finite time to flood
I think this could actually also be a legit use case for a valve too. To aid in flooding a system, include a buffer at the end of the line that is filled up while your consumers are off. Then before you turn on the consumers, add a valve which ensures fluid can only leave the buffer. Once the system is flooded, remove the buffer and valve altogether
Hi Satisfactory gurus, if you had your fair share with fluid system simulation in game, do you see some other issue besides simulation skipping viscosity ?
https://questions.satisfactorygame.com/post/670c8ee7ddb9d97e071ff742
so
i've capped fps at 30 and it didn't do anything
i alt tabbed while watching dexter which should make the game slow down a bit but still nothing
aside from playing 2 games at once i don't know how else to introduce lag with little effort lol
or maybe im still not lagging enough idk
Yeah your PC might be doing too good to exacerbate the problem like mine is.
i mean my PC isn't THAT good
its a Ryzen 5 5700X / RTX 3070 Ti and 32GB of 3200MHz ram
Mine has parts that are from 2012 and earlier
ah yeah definitely not like that haha
also my factory isn't huge yet
i have like.. i'd guess 300-ish buildings rn?
maybe by the time i unlock mk5/mk6 i will run into issues
anyways, until its confirmed fixed i won't touch 1m foundation floorholes
GTX 660 Ti from 2012, my save has 891 construct/extractors, 240 fuel gens, 52 coal, and all 31 geo gens.

Thats not including my idle rail line, and drones that im prepping.
lowest settings I assume
?
Pretty much, although debating a few because of the gross effect of say, having cloud quality low.
I have been calcing uranium/plutonium alts and it comes out that the best 'Power per Uranium ore' is using all alts except for 'Fertile Uranium'.
That Fertile Uranium is strong by itself and with most other alts, but if Fertile used in same chain as 'Infused Uranium Cell' then it loses to using 'Infused' without 'Fertile'.
Does that track? Is that the correct result?
i think the bigger question is, how big is the energy difference? is it worth the extra complexity, setup and math? i think SF tools only minimises item input and cant optimise for power. Although it will give you power used and you can select and deselect alts to use
Fertile is for increasing plutonium yield
thats all
it has a higher yield compared to the normal recipe
What could be the reason and starting point to trouble fix, my 200/min rubber factory, went without touching from 200 min to 160 ? It worked fine for maybe 50hours. I can see the refiners going to yellow from time to time. I'm just so confused, cause it used to be working flawless. And now it's fucked
even if you consider all possible alts for uranium
how are you managing byproducts or using what recipe?
Rubber is split into a sink or factory. The rest goes into refinery's and into power
starting point to troubleshoot: open refinery during yellow light.. why is it idle? full output? empty input?
Heavy oil res is clocking up. I was stuck with downclocking one refinery for the fuel and one fuel gen. I moved the underclock something up like 0.5. But it's not really fixing the situation. Unless thats going to take like a couple hours to fix itself again
so you need a way to offput more HOR? either make more fuel and more gens, or HOR in coke and sink it/use it
or, lazy option, if it works for a couple hours, just flush the system and come back once in a couple hours lol
I set up a 72 RCU factory
Well i still can remove the underclocking from the refnery's and the fuel gen's after the rubber circuit. Downside is that my power will be more unstable then it already is
Out of curiosity, I noticed you built an aluminum factory in the same place I'm planning - did you build it at ground level or up in the air?
wait
fuel gens will burn fuel regardless of power demand, so just math out how much fuel you are producing, make the right amount of gens
is the encased steel pipe recipe better than encased industrial beams?
like, more steel/concrete efficient?
I used it, just because it means I only need to make pipes and no beams.
i was thinking the same thing but im limited on steel, so i need it to be resource efficient
Yes, encased pipe is more resource efficient
10 ref in the back into the 4 ref in the middle into 6 fuel gens.
I have flushed the pipe's and upped like 1% from one fuel refinery and 1% of one fuel generator.
If my pipes still fill up. there is something wrong with pipes in this game
Weโre all proud of you ImDan. Thatโs a lot. I finished my 7.5 RCU production line yesterday.
Wasn't talking about some "plutonium yield", only 'power per ore'. And yes I do get more Plutonium rods with Fertile, but fewer Uranium rods, and the total sum of (uranium*power)+(plutonium*power) is lesser for the Fertile route than it is for Infused Urnium Cell route. So I was asking for math-check on that, to see if anyone else did similar calculations and came to same conclusions or if there is a mistake somewhere to look for on my part.
Just mk3 conveyors as far as I know, if you use alts to avoid them in making HMFs.
And motors
i mean...
odds are your math is off or you have pipe throughput issues, 'pipes are bad' is not the case that often anymore in 1.0
i can just use mk4's instead from the encased pipes right? xd
Yep if you want. Oh, you also need steel beams for those frame architectural elements. I used many hundreds of steel beams building my oil rig.
This is what you see in the screenshot, i rarely do the math myself ๐
But as far as actual item manufacturing, you can cut beams out entirely afaik
i think you only need it for some small things right?
i think maybe the 133.333/min is what cause a reeaaallyy slow bottleneck
Ok just checking the wiki, versatile frameworks (for project assembly) and plutonium fuel rods use steel beams too.
but you have 6 fuel gens..
But the rest of the steel beam uses are buildings of various sorts. I've got a single assembler trickling beams into a dimensional depot for my own use, but currently not using them in any manufacturing processes.
Oh hold up
Beams and pipes for rails
you use so many beams for belts, and then once you get better belts, hardly ever use them again
lmao, was i high when i counted ffs. Ok thanks, i see lmao
np np, happens to the best of us
it is raised up, ground floor is for trains, the refineries are up top
ye i guess i'll just make one assembler that directly feeds into a storage container and then into the dimensional depot
I actually use the lowest possible belt type for the throughput I need, so I'm using a LOT of mk3s and mk1s. I've used barely any mk4 and mk5, only when I actually need throughput that high.
its still a WIP
so i'll just use encased pipe recipe instead for the big production stuff
Nice, so it's still built on the ground though? Just curious that there's enough space down there to do it, rather than having a factory "supported" by the nearby trees and that rock arch near the pure bauxite node.
i'lll grab a few pics after i start the game if you'd like
That'd be great if you don't mind
np, i still haven't gotten the copper or rubber into it and have some long distance belts bringing in the bauxite which will be done by train eventually
there's only so much train building i can take at a time,lol
I'm talking about this spot in particular, although I think you've got the main factory a bit further south
this is it from a distance
Maybe that's a good idea to do something like what you did too, though, since the aluminum factory could maybe make more-advanced stuff too by bringing in the nearby nitrogen.
altogether, it will end up making 600 sheets, 50 cooling systems and 350 heatsinks
Is that smaller spot you've got right below the bauxite nodes your starter aluminum factory?
Yeah that was my concern. It looks like a decent spot, but I suspect it'd have to be very vertical.
Let me double check, but in my experience, you need way more pipes, since pipes are used for
- Encased beams
- Stators
- HMFs
- Rotors (via an alt)
- Regular modular frames (via an alt)
you can do it there, sure, the problem is that you kind of need to bring in rubber & copper and fitting train stations in there isn't easy
This is my pipes-only HMF+motors design heavily using alts
It looks like steel beams are mainly used for building structures/belts/etc., versatile frameworks, and plutonium fuel rods. But its like 18 beams per rod, which isn't very many I don't think. Looks like the main use is for versatile frameworks, which you need for later space elevator parts as well
Yeah honestly I'd probably just make steel beams at the nuclear plant location later in the game for that specific purpose
Yeah, considering it is relatively straightforward to do so by that point
There's also an aluminum beam alt that could be used too
this is the design i went with for HMF's
big factory, lol
iron alloy is pretty bonkers good
Yeah I really like it. It let me squeeze a LOT of HMFs out of a single pure iron node
Also I just realized you basically already said what I also said ๐
I saw the question from earlier when I was in the conversation, and just skipped over the 30 messages that I hadn't read
That and Solid Steel
yeah, Solid steel is always going to be stalwart great
what i find sort of funny is how much other recipes have supplanted coke steel's situational goodness
Solid steel best choice, unless you have compact coal sitting around that you are never going to use.
This is what I did for HMFs. Steel pipes, beams and concrete coming from a large steel factory I built prior
that's kind of similar to my mod frame factory
I could probably refine my production, but I siphoned off excess production from my versatile framework line to drastically cut down the machines needed for my HMF production.
I prefer Steeled Frame over the default modular frame recipe. Reinforced iron plates and, you guessed it, more steel pipes
again, i gotta say pure iron & copper are newb traps
Trap how?
This was (roughly) what my steel factory is
they take a lot of power for yields that you can do better with other recipes. For 300 copper & 900 iron, the alloy recipes made 200 copper ingots & 1500 iron ingots in that mod frame design
iron alloy actually has higher ingot yield than pure iron
pure copper has an amazing ratio for just adding a splash of water, way less hassle than getting antother resourse like iron, coke, or acid
Ohhhh, the pure recipes
i wish there was an easier way to put things in and take things out of machines
yeah, but pure copper only is needed if you are setting out to make 60 pasta/min
like you really don't need much copper outside of pasta
like for example, i wish you could just press one button and it would immediately put a power shard into a machine and also overclock it to the max
i wanna just be able to spam one single button to power shard and 250% a whole factory =|
'cntrl-v'
if you didnt set a recipe yet, you can use copy and paste
if you DID set a recipe, you can also do this
but it will also paste the recipe of course
but can you put powershards in with ctrl+c / ctrl+v?
yep
ye
yeah as long as its not a power thing/extractor.
I think I'll use the pure caterium though
ah ye ofcourse i didn't think about that fml
yeah, doesn't work for generators or extractors/miners, but production machines, copy and paste will do shards
it doesnt matter if i powershard a whole factory if the whole factory is already using all the available resources anyways =|
Blueprinting power like fuel gens saves you the hassle of adding shards, so thats a win there at least if you DO use them 
mweh
yeah bp'ing gens helps with that
so far, aside from extractors, i've built everything with 0 power shards in mind
what about emptying / filling internal storage?
like for example, i'm using a manifold, it would be nice if i could just ctrl+c and ctrl+v to prime them all :v
I think you can CTRL+Click to move all stacks of a specific item into a storage container
I always overclock fuel gens to 200%, the math doesn't change, really, aside from the number of machines
ye ofcourse i know that kind of stuff but i meant production machines specifically
Oh internal storage
I wonder if BPs include internal storage if you put an item in then save the BP
I think if you have the item yes?
Considering BPing a manifold is already usually a good way to go, that doesn't really add much (aside from needing all the raw resources)
I know a streamer I watched that had a bio burner BP he just plops down.
I have a question. Do people package their fluids and then transport it to the mega factory or do they craft offsite and then return the items that have been crafted?
I also now (since I am well into the midgame) typically use smart splitters for my manifolds, and only send overflow on down the line. I think it helps with startup speeds since you are fully saturating one line at a time with as many resources as possible before even activating any more machines. Essentially prevents "loss" of items from the machines using the items, so more items go towards filling the manifold first
both, if the fluid is too small and compacts well, you package. (like nitrogen)
if you can make what you want there? all for it.
Yeah, I was wondering what was more efficient
I was going to use a train, but I swapped to packing + drones.
What makes a fluid too small?
How did you manage to do that, as you need plastic and rubber to get drones?
since 600 was going one way, and the rest was going another, not enough to bother packing for a train.
I wish we could more efficiently transport fluids. Simple liquids are okay, but packaging is still better, but gasses do not work at all without some loss. Makes me sad because I like seeing trains with a variety of car shapes
I might just conveyor the stuff back to base ngl
I have the infrastructure set up with how I have set up my hypertubes
Im mentioning nitrogen 
Im in phase 4
I was walking about Oil lol
I just got to phase 4 last night! Realized I had plenty of supplies to just overclock and sloop a few hand-fed manufacturers to make the ACUs and Modular Motors
Kinda feel bad about not fully automating them, but oh well, I'll need to do it later anyways
Why do I do with heavy fuel guys?
And then I can more easily integrate it into producing the other parts
That's what I did too to reach P4
I dont have anything from phase 3 automated 
and im using mk3 miners
Heavy oil residue? Depends on the machines and alts you have
Yeah, 100 ACUs actually isn't all that many, especially if you sloop them. 500 mod motors was a bit more, but I still had a scuffed motor setup, and could easily automate some smart plating fast enough to work
Yeah that
I'm kind of dreading how much MK3 miners is going to change what I can do. Like, all my resources are going up in numbers substantially
If you have the recipes, diluted fuel lets you get a lot of mileage out of heavy oil residue
one thing I do to prep, having a smart splitter feed into a sink, that way I can later just crank up the output of the miner and take the split for new things (if a legacy factory can stay put)
More or less I'll be able to do that. Since all my miners just go into trains anyways, I can just add some more stations around
I'm begining to realize how many stations you need for moving large quantities around. Guess that's why drones are a thing
nothing? did you break down the elevator parts?
or did you hand feed them? lol
I had phase one stuff done, but I barely had wiring done 
there's little point of fully automating a spelevator part if you need like a hundred or two of it
you can, but... why?
outside of sinking it afterwards, i mean
sink points
well, you need them automated eventually
for example you need 1000 Adaptive Control units
you make 100 of them for Phase 3 but you need 1000 for Phase 4
you also need modular engines etc. and you need thousands of those too
8,273,500 until next dna coupon ๐ .
bro legit decided to commit a full local wildlife extermination
I still have another batch comming soon

I put it on hold but I could do it soon.
distracted by my RF setup
(and now by drones I dont need yet)
small deliveries from afar and much easier to set up
i ain't gonna set up a whole train for 15 iron plates and 30 SPowder per minute
Drones for moving 337.5 packaged nitrogen one way, 150 another.
yea, also nitrogen
ah i guess ye for stuff like that
thankfully packaging loops just need containers dumped in, and thats it.
Also for shipping finished items like frames to another factory for more-advanced recipes to use them.
pity the drones are so spoiled and only take the finest fuels you can find there
ah so you guys essentially just use trains for raw materials
and then drone sfor completed items?
meanwhile that one tractor feeding on solid biofuel since phase 1:
Not so much raw as stuff that gets transported in large quantities and stack sizes
Like I'm going to be using trains to transport plastic and rubber around
depends on the amount. i doubt you can transfer 780 items/minute on a steady pace with one drone
but for something like smokeless powder from your istant RF plant - 10/10
brooooo i need to do another oil thingy
the descriminator is often volume
i need more plastic and rubber
its fine for now but because i did direct to fuel its only 180 rubber and plastic each from poly residue
On the topic of drones from a bit ago, it would be 337.5/min south to the oil on the gold coast, 150/min over to the cliff beside the uranium spike (aka the old box bug on the interactive map)
Train would be weird.
(also reminding me I need to clean my zipline wires in the dangle spires soon
)
is there any kind of bug where you can't make full use of an mk2 pipe?
some people say there is. some people say there is not.
i have 2 oil extractors 250% (600m3) so 1200m3 -> 20 OC refineries consume 600m3 each row and somehow they're running out of oil
there's certainly behaviour that'll prevent it
should i add a third extractor and balance it in the other end of tose reifneries?
I see you've already got a #1038092680493801533 post up, maybe add some images of the rest of the piping since that'll help anyone who wants to help diagnose
the main thing that usually helps is looping pipes, along with not doing weird input setups
if you set it up linearly, without extra inputs, you get throughput problems, cause machines take fluid intermittently, instead of constantly, leading to spikes in demand above 600m3, which causes a lack of resources downstream
feeding fluid from both sides (ie looping the system), fixes most of these problems
is ya pipe system saturated
who up saturating they pipe systems
I think the best way to look at it is that they're bugged but you can make them work if you follow some guidelines
like people have mentioned try to make sure the pipes are completely filled before turning the refineries on
isnt it fixable by shoving in a ton of pumps?
ive noticed that too sadly
so anyways, make sure the pipes + internal buffers are full before you turn them on, if that didn't fix it, you can loop the pipe back from the last refinery to the first refinery
also, make sure that the pipe you're feeding the machines from is at the same height as the intakes
above would be fine too
but, everytime you want to change something, turn off the refineries and let the pipes and internal buffers fill up again before turning them on
every. single. time
thats like, the most important part
Maybe a hot take, but as I've seen discussions around pipes and played with them and reasoned about them, I don't actually think they are bugged. I think it is like @dark star said, things run in discrete instances (which is intentional), and so there are times where less than 600 flow is needed, bringing down the average flow below 600 as a natural consequence of having a hard 600 cap. Loops allow an alternative path and flow buildup, effectively allowing for >600 flow, and "storing" that flow (or rather the ability to achieve that flow) when <600 flow is used
idk, cause if it wasn't bugged then we should see the same issues in mk1 pipes
but mk1 pipes are much less tedious than the mk2 ones
And I think we don't see the issues since they can't compound like they can with MK II
anyways, point is, mk2 pipes are just finnicky but you can make them work
Are there mods for easier pipe management
idk, but sometimes i wish pipes just behaved like electricty instead of trying to emulate liquids
I'd like to confirm that this does work, though it's kind of annoying to build ;p
also is there a way to make my default poles mk2, when using wires i mean
i feel like it'd be fine as long as it worked consistently all the time, with the 80 fuel generator system I just shared there I ran into some issues with things turning off and on and i wasnt sure why, until i figured out that it was because the first fuel refinery in a line of 16 refiniries wasn't able to send the output past the first pipe unless I put a pump on it (even though it didnt actually need any extra headlift)
? thats a odd issue
yeah i was really peeved by it lol
maybe it was a connection issue? i was making a oil platform and i connected a pipe at some point, it was filled up and looked visually connected but it wasn't moving anything
pipe mechanics arent infallable, and were a bit funky in previous builds. but in 1.0, i think 9 out of 10 'pipe dont work' problems are cause of a misunderstanding of the mechanics at hand and throughput issues.
i deleted it and just placed it back again and it suddenly started working
thats what i thought initially but it kept happening after i rebuilt the line
ah sorry, the discussion has moved on
nah we're still tlaking about how shit and finnicky mk2's are
well mine was mk1 haha
btw what the point of valves, any time i try to use them, it still lets more fluid through than what i set it to
ah ye mk1's have less issues
if i can replicate it do you think it'd be worth getting footage of it happening so i can report it as a bug?
unless you want to be able to disconnect a section, none really
besides, valves are more like a bandaid
you cant automate them either, or copy paste
i mean you can't automate storage containers either
ive never really needed valves, what do you guys use them for?
nothing, bc they do nothing :)
i mean, i guess it would be useful if you start working on adding/deleting pipes in a system without turning the entire system off
because the other pipes will spill into the new pipes
wouldnt just not connecting it have the same effect?
i mean i tried using them to supply machines with enough fuel so that an overflow doesnt happen, but it still happens, so im confused by their function
yep ๐
like i said, its more like a bandaid
overflow usually happens cause of the low capacity of pipes and intermittent uptake of fluids that machines have
lemme just google what intermittent means
on and off
on off on off
oh ok
how much more
remember to read the value off of the valve directly, not off of the pipe before or after it
let my put it this way, valve set to 120m3 a min, feeding into a line of 6 refineries taking 20 each,
all in cycle: demand on the system is zero, pipe fills and flow at the valve stops
end of cycle: suddenly huge demand for fluid, sucks pipe dry, the 120m3 max flow cant compensate, machines idle
Im experimenting with valve some more and it does seem that they, more or less, prevent some levels of backflow
but they are only so strong
i thought that off pumps worked as backflow blockers
IIRC, the pipe manual outlines why and how valves can create the illusion of backwards flow. What they do is stop movement of liquids in a certain direction, but that is not the same as preventing "backflow", or rather, something that acts like backflow
if you have a vertical bottom feeding manifold, usually the fluid fills the network like this:
(assuming >--+---+---+---+---+, where each plus is a junction with a vertical pipe going up)
- fluid enters from left to right filling the bottom pipes. The vertical pipes all remain only partially filled
- once the last horizontal pipe is filled, all vertical pipes fill from right to left (as fluid now reached the end and the it starts bunching up from end to start
- the first vertical pipe on the left will now receive the majority of flow, similar to a belt manifold
that makes sense
irl, you would expect all bottom pipes to fill and then all vertical pipes at about the same time, and then all vertical pipes roughly get the same flow
but thats my assumption and i dont know how real pipes would act
do you still get canisters back from using fuel in the jetpack?
no
gone to tbe void
they get burned up like all other packaged fuels
i prefer it that way lol
but why would you need it canisters are very easy to make
guess i'll be using my spare plastic for fuel canisters
i have mine to dimensional depot and i just forget abt them
returning empties from burned packaged fuel would add some annoying extra logistics to vehicles, so you just kinda gotta accept that trucks and jetpacks consume the plastic somehow
i'm not using packaged or diluted packaged
i will eventually but i have plenty of power for now
clearly they melt that plastic down back into oil and use that as fuel
and that is still true enough in.... im not even sure if its "most cases" but definitely with mk 2 at max flow
any other case usually that backflow in red gets stopped very fast due to more liquid arriving from the left
but mk 2 is... gnarly
Right, its more of a problem of that a valve does not do what one would think it does, of forcing flow in one direction, since it actually introduces backflow. In essence it acts as a machine does (IIRC input fluid in a machine cannot flow back out of it), and that can be problematic if you use it wrong
Like at best it does nothing, at worst it hurts you
well it does force it on one direction and it doesnt let it escape
but the realism of pipes means that you get the very real case of a pressure wave colliding with the closed valve input and bouncing back
the valve cant "grab" fluid and hold it still when it hits it's input side
When filling a manifold, you can begin by having all the consumers turned off, fill up a buffer, then add a valve to only let fluid out of the buffers and turn on the machines
but valves do seem useful for preventing fluid manifolds from draining back towards the input if that becomes an issue
perhaps one day i'll just learn how to make mods so i can destroy their precious little liquid simulation and just replace it with instant transmission no BS like electricity =[
Right, and that is the "backflow" we see. Not true backflow, but acts kind of like it
in a vertical manifold, usually the machines near the very end are the ones that starve most of the time
due to not enough fluid being able to accumulate to move up the pipe
and also fluid being able to move back
as every vertical pipe pushes down
but a valve CAN prevent parts of a manifold from draining from this "backwards push" through gravity
same goes for a pump
a pump seems more useful tho as it gives the manifold new headlift
and, btw, POWERED pumps also prevent backflow
I do wonder if valves would be useful if you had one at every point where two pipes connect. Since fluid can't slosh around within a single pipe (after all, a pipe just holds the number of the amount of fluid), if you put a valve at every pipe connection, pipes wouldn't be bi-directional anymore
it has never been the case that only unpowered pump prevent backflow
idk why that myth pops up now and again
even the manual says "prevents backflow, even unpowered"
i dont believe that too many valves are good
you are turning the manifold into double the pipes, and its short pipes
I don't either, in any realistic sense, more just something I'd like to try
and the game doesnt like a bunch of short pipes compared to less but bigger pipes
Right, because each pipe is a fluid box that has to be simulated
bigger pipes also have a bigger overfill fraction, which is the thing that keeps headlift alive
And the simulation seems to work better with larger fluid boxes
every pipe has an invisible 40% extra space
Yep
ONLY this invisible space keeps headlift alive
And what half of that contributes to extra HL
I don't remember the exact number the headers mention but something like that
extra?
None really from what i remember
for a vertical pipe, the full length gives you headlift
Extra in terms of it is a different value than from a pump
the only other header part is the "overfill percentage"
which is just "you dont need the full overfill to keep headlift alive, only like 50% of this 40% fraction"
Here was the relevant stuff in the header
Oh wait, that might be missing one value, hold on
(That photo was from last night, sorry)
Oh no wait, I just can't read. I am assuming OVERFILL_USED_FOR_PRESSURE_PCT is 50%, meaning 50% of the overfill (which itself is 40% of the volume) is used for pressure
And I guess it may not be extra, but simply how much of the existing HL we are able to use. So at 120% we can use (and I guess transfer, not entirely certain what "use" may mean) all the HL available
no you reach max HL at 20% overfill
the extra space is just so you can lose fluid without losing headlift
so you can fill up to 140%, but headlift only cares about the first 120%
Right, that's what I said. Maybe I didn't word it well
Hey all. I know one should be looping the pipes for maximum throughtput, but... Why exactly do that? How does this even work?
and the extra space is just for pipe flow to do its thing
At the very first junction that the 600/min enters, usually it splits to a machine and then goes on to another junction, right?
it fills the machine and then that small pipe going into the machine is full
problem is, the junctions merges that fluid back with the 600/min input
so you interrupt the 600/min
how do i open the console on a german keyboard
switch to UK english keyboard langauge, then press ^ / ยฐ
I'm curious if a valved-junction would solve a lot of problems then?
I will now refer you to that funny image of valves you posted
how do i switch keyboard language again
shift + alt usually
but you gotta check windows settings for secondary language
i thought shift alt as well, because it worked in the past, but now it isnt
Would it still happen in that instance and actually cause loss if the junction and valve were one object and simulation rules were applied simultaneously?
consider a conveyor manifold that's been fully saturated and the branched-off belts into each machine are all backed up
now imagine that the backed up belts can spill back onto the main belt and clog it up
pipes
What I mean is this. Fluid can only enter in at one direction, and can only flow out in the other directions. It would prevent a machine in the middle of the line from "sucking" water from pipes on either sides, and instead only from pipes on one side. If each machine then all sucked water from (for example) the left most, I feel like it could solve the problem, but only if the split and the directionality were applied in the same step by way of it being a single game object.
But perhaps the junction itself having fluid could introduce the same problem anyways
What I really should do is get into modding to try and poke at the simulation more
That and I have a few ideas for some more testing I could do in vanilla to check some things. Namely if 600 flow rate from one machine to another with no splits or combinations is truly possible without loss
not possible, theres always some minor loss.
found that out doing hand feeding of aluminum a while back.
the electrode scrap machine was showing 12/12 fluid needed, but the craft would never happen.
Interesting
it was a tiny pipe connection too, like just enough for a belt to barely exit and clip a bit.
Unless there is fluid already in there, full, there will be that initial loss.
(or final loss as the pipe empties? hard to say
)
I moreso mean loss of flow rate, not of fluid itself. Like if I have 1 machine outputting 600/min and 1 machine using 600/min, is there eventually a buildup in the output machine. If the flow rate is in fact something like 599 and not 600, there would be
i have a system turning 300 oil into 800 fuel using diluted packaged fuel
i can use the recycled rubber recipe and consume 400 fuel with that, then put 400 of the 800 rubber and turn it into recycled plastic using another 400 fuel to feed the recycled rubber production
but then it only gives me 400 rubber leftover and i feel like i'm doing something wrong
is there a step or item i'm missing that would make it much more efficient?
So what's the problem? One recycled recipe consumes x of one oil product and x fuel to produce 2x of another oil product
i've just seen other oil setups get way more value out of turning diluted packaged fuel into rubber
You can make 450+450 from 300 raw oil by also using the polymer byproduct from the heavy oil, thats about it
this may be helpful
atleast it seemed like it
the letters in sequence make words
Then you'll have to use other recipes as well, simply recycled recipes + diluted don't maximize the output
You can check it in the calculator, it will 100% try to use other recipes like default Rubber
What calculator are you using for this?
i'll calculate how much i'd get out of using the polymer resin recipe then turning that into residual plastic
rubber*
325...
then diluted packaged fuel for the byproduct... 200 fuel...
425 rubber...
normal rubber would give 200...
then 400 diluted packaged fuel from the heavy oil... makes 400 rubber combined...
i should probably do these calculations in my head instead of writing them down here
oh
diluted packaged fuel is the most efficient
400 rubber from the recycle recipes then another 100 from the polymer resin
So Im thinking on my drones for packaging, a drone per port that sends back the empties to the same port that are sending the nitrogen "should" be alright?
My output isnt super high so assume the drone waiting wouldnt be too bad.
you can do pretty well with that, yeah. it is one of the use cases drones were added to the game to support (and the reason the nitro wells are inconveniently located)
Huh. That's maybe a dumb idea... set up packaged fuel or packaged rocket fueel or something, but give it less flow than it needs to run constantly, so it only flies when it has enough fuel for a run. Might be a way to ensure you aren't constantly burning fuel, but also to use up an odd bit that doesn't go into generators evenly?
Like, set up a drone route for smokeless powder or something that only runs when enough fuel has accumulated for the run
Speaking of rocketfuel, what are the actual recipes needed for efficient RF production?
I have them all unlocked, but struggling to put the pieces together
Assuming a supply of caterium isn't a concern, is fused quickwire really worth it?
It's alright. Just depends if you are gonna use copper wire for your other recipes.
Plenty of copper nodes around for just wire though
Fused is 90/min base, so it's good for a single machine output, to me.
The main concern I have is that the area where I was going to build my computer factory doesn't have copper close enough, so I was thinking just going with the default quickwire recipe, since there's three caterium nodes in a group.
staring at the 3 normal copper nvm
The orange tricked me
But I think that's probably more than enough caterium to just use the default?
Yeah, the arrow lol, but that's too far to belt and too close to train.
Yeah if one of those irons was copper it'd be perfect
That is not good topography for trucks from the look of the terrain lines?
If you dont use ramps yeah, its a bit of a loop from the west side.
honestly setting up trucks is kinda annoying but you do have coal nearby if your willing to use it
i would just make a belt blueprint, if you set it up rigth it can look really good
yeah probably more work than belting to get the coal there, as the nearest is the pure nodes near the pond, or two impure farther south 
if you really want, just spaghetti belt it for now and fix it later
by later, you mean never, right?
I would use nearby iron to make Wires.
after you beat the game
thats a cop out and a waste of resources
nah, iron wires isn't much worse than copper wire. Iron pipes on the other hand... man the price for simplicity is high
I need all the copper for copper powder and sheet and make more Caterium, etc.
in theory, using the pure caterium recipe and then fused quickwire would be the best way to make a caterium node go the furthest, right? Aside from reducing quickwire usage via alts, of course.
yeah
Nuclear Pasta. lots of it.
honestly somersloops are probably the best addition ever, i messed up my calculations and hours of work were about to be f'ed but now i was able to fix it
sloops are indeed a really nice bandaid for screwups, or just for scaling up compactly.
oh man i rlly need to make an iron plant, i got rid of it and have been using tickets ever since
im on stage 4 of the game btw and about to complete super computers
I needed like 20 circuit boards/min for my computer production, slooping the assembler saved me needing a second assembler
at 12 pm
nice, im currently making about 200 from a single crude node, its so helpful to be able to only need one resource type
thats 3 pure copper very close
I'm probably going to unlock mk 3 miners and then move my existing copper wire/sheets/cable production to a different copper node I'm not using currently, because the node I'm currently using is about my best bet for a caterium products factory.
beautiful 6.66 item/min splitter