#math-and-meta
1 messages Β· Page 235 of 1
Only build what you need for now basically
but remember that you have a potential for that amount
you don't need a bunch of steel beams and pipes though
Like if you need them in the future for Versatile Framework for example
could also even use them for more Iron plates
Something like that? or even less encased beam? like just a mk3 belt?
also, id wait until you have a better iron ingot recipe TBH
oh wtf i have all of them, i didnt notice it wasnt using pure at least
You won't have enough power for all that buildings seeing that you arent planning for heavy frame in tier 6
Yeah, Pure is a straight upgrade if you have water π
yeah this is compltely wrong one minute
I mean, they could. They could be doing it one step at a time
Man's in the desert all those water should probably already go into pure copper
There's a whole ocean to the east
I'd rather not drag the entire ocean up with 10 freight car for not even 2x iron yield
ficsit would be proud
I mean, you can build down onto the ocean and take the items there, that's what I like to do.
That's reversing the direction does it make the process better?
Well, you aren't transfering liquids then π
I have a train for nitric acid for the well on the desert all the way down to north forest
I have trains bringing raw Bauxite all the way to the West ocean π
I just don't transport water for iron, bauxite or fuel is fine
If you package it you'll get a LOT better throughput btw
there we go, i cant believe i didnt notice that...
Ahh Im building a huge pure Iron facility atm π
why would u even transport nitric, N2 has a 1:4 compression and water & iron are literally everywhre in the world
remove leached ... if u need that many pipes u need that much sulfur as well
Cause a pure sulfur node is on the way and stopping there doesn't reach max allowed RTT?
I mean, I have a nitrogen gas facility where I transfer Nutrogen and Nitric out by drone.
fair enough that makes it a bit simpler for sure
Nitric isn't used in high quantities usually
For steel please at least do molded beam and molded pipe for large factories like that
and yeah, I agree, leached is almost never wirth the Sulfur it takes
thats looking WAY better guys thanks sm
which concrete recipe are you using?
My steel factory has loads of Silica nearby so Im using fine
but wet is still better than default
Rubber or wet are nicest depends on where you are
not fine?
wet concrete in its own factory
using all 9 pure nodes from rocky desert
current prod 2880, havent upgraded belts to mk5
Fine has same ratio as wet, I'm never in a spot for fine I suppose
Ahh fair
Although I wasn't aware they were the same
I have water there so should definitely swap over to wet then...
Idk I just rmb rubber for mega and wet for simple depot
Havent started in a nice quartz spot to make use those yet
I really need to set up some plastic and rubber trains, they're used in so many top tier alternates...
Think fine is still better than wet I hate refineries
Heh, yeah, I have of course been doing that as well. :D After being stuck for awhile it seemed prudent to ask in a channel where it's likely someone already understands it and could nudge me in the right direction, though. :)
what do you need so much steel for?
idek i just build mega factories for certain material types and then train/drone them around where i need
eg wet concrete factory
why so many steel beams tho?
I love them. Bigger machines are less fiddly xD
they're only used in plut rods, versatile Frameworks, and screws (if you use the alt)
they're also used in EIB but you're already making them with pipes
Please censor ||screws||
I love screws
screws are the juice of a factory
I want to make 5 million screws per minute some day
omg did they change discord censoring?
Use with bolted frame and bolted plate and heavy flexible frame for very small HMF factory
it's always been ||this||
D: But think of all the belts!
But that isnt working either xD
put the screw constructors inline with the machines, no belt
oh ignore me xD
because I wrote it like this: \|\|this\|\|
But then I can't have nice straight rows
I thought I tried || originally but I must have been wrong xD
Yeah I thought I edited to that haha
you can.
but the gaps wouldn't be uniform, my OCD could never π
not sure what you mean, you can make the gaps uniform if you want
honestly just planned to fill two mk5 belts but i realize thats way too much now
I love excess, but I prefer excess with a purpose
I mean, if you need 2 screw machines per next machine then you need 2x the amount making it not uniform unless you have really long belts
No you are absolutely right, i just dont really know the endgame requirements and recipe interactions very well at all
I let my friend deal with that but hes sleepy
I mean, you could sink it... But why? xD
or you just ... leave space
or you overclock
sure but "space" is what I hate xD
or you underclock
or you choose a different screw recipe that makes more screws
or you build vertically
there's infinite solutions, just takes some creativity
I DO need to get better at this tbh
unpopular opinion: screws are my favourite item
so true
my next playthrough will be screws only. you can make over 5 million screws per minute theoretically, I want to do that
Is there a knows bug with drone ports, once you selected the wrong port and cancel what ever you selected. It just randomly picks ports and goes wherever he wants? If not and its user error, i'm in need of some sleep
And those "relevant" ports makes no sense at all
Do you have several ports with the same name?
Nope, somehow an excisting port who was doing computer parts and was working flawless is now delivering where bauxide should be delivered.
i mean i have set up drones in the past. This is the first time its really screwing me over
Hmmm
When you have build a drone port, and delete the port while a drone was still flying, what happens with the drone and its "set route" ?
Cause i have drones on my map without a name
Think i fixed it.
Deleted the whole thing and started over.
Note to myself: Never ever, click the wrong port twice in a row.
Anyone know why statisfactory tools doesn't accept the stitched plate alt recipe?
Currently using it
turn off the default RIP recipe
because it's judging it as less resource-efficient
IIRC it's weighted by how much of each resource there is on the map. There's (very rough math here) about a third as much copper as there is iron, so it counts each copper ore as worth 3x as much as one iron ore. So for 10 a minute, the default recipe's 120 iron vs the alt's 50 iron + 100 "iron" equivalent, default costs less by that math
if you want to force it, disable the default recipe
They can at least split mixed belts evenly (with some limits though
), unlike all other splitters
test
I have a question about Pipeline Mk2 . Lets say I have 1335 Fuel needed to be delivered to 14 blender. Since Mk2 is 600 liter max, do I need to do 2 pipeline or can I combine them all?
I means, 3 pipeline...
any suggestions on how to make the main line have through priority
that part comes off a really nice downhill segment and i dont wanna hve the trains burn their speed slowing down for a red path signal
hmm delete some block signals downstream?
neverrr mind i figured it out
600 m3 is flow rate, not volume. if you connect them together, all blenders will still receive 600 m3 cumulative at most
Hi fellow pioneers! I'm working on a web tool for production planning & logistics tracker, answering the good old questions: where are my somersloops? Do I have enought batteries? Am I producing enough caterium ingots?
I started with an Excel to track all my trains & drones, but lost hope after a while; so this time, since I wanted to finish this addictive game once, I made a tool since an Excel sheet is not something to be proud.
We reached v0.7.0 this weekend adding Somersloops & Overclocking support in the calculator, Transport Graph (to see where all your plastic is going) and Import existing plans from SatisfactoryTools. You can already find Power Generation, share games with friends, and many other things!
If you want to take a shoot or leave some feedback, I'd be more than happy!
You can find it here: https://satisfactory-logistics.xyz/
A web tool to keep track of Satisfactory logistics (by train, drones, vehicles), setup inputs and outputs between factories and see where items are consumed.
thanks, so i'll connect them all to one pipeline and manifold
no, you will have to separate them. your blenders need 1335 m3 of fuel per minute, and the pipe can take 600 m3 of fluid per minute
so one pipe or even two pipes will not be enough
seperate into 5x3 and pipe each seperately
think of it as electricity, the amperage of the pipe is 600
you cannot force more electrons ( fuel) through it
A tip, electricity is definitely not easier for most people to understand.
got it. I'll separate
Just think like them are belts. Not entirely, but it comes close.
Each m3 is 1 item. 1 pipe can transport 300/600 items
I can't remember, when in a chain you need like, 7.5 assemblers
is it more efficient to just underclock the last one to 50%, or to "spread" the underclock over the 8 assembler you need ?
In theory to spread the underclock
I'm the end it doesn't matter that much, cuz unless you are building 1000 assemblers the difference is neglectible
i cant find it, please can you mark it on the screenshot?
have explored this cave many times without even researching uranium
Can anyone point me to some Fluid dynamics 101? New to the game, and someone pointed me here for a 'manual'?
oh im very blind i thought that was the swamp uranium node mb
it also is linked in the channel pinned messages
the time has come, the very first factory (rotors + RIPs + frames) needs to be disassembled and turned into a motor factory
with 30 smelters instead of 9
I really wish train stations wouldn't block their inputs. Like just have a second internal buffer that everything gets transferred to when the train arrives, and block THAT.
yeah, building them is kind of repetetive, i'll agree
Like I'd want to just see everything vanish from the platform inventory as soon as the dock sequence starts, and then incoming belts just start refilling it again without missing a beat.
yeah truck stations do that so i dont get why trains arent like that
i usually just build that second buffer myself, with an industrial storage container with 2 belts to the station on each input/output station
Yeah that's what I'm currently doing, just seems really unnecessary and doesn't look nice
This is only going to be ~280 fuel/minute. Is this sufficient, rather than that big double-input-with-pump setup on the wiki?
whyy are you transporitng fuel in the first place
(Or maybe with a pump under the frame?)
but i recommend always packing fluids for travel
That fused frame alt needs 30/min, and tank cars are cool lol
ah fair enough
that should be enough, that isnt even pushing mk2 capacity so you're good
I might toss a pump in under the frame just to be safe, but thanks!
Actually maybe I don't need a pump, this is flowing down from like 30m higher than the platform
Anybody here knows what that figure means ?
It means the miner is only running 66% of the time
Because its output is not being consumed fast enough
thx, figured it was smth like that, wanted to make sure
"how to make plutonium fuel rod: turbofuel!"
Does anyone know if there's a mod that does this for train platforms?
do nuclear nobelisks clear more foliage than the normal ones, or is it just more damage to creatures?
Also more damage to creatures, bearing in mind the game's physics are kind of wonky about explosions and cover reducing damage
But you can totally kill 4 cliff hogs with one nuke if you can catch them spawning in a group.
i just want nukes to clear trees
They're definitely better than cluster for that
and those pesky gas pillars
i hate having to spam like 30 nobelists at a time to somewhat clear an area
@unborn dome Itβs unlikely there are mods to change train station docking behavior in that way. Changing it effectively just increases throughput which can more directly be implemented if modding.
Yeah true. I'm not really interested in a throughput increase here, I just don't want to have to manually buffer each station because the internal buffer is wonky.
Technically the belt(s) feeding the station can buffer if the throughput is low enough.
If youβre playing Satisfactory you need to be comfortable dealing with some jank, lack of QoL.
So I'm playing around with grid isolation/priority power switches, and something strikes me as not very user friendly
In the UI for the priority power switch, why do the graphs "marry" as they do? Wouldn't it be more useful to show the individual properties of the subgrid?
In this example, power grid A is the upstream main grid, and power grid B is this subgrid for manufacturing one item. WHen the switch is OFF I get relevant stats for the sub grid, but not when the switch is on.
Its nice to know Power grid B demands 264MW. When the switch is on, that information is lost
Yeah the hope is maybe they fix the train stations eventually, but it's been a thing basically their entire existence.
Yeah it'd be useful if they show what's on each side, but they don't π¦
Seems exceedingly unlikely train docking behavior is changed at this point.
I also think itβs an un-elegant design in its current form.
It seems like it'd be an easy fix. And it wouldn't break existing buffer setups, just make them redundant.
if I produce 2070 rocket fuel per minute, and it is 4.16667 per minute in a fuel powered generator, that means i need to build....497 generator?? damn I didn't calculate that part of my plan. I finished everything exept the generator
Yep they're pretty efficient. You can OC the generators to reduce the number you'll need by 2.5 times at least.
If you have the power shards to do so.
and all generator would need 3 shards?
Yep
At 200 it would 198 x 3
i only have 150 shard approximatly
Do you need this much power immediately? Or could you build a fraction of the generators now and then wait until later?
Or build all 200 generators and only shard a number of them?
yes good idea, i'll do that
probably would need to use a blueprint for the generator
I haven't tried it, but I've heard you can BP with the shard in the generator already
25/6 is the consumption fraction, makes it nice to calculate, aka no rounding 
And it just adds shards to the cost of building the BP
also yeah BP for generators is great, I would just make sure you want a specific clock for most if not all gens.
What's the best way to grind coupons?
I've bought everything else, now i want the achiement for getting the nut statue
The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points...
Make space elevator parts and sink them
word
Silicon circuit boards, AI limiters, also uranium ore directly into the sink.
hey, this is more or less my first time posting in this discord and i'm doing it because i've run into the first thing in the game that i'm really scratching my head about.
how should I be thinking about miners and energy? once I unlocked the mk. 3 miners I started using them and upgrading my old mk. 2 because i assumed double the rate without needing to overclock would be a boon, but i didn't actually look at the energy consumption until today because i just assumed that since overclocking is exponential, that the mk. 3 would be more efficient.
I get that we can extract more for higher energy costs, but I'm surprised that unlocking a higher tech version isn't a strictly better situation.
Getting twice the ore is a better situation
Also higher level techs allow you to produce more power, so mk3 miner VS Mk2 using more power is not an issue
At one point they changed the clockspeed power curve so that overclocking uses less power (becoming better), and underclocking saves less power (becoming worse). I'm not sure if the scenario you're describing was true back then.
how much do i need to overclock my coal gen to allow it to use 33.75 coal/min
[want] / [base] * 100
As greeny says. Note that you can enter the formula into the clockspeed box and it'll calculate it there as well. So you can apply this same thing to all machines.
thanks
generally better to calculate yourself if you care about decimal precision
Do machines such as Refineries have a Headlift?
the game literally tells you the headlift of the machine in its description
Missed that one! Sorry
Guys, is this overkill?
Apparently that's enough to power about 800 fuel power generators
what's TF?
isnt 3000/18.75 = 160 gens
turbofuel
rocket fuel
ah ic
3450 I think? /4.17
is it not 10.42
ooh wait thats 250%
yeah so 350 gens i think
u gonna pipe allat manually?
sounds painful
is there any other way to pipe?
hmm, you can do it as 20x18, then build 20 gens, copypaste 17 more times via SCIM, thats a lot easier imo
i think if anything i went overkill
damn, that looks cool. I have no idea how to make things look pretty
i mean urs functions rn mine isnt on
Turns out 4 fit just fine on the blueprint designer, so I'll just spawn them in a row
Okay, take 2; been poking at this a bit more this afternoon and am still not really making progress.
I'd love to figure out how to arrive at how to compute the ratio of Recycled Plastic to Recycled Rubber refineries you need in the usual most-efficient petrochemical loop
I do know that so long as you've only got Rubber and/or Plastic targets, you can figure out the amount of fuel to spend on them with a couple of equations, but I don't yet understand how to figure out those equations for myself
Namely, with a target rubber production R and target plastic production P, you can get the total fuel spent on Recycled Plastic with: (P * 17/27) + (R * 8/27)
And likewise the total fuel spent on Recycled Rubber with: (P * 7/27) + (R * 16/27) (or just take the total amount of fuel (which is easy to get) and subtract the previous value, of course)
I don't yet really understand how to derive those fractions for myself, though
It's easy enough to compute the ratios iteratively by bouncing back and forth between Recycled Plastic + Recycled Rubber until you're sub-4-decimal-precise, but I'd love to know how to figure out what the actual formulae are
I have not delved into it
but I notice that it is asymmetrical
so it must be taking into account the residual rubber
Yeah, the "seed" rubber you get from Residual definitely has an effect on it
Example of the iterative generation you could do: https://gist.github.com/apocalyptech/ed6072f875d2ef8f4d067f752ede55ea
The formulae are definitely related to that 81-as-common-denominator thing; 27 is 81/3, of course. The reddit post where I ended up finding those formula is here, btw: https://www.reddit.com/r/SatisfactoryGame/comments/x94t7i/could_use_help_with_the_math_behind_the_oil_loop/ -- The OP basically goes into doing the iterative approach, which is also the only way I knew how to get to it. The comments contain plenty of useful info but they skip some steps to arrive at the fractions in those formula, and my brain's just not been able to make the leap with 'em.
got it
the four equations are:
P = 2Fp - Fr
R_bonus = C/3
Fr + Fp = 8C/3```
Fr & Fp = Fuel used in (Recycled Rubber / Plastic)
R_Bonus = Rubber obtained with Residual Rubber
R & P = Target Rubber / Plastic
C = Crude, which is not important
R_bonus resolves to (Fr + Fp)/8
so the set of equations are
P = 2Fp - Fr```
let's find out Fr
Fp = P/2 + Fr/2
R = 17Fr/8 - 7Fp/8
R = 17Fr/8 - 7P/16 - 7Fr/16
R = (34-7)Fr/16 - 7P/16
16R = 27Fr - 7P
Fr = 16R/27 + 7P/27```
...for what
sure
just basic level copper powder
@dusky dust you have sucessfully nerdsniped me
Wiki says it is 300/min input 50/min output
and particle accelerator @ 100% needs 100/min copper powder
one constructor does 300/min
any idea how the hell this is working without a single pump?
I need 600/min for particle accelerator holy cow
turbofuel I assume
rocket fuel
ah then it is a gas
nope
huh. well, good to know
Hah, apologies. :D
Just taking a look at your stuff now. :)
They dont need a pump, but depending on the flow needed, you might want a loop if they dont feed correctly once full and you start it up.
Awesome, many thanks, btw! What I'd been missing in the end was representing P and R by those first two equations
(R = 2Fr - Fp + R_bonus and P = 2Fp - Fr)
Just hadn't had the proper things to sub in without those. Cheers, appreciate it!
I did some math to make heavy modular frames with recepies i have, can someone double check if my math is correct?
heavy modular frames(2):
-(10) modular frames
-(3.34)reinfored plate or(3.75)reinforec plate
-(11.25/12.6)plate or(20/22.5)plate
-(22.5/25.125)wire or(40/45)screws
-(17)pipe or(15)rods
-(40) steel pipe
-(60) steel ingot
-(10) encased industrial beams
-(60) pipe
-(50) concrete
-(240) screws
-(60) iron ingots
this can also help with double checks
https://www.satisfactorytools.com/
Oh, good to know
kind of hard to say if that looks right, how you've split stuff into either/or is tricky
I used / to make diffrence between 2 recepies of same item
Cause first number is for steel pipe frames and second is default recepie
your math seems a little off, just tossed this comparison together w/o drilling into making rips
it just lets you lay out a factory plan in sort of a barebones way and does a lot of the same stuff you'd use a spreadsheet for
the roll-up view is great for recipe compares though π
Thanks
does this issue with having 600 fluid in a pipe but not recieving 600 still exist?
why is this pipe blocking when its loaded from the top?
i use it a lot more than sftools because it doesn't choose recipes for you - it assumes you know what you want to build and lets you pick
the water extractor is the pipe going in from the top...
yeah, pushing pipes to 600 is still problematic, the pipes aren't broken, it just is that they get weird when at max speed (belts do the same)
from the looks of it, you're disobeying pipe rule #2 : keep pipes simple
There are pipe rules?
would need @latent swallow this is a little false:
the issues about pushing pipes at 600 exist at much lower throughputs as well. It's not a 600 problem
Tools only does that if you let it though, and thats spamming everything 
unclear what exactly is going on, you look like you have a ton of merges and connections all coming from different elevations
they are simple?
yeah, but you have to fight with it
Have fluids go from point A to point B, no merges or splits
"fighting" ok lets limit the water for pure ect 
thats simple
one extractor feeds multiple machines, it goes down into this pipe, then up into the machine
any way you suggest to remedy this problem?
That's impossible when it needs 2 inputs...
if i asked you if liquid flows in your pipe network 'up or down', answering 'both' is the opposite of simple, sorry
output manifolds count as Point A , input manifolds count as Point B
keep pipes simple, loop the input manifolds, pre flood the system
Thats what I have
but I need more
so A goes into B and C joins into that half way through
by loop the input manifolds you mean connect the end of one to the end of another so it fills it from the back? outside of this i have kept it all very simple
also you're gonna hve to get a much clearer shot of your pipes in the image , which may be impossible, or draw a diagram
you have elevation changes in your image and it's unclear at what part of the system its in. That can murder the flow
this is probably the most stable loop you can do. If you're having a specific problem with a system pls do some over head shots of the entire layout
the pipe alone the ceiling is the water extractor, the one along the floor is the byproduct
i can tell that it is an aluminum build, that you're bottom feeding your refineries and that you're playing with pipes at different several different elevations
and that you're using mk2 pipes
ah you're doing waste water for bauxite? yeah don't direct feed.
what?
I saw people say that if you feed from above it won't block...
all of the things i've stated are things i avoid when building aluminum
a lot of people have lots of bad advice it's true
there's only 2 elevations
any elevation change can be an issue
and the person you were talking to were probably talking about VIPs in a very poor way
cause a VIP junction has to be built in a very specific way
well 1 is just the input for the machine
and bottom feeding is a danger zone
the problem is these two blenders at the end of the line where the 600 runs out (top pipe is fuel, lower is ~100 HOR, bottom is 600 HOR), the dodgy curved pipe is a because ofthe small spacing and is not doing anything jank, making turbo blend fuel
just on it's own, let alone when doing more elevation changes and waste water
I did bottom feeding so I COULD feed from above :/
the manifold im using also has had time to fill properly, and nothing prior in the system is getting bottlenecked
@vapid gorge think it might be good to create a curated gallery of known good aluminum builds?
yeah it's so compact and things overlapping it's hard to tell, but 600 systems almost always need loops especially when it's not very clear and flat
possibly yeah?
in any case you're going to need to rethink your alum processing
appreciate the suggestion thank you
fluids are one of those things where you'll probably need to sacrifice some compactness to be able to appropriately build the logistics :\
idk, i feel like after a bunch of screwing around people figure it out, but there's a lot of trial and error and we all sort of converge on our own solutions
some simple general rules to follow #math-and-meta message
its not too compact the problem was my insistence on using a vertical bus for my manifold, but thank you again
yeah, rule 3 of pipes: all consumers on a pipe network should be on the same horizontal level
I mean, it looks like this from above, and took me all day π
maybe Ill test it with pumps xD
well, you'll have some issues trying to do loops for all those manifolds that are stackd on top of one another.
it's very common for people to hit the pipe wall head first on their first big fuel station, imo it's reasonable to just accept your system running at 90% power output and just take it as a learning lesson rather than do huge amounts of rebuild, but it's up to you
I really wish we could dump water :/
lever on each pipe to do that
We can sink it, at the measily cost of packages 
there's very simple ways to reuse waste water, you seem to have been told about 1 way in a stupid way from someone. Cause what you're doing is not technically impossible, but it has to be done in a specific way that the person didn't explain appropriately it seems
this isnt even a major problem im only making packaged turbofuel out of convenience for drones/time crystals, the simplicity of old fuel setups that i got used to have dumbed me down a bit
for example, this is the most reliable way to do it
I could just bring Iron here and smelt it with this I guess...
they're annoyingly inconvenient to make, lol
in the image the blue water is fresh, the red water is waste, they don't mix.
oh god, thats a lot of piping...
that's like 1/2 the piping you were doing
it's 780 bauxite being processed in that image
yeah my image is 10x simpler
I have 2700
Just turning some refineries around and having them side-by-side the length of most pipes would be halved
Math time I guess xD
yeah but looking at it as a unit of processing? per your unit? much simpler
I even have my Sloppy Alumina refineries at 75% to make them all straight lines xD
so they're 105 out, but 150 in...
the top is an example of sloppy solution and Electrode scrap. It's what's in the first image
I mean, Theyre all in straight lines and Ive spent hours on this so Id rather not change the machines xD
2700/150 is a nice split
Ill probably just use the water for Iron ngl
that's still going to be 'changing all this' right?
because you need to redirect teh waste water and put in more piping for more fresh water
I have 18 refineries at 75% for Sloppy Alumina and 18 refineries at 100% for Electrode Aluminium Scrap
its only piping if I use the byproduct at least
no machine changes
a different design that reliably works
you could proabably do minimal to no machine changes if you split the fresh and waste too, just clocking changes
Oh thats basically what I have now
in any case did you end up fixing the 20 trains at one station problem?
but I have 18 instead of 4
that is absolutely not.
elevation matters
yeah, I needed more trains xD
note that it uses mk1 pipes
... did you not understand taht more trains made less throughput at the station?
Throughput went up π
you can see the throughput at the station
if you have 20 trains stopping at 1 station, throughput goes down. unless you have a mod
then you don't have a single rail station
station reports of throughput are a running average calculation, it waxes and wanes as different trains come in with different amounts at different intervals
yup, thats why I have buffers on the station
buffers don't stop 20 lock out times
if in a 5 minutes space of time at a station you ahve 1 train stopping? that's 30 seconds it's not unloading
so you only have 4.5 minutes of throughput.
if you have 2 trains stopping in 5 min? that's 4 minutes of throughptu
6 trains stopping? 2 minutes of throughput
if those output belts ever run dry, your alum processing will have problems
Yup, thats why I added trains
only if those 6 trains all stop at once
If one train is never waiting for the next one, then throughput is fine
Im using less resources per belt than the belt can carry
i'd advocate for you to make some popcorn and watch the station and buffer fill levels for an hour or two
Im draining the buffers quicker than they are filling atm, so still need more trains
i'm not being snarky, you'll learn some stuff in how it all works by watching
Well it was transferring 50 items per minute with one train, which is obviously not enough
Guys just a question, how do you normally approach, rods, iron plates and screws? do you produce them all in 1 factory? do you separate them? like 1 for plates, 1 rods and 1 screws?
so 2 trains is just under 100 because of potential wait time
but the journey is so long that they rarely hit that wait time
and if they do, the buffers support an input of 2400, and Im only taking out 900
Has anyone noticed that lower pipes don't necessarily take priority when they're at max capacity? I seem to be observing this behaviour since 1.0...
It could be just that I've never tried some particular build configuration though
early production of them is really just set up some smelters & constructors around an iron node to feed the phase 1 elevator stuff & fill some crates with building materials. later in the game, you need the parts at much higher volumes as components for other parts and at that point i start making the components as part of a factory for the higher level part. i follow that strategy through most of the midgame components and then start rounding up and centralizing stuff for endgame stuff since it tends to be much lower volume
my rod production for building materials is still the same stupid constructor i set up very early on in the game that's faithfully been dumping 15/min into a storage crate and overflowing to a sink, lol
i'm making tons of them elsewhere as a component for modframes feeding into 90 hmf's/min, but that's just stuff inside a factory that you could look at from the outside as a black box
as for screws, you really don't even need them for building material (only things that you can make with them are the awesome shop & some equipment), so really you don't even need more than a stack of them on hand in the game ever
Thatβs assuming an alt recipe for reinforced iron plates
find me something that uses screws as building material. only thing is the awesome shop
i wasn't speaking of 'as component used to make other part'
||Modular engines|| and smartplates will either require alt recipes, or a source of screws in your supply chain. I think @prisma kraken is saying he incorporates that need into his larger factories later in the game. I often overbuild and stockpile instead of sinking which has usually been beneficial in a more scrappy less planned runthrough. It means all your time exploring is spent banking. Ultimately you will likely enjoy some planning and balancing. If part if your giant modular frames plan requires X screws, feel free to make a smaller factory and send them over. Or make a mega factory.
one other thing i'll add is that there are some extremely high volume components like screws, wire, quickwire & concrete that it often is better logistically to make localally than deal with the logistics to move them
and of course, alt recipes often provide more efficient or easier to build means to construct factories
Not sure how far into the game and spoilers you are. How much youtube youβve seen. Do whats fun for you. If you like exploring and being βscrappyβ and less planned, you can learn a ton making spaghetti and trying to upgrade small builds. I vote for that first time around. If you wanna always plan how many of everything to make, thatβs a whole other side of learning and challenges. Iron is a common resource so really its up to you. If trains stations or truck stops excite you, build smaller spots and connect them. If transportation logistics stress you out, just make ultra long conveyors like me π¬
or both...
If im not wrong a normal iron node with 250% mk.2 miner should be able to support 300 iron sheets a minute right?
FYI, I did go back and add in Fuel as a possible output on there, now that I actually understand how that works. Doesn't really change much since there's no actual new variable per se.
The only change initial-equation-wise is F + Fr + Fp = 8C/3 (ie: adding the fuel output target)
And then it just gets carried on down the line
anyone know how to stop my reinfroced iron plates from backing up, and to send more of them to storage? ( it was literally working fine earlier, idk if me setting up coal power somehow affacted it)
In the end: Fr = 16R/27 + 7P/27 - 2F/27 and Fp = 17P/27 + 8R/27 - F/27
So that gets you any arbitrary split between the three outputs
I suppose it'd probably be worth putting all of this on the wiki somewhere
anyone have a solution for stuffing 8 refineries and a constructor in a mk3
overflow splitter?
30 ingot->20 plate
i just read over what you wrote, interesting to see it all in equation form. that 27 denominator is why i could never resolve the 9 out of the division, lol
how i've come to understand it is that recycled rubber or plastic convert fuel 1:1 into one or the other
that's more of the 30,000 foot view of the process though π
Heh, yeah, it's a persistent bugger. Goes back to the 81-45 rule thing
i'm now not so sure which recipe I like more - Diluted P. Fuel because I have to deal with liquids less, or Diluted Fuel because I don't have to deal with packagers.
this is a mix of recycled plastic/rubber + turbofuel + diluted fuel
Honestly, the blender version works better if it dosent have to be messed with (aka splitting 1-2 blenders)
I miraculously got my setup to work with a split, and im happy 
no, it's just I was saying here "I lIkE dIlUtEd P. FuEl BeCaUsE lEsS lIqUiDs". now I'm harvesting fruits of my labor I guess π¬
which i've never understood as a precept
i like the blender version when you're making fuel en masse and the packaged version for when you're making vehicle and jetpack fuels
building the loop for cannisters when you're using the fuel for recycled plastic/rubber or heat fused frames is just more ugg on top of a lot of ugg
more unga on top of bunga 
I see little other choice because I need at least some gigawatts if I want to proceed with decent-sized base
So I'm thinking of using plutonium fuel rods for drones... how tall do I have to make a tower so they don't radiate anything at the base of the tower? o-o
i'm not going with 120+ hour build like I did last time, I learn my lessons, but simply 20 fuel-powered fuel generators won't cut it this time
the recycled loops aren't too bad to build for me anymore, and i don't mind using dpf for early power (small scale)
50m?
(why did they even rename them to X-powered generators instead of just X generators?)
One final ping and I'll shut up about it, btw: https://gist.github.com/apocalyptech/cc99a7467e4a10f7543d41c4a924a729 Thanks again! Really appreciate your help. :)
the 50m was for @pure crow
50m? Huh, that doesn't seem too bad.
they radiate for quite a distance, but it isn't that bad farther away
Fuel is a hard word, the base fuel is "fuel".
so its not just "fuel" powered now
well it kinda makes sense for fuel generator, but say if you need to get rid of HOR and you don't have those, it's a bit unintuitive that you can also burn coke
technically its coal coke, and compact coal for the coal generator
I believe it was basically just some manual work done to sort of find a lowest-common-denominator between all the various recipes, so that you'd be able to know what values you can clock stuff at to avoid repeating decimals
yea compact coal is obvious
Most stuff in the game works with 45, whereas oil is 81.
but petroleum coke - not quite
unless you get a "Eureka" from "... less efficient coal replacement"
And you don't have to use that whole number; the usual advice would be to divide by two a bunch to construct values based on those numbers
so like 81 -> 40.5 -> 20.25 -> 10.125 (beyond that point you start going beyond the game's rounding limit, so it's generally best to stop there
So like if you wanted to produce 50 plastic/min, you'd get repeating decimals and sort of ugliness
But 40.5 + 10.125 is 50.625 -- If you make 50.625 plastic instead, all the machines will have nice "clean" clock numbers and you wouldn't run into rounding problems
(Which is really only a problem if you care about total efficiency -- when you do run into rounding errors it's only gonna pop up like every few thousands of cycles, so generally most folks aren't gonna care. :)
Personally I don't tend to take it into consideration, but it's nice to know it's there
Sev always used to argue with me about this when i said that anything in the game can be expressed as a rational number where the numerator and denominator are each a multiple of of the integers [0-13]
i'm stating that poorly because the exact formula for the numerator and denominator are 2^n x 3^m x 5^o ... x 13^z
that's why he always listed a few recipes as exceptions - the ones with 7, 11 or 13 as prime factors in the numbers π
does sloppy alumina solution always need to be every now aand then or is there a way to make it %100 efficient
It doesn't need to, it's just sloppy alumina is one of the ingredients for removing silica from the equation
But afaik sloppy + default ingot gives you more ingots, but you spend more silica
Yeah, normal is 100% of bauxite, sloppy is 90%.
does anyone have a picture of a %100 efficient sloppy alumina factory
it is dependent on getting your pipes (and everything else) correctly built
i've found that for aluminum, when you are building it in modules that process 600 ore, it is better to use mk1 pipes in a loop
You can't do it with 1 machine?
wdym? you need at least one refinery to eat the alumina solution output
Idk what the original question meant. Sloppy alumina is just a recipe like any other.
i'm just having trouble with the math. I have a refinery with 200 water/min and 200 baux/min coming in outputting 480 solution per minute.. I am not sure how to balance it how many machines i need with the first 1 doing %100
Apparently alumina is just a disguised dark matter residue
yeah, unplayable, demand refund, lol
more annoying of the fluid issues is the lack of packaging for dissolved silica
are you using the sloppy+default scrap combo?
yes
This is my sloppy alumina, default scrap production line. This is the style where a dedicated machine consumes the recycled water.
gimme a quick sec
The electrode scrap alt is a bit more bauxite efficient which is why itβs popular. But default isnβt too different.
this is pretty much how you'd balance sloppy+default
it needs extra water as input, which is where the ugly happens
why it all is problematic is that the total water needed for the sloppy refineries is 600 - max for an mk2 pipe
Shouldnβt you just scale down the production line until it fits within the pipe, belt limits?
Its what I ended up doing, 2940/min divided by 5 groups with 5 refineries each. (sloppy and electrode)
i just build it in modules of 600 baux in and 1200 (or 1080 if doing default) scrap out
it ended up being 1 pairs of the refineries were a 1-1 sloppy-electrode machine, meaning it really was 4x a group
Increments of 300 bauxite seem nice per above for sloppy, electrode. Then do 4 of them for a 1200.
Although I really havenβt seen what the meta style is.
yeah, doing it 1:1 with sloppy at 75% and electro at 100% is my preference, but it works if you do a crossbar pipe connection 3 refineries to 4
@vapid gorge advocates clocking it all unevenly so that the wastewater supplies certain refineries & the fresh water supplies the rest
that's a more robust solution, but i don't feel that extra safety necessary
Yes
regardless, a lot of problems with aluminum also come because the consumers down the line of the scrap and ingots are complex, and math errors there can cause production to stutter and eventually back up into the water loop
Whats funny is I ended up underclocking a lot of my aluminum to just work better 
4x 75% sloppy + one at 67.5%
4x 100% electrode + one at 90% (which paired with the 67.5% sloppy)
best to throw an overflow sink somewhere on the scrap or ingot belts so that prod never stops
Yep! Thats what I did 
Afaik the Al scrap needs to never stop producing for those stops to prevent the water extractor refineries from jamming the pipes.
yeah, if you're recycling the waste water, any pause in the scrap refineries causes the fresh water to fill too much of the pipe and that causes it to lock up
Im still loving the fact that it recovers all the way to the miners when it backs up. aka powered off, given enough time.
Miners need unclogging, but its all smooth
the extractor doesn't pause until AFTER it has locked up, by which point everything sort of is already dead
it really took me a lot of trial and error to figure out an aluminum build that didn't suffer from problems
I think the only fix I need is a place to dump ore 
I just used the VIP, worked the first time, never went back to question it.
like i probably spent 6 months chasing that 9x% stuff
what i realized is that around the time that i'm building aluminum, my fps starts degrading
and that some things like mk2 pipes don't work right anymore
it isn't just mk2 pipes; mk5 & 6 belts do the same π¦
ya I heard mk6 belts don't always run at max speed? is that because of fps problems?
Ok I know people say not to use valves, but are they actually just broken? I put one on a pipe that I wanted to limit the flow of, and it just stopped flowing entirely, even with the valve facing in the right direction...
sometimes they'll skip items - watch one running at full speed as your autosave triggers
if you define 'sometimes work' as just broken, yeah, they've always been broken
nothing new π
Not trying to use it to prevent backflow, just want to limit a pipe to 240/min...
Apparently they can't even do that
never could, lol
Yeah
Oh no, valves were added in U3 and they still don't work right??
a valve's flow setting internally as x/256 - 255 unique values, so flow when you set it to a fraction is always an inexact approximation of the value entered
Well then.. this'll be a project and a half
if you set it to something like 150 or 75, i suppose it might correctly meter out the flow, but that isn't very useful
i still think they ought to just remove them from the game entirely
(or make them a decorative piece with a on/off setting)
Yeah on/off would be nice even
I'd heard that was improved in 1.0, so you do at least get the exact value now. (Though I have still not tested that for myself)
this is what i'll use.. thank you
that's a question for the devs i've not watched the dev streams in a while
It's ugly, BUT, I wont have to come empty the pipes anymore because it stopped producing aluminum scrap cause the water was clogged.. Thanks again @amber umbra
and the R_bonus equation too
Well, as-wrtitten, the R_bonus equation stays the same, since that's based on the Crude Oil input. (R_bonus = C/3)
ah yeah I forgot that it was expressed in terms of C lmao
Though if C were expanded, then yeah, it'd have to be tweaked too, to account for F. :D
I'll blame the fact that I just woke up
Anyone know if there's a way to nudge conveyor lifts height? I'm having a weird issue where the conveyor floor hole makes a huge gap in the lift, but makes the little click to say it's connected when I build it..
Because it's like 0.5m higher than the lift
Or like this lol
Are those 1m floor holes?
Yes, but it's actually not exactly 0.5m height difference. I've tried a few alignments, including attaching the floor holes to those very short floor frame things.
I think itβs a bug exclusive to those, you shouldnβt use them rn anyway because theyβre currently deleting a portion of items that go through them
Do they? I've used them heavily in my HMF factory
2m or 4m ones should align fine, otherwise you can just not connect the lifts to the hole and just phase them through if you want to keep the 1m foundations
So Iβve been told
Cheesed it by just clipping the lift through the floor and then dropping a floor hole on top of it without it actually connecting
that gap thing can be solved by building the lift in the opposite direction
If I start it at the hole, it won't snap at the right height at all
that's one i don't have an answer for then π
Haha np, I think it's probably a bug
Rendering bug, that is. I assume it's actually connecting, since it makes the little alignment click.
Just hiding the slight height difference under the floor where I can't see it...
eeewwwww
Yeahhh
It's ever so slightly off. Apparently just enough to mess up the lift snapping.
we all have those little things that we bury π
It's all because my pipe girder structure thing is shifted ever so slightly in the Z-axis so that pipes running in it don't collide with the top and bottom.
And so now belts are all messy trying to run them in the same girder
So I can do this
i've got similar in a few places, best not to think about them
you guys think this piece of lake can fit 30-ish extractors?
if consdering as much water space as possible
It's hard to say without actually testing it
30 more or 30 including the ones already down?
you might be able to get 30 more in but they definitely wouldnβt have room to be aligned in any sort of neat manner
does gas have the same issues as fluids at getting fully 600/m out of a pipe?
Excluding the ones built
IE: can I safely run 600 pipe at full with gas?
based on my personal save i had problems running 600 nitrogen gas in one pipe as everytime i load into my save it will drop below 600
Making the usual output loop should help you
no, buffers and valves never solve flow issues, they just cause more oscillation in the pipe
*input
what is the loop?
Loop the manifold with a parallel pipe above it, feed from the top pipe
nitrogen is a little funny wrt to pushing it to 600, usually you're making a 600 line from 2 well points and piping it into a very small number of blenders and it doesn't have headlift constraints
Image in the pinned pipe manual
oh thank you!
i think if everything on the pipe is the same clock rate, you'll be ok, but you might want to split the 600 into (or leave it as) 2x300 pipes
this is my first time working with a proper factory using gas
gotcha
FYI, all nitrogen/nitric acid recipes take amounts that are easily consumed by small numbers of machines except for heat-fused frame
i've been doing some nitrogen work today in getting rocket fuel cooking and dealing with a lot of other nitric acid pain
gotcha, so just avoid using 600 pipes
a related but random question: should I use 600 pipes and only fill them to 300 or just use 300 pipes?
my general feeling is that mk2 pipes should be used very sparingly
gotcha
i'd use the mk1 pipes
what a bummer. Pipes always make me so sad
lots of the stuff about them being broken is people's misunderstandings and bad designs, but you still should prefer using the mk1's when you can get away with it
mk5 & 6 belts suffer similar issues
gotcha. TBH I really think its at best a poorly implimented system but thats a discussion for a different channel and is very likely over talked about anyway
Wouldn't it be better to use mk2 for 300 to avoid nearing the limit?
i don't understand the game internals much at all
do they really? I never had issues with 780 belts and havent gotten to 1200 belts
i do however have a few 1000 hrs of building in the game, and just know what works at this point
that is very fair
every now and then you'll catch the belts when full have an empty slot
oft times it coincides with an autosave π€
ohhh gotcha
Yeah I had that mess me up, you can also have a beat of error with mergers causing a slow back-up at max capacity
there's something with how the simulation tick occurs that can cause belts to miss items. i assume similar happens with pipes w/o the visual to witness it
any time you push things to capacity though, strange things happen. machine buffers can't ever empty, etc
I love this game, its my favorite factory builder but there are def some odd choices/problems/bugs/etc and some that are quite frustrating for this type of game. but meh...still rather play this than factorio lol
when 1.0 was announced, i switched over to play DSP for a while, figured i didn't want to sink anymore hrs into this when everything would break. that game has a lot of flaws as well, but well worth a playthrough
it does some things so well, and others just make you so mad, lol
I love DSP!
pretty sure that's the case with any of these games that you spend tons of hrs in
I did the same thing. About 1000 hours of this pre-1.0 desided to take a break until 1.0 and played DSP during that time
i kind of think one thing that SF is missing is the DSP style endgame
I didnβt get all that far in this game pre-1.0, I think we stopped playing midway through setting up our first nuclear plants
that's pretty far, lol
Actually yeah I guess it might be considering we had one less phase back then
it does feel so much better now that nuclear doesn't create permanent indestructible waste
it doesn't much change how you should approach nuclear though
Honestly it hasnβt really changed anything for me considering how insanely expensive ficsonium is
it isn't as expensive as it seems
A vast majority of my plutonium rods are still getting sunk
yea for me I am going to be rocket fuel instead of nuclear cause I just dont wanna deal with all of that this save lol
I made a line for it on ST to get an idea of how much id need to reprocess all my plutonium and it was just straight up impossible to make
what is honestly the limiting factor to it all is the number of sloops you have
I would love a good "mega project" for this game. Beyond just...the space station. Like something that put back into the game (like the dyson spheres do in DSP)
Like if we finished the (first?) space station it would give a big bonus to some capacity of the game
agreed, or some sort of point leaderboad, etc
Yeah Iβve seen a lot of people asking for some sort of endgame milestone or repeatable objective to work towards
Maybe theyβll look into it for some update in the future
usually I start to run out of steam when i get close to finishing because it feels kinda like I have already finished? but not quite and the last bit is as long to do as the rest of the game lol
Blueprints are HELPING SO MUCH with that thoug h
i'm hoping that there will be something like that or a challenge mode, difficulty setting etc
Difficulty Tuner or whatever that mod is called will do for now ig
Iβm just taking my sweet time refactoring pretty much everything Iβve ever made now that we have MK6 belts
Saving all the project part stuff for last
for me these games are to chill to so personally "challenge" modes dont do much for me.
I like my DSP/factorio with infinite resources and minimal interaction with enemies
something else i feel is in the same ballpark since we're talking about it... more achievements!
yea achievements 100% are good to have
well, with DSP all resources eventually do end up being infinite
yea I just didnt wanna wait so I set them to infinite right out the gate lol
i think that takes a little fun out of the game, but u do u π
for sure
ah, ok. I should have mathed it out
for processing ALL bauxite nodes on map, using sloppy alumina and electrode scrap, 4920/min coke is enough
I am making roughly double that lol
also it requires 12300 water and 20500 silica, so that's a problem hm
I should give up making megafactories lol
but you can convert coal for quartz?
Sounds like you need a silica and quartz megafactory
While you are at it we can get through Petro coke, plastic and rubber online as well
You can ask satisfactory tools limits like this, cause it defauts to max resources the map can provide and automtically strives to use as little resources as possible through alts
Are there any weird things I need to know for bootstrapping a factory that circulates fluids
without input or output
I'm using instant scrap, which outputs as much water as it intakes sulfuric acid, so I'm planning to just route it around
fill the water loop until the sulfuric buffers are about 1/4 to half full and then stop filling, π
That was my estimate
I usually just fully fill everything, I think either way it should be impossible for it to fail if itβs running purely off byproduct
BTW @wind spade (my apologies if you've answered this hundreds of times already...) how's it going with including Somersloops on the planner?
Any plan for a "quick fix" like... "checkbox that doubles the output of one production nodes in the visualization graph" or something? π
old tools won't get updates, new tools may or may not get them
Ok 
I hope this is due to how you feel about it rather than a lack of support...
Yeah, I was talking about the new one ofc :D
unsure about new tools, purely because I'm not sure how to implement it properly yet
The functionality where you can add existing factories to a new plan seems like it could (maybe) be repurposed to easily manage slooped productions
I have a few ideas but for now unsure
BTW, that was a great addition!
I can't believe I didn't see it coming π
what addition?
It adds a huge amount of QOL for my purposes
The one where you can import existing factory plans into another one
Tbh, I haven't used it yet, I'm just assuming how it works based on UI π
you mean the export/import?
I need the divide 175per/m 35x5
is there any good video for balanced divide for 5?
ory any explanirs here?
top result from a google search:
https://www.youtube.com/watch?v=IPE-BAlg0xA&themeRefresh=1
Satisfactory 1 to 5 splitter | Tutorial Ep 4
β
Merch: https://teespring.com/stores/random-gamer
πΉοΈ My Setup: https://kit.co/Random_Gamer/gaming-editing-work
This tutorial is about splitting one conveyor into 5 conveyors.
We need 3 splitters and 1 merger for this setup.
π¬ Most recent videos: https://www.youtube.com/c/RandomGamerWASD/videos
β...
That looks really cursed though ICL
Ok so they basically make a 1 to 6 splitter, then feed one of the outputs back into the splitter
I honestly don't really do balancers 99% of the time, manifold is plenty for almost everything
1:6 feeding back 1 π
yea
i didn't want to straight connection cause ofI don't want to wait for the machines to fill up.
Yeah - you can manually fill the machines but if having them all start simultaneously is important for you and don't want to fill them manually, then load balancer is a good choice
you can also just do
--S--S--S--S--S
| | | | |
can prefill manually
That's a manifold though
not a balancer
and after filling it will work the same as the 1:5 balancer
I mean, yeah
Can you create a "throttle" by chaining splitters and sendingback the other lanes to the start ?
e.g. 60 -> 20 ->10
| |
(40) (10)
If I want to extract a small part of a belt
not sure what do you mean by if you send things back to start you end up with more per minute on the belt so the numbers change
also, if you want to extract small part of a belt, there's many better solutions - manifolds, smart splitters or just having the small part be made separately
I have a 480/min belt
I use a splitter who output to a mk4 and a mk1
So now I have a 420/min and a 60/min belt
I then split the 60 belt into 3 belts, who should get 20/min each.
I then merge 2 of those 20 back into the original belt
I should have one 460/min and one 20/min belt
Would that work ?
theoretically yes. Practically.. who knows.
If you are splitting it to a machine that needs 20, the machine will naturally bottleneck the belt, so you don't need to do any of this
^this
thats how manifolds work, they fill up all the machines one by one until everything evens out and it just works
I know, it was more to send to a drone port
The facility that would use those 20/min is nowhere close by, so I was hoping to divert a bit of the production to export it, without impacting the source too much
Thank you everyone
it will work the same way. The facility will naturally bottleneck the belt
but if you don't want to do that, just split the production so that there's a separate machine (or machines) that make 20 in total, and ship that to the drone port
Fair enough
hmm, if you insist on 1 to 5, id go for split in 3, then each in two, merge the sixth back into the main
still, i havent used any balancers myself, only a sortof-half balancer where i balance my uranium fuelrods over 4 tracks, then have them do a little manifold for 10 reactors each
I've just used manifolds
If I have like 1 manufacturer's output into a splitter feeding 3 reactors, that would be nice balancing, without too much fuel rod build-up
Althought, that means I'll have my fuel rod production right near the reactors
It's funny how that works for all splits. No matter how complex, in the end they can all come down to "split to the closest multiple of 2 or 3 and merge back all extra" π
closest multiple of 2 or 3 is not correct
mathematically
Right, should be the closest BIGGER multiple (ofc, one needs to select a number of outputs equal or bigger than what needed, so that excess outputs can be looped back)
i think its more accurate to say 2A + 3B > number of outputs.
and keep A and B to a minimum. there may be multiple combinations of a and b but thats your decesion
i hope this formula is accurate. i used to be good at maths
What would A and B represent?
nothing. jsut two numbers
2 times any number plus 3 times another number should be more than the number of out puts but still be close to it
well maybe they do represent something
umm.
A represents how many times you split each output by 2 to. and B means you multiply by 3.
dunno if thats it, as mixing 2 and 3 splits at the end would give different outputs
wait i think theres an issue.
ok mb im not that good at maths but i think im better than the average person
I don't see why you'd want to mention any other variable than the desired number of outputs 
The number of outputs the balancer should have will just be a multiple of either 2 or 3... There's no other parameter needed to consider 
a and b arent parameters.
Aren't they variables/parameters (I'm using these terms as synomims here) in an equation?
idk how to turn this into maths format. your trying to minimise a and b to make things simpler and it jsut need to be just barelyu more than the number of desired outputs
thing is, for proper splits you cant mix 2 and 3 splits
wait does it multiply like 2a * 3b so its 6ab. that dosent make sense. i need help with this maths
this has impacts on the equal outputs
yeah but you can layer 2 and 3 and each layer/step should be only 2 or only 3
youd need to recursively work down the chain of 2 and 3s
is that really the only way to do it?
you saying divide the output number by 2 or 3 until you cant?
wait hold on is the formula 2^A*3^B ? i think this might be correct
edited it to be multiplication but still cant make sure this works
yeah bcs if the outputs is a power of 2 then you can just split by two and gewt it perfectly done
but i think the mixing of power of 2 and 3 dont work with simple maths stuff
ok i give up trying to make a simple defenition. easiest that i can think of is dividing the output number by 2 or 3 until you cant or smth.
ill leave this to someone else to try figure out a simple way of doing this
Eh, I think you're overcomplicating it... Explaining it through text alone can be simple enough ^^
Trying to write that in math terms make things a bit more complex to convey via text. Eg with N being the number of outputs you want, X the balancer outputs calculated before loopbacks: X = MIN( (3A>=N), (2B>=N) )
Cumbersome to read and write π
yeah, youd want a min
i think powers of 2 and 3 is correct?
I don't think so 
like change the 3A and 2B to 3^A etc..?
No, you want multiples π
i dont think 2*16*3*25 would be relevant
3A where a is 2 means you split into 3 twice which means 9 outputs which isnt 3 times 2
no ignore thhe plus sign
A and B can be either 2 or 3, but can be multiplied by any number from 1 to infinity, not just by themselves
?
We agree that A and B are either 2 or 3, right?
Assuming you're looking for even splits the whole way (a load balancer) then yes it's powers
no
ok
Dah, sorry, I got tangled up in terminology. Let me reread π
total outputs = 3^a * 2^b, and that >= the number of splits you actually want
a and b are integers that are to be minimised somehow idk its so confusing
yeah thats the formula i thought would work but idk if it acutally works
Yeah, lemme rephrase what I meant:
You want to multiply 2 and 3 by any number, not just by themselves. Eg: if N is 10, the closest multiple of 3 to that is 3x4, not 3^(something)
As long as we're only considering integers, ofc
Asked ChatGPT to calculate a perfect zero loss Nuclear Power Plant. It failed. Satisfactory is smarter than AI. And all my calculations are wrong.
nah ChatGPT is just bad
if A=2 and B=0 then that means we split into 3 twice which and dont split into 2 any time and the formula does give the right answer as 9 outputs
parrot without understanding
It's not surprising that text generators are incapable of planning ^^
screw that i want to test my maths skills for the exam
I currently have an excel spreadsheet to do it using alt recipes when applicable and available.. holy maths
ohj wait im rushing i havent read the whole msg mb im sorry. i thought you were telling us to use caht gpt. sorry
No, it's just you're asking a language model to serve you as a mathematical model πΏ
yeah if the trainign data stuffs dont give it the information on how satisfactory works then it cant answer questions about satisfactory.
I think it has some data about satisfactory, but it may not have a calculator integrated into it
yeah i think the formula 3^A * 2^B >= number of outputs. works. at least on a few examples i could solve in my head. and A and B stand for how mayny times you split into 2 or 3 in each "layer" of this balancer thing
jace made a video about chat gpt and how much it knows about sf. it was funny to see it say bs like "alien invasions"
I think you're focusing on splitting either in two or three rather than combining them freely.
I'm using A and B just to distinguish a multiple of 3 from a multiple of 2, not a balancer made only by splitting 3-ways from one made by splitting 2-ways. The objective being: between multiples of 3 (3xB) and multiples of 2 (2xB) bigger or euqalt to N, which one is the smaller number (closest to N, the one leaving the least loopbacks) ?
i think we have 2 diferent ideas on what the goal is
There's planning tools made by people too ^^

To be investigated at a later time!
the goal was to make a system to split a belt into what ever number of outputs we want equally. and we can do that by making something split into a number of outputs equal to or more than the desired amount. and to make a splitter system split items equally, we takea belt and split it into 2 or 3 and split all the outputs 2 or all of them 3 times. and each time you split that is a layer of the splitter system and A and B is how many layers are splitting into 3 or splitting into 2 doubling or tripling the outputs.
idk if i did a good job writing that but this is what that formula does
so what's the goal now that you have the formula
make sure it works ig? my goal was to test my own maths abilities for fun
yiay im so proud. i need to flex this math to my friend bcs he thinks hes smarter. (hes not, trust me)
the real challenge would be working out how to optimise your splitter array
with the first step being deciding what exactly you'd be optimising
i would think putting the 3 splits at first and then split into twos at the end
would reduce splitter or belt count or something.
other way around for minimising splitter counts, want all the 2s earlier in the array
huh. oke
simple case of one of each
- 2 first, goes into two 3s. Three total
- or 3 first, goes into three 2s. Four total
@past reef no its very much 15k
I'm calculating with 50.4 uranium rod into 12.6 plutonium rod into 63 ficsonium rod
forgot the trigon SAM so that's 6720+2520 raw SAM
12.6 uranium rod -> 16.8 plutonium rod is 168 waste a minute.
So 84 ficsonium rods
as you see the limiting factor would be the trigon, maybe reanimated SAM unless you setup a forward system that can supply 20 dark matter residue per fuel rod
im just not gonna do it unless it gets a rebalance patch>
which would limit down the plutonium rod, so I base the calculation on minimum plutonium rod (no alt), and that works until max unconverted uranium rod
and if it doesnt, there already is a mod that rebalances it to what it should be in the firstplace
understandable that you want to use the good alt to get better energy gain per rod though
i've done a lot of the math on ficsonium
there's a couple of limiting factors
you're going to be stretched on SAM & aluminum whatever you choose to build for the aforementioned reasons discussed
addressing SAM first. the amount of sam on the map can be effectively doubled with 34 sloops
nuclear rebalance patch my beloved
second... ficsonium really wants to be slooped as well
when you sloop either the particle colliders for the ikea lamps or the qencoders for the rods, the recipe chain ends up making as much dark matter as it consumes
because the trigons are pretty fricking pricey, it makes more sense to sloop the encoders
which also effectively doubles the number of rods you make
Yeah, you explained it well.
Sorry for late as I had a few things to take care of, but in the meanwhile I mulled over it some more and realized that you are correct in that we need to use exponents too. My initial analysis was too superficial ^^
funny thing about doubling the power made from ficsonium rods... they now make as much power as the plut rods you burn
hm slooping the ficsonium rod machine doesn't sound bad
I can't do max matrix with all ficsonium anyways might as well use some to help this chain
by my tally, if you sloop reanimated sam and sloop the fics rods, you end up needing 72+34 = 106 sloops
BTW, have you noticed how smaller the production plans for maximized coupons have gotten? π
We went from >40k machines to ~17k
i dont see the point of slooping the rods
the only reason for ficsonium to exist is to take care of the waste
not sure about slooping reanimated SAM, I wanna grab some matrix as well so probably not putting all into SAM
you need to make dark matter from somewhere
in any event, where all the match sort has led me is that you can make a max of 225 fics rods/min, or 112.5 unslooped
or I can make an excess of 105 power shards and "sink" it with ionized fuel
wow choices
that's enough to support a uranium 2500/min power build
im using 1155. Even if i sloop all sam thats 75%
yeah, there's some sam leftover
Don't we have "just" 2100 Uranium/min?
not anymore π
So that's the max ficosnium possible limited by... Sloops?
then aluminum, then sam
So 106 Sloops all for nuclear stuff, right?
it still is very dispoportionate
looks like the numbers just magically fall right there
changing the math around a bit, if you hold the amount of uranium fixed at say 300/min
a 'small' build like that can yield 250gw
Just to make sure I understood your factory plan corrreclty...
is it worth it to build ficsonium? probably not. Can it make some decent power if done properly, yes.
@prisma kraken ?
it ends up being somewhere btw 72 and 106 sloops
really that's depended on how much sam you need for other stuff
If it needs less than 106 Sloops, there should be room for some improvement 
yeah, the problem is that any scaling up from there really eats aluminum
i can't figure out how to increase the ficsonium yield past 225 up to the next quanta where the clock rates are all the machines at 250% for efficient slooping
in any event a 'max' build that processes 112.5/min plut waste into rods yields 1.875 tw
i have 168 waste
use non-fissile uranium -> plut pellet
im pretty sure instant cell has higher yield
why do you want to make more plut rods to burn? that isn't the goal
the goal is to maximize the ufr+pfr+ffr burning generator number
might be yours
when you decrease the uranium->plut yield, you can fit in more uranium plants
i dont want to do anything that decreases yields
so in essence your problem is the same as 'i want to make 6 million screws but the map doesn't have enough iron for me to do so, game broke plz fix'
dude, that's always been part of building large nuclear
yes and then 1.0 anouncement comes with "the solution to waste"
(does not actually solve it)
sink the plut rods. that's wasteless
unfun solution
better: built a u2100/min build. sink plut rods. take some rods you make from it sometime later and convert to ficsonium after you've built everything else
no point in trying to convince me.
have my plan and frustrations, i already posted on QA, so now we wait
let's hope the rumors are true and the loop will indeed make my fuel gens work 100% of the time
it did for me
though i still have no idea why and how this fucking works
it doubles the pipe capacity
In short: It adds a bypass for flow rates so you dont suffer any flow rate loss on the input
ah, i see
As the extra pipe capacity can accomodate for "pressure spikes"
not sure if this is the right chat, but how do you calculate the items per minute for trucks and such?
I just set up the routes and then check to make sure it's providing the throughput I need once it's up. It's difficult to calculate the round-trip times ahead of time
With vehicles, if you need more throughput, you can always just add more vehicles to the same route
alr thanks
If there's a route that I am concerned about throughputwise, I'll generally time the automated route and then do a bit of napkin math based on the stack sizes to know how much material will accumulate inbetween pickups. (I generally follow new routes through one cycle anyway, to make sure there's nothing in the route that needs tweaking)
Though that's somewhat unnecessary since just watching it clear out the pickup spot once or twice gets you the same thing. :)
Pre- 1.0 release the wiki had a useful weighted table for every recipe to give you an idea how much resources it used etc,is that still somewhere? I am really missing that shit
TBH I'm glad it's gone because it was iffy the higher up the tree you went, it greatly depends on the lower tier recipes involved. There was abstract concepts of difficulty or space consumed. Personally, I need to be talked out of using the max-output recipe. I aim to make too much of everything, and piling up a couple containers worth while working on other things.
It was good for a rough estimate for me personally
It was removed due to recipe biases, but an alternative is bring looked into, AFAIK
it was very misleading and subjective. You'd get better answers by asking random person on the street
was removed for those reasons and there are talks and discussions about how to implement something in a better way
I see. thanks
basically, it would always assume you used the most WP-efficient precursor recipes, which would throw off the comparison if that's not what you're optimizing for, or if you've already picked different precursor recipes
for example, it would always assume you were using Pure Caterium, since that was the most WP-efficient Caterium Ingot recipe. But that recipe is also a massive power hog. So any alt recipe for a more advanced part that needed Caterium would be treated as having that high power cost baked in. The table wouldn't show you how much less power it would cost with default smelted Caterium
or use iron wire everywhere, so you wouldn't see copper requirements in wire-using recipes
regarding liquid loops for alu, am I correct to say that I should make it so the refinery receiving the water byproducts should be clocked a bit higher than needed just to make sure I'm using it all?
not really. Easiest is to split fresh and recycled water
I do
the main thing is just to make sure the byproduct water has somewhere to go that won't/can't get jammed up. over-clocking (over-overclocking?) isn't necessary
I mean the one receiving recycled
since I have a lot of things connected with sometimes 'impossible' clocking like x.33333... I'm worried about a backflow over time
clock it to .3334
I wouldn't do that if I were you. If the amount of water consumed is the same as produced - i don't see a reason to worry further
I jsut had a problem with the water getting stuck after hours or normal operation, so if overclocking a bit too much can deal with that I'm just going to do that
the number themselves should be fine, but it might be a small rounding error accumulated over many machines since pretty much everything is interconnected in said factory
the most surefire solution for absolute safety is to send the byproduct water to a different process (such as a pure/wet recipe from a nearby ore, or to coal generators)
a loopback with separated fresh/recycled water should in principle be able to run indefinitely, but it's hard to guarantee, especially if there's a repeating decimal in the mix
like, currently the clock speed of my recycled water ref is of 64.3435%, but with the rounds up the true number might actually be something like 64.343566666 or something, is it going to cause me any trouble if I jsut clock it a bit higher for safety sake?
From how you've described your setup, the deadlock scenario probably looks something like this:
- your alumina pipes get full, so your alumina refineries can't produce any more
- this means your alu refineries can't consume recycled water, so those pipes get full too and block the scrap refineries.
- end state: scrap refineries can't consume alumina because their water output is blocked, alumina refineries can't consume water because their alumina output is blocked
I've had loops like this that were able to run indefinitely, and functionally similar loops that would clog up after some hours, and I couldn't for the life of me tell you what the fatal difference was.
But I don't believe this is a situation that can be corrected by clocking refineries on either side to be a little extra greedy.
my setup is actually more complex and involves sulfuric acid too
I think the situation can be solved as long as I make 100% sure that the recycled water is fully used up
oh, you're using instant scrap as well
the most success I've had with instant scrap is via chaining rather than looping back. using one blender's byproduct water to make the acid for the next blender, and so on
and to that effect, and to 'compensate' for rounding drifts, I'm thinking of slightly ocin the recycled refinery
I'm not using instant scrap, but electro as well as 1 of normal recipe
this is quite a big factory, hence why I'm worried of rouding errors snowballing
Wait, then how is your aluminum setup takes sulf. acid?
Leached ingots?
and since, one thing leading to another everything that invovles water, alu, acid and oil are interconnected
it's an equilbrist play
for reference sake: https://www.satisfactorytools.com/1.0/production?share=X9L3PYDUYkR5lKbbpZcg
OK, riddle me this ... I have 42 Nuke generators, output for waste should be 420/min, have 5 blenders setup to handle the waste and have them set to do a total of 468.7 nuke waste/min, yet the nuke gens are still backing up with waste ..... Is it due to not load balancing the waste accurately or something?
(does it share the right tab or all of them?)
Just the tab you copy
ah yeah, this would be a real pain to manage
nothing here consumes water in a rate that matches the byproduct rates, so you have to split out the clock speeds in ugly ways
yeah, that's pretty much a megafactory in its own right, I want to learn how to do them right as a 'training' of sort before nuclear (and also because big is fun)
Granted, that entire production chain has ugly numbers... have you considered making them nicer at all? Would make it slightly easier to manage.
I will for future factories
but I wanted to challenge myself
And challenging it is
I'm quite a bit miffed tho, I troubleshoot the whole thing for hours and honestly tought I got it right for hours on end
in this sort of situation, I would not loop the byproduct water back into the alumina whatsoever (or any other interdependent chain tbh). the numbers aren't clean enough to feel comfy tuning that sort of setup
I would just send the water to some ore node (wet concrete or pure ingots or whatever), and clock those refineries a bit extra high so they're guaranteed to consume whatever rate of water they happen to get
I don't actually have leftover nodes in a wide radius, everything has been used by that fact and another big one
guess I'm just clocking a bit higher just in case hten
like one decimal higher
actually, do you mind doing the math for the alu sol? I'dd like to double check
I think I need 3 normal ref at 100, 1 at 39.6566 and the recycled one at 60.3435
the total being 400%
i'd highly suggest using classic battery instead of the default recipe
as mentioned earlier, I wanted to challenge myself and tried to be really efficient hence why I use so many diff recipes
well default battery uses more of everything that matters
yes and no, I planned my prod assuming a mk4 belts of every mats I needed, this is hte result the planner sent me
on top of that, i have to say that i've never figured out how to get a recycling loop to work properly with that recipe
I don't really know which math to do for you TBH
part of the issue is that you're using a mix of recipes for certain things, and mixed in odd ratios at that. which means none of the numbers can really start or finish clean
for example, you have two different Radio recipes, which means you need a weird number of casings, which cascades back to needing a weird number of ingots
and to produce that weird number of ingots, you're using both default and electrode scrap, in an also weird ratio
to the point where I haven't tried in a year or two. when i've needed to use that recipe, i've just sank the water with coal gens π
it would help if you share a link to your planner session
I'm going to do that for future prods but I no longer have available resources beside oil and nitro in a wide radius
there's a share button in SCIM
it was linked above
that loaded a cluster nobelisk factory for me
it is, amongs other things
it's a decently big factory
it is meant to be a big and compelx factory to challenge me before going nuclear
so I went all in
this is absurdly complex
my first nuclear plant used trucks to bring materials in which were made from first principles. it wasn't hard, just a tour of the swamp
so, effectively, stand-alone
maybe i don't understand the question, we were discussing batteries just now?
originally: I discovered a very slow problem of water backing up, which lead me to ask if ocing the recycling refinery a bit higher than what the math returns me as a safety measure would be a rpoblem
and my slow as in everything went perfectly fine for hours on end
am i right in understanding the 'recycling refinery' is not connected to any fresh water?
the way I would adjust this is
- turn off the "maximize" entries. now that you can see what you can get from maximization, you can replace them with cleaner values in the same ballpark. (side note: "maximize" aims for an equal output for all items set to be maximized, and I have no idea why you'd want to balance an equal number of supercomputers / nobelisks)
- untick recipes until you're only using 1 recipe for each item (there are exceptions, but letting the solver recommend two RCU recipes in wacky proportions will give you ugly results)
Bexy's description of 'maximize' is exactly right btw
I'm going to do so for future factories
but right now, I want to see if I can fix this one
and obviously, I'm not going to rebuild it from scratch
how far into construction of this monster are you?