#math-and-meta

1 messages ยท Page 244 of 1

wind spade
#
  • wasting time on building factory you don't need, instead of making factory you need at the moment
  • not having logistics prepared according to needs of specific factories
  • not knowing how much you need in the future (so you may overbuild or underbuild)
  • centralising production (which often leads to logistical issues)
    etc.
outer vale
#

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

magic island
#

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

outer vale
#

smaller setups are also easier to keep within belt and pipe limits

deft lichen
#

IsUsingMods: Yes

brisk shoreBOT
sand goblet
unborn ermine
#

Its in the crash log

#

mods are involved

muted hamlet
#

None. I just connected some stuff and voila, it'll work eventually

white bloom
#

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

#
  1. 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?
wind spade
#

afaik splitters they are round-robin, skipping full outputs

#

I assume mergers work the same way (round-robin, skipping empty inputs)

white bloom
#

I think it comes down to how quickly the round robin is done

wind spade
#

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)

violet halo
#

With a caveat, if the difference is so large that the slot on the slower belt is still occupied, then yes.

wind spade
white bloom
#

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

white bloom
#

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

magic island
#

it depends not just on the overall rate coming through, but the pattern of gaps etc

white bloom
#

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?

magic island
#

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

vapid gorge
magic island
#

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?

vapid gorge
#

for example

if you have a full mk3 split into 3

2xmk1
1xmk3

the 2x mk1s will have 60ppm
1x mk3 will have 150

white bloom
# magic island I don't know for sure how the round-robin is handled for varying speeds on split...

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?

vapid gorge
#

but hte use case for that is limited

magic island
#

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

white bloom
# vapid gorge mergers are also round robin

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?

vapid gorge
violet halo
vapid gorge
violet halo
#

The internal buffer compensates for some of it, but at 1200/m, an internal buffer of 9 isn't enough.

white bloom
vapid gorge
#

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

magic island
#

the round robin is super straightforward for saturated belts with matching speeds

what happens at different speeds / saturation levels is more of a question

vapid gorge
#

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

white bloom
vapid gorge
#

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

white bloom
vapid gorge
#

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

white bloom
#

nah I mean like different speed inputs and the output is capped at less than their sum

vapid gorge
#

and if it was 2xmk1s +1mk2 to 1xmk2 output I'd expect the output to be 1/2 of the mk2 belt item

vapid gorge
wind spade
#

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

white bloom
#

I might just hop in and put up containers and see how quickly they drain

wind spade
#

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

white bloom
wind spade
#

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

unborn ermine
white bloom
#

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. ^^

pallid knoll
#

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!

white bloom
#

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)

magic island
white bloom
#

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

magic island
#

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

fresh mesa
#

just to check my math, 300 coal will feed 20 coal gens?

violet halo
#

Yes, 15/m for each one.

brisk smelt
#

what a horrible few hours...

brisk smelt
#

yes

brisk smelt
white bloom
#

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

magic island
#

so it's affected by how the rate of the belt divides into the rate of round robin ticks? or something to that effect?

brisk smelt
#

yeah because it's trying to take round-robin doesn it

white bloom
#

with MK3 out, input still MK1 and MK6

#

continuous 1-4-1-4-... alternation

magic island
#

so that would be taking 54/min from the Mk1 belt and 216/min from the Mk6 belt

violet halo
#

So the ratio is the lower of the two, divided by output, rounded down.

magic island
#

assuming the pattern holds and there aren't occasional groups of 3 or 5 concrete

white bloom
#

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

white bloom
magic island
#

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)

wind spade
# white bloom with MK3 out, input still MK1 and MK6

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

violet halo
#

That's why the ratio rounds down.

magic island
#

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

patent blaze
#

i was kind of considering making all my 800 circuit boards into high speed connectors until i saw the quickwire

white bloom
# magic island one thing this would prove is: just because the Mk1 belt gets a turn less often,...

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

wind spade
white bloom
#

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

wind spade
#

1.1107 ๐Ÿ™‚

#

decently close

#

(it's actually 1.1111111)

vapid gorge
white bloom
#

yeah, +- one frame error since the video capture and game ticks might be out of sync

wind spade
#

also depends on where in the cycle the first mk1 item gets taken, so that may explain the discrepancy as well

white bloom
#

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?

wind spade
#

which belt is mk5? output?

white bloom
#

MK1 + MK6 in, MK5 out

wind spade
#

alright, let me write it up ๐Ÿ™‚ sec

white bloom
#

oh that one is nasty

#

trying to work it out before testing too

wind spade
#

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

white bloom
#

12-1-12-1? yeah that makes sense. let's see

fresh mesa
white bloom
#

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?

brisk smelt
#

2400/4800

frosty owl
#

Something about a recipe requiring half a stack for one production cycle...

vapid gorge
#

because you couldn't get enough of the right item in a row for it?

north jackal
#

.

#

.0...................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................

glossy wagon
#

so if i have 840 capacity then why is my grid crashing with 500 consumption

pulsar notch
#

is fuel running out maybe?

glossy wagon
#

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

fallow siren
#

this is what causing ur grid crashing

#

the production isnt stable

vapid gorge
#

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?

glossy wagon
#

its definitly not the coal

vapid gorge
#

well check and you'll see ๐Ÿ˜› take some over head shots of your whole set up too

glossy wagon
#

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

hollow hollow
#

If water is not going up it shouldn't be a problem

glossy wagon
#

thank you!!!! i had 6 refiners and only 2 pump extractors at 120

hollow hollow
#

Yeah i think you need a bit more than 2

wary rapids
#

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.

glossy wagon
wet python
#

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)

hollow hollow
#

Since you're already using coke, maybe set up some extra diluted fuel and burn it?

wet python
#

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

brisk smelt
unborn ermine
#

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 jacelul

#

Recycled rubber/plastic loop fuel supply, and the next one would be a total of 900/min

brisk smelt
#

yeah probably dont need a loop

#

but i count 10 refineries, doesn't each one take 75 fuel/min

#

missing 50 fuel

unborn ermine
#

Ive got the lot clocked so they want 70

brisk smelt
#

ah ic

unborn ermine
#

10 for plastic 12 for rubber

dark star
#

have you tested it yet? im interested to see if you run into throughput issues with the intermittent demand of the machines

unborn ermine
#

Still cobbling it together

brisk smelt
brisk smelt
unborn ermine
#

This is my current plan, 6 blenders atm.

brisk smelt
#

such nice numbers.. my petro factory was filled with repeating decimals and overflow splitter hell

unborn ermine
#

I dont want to me mucking with my water extractors at this point, 5 x 400/min water pipes

wet python
prisma kraken
#

does anyone have any sort of data on the computational cost of smart and prog splitters?

prisma kraken
#

(its either that or you're just making the machine counts integral, lol

unborn ermine
#

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.

prisma kraken
#

it feels so dirty to use rubber on concrete, but the recipe is really good if you need a lot

brisk smelt
#

there's like 50k concrete w pure recipe on the map... in what circumstance would you need more

livid turret
#

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.

prisma kraken
#

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

prisma kraken
#

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

latent seal
#

can someone help me make sense of the numbers im reading in the game:

can I trust the fpm the stations are giving me?

prisma kraken
latent seal
#

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?

prisma kraken
#

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

latent seal
#

i use plastic to make the fuel packages for the whole system

#

i want to make sure i don't overproduce plastic

prisma kraken
#

you know how many mj's a fuel item contains (its listed in the codex)

#

mw/mj = seconds of burn time

latent seal
#

yehh

#

trying to find in game where it states their mw rating

prisma kraken
#

so a tractor on yellow fuel is 750mj / 55 mw = 13.64 seconds

#

or roughly 4 fuel per minute

latent seal
#

not sure if that info is available in the game?

#

or am i missing it somewhere,

prisma kraken
#

i'm looking. the values are on the wiki

latent seal
#

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

prisma kraken
#

can't seem to find them in the codex

#

i thought they were listed in there too

latent seal
#

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

prisma kraken
#

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

latent seal
#

overshooting in my case just means maybe i burn a little more petrol coke

prisma kraken
#

yeah, for me the excess fuel gets sunk

latent seal
#

but hoping to not flood the system

#

because i have to manually farm biofuel

#

i am being extra careful ๐Ÿ˜„

prisma kraken
#

you'll want to get off of biofuel ASAP for vehicle fuel

latent seal
#

i think i have a perfectly viable solution with sloop

prisma kraken
#

btw, in case you overlooked it... vehicles can use coke as fuel

latent seal
#

interesting

#

i didn't think of it for sure

prisma kraken
#

it actually has a little bit better of a range than coal due to its 200 stack size

latent seal
#

this is the biofuel plant

prisma kraken
#

range really doesn't matter much if you're staing in a biome

#

i think you may be overdoing it on biofuel

latent seal
#

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 ๐Ÿ˜„

prisma kraken
#

well, i mean, like given enough playtime w/o automating the input, that's going to run dry

latent seal
#

i haven't went biomass hunting in days

#

but i only have 3 trucks so far, we'll see how it goes ๐Ÿ˜›

prisma kraken
#

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

vapid gorge
latent seal
#

so math says i eat 37.2727272727 packaged biofuel per minute

prisma kraken
#

i think you forgot to do a minute<->second conversion

#

unless that's for 4 tractors

latent seal
#

2 tractors and 1 truck

prisma kraken
#

ahhh

latent seal
#

so (750/55) * 2

#
  • (750/75)
prisma kraken
#

btw, with the truck, unless you know you need the extra capacity, save yourself the fuel and use the tractor

latent seal
#

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

prisma kraken
#

dimensional analysis 101: MW = MJ/s

#

750 MJ / 55 MJ/s = 13.64 s

latent seal
#

ohhh wait

#

13.64 seconds, not 13.64 units per fuel

#

so its 1 fuel to 13.64 seconds

prisma kraken
#

which is roughly 4 fuel per min

latent seal
#

4.39

#

got it, okay i can math too

#

im set now i think, thanks for your help!

prisma kraken
#

np

latent seal
#

14.79

prisma kraken
#

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

latent seal
#

so 15 pm

#

that will be fine

prisma kraken
#

sounds pretty good

latent seal
#

so now let me tweak my plastic machine

prisma kraken
#

what i'm still trying to figure out is how to do napkin math on drone fuel

latent seal
#

and do the dance with the modular frame factory which runs on plastic coated iron plates

prisma kraken
#

well, g'luck with that all

#

right now i'm trying to get cooling systems and heatsinks home, lol

warm blade
vapid gorge
#

how do I vote against this now

warm blade
# vapid gorge to the world grid? I hope they remove the grid. Better solution

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

vapid gorge
#

what, in great Atheismo's name, does any of that have to do with the world grid?

fringe pawn
#

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.

wind spade
#

WG is hell and snapping miners to any kind of grid feels unnatural

unborn ermine
#

Technically speaking, each miner is its own grid

fallow siren
#

i dont mind nodes arent tied to world grid bcs its a challenge u need to solve

#

and its fun

vapid gorge
#

and that foundations exist to create those snapping points

past reef
#

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

vapid gorge
# past reef Would be nice to have the miners easily align with however I build, but then I a...

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...

โ–ถ Play video
past reef
#

Wat you can already do that? Neber saw it I always did 90 degree straight belt after a miner

vapid gorge
#

have a look at teh vid,

#

it's very straight forward

vast jungle
#

the method definitely helps to align a foundation to the "grid" of the miner...

vapid gorge
#

once that's done you can use the WG all you like

#

especially with 'straight mode' belts

vast jungle
#

combine this with a 90ยฐ turn and it should be easy to transfer to any other grid

#

(damn, too slow ^^)

unborn ermine
#

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.

vapid gorge
#

yeah lots of ways around it.

vast jungle
#

barriers are another crazy tool the toolbox ๐Ÿ˜„

past reef
#

Yeah I got it now, straight belt means I just need the method to build foundation from the miner (barrier)

prisma kraken
#

i honestly just use a short diagonal belt to get onto grid and leave it as a small sin

frosty owl
#

I could have just made a long belt (and I tried), but the size was quite ridiculous

vapid gorge
#

Very weird xD

fallow siren
warm blade
fringe seal
#

praise CSS, I don't need to train 5000 coke all the way from gold coast

warm blade
wind spade
#

game becomes 100x nicer if not everything is on global grid with right angles

vapid gorge
tight thicket
#

hi everyone, i have a question, how long does it take a truck to consume a stack of petroleum coke?

vapid gorge
#

Iโ€™m going to assume your native language isnโ€™t English at this point

vapid gorge
# tight thicket hi everyone, i have a question, how long does it take a truck to consume a stack...

the wiki is your friend, praise the wiki https://satisfactory.wiki.gg/wiki/Vehicles#Fuel_consumption

Official Satisfactory Wiki

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...

vast jungle
warm bane
#

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

brisk smelt
#

same things are coming out anyways

past reef
#

I recall only clock number is forced into 4 decimal place, other ones can work with floating point error, 2.8125 is well within

warm bane
# brisk smelt same things are coming out anyways

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

outer vale
#

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

white bloom
#

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
versed violet
fierce vault
#

how is the setup for this steel production site?

prisma kraken
fringe seal
prisma kraken
fringe seal
#

I think I have 120 oil left after that?

prisma kraken
#

tf and swamp bauxite has nearby copper, so sheets & casings end up in those places

fringe seal
#

ah

#

I see, I think I'll just train copper ingots to it but idk

prisma kraken
#

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

molten lintel
#

bro what tired_jace this about to consume a week off me

prisma kraken
#

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

magic island
molten lintel
pallid knoll
molten lintel
outer vale
#

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

patent blaze
#

500/120

#

Only โ€niceโ€ ratio

#

That way you can do 10x12 fuel generator blocks

#

144 would work but 600 in a pipe is scary

patent blaze
#

If you want something in between you can do even increments of 6 fuel generators, 120 126 132 etc.

heavy gust
patent blaze
#

That works too

#

I did 500 in every pipe because i got scared lol

heavy gust
#

Never even connecting the 2

patent blaze
#

๐Ÿ‘

heavy gust
#

Half the blenders is an even number

patent blaze
#

Had 4 blenders make 500 for each blueprint multiply that by like 11,something

heavy gust
#

Not even but uhh full, not a fraction?

#

Whats the word

patent blaze
#

Uuh

heavy gust
#

Whole number

brisk smelt
#

natural number

heavy gust
#

Yes

patent blaze
#

Trancendental number

brisk smelt
#

irrational number

molten lintel
#

integer

heavy gust
#

I would like 3i+5 blenders

patent blaze
#

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%

heavy gust
#

You using ionized?

patent blaze
#

Nah not yet

heavy gust
#

Dang i would never have bothered without

patent blaze
#

Considering doing that too though since there is excess coal there to make the shards

heavy gust
#

Ionized is crazy resource efficient

#

If you dont desperately need nitrogen

patent blaze
#

Nah i have excess nitrogen aswell

white bloom
patent blaze
#

I had tot ake two nodes and only used about half of the second one

heavy gust
#

Im using a full pure node on my nuclear stuff

patent blaze
#

Gonna look into how much coal and quarts itโ€™ll cost

patent blaze
#

How many rods are you making

heavy gust
#

16.8 plut

#

But the water for the plut plants isnt yet fully set up

#

Still filling rods mostly

brisk smelt
#

:D

patent blaze
#

Burning plut is crazy

fierce vault
heavy gust
heavy gust
warm blade
# vapid gorge your post is nigh unreadable, one of your first issues is 'can't nudge this bp o...

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)

fierce vault
#

my full steel production site, is there anything i can do to make it better?

brisk smelt
#

have you perhaps heard of a manifold

#

also... dont buffer like 1k steel ingots yheres no point

fierce vault
#

i dont know what you mean by buffer?

#

this is my first time playing

warm blade
molten lintel
#

If those are not storages, then my bad, I'm using my phone ๐Ÿ˜…

brisk smelt
fierce vault
fierce vault
#

I also just realised I have 4 unused lines of steel ๐Ÿฅฒ

molten lintel
heavy mica
#

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.

brisk smelt
#

yeah that works

#

123 fed by pip1 345 fed by pip2 right?

heavy mica
fierce vault
#

Iโ€™m confused on what you mean? Are you talking about the dimension storage?

modest jackal
#

currently doing my first Oil production factory, does this look good?

worldly granite
brisk smelt
#

straight to plastic is just horrible effienciy

#

wait never mind u cant make plastic from hor

brisk smelt
#

but yeah, you should have 2x the rubber than plastic, general guideline for big factories

modest jackal
#

oh rubber is more useful?

brisk smelt
#

yeah

modest jackal
#

is 120 packaged fuel too much or is that good?

brisk smelt
#

you are nuking this factory anyways when you get tier 7 and blenders, that recipe gives 1 crude -> 3 petro products

brisk smelt
modest jackal
#

i still don't don't guess as fuel for Jetpack and tractors?

brisk smelt
#

for jetpack, even like 10 is enough

#

i dont ever recommend using land vehicles.. trains almost always better

wind spade
brisk smelt
#

almost always applies to the calculator production chain

wind spade
#

general rule of thumb differs from player to player

brisk smelt
#

i have never needed more plastic than rubber in one factory

wind spade
#

many people say that they did, so ๐Ÿคท

brisk smelt
#

i am just gonna assume they are making an efficient factory if they dont say anything

modest jackal
#

ok i'll also calc other factories together

wind spade
#

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)

brisk smelt
#

this one doesnt matter, you are gonna make more anyways later in phase7 with fuel loops

wind spade
#

you can do that in phase 5

brisk smelt
wind spade
#

with diluted packaged fuel

brisk smelt
#

you can do that?

wind spade
#

it's a recipe that has same HOR->fuel ratio

brisk smelt
#

oh yeah it exists

#

sounds like a lot more work tho

brisk smelt
brisk smelt
#

yours

wind spade
#

depends on selected recipes ๐Ÿคท

#

and depends if you're the kind of person that optimises for weighted raw resources

brisk smelt
#

yeah, the recipes it selects gives that ratio

wind spade
#

that's just one way to optimise your production and definitely not the "only correct one" or anything

wind spade
# brisk smelt sounds like a lot more work tho

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)

brisk smelt
#

hmm yeah that works

prisma kraken
#

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

vast jungle
#

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)

versed violet
unborn ermine
livid turret
oblique hollow
#

depends on belt speed

#

slower belts waste more of the canister's time in transit

livid turret
#

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

livid turret
oblique hollow
#

generators is usually better in a seperate BP imo

amber umbra
#

I find it amusing that in a packaging loop for fluid transfer, the individual fluid packages are essentially itty bitty trucks/trains.

livid turret
#

All depends, I find it easier to just stamp the bigger BP of packaged diluted to power or the smaller BP just for fuel

unborn ermine
# molten lintel ty

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)

molten lintel
#

burn rate stays linear when overclocking?

unborn ermine
#

Yep

molten lintel
#

ok that's super good to know

amber umbra
#

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.

fierce vault
worldly granite
patent blaze
#

Is this good

amber umbra
#

yea

patent blaze
#

Main goal was splitting crude evenly, sulfur isnt that nice but its divided by 22.5

#

Close enough for me

wind spade
pallid knoll
brisk smelt
#

yeah that looks good

#

verticality is your best friend in this game

nova mango
#

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!

โžก Support on Patreon -- https://www.patreon.com/Krydax
โžก...

โ–ถ Play video
violet halo
#

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.

long shuttle
#

do refineries provide headlift equal to their height?

#

or is it no headlift?

violet halo
#

10m for machines that process things.

long shuttle
#

alright thanks

fringe seal
#

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

livid turret
#

Feels like an unpowered pump will work more like a valve

fringe seal
livid turret
#

Have you tried using a valve to see if it has the same effect?

fringe seal
#

yup

#

it left some amount of gas on one side

#

unlike the pump, which completely emptied one side

vapid gorge
vapid gorge
livid turret
#

Pipes are like dark and forgotten knowledge, let's hope one day CSS get a QoL update to help them be more intuitive

brisk smelt
vapid gorge
#

people just do really dumb things with them

gloomy flax
#

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

livid turret
#

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

prisma kraken
vapid gorge
#

'flood the whole system' is in there at 3.

prisma kraken
#

maybe bump that up to rule 2 or 1, lol

#

just because it often helps before reconfiguring a build

vapid gorge
#

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.

prisma kraken
#

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'

vapid gorge
vapid gorge
#

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

vapid gorge
#

so many people that have coal issues just don't realise this one fact

prisma kraken
#

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

vapid gorge
#

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

prisma kraken
#

the main issue is that their behavior is non-intuitive and there isn't a published set of rules about it all

vapid gorge
#

of 3:8 groups

prisma kraken
#

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

vapid gorge
#

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?

prisma kraken
#

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

livid turret
#

The flow and fullness is kind of a pressure system, if your pipes are not full, you cannot move liquid/gas fast enough

prisma kraken
#

and i'll add that there is still at least one bug in how headlift works

vapid gorge
vapid gorge
prisma kraken
#

yeah, sometimes pipe networks remember old headlift and a recalculation of it for the pipe network won't happen

vapid gorge
#

yeah that's a weird one. Haven't seen it myself in game yet though

prisma kraken
#

what the order of build steps to trigger that is still elludes me

vapid gorge
#

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

prisma kraken
#

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

vapid gorge
#

apparently it can just go on new load?

prisma kraken
#

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

light fox
#

is this efficient use of space

livid turret
#

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.

vapid gorge
#

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

livid turret
prisma kraken
# light fox is this efficient use of space

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

vapid gorge
#

but I don't have an issue with some aspects of a game needing to dig. Why have everythign be trivial?

prisma kraken
#

as an adjunct rule i've learned based on my experience in the game, trying to be 'clever' often isn't so clever

livid turret
#

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

fringe seal
#

btw, prefill + input looping + output looping + watertower made my petrochem factory almost at 600, but not quite

vapid gorge
fringe seal
vapid gorge
#

pump does the same job as a water tower with less extra connections

fringe seal
#

it started to work almost at 600 with 200 headlift

#

50? doesn't cut it

vapid gorge
#

as long as you have enough head lift it doesn't matter. Your layout was probably very hostile to flow

fringe seal
#

input looping improved the throughput but failing far from 600

fringe seal
vapid gorge
fringe seal
#

and it's just 8 refineries together in a loop

vapid gorge
#

I would have to see the whole layout to comment.

fringe seal
#

your "underflow loop" of course

#

I can upload the save

vapid gorge
#

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

fringe seal
#

well then

#

it's this setup

vapid gorge
#

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.

fringe seal
vapid gorge
#

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

fringe seal
#

I have not touched this system for at least 10 hours

vapid gorge
#

yup bottom feeding

fringe seal
#

mm

#

but it's your technique

vapid gorge
#

whats going on over here ?

fringe seal
#

I fully expect people to blame literally everything on bottom feeding

vapid gorge
#

are these systems linked in anyway other than being branched?

fringe seal
#

just it wraps around the building

#

however, it is completely flat

vapid gorge
#

this looks like you have 2 branches from the same input pipe?

prisma kraken
#

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

fringe seal
vapid gorge
#

that's not bottom feeding though

prisma kraken
#

something about feeding downward into machines really solves quite a few problems

fringe seal
vapid gorge
#

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

fringe seal
vapid gorge
fringe seal
#

I already flooded the system, but it balanced to sub600

vapid gorge
#

yeah but every time you make a fresh 'reboot'? flood it

prisma kraken
#

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

vapid gorge
prisma kraken
#

yeah, if that helps in the placement, sure

fringe seal
#

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

prisma kraken
#

when you snap things onto pipes (or belts), it just invites problems

vapid gorge
#

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

fringe seal
#

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

fringe seal
#

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

vapid gorge
#

distance, itself, isn't an issue, but the longer you have a pipe the more points where something could go wrong.

vapid gorge
fringe seal
fringe seal
vapid gorge
#

oh cool, was just checking.

fringe seal
#

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

vapid gorge
#

are those floor holes used or decorations?

fringe seal
#

decors

#

every single one

vapid gorge
#

this is why I don't recommend bottom feeding xD I would have been suspicious of those floor holes

fringe seal
vapid gorge
#

and my bottom feeding loop is tested to have the input pipe be 1 segment

fringe seal
#

it's doing fine for now

vapid gorge
#

don't worry, I too, am naturally suspicious of pipes

fringe seal
#

I went through full 5 phases of grief just because of it

fringe seal
vapid gorge
#

yeah look, bottom feeding isn't for hte faint of heart

#

where are you looking for the dip ? the main line?

fringe seal
#

the pump

#

the pump right before the loop

vapid gorge
#

ehhh... let it run for 10 minutes

#

see if anything starves

fringe seal
#

sure

vapid gorge
#

like the cat in the box. If you don't check it can't be dead right?

fringe seal
vapid gorge
#

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

fringe seal
#

with water tower it's ~95% average efficiency

#

I just may give up

vapid gorge
#

yeah but a tower doesn't help with back flow within the manifold. Only the loop really does that.

fringe seal
#

you haven't seen the "370 meters of headlift" thread?

vapid gorge
#

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

vapid gorge
fringe seal
vapid gorge
#

I am dubious

fringe seal
vapid gorge
#

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

fringe seal
#

ah yeah ig it is the middle one

fringe seal
#

~597 I can understand, in the similar vein as the 1200 bug
400? something is clearly not working

jolly furnace
#

are these red outputs correct?

fringe seal
#

should be

vapid gorge
jolly furnace
#

splitters and mergers dont effect speed or anything right

vapid gorge
#

not unless you're going over the throughput limit of the output belts. and then that's really the belt effecting the speedds

jolly furnace
#

๐Ÿ‘

vapid gorge
jolly furnace
#

wdym process?

vapid gorge
#

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

jolly furnace
#

ah okay

vapid gorge
#

clocking is the single most powerful logistics tool you have, don't forget it

#

perfect for controlling what goes on a belt

jolly furnace
#

I havent unlocked clocking yet ๐Ÿ˜… , but I think it should be soon

#

trying to design my first steel factory to complete the second launch

vapid gorge
#

ah yeah, the MAM is like the most important building you got. research all that asap

jolly furnace
#

oh its within MAM?

#

ig ill look it up on the wiki

prisma kraken
# jolly furnace oh its within MAM?

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

jolly furnace
#

the only things I have are the rebar gun and inhaler rn

vapid gorge
#

even if it was just all for the blade runners

jolly furnace
#

ah okay, ig ill work on it more then

golden smelt
#

@vapid gorge uhhhhh the fuel broke again

prisma kraken
#

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

vast jungle
#

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 ๐Ÿ˜„

vapid gorge
#

although I'm relaxing and having dinner so replies wlil be sporadic

golden smelt
#

though there are some hiccups every now and then

leaden cosmos
golden smelt
vapid gorge
vast jungle
#

D(P)F based fuel can be extremely reliable...

prisma kraken
#

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

jolly furnace
#

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)

charred saffron
#

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)

jolly furnace
#

yes it is exactly 270

#

okay thank you

charred saffron
#

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

outer vale
#

6 to 4 wouldn't be too bad to balance at least. Merge 3, split into 2, and repeat for the other half

jolly furnace
#

but ig if I use the manifold I cant really do that

outer vale
#

why would there be waste?

#

if anything you'd sink the final product(s)

jolly furnace
#

there is 30 extra

charred saffron
#

They're producing 270 steel ingots and only using 240

outer vale
#

oh, why?

jolly furnace
#

and I have no clocking

jolly furnace
#

if i is using it perfectly the 30 should just be spit ot at the end

charred saffron
#

(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

jolly furnace
#

haha yeah you were typing what I just thought

jolly furnace
charred saffron
#

Purple boxes?

jolly furnace
#

nevermind itll just be easier for me to look it up on the wiki

charred saffron
#

Researching overclocking costs a few power shards, iron plates and wires

#

and unlocks clocking as a general mechanic, allowing you to underclock as well

jolly furnace
#

so im assuming under/overclocking is just for reaching 100% efficiency easier?

#

instead of splitting and merging things

charred saffron
#

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)

jolly furnace
#

oh right for screws ig that is a good example

outer vale
jolly furnace
#

for the recipes is it random what hard drive gives what recipe choice?

outer vale
#

yes

jolly furnace
#

total energy

charred saffron
vapid gorge
outer vale
charred saffron
#

According to wiki.gg this is the formula for power usage based on clock speed

jolly furnace
#

oh its not linear? thats cool

charred saffron
#

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

outer vale
#

eh, it's still 25% more power usage that's easily avoided

#

tradeoffs ahoy

charred saffron
#

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

outer vale
#

it comes down to preference in the end

charred saffron
#

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

jolly furnace
#

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

outer vale
#

there are some cases where overclocking is a great idea in general

jolly furnace
#

rn im in like the early-mid game ig

vapid gorge
charred saffron
#

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)

karmic locust
#

Is it better to have explosive rebar instead of nobelisks ?

#

rebar gun has much faster fire rate no ?

vapid gorge
#

haven't checked wiki but they feel like they do a lot less dmg

karmic locust
#

both 50dmg

vapid gorge
#

really? same dmg radius too?

karmic locust
#

no radius info

vapid gorge
#

huh, eh oh well, I never liked the explosive rebar

karmic locust
#

i dont care about dmg tho, explosives are for exploding structures

#

if fire rate is faster with rebar gun, why bother with nobelisks ๐Ÿค”

fringe seal
#

so, this is what it takes to process one normal baux node @ 250% w/ mk3

violet halo
#

Same radius too I think. I prefer the cluster nobelisks over the rebar myself.

fringe seal
#

except one is thrown and one is shot from the rebar gun

vapid gorge
#

weird. I try to avoid clearing flora so don't use much of either

violet halo
fringe seal
#

is the Nobelisk like the Iron Rebar

#

basic ammo that is overshadowed by its variants

fringe seal
violet halo
#

Kind of, it isn't really overshadowed until the nuke nobelisk.

fringe seal
#

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

violet halo
#

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.

fringe seal
#

I still have only stun ammo on the rebar gun tbh

#

probably useless now that I'm on Retaliate

white bloom
#

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

hushed kettle
#

oh yeah, merging up to saturation limit causes the weirdest shit

fringe seal
#

not sure how to decorate this but this is a 600 baux to 600 alu in 3x4 foundations footprint

steel knot
fringe seal
#

the frame foundations are there just so I can snap each module on top of each other

steel knot
#

Should be able to with blueprint build mode

#

But i like the look anyhow

fringe seal
#

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

steel knot
#

All my aluminum is refinery modules and smelter modules. Now that Iโ€™ve saved the day I might go back and modularize self contained ingots like this

fringe seal
#

but idk could work??

steel knot
#

Ahh I thought blueprint mode snapped to object outlines

#

Oh nvm

#

I reread that

fringe seal
#

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

white bloom
#

Merger and Splitter Behavior - A Closer Look

balmy sandal
#

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?

wind spade
#

run each pipe to separate set of machines

#

don't connect pipes together

balmy sandal
#

okay so still math it like it's conveyor belts? split it so each pipe has 270 so the math works out even?

wind spade
#

no, use whatever you have in the pipe

#

don't load-balance pipes

balmy sandal
#

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!

short salmon
#

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?

magic island
#

yes, full belts in should mean full belts out, if the speeds match

short salmon
#

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

magic island
#

depends on the setup, I guess. are the input belts always completely full? they're not coming from a train station or anything?

short salmon
#

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.

magic island
#

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?

short salmon
#

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

fossil basalt
#

Are you sure it's not just a manifold that hasn't filled up yet?

wheat lake
#

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

oblique hollow
#

youre merging the water with byproduct water, arent you

wheat lake
#

yes

oblique hollow
#

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

dark star
#

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

oblique hollow
#

I dont trust priority jank is all

dark star
#

It hasnt failed me yet, but its usually a pain to set up

oblique hollow
#

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"

wheat lake
#

ok i see whats happening now it was scrap very slowly backing up

oblique hollow
cinder silo
#

Diverting the wastewater to concrete production (and switching that to become your primary concrete) is a valid choice.

oblique hollow
#

all fine and well solutions. You just have to know the risks / costs of using each

cinder silo
#

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.

vast jungle
#

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

steel knot
#

Also burning the alumina waste water in coal generators was an idea I hadnโ€™t thought of in my first refinery

#

Seemed like coal was easier to find than limestone in the red forest

#

But whenever Iโ€™ve had issues with VIP junctions and recycling itโ€™s been because of some other math issue elsewhere and not the VIP itself

#

I know they get a bad rap

oblique hollow
steel knot
#

Yeah in my case I was using electrode scrap right next to a coal deposit. Didnโ€™t occur to me to use it until chatting here

prisma kraken
# balmy sandal Ooohh okay and overclock the last one so it has the full 300

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

prisma kraken
#

hmmm, in case anyone was wondering, you CANNOT drive a factory cart through the warp portals ๐Ÿ˜ฆ

charred talon
#

how much power do i need?

#

like for endgame stuff

fossil basalt
#

More than that probably

charred talon
#

i'm teir 8 rn and i produce x3 more than my max consumption

fossil basalt
#

Are you running any particle accelerators yet?

charred talon
#

not yet, getting those set up rn actually

fossil basalt
#

A fully overclocked, looped particle accelerator making nuclear pasta uses 15000mw

charred talon
#

Interesting. I haven't gotten into overclocking yet

#

apparently i can overclock my reactors though

outer vale
#

that just saves space on power generators, it doesn't get you more power

charred talon
#

wym

charred talon
#

i understand the context, but how would it not provide more pwoer

outer vale
#

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

charred talon
#

so x2 the power = x2 the fuel?

outer vale
#

yes

charred talon
#

๐Ÿซฅ

outer vale
#

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

charred talon
#

I see

plush gulch
#

Power production and fuel consumption is linear

#

On normal machines power consumption increases exponentially. 100 machines at 1% is in theory way more efficient

prisma kraken
plush gulch
prisma kraken
#

the t9 stuff takes a lot of power, but you're really only going to be making 1 part at a time

charred talon
#

Haven't even begun crafting the P4 items yet

pure geyser
#

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%?

wind spade
#

it will be 10.41666666666/min at 250%

pure geyser
#

cool just can't math then, thank ya

wind spade
#

the values you see are rounded ones

#

so you shouldn't do the math based on them

pure geyser
#

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?

fossil basalt
#

Looks right to me

pure geyser
#

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.

fossil basalt
#

576 generators whee

#

At least rocket fuel is a gas

pure geyser
#

I would not do this otherwise lol my "perfectly" balanced turbo fuel plant has yet to stabilize.

latent seal
#

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

wise ledge
#

how many sf_freight_car per sf_train for maximum throughput? is it 4:1

pure geyser
deft lichen
#

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

brisk shoreBOT
deft lichen
#

typo hehe

#
Official Satisfactory Wiki

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...

wise ledge
#

what about maximum or ideal speed of trains?

golden smelt
#

@vapid gorge I almost fixed it, and then I made it worse ๐Ÿ˜ญ

magic mango
golden smelt
#

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

amber umbra
#

@golden smelt I assume itโ€™s 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 donโ€™t run at 100%.

golden smelt
#

understood ๐Ÿซก

amber umbra
#

If itโ€™s a pipe throughput issue, the generators wonโ€™t all be running 100% even when slopped.

golden smelt
#

got it

#

its been slooped

#

and its running at 100%

#

all gens are working with no stutter

unborn dome
#

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.

golden smelt
unborn dome
unborn ermine
#

Distance really isnt an issue, if you need more, just add cars, if you STILL need more, add a new train.

golden smelt
unborn ermine
#

Yeah a nice conveyor pillar would be simplest

golden smelt
unborn dome
#

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

unborn ermine
#

Funny enough theres a nice right angle aready built into that cliff

unborn dome
unborn ermine
#

Just a nice and clean setup

prisma kraken
prisma kraken
# unborn ermine

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

unborn ermine
prisma kraken
#

ahhh

#

i'll be buiding out that direction soonโ„ข๏ธ , just wondering what it looks like if you knew ๐Ÿ™‚

unborn ermine
#

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)

prisma kraken
#

I cleared out the cave a while ago, but didn't have in mind exactly what needed to fit

unborn ermine
#

Theres way more water than you will ever need for pure caterium jacelul

bleak ivy
#

is there any use to the petroleum diamonds recipe?

wind spade
#

yes

bleak ivy
#

that i can tell, its less oil-efficient than just using the oil one, and it uses more accelerators

wind spade
#

gives you a byproduct

#

and has more steps if you want to sloop

bleak ivy
#

fair enough

unborn dome
prisma kraken
#

haha, g'luck

#

...there's reason i'm asking instead of checking it out myself ๐Ÿ˜‰

unborn dome
#

I saw a Reddit meme earlier, that the best thing to do in the swamp is...leave

prisma kraken
#

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

unborn dome
#

I've only got regular rifle ammo...

#

So I'm hoping to just clear out the caterium cave and gtfo

prisma kraken
#

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

unborn dome
#

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.

prisma kraken
#

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

unborn dome
#

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

livid turret
#

You can cheese the big critters by creating a cage BP

#

But critters get old fast after a run for drives/sloops/orbs

livid turret
prisma kraken
#

i just kill em, alien protein burgers! omnomnom!

unborn ermine
#

I still love how cheesy using the explorer is now, no radiation or gas damage

livid turret
#

With all the ups and downs, driving has always been a no no for me

unborn dome
#

Yeah I've almost never used the explorer, I kept flipping it. ๐Ÿ˜ฆ

prisma kraken
#

yeah, i rarely use vehicles for anything but short range interfactory logistics

unborn dome
#

(Yes, probably a skill issue on my part lol)

prisma kraken
#

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

main shuttle
#

kinda wish we could paint the crashed pods so we could easily ID claimed drive pods at a distance

livid turret
#

I always rush for the parachute and the boots at the start

livid turret
main shuttle
#

i usually just put a mk1 power pole on it

prisma kraken
#

or just clear entire biomes at a time

unborn dome
#

I drop green checkmarks on the map next to them.

main shuttle
#

think i just have the deserts left to do

#

350hrs in

prisma kraken
#

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

main shuttle
#

i keep thinking i may have missed one

prisma kraken
#

i load my save into scim every now and then to check

livid turret
main shuttle
#

yea, my pea brain keeps looking at pods and thinking "huh, might not have claimed that one yet"

livid turret
#

Watch tower, they are tall and big enough to not be seen

prisma kraken
unborn dome
# unborn dome

Same question but with the quartz - truck it or belt it?