#math-and-meta
1 messages ยท Page 244 of 1
easier than having to track how much plastic's being used across every factory that wants a chunk of that plastic and having to distribute it all around
I don't integrate oil or aluminum production directly into the factories that consume them, because that's a huge pain
but I don't massively overbuild my oil/alu outposts either, I keep them scaled to the amounts that I need to ship around
smaller setups are also easier to keep within belt and pipe limits
IsUsingMods: Yes
?
None. I just connected some stuff and voila, it'll work eventually
after tens of hours spent on my balancer solver I just realized I don't actually fully understand what splitters and mergers do exactly, in any scenario. lol
summoning the splitter/merger experts that tested their behavior thoroughly
- when a merger's output belt capacity causes a throttle, will it take the same absolute number of items from each of its input belts, regardless of their belt speed or item loads? or will it take them proportionally, i.e. more from the belts with more load / higher speed?
afaik splitters they are round-robin, skipping full outputs
I assume mergers work the same way (round-robin, skipping empty inputs)
- when splitters have varying output belt speeds, will the faster ones get a larger share?
I think it comes down to how quickly the round robin is done
afaik both advance the round-robin when items arrives
(again this is just my guess based on what I know, but I haven't tested it)
With a caveat, if the difference is so large that the slot on the slower belt is still occupied, then yes.
this heavily depends on specific situation
if a machine accepts from / pushes to a slow belt, that belt is reserved for a short amount of time, isn't it? so if the round robin checks very quickly it might skip that output on multiple cycles
the alternative would be if it really abided by the strict round robin that e.g. a MK1 and a MK6 belt going into a merger that has a MK6 output would cause the MK6 input to throttle to 60 /sec to abide by round robin and hence the sum would be capped at 120 throughput
which I imagine is not what would happen
like this, yeah
so yeah, I'm really struggling to accurately model their behavior in all situations
sucking in or pushing out an item to a belt takes some time, I think that's simply the inverse of the belt capacity. MK1, 60 items per min, 1/60th of a minute for 1 item (1 second). MK6, 1200 items per min, 20 items per sec, 0.05 seconds per item
it depends not just on the overall rate coming through, but the pattern of gaps etc
right that makes it even worse, but let's assume it's uniformly spaced to nail down that case at least since it's hard enough
I suspect the merger might be operating with a first-in-first-out queue. when an item is about to dock on one of its inputs it registers in the queue and once there is place to go (i.e. the buffer) it will fill that ones its turn is up in the queue. Since the successive items on the same belt can't enqueue before their predecessor got sucked in, that usually would result in exactly the type of round robin behavior that is typically described
and it would explain what happens at different belt speed inputs, especially why a slower other input can't slow down a faster one
thoughts?
I don't know for sure how the round-robin is handled for varying speeds on splitters
the way I would program it, if I had to, would be: for each item that comes in, check which belts have the capacity to accept it, and then from those, pass to the one that's gone longest without getting an item
no idea if the actual system is close to that
afaik - belts round robbin for even splits as much as they can
sure, but an even split would have to involve compensating for when a belt misses its turn (or takes extra turns because others are full), wouldn't it?
for example
if you have a full mk3 split into 3
2xmk1
1xmk3
the 2x mk1s will have 60ppm
1x mk3 will have 150
that's for a splitter, right? I find splitters even harder to conceptualize. What about the merger, first?
If I try to turn our description around, I think that would be: whenever there is capacity to push out an item, check which belts are presenting an item, and then from those, choose the one that's gone longest without having an item accepted.
Is that an equivalent phrasing of a fifo queue? If not, how could we test it in game to tell the difference?
mergers are also round robin
but hte use case for that is limited
testing a splitter in-game would require feeding it a supply of mixed items in a given pattern, and seeing what distribution patterns the outputs get
so 60/min + 1200/min into merger into MK6 out results in only 120/min out and the rest of the 1140/min input back up despite the output belt still having spare capacity? Because that's what strict round robin means. I highly doubt it works like that in game, you can do MK1 belts on machine outputs on manifolds without it causing to throttle down the whole manifold, can you not?
no because the 1200 will have a lot more points of 'input'
it'll round robin the points where there are 2 inputs hit at the same time
With that amount of difference, the spacing of the items changes the ratio.
is this for sushi belts?
afaik if you're trying to sushi balance it keeps the round robin with multiple outputs but you need a higher mk belt on the output for the split
The internal buffer compensates for some of it, but at 1200/m, an internal buffer of 9 isn't enough.
ooh, you mean for tiebreaking when two items register exactly simultaneously! I see now
for example, this person showed you could have a mk1 split into 3x mk1 belts.
2x mk1 belts moved backwards to remerge with the primary belts so it was 2x 20pm belts merging with 1x 60 pm belt, and it did enough round robin that it created a 20pm limiter
the use cases for this sort of behaviour is extremely limited, but it's there
not clear how it would function with a less than 60pm full belt
the round robin is super straightforward for saturated belts with matching speeds
what happens at different speeds / saturation levels is more of a question
and considering machine burst output items there's very few ways to seriously control gaps and patterns
you'd probably want to talk to @frosty owl more about this, probably has run into it a lot with Single Input Sushi Balancing madness before
would be interesting to predict and experiment how this limiter throughput changes if you change the MK level of various belt segments
I think the main part about it was that the 2 recursive belts were exactly timed to create teh round robin limiter
the 2 remerge belts never got held back but the full 60pm main belt did
you can set it up yourself very easily, just make the 2 return belts symetrical
can we settle that bit for the merger still first before trying to wrap our heads about splitters?
I think the mergers would be harder to test because you're dealing with different 'beats'
unless you try to merge like 3xmk1s into a 1xmk1 output
you'd probably get an even mix
nah I mean like different speed inputs and the output is capped at less than their sum
and if it was 2xmk1s +1mk2 to 1xmk2 output I'd expect the output to be 1/2 of the mk2 belt item
better set up some mixed belts and test it ๐
the problem with mergers is that you're not only dealing with belt speeds, but also with gaps between items and offset of the items and belts from each other
I might just hop in and put up containers and see how quickly they drain
having a mk2 belt with 60/min can mean that you have one item every second (same as if you removed every second item), but you can also have 1/2 minute of a full belt followed by 1/2 minute of empty belt
those two behave differently, especially if smart splitters get involved
so with any reasonable software, you either have to do a full simulation over large amount of time and calculate the result, or just assume that all belts have a stable X/min flow and estimate things
right, I ultimately want to just stay at the stable X/min flow level, but I realized there is still ambiguity about this when bottlenecks and different belt speeds come into consideration
in my manifold tool I just assume the split is 50/50, unless one of the branches is capped by belt speed to less than that, then it just gets full belt and rest goes the other way
since it's an estimation of fill time anyway, I figured that accuracy at single item level isn't relevant much
where is Ven Cum Sus(hi) when we need him 
I just wonder if you can utilize uneven splitting (or merging) behavior by deliberately introducing lower belt MK bottlenecks at specific points in a balancer network to achieve a certain balancing function with fewer machines than if you had to do it relying on recursive backloops etc alone.
but the end goal doesn't matter much right now I'm just curious how the game actually works in that regard, everybody can see for themselves what to make of it once we know. ^^
Been listening to you guys, made a manifold system where everything gets merged per material and split per machine as manifold. Just need to finish the assemblers and organise it with smart splitters. Won many space with this build. If you have any further optimization or suggestions please let me know!
like the limiter element Cobalt mentioned one can see how that helps splitting 120 into 100 + 20 for example
(bad example, since a normal 1:6 does the job, but whatever)
yeah, unfortunately I think such a system would get unpredictable very quickly tbh. performance might even throw the numbers off when dealing with higher speeds
I wouldn't even worry about individual item tiebreaking for my purpose I don't want to create an insane sushi belt system that comes out perfectly sorted without sorting smart splitters on the other side, only worrying about tiebreaking insofar it has measurable impact on the average throughput rates from each individual input/output respectively.
I'll hop in game and see what I can do in creative mode
will report back
yeah I think the use-case for mixed belt testing here isn't so much to see how sushi gets parsed; just a way to tell which belt it came from.
like, send in iron ingots on an Mk1 and copper on an Mk2, see how they each get distributed to learn what the logic is
just to check my math, 300 coal will feed 20 coal gens?
Yes, 15/m for each one.
what a horrible few hours...
i mean ig space optimization, you can push the splitters two ticks closer to the machine or use lifts
I'm testing with a setup like this and already got some pretty weird results
with MK1 + MK6 in, MK2 out you get this smooth alternating pattern, i.e. the MK1 can move through unimpeded, getting its full 60 /min through
but when you upgrade the output belt to MK3, increasing its capacity, the MK1 belt starts to stutter
it must have to do with divisibility
so it's affected by how the rate of the belt divides into the rate of round robin ticks? or something to that effect?
yeah because it's trying to take round-robin doesn it
so that would be taking 54/min from the Mk1 belt and 216/min from the Mk6 belt
So the ratio is the lower of the two, divided by output, rounded down.
assuming the pattern holds and there aren't occasional groups of 3 or 5 concrete
MK1 provides an item each 1 second. MK3 consumes an item each 0.222... seconds. So it can fit 4 items from the fast belt in, then it's at 0.888... seconds, and the next item completes at 1.111.. then. That would suggest the rate at which the slow-connected container empties should be 60 * 1/1.111... = 54 items per minute. guess I need to video capture this
yeah, it holds. stable pattern
one thing this would prove is: just because the Mk1 belt gets a turn less often, that does not give it "catch-up" priority.
whereas if the merger was set up to aim for as equal consumption as possible, it would accept items from the Mk1 as often as possible and never block it
(in this specific setup)
so from math point of view:
mk6 side will always have item waiting (it's faster than output belt)
mk1 side will have item after 1 second
270/min belt can take 4.5 items per second. So after it takes item from mk1, it then waits .22 seconds (until output is empty), alternates to mk6, takes item, goes back to mk1, but it's empty (takes 1 second to fill back), so it goes back to mk6. Same goes for .44s, .66s and .88s. But then at 1s the mk1 fills so at 1.11s it takes from mk1 again and cycle repeats
That's why the ratio rounds down.
and if one belt fails to supply an item, it'll check the other belt on the same tick. so every missed turn for the Mk1 potentially becomes an extra turn for the Mk6
i was kind of considering making all my 800 circuit boards into high speed connectors until i saw the quickwire
i mean it does get priority in some sense as you expected as per the previous example, the MK6 times are a clean multiple of the MK2 output as well, so MK6 and MK1 input arrive at the same time whenever a MK1 input arrives at all. If it was random or tiebreaking was alternating then 50% of those times another MK6 item should be chosen, but indeed MK1 gets the right of way every single time it is ready.
so it gets preference in the sense you initially suspected that if they are simultaenous it chooses the one who hasn't given something longer, but it's not getting preference to the point that the output would actually block and wait for the upcoming MK1 item. When there is place to go it will always pass on some item
and it depends how big the gap is
24000/min
ok I will do a timing test to see if the 0.22, 0.44, 1.11 s etc thing actually behaves like this, let's see
57 screws emptied from the container in 1:03.314
that's...
54.016 per minute
that's only 2x what my nuke set up needed, very doable
yeah, +- one frame error since the video capture and game ticks might be out of sync
also depends on where in the cycle the first mk1 item gets taken, so that may explain the discrepancy as well
really nice. okay, can we use it to predict other cases... like suppose I upgraded to MK5 belt (780 per min), what output pattern do we expect to see?
which belt is mk5? output?
MK1 + MK6 in, MK5 out
alright, let me write it up ๐ sec
same things still apply (mk6 belt is always available due to being faster than output)
mk5 is 13 per second, so once you take from a mk1 belt, you have 12 items taken from mk6 before it goes back to mk1.
Now, the thing is - that's the theoretical way. In practice, here it fits perfectly (780 into 60 is exactly 13, not something decimal like previously), so it could also happen that due to decimal math, you'll have 13 items from mk6 (once or a few times), because the mk1 belt may have moved at 59.99999/min speed at the tick when checking due to computers sucking at decimal math.
But my estimation is 12 at least in most cases
12-1-12-1? yeah that makes sense. let's see
whta are you setting up over there? fuel or focket fuel?
bingo, it's 12-1-12-1. though the 60 divides the 780 cleanly as you said, so it may not have been the best example for something with fractional overlap. the MK6 input doesn't divide cleanly but since it's lower tiebkreaing priority that doesn't matter
can we think of another example to test? maybe something where neither is cleanly divisble, is that even possible with the belt limits being as they are?
plastic and rubber
2400/4800
Funfact: I had to include a container in the input belt to feed a machine using single-input-sushi once 
Something about a recipe requiring half a stack for one production cycle...
because you couldn't get enough of the right item in a row for it?
.
.0...................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................
is fuel running out maybe?
thats what im double checking out and it doesn't seem... it has to be if its dibbing but i have 6 coal refineries going right niw
yeah, one or more of your inputs for the fuel gens is unstable
open up the control panels, are they out of coal or water or both?
its definitly not the coal
well check and you'll see ๐ take some over head shots of your whole set up too
is there a limit to how far water can pump level? no lift involved
i don't have any pumps and im thinking that may be my issue? its all level
If water is not going up it shouldn't be a problem
thank you!!!! i had 6 refiners and only 2 pump extractors at 120
Yeah i think you need a bit more than 2
I want to say that that 45 rocket fuel per minite i can make off the remainerd of my coal is enogh to run 72 trucks.
does any engeriner know what that MJ / MW dimsional anylisis looks like if i were to properly write it out and cancel units.
need 3 exactly
does anyone have a aluminum setup with the Electrode recipe? that 105/m water output is quite a challenge...
I'm trying to avoid using a VIP junction but seems there is no other way (aside from sinking something made with water)
Since you're already using coke, maybe set up some extra diluted fuel and burn it?
I just had an idea to overclock one of the sloppy refineries and underclock the other, so i keep only this underclocked one fed by extractors
I'll see if it works
js oc them to 250%
So, just confirming I probably dont need the loop here BUT
one side is providing 500/min, the other 200/min.
This should play nice?
Just wanted to ask before I commit to this 
Recycled rubber/plastic loop fuel supply, and the next one would be a total of 900/min
yeah probably dont need a loop
but i count 10 refineries, doesn't each one take 75 fuel/min
missing 50 fuel
Ive got the lot clocked so they want 70
ah ic
10 for plastic 12 for rubber
have you tested it yet? im interested to see if you run into throughput issues with the intermittent demand of the machines
its like 233.33~% and 250% for rubber
Still cobbling it together
small amount/machine, not much issues to be found imo
wuoldnt it be easier to do groups of 8x250 that can be perfectly split into being fed by 3 blenders
This is my current plan, 6 blenders atm.
such nice numbers.. my petro factory was filled with repeating decimals and overflow splitter hell
I dont want to me mucking with my water extractors at this point, 5 x 400/min water pipes
i've built something quite along that way
does anyone have any sort of data on the computational cost of smart and prog splitters?
that's a strange mix you have going on there... targetting rates for other production lines?
(its either that or you're just making the machine counts integral, lol
Yeah, I decided to say screw it and do some rubber concrete for my HMF for the computer/ACU factory
End up needing 1080ish rubber + 420 plastic.
havent also accounted if I want to do anything else, but I know if I do its a drop of plastic and rubber for later.
it feels so dirty to use rubber on concrete, but the recipe is really good if you need a lot
there's like 50k concrete w pure recipe on the map... in what circumstance would you need more
I found out about a set of three refineries in a loop to create 90 plastic or rubber that only requires 90 fuel. Makes it easy to just stamp what I need in multiples of 90.
early i built out 3600 rubber/min and just tossed it on a train to distribute - currently i only have 120/min left of that after it delivers to my concrete, hmf (adhered plate) and cooling system builds
logistics, or lack thereof.
you can never really go wrong with making a few thousand/min of rubber or plastic and just tossing it on a train
pre-1.0, you had to be a little careful with overextending power before hitting nuclear with the recycled rub/plas builds, but now, just build em and stick it all on a train
can someone help me make sense of the numbers im reading in the game:
can I trust the fpm the stations are giving me?
i honestly don't ever trust them
should I time the trip when i record it?
maybe thats not how you figure it
i was trying to see if i could math it, like precisely?
don't bother, i'll give you a better way of upper-bounding fuel
each vehicle has a mw rating - for the tractor it is 55mw
i use plastic to make the fuel packages for the whole system
i want to make sure i don't overproduce plastic
you know how many mj's a fuel item contains (its listed in the codex)
mw/mj = seconds of burn time
so a tractor on yellow fuel is 750mj / 55 mw = 13.64 seconds
or roughly 4 fuel per minute
i'm looking. the values are on the wiki
ill take a look at the wiki for sure
bit of a shame if it wasn't printed in the game somewhere the mpg for the vehicles
man i was using my whiteboard and everything writing down all the pieces of info the game was actually feeding me
and like, i knew i didn't have enough information yet
anyway, don't bother to time round trips or anything. the upper bound can be assumed to be the MW rating
you'll overshoot a bit, but that isn't a big deal
overshooting in my case just means maybe i burn a little more petrol coke
yeah, for me the excess fuel gets sunk
but hoping to not flood the system
because i have to manually farm biofuel
i am being extra careful ๐
you'll want to get off of biofuel ASAP for vehicle fuel
i think i have a perfectly viable solution with sloop
btw, in case you overlooked it... vehicles can use coke as fuel
it actually has a little bit better of a range than coal due to its 200 stack size
this is the biofuel plant
range really doesn't matter much if you're staing in a biome
i think you may be overdoing it on biofuel
28,800 m3 biofuel storage with 600 m3 per min biofuel production, all biomass slooped every step of the way
you just said i need to get off biofuel
and now it is clear that I am good for a while ๐
well, i mean, like given enough playtime w/o automating the input, that's going to run dry
i haven't went biomass hunting in days
but i only have 3 trucks so far, we'll see how it goes ๐
i make the stuff for the jetpack which sips it, but don't rely on the fuel type for any factory stuff
i'm a little miffed that 1.0 got rid of color cartridges
those things would fuel tractors for a really long time - long enough to switch over to batteries and skip oil in them entirely, lol
but flower petals are no more. rip
you almost certainly need a loop - also recommend against merging the 200 down the other side. Though it's not impossoble for that to work
so math says i eat 37.2727272727 packaged biofuel per minute
i think you forgot to do a minute<->second conversion
unless that's for 4 tractors
2 tractors and 1 truck
ahhh
btw, with the truck, unless you know you need the extra capacity, save yourself the fuel and use the tractor
so is it 750/55 ? that means that the tractor has a bigger number
or did i do it backwards, is it 55/750?
no
which is roughly 4 fuel per min
np
14.79
i usually round the number to 4 for the tractor - they use less fuel per minute because they stop and on downhill slopes use less
sounds pretty good
so now let me tweak my plastic machine
what i'm still trying to figure out is how to do napkin math on drone fuel
and do the dance with the modular frame factory which runs on plastic coated iron plates
well, g'luck with that all
right now i'm trying to get cooling systems and heatsinks home, lol
Hi if interested in fixing miners alignment please add your vote:)
https://questions.satisfactorygame.com/post/66eef2a6772a987f4a8c6013
https://www.twitch.tv/videos/2305776208?t=01h44m08s
coffeestainstudiosdevs went live on Twitch. Catch up on their Satisfactory VOD now.
to the world grid?
I hope they remove the grid. Better solution
how do I vote against this now
I think just dont hide stuff be more transparent with players and dont be afraid of letting go of control. It is not as much fun to play against "automagic" systems who try to predict and prevent me from being stupid - it just ends up being frustrating as you are constantly just fighting and bending "ruleset"
I rather prefer magic systems to be opt-in
what, in great Atheismo's name, does any of that have to do with the world grid?
I'm not sure how I feel about someone randomly bringing up a QA site post fishing for votes if it didn't come up organically in other discussion.
WG is hell and snapping miners to any kind of grid feels unnatural
Technically speaking, each miner is its own grid
In multiple channels as well
i dont mind nodes arent tied to world grid bcs its a challenge u need to solve
and its fun
your post is nigh unreadable, one of your first issues is 'can't nudge this bp of multiple long belts exactly where I want off foundations'
you know belts in bps don't connect right?
and that foundations exist to create those snapping points
Would be nice to have the miners easily align with however I build, but then I already have natural train tracks I don't mind a small local grid in a random ore node
takes 2 seconds https://www.youtube.com/watch?v=DSNcRGPv0o0
Perfect Miners and Bus Connections | Satisfactory Game Guide
--- Read More Below ---
Welcome back to another Update 5 Satisfactory Guide, Today we're looking at how to neatly connect miners neatly and cleanly to your material buses.
If you have some other design suggestions make sure to let us know in the comments below.
Checkout Pobkac on T...
Wat you can already do that? Neber saw it I always did 90 degree straight belt after a miner
the method definitely helps to align a foundation to the "grid" of the miner...
once that's done you can use the WG all you like
especially with 'straight mode' belts
combine this with a 90ยฐ turn and it should be easy to transfer to any other grid
(damn, too slow ^^)
I never did the barrier trick, I usually just added a foundation by eye on top of the miner.
Still was able to have a straight output into a splitter.
yeah lots of ways around it.
barriers are another crazy tool the toolbox ๐
Yeah I got it now, straight belt means I just need the method to build foundation from the miner (barrier)
i honestly just use a short diagonal belt to get onto grid and leave it as a small sin
I could, but as the machine gets to the end of the production cycles it piles up a full stack of one item, temporarily blocking the belt behind; if the clog got far enough along the beltwork it would have affected balancers, so I slapped down a buffer to... uhm... buffer ๐
I actually got that on video here, it's the manufacturer in the top row. The belt between the container and the manufacturer stops for a few seconds before the machine finishes a production cycle
https://www.reddit.com/r/SatisfactoryGame/s/swHwTZ28qw
I could have just made a long belt (and I tried), but the size was quite ridiculous
Very weird xD
i also did this with road barrier, took only seconds
My point is system got downgraded from EA8 in general, that was easiest MVP demo to show how much worse it is since 1.0 for me. What you prefer is up to you what I prefer is up to me. What devs do is up to them.
praise CSS, I don't need to train 5000 coke all the way from gold coast
takes 2 second to have non-straight belt in OCD focused game ๐
game becomes 100x nicer if not everything is on global grid with right angles
Down graded what?? Literally nothing you say is making any sense
hi everyone, i have a question, how long does it take a truck to consume a stack of petroleum coke?
Iโm going to assume your native language isnโt English at this point
the wiki is your friend, praise the wiki https://satisfactory.wiki.gg/wiki/Vehicles#Fuel_consumption
There are 7 types of vehicles that pioneers can use for either personal travel, transporting items or both: Tractors, Trucks, Explorers, Cyber Wagons, Factory Carts, Trains and Drones. There is no limit on the number of vehicles in the world.
Pioneers can be run over by vehicles but receive no damage, however living creatures (such as Lizard Dog...
all praise (the right!) wiki... ๐
Just making sure, but the only rounding in machine interfaces are visual, right ?
Like, my manufacturer at 75% making RCU will make 75%*3.75=2.8125 per minute, despite displaying 2.813
i mean, i think so, but just clock to 100%...
same things are coming out anyways
I recall only clock number is forced into 4 decimal place, other ones can work with floating point error, 2.8125 is well within
Not really, if you clock things to 100% but they don't get what they need, at some point they starve of input for a while and then they have their startup time when they get enough to start again, and it also make your power graph ugly
per minute numbers are only a convenience, the ones that actually matter are the cycle time (influenced by clock speed) and the output per cycle
Correct, the UI rounds
Some take-aways after sleeping over the merger experiments yesterday:
- if the belt speed of an input belt exceeds the speed of the output belt. its exact speed doesn't matter. It will always have another item to offer when the merger's output is done churning one out.
- it shows that there is indeed a difference whether its FIFO or choose the longest since last acceptance, disproves my FIFO hypothesis and corroborates the last acceptance hypothesis. The MK3 example loads the fourth item after 0.889 seconds from the MK6 input. At 0.939 seconds the next item from the MK6 belt is ready. At 1.0 seconds the next item from the MK1 belt is ready. At 1.111 seconds a new item is chosen - and it chooses the MK1 belt, which has been longer since the last acceptance, but only got ready more recently. So that settles it.
- if we look for more messy merger behavior we should look at instances where the output is the fastest MK belt, but neither of the two (or even three) inputs divide the output cleanly.
- when we're done with this, we can move on to splitters
Did you observe the round-robin scenario? Splitters (and mergers) dustribute to each output in turn, unless said outputs are blocked, then it skips the turn.
how is the setup for this steel production site?
that oil well there solves coke for all the bauxite in pink forest ๐
- for all the bauxite in the island
looks great for a t2 build ๐
I think I have 120 oil left after that?
yeah, true, there's enough there for all the baux in the world, but i do titan forest and swamp baux on-site ๐
tf and swamp bauxite has nearby copper, so sheets & casings end up in those places
running a train up to pink forest is a little painful. the copper at the base of the rocky desert ramp is what i've used in the past
bro what
this about to consume a week off me
what's interesting to me is that this copper is now really accessible to pink forest
the sulfur there converts 1:1 to copper as well if that isn't enough
3 generators consume 12.5/min, if that helps you approach it
144? generators out of 600/min production poggies
I was thinking of lifts but i first want to complete the whole setup before optimizing ๐
would 144 work fine out of a full rocket fuel mk2 pipe? or should I go max 143 or less to give it some room?
why not just not put it all in one pipe
you could make it work, sure
but it's easier to just not fight it
500/120
Only โniceโ ratio
That way you can do 10x12 fuel generator blocks
144 would work but 600 in a pipe is scary
Works out for full pipes
If you want something in between you can do even increments of 6 fuel generators, 120 126 132 etc.
I split it into 2 300
Never even connecting the 2
๐
Half the blenders is an even number
Had 4 blenders make 500 for each blueprint multiply that by like 11,something
Uuh
Whole number
natural number
Yes
Trancendental number
irrational number
integer
I would like 3i+5 blenders
Im getting the urge to delete my entire rocket fuel plant and redo it with mk6 stuff
And nicer piping so it doesnt run at 90%
You using ionized?
Nah not yet
Dang i would never have bothered without
Considering doing that too though since there is excess coal there to make the shards
Nah i have excess nitrogen aswell
I haven't done splitters yet. mergers have only one output so what you wrote doesn't apply to them, or rather applies trivially. the detailed behavior of mergers I found are explained starting at this message here: #math-and-meta message
I had tot ake two nodes and only used about half of the second one
Im using a full pure node on my nuclear stuff
Gonna look into how much coal and quarts itโll cost
Lol same
How many rods are you making
16.8 plut
But the water for the plut plants isnt yet fully set up
Still filling rods mostly
build ur nucpp's in the ocean and copypaste them
:D
Burning plut is crazy
i havent played this before so im learning things as i go, but i hope its not bad haha
I did, just not the pipes
Fisonium is shit, im either going to mod it till useable or save edit the waste out
sry - if that helps you. I was not thinking about you when I was writing that post. That post Lists different points of friction between various In game systems. Giving overview where are options to improve QOL. It looks to me you don't understand word synergy (I may be projecting hard). It is also a Joke for people who know how it is used in business.
But your feedback is valid and I edited that post to make a more sense to your point (hope it helps)
my full steel production site, is there anything i can do to make it better?
have you perhaps heard of a manifold
also... dont buffer like 1k steel ingots yheres no point
https://www.twitch.tv/videos/2305776208?t=01h44m08s
Yes Please, add nudge to miners to snap them to nearest coordinate
https://questions.satisfactorygame.com/post/66eef2a6772a987f4a8c6013
coffeestainstudiosdevs went live on Twitch. Catch up on their Satisfactory VOD now.
I don't think there's a reason for buffering ingots (storages), load balance them to make sure they start at the same time but even that is not necessary.
If those are not storages, then my bad, I'm using my phone ๐
hm i also think u could just put the consteuctors right next to the foundries, saves a lot of space
They are storages and the only reason for it is so I have access to a stockpile at all times, I have done it with all my recourses so I alwyss have plenty of them and a lot of space to hold them
Yea I couldโve done this but I also wanted it to look cool too haha, Iโm not going to minmax every setup just yet, Iโm just having fun lol
I also just realised I have 4 unused lines of steel ๐ฅฒ
Later on you will eventually remove them but that includes spoilers ๐ Actually not that later on. Some exploring might prove super useful ๐
Could someone tell me if this will work? 5 blenders take 240 water each, 1200 total. Two pipes feed them and the middle blender is connected to both pipes.
yeah
Iโm confused on what you mean? Are you talking about the dimension storage?
currently doing my first Oil production factory, does this look good?
Exploring is always great, u can find parts, harddrives, slugs, sloops and spheres. Also u can build how u like there is no wrong way to play this game.
your crude should always make HOR no matter loop or not
straight to plastic is just horrible effienciy
wait never mind u cant make plastic from hor
HOR?
but yeah, you should have 2x the rubber than plastic, general guideline for big factories
oh rubber is more useful?
yeah
is 120 packaged fuel too much or is that good?
you are nuking this factory anyways when you get tier 7 and blenders, that recipe gives 1 crude -> 3 petro products
its fine, what are u using it for
i still don't don't guess as fuel for Jetpack and tractors?
for jetpack, even like 10 is enough
i dont ever recommend using land vehicles.. trains almost always better
largely depends on your recipe choices. Better to make things when you know you need them, than guessing a ratio in advance
general rule of thumb
almost always applies to the calculator production chain
general rule of thumb differs from player to player
i have never needed more plastic than rubber in one factory
many people say that they did, so ๐คท
i am just gonna assume they are making an efficient factory if they dont say anything
ok i'll also calc other factories together
choice of rubber vs plastic has nothing to do with efficiency though (not to mention that "efficient" means nothing if you don't specify what kind of efficiency are you talking about)
this one doesnt matter, you are gonna make more anyways later in phase7 with fuel loops
you can do that in phase 5
with normal fuel recipe? hell no
with diluted packaged fuel
you can do that?
it's a recipe that has same HOR->fuel ratio
the calculator almost always gives you 2x the rubber than plastic if you give it p5 spelevator products
which one?
yours
depends on selected recipes ๐คท
and depends if you're the kind of person that optimises for weighted raw resources
yeah, the recipes it selects gives that ratio
that's just one way to optimise your production and definitely not the "only correct one" or anything
nah it's super easy, you put 2 packagers and a refinery in a blueprint, loop the belt around, put 20 canisters in the loop, save the blueprint and then just spam that blueprint (which is essentially the same as placing blenders)
hmm yeah that works
yeah, but the blenders look cooler ๐
i'll use both dilluted fuel recipes depending on circumstances - like early power isn't bad to build with a packaging loop and jetpack/vehicle fuel is easier in the refineries, but i do prefer the blenders overall for their larger per-cycle yield and greater max capacity
hmm... I am looking at some fuel consumption rates for drones at the moment... regardless of the distance, the consumption of (in my case) rocket fuel per minute stays below 3/min... did I missed something?
(trying to decide how much fuel I need to play with drones a bit)
Mergers do round-robin on inputs. Splitters on outputs.
The input one can be exploited to build a belt limiter - merger with 60 belt out and split, route two split belts back to merger -> limits total throughput to 20 (1/3rd of mk1 belt)
Late to the party but never use that number raw, 25/6 is the fraction for the Rocket Fuel burn rate, so you can do real calculations for it instead of funky rounding.
(and suffer much more efficiently later)
50 canisters, tested, less than that and you get starved waiting for the canisters to loop
Also a great BP to stamp, you can even toss 2 OCed fuel gen in a 5x5 BP and get power with less hassle if you are doing regular fuel
I mean refinery, packing, unpacking and feeding the generators all in one BP
generators is usually better in a seperate BP imo
ty
I find it amusing that in a packaging loop for fluid transfer, the individual fluid packages are essentially itty bitty trucks/trains.
All depends, I find it easier to just stamp the bigger BP of packaged diluted to power or the smaller BP just for fuel
np, I loved finding that out.
I ended up making a BP for 4 fuel gens, and 240% clocking worked flawlessly after I looked at the burn rate + pipes divided into modules of 4
(thats if you have pipes holding less than 600)
burn rate stays linear when overclocking?
Yep
ok that's super good to know
Idea is you can think about the amount of cannisters you need to service a packaging loop in the same way as trucks/trains. As the total distance increases, you need to add more packages/trucks/trains.
Guess they're called containers not packages.
Iโve explored maybe 50% of the map so far, I like travelling out to find resources I havenโt got yet and researching them in the MAM
Nice, i wish i did that too, but there is so much work to do.
yea
Main goal was splitting crude evenly, sulfur isnt that nice but its divided by 22.5
Close enough for me
20 was working fine with short fast belts
@brisk smelt I think my assemblers are tight enough right now? Only need to optimize the rows between smelters & constructors. how would you lift them? I had something in mind but idk
I love the method where you use stackable conveyor poles to keep all input/output directly over the machine. Specifically Krydax, on YouTube, style has been inspirational
**Download links for my BP series! https://satisfactoryblueprints.com/author/krydax **
In this blueprinting series, we will establish a wonderful set of early-game blueprints that you can use to keep your base clean, compact, and running at full speed in your Satisfactory 1.0 playthrough!
โก Support on Patreon -- https://www.patreon.com/Krydax
โก...
That's my favorite way to do it, works with manufacturers too.
I usually hang the ones from the ceiling for it though.
Lets you put the assemblers closer together.
10m for machines that process things.
alright thanks
deranged idea: unpowered pumps are functionally the same as powered pumps against gas, as headlift means nothing for gas
and they do forcibly absorb gas from one end and expel it the other end, even when unpowered
Feels like an unpowered pump will work more like a valve
test it yourself
in a half-filled pipeline without any incoming input or output, plonk down a pump in the middle of it
Have you tried using a valve to see if it has the same effect?
yup
it left some amount of gas on one side
unlike the pump, which completely emptied one side
except uppowered pumps might still stop back flow
there's also a weird buffer gas trick which may require the pumps to be powered I think
Pipes are like dark and forgotten knowledge, let's hope one day CSS get a QoL update to help them be more intuitive
i love watching new people tear their hair out though...
they really aren't though, you just can't treat them like belts and they have a few basic rules
people just do really dumb things with them
well I rebuilt my fuel factory (thanks for advice the other day) and as I make it pretty I notice SOME OF IT ISN'T QUITE ON THE FACTORY GRID FLOORPLATE. I think i'll just walk away and leave it
basic pipe rules for reliable systems #math-and-meta message
Yeah but those are unwritten rules, the novice expects to run a pipe with X amount of liquid and that the consumer should consume X without issue but then you have to mess with flow and fullness to achieve that
Or some other shenanigans to run at 100% efficiency with pipes. Sometimes it's too easy to break a system and the fixes are not conclusive regarding the mistake you were doing
And then, when you think you got liquids, rules change again with gases
I think to that list you should add some variation of 'full pipes are happy pipes'
'flood the whole system' is in there at 3.
maybe bump that up to rule 2 or 1, lol
just because it often helps before reconfiguring a build
ehhh.. I don't think it's unreasonable for some mechanics to need a bit of a dive. Like trains. They look simple and straight forward but how many people need to dig through tutorials?
honestly the only thing I think they could realistically change about pipes and have it be a big impact is just have them be mono directional like belts.
Trivialising the whole system.
I hope I'm wrong ofc, but I'm dubious.
tbh, probably a little bit of a hint about it all when you get to coal power and need 360 in a 300 pipe would be helpful like 'this is a problem that you need to solve and understand, here's a carrot for solving it'
and those rules do make sense once you think about it knowing that fluids are bi directional, it's just people won't think about that and it's consequences
except you don't need 360 in a coal system
only if you choose to make groups of 8 which is convenient for different things
and you could still have groups of 8 fed by a mk2 belt and 2 distinct pipe systems
I think the main issue with that is people jsut not looking at mk1 pipes and seeing there's any flow limit
so many people that have coal issues just don't realise this one fact
ofc, but if you build coal differently than that, you probably are either on your first playthrough and don't want to get the max out of it, or you're on your xth playthrough and trying to do something fancy
or you go 'ok I can fit 6 coal gens on this one pipe, I'll do that, and have another group do 2'
it's just that, as as community, we've developed our own standard
the main issue is that their behavior is non-intuitive and there isn't a published set of rules about it all
of 3:8 groups
after 1000's of hours in the game, i have very few problems with pipes and i know how to diagnose and fix the problems i do have
they, in fact, do work as designed
honestly I would say most of pipe behaviour is intuitive if thought about.
It's things like valves , VIPs, and weird quirks you don't need to involve yourself with. Everything else is logical as long as you know about
Gravity Priority.
Fluid Goes Both Ways.
Maybe people assume there's water 'pressure' when there's not?
yeah, i do think a lot of the non-intuitive is that the simulation imperfectly models real fluids
but it is also complicated by the fact that buffers and valves exist and create even more counter-intuitive behavior
The flow and fullness is kind of a pressure system, if your pipes are not full, you cannot move liquid/gas fast enough
and i'll add that there is still at least one bug in how headlift works
ehhhhh... except liquids flow to empty spaces, even if on the other side of that empty space is fluid coming from the other direction to also fill
the weird fake head lift thing?
yeah, sometimes pipe networks remember old headlift and a recalculation of it for the pipe network won't happen
yeah that's a weird one. Haven't seen it myself in game yet though
what the order of build steps to trigger that is still elludes me
or at least I properly place my pumps well enough that I don't see the fake head lift and dont' have any negative effectgs from it leaving suddenly
I had an instance of that in a little test system build where i had an extractor 'remembering' the network headlift of 50+ meters and was able to fully fill an elevated industrial buffer without any pumps
wasn't until i deleted and rebuilt everything that the memory of the headlift disappeared
apparently it can just go on new load?
i have no idea, maybe the fluid itself remembers its headlift, idk
there's some problems that i see that i just roll with and move on and toss on the 'don't build it that way' list
but that really is the core problem with the fluid mechanics in the game, expecting someone to have the hours in the game under their belt to know to shrug and move on is actually pretty poor game design
i don't expect we'll see it changing at any point from now on however
is this efficient use of space
A simplification of fluid simulation would be less frustrating, not fun having to debug something with no clear rules and no other indication than one or two consumers are underperforming.
again, clear rules #math-and-meta message
the more points of input along a manifold the more points of instability
loops and flooding, can, to a point, ignore this
you can also do short systems that don't need loops ofc
and yeah, I think the only 'solution' people could see is just turning pipes into Liquid Belts.
which would absolutely suck
Those are deduced rules because it worked by trial and error not because there is a clear explanation of how the simulation is working under the hood. Also, you need to reach the forum to get that knowledge or a video or the PDF guide because the game doesn't explain anything besides how much liquid/gas you produce and you consume
i've found that when i try to build extremely compactly and the logistics gets to be a twisty mess, it becomes really difficult to change stuff later, so at this point i often just give myself a lot of space for logistics. your time isn't infinite and space in the game is practically infinite. which is more important to you is a judgement call that no one can make but you
no those have been tested thoroughly. It's just the game doesn't doesn't preset that direcly.
which if that's all you want they could give you a quick image explaining fluid goes both ways I guess?
but I don't have an issue with some aspects of a game needing to dig. Why have everythign be trivial?
as an adjunct rule i've learned based on my experience in the game, trying to be 'clever' often isn't so clever
Take for example the lady hawk buffer for trains to pull a full 600, the process to achieve that is painfully iterative because you don't have any feedback on what could be wrong, you are just mixing and matching until it works and then you call it a rule, not my cup of tea
While if the game gave us hints about backflow and what could mitigate backflow or why something that should push X is not moving X then you could try to fix it without going in blind
At least headlift is written in pumps (current value)
It should be on producers too
btw, prefill + input looping + output looping + watertower made my petrochem factory almost at 600, but not quite
you mea nteh gas thing?
oh yeah but if you just want more info on that its 'gas tries to fill space equally' which is the culprit
most of the improvements came from the water tower
depends on the layout.
cut the input looping and water tower
pump does the same job as a water tower with less extra connections
as long as you have enough head lift it doesn't matter. Your layout was probably very hostile to flow
input looping improved the throughput but failing far from 600
but it mattered, that is the problem
except there were obviously core issues that you were ignoring.
and it's just 8 refineries together in a loop
I would have to see the whole layout to comment.
and it's extremely common for cause and effect to not be obvious when tinkering with pipes because often 'time' does a lot of work
just over head shots of the system is fine
so often people have said 'X fixed my pipes because it worked afterwards' when it was likely something they did 10 minutes ago
actual image sorry, elevation changes and shape can be important.
there's several days of delay between the points of time when I tried different fixes
assuming the 2 blue inputs don't merge, pumps here are sometimes needed
since fluid flows both ways if 1 branch sucks fluid and there's an empty spot near the junction that can stutter it. pumps can help keep directionality in these situations.
so many pipe issues just come from people not expecting backflow, which even knowing fluid goes both ways is not too surprising tbh
making branches is one of the 'to avoid' on the pipe rules list, but like most of hte rules are flexible if you know how to work around the issue
yup bottom feeding
whats going on over here ?
I fully expect people to blame literally everything on bottom feeding
are these systems linked in anyway other than being branched?
there are three completely separate loops, each supposed to take 600/min
just it wraps around the building
however, it is completely flat
this looks like you have 2 branches from the same input pipe?
i'm not sure if it helps the discussion, but re: bottom feeding, i build most of my pipes as variations on what is pictured, and i really have very few problems
that's not bottom feeding though
something about feeding downward into machines really solves quite a few problems
I did it intentionally, given CobaltOfDoom had good results using it
Well, I'd try pumps right before the start of each manifold and flood it, to help keep directionality.
though I will emphasise that I never recommend bottom feeding. It's just a thing that is possible with care
and this random pump is, essentially, removing the water tower
yeah but it's for directionality, not head lift, which is far more important
I already flooded the system, but it balanced to sub600
yeah but every time you make a fresh 'reboot'? flood it
one note: if you install a pump, don't just snap it on the pipe, position pumps and then build the sides of the pipe
or place it on the pipe and rebuild the pipes attached to it
yeah, if that helps in the placement, sure
initially constructed with loops, flooded it, sub600
added input loops, flooded it, sub600
added water tower, flooded it, sub600
though, each fix showed some improvement over the last
when you snap things onto pipes (or belts), it just invites problems
but yeah - you can do things liek this have have them run, but these are all individual pipes with their own manifolds. And pumps right before hand
I will remove input loop on one of the line, and place a pump right before the loop
and flood
knowing fully well what will happen
though
the thing is that even the line that has only 1 pure node also shows sub600
is distance a problem?
but this length of pipeline is bounded by pumps in the front and on the back
and of course, remove the length of the pipe, snap pump to foundation, rebuild the pipes
and it's already doing 597/min
just to be sure that it is not the water tower problem, I'll also directly connect the input pipe with the loop
distance, itself, isn't an issue, but the longer you have a pipe the more points where something could go wrong.
"just to be sure that it is not the water tower problem, I'll also directly connect the input pipe with the loop (edited)" - wdym?
you told me to remove water tower so I did
oh cool, was just checking.
and now we wait
this loop happens to have only one pure node as the input
so, no input loop, just a single pipeline leading to an output loop
with some pumps in the middle
are those floor holes used or decorations?
this is why I don't recommend bottom feeding xD I would have been suspicious of those floor holes
I'm waiting for it to dip again
and my bottom feeding loop is tested to have the input pipe be 1 segment
it's doing fine for now
don't worry, I too, am naturally suspicious of pipes
I went through full 5 phases of grief just because of it
as soon as I say it, dips
yeah look, bottom feeding isn't for hte faint of heart
where are you looking for the dip ? the main line?
sure
like the cat in the box. If you don't check it can't be dead right?
I am slowly realizing that I did this to myself
and this is why I don't recommend bottom feeding. It's not super reliable unless you're supre strict about building and I don't consider that a robust system
yeah but a tower doesn't help with back flow within the manifold. Only the loop really does that.
you haven't seen the "370 meters of headlift" thread?
Like. It sounds like it altered the flow in some way that made it less unstable. But not nearly enough to actually overcome the core flow issues
I have not
I am dubious
and yeah. the farthest refineries from the loop input are starving
the furthest? that's odd, generally should be the middle ones
yeah if I was in your save I could probably tool around with it but it's very busy visually and hard to see everything
not enough brain for the day and my cupcakes aren't turning out how I'd like
ah yeah ig it is the middle one
well fair
~597 I can understand, in the similar vein as the 1200 bug
400? something is clearly not working
are these red outputs correct?
should be
yeah that means multiple refs are going to be starving at once pretty consistently
splitters and mergers dont effect speed or anything right
not unless you're going over the throughput limit of the output belts. and then that's really the belt effecting the speedds
๐
personally though I'd probably just process each original iron belt and merge the output as needed
wdym process?
do whatever construction step you're going to with the iron belts
and clock them as needed to drop their products on the belts you want
ah okay
clocking is the single most powerful logistics tool you have, don't forget it
perfect for controlling what goes on a belt
I havent unlocked clocking yet ๐ , but I think it should be soon
trying to design my first steel factory to complete the second launch
ah yeah, the MAM is like the most important building you got. research all that asap
its really worth trying to work at all the available research in the MAM as you progress, everything in it makes life easier and also opens extra recipes in the HD research pool
in the early game, i sort of use the MAM unlocks as the decision making arbitrator to choose what i need to do next
i.e. if there is anything I can unlock in the MAM at any stage of the game, that takes priority over other things
the only things I have are the rebar gun and inhaler rn
you're doing yourself a diservice then, so many goodies in there
even if it was just all for the blade runners
ah okay, ig ill work on it more then
@vapid gorge uhhhhh the fuel broke again
yeah, blade runners are such a QoL thing - being able to jump higher and run faster is +1
you kind of don't realize how nice they are until you restart the game and have to start building again without them
the only moment they are annoying is when you build in tight spaces and jump OVER the next splitter instead of ON it... of course as soon as you get the hover pack this is kinda moot ๐
show me where the fuel is hurt ๐
although I'm relaxing and having dinner so replies wlil be sporadic
dont worry about it, I ended up stabilizing it (for good i hope) so enjoy your dinner
though there are some hiccups every now and then
Its never for good ๐
one can hope
Mine are ๐
D(P)F based fuel can be extremely reliable...
my pet rock is as well!
on the subject of fuel power reliability, i'm a little surprised at how stable rocket fuel has been for me. how i thought to build it pretty much worked the first time
I am trying to produce 60 steel beams per minute. I am trying to draw out how to arrange the Foundries I need to produce the steel ingots for the beams.
In the diagrams the 45s represent the Foundries, and the 60s represent the Constructors they are inputted into.
Is it better in this case to take two of the Foundries, split the 90 Ingots/min into 6 - 15 ingots/min and distribute it amongst the other 4 which connect 1-1 with the constructors (left image)
or is it better to sum up all the 45 Ingots/min into one conveyor belt and let the Constructors pick up the ingots from splitters (right image)
Collecting and redistributing all ingot is probably easier assuming you have the belts to support those numbers (I think it's a full Mk3, so you should be fine)
Yeah, gathering everything and redistributing it through a manifold is probably way easier, otherwise you're likely to get messy belts trying to load balance everything
6 to 4 wouldn't be too bad to balance at least. Merge 3, split into 2, and repeat for the other half
Yeah I could do this but I would want to try and keep the waste from this into the rewards machine
but ig if I use the manifold I cant really do that
there is 30 extra
They're producing 270 steel ingots and only using 240
oh, why?
and I have no clocking
wait ig I can just collect at the end
if i is using it perfectly the 30 should just be spit ot at the end
(Unlock clocking asap, you'll thank us later, trust me), you can still sink excess with manifolds. Load up every constructor making beams with steel ingots. Once they're carrying a full stack of ingots and the manifold is filling up, you can connect the last splitter to a sink. Only the excess will lead to the sink since everything else will be claimed by the manifold when there is space again
haha yeah you were typing what I just thought
how do you get those purple boxes to unlock it?
Purple boxes?
nevermind itll just be easier for me to look it up on the wiki
Researching overclocking costs a few power shards, iron plates and wires
and unlocks clocking as a general mechanic, allowing you to underclock as well
so im assuming under/overclocking is just for reaching 100% efficiency easier?
instead of splitting and merging things
100% input use/machine efficiency and/or saving on building a few machines at the cost of some power shards, yeah
In the rare case I make screws with the normal recipe, for example, I always clock the constructor making screws to 150%, so it takes 15 iron rods. The constructor making iron rods at 100% outputs 15 rods/min, so that way I have 100% input use in that line
(I rarely do this bc of alt recipes but it's a simple example I know off the top of my head)
oh right for screws ig that is a good example
it also lets you adjust builds for energy efficiency (more buildings at lower clocks) or space efficiency (fewer buildings at higher clocks).
Or just space savings with power generators
Overclocking pairs well with another thing you'll unlock from the MAM
for the recipes is it random what hard drive gives what recipe choice?
yes
isnt more building at lower clocks just the same?
total energy
It's random based on what you're capable of making and what isn't already unlocked or waiting in a researched drive already, yeah
Itโs slightly less but honestly so little less it shouldnโt be an issue
clocking of production buildings isn't linear in power usage, no
oh its not linear? thats cool
It's just barely not linearly due to that power, but you need some seriously power-demanding machines for it to make a big difference
For example: a constructor working at 200% clock speed consumes 10MW (according to the wiki), two constructors at 100% each consume 8. That's only significant in the beginning when you're still working with biomass burners, as soon as power is automated those 2 MW are hardly noticeable
The 10MW mathematically checks out btw bc 1.321928 is log2(2.5) rounded down, meaning it'd take 2.5x more power to double your productivity
it comes down to preference in the end
It's not a big differences on smth like constructors or assemblers, unless you're on a smaller powergrid, but it's a tradeoff between saving building materialy and space, or power usage
okay yeah idoube ill be building ona scale that requires me to think about that any time soo
but idr know how big factories get
there are some cases where overclocking is a great idea in general
rn im in like the early-mid game ig
even if you overclock everything max it's only 33% more power overall, it's not a huge dif
It's a percentual increase, it becomes a larger difference as the base power requirement grows larger. Luckily, your power grid should grow quicker, cancelling out the growing power requirement of overclocking bigger machines
(for example, blenders cost 75 MW base power. +33 percent that's rounded to 100 MW. That +25 is more than the +3 of a constructor. However, at the time you start messing with blenders you have at the very least a normal oil fuel power plant producing like 250 MW per generator)
Is it better to have explosive rebar instead of nobelisks ?
rebar gun has much faster fire rate no ?
haven't checked wiki but they feel like they do a lot less dmg
both 50dmg
really? same dmg radius too?
no radius info
huh, eh oh well, I never liked the explosive rebar
i dont care about dmg tho, explosives are for exploding structures
if fire rate is faster with rebar gun, why bother with nobelisks ๐ค
so, this is what it takes to process one normal baux node @ 250% w/ mk3
Same radius too I think. I prefer the cluster nobelisks over the rebar myself.
I've heard yes, it is exactly the same as the nobelisk
except one is thrown and one is shot from the rebar gun
weird. I try to avoid clearing flora so don't use much of either
You can multi detonate nobelisks, so you can lay traps.
not sure on this info though
Kind of, it isn't really overshadowed until the nuke nobelisk.
like, if I wanted to deal burst damage I'd use nuke or cluster
if I wanted to deal AoE, gas
and Pulse is fun mobility option
Default Nobelisk is cheap and that's it
ig that's why it has a niche though
Gas is for when you don't want to clear the vegetation mostly.
I stopped using the rebar gun the moment the rifle was available.
I still have only stun ammo on the rebar gun tbh
probably useless now that I'm on Retaliate
Concerning merger behavior, there seems to be a huge amount of stuff we don't fully understand yet.
Anyone can help with a fun little experiment. Connect three storage containers as input to a merger - one with MK2, one with MK3, one with MK4. Load each container with a different, easily distinguishable item. (e.g. I did screws, concrete, iron plates). connect the merger output to an industrial container via an MK5 belt and watch.
Q1: What sequence do you expect to see?
Q2: What do you actually see? Can you find any repeating pattern?
It's not as innocuous as you might suspect
oh yeah, merging up to saturation limit causes the weirdest shit
not sure how to decorate this but this is a 600 baux to 600 alu in 3x4 foundations footprint
Could look cool with metal beams or columns supporting the frame foundations
the frame foundations are there just so I can snap each module on top of each other
I vaguely remember some sort of jagged geometric design posted in the design channel
and I had that in mind while building it but
alas I don't know how to speak this language of Satisfactory Building
All my aluminum is refinery modules and smelter modules. Now that Iโve saved the day I might go back and modularize self contained ingots like this
I feel the frame foundations clipping to machines look awkward in that case so I removed most of it
but idk could work??
blueprint mode snap to blueprint outlines yeah
and the top 2 refineries are slightly off vs. the bottom 2 refineries to give room for the chimney
Merger and Splitter Behavior - A Closer Look
so I'm building a stupidly large power plant (coal generators) 3 pure nodes with 200% MK2 miners resulting in 96 coal generators. all good there. This means I need 36 water extractors all good there too. Now comes the struggle. Get water to generators. I was sitting here doing the math when I realized I was working it out like conveyor belts. splitting and recombining till I had the exact M^3 I needed for each machine. I just had an epiphany though. I'm bad at fluids in this game. I just don't get it. but. If I have everything on the same network and no part of that network needs to exceed 300 M^3 at one time. am I right in thinking it will just .... work. assuming I give it enough time to fill everything up before I turn it on?
TLDR: I'm bad at fluid PLZ help
for instance. |I'm definitely going to need 15 pipes to get it from the reservoir to the power plant (ignore head lift as it's all downhill) but once its in the factory... I just put a pipe on each end of a manifold supplying 13 machines with a pipe connecting it to the next manifold to handle the excess. and so on till I run out of machines?
okay so still math it like it's conveyor belts? split it so each pipe has 270 so the math works out even?
Ooohh okay and overclock the last one so it has the full 300
then I have excess water enough to run the last set of machiens cause the escess dosen't stop anything
Thank you!
quick question. if you got an industrial storage container with 2 mk 6 belts coming in and out all 4 belts should travel at 1200 right?
yes, full belts in should mean full belts out, if the speeds match
then why is it i got 2 mk 6 belts coming out of a full industrial container, merging back together once they come out, and forming a single line that for some reason isnt getting above 1050
its traveling a significant distance, but it is the same belt
depends on the setup, I guess. are the input belts always completely full? they're not coming from a train station or anything?
the container is beingg fed from a train, both lines connected, but both the train station and the container is always full.
basically got the container between so the 1200 line is always moving. but it doesnt seem to be working. basically got 2 lines from train connected to both inputs for the container, and both merge after the container back into a single line.
when a train stops at the station, do the belts run dry? or are the container+belts backing up and staying full all the time?
the belt going into the container stops, but not the belts coming out. they always show full. but the refineries at the end of the 1200 line arent getting the 1200 promised
its being split between 34 refineries, but barely anything is getting past the 28th refinery
Are you sure it's not just a manifold that hasn't filled up yet?
alright 480 bauxite using sloppy alumina requires 192 water/pm I set the extractor to 192 it overflows and stops working. i set it to 190 it sitll overflows and stops working wtf
youre merging the water with byproduct water, arent you
yes
thats the noobie trap
it only works if your system never stalls.
undo the merge and consume the water in dedicated alumina refineries
otherwise, if you miss coal or you dont have enough bauxite or your scrap is backing up, it goes to shit again
Very unstable, wouldnt recommend to anyone despite claims from others
I got it to work in a stable state with peiority input valves, it it was def more trouble than its worth. McGalleons solution is better and simpler than what i did or always makinng 100% sure you have cosntant supply and output to keep it going
I dont trust priority jank is all
It hasnt failed me yet, but its usually a pain to set up
I try to keep tabs on what people say about it and, from aggregated comments, i just cant really call them something "intuitive and reliable"
ok i see whats happening now it was scrap very slowly backing up
yea and that tends to cause the alumina solution to back up, which eventually clogs the water pipes
Diverting the wastewater to concrete production (and switching that to become your primary concrete) is a valid choice.
all fine and well solutions. You just have to know the risks / costs of using each
Overflow to sink from the concrete production shoild avoid anything blowing up in your face, past that send the output to encased beams, pipes, the cloud storage, a local store etc.
this here is just for delivering empty fluid containers to be filled with Rocket Fuel and shipped back... its as large as the RF factory attached to it
Also burning the alumina waste water in coal generators was an idea I hadnโt thought of in my first refinery
Seemed like coal was easier to find than limestone in the red forest
But whenever Iโve had issues with VIP junctions and recycling itโs been because of some other math issue elsewhere and not the VIP itself
I know they get a bad rap
coal is quite handy as you already need it for aluminum
that or coke
I know its kinda costly but not as bad as it could be
Yeah in my case I was using electrode scrap right next to a coal deposit. Didnโt occur to me to use it until chatting here
I've done what you're attempting before, and it is a 'never again' type project. That being said, i did pull away a bunch of lessons. the piping and water supply are definitely the hard part. If you've never done large-volume piping before, yeah it is a learning curve and will get a bit grindy. to help alleviate some of that, i'd highly recommend using mk2 pipes and tune clock rates and water volumes to make it so that an even number of generators exactly consume 600 water
hmmm, in case anyone was wondering, you CANNOT drive a factory cart through the warp portals ๐ฆ
More than that probably
i'm teir 8 rn and i produce x3 more than my max consumption
Are you running any particle accelerators yet?
not yet, getting those set up rn actually
A fully overclocked, looped particle accelerator making nuclear pasta uses 15000mw
Interesting. I haven't gotten into overclocking yet
apparently i can overclock my reactors though
that just saves space on power generators, it doesn't get you more power
wym
i understand the context, but how would it not provide more pwoer
one 200% power gen building (coal, fuel, nuclear reactor) is the same as two 100% ones
still takes the same amount of fuel to get the same power out
so x2 the power = x2 the fuel?
yes
๐ซฅ
like my rocket fuel plant for example. That makes 3000 rocket fuel, which is 180GW of power.
I could do that as 720 generators at 100%, 288 at 250%, or whatever other combination, but it doesn't change that it's 3000 rocket fuel into 180 GW power
I see
Power production and fuel consumption is linear
On normal machines power consumption increases exponentially. 100 machines at 1% is in theory way more efficient
i was able to get through the phase 5 delivery as a rush job with box factories on around 50-60 gw
Would be a fun challenge. Every machine at 1% clockrate
the t9 stuff takes a lot of power, but you're really only going to be making 1 part at a time
I'm still in MW
I have to get to phase 4 rn. I did all the T8 stuff
Haven't even begun crafting the P4 items yet
ok dumb question, planning out a rocket fuel power plant. I know burn is 4.167/m. how's that impacted if I shard the fuel gen?
assuming it would be 10.4175/m at 250%?
it will be 10.41666666666/min at 250%
cool just can't math then, thank ya
ah ok, yeah that was just in game calc math.
super helpful, thanks. that'll help a ton getting fuel gens down from 600 rocket fuel
huh, I thought 600 rocket fuel would result in more than 36GW. am I mathing wrong still?
Looks right to me
I had planned it out previously and had more, forgot that I was planning with diluted fuel, heavy oil residue, AND nitro rocket fuel. 600 crude turns into 2400 rocket fuel. time to go harddrive hunting.
I would not do this otherwise lol my "perfectly" balanced turbo fuel plant has yet to stabilize.
has anyone played with merging/unmerging belts
like this
kind of purely for aesthetic purposes
but it seems a bit finnicky, and I'm not certain why
i feel like the belts are behaving like water pipes
how many
per
for maximum throughput? is it 4:1
wouldn't it depend on input speed?
this ratio has nothing to do with maximum throughput
1:4 is a often used ratio, but you can easily have 1:20 if the track is flat
more about max throughput here
!wikisearch tutorial:Train_troughput
typo 
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Afte...
what about maximum or ideal speed of trains?
@vapid gorge I almost fixed it, and then I made it worse ๐ญ
i have
basically 96/100 gens are running perfectly its just 4 turning on and off
im running 750 turbo fuel and splitting it, there are two pipes, one wiht 450 turbo fuel and the other with 300
the 450 is working perfectly, but the 300 is whats struggling
this is a sample of the system
@golden smelt I assume itโs still filling the manifold for the generators. Fast way to check is sloop the production, let it run ~10 minutes. Then de-sloop. Let it run ~10 minutes. See if generators still donโt run at 100%.
understood ๐ซก
If itโs a pipe throughput issue, the generators wonโt all be running 100% even when slopped.
got it
its been slooped
and its running at 100%
all gens are working with no stutter
If I wanted to transport a mk4 belt's worth of caterium out of the swamp cave up to the plateau in the titan forest right above it, would that be something a truck could do if I built a nice road for it, or should I be assuming I'll need to just conveyor-lift it up the cliff?
Another thought: have the caterium brought out the cave's back door into the dune desert and have it loaded onto a train, since my main line runs nearby. I haven't been inside the cave yet, so I don't know what it looks like inside to know if this even makes sense.
depends on how far you're carrying, because if its close you could just conveyor it, if you think a truck is necessary then you need to think of how to get it fuel, and train is also a decent idea but you have to think of the distance you're taking the item
Distance really isnt an issue, if you need more, just add cars, if you STILL need more, add a new train.
me personally I would just conveyor lift that
Yeah a nice conveyor pillar would be simplest
im just thinking is it worth the time to set all that up if its not that far away
Yeah I'm already running a train to there from the north to bring plastic and rubber, but getting a train out of the swamp nicely didn't look fun lol
Funny enough theres a nice right angle aready built into that cliff
For a conveyor pillar?
they travel at a nominal speed of 120 kmph. throughput is more about how many cars you have passing a fixed point on a train route than the train's actual speed
in your surveying of that area, is there enough space near the cat nodes for 7 water extractors?
...i'm guessing the swamp there is all fake water
I think you can stuff a few in there, its been ages tho since I tried 
This is @unborn dome's project 
ahhh
i'll be buiding out that direction soonโข๏ธ , just wondering what it looks like if you knew ๐
OH
I remember I DID check one thing
theres a TON of water at the back end (if thats the front where the nodes are)
I cleared out the cave a while ago, but didn't have in mind exactly what needed to fit
Theres way more water than you will ever need for pure caterium 
is there any use to the petroleum diamonds recipe?
yes
that i can tell, its less oil-efficient than just using the oil one, and it uses more accelerators
fair enough
Yeah not sure, I haven't been down into the swamp itself yet
I saw a Reddit meme earlier, that the best thing to do in the swamp is...leave
once you have the tech to handle the big spiders, it still sucks, but before you have something that does a lot of damage, man, don't go there
I've only got regular rifle ammo...
So I'm hoping to just clear out the caterium cave and gtfo
the spiders down around the turbomotor crash site love ganging up on you
its an endgame area, the swamp, titan forest and pink forest are all full of nasties
Oh huh, I've done quite a bit in the titan forest, but didn't realize it was on par with the pink/red forest. I'd assumed that one was harder than all.
i actually think titan forest in places is worse than the swamp
all 3 areas have extra nighttime spider spawns
kind of the way to tackle them if you don't want to spend hours on the walks of shame is to just clear them out at daytime and gtfo before it gets dark
Hoverpack has been my solution lol
And dropped a miner connected to nothing on one of the bauxite nodes to prevent spawns near it
Nothing aside from power that is. No belt
You can cheese the big critters by creating a cage BP
But critters get old fast after a run for drives/sloops/orbs
Or you just drive in a car

Establish dominance โ๏ธ
i just kill em, alien protein burgers! omnomnom!
I still love how cheesy using the explorer is now, no radiation or gas damage
With all the ups and downs, driving has always been a no no for me
Yeah I've almost never used the explorer, I kept flipping it. ๐ฆ
yeah, i rarely use vehicles for anything but short range interfactory logistics
(Yes, probably a skill issue on my part lol)
it used to handle a lot better
like it was really screwed up in update 8 after the engine upgrade; 1.0 got it back to driveable again, but it really lost a bit of its utility btw the storage nerf on it and its lesser handling now
it is tolerable to drive though
if i did a start on the north side of the map, i'd be using it for e-w canyon runs
kinda wish we could paint the crashed pods so we could easily ID claimed drive pods at a distance
I always rush for the parachute and the boots at the start
Build a watch tower next to it
i usually just put a mk1 power pole on it
or just clear entire biomes at a time
I drop green checkmarks on the map next to them.
oh i'm doing a full clear now that 1.0's out
think i just have the deserts left to do
350hrs in
i never really have a problem with it, if i grab the loot next to the crash pod, i can tell i grabbed the drive
i keep thinking i may have missed one
i load my save into scim every now and then to check
It's for when you are looking at it from far away
yea, my pea brain keeps looking at pods and thinking "huh, might not have claimed that one yet"
Watch tower, they are tall and big enough to not be seen
idk, after you have all the recipes, that kind of stops being a concern
Same question but with the quartz - truck it or belt it?