#math-and-meta
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then hook them 1:1?
Let them cook~ xD
Wait, there is a pluto waste ๐
How does this plan look ?
I might have to do trains I donโt think the trucks will be able too keep up the steel beam delivery
looks like the iberic peninsula lol
yeah nah it's water. i'm reaching the max throughput of mk 1 pipes so there isn't a lot of water in them or the internal storage of the generators.
built a few more and now i'm up to 2 gw of power
Opinions about Steel Cast Plate in a factory that already produce steel?
It is an okish new recipe... I have to say that i'm using it in my hmf factory and i really don't like having to move the iron ingots past the solid steel foundries on a line because of the logistical complexity of it and that it makes manifolds a lot longer. Much prefered the steel coated plate recipe that cast plate replaces
before, you could completely replace all Iron Ingot use with Steel Ingot use
now, the Steel-based plate recipe still calls for keeping Iron Ingots around, so I can see that being an annoyance
Hm.
I started making HMF factory from the input up instead of other way around, I know realize that with that recipe its enough for a 30 HMF factory.
That may be a little overkill
yeah, that's the thing i think i really object to is that you can't go all-in on steel anymore and supplant basic iron
i like the addition of the cast recipe as a solution that doesn't require oil tech, and adding a 3rd alt plate recipe feels sort of crowded
i'm making 90/min and think i'll probably have to add another 10-20/min
Why so much?
need a lot of pasta for singularity cells
i'm probably overshooting a bit, but i will end up doing a big nuclear build
btw, for input with the alts I use its only around 600 Iron, but 2,2k limestone.
yeah, well here's the vitals on my hmf build
I havent even built computer factory yet.
(should also give you an idea of how good iron alloy is as a recipe... 2400 iron in and 1740 iron ingots PLUS 90 hmf out??? WHAT???)
but yeah, it is consuming almost 4 whole pure limestone nodes worth of rubber concrete
HEF as an alt trades steel for concrete and that's a rather good trade to make. concrete is a lot less complicated than steel to make
when making steel, you are limited by both iron and some sort of black stuff and you are capped by both of them, concrete, you just find another limestone node and some water
Question: is Ficsonium really worth the effort if you plan to do a big nuclear power plant?
The amount of resources it gobbles to create makes it not worth it- mostly looking at the SAM usage.
Alr, better off stock plutonium waster then
It's a novelty more than an efficient power source, unfortunately.
it is very resource intensive to make ficsonium. if you sloop the qencoders on the output step, you double the power yield of the plut rods you make, but for watts/resource comparisons, you're probably going to make more power by instead making more uranium rods and sinking the plut rods
Using the SAM on converting bauxite to uranium is better than using it for trigons/DMR in ficsonium production
given that at this point with rocket fuel kind of being so good, buiilding nuclear is pretty much a vanity project at this point, so how you do it for what amts of power isn't really a question you should be asking ๐
Waste-free 200 uranium rods 
about trains. is it a good practice to cut blocks on an ascending incline? it's a 1m ramp, so not a big one, but still. train will struggle more to get to speed, if something stops it.
if you want to build it for a challenge 'because its there', go for it, but realize that other means of generating power are as good if not better
Making a nuclear power plant that makes 30 uranium fuel rods per minutes, i checked and calculated for the ficsonium and ๐
i have a 4 freight car standard train length and haven't had issue with them stopping on 1 or 2 m inclines at all
i.e. i don't believe your concern is really warranted based on a lot of experience with it
if you go with 5+ frieght cars on trains, yeah, you probably want to start thinking about that being a problem, but with 4 carraiges, it isn't an issue
ok, fair enough. in practice i don't think it's an issue, but trains are a topic on which some people hold very strong opinions, so i'm always wary of commiting a heresy.
with such things, i'm a believer in giving it a try, but having a good Plan B in your back pocket and just empirically testing if it works
makes sense. it's not like putting or removing signals is a lot of work.
a lot of people parrot other people's experience and it gets whispered down the line minus details
again, speaking from first hand experience, i can tell you that i've not had any problems with that
Okay, but why sinking plut rods when you can just put it in a power generator, i don't really mind the waste
Closed-loop of production
good to know, thanks.
i don't even have to travel far you show you an instance where i'm doing exactly what you're asking about
Some folks dislike running open-ended production chains, even if that nuclear waste storage would take literal years to fully fill
Oh okay, not my case then
If you're fine with burning plutonium and storing the waste, go for it ๐
i mean, it is your game to play how you want, you can set aside a corner of the map and just turn it into chernobyl if you are fine with the plut waste
it gets to be a chore adding and augmenting that storage if you have to come back to it every 40 hrs in game though
i'm a player that intends to continue building in a save for a long while, so that isn't a good option for me, but your needs and wants are probably different than mine ๐
And when your factory shuts down, 50 years after humanity has fully conquered the solar system... you will regret not making a closed-loop system ๐
something like that, yeah
honestly, waste does stack up pretty quick if you afk at all
i often afk quite a bit because i have an hour or two before RL calls me away and don't want to have to lod the game up again
Uranium, definitely. Plutonium.. less so, but yeah, any substantial nuclear build does make it pile up
of i'm burning in a production line and testing
my goal in this current playthrough of mine is to get some amount of ficsonium running because it looks nifty to build
I just started planning out my 60/15/75 rod nuclear yesterday. Gonna be fun
i'm already at 250 gw and flush with power w/o any nuclear, so it is just because i enjoy building and the game ๐
yeah, i have a pretty good idea of what i'm going to build and i think it is going to be a 30/22.5/225 build
i may revise that downward, but i'm working on all the stuff to supply it, and it is worth keeping the numbers big
225 ficsonium? Slooping?
Side question, you put signals at every track connection?
I've only been putting them every three support pillars or so.
What is this ratio describing? Is it the number of uranium fuel rods/plutonium fuel rods/ficsonium fuel rods?
Yep, that's the one
the point of blocks is to divide the track into bits where the train can wait if the block before it is busy. therefore, as i understand it, a block should be a bit over a typical train long.
although there's apparently nothing bad with a single train occupying several blocks at once.
blocking ensures that no two trains encroach the same length of track. That's all
Yeah, that's what I'm using them for. I'm just spreading them out further.
I guess the closer together they are, the higher the theoretical max throughput?
So you're going to have 150 nuclear plants?? ๐ฎ
Your ultimately still limited by the output of the production runs being transported and the maximum amount carried by a train. the distance just shortens the time needed to transfer the components. Faster transport in some cases just means less product per run.
Ideally you want to maximize the transfer amount per run of the train.
262.5 reactors at 200% clock is the plan
yep, more trains can fit onto the same length of way. but it's a highly theoretical situation. it's not openttd, or even factorio.
Ideally you would want enough material transport to ensure that your downstream production is never idle.
Whatever that ratio is, that is the target.
There, fixed. How does this look for my current computer factory plan? I realized earlier that nothing really uses plastic that isn't being made here, and so I can safely use most of the 480/min I'm producing of it.
EDIT: If I use Quickwire Cable, I can cut copper out too, hmmm
Caterium wire into cable is more convenient considering that you havent used the entire csterium node
You're thinking maybe I should bump up the output a bit to get the caterium usage to 480?
it looks good, not anything near resembling what i'm planning, but pretty good
Its not really about rounding the number, copper can be cut from this setup, if you want to go through with it caterium wire into cable is more convenient than quickwire cable since you have to get oil instead
one think you may wish to consider since you're using cable, is take a look at iron wire + coated & insulated cable and save the copper for fused quickwire
I dont know if your oil setup can spare a bit of oil/HOR, but as you dont need many pm I assume convenience is better
i honestly unintentionally end up cutting cable out of everything
I don't really want to ship in copper, so I'm leaning towards cutting it out of this factory entirely.
Tweaked a bit, uses almost all the caterium node, and 390/480 plastic I'm producing.
You dont need many and its a small setup I would avoid shipping in extra things
Still, looks good to me
yeah, usually i bite the bullet and make quickwire with the fused recipe, but idk, i think you can cut it out - builds i've done in the past have always ended up with a surplus of caterium. Also cat wire is pretty goodโข๏ธ and quickwire cable ๐ค
very off-meta stuff
Hmm caterium wire -> cable vs quickwire cable?
Guess it's an extra production step using caterium wire.
it has been a while since i've played with the numbers & don't know if any recipes have been tweaked, but i think for mass cable, cat wire with the insulated + coated cable combo is still the most efficient way to make cable
this is pretty bonkers:
is there warp tech in game?
Wow that's a lotta cable
ikr?
There's a point-to-point portal very late in the game.
yeah, portal tech is t9
What are we sinking about?
My math being right 100%
10 x 0.5 = 5. Whoa.
so i'm building a large quartz purification build. I'm sorry to say that my suspiscion that the recipe's wastewater product is as hard to handle as default battery.
I have a bake-off going of a bunch of different pipe configurations, and all of them seem a little unstable
i'm still routing out other issues as i find them, but i have to say that this hasn't been the smoothest thing to build
Working on mine atm too, just tossing 600/min nitrogen at a chunk of quartz and going from there 
I still love how clean this is.
Im just debating atm if I want the excess to be quartz crystal or double down on silica
just to trade notes, this is essentially what i'm doing
each 4 pink refineries process 1200/min raw
i'm doing the 1/4 split between the blenders on wastewater with clocking them
Mine is a little messier/spread through floors, due to having nitric acid on the top floor near my drones.
yeah, this is my first time doing this build, so there's a lot of trial and error
it feels to me like my pipes are too short
no colour coordination here yet 
The large row is the caterium thats planned with the waste water
i've seen similar in past releases with the classic battery recipe and was never quite able to figure out what's going on
errr default battery i mean
they're honestly very similar recipes
Yeah... I stopped around the time I wanted to muck with battery production last I played 
Age-old question - do valves actually prevent backflow, or do they only restrict flow?
nowadays if i'm forced to use default battery, i just burn the water in coal gens
i'm of the opinion that they do neither ๐
The only thing ive seen prevent backflow is a pump, and thats if you build it right.
i think valves don't really ever quite do what you want and it isn't documented anywhere what they actually do, so...
The description says it limits flow rates, so I guess that's the bare-minimum it should do.
pshaw, rookie numbers
150 MW is actually an insane amount of power for a single building irl
Your house likely only pulls 2000 watts max, and we're talking 150 million watts for that place.
well, maybe soon Musk will achieve some level of sentience and realize his child is a human being ๐
I think the thing is, people think valves work like a stopper, they are more like electrical resistors... but fluids also flow both ways.
Yeah, I guess the input and output are what throws everyone, like why does it have an in/out?
people have done a few experiments and observed them leaking backward
i'm unsure of the specifics of the tests, but i can point you to some people who do know
personally, i just avoid designs where metering flow is a necessity
Oh hey I can power Grok and have 58,000MW to spare
definetly, ...in the context of satisfactory tho lol
them blackwell gpu racks are insanely power dense
its amazing how much dumb money is going into souped up versions of Eliza & calling it 'AI'
It's also amazing how many companies are call a string of if-blocks "AI"
its cool stuff and useful and all, but if it can't figure out how to find logical consistency in data, it really is no better than a parrot
Yep, it's honestly just not trustworthy. "Confidently incorrect".
the cynic in me thinks that very few people understand what intelligence actually is ๐
inb4 we find out a large chunk of that Grok is just mining 
yeah, garbage in, garbage out, as the saying goes
primagen viewer spotted? :p
I dont really see it as "if" statements per se, as its kinda just predicting the most likely token (glob of letters) that would come next based off of a giant pool of data
Like how the Google AI pulled a Reddit joke from 12 years ago about using glue to help cheese stick to pizza lol
that was epic lol
Yeah, like it's all probabalistic and whatnot, but possesses zero context on what it's presenting. So glue on pizza? Sounds great!
in fairness though, the google overview thing is kinda nice sometimes. a lot better than most of the other llm uses since I can still see the sites that I pulled the data from
yeah, i'm no expert with it, but essentially most of what it is is baysean filters which we've been using for 20 years to counter spam on steriods and generate, not just detect stuff
hehe, yeah, you can get it to do some really dumb things, lol
in any event, it actually does a very nice job of replacing my high school english teacher ๐
what i'd really like is to be able to give it basic tasks like 'can you look at the trend of immigration here in the US' and do a chi-squared analysis against crime rates'
that type of thing should be more than possible to achieve, but we're wowed by the pretty pictures and stuff
What's the short version of how I'd go about setting up a centralized location for drones to get a fuel source from? Had a giant megastorage in my pre-1.0 save that I plan on replicating but never used drones and want to mess with them this time around
currently have a fuel source getting routed to my storage but not sure how to get non-storage drones to have fuel - Essentially seems like it would just be setting up ports at the storage, flying to wherever to pick stuff up (and dropping fuel off simultaneously) and flying back, but the "wherever" port not having a destination is what's throwing me off a little
pretty much you just set up a central port w/o a drone and point other drone ports at it to fetch fuel and then belt it out to where you need it
Mmk that was my next guess was just having an empty port for them to land on - thanks
Do you have some efficiency loss using mergers/splitters?
Nope
yeah, you can do some interestingly complicated set ups with drones, but the one i like using for its simplicity is to have a many-to-one relationship with a droneless distribution port
Math is correct, but I am getting machines backing up pretty often.
there shouldn't be any loss with splitters & mergers, but we are starting to realize that mk6 belts sometimes 'miss' items - I believe it to be caused by fps drops
Are you using any 1m floorholes?
I'm merging a bunch of Silica to merge them all in to mk6 belts at 1.2k/min
that can cause issues if you are expecting MAX throughput on a belt
No, just 2m holes and 4m
Ok, I have ran into that myself with trying to do max mk5s
I'm noticing the mk 3 miners "skipping" some. * as well
mk 3 miner on a pure node with mk 6 belts
if you can stay under the max belt limit, i think a lot of things can auto-correct and really the pronounced problems only occur when you're in render distance
and yeah, i've observed the miners doing that
i guess? we're still figuring it all out, lol
For sure lol
It's gonna be a long debugging process but honestly... best game of the last 5 years for sure.
right now, my current strategy is to sort of overproduce and not care if things are at 95%
i'll eventually end up going down the rabbit hole of sciencing it all out, but haven't really gotten to that point yet
yeah. Just finished a 12000/min Quickwire factory to feed my nuclear setup lol.
Trying to make sure it's all as good as possible before I get to booting up the nuclear.
i'm doing some goofy stuff with items like nitric acid to package it and unpackage it to meter out how much goes where
With that I have honestly just been overproducing because I can not have my recycling line back up.
Emergency backup system is on standby just in case as well.
as i mentioned a little while ago, atm, i'm working on bringing up a big quartz purification build and kinda seeing some funny things
I ended up going the Cheap Silica route.
i.e.
Just because I am using up sooooo much nitrogen for the recycling.
I wish dissolved silica was used in other recipes. Would be a nice variation.
Rather than just converting to/from regular silica.
Oh of course.
i wish i could package it
maybe a refinery alum ingot recipe from scrap?
Oh yeah, I want that to be packagable.
would lend to some more drone/train use probably.
Imagining having that delivered to you aluminum plant, and metering out the silica for max ingots, working in that water for something even more gross 
That'd be cool
i mean, i really would find it useful to package the stuff
being able to ship nitric acid in via drone and ship out disolved silica? f yes!
would be cool if it could be done in fluid tanks too
Yeah right now with the way it is, you are roped into making/shipping iron plates on site for nitric acid after sending in packaged nitrogen.
(or at least I am
)
I think that would be really nice way to go about it.
is there a way to make blueprints externally similar to SCIM's megaprints but placeable in game?
i'm doing a hodgepodge atm
not aware of anything, sorry
damn. alr
I think it was probably a mod, but I saw someone with an MASSIVE blueprint designer.
can someone help me with splitter math, im trying to dividea belt of 270 coal a minute into 5 assemblers that 4 take 60 a minute and 1 takes 30 a minute, if i have to i will upgrade the belt but and the output but if its avoidable then ill do it, can someone help me?
Manifold it, no need to evenly split.
It's self-correcting. The only downside (which isn't really a downside) is that it takes a while to fill up and even out.
Since the furthest away machine gets a trickle of items until the closer ones fill up completely.
this is for my feul plant
That's fine. It's the same thing. Once all the inputs have a full stack of the item, it'll self-balance.
Yep exactly, although you don't need that final splitter on the end.
And you can also manifold your outputs into a single belt too.
they're going to seperate refineries
That's fine. Manifold the refinery inputs too. ๐
the one on the left is going to just one refinery, all the others are going to 2 refineries respectively
yeah, technically the english definition of manifold is any shape that provides connection for moving stuff around, but in the context of the game, we mean a system of belts or pipes where stuff overflows into each machine to meter the distribution
time to do that again
It's rare to actually need to equally-balance the belts leading to inputs. Nuclear power fuel rods are an example.
since it takes so long to make one the splitters reset
Even then you donโt need to
Yeah it'll just take several days for the manifold to fill up ๐
@unborn ermine think i found my quartz issue, the mk1 pipes i was using for 300/min dissolved needed to be upgraded to mk2
Was it a flow issue somehow? Weird if that was the case.
each 300/min is being processed by 2 blenders - one at 200% and one at 50% to partition the waste & fresh water
i'm guessing the uneven draw from the pipe between the 2 blenders was causing what's akin to a bad harmonic?
Oh the mk2 to keep the flow "overflowing" to the new pipe instead of just being limited, that is funky.
hey guys do you feed 2 rows of machines like 1) or 2)
i've seen similar before, no idea really what's going on in the code, but i keep a few tricks in my back pocket for such situations ๐
orange means input green is output
whichever is easier to build given the other constraints on what i'm building
Just pre fill it with stacks of rods
Yeah true, if you build the rod production part first and let it stack up while you build the power plant portion.
Depends on the product and the rest of the factory
like if you're going to be immediately splitting the output into halves, you might as well use (1) and remove the merger, since that is easier to build
if it is something like cat ore->ingot, (2) may make more sense since 2 lines of ore will make 1 line of ingots due to how the yields work
alrighty, my second manifold is complete for the same assemblers, it took so long cause i had to drag the other belt over
that injection manifold picture is wild. Never needed something like that, but it's wild to see.
Why's that?
oh, the merger in the middle of the stream after you split off a couple flows with splitters. Is that due to belt limits or something?
Injection manifolds are largely pointless.
Itโs essentially just connecting multiple manifolds to each other. At BEST you might shenanigan 1-2 fewer machines, but then that really limits your clocking options for the next step
Yes
I've had to do that in one place to avoid crossing belts lol
Ended up drawing myself a diagram on real paper with arrows and numbers to make sure it was balanced right at every point.
generally, the most I do for load balancing is using belts as a really coarse throttle.
Also, typically, if I'm within 20 or so of a belt limit I just upgrade a tier if I can.
In my case it wasn't an issue with belt speed. It was because I'm feeding steel pipes from three places, and consuming them in four places on the floor above, so I had to get clever with the logistics floor in between.
Since none of the three feeders was sufficient to fully-feed half the consumers.
And one of them is actually two lines combined, so it was 90, 180, 90 coming up through the floor.
when you're building very large factories where you're pulling stuff from multiple train cars and none of the rates really line up, there's a place for them or balancers there, but i generally agree. The thing is that it is important to have such tools in your toolbox for the one-offs
...speaking from experience, injected manifolds are really often very painful things to build and get functioning correctly. I don't recommend using them as a first option
YES
(Also speaking from experience)
The pain is real
whenever i've built one, i'm always wondering if i mathed it all right
and there's no easy way of verifying that
Process what each car delivers? ^_-
yeah, definitely preferable to do that way
Yeah I would absolutely not want to do that frequently, but it was great in a pinch once I recalculated everything like a dozen times to work out all the kinks in the routing.
last time i found myself using one was in u7 or u8 to process all the pink forest bauxite and was bringing all of the baux along with coke and copper together via train, and there just wasn't any good way of splitting it between cars and resolving the 780/min from the pure nodes
so far in 1.0, i haven't found a case where 1200/min hasn't been enough for a line i've made, but i'm still building new things and the book on it isn't written yet ๐
also, just not needing to build to 780/min makes a lot of stuff simpler
Can converters be slooped?
Yep
slooping ficsite ingots is a pretty good thing to be doing
Why's that? Expensive to make?
yeah, they take a lot of sam & they take a lot of iron/cat/alum ingots
all of the t9 stuff just takes biome-spanning amounts of raw resources
yeah
im just trying to get the neural things automated and oh my god its so many machiens
machines* and not even like lots of volume of things, just so many little parts needed
I've been using them for all my water recycling in aluminum.
Would those work without valves too?... I dunno ๐คทโโ๏ธ
i'd put my money on 'yes'
i've been doing a bake-off on different pipe designs for purification
i actually have them all running stably at this point
the distilled silica pipes supplying it shouldn't be pushed to max capacity or it won't work
the blenders gobble too much fluid each cycle and it leads to a lot of 'backflow' - took me a while to figure that out
I've seen that picture already, but I don't understand what you're trying to say with it now 
I'm willing to pass the save, but not to mess with it myself.
Ngl, the idea of testing fluids doesn't quite excite me right now ๐
240 computers/min seems like a decent number to start with for a starter computer factory right? 
60/min High Speed connectors as well.
Working around my planned silica + crystal outputs and its fun getting numbers
you barely need supercomputer tho
only thing that 'needs' computers are ACU's. look at what you need for RCU's and supercomps with which recipes
I'd understand RCU in the hundreds but not computer lol
my plan is to use the heatsink+hsc rcu recipe, so i've cut out a lot of them
btw, the radio connection unit alt is now a viable way to make them that saves aluminum
Hmm so at that point, still worth it to make the oscillators enmasse then do some crystal computers, sending oscillators somewhere else.
i'm not sure what was rebalanced to do so, but it no longer takes an unreasonable amt of aluminum
Just have to see how much I can fiddle with in the end for my aluminum production.
Wouldnt mind sinking a ton of resources in the mean time anyways 
me and my over 1 million points per minute with barely anything done.
my accounting for aluminum atm is that i need 3000 ingots for slooped ficsite, 3000 for fmf's 3600 for heatsinks and the rest is sort of floating between fluid tanks and sheets for batteries and i need to nail that down
Heat sinks/cooling device?
hey, i'm pushing 3m points/min and i feel like i'm not getting anywhere
Are you making 50s of rockets
some heatsinks are going to cooling device, the rest rcu's
Im basically tech wise in phase 3 
im in phase 4 for power gen
(I say that with 2940/min aluminum ingots being made atm)
i'm not even really thinking along those lines, and instead going biome by biome & using up the resources on what i need to build, lol
I havent made mass RCU for cubes yet, did 24 RCU with heat sinks though, seems a bit space saving
i think what changed to make the connection unit alt more compelling is the default now uses more computers
what really did change in a good way is that the cooling device alt is considerably cheaper
both cooling system recipes now use the same number of heatsinks and the alt saves on nitrogen in exchange for motors
that really needed the rebalance
cooling systems just always took all of your baux AND nitrogen budget
that in turn made the OC supercomp alt unusable
Thats my planned cooling system production yeah, just need to plan my numbers out
Interesting, I barely finished aluminum last time, good to know cooling device isnt as painful
you save 30/min nitrogen using the alt recipe now every 10 Cooling Unit
i mean, they're all endgame parts and a certain amount of pain is in order, but the rebalance made most recipes at least viable if you're mixing and matching
it doesn't seem like a lot, but that is considerable if you're looking for a meaty prod rate of the elevator parts and some form of max nuclear
looking at heatsinks/cooling-systems yes, cooling-device looks quite nice...
cooling device and heat exchanger, I think I have the next project (just finished some copper powder)
yeah cooling device really got buffed
both that and iron alloy just never made sense to use, like someone accidentally entered the wrong numbers for them somehow
and I built my "temporary" (only) Aluminium production directly across (the trainline) of my Plastic/Rubber production ๐
I still wonder that I got that far with only 270 rubber/plastic ^^
well yeah, you make the rubber and coke and ship em to the bauxite at the same time, lol
close enough that I will just belt it over ๐
I started a bus running from my train stations to the production side of the factory, but I just realized I have no idea how I'm going to split off a belt from the main bus when I need it without clipping through everything. Anyone dealt with this or have suggestions?
last time i built out the pink forest, i actually had a train as a bus to move rubber, coke and fuel across crater lakes
nah you have to keep each resource type in one horizontal level to not clip
SF is 3D, so you can always raise a belt temporary to add a splitter
you drop down or go up, split, then come back up, the building pattern is often called a belt weave
other than that can just use floating splitter on the edges
so raise everything above the material I need up for a few foundations, split it out, then collapse the stack back down. Only problem is I'm scraping the ceiling already, I'll have to do that outside this logistics floor and make a higher ceiling.
i personally tend to like stacking multitudes of belts vertically and use all the vertical space available before adding another line of them
well it's better to keep resources on the same horizontal level instead so you don't have to think about splitting like that
(going vertically means you use a lot less space when turning)
if all copper belts are 4m off the ground you can split from the outermost ones and get more from the one inside
I stacked it all so high because I didn't have enough room horizontally due to a cliff
no clue if I'll ever get anywhere near the capacity of this bus, my pre 1.0 builds were like a few per minute of each thing and I didn't get to nuclear
tore down all my production to start this base so all i have going is concrete
most of my beltwork is mounted on ceilings
for a "main belt" its a good idea to make the logistic flood at least 8m high
and space belt stacks at least a splitter width's apart
man's logistics floor must be like 18m high already
often you want space for a splitter and a lift connected to it
you do need to design gaps though, a belt should a belt's width (2m) apart horizontally and a belt's height apart vertically to not clip all over
especially if the bus is not just raw resources
i've found in this game, trying to shoehorn things into a tight space doesn't often turn out well
more like hard to make it turn out well cause half of the time you redo a certain section
I once had a logistic floor 3m high... that was painful
while with 2x more space you don't have to plan such connection
yeah my floor is 19m
i guess it would be worth spreading them out so I can split something out between belts and on the floor, just annoying spending so much time on this repetitive stuff
i've done a number of large builds in north forest off of speedrunner's bluff, and there's a spot in there between the cliff and the concrete node that is an absolute nightmare
always have a butt-ton of belts to run through there and there's never enough space
@vast jungle i was sharing earlier, i've been working on a quartz purification build, and i have to say, the silica part of it is exceptionally finicky
I have looked at the recipes and decided "not worth my time at the moment"
good recipes, but it is really tricky to get running at 100%
I AM using quite a bit "Pure Quartz Crystal" in some BPs
yeah, that has a better crystal yield, but if you need both silica and crystal...
I don't like building a production for two products that depend on each other ^^
altogether, it is one of the more challenging builds in the game - i'd rate it somewhere around same level as default battery to get working right
exactly the problem, engineering the ways for them not to grind to a halt takes some effort
I wanna say I like purification, BUT, I need to figure out where I want to shove all that silica 
easy. make 4/3rd's the aluminum
you can always add 2 sinks... but then most of the complexity/efficiency is wasted
I would not consider using it unless I have a factory needing both lots of silica and quartz crystal
But if Im nowhere near aluminum on the opposite side of the map as the free bauxite nodes... ๐
how i'm generally handling everything is chucking it on a train whose ultimate destination is a sink
I do have some nodes near my aluminum I could feed into it, but thats not where my other factory is right now 
I tend to have one train for each "receiving" station... and sink at the production with an overflow splitter
yeah, i'm pretty much 'as neeeded, wherever makes sense' my sinking locations for any factory get farther and farther away from production as the factories mature
So if I am making 120/min oscillators, how much of that do you think would be a reasonable amount to dump into computers for ACUs?
oft times i hang temporary sinks off of prod lines because i don't want to deal with something yet and circle back later to start refining it or stick it on a train to use elsewhere
120 OSC/min? Wow, thats a lot ^^
Still processing that info myself 
i've built that before with the default recipe!
if the ISC attached to the outgoing train station overflows I don't care if the overflow goes into the sink ๐
man, that was a build that burned me the f*** out
some factories are even just allowed to block when the trainstation is full
I have 16 OSC/min (with standard recipe)... and thats a 5x5 tower 320m high ^^
it depends on the prod line, i'm flexible in my design principals with it all
i do want to keep my factories always on and at 100%
its only 64 machines clocked at 100% 
it could be worse.
for some time I was at 50% energy production... double max consumtion ๐
blocking factories was a feature
I think your math is off...
or the number of sloops you have ๐
hmm... okay, my math was off ^^
yeah, they changed the recipe speed i think
no, they did not... according to wiki
interesting that 64 machines gives you this nice and round 120/min number
well, 8 gives you 15/min ๐
What gets me here, im only using around 900/min of the 2025 silica here and thats before computers' silicon circuit boards.
Its like, what do 
1000 silica will turn 600 bauxite (with sloppy+electro) into 800 ingots
it ain't cheap, but it's 1000 silica per 600 bauxite to gain an extra 200 ingots
i don't get why they made the numbers for the default ingot recipe the x.33333 machines
its like they really wanted it to be extremely bad to use
I dont mind it, makes the silica from here become your storage trickle for building windows

@lilac horizon If every other pipe led out, that would be much closer to working. But I still don't think it would be 100% output for this. #screenshots message
very dead chat hmm
momma always taught me to be quiet when I had nothing of value to say
icemoonmagic's splitter calculator suggests this setup:
you said you don't have mk6 yet so instead of the 845 make a 3-to-2 balancer instead of the last merger
@sturdy island see #math-and-meta message for alt recipe choices
Wow, thanks man ๐คฏโค๏ธ
can't just use a simple injection manifold?
the only numbers that matter in a simple injection manifold are "is there enough here to feed the next machine" if NO -> merge belt to refill + log quantity remaining on belt
Manifolds are usually the better way to go, but load balancing is fun and looks fancy
i'll never consider waste-of-space-waste-of-time-giant-piles-of-mergers/splitters-for-no-reason either fun or fancy, but whatever floats your boat i guess
they're kinda like a teenager's first car with those overly loud exhausts... all the noise with no performance
you just can't comprehend the beauty of having a belt full of items split and merge again until everything is coming out in unison according to the math you calculated
Achieving peak efficiency for minimal cost is also a form of fun to some, but the beauty of every belt never clogging up and ending up in perfect unison brings joy to others
Opinions differ and thank god they do otherwise the world would be so boring
Very true
for future reference (because you won't be able to solve this without external help, probably)
change the input lines to make it possible to directly merge them without balancing
just clock the machines and merge them into groups accordingly, but keep the sum of their clock speeds the same
that gives you a "ratio splitter"
e.g. suppose you have lines of 60+60 and want to split them into 6+114
instead of a headache-inducing balancer, you just clock the machines to produce 6, 54 and 60, then merge the 54+60
unlike a balancer, this works for ANY number, and is trivial
Would be interesting if there was a "trivial machine" so to speak. One that effectively does nothing (i.e. it just passes the item through it, always at a 1:1 ratio), but you can set the output rate like any other machine. Then you could just manifold into a set of these machines to get the desired balanced output
That's the same as manifolding to actual machines, they will only eat what they need
Right, that's what the idea is based on ๐ Except in a "trivial machine" no work is actually done to the items, so for example you can balance iron ore without smelting it into ingots in the process
Does anyone have a breakdown or source describing the discrete values Valves are capable of?
it's either 1/254 or 1/255 of the pipe throughput IIRC
Yeah, I've heard its 8-bits, so increments of 1/255 would make sense. Though I am curious where that comes from, is it just purely the UI? Because in the headers there is the mUserFlowLimit for valves, which is a float, and therefore a 32-bit precision floating-point decimal, i.e. many fractional values, so I am curious to the discrepency if anyone knows
1/254 would make sense if excluding the zero value. It might be an artificial limitation to reduce CPU overhead despite the 32-bit precision. Weather that's UI or engine based is the real question.
Considering the flow limit is stored as a float, I'm assuming the fluid system still uses it as a float, and is just converted from the UI. I also don't know if using an 8-bit float is really even possible, or even well-supported by CPU hardware. From what I've seen, most hardware-based floating point operations work on 32 or 64 bit representations
But I'd have to dive back into x86 ASM I guess to verify if that is true
Yeah, looks like x86 only actually supports 32, 64, and 80 bit floating point numbers anyways, so the flow rate value is definitely treated as 32-bits for calculations
8 bit floats are possible and they do exist, but the valve probably just uses an 8 bit integer
and um, more recent x86 processors do more than 80 bits but it is kind of really dependent upon the exact processor. Intel has always been a bit weird about specificying the exact precision of their fp implementation
They're possible yes, along with 16bit ones, but I could not find any documentation in x86 that natively supports them. Same for higher bits above 80. Some processors may have hardware and instructions to support them (I think RISC-V supports quads), but the x86 standard itself does not.
All that to say, I do not think satisfactory is/would be gaining any performance boost if they are/were to be using 8-bit floating point values for valves specifically. Especially since it is already stored as 32-bits anyways
So my guess is it is a limit from the UI, and potentially for the save file. It may convert between 8 and 32 bits once when saving/loading data on disk
i believe some of the mmx/sse/avx registers can deal with 8 bit floats for doing stuff like very imprecise fast alpha blending
it's been a while since i've done a deep dive into that all, so my memory may be off
the lack of meaningful precision with only 8 bits is pretty limiting
Possibly I guess? But also, I would be very surprised if they tried to implement that when everything is stored as single floats anyways
IMO they should've done fixed point precision, but oh well
yeah, when you are doing stuff like dithering, sometimes chucking precision out the window is a win because the result is going to look awful regardless and you just want it to be quick ๐
idk what the state of the art is with that all, i just know i've come across it in my travels and that there's some practical applications. getting back to the valve, it is most likely it is just a value 0-255 that represents the fraction of 300 or 600 that corresponds to the flow rate
Yeah, I'm guessing it is just an uint8 they use and multiply by the max flow rate (which is also a float) to obtain the value used in memory. Still decently frusturating though
in any event, if you are relying on valves to meter flow, you're going to have problems with pipes. they don't really work intuitively to begin with
But yeah, I forgot about SSE and AMD64 stuff that extended floating point
Oh yeah, just the logic itself is not fully intuitive
even when you can set them to the exact rate you'd wish, their flow is still dependent upon how full the pipe they are constricting actually is
And since it is changing the max flow, your average flow is likely to be below that, since any dip (i.e. from a machine's regular cycle) will reduce the flow in that moment, and therefore reduce the average to below the max
yeah, tl;dr don't use valves, lol
Except for preventing actual backwards movement of liquid, in the case of forcing a full fluid buffer to only drain and not re-fill (useful for saturating a system).
Or in EA when you could scuff headlift through a 0-flow valve
i don't think i've come across any specific build in the game after 1000's of hours that requires a valve
Those are the only 2 I can think of. The first is a short use-case and definitely not required at all. The 2nd doesn't exist anymore
i thought the headlift thing still works
it has been a few game releases since i've tried though
Oh maybe? I guess I haven't tried but I heard it was patched in 1.0
perhaps. i've learned to avoid things that happen to work without making sense
...especially with pipes, lol
@oblique hollow
in each pair of blenders, one is clocked at 50%, the other at 200%
seems a bit too complex
yeah, well it is a big build... 3900/min raw in and partitioning outputs how i need them to be for other projects
its just taking the output of 5 logical blenders and feeding it into 4
(each unit is built differently, if you hadn't noticed - faster to parallelize the experimentation)
it took a while to realize the 300/min distilled silica feed needed an mk2 pipe
the rest of it, yeah, i have some cleanup to do
i was anticipating it being a bit tricky to get the piping right so i tried a bunch of different things at once
tl;dr, we're going to end up with a lot of questions about it
how do i signal this
one train is going the straight path and the other is making both turns
just like you'd signal each fork separately
do i even use path signals
Path signals are for more extreme multi-route tracks but block signals will do most of the time. It's your choice and preference
i often start with block signals only and if there is a bottleneck i'm seeing, then switch to path signals
with that rail intersection, i don't believe 2 trains could ever exist anywhere in it concurrently, so path signals probably wouldn't even do anything useful
i'll hedge that statement... if you have a bi-directional rail and trains are passing both directions on that track, then you do need path signals, but um... that path leads to pain
Is this correct?
path in, block out
should be
are the 2 branches going to a station? or just a intersection
station
it looks correct, but without the rest of the rails around it, who knows?
also it looks like you are trying to do this with a bi-directional track, and they are very very difficult to reason about
as i already said, that path leads to pain
What's your favorite diamond recipe?
its just this man, 4 stations 2 trains, seems very simple, but nothing works
Oh boy... Still wrestling with trains since yesterday?! ๐
yeah
i'm favoring default and turbo, but for diamonds with how much you need, its kind of like whatever you have handy to depress the coal cost
signaling problems across the board, would be nice if they told what they were
Stay strong ๐ช
My first ones were with Coal, but then... Oil oil oil <3
quick tip!
Take a look onto here, help alot in the beginning
yeah, if you have a few spare oil nodes, toss them at it, though you ought to consider blended tf as well
Tbh, anything involving trains going back-and-forth rather than in a loop is more than just "simple" imo ๐
I kept hesitating between turbocoal and Oil, but in the end the appeal of using unprocessed resources won ^^
we're not trying to be jerks when we suggest not to build bi-di rails
yeah, really diamonds is kind of a function of how many you need. past a certain amt, turbodiamonds starts looking very good
Maybe if you add one signal at the end of each station too...?
I really dunno how you could fix the "rail ends abruptly" issue or whatever it's called (I'm assuming this is what the signals are complaining about) in this kind of situation
yeah, signals get unhappy when there isn't an 'other end' to a block
IMO
let the train on the main path through and only let the green path train through if the blue block is empty
(straight path block signals a bit futher away)
anyone correct me if I'm wrong, I just like the main / side path separation
(This one is gonna make a lot of pioneers scratch their helmet xD)
yeah but 4 block signals is not gonna cut it
signal loops into itself
ive tried at least 50 combinations at this point is there really no straight answer
maybe found it RAAAAHHH
one train works the other one doesnt, even tho they have the same exact signaling
slightly going insane
oh wait the other train was just lazy and started working 5 minutes later
Wouldn't block signals on every path work, keeping the junctions and piece between them one block? That way the entire path for the train would remain open or closed so the trains don't block each others' paths-
nevermind, it's fixed now?
no it was actually path signals
path signals on block entry
block signals on block exit
so just path signals on the right of each train and block on the left
cant believe it took me 5 google searches to get the answer i needed that wasnt a 10 minute long video
100 HMF/min no alt
@hushed kettle I created a thread so you can keep up with my monstrosity
no pure is hell
This was probably the biggest hurdle though
Because now I can just design blueprints for the constructors etc. and then connect the belts
the branches also need to have bidirectional signals
also
I'd remove signals in the shared track, to reduce risk of deadlock
ah
apparently it was already solved mb
Looking at various rankings of alternates it seems like iron pipe basically makes steel unnecessary since you want the coal for late game stuff and iron pipe is so much easier to build modular factories with it
pretty much no alt recipe ranking agrees with others on anything
IMO css should add steel-only alternates for many iron parts to make using steel more worthwhile.
every "objective" alt recipe ranking is in fact very subjective based on how the author made it
Clearly the objectively best alt is charcoal. Run all your power off of wood
I'm aware of the subjectivity, thanks tho.
(Except this actually still has use cases, for creating random things like filters it can be nice to dump excess wood)
pardon the mod buildings for spawning in the resources, but heres how i would set up the "basic" 3 sets
disconnected water feed, shared disolved silica, shared nitric acid pipes, shared water output
unironically, a valve on the pipe going to the nitric acid blenders set to something close to what they need works here
just because that valve then forces a majority of the water to go to the silica blenders
For quartz purification there's no need to connect recycle water to input water. You just need one extra blender and then slightly underclocking them is easy peasy
thats what i did here
you need to enter from near the grassfields void iirc
the depression surrounding the grassfield void, there's a cave entrance
thanks
How can a 100%-filled fluid buffer I'm using for storage, with only a single pipe connected to it, simultaneously be filling and draining at the same time?
really is more or less same as what i have
the point i was making earlier is that it didn't work right when i was using an mk1 pipe for the distilled silica
also, the small pipe network for the waste water is rather prone to lockup just due to its small total volume
don't question. just accept and move on.
in actuality, pipes are bidirectional. you can think of the pipe and the buffer as discrete containers that can accept and transfer stuff during each discrete simulation timeslice up to their max rated speed. those numbers are how much has moved back and forth as average over a sliding window of time
Ah ok, so it gained 21 and the immediately lost 21 in the same slice.
probably more like each 30th of a second a bit moves in one direction or another and that's the sum of total movement
i think really a lot of those numbers are there just to make the UI look cool than to really be of any use
sometimes you just want a blinking light on something to show activity and motion, ya know?
That's fair tbh. Same with a network rack.
zactly
i think really the pipe simulation amounts to something like a loop every timeslice that is nothing more than 'for each pipe segment equalize volume with neighbors, starting high to low'
and then the equalize operation caps what can be transfered in or out at pipe speed
probably some horribly complicated if/else stuff in that that causes all the weird sh** that we see because of its size and special cases, but the simulation per timeslice is most likely very simple because it has to be
Yeah simple just for performance reasons I imagine
it has to do it for every pipe segment in your world ever xth of a second
Making a rocket fuel plant in the southern crater. 1320 generators. Their footprint takes up the whole lake (granted, part of that is my blueprint having 4 gens with a buffer in a 6x6 space, the buffer is above the gap between them).
I wonder if the simulation gets simplified when you're not nearby? Like it stops calculating parts on belts and fluids in pipes, and just makes note of how much each machine is producing and comsuming, and where the output goes?
in addition to all the belt logic it also is doing that with and the vehicle and train and machine simulation AND rendering stuff
It totally does.
Otherwise getting further from a factory wouldn't reduce lag/latency.
i've seen several artifacts of moving within render distance that suggest that there's a near and far mode to the simulation
in past playthroughs, i've tried to keep flatline power graphs and have noticed that moving close/far from a factory actually changed power consumption
drove me bonkers for a while before i figured out that thats what it was and learned to accept it
so yeah, when stuff doesn't need to get rendered, the game does simplify the simulation
T9 spoiler building definitely has a different power curve when I'm further from it.
i can't really tell you how, but i think just about everyone with some hours in the game has observed stuff that backs that hypothesis
i haven't really set up continuous prod for anything t9 yet
It's not a hypothesis, pretty sure it's confirmed by devs. It's certainly mentioned in the wiki.
good to know
Me neither, I just have a couple pets that I have sharded & slooped to make small amounts of stuff.
1 took up half my power, thus my need for rocket fuel.
yeah, something slooped at 250% will definitely make that pop out for you, lol
on the subject of BC rocket fuel... you can make some power there ๐
horribly incomplete but functional ๐
i'm hoping to eventually convert it to ion fuel - that's a project i'm not really even thinking about yet though
I can't even imagine how much floor space that'd need...
in the shadows somewhere under the far side is a 90 hmf/min factory, lol
i'm already swimming in power between the 120gw from rocket fuel and a bunch of APA's
in terms of space, the conversion to IF should actually only be the addition of 12 generators per side of the octagon if i'm remembering the preliminary calculations i've made, not sure exactly where they'll go, but i have plenty of space
i'm still building stuff under it all, so it really is still very incomplete as a structure until i know how much space i need for everything else
atm, i'm up working up in east dune forest on a bunch of phase 3 & 4 stuff just to start getting that stuff automated in volume
If anyone feels like checking some math... https://www.satisfactorytools.com/1.0/production?share=Puzc6YqYq8dxoGlFsczI
I made a plan that I think should represent the biggest possible Nuclear factory with endless sloops, corresponding to the usual meta "all alts for Uranium, all Standard for Plutonium". Interestingly, this is the second best result for PFR/min. The best one is using the Plutonium Fuel Unit alt, but the worse ends up being Instant, as skipping one production steps also skips one Slooplier- I mean, Sloop multiplier. I haven't run the numbers for the Fertile Uranium route though!
Uranium Fuel Rods: 201.6/min = 2.52TW
Plutonium Fuel Rods: 645.12/min = 16.128TW
you'll find that fertile uranium most likely doubles the plut rod yield
If CSS regenerates sloops, foliage, and so forth again, then at some point it's fair to say the limit isn't 104. It's unlimited on an unknown respawn timer, with some indeterminate practical limit. How many sloops does it use?
also, looking at your numbers, i've fit the same number of fics rods into a 15/15/15 elevator prod goal using the non-hack 103 sloops available on map with 2000 uranium used
i think my tally for total used is 92
which leaves you with 11 to use for an APA and some constructor somewhere
I find it hard to judge as I don't recall the numbers well and it's unclear to me how badly that recipe hurts Waste production 
Anyway, I crunched these numbers before going to bed, so I'll be curios to see developements but won't be doing anymore math for the day ๐
"Same number" as what?
fertile is pretty good, the trap with it is that you want to use instant cell with it when you should use plut pellet & encased cell instead
give me a sec to put together a listing
That'd be a bit long to calculate. There's 12'386 machines, assuming them all at 250% and Slooped at 2x, that's 2'477.2 (2'478) machines needing from 1 to 4 Sloops each
this makes 225 fics rods for 2000 uranium - all totalled reactor yield is 1.5 tw
and, um, you CAN do bigger than this
the encoders for the ffr's need 4 sloops each (72 total), and you end up needing 10 converters for fingots that should be slooped (additional 20 sloops)
slooping the FFR's makes the production dm-neutral, but you still need some dm crystal from somewhere to make the singularity cells needed
if you were instead to use non-fiss uranium, you'd end up with your numbers and have 60 ufr/min that turn into 22.5 pfr's
if memory serves me correctly, that ups the yield to 1.875 tw
what i've come to realize is that max nuclear wishes to be built in chunks that process 500 uranium, and it is possible to go up the next full quanta or two to processing 2500 or 3000 uranium, but at that point you're starting to run into map limits for everything but the kitchen sink
where my planning is kind of directed atm is in making the stuff needed for essentially the build i just shared and probably end up building something a little bit smaller, but allowing myself to use the leftover 100 uranium/min on the map as drone fuel
(and to make some spider food ๐ )
Hey is the ratio for standard turbo fuel recipe 4 fuel to 1 compact coal makes 6 turbo fuel? That's what chat gpt said and I don't trust the fandom wiki and I don't have access to my game rn to check
ai can't do math to save its life ๐
Thank you! Just discovered chat gpt, trying to use it to do the math for me
Ope well crap
Use the gg wiki, it's the official one
like, don't try, it has no ability to calculate things, it just probabalistically responds with strings of symbols based on data it has 'learned'
Interesting, I didn't know that, I'm not tech savvy at all so I thought I discovered the coolest thing since sliced bread lol
Especially for this game
it would be nice, but no, it isn't very intelligent
It can be cool, just be aware that it can be "confidently incorrect", so you need know enough to fact-check the result.
Thank y'all so much! I'm glad I came here!
i'm dreading the apolcalypse that comes when people start basing decisions on chatgpt's 'calculations'
Glue will become a staple pizza ingredient
it can replace your english teacher, but we still need the math teachers around ๐
ehhh.. I wouldn't say that about english teachers either
Slooping the constructor that turns alien protein into biomass is basically the "infinite biofuel" button.
Turns a 1:100 ratio into 1:200, it's nuts
And doubling it again by slooping the biomass->solid biofuel constructor too.
I love when you look at raw numbers and see one thing is WAY better than something else in terms of just clean numbers and output 
Looking between Pure Iron and Basic Iron atm
That's a really nice ratio
Hmm I wonder which one will give me more trouble 
Had a funky amount of limestone kicking around and was debating sending in more just to do something like this.
555/min leftover from doing my distilled silica (from a pure node)
and maybe planning to ship in some other materials for a factory.
As you can see, my planned factory dosent really support an easy source of water 
I am already abusing that small pond beside the caterium here for a handful of extractors 
for basic iron, i'm not using it anywhere (yet), but in noodling with the numbers, i've found it more useful to ask 'how much can i make with 1200 limestone'
i say that because it will always be the limiting factor and you can use remaining iron ore in some other manner
in all honesty though, i haven't found that recipe very compelling to use anywhere
I can only really see it being used in the rocky desert corner.
basic iron -> solid steel + the rest of the limestone -> HMF
like look at this mess 
and thats only 1 impure and normal copper node in this whole area.
well 2 normal, but thats besides
7 nodes surrounding those 4 iron 
You will run out of iron ore before limestone.
I think I saw rocket fuel?
Burn rate if you are doing the numbers for it, 25/6 if you want zero rounding errors.
yeah, a lot of that limestone is earmarked for silica ๐
btw, never dismiss iron alloy... the recipe is stupid-good
there's an impure node in there!
One thing I was thinking though, if you decided to use this specific quartz for diamonds later as well, these could all work together 
but yeah, lots of hypotheticals.
let me put it this way. i built a 90 hmf/min factory in blue crater. its inputs are 2400 coal, 2400 iron and 600 copper (plus gobs of concrete). it outputs 90 hmf/min AND 1740 iron ingots/min
imho, that's pretty nuts
Oh look what I had still open 
thats just with mk5 belts too 
haha
i gotta say i still really don't like basic iron, nothing about it ever seems to work out to nice numbers for me
Lower number operations seems to be nice, like having a belt of 600 iron ore seems ok.
Thats 2x Mk4 belts of limestone and one normal miner of iron at max capacity.
very clean cut, just has to have its use.
will this kind of pipe manifold work as intended even if some of the pipes do not have the same length ?
input is exactly 600 and each machine below this needs 50
Shoot to fill the pipes to 100% plus the producer machines starting to fill, then start your testing.
This will make sure that if anything is at fault, its just the piping.
it should even out if the pipes are completely full, but when you push pipes to their capacity, things sometimes just don't work as intended
Your pipes are beautiful what colour are you using
#A964A4 with the default finish
Crazy pipes always have issues, always good to test, learn, then make it simpler later.
i color coded every fluid if you need other hex code x)
Yes please
i am not in the endgame tho i might have some missing colors
my gut feeling is that if you are pushing 600/min through those pipes, you'll have problems, but try it and see
i've put too many hours in this build ๐
i also am worried that splitting mk1's off of an mk2 will cause issues, but that's easy to fix
The problem you have would be on the production side it seems. You should have no problem with the machines getting 50 * 12 (600) fluids after you fill up the pipes with fluids
we'll see, first i need to bring the 2720 water lol
what are you doing?is that just feeding from the top?
youv'e got so many splits and merges and hidden bits I couldn't begin to tell you if it'd work
rule one is keep pipe networks simple
if all that loop is doing is feeding some machines from above? probably fine.
I'm more worried about the pipes to the right of it xD
this bit is way scarier
yes its from the top to avoid pumping issue
let me show you the full picture to better understand with what im dealing with x)
well the red bit should be fine, but you already brought it up to that height, there shouldn't be any 'pumping issues' if you had them behind the machines
the manifold remains above every other output pipes so thats why there is something a bit high
I suppose? I can't see any obvious red flags but it's also hard to tell exactly what's going on on the roof.
only god knows
basically the rest of the pipes are just copies of the red bit manifold above its just not put together the exact same way
I am worried about these ones though because it looks like the pipes are splitting from the manifold and then going up, which may end up having the same effect as bottom feeding
I mean if it works it works? bottom feeding isn't impossible
if it remains below the master manifold pipe its no problem right ?
not nesceserally
a gap forms in the manifold when a machine sucks fluid out of it but the pipes here move upwards out of it
the left X point doesn't care about the right X point
but bottom feeding can work, just flood the system and go from there
i will thanks
The best ratio for pure iron I've found is 280 ore + 180 water into 8 refineries makes 520 ingots
I was more or less just comparing what I had on hand that I wanted to blast out eventually.
all in one shot, least mess.
(aka no massively long water pipes and nasty extras to deal with/splitting productions)
Good to know though.
I built a factory outputting 270 rubber using HOR, diluted fuel and recycled recipes. It's filling a train station but I'm slight overproducing, I won't need all of the 270 right now. Is my assumption correct that if the recycled rubber machines start backing up, there'll be a cascading effect down the line and the system will get blocked? Should I add a sink right before the train station that puts the overflow rubber into it?
Yes, though you should also have a buffer crate in front of the station if you don't already
yeah, I have that as well
nice. Then yeah, smart splitter and sink before it should be all you need
if you have a sink for the polymer resin I think you can let it back up and it'll restart as needed, but a sink for overflow is always nice for smooth production
oh that's a good point ๐ค
I'm not aiming for smooth production though, I've given that up
Always have a sink at the end if there is a byproduct, if needed use a smart splitter with the overflow filter
I'm building scattered factories across the map and have "base stations" where basic items like ingots, rubber... get produced. Those get distributed with trains
depends on the by product and how you're using it
for example in the recycle loop you can have the resin used as the initial feeder stock
but I'd rather over produce the basics than constantly having to go back and forth to increase production a little bit
but it's good to have a sink for that to make sure all the oil is getting processed
Best is to make them completely independent
for Aluminium you probably want to overflow scrap to the sink depending on your waste water method
Doing this
for now it seems to work, I'm pretty deep into phase 4
yeah depending on how you're doing it just a sink for hte resin. But like I said, sinking over flow rubber is the all purpose solution
I'm seeing my train stations basically as huge manifolds, as long as I overproduce, nothing is running out for now
Yeah, its possible but gets pretty shit later on
I'll see how hard it bites me, I've never gotten this far in the game without feeling like I built myself into a corner
Imo its best to make everything as locally as possible and tranport the end product if needed
they are, really. just gotta make sure you have the througput
That's basically what I'm doing
Ur doing the opposite, ur basicly shipping the raw materials no? (Bars and such)
to satellite factories, that produce items that get then shipped to a main base
This is my world right now (the southern rail goes off to the blue crate where my rocket fuel plant is)
I produce steel products in the north, computer products in the north east, aluminum, rubber and plastic and cooling devices on the western coast (and there's an ammo factory there as well)
I have a caterium ingot depot and a quartz depot. Any satellite factory that needs quartz, aluminum or caterium goes to pick them up with a train there
Oh like that, yeah thats solid. I thought you were shipping iron ingots by train lmao
Iron ingots often not, I am shipping alu ingots though
Though steel products are pretty irrelevant cuz alternates exist
yeah, I hardly use any steel ๐
the central base has some mall production and then 3 factories producing elevator parts. But all the "larger" parts e.g. computers etc get shipped in through tractors/trains and put on a sushi belt. They go to dimensional uploaders first, then down the line to the factories and any leftovers are sinked
it's working quite well. I've just set up logistics for drones, so that's now the next part of the equation
all factories are completely modular with blueprints, so I can quickly increase output by plopping some extra modules on top
I have alot of smaller factories and currently only one big electronics (super computers, radio control units, ai limiters, computers, hsc)
How far upwards do drone travel before heading out to their destination?
well they have a decent amount of clearance, especially compared to the ground
oh absolutely
beautiful
Doesnt matter that much, they can clip through terrain
yeah, aesthetics get left behind for now ๐ I've tried to make a couple factories a little more appealing, but most stuff is very much still floating platforms
Ye im just kind of trying to design around them
I usually do design while building up elevator parts
Im thinking one more layer of the middle tube should probably be enough vertical space
dang
Ohh, I just didn't include Ficsonium in my plans at all ^^
I (without much thought) judged it would be unnecessary with so much power aviable... But to be fair, most of that power would be coming from Plutonium in my plan ๐

Thanks for crunching and sharing the numbers and details though, it always makes for an interesting read ๐
damn i thought there was a recipe for resin -> coke
why so?
thought i heard kibitz say it in a video and it stuck in my mind
would be kinda useful ngl
Hey, I just published Assistory: https://github.com/MaxWinklh2908/Assistory
It is a Python tool for Satisfactory where you can calculate optimal production plans and get hints about what problems are there in your factory. It still is an early state but I'd be happy to get your feedback.
the obvious first two questions
- "optimal" in what respect?
- how does this compare to existing tools, what does it do better at?
I'm curious about the "get hints about what problems there are" bit, how does that work?
yeah, not gonna install a random thing when SFtools can create optimal plans
this looks somewhat useful
thanks for taking the time, and it looks like you've got the kernel of something useful and good cooking!
There are different objectives while sticking to certain constraints, e.g. Maximize the output rate of multiple items while enforcing a ratio between the output rates given some available resources. For further details see docs/optimal_production.md#Use cases.
The tool is a library/command line program in Python with so required integration into the game as a classical mod would be. This is less user friendly for normal users, but it is very easy to extend and adjust if you are familiar. Also for the game state monitor, I'm not aware of any other solution available so far.
Fill those holes and you can rename it Blue <opposite of Crater>
if you'd like, it can be added to this list here https://satisfactory.wiki.gg/wiki/Online_tools (although probably under "other" given it's terminal-only)
This page lists links to external online tools that can help you in playing by providing e.g. map locations, crafting recipes, factory ratios.
Would be great...Do I have to do that myself?
I can do it for you, just tell me a brief description akin to what's already on the page and what category you think it fits best
Perfekt I will send it to you soon
rapid production is interesting I'll try it out
Was thinking of optimizing build location given a production chain, but it's probably not possible to do it in a general tool given that I need to quantify the effort of making a train line vs drone port vs belt
2nd try, im getting pretty good at this
you could compute the "optimal" location by weighing resource node locations against resources used in the production line and producing a heatmap, without having to factor transport modes
I think I already saw something like that once
There was definitely something along those lines around in U7 or there abouts
I recall a heatmap of Caterium CBs being shown obviously heavuly preferring the swamp southeast location, but it appears to be kinda gone
Ah here we go; #math-and-meta message
ah, excellent ๐
For obvious reasons this is outdated data, but it's for sure doable perhaps they still have the original
the script logic is unchanged, it would only need 1.0 map data
Yea - And this location in particular is unchanged so definitely still good for this usecase, just others have changed for better (or in the case of the goldcoast, worse)
Not sure whre this is mostly relevant: Can somebody explain to me how the signals should look like for this layout?
I have: Path on every entrance, block on every exit. The loop in the middle confuses me though. I have a path when going into the loop, but nothing exiting, should there be something there as well? Been banging against it for 3 hours now and can't get it to work
you have right-hand traffic?
ah, yep
don't place path signals in the middle of the junction
also, your tracks are very close to each other, which may cause unexplainable signal errors
I strongly recommend 1 gap foundation between tracks
whats happening to my power grid? i get heartattack sometimes when this happens. im already nuclear
oh that explains
all you need is this @chrome dragon
if the signal errors won't go away, it's due to the tracks being too close
I fear you are correct. I have converted it to a roundabout instead. No signal error for now ^^
ROUNDABOUT?? ๐ญ
if there's 1000 roundabout haters I'm one of them, if there's 0 roundabout haters I'm dead
wont this loop thing result in a long train ramming itself when turning around?
Depends. I have a couple of turnaround loops depending on the length of the train. Most of my trains have six or less carts though, so my tightest loop is generally okay.
(not the OC you responded to, just have a similar system)
it will clip through itself but it will not derail or anything
anyone tried leached ingot? since sulfur dosent have much use appart from power now.
the copper and iron recipes for it aren't very good unless you are doing some converter jank. leached cat is interesting for its higher cat yield, but the numbers for it are pretty icky
22.2222 refineries to process 1200 cat with 666.66666 sulfur
first time making the residual fuel power farm
what is interesting to note though is that using 600 sulfur with leached to process 1080 ore and using the remaining 120 ore with pure cat gives you 780 ingots
I made a simulation with the calculator for phases 4 deliveries and it needed 0 sulfur, though maybe...
that's honestly about the best use case i've found, it seems like maybe a situational phase 4 thing if your speedrunning
Im phase 4 fast walking 
yeah, sulfur isn't as needed anymore (somehow - nothing really stopped using it)
Yeah its mostly for Rocket Fuel, and even then you can STILL save it if you dont mind wasting more oil.
being that i'm using 600 of it for 120 gw of power, i think i'm good
exactly, thats a lor of sulfur left
yeah I dedicated a 780/min node towards 2600/min RF production 
also the map limits increased from 6700 to around 10k and like nuclear if you try barely will use 3000/min
in phase 5 turbodiamonds become a thing
how u gunna load em?
right forgot that one
but yeah, plenty of sulfur around still. even if you are making max nuclear, you'll still have 1000 or two free sulfur after turbodiamonds and possibly making some batteries
some of that you might want to reserve for doing some conversions to make logistics easier
Freights have just enough room for an elevator
placed next to each other
you can fit an entire isc in that gap sideways
ah okay hard to tell in the pic. dont forget your ISC buffers
i've been taking to placing ISC's on an adjoining floor instead of next to platforms, but they fit fine next to platforms
How does radiation range work? I'm 109m from a drone port full of waste and taking damage. As far as I know, that's the closest source of radiation.
I think there is a bug where sorting your inventory if you had waste in it, you will keep taking damage. Could that be the issue? 109m seems pretty insane
You can check the range using SCIM if you upload your save IIRC
It's definitely a radius and not my pocket. I am hoverpacking around my (very radioactive) factory and I seem to have placed my BP designer so that the right side is fine, but the left half triggers the smallest amount of radiation damage.
Ah I found this page on wiki that explains the math
https://satisfactory.wiki.gg/wiki/Radiation
Radiation refers to the effects of radioactive items and objects in the game, which cause damage to the pioneer unless a Hazmat Suit is worn. While radiation is in effect, the screen will become slightly distorted, Geiger counter noises will be heard and a radiation intensity bar will appear in the upper part of the screen.
Radiation effects are...
Yeah, stack size and stack amounts.
Most people build their nuke plants on edges of the map where they dont really need to be around
Unless they quickly set up the factory to run to empty the ~48k U waste as fast as possible, before finishing the aesthetics or logistics cleanup @_@
hahah have fun with it.
Okay, NOW I have the bug where radiation doesn't go away. Earlier it was just a tiny little notch of radiation, and now it's full even though I'm far away. Great.
Copy and pasting settings between machines SHOULD NOT EMPTY THE CONTENTS INTO MY POCKETS
Radiation is global and not a radius.
Trying to use satisfactory tools calculator to set up a production plan for all basic items up to stators motors etc. Is it best to set it up using all items set to maximise?
Just there's a minimal required amount for you to take damage
Best is to not use maximise
Ok i thought so. But how would i know of how much item to produce for each?
And should i be utilising all alternate recipes where possible?
Small amount for storage is enough, usually 5-15/min
when i set all to maximise it sets everything to make 25 of each to storage
it really depends on your end goal and how you wanna play.
But I do agree with greeny, for most items 5-15 is good for storage purposes
i believe it equalizes if you have multiple set to max
this is a preference, some alts are better some are worse, some are the same but use different resources
Are we talking real life or in game? I'd be surprised if the game engine is constantly calculating player damaged against every single source of radiation every tick
sorry just noticed i tagged you 3 times coulda done it once lol
the calculator would pick the best alts or no?
greeny can explain that one, im not sure how he set it up (he made it)
but i would say no considering there is no "best"
some are better in different ways
such as # of buildings, resource usage, time, etc
Ingame
"Best"
Weighted on the total resource rarity/values, basically, in an isolated area there is no best, just what you want to move.
Will pick cheapest considering weighted resources, but only if items/min mode is used (no maximised item)
keep in mind that the rating that sftools assigns to resources is pretty good, but doesn't take into account proximity and other factors that might shift a decision in some direction or another
I set it up to use all the nodes i have in the current area
(it has to pick something, that choice won't always be the right one for YOU)
so 25 per items is a good number?
we cant really say, it depends on your specific goal
for me if you said is 25 concrete a minute good, id say no
@wind spade when you hand enter resource amts, does that influence the rating decision?
yep i would change concrete to higher
if i say yes would that satisfy you lol
Don't use maximise ๐
No ๐ฆ
can you help me greeny to set it up lol
๐ฆ
he is telling you to turn off maximise and to use items/minute
if you want 25 of each of those, enter 25 for each
well maximise is making it it will be 25 of each
yeah, when you set everything to maximize, it tries to make equal amounts of everything, which is almost always not what you want
^^^^^^^
as mentioned, we dont know your goal so we cant tell you how much to make
for example, are u gunna just store this stuff?
are you gunna move to another factory?
are you gunna only move some of it?
are yoou gunna sink it all?
okay and it also depends on where u are
for me when i use the calculator i like to check nearby nodes and plan it out, limit the calc to those values and decide what i want of each item
for intro iron and copper, just figure out what your budget is and see how many rips/rotors/frames you can make reasonably with that budget. with copper do the same with wire, cable & sheet
i am limiting it to 6 pure iron 1 pure copper and 1 pure limestone 3 normal limestone
for motors/stators/and rotors again do it as a separate thing
all of this is in the 1 area
here is an example of something i did
actually here this might be more relevant to you.
this isnt really a "starter" factory, but just gives you an idea of how you can use it
the reason i maxed modular frames is i want anything extra to be used for them because i know ill need alot of heavy modular frames
but lets say u knew how many heavy modular frames u wanted, you could just use items/minute for the modular frames and know you arent building more than you need to
But doesn't optimise it
well, that's a north forest grocery list if i've ever heard one. might as well count the coal nodes next door as well
As long as there's one maximised item, it doesn't do any optimisation
Should I put my storage in the middle of the factory or is it better to put it on the side of the factory? Or maybe build an extra level above production? 3th photo is the storage room i want to build
yes north forest ๐
this is really just a preference thing
i personally think about where my train station will go in the future and put the storages near there
How big is the trainstation?
idr off top of my head but they are beefy
lemme load my game and ill send screenshot example
๐
something im working on atm
just the stations and containers takes about 15x14 foundations
Nice, I want to build a extra level but I don't have lights which makes it dark haha
Haha i will wait until I have factory lights ๐
yeah as u get further you kinda get a feel for your style.
I have a mixed style for my buildings. some factorys are just a single plane and some are towers.
Yeah I just try to get it not messy as I build my production
watched 25+ hours of vids and still a lot to learn
Do you guys like aluminum rod?
There's no info on the wiki
What info?
weighted resource points, space calculation etc
Those are temporarily removed for a new version
Permanently
Because that info was misleading
yeah, the analysis stuff was pretty bad because it was so limited in the permutations listed
you'd either have to list everything from product to ore for every combo or to just go to ingredient level and have apples & oranges
these all depend on how you make the aluminum
and comparisons to the other rod recipes depend on how you make the steel or iron
the permutations do not fit in a convenient table
Not according to the comment I found saying temporarily
the tables on the old wiki were often deceptive, and therefore not as helpful as you might think
best example of that was the mod frame recipe analysis
the assumptions those tables made about precursor recipes meant that certain stats could be wildly inflated or understated, and you would never know it if you didn't do your own analysis
Oh and Ondar didn't deny one being planned when I asked, just said they were not having the time right now
it totally ignored adhered plate as a means of making rips, and as such skewed its conclusions to show that steeled frame was much better than it was
There's plan to make something else, but it won't be the tables that were there pre-1.0
Well I never claimed for them to return as tables. I said "for a new version"
Basically there won't be any analysis
Well something is planned, and this comment implies it replaces the analysis, but I ain't gonna lie I'm not involved so I could be completely wrong - https://satisfactory.wiki.gg/wiki/Aluminum_Ingot#cs-comment-6780
to illustrate how weird evaluating WP can get: any resource on the map can be involved in the iron rod recipe chain
(even technically uranium, if you use the byproduct water from plut processing)
what would be nice instead is some suggested builds for things and have that kind of be a recipe book
Iโve become convinced an unpowered pump does not reset head lift if that โhead liftโ was created by gravity
These things do exists for a lot of stuff on the wiki actually
kinda sorta, yeah
I'm part of the team that works on it ๐
some of those builds date back to the days of update 3
pretty sure you can still find a few pictures somewhere of the old refinery model
Well a lot of cleanup was done so they should still be relevant and correct - And if not you should ping someone involved with the wiki or create an account to create help out ๐
But stuff like; https://satisfactory.wiki.gg/wiki/Alumina_Solution#Gallery exists in a few places
yeah, its community driven, its just that it takes time
i'm by no means criticizing, just saying that some stuff isn't very current
I figured as much ๐ Hence why I added I'm not involved and don't know specifically what is planned. I must say I wish there will be some analysis done. I really like the tables pre 1.0 to help me make a decision
The problem is that 99% of the info was wrong-ish
What stops you from creating an account and updating stuff ๐
it's not that anyone objects to there being basic useful information
but the tables very much lied. a conveniently-packaged lie is still not good
no one has invited me to do so or encouraged me to do so, i stay out of crowded kitchens.
Consider yourself encouraged ๐
๐ also, at one point there were a few personalities around that i didn't want to interact with
no sense in getting into that all, but it does make you feel less inclined to help when someone poo poos everything you say ๐
Admittedly I really like this conceptually; https://satisfactory.wiki.gg/images/9/93/Plutonium_Fuel_Rod_stackable_layout.jpg
I'm just not sure if I will like it in game as a tower, so I'd personally need to do some work to make it more horizontally scaled, but that could likely be done with relative ease
And now that the designer mk3 exists, this is actually a possibility to blueprint
has shaving foam been updating his stuff for 1.0?
some of those designs are pretty nifty
This is the same as pre 1.0 at least
