#math-and-meta

1 messages · Page 245 of 1

prisma kraken
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since that's on the top of the cliff, i'd be inclined to see if a tractor can move it

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i have a feeling that the terrain there may be a little too rough to really be able to maneuver a truck around

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it is 2100 raw quartz, that's a bit much for a tractor if you're going any sort of distance

unborn dome
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I only need around 200/min of it at least. Maybe I could build a nice little road?

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Basically just need the pure node. The train tracks actually go right over top one of the two normal quartz nodes, only way I could get it to fit.

prisma kraken
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could always run belts under the tracks

unborn dome
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Yeah true, maybe find a nice way to attach belts to the underside of the track supports

prisma kraken
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you probably do want those mining nodes though, consider getting creative with the rail tracks

unborn dome
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Already had to get creative to get this far with smooth ground-hugging(ish) rails. Resigned to this normal quartz getting blocked to pass overhead.

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Miner is too tall

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But the pure and other normal should be more than enough

prisma kraken
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i'd make your 'T' a large Delta and run around the mining spot

unborn dome
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I'd thought about that, but the problem is there isn't enough flat space here for the intersection to be any wider.

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Basically comes up the hill, level out for the T, and then starts going up again

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My planned computer factory nearby only needs 197 quartz/min though, I only really need the pure node anyway

prisma kraken
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i need to clean up this interesection, but no reason you need to make a 3-way uber-compact

unborn dome
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I need an advanced "short miner" lol

prisma kraken
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i don't know the terrain there too well, but my first thought is to run the rails like so

unborn dome
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I had to run rails right over an impure oil node up on the northern coast a week or two ago too

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Trying to do this. The spot just to the north is too close to the hill to flatten out.

prisma kraken
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i guess you're dealing with trying to climb too, probably need to back the start of the climbing part of the rail back further

unborn dome
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Yeah exactly, just barely enough room for the flat part

prisma kraken
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you can use some runs of 2m ramps to get a little extra height too

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for very short distances, you can even get a little more of a grad going than that

unborn dome
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I think I recall someone sasying 3m was actually the max

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Just harder to build that smoothly

unborn ermine
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Yay im a somebody

prisma kraken
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it's about that, probably more like 2.5

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i think you can do a 2m, 2m, 4m pattern and that's the max

unborn ermine
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what I remember looking up, you do some magic with beams to approximate the 3m incline.

prisma kraken
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i guess that's 8m vert per 24m horiz = 3m ramp

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this is why the game really needs a better mechanism for laying rails. it stinks, lol

unborn ermine
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Speakin of rails, got my track down for here, though... still trying to figure out how to deliver 240/min rubber to the nodes here in the bottom middle.

prisma kraken
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i'm still surprised they didn't decide to do another EA release to just focus on train building (and add monitoring)

unborn dome
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That stuff snaps to

prisma kraken
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yeah, i can think of a few possible solutions to it all

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that's one such, some sort of autofill beneath the rail with a blueprint of sorts would work too

unborn ermine
prisma kraken
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what i'm leaning towards as a more general solution would be the ability to lay foundation along a spline

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from what i can figure, the core problem is that there's no way to define a curved ramp very well in the game

prisma kraken
unborn ermine
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I got a decent curved downwards rail, but its not very pretty on the start jacelul

prisma kraken
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if ever there is one item in the game that should be on a train, it is rubber

unborn ermine
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How would I even plan out a second train to do that spot for 240/min

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Then again I did make it really overshoot rubber.

prisma kraken
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plastic too, but rubber is always the highest volume thing i end up moving around

unborn ermine
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Im making 1300/min rubber, need 840/min to the north, 240/min to that southern spot.
So.
You think a second train station up north would be the least headache to make?

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just plan 1300/min north and split off ~240/min

prisma kraken
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i'd honestly just route 2 trains around a loop that hits both delivery points and let it all self-level like a manifold would

unborn ermine
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Slightly terrifying jacelul

prisma kraken
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i've embraced the design pattern

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i have a pair of trains with 3600/min rubber that delivers to HMF, concrete, heatsink and then terminates at storage with 120/min leftover

unborn ermine
prisma kraken
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if you attempt something like that, you want to make sure every platform in a station is getting used at the same rate

unborn ermine
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On the bright side, I am overshooting production at least, and there isnt any major elevation changes like my spiral for aluminum's copper.

prisma kraken
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a theme you'll see in most factories in my world is that they're actually 4 independent product lines that make the same part

unborn ermine
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So far so good and I dont hate it

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Leaving foundations in place if I chicken out jacelul

solid kindle
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anyone got a diagram for the best rubber farm? I've realised I am probably going to need a lot more than I am making rn, so I just want to know what it is. I'll try use the scim calculator rq

amber umbra
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@solid kindle All the basic options are similar oil to rubber ratio. If you unlock all the alts, the recycled rubber/plastic recipes + heavy oil residue, diluted fuel gives a lot more rubber/plastic per oil.

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150 oil to ~400 rubber/plastic

solid kindle
amber umbra
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Kinda fun to figure it out, so play around with it a bit before looking up how.

fossil basalt
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300 oil turns into either 300fuel+300rubber+300plastic, or iirc 440 rubber and 440 plastic

prisma kraken
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if you were to use that, be very careful, the rubber output from the refineries exceeds mk4 belt speed

amber umbra
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The cool is that the actual process is converting fuel into plastic or rubber in 1:1 ratio with resin byproduct. Requires a kinda unique catalyst loop setup thing. It’s cool.

unborn ermine
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Yeah its a nice little system

prisma kraken
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i kind of wonder if they really intended it to be used as we've learned to use it

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i think when they designed it, they're goal was for it to boost the polymer resin alt

amber umbra
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Seems like a very deliberate design to me. But I only have my thoughts on it as a source.

prisma kraken
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yeah, i'm mixed in agreeing or disagreeing with you. they definitely did math it out, but i don't know if they foresaw the combo that could be done

amber umbra
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“Recycled” brings to mind a loop. The paired rubber and plastic versions. Kinda fits intentional design.

prisma kraken
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perhaps... i think maybe they thought of it as something to boost the prod with excess fuel, and what emerged was that you can max it all by going all-in on hor+dpf

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the numbers are weirdly ugly on it all

amber umbra
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Idk the numbers are clean if you treat resin as a byproduct. Just clean diluted fuel from HOR into plastic/rubber with resin byproduct that you sink sub optimally lol.

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I will say, I don’t quite understand the lack of diversity in oil builds. Seems weird not to have competition for HOR. Like residual plastic, rubber feels like it should have a HOR type combo with it.

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And the oil to lots of resin alt.

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Conceptually, oil already has a lot going on for the player to learn (fluids, byproducts), so not having a huge amount of alt variety, complexity makes sense. The more alts you add, the more likely a newer player gets confused when tackling oil for first time.

unborn ermine
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fun fact about the northern forest if you dont cut down the trees...

livid turret
# solid kindle anyone got a diagram for the best rubber farm? I've realised I am probably going...

If you want to keep it simple but efficient you first need the alts for recycled rubber/plastic and the alts for diluted fuel and HOR, then for the recycled rubber/plastic just create a blueprint with 2 refineries facing one side producing plastic and another one facing the other direction producing rubber. Seed the rubber refinery with 30 plastic, connect the output to the plastic producers and then split the plastic to feed the rubber and to your destination. Connect all pipe inputs and you get a nice BP that takes 90 fuel and turns it into 90 plastic. For rubber just create the same BP with the opposite recipes and seed rubber.

solid kindle
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Imma just do 1.2k oil p/m going into x40 HOR then into however many blenders making diluted fuel, then just make all the rubber/plastic using the recycled stuff then make the 2nd set feed into the 3rd and the 1st, and once jumpstarted it should work fine. I might even turn the resin into more, but idk atp. Should make me even more rubber to start tier 9. Almost done with phase 4 atm just need modular engines for the TPR, then nuclear pasta which I alr have most of the stuff for. Exciting stuff.

jolly furnace
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are these pipes built correctly (ignore the red circle) for the 3:8 ratio? I follow the wiki guide for it, but every now and then a generator turns on and off due to low water

prisma kraken
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looks like pretty much a textbook coal plant build

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i haven't seen an issue with that specific pipe configuration (really ever), but if you find the generators kicking on & off due to lack of water, disconnect their power cables and let the pipes fill up before reconnecting the cables

jagged harbor
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yeah in my experience any fill issues is almost 100% because of mass drainage on connection, having to pre-fill machines with fluids always makes starting up anything using them a bit of a pain

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because until they're full their drain rate is like 10x their actual use rate

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usually it can be fixed by just letting them fill up their output, but that doesn't exactly work for power plants, unless you just disconnect them from any power, but THAT defeats the purpose of a BP that lets you pre-connect them

jagged harbor
jolly furnace
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I logged out ill log back in and show it from a better angle

jagged harbor
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sounds like that might be your issue, cut off your coal line for a minute and let the generators run out of coal

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that'll let them completely fill up the generator and pipes with water

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once thats all pre-filled you should be more than fine to reconnect your coal with 0 changes

jovial lake
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you'd be better off filling the buffers on coal generators before starting them in any case, both coals and waters alike

golden smelt
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@amber umbra so after a few hours of the gens running, they started hiccupping again

jagged harbor
jovial lake
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indeed

jolly furnace
jovial lake
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btw... is it just me or does anyone else does math in object/s ?

frosty owl
jagged harbor
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right but you can't really pre-fill stuff like fuel gens with rocket fuel

frosty owl
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No, as fluids don't go in inventory (one can work around that using packaged fluids, but still... XD)

jagged harbor
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wait CAN fuel gens burn packaged fuel directly?

frosty owl
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Nope :P

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Basically the only way to "blueprint fuel" for generators is blueprinting a container with Packaged fuel connected to Packagers unpacking it...
Well, that and blueprinting the whole production line, ofc ahah

unborn ermine
vast jungle
carmine fox
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I'd like to make a factory where all the bauxite from all over the map is being used. I was thinking of using trains to bring the bauxite from all the nodes to the factory. Do you think that's doable?
I was thinking of using 12 freight cars since it's 12300 Bauxite in total but I am not sure if the trains would bring the bauxite fast enough

vast jungle
carmine fox
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I was thinking one full belt per freight station, hence the 12 freight platforms for 12300 items

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So you say that shouldn't be much of a problem?

vast jungle
# carmine fox So you say that shouldn't be much of a problem?

as long as you put an ISC (Industrial Storage Container) both on the sender and receiver stations it should work... not sure you need ONE train with 12 platforms... maybe having multiple smaller stations at the factory and one at each resource site would be easier

carmine fox
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hmm interesting, yeah I didn't really think of that

vast jungle
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with ONE train the travel time of the train can become an issue... multiple trains for different regions can shorten the time the train takes to take one round

carmine fox
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I was thinking of using several 12 freight car trains for different stations, but each station would be way bigger than it has to be so your approach sounds nicer

vast jungle
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I must admit I am not happy with my own current approach to train stations too...

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I currently use 1-4 trains only... some factories have too many different output items, so they have 1-2 trains with 3-4 different items

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which means that on some factories receiving stuff I need two train stations for 4 wagons... each only receiving ONE item ^^

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I have been thinking about trying to experiment with 1-1 trains...

carmine fox
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haha yeah that is a waste, but hey, as long as it works 😄

vast jungle
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the problem is that often the train station is larger than the factory itself

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and that is really not nice 😉

carmine fox
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exactly, that is why I am happy with your suggestion to trim the trains down and build more train stations at the dropoff point

vast jungle
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the problem with small stations is the "constant overhead" in space

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e.g. the train locomotive station, the curces to get the rails towards the train track... all of them const a constant number of foundations in size regardless of the number of train cars

carmine fox
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Yeah... It would be very easy to just set up a drone network for the bauxite but I wanted to use trains...

vast jungle
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a 1-1 train station length is 3 (incoming 90° curve) + 2 (locomotive station) + 2 (freight station) + 3 (outgoing 90° curve) = 10 foundations long

carmine fox
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But perhaps I will just use the trains somewhere else

vast jungle
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a 1-4 station is only 6 foundations longer

carmine fox
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and 3x4 foundations for a drone

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or 6x4 since I will probably need two drones

vast jungle
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and you need to deliver fuel on one side...

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by train? by another drone (double fuel cost!)

carmine fox
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I would just set up the fuel at the dropoff point, my factory

vast jungle
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my issue is I don't have a central factory... I have a lot of distributed factories ^^

past reef
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if you use drone network for bauxite the fuel cost is noticable even if you use the lowest per min transported recipe

carmine fox
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yeah me too, but I could just send plutonium fuel rods to this specific factory

vast jungle
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so my strategy (most likely) will be that I have a train delivering packaged Pocket Fuel ^^

past reef
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specifically sloppy electrode can easily use 2 double droned port for coke and water

carmine fox
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with plutonium fuel rods the cost for the drone network is not worth mentioning tbh

past reef
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if you run all 10k bauxite into a place you have to train every single other resource like coke and quartz and copper and potentially rubber

carmine fox
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I would use Sloppy Aluminum -> Aluminum Scrap -> Pure Aluminum Ingot

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that way I only need Bauxite, Coal and Water

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And some Limestone for keeping the system running but I don't need much of that

jagged harbor
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What would y'all consider a good 'default' when building train stations? I'm debating between 2 and 4 to future-proof any deliveries.

past reef
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nah don't skip electrode getting 1:1 yield for bauxite:ingot shouldn't be skipped

vast jungle
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"Sloppy Aluminium => Electrode Scrap => Pure Aluminium Ingot" is also nice

wind spade
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when I'm building a train station, I know what trains are gonna go there, so I never future proof

past reef
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or do instant scrap sulfur isn't really forced in late game

carmine fox
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But electrode would use a lot of oil

jagged harbor
past reef
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if you want to future proof mk3 miner do 2 station for a 5 minutes RTT train

carmine fox
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1200 Oil just for the coke.... it hurts my heart but it's doable

jagged harbor
carmine fox
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instead of 7300 Coal

past reef
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you know that's more coal percentage than oil percentage?

jagged harbor
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just finished using a pure oil node to create a ton of plastic

jagged harbor
wind spade
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I don't understand what do you mean by "trains using first car"

carmine fox
past reef
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it doesn't really matter since you will have a lot on hand but then many recipe favor 1:1 ingot yield like heat fused frame

carmine fox
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Hmm drones is not a good way to transport bauxite

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only 100 stacks and the node furthest away would only transport 2 stacks per minute

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so it would need 6 drones for just one node, that seems excessive

vast jungle
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and you can use a lot of Alumninium... so it WILL be high throughput

oblique hollow
vast jungle
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the "funny" thing about Aluminiumis that it doesn't reduce the amount of the resources through processing that much... you have lots of Bauxite input, you will have lots of Alu Casing output... 😄

carmine fox
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but then I would need water where the nodes are, and there is no water where the nodes are 😄

oblique hollow
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I think pacckaged alumina stacks higher?
No wait, theres sloppy

oblique hollow
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And bring that bauxite to water

carmine fox
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yep, so trains it will be

violet halo
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Drones are mostly good for low volume items, like the end of factory stuff.

vast jungle
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yeah... Drone Ports are not small, but they introduce less buffer than train stations

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and its easier to stack them tightly

carmine fox
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32 stacks per freight car, if I use 2 freight cars I could transport 64 stacks, with 1200/min it would need 6 minutes per trip

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But I think the train would need way longer

violet halo
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It depends on what you think the round trip time will be.

carmine fox
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Yeah I am building the track now and then I will just try it

fossil basalt
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6 minutes is a long time

carmine fox
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true but driving from the east of the map to the west of the map and back is a long track as well

carmine fox
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Can I somehow see how long a train takes for a round trip?

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for drones it shows in their info, but I can't see anything like it for trains

wind spade
carmine fox
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Took 6 min 30 seconds for a round trip while the train was alone on the track, it will certainly take longer once the tracks are filled

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so 2 freight cars is not enough... guess I will go with 4

oblique hollow
carmine fox
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I was thinking of using 2, with 2m foundations in a row that they need to go up

plain fossil
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15/min radio control unit factory building has begun

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took a pretty long break from satisfactory (2 days)

vast jungle
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Uhh... I hope I am not the only one that overlooked the "hidden" Cost multiplier when running Drones on Rocket Fuel? the consumtion is for Packaged Rocketfuel, which is created from 2 Rocketfuel each!

analog meteor
vast jungle
analog meteor
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i also almost had a huge issue but for a diferent issue.

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i had tubro fuel for my jetpack being made next to the turbofuel power plant i made. and i used trucks to bring in sulfur.
and those trucks used the turbofuel for my jetpack bcs it was easier.

analog meteor
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but when i got ready to connect turbofuel to make rocket fuel i tried to use canisters to package rocketfuel and then i found out i f..d up

analog meteor
# vast jungle that sounds dangerous

yeah so i had no fuel being made for trucks which are used for main power production for so long. i had to set up a whole drone port and feed it with fuel and stuffs. and the aluminum is being made on the other side of the map

vast jungle
analog meteor
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yeah but its figured out. also i had a whole industrial container full of turbofuel as a buffer and the trucks didnt burn through a stack of it during the whole time i tried to get aluminum canisters

vast jungle
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hmm... is there a way to let a train wait in a station unless at least one of its wagon is completely unloaded?

magic mango
vast jungle
magic mango
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ahh gotcha

fossil basalt
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Has someone mathed out how to turn the 2100 uranium on the map into the most amount of power? Not seeing anything in the wiki. I see the one line about 5:6 ratio if using all the alt recipes, should I start there?

unborn ermine
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Its a bit of a read if you want the whole scope jacelul

amber jacinth
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Pretty sure the pre-1.0 ratio is still the best. 50.4 uranium, and 22.4 or 12.6 plutonium rods

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Converters can increase those numbers, however.
Also note that ficsonium is not worth it in terms of resource usage to power output

unborn ermine
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That lines up with the search results jace_smile

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if you want more recent discussions to sift through, 50.4 is a good search term too

amber jacinth
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However, doing 60 & 15 looks nicer with some uranium conversion

amber jacinth
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It is, yes- but barely so. The SAM usage alone makes it extremely inefficient.

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Trigon usage is nutty, and the 2x requirement of DMR to ficsonium-producing accelerators (needs 2 in for every 1 from the FFR encoder) means you have to get more DMR from somewhere

wind spade
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I mean that's the cost of wasteless

prisma kraken
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if you sloop the qencoders, you are doubling what you'd get from burning plut rods for power alone. that isn't a trivial amount of power, and it is net positive.

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there's definitely more resource efficient means to create power in the game. That isn't the point of any sort of nuclear anymore

wind spade
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yeah, but ficsonium's purpose isn't so much power generation as it is "wasteless plutonium"

prisma kraken
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its to give you something to do after phase 5 is done

latent seal
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so, i think i discovered that 30 pieces per minute with a power core in there

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might not be 30

prisma kraken
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?

latent seal
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like if i put this guy at 30, itll be 30

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but if there is another core in here, and i slide it back to 30

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might not be 30

prisma kraken
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then you're just wasting a power shard

latent seal
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absolutely

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but what was not anticipated was the fact that it was like 30.04

prisma kraken
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not that that really matters, they litterally grow on trees 🙂

latent seal
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at least, after watching this belt for hours and hours, im pretty sure thats what happened

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i pulled the core and set this thing back to 30 it no longer stalls

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it was at 30, so first i backed it down to like 29.5 and then built it back up in stages

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after removing that core

prisma kraken
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why not just math out what you need and set the clock rate to what you need?

latent seal
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i did probably, with the sliders, and had that extra core in there

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sorry let me rephrase, I did exactly that, and it kept stalling because of clogging

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but it also had the extra core

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and im pretty sure I used the slider, instead of setting numerically

prisma kraken
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i think your problem lies elsewhere

latent seal
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which I'm fairly certain led to an unmentioned infinitesimal floating point that caused my belt to clog

prisma kraken
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rather certain that wouldn't be your issue

latent seal
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that would be convenient but mathematics says its a problem especially when your slider is not at the same precision as your actual system

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the clock slider is for the clock and therefore the units per minute

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its either not telling you the actual units per minute with full precision

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or its rounding it

prisma kraken
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a small floating rounding error would accumulate roughly 1/1000th of an extra pipe per second. in order to even fill a single machine's buffer, that would take 200x1000 = 200,000 seconds, or about 2.3 days

latent seal
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how long do you think my game stays on for 😄

prisma kraken
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that's a single machine's buffer, not every buffer on a production line

latent seal
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if its rounding it

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the time it takes is even less

prisma kraken
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i think you have a math error somewhere in your design and are looking to blame it on something you can't control 🙂

latent seal
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i can control it, it just wasn't obvious

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and it doesn't help when you leave power cores in there and then use the slider

prisma kraken
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well, if your sure its fixed, bully to you!

latent seal
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we'll find out in the next 2.3 days

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😄

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in case you wanted more context that should help

oblique hollow
# latent seal we'll find out in the next 2.3 days

the last time i checked, if you have the clock speed at something like 33.3333% instead of 33.3333333333....%
then it takes about 3 years of the game running for error accumulationto affect things in any real capacity

latent seal
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thats not exactly the kind of difference

oblique hollow
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if i use the input field to set the output i need instead of mathing out what i need, it usually rounds the last digit more harshly

latent seal
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now we're getting somewhere

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we're probably looking at a difference somewhere between 30 and 31, not purely a precision thing

oblique hollow
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but its just 33.3334% vs 33.3333%, in my example

latent seal
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like, screen says 30 units per minut

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but its actually 30.49

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or something along those lines

oblique hollow
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hmm no it doesnt round this hashly

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half units are displayed, defintely

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but
something like 5.625 will be shown as 5.63

latent seal
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right and so the slider moves in .1 increments

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i mean at the end of the day all im trying to say is my machine was shitting out more pipes than it says it was

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but thats not because the game is mathing wrong, its a computer program, it doesn't math wrong

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it just wasn't showing allll the math 😛

oblique hollow
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i tried to follow the convo above but its really not clear

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how EXACTLY did this error occur again?

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you put in a shard, set some value, pull out the shard?

latent seal
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put in shard, crank it up, slide it back down to maximum preshard level (using slider), leave extra shard in
belt will overflow even though everything says the right units per minute

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thats my hypothesis

oblique hollow
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well if i play around with the slider, i can land on exatcly 100% again

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slider seems to be in 1% increments

latent seal
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or is it in .1 unit increments?

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wait i said it myself, slider is for the clock

oblique hollow
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the clock speed gets adjusted in 1% increments if i drag the slider

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for more precision, actual text input is needed

latent seal
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so in theory then if you slide your machine will either stall or overflow 😛

oblique hollow
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if you do not match your numbers right, yes

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if you need some value that needs less than a 1% increment

latent seal
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well, matching units per minute is different than getting the clock speed correct

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this guy is a good example:

plain rivet
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your theory is that if you use the slider, it will show 100% exactly but be outputting 100.5% or something?

latent seal
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basically yes

plain rivet
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i'm skeptical

oblique hollow
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yea you cannot get 50/min rods from 1% increments here

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you'd get 104% clock speed or 105%

latent seal
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but i can slide to 50 units per minute

oblique hollow
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no you cant

latent seal
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oh shoot

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you right

oblique hollow
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you can slide to 50.4 only

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by moving to 105%

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exactly 50 is not possible if you use only the slider

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the precision in terms of units/min you get from the slider is just
base rate of the recipe at 100% / 100

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for the iron plate recipe, thats just 0.2 u/min

latent seal
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makes sense

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anyways, i think my thing is running now 😛

oblique hollow
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yeah just make sure to take a close look at your numbers next time jace_smile

latent seal
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well its confusing because everyone is like "BeLT MErGERS DON't WORK ADD A SiNk

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but it works fine

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think i just started second guessing

brisk smelt
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mergers work perfectly fine

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you need sinks for sushhi belt but

latent seal
#

what qualifies as a sushi belt? a belt with more than 1 item?

brisk smelt
#

yes

#

sometimes used to feed stuff with extremely low inputs

#

such as pressure conversion cubes

latent seal
#

understandable, but what causes the need for a sink? The merged belt should just unfold

#

im making rotors and feeding pipes to the stator machine

#

this shouldn't stop, and if it does, it should be calculable

plain rivet
#

you still sort of need sinks right? like if you don't and the rotors fill up, you would block the pipes going to the stators even if the stators weren't "full"

unborn ermine
#

Sink in that instance would be like, if the game had a hiccup due to lag and something goes down the wrong output.
At least thats the most plausible result if the "math and logic" are correct.

plain rivet
#

disregarding lag or bugs, even in normal play those lines have to have sinks somewhere or eventually one production line will fill and back up and block the other

brisk smelt
#

slightly inefficient but

#

:D

plain rivet
#

wherever it is. it is necessary when you have sushi

magic island
oblique hollow
#

stopping the whole thing

brisk smelt
#

yeah, so much belt fold-back needed to get precise item/mins

oblique hollow
#

or adjust clock rates accordingly

plain rivet
#

it's not hard to get the rates exactly right, i'm just saying when you have sushi like that all lanes need to run infinitely, so all lanes require sinks to guarantee they wont' back up and block the others

latent seal
#

because you can set the input correctly, thats easy

#

but when you merge and unmerge products, then belt speed affects your ratios

#

so you can actually observe the products "sloshing" like they were water 😛

#

like it will always flow between a tolerance + or - 4 for instance, where i need 3 pipes to produce, sometimes that number falls to 3, sometimes it only drops to 4 every time we produce

north lichen
#

in terms of number of items on the sushi input line, yes. But as soon as one of the inputs' rate is slightly off, you start getting messed up. Say a train gets delayed for 5 min for whatever reason, a sink turns "your factory breaks" to "your factory slows down and eventually recovers"

latent seal
#

this anomaly i think i would credit to the belt speeds not being exactly the same as the production speed

#

yep, you got it

#

HOWEVER

#

it shouldn't indefinitely cause a clog, because it will always be within a certain threshold

#

and thats why people get so confused when they try stuff like this, they have a maxed out machine or buffer is full and it will break it

north lichen
#

yeah, even if 99.9% of the time the sink isn't being used, it still needs to be there

latent seal
#

noooooo it doesn't, unless an imbalance occurs

#

the minute an imbalance occurs, then you either need to manually intervene OR you need a sink

magic island
latent seal
#

i don't disagree

#

what i said though was that it doesn't have to cause a clog
it ->>>> (the fact that belt speed is different than production speed) <-- it

magic island
#

the point people are making is to build things so they can't break

not just decide they "shouldn't break" and depend on the power of optimism

north lichen
latent seal
magic island
#

basically, if you don't want it to break and you don't want to use a sink, don't do it as sushi

latent seal
#

usually its because you set a number wrong

magic island
#

user-error is a valid issue to engineer against

it's good to idiot-proof your factories, because as you expand and modify them, sometimes it will turn out the idiot is you

north lichen
latent seal
#

yes, those are all the avenues i am talking about

#

and i set out today keyboard warrior ing to clear up the air

#

thats why the freaking sushi belt quit working

#

its not because the numbers don't add up

#

30 = 30 on BOTH SIDES OF THE BELT

#

and it all looks so neat when you sushi a -little bit- (wip)

latent seal
#

think i might put a sink in

#

my brain wouldn't let me do it until I settled the reason that I was adding it

#

😛

#

the reason I am adding it is so that I can work on the rest of the system without stalling this one 😛

prisma kraken
#

well, you almost always need a sink on sushi lines to allow one backed up production line from causing everything to grind to a stop

latent seal
#

no, you don't need a sink on a system you don't touch

#

you do need sinks on systems you intend to build/add/influence upstream or downstream in any way

#

they will stop otherwise

#

its very black and white now

#

so i am happy 😄

prisma kraken
#

trains jam. power lines get accidentally deleted. you blow a fuse. truck or drone runs out of fuel. hard to have an isolated system you don't 'touch'

latent seal
#

hard but not impossible

#

its in fact the goal

#

for me anyways 🙂

prisma kraken
#

something about engineering: you don't build things not to fail. you build things so that when they can and will fail, things don't cascade

#

nothing i've ever designed is perfect. it is hubris to think such things

#

i've been trying to isolate a problem with one of my aluminum factories for a few days now. Seems like a train that is carrying the output goods sometimes isn't quite quick enough (but only when i'm not looking)

latent seal
#

i guess its a train so its not a matter of re recording the route, so what do you do? can you shorten the distance?

prisma kraken
#

i've managed to mitigate the problem to the point where i'm having a hard time triggering it to happen again, but the problem is still there.

#

i'm not re-running several KM of rails, lol

latent seal
#

put in 5 big storage containers

#

over produce for a little while, then set it back down

#

you can watch it easier that way maybe

prisma kraken
#

the solution is to split the load between 2 trains and add more capacity. It's just taking me a while to do because i'm out of station space in one factory and having to add an extra station in the CB factory i'm just starting on building to compensate

plain rivet
#

ALWAYS

#

no matter how perfect it is

latent seal
#

I think thats wrong

plain rivet
#

why?

#

your two lines that are going off to make rotors. what happens when your rotor storage fills?

latent seal
#

because 30 = 30 on both sides of the line, nothing can back up

#

we make motors and sink motors, of course

prisma kraken
#

about the only thing i'll sushi w/o a sink is exactly 20 rods + 100 screws going into a rotor assembler on an mk2 belt in the early game

latent seal
#

there is always one sink at the END of something

plain rivet
#

so you have SINKS

#

you need a sink at the end of everything when you have sushi

#

you don't need sinks at the end of everything if you don't have sushi

latent seal
#

thats a very strange thing to say and not accurate

#

resay it

plain rivet
#

stuff stalling doesn't block other things

wind spade
#

Not necesarily, you can have gens or other machines at the end

latent seal
#

having sushi doens't cause the need for a sink

prisma kraken
# plain rivet so you have SINKS

you can actually perfectly balance things on a sushi belt and do what Dad Gut is intending. I have to take his side on the fact that it is possible. Its just that you end up in a world of pain if ANYTHING EVER goes wrong

latent seal
#

its not because you did that, that you need to sink

plain rivet
#

no, whether the sink is literally an awesome sink or in greeny's case something else that infinitely consumes the products

#

you have to infinitely consume the products for sushi to not have issues eventually

wind spade
#

Not exactly true

latent seal
prisma kraken
#

the thing is with any sushi line, it can never, ever stop moving. best way to accomplish that is to have a terminal sink

latent seal
#

an issue means, it stopped

#

right, and your buildings that are doing nothing

wind spade
#

You can have sushi without end sink/whatever, if you balance it perfectly

latent seal
#

are broken, because they do nothing 90% of the time

prisma kraken
plain rivet
#

but other things that could be working from working

#

are not being stopped by my machines tha tare full

#

they would be if it was sushi

wind spade
#

Example, you need two products in 1:2 ratio, so you merge 3 belts with one merger, two of one product, one of another. This never breaks

plain rivet
#

where are those products going?

wind spade
#

Machine(s)

plain rivet
#

ok. fair

latent seal
# plain rivet they would be if it was sushi

@plain rivet no one is arguing the necessity for us to use the material we produce.

the argument is about the necessessity of a mid production line sink due to the fact that you merged products (sushi'd)

you don't actually need this sink

it might be good to have this sink because you want to work on systems (not this one) that could influence this system

plain rivet
#

i didn't say mid production line.

latent seal
#

right, i was clarifying what we were trying to debate about 😛

oblique hollow
#

safeguard is safeguard

plain rivet
#

you need sinks on any independent systems that are fed by suhi. whether it's at the end of each independent system or at the point of the sushi

latent seal
#

basically, if you sushi in your production line...

at all....

if you do anything to that system, causing a stop to the inputs or outputs

if there is no sink...

it will stop

#

but the necessity for the sink...

the root cause above....

is not the fact that you sushi'd really, its just because you affected your system in a way that brought it out of its healthy state

plain rivet
#

no, it's because you sushi

wind spade
latent seal
#

you added a pipe, changed a number, stole the material off elsewhere

oblique hollow
#

i generally do not expect any setup to work fine from the getgo
and i do not expect things to always run all the time if im doing work elsewhere and i might mess up

latent seal
oblique hollow
#

Its kinda the same deal like recycling water from aluminum in the same pipe that you put freshwater

plain rivet
#

I'm talking specifically about a scenario like yo uhave where items are merged together that are then split to feed two independent systems

oblique hollow
#

like sure, it can work
but if that system stalls due to not enough bauxite, insufficient coal or not enough scrap being consumed, it gets waterlogged

plain rivet
#

you HAVE to have sinks at the end of those systems or at the sushi

#

or one system will blcok the other

wind spade
latent seal
#

every system should sink/be used for production in another system) in the end, otherwise we're wasting our energy yeah?

#

so we're trying to make a good system, start to finish

plain rivet
#

you can debate whether or not my iron plate starter factory stalling when storage is full is bad. but when it's storage is full, it doesn't stop other production chains from running

#

it would if there was a mixed belt feedin it

oblique hollow
#

theres a reason i have an overflow sink for my mixed truck cargo

latent seal
oblique hollow
#

it just gets very nasty if you let production chains lock up further and further upstream

latent seal
#

ore and encased beams come through here:

#

in theory that sink shouldn't have to get used

#

but its there 😛

oblique hollow
#

as for sushi, i would recommend to have a sink anyway because its nice to have a seatbelt, even if you think you are a good driver who will never need one

plain rivet
latent seal
oblique hollow
#

from what i heard, upon save load, mergers and splitters have a chance to duplicate an item, which has the potential to lock a system up

latent seal
#

its not because sushi is inherently broken, its just that it is subject to different principles

oblique hollow
#

but i dunno if that was fixed

#

but either way, purely from a work safety standpoint and simply for your own comfort, having a sink is neat

#

you cannot completely rule out hiccups or mistakes on your or the game's part

latent seal
#

yeah so i don't have to fuss with it when i break my plastic ratios after i hook this all up to the modular engine machine

#

😛

#

thats literally THE reason 😛

oblique hollow
#

or when you accidentally delete that one power line

#

you know the one

latent seal
#

mhmm im looking at it

plain rivet
#

and the farther downstream you have your sinks from where the mixed belt was, the more variables and things you introduce that have to have perfect ratios and throughput in order for the mixed belt to never clog

latent seal
#

that is correct

#

might just need a better sushi belt though, you can keep it flowing just by creating a loop can you not? That way if one stops the others keep moving, and then you can sink overflow there instead of sinking out of the 3 lines unmerged toward the end

plain rivet
#

i don't think so, but I might not be visualizing what you are proposing

latent seal
#

if screws back up, or rods, or pipes...

instead of the sushi stopping, you create a loop for the material in that sushi belt, and add an overflow splitter to a sink.

Then I can sink once from the sushi, rather than sink off of each of the unmerged lines

#

actually ther emight not be enough splitter holes

#

for that to work right 😛

#

example:

this manifold brings a vertically stacked 5 layer sushi belt that surrounds 8 assemblers to a horizontal plane at the bottom where excess material from the sushi belts can overflow

There is one sink in this factory

#

to give you an idea I removed the wall, i call this factory tiramisu

plain fossil
#

connecting every machine together, you delete one, whole factory breaks

deep jacinth
#

Im using the satisfactory-tools calc; I set the raw input to 2160, production is iron ingot maximized, but the tool is limited my iron ore input to 564 per minute... any idea why?

deep jacinth
#

Yes, there are a few other productions set to maximum

wind spade
#

if you have multiple, Tools will make equal amount of all products

#

and in general, I don't recommend using maximise

deep jacinth
#

Ah I see, I didn't realize that. Hey your the creator 🙂 great tool, btw.

#

So if I were stubbon, I would set maximize for each production in an individual tab?

deep hornet
wind spade
deep jacinth
#

hmm okay, thank you for the clarification!

#

Ah... and now I see why I shouldn't be stubborn.

magic island
#

maximizing one product can be (and often is) mutually-exclusive with maximizing another product

so the solver just assumes an equal split instead of trying to figure out what sort of ratio will be your favourite

deep jacinth
#

I was assuming by setting "maximize" for all of the end products in a factory it would prioritize efficient alt recipes and their production ratios to create as many as possible of each end item based on that prioritization

#

so if item A ratios more cleanly than item B, I'd get more A and less of B, but still be the most efficient answer for my given input constraints

magic island
#

it's the mutual exclusivity that prevents this

easy example, let's say you're making Copper and Iron ingots from a couple pure nodes, using the default and/or alloy recipes. that could end up being:

  • 2400 copper ingots and 0 iron ingots (copper maximized, iron with nothing left over to use)
  • 900 copper ingots and 2250 iron ingots (iron maximized, copper uses leftovers)
  • 1440 of each

all of these outcomes are maximizations, but the solver has to settle on a ratio so it aims for equal

deep jacinth
#

and so to avoid making assumptions on part of the user it prefers equal production regardless if the inputs have remainder; that makes sense.

north mauve
#

I have a problem with my factory

#

After all this time, after a month working off and on, on a single large project

#

I'm not producing enough uranium waste

wind spade
deep jacinth
#

Completely understand; I've switch to items/min and am working through it. Thank you again 🙂

prisma kraken
plush gulch
north mauve
brittle hedge
#

first time balancing had to split 500 into 375 and 125

unborn dome
#

Any thoughts on burning excess liquid biofuel in the fuel generator once I have a decent stack of packaged in my DD?

past reef
past reef
unborn dome
#

I haven't done the math, but I feel like that'll probably run a generator for quite a while?

brittle hedge
past reef
#

as said you don't want to depend on like 1GW of power from liquid biofuel because when it runs out your fuse might blow

violet halo
#

It's too small of a reward for a finite resource.

unborn dome
past reef
#

you can charge a couple hundreds of batteries on the liquid biofuel

unborn dome
#

Lol true, and then have them hooked up to two switches, one to cut in the biofuel generator, and a second to cut in the main grid

#

Too bad fuel generators don't switch to automatic ramp-up mode when they get fed liquid biofuel, like the biomass burners do.

#

It'd be nice to have something later in the game with that capability, for an emergency

past reef
#

you can put the battery place off on a priority switch then switch it on if fuse is blown

#

I'd like it to be a bit more convenient like I don't need to transfer the energy from packaged liquid biofuel to battery but it is what it is

livid turret
#

Again, you are better sinking or forgetting biofuel unless you use it for the jetpack and in that case you won't need that much either

unborn dome
#

Yeah I've been using it as my primary jetpack fuel. Just seems like I've got more than a lifetime supply at the rate my jetpack consumes it.

past reef
#

biomass burner only works when there's demand and battery doesn't count

#

it still burns like 0.1 per min per burner if no demand so yeah just fuel generator

unborn dome
plucky tusk
#

stuck between turbo electric motor or leached copper

unborn ermine
#

save leached recipes for when you want them, they are fairly niche in their uses.

#

kind of like tempered ingots, just more complicated.

plucky tusk
#

i grabbed leached iron so i could do some funny iron factories in the future

#

when we get converters and whatnot, can make anything out of iron

wary rapids
#

reposting for refrence.

prisma kraken
#

what i might suggest as a late game project that can make use of that biomass is to turn it into coal to fuel converters to make everything you need for all ammo types with a little sam and hor

prisma kraken
#

that's a thing i've been nibbling on as a project

unborn dome
#

I'm still kinda annoyed the homing ammo costs HSC, they're so expensive

prisma kraken
#

yeah, after it got nerfed in u8, i haven't even bothered with it, lol

unborn dome
#

What got nerfed with it?

prisma kraken
#

less damage

#

i didn't think it was great before being nerfed, honestly

#

ex rebar got nerfed as well, that was sort of wtf

unborn dome
#

It used to be more-powerful than nobelisk? I think it's equal now iirc

prisma kraken
#

the distance taper on damage falls off much quicker

#

if you shoot something right next to you, it does the same damage as nobelisks

#

if you try to kill a spooder out of aggro range, it takes like 20 shots, lol

unborn dome
#

Oh that's lame, that doesn't seem very realistic. It's not like the rebar shrinks as it flies

prisma kraken
#

shhh, the glycerin evaporates, mkay?

#

i fail to see how making late game weapons less powerful enhances gameplay

unborn ermine
#

I like nobelisks from the start.
Enemies (the big ones) inspect the blast site jace_smile
making them easier to hit.

unborn dome
#

Yeah, not really impressed with the later-game weapons :/

prisma kraken
#

after 1000 hrs, you just want things dead when you want them dead

unborn dome
#

I'm not really feeling motivated to make anything beyond the regular rifle ammo. Maybe turbo ammo if I ever get around to making turbofuel.

prisma kraken
#

i'm not a fan

unborn dome
#

We need a laser rifle that runs on batteries or something

unborn ermine
#

honestly a slow trickle of ammo is better than anything, makes it cheap and you may spend hours scratching your bum building before you think to use any jacelul

prisma kraken
#

when you get into the extreme late game, the fauna stops being a challenge and is just sort of annoyingly surprising when it respawns

#

i'd seriously like some sort of BFG9000 that doesn't clear foliage and can one-shot anything

#

make the ammo take singularity cells as an ingredient or something... ya know?

unborn dome
#

That'd be pretty nice

#

Or even just a literal rocket launcher that does the same thing as explosive rebar except flies in a straight line

#

Probably not thematically-appropriate though

unborn dome
#

Maybe it also needs batteries to charge up between shots too

#

Like similar to how the jetpack needs to reload when you land

#

I want a Half Life gluon gun sort of thing, just beam of death you focus on target for a few seconds and it gibs. That seems very Satisfactory

#

LASERS??

prisma kraken
#

hehe

amber jacinth
#

We can kill it, we have the technology

unborn dome
#

It could even run on nuclear ammo we have to manufacture, like the gauss and gluon guns do in Half Life

#

Ammo is made out of ficsonium

prisma kraken
#

really the thing that's annoying is after a game update having the criter respawns in an area in which you've been building

unborn dome
#

Hopefully that's not a thing after 1.0 anymore, since I think the critters respawning were as a result of the map getting edited.

prisma kraken
#

if you've ever built near a rad hog or green spider spawning point, you'll know what i mean

unborn dome
#

Like how plants used to randomly reappear inside factories

prisma kraken
#

have a feeling we'll get a cameo of that fun with the ficsmas update, lol

unborn dome
#

There's a way to turn off Ficsmas, right? I'm not really interested in it.

prisma kraken
#

the 'disable seasonal events' checkbox in the preferences

#

i think it is sort of a fun little sidequest thing with some goodies to be had, but gets sort of old before its end

unborn dome
#

Yeah, like it sounds fun and all, but I'm going to keep focusing on finally getting an electronics factory built, rather than getting distracted by Ficsmas stuff showing up in the world

prisma kraken
#

the thing that makes it all really worth it is the snowballs

#

...cheap to make nobelisks that stack to 500!

#

my hope with it is that there's a gift of some sloops

unborn dome
#

Lol the snowballs explode?

prisma kraken
#

yeah, they're really just like nobelisks

#

there's also the fireworks, but i've never been bothered with them all

#

in any event, its kind of fun figuring out the production chain for the ficsmas stuff and like spending a night working it out as a quicky spaghetti build

#

some people have fun doing like a holiday village sort of thing in their world; i'm not that festive 😉

unborn dome
#

Yeah it sounds cool, I might do it next year. Just don't want the distraction atm.

prisma kraken
#

suit yourself, i recommend it though as a little thing to break up the serious building

unborn ermine
#

worst comes to worst, SCIM to unlock whatever ficmas brings jace_smile

light fox
#

spaghetti tower

#

splits 360 (copper ingots) into 200, 140, and 20

#

my favorite part is the repeating merger tower in the 3rd floor

sage wing
#

math retard here...i'm trying to use all 24x smelter that I would have for 6x iron mine and came up with this one. at what value do i set the 6th constructor's cast screw output value so its outputing as 0.6? idk how to do the math here lol

past reef
#

you can hover on the node and see that you can do 5 normal constructor and 1 constructor at 0.6 or 60%

#

or type 30 in output per minute

sage wing
vast jungle
keen moss
#

i will never understand how people dont like this fella, he helped me to solve a simple problem in my coal factory

wind spade
keen moss
wind spade
#

Or you didn't check well enough. It's very common for people to come here with "my buffer works just fine" and when we check their save, we see that it doesn't really work

keen moss
#

Does any1 know a good place to build a turbo fuel factory?

fringe seal
keen moss
fringe seal
#

southeast corner

#

I actually have no idea where is a good spot near Dunes

keen moss
keen moss
fringe seal
#

yeah just below the swamp

keen moss
fringe seal
#

I actually did it on the west coast though

#

supplied the sulfur via train from coal lake

keen moss
fringe seal
#

right now though it is a rocket fuel plant, and it (*the recipe I am using) uses so little sulfur that I can drone them in

#

and the recipe I am using, it does not use coal

wind spade
keen moss
wind spade
#

Then it would most likely work without the buffer as well

keen moss
wind spade
#

If the buffer is filling and emptying over time as you said

keen moss
keen moss
keen moss
wind spade
#

yeah then you don't need it at all

prisma kraken
#

here's a kind of stupid trick that probably isn't super useful - i'm testing some truck routes to make sure they're delivering ore at speed and needed a rate limiter on the belt going to a sink

keen moss
wind spade
#

and also fluid buffers are known to be problematic for your fluid network 🙂

keen moss
wind spade
#

you've been warned 🤷

keen moss
prisma kraken
#

listen to the greeny, he knows what's up 🙂

#

i wonder if you had a flow direction setting on buffer ports that could be switched to in/out/both if that would improve their utility

keen moss
wind spade
prisma kraken
#

i'd be curious to see, don't think it is a super-good idea or anything

#

what WOULD be cool though is a priority junction for fluids

past reef
#

For uranium rod due to the burn rate maximum of 0.25 per min per machine, is there enough space to burn all the uranium in one place

wind spade
#

that still assumes flow direction 🙂

#

and priority junction is just vertical junction

prisma kraken
#

yep

fringe seal
#

the ocean I assume

past reef
#

Suppose a more concrete example, the southwest part of the map is large enough to use 50.4 uranium rod per min or not

prisma kraken
#

in update 7, i got pretty far along on a max nuclear build, and was able to size out the space needed for 2100 uranium on the northern RD coastline

#

what gets a bit problematic is dumb stuff like finding space to make gobs of concrete and ECR's

#

silica and quickwire are also problematic

#

i say that because you need several belts worth of each and logistically pulling a high volume of belts to support the input requirements ends up being a big headache

fringe seal
#

I planned my nuke plants to be clocked @ 250%, I think this is a very bad idea given my luck with pipes

past reef
#

I suppose I'll need to make the rod elsewhere and move them to the west coast to try, if I consider the space for making the rod + burning that corner doesn't seem enough

#

1 km^2 of water space around that part doesn't seem enough for both the manufacturer and the plants

fringe seal
#

is this a bottomfeed?

#

and is this top feed?

wind spade
#

why are you asking?

fringe seal
#

how tiny those drops / rises have to be for it to be considered the "opposite" of what it is?

wind spade
#

I don't think there's a line of "good/bad"

basically "feed from above" means that gravity helps you all the way through

#

it's not a guarantee of things working, but it helps a lot

fringe seal
#

look, given my luck with pipes I am paranoid about it

wind spade
#

just build it above and go down, don't do u-turns 😛

fringe seal
#

how, when the ocean is below

#

water tower? gotcha

wind spade
#

nah

#

pump -> rise -> feed pipe -> down

fringe seal
#

that's kinda the water tower, isn't it

wind spade
#

or pump -> rise -> pump -> feed pipe -> down
if having issues

#

no, water tower is abuse of game mechanics with extractor on top of a hill and it's highly not recommended

fringe seal
#

there's two conflicting definitions I see

wind spade
#

same as people call stacked belts "bus" 🤷

fringe seal
#

if it is not a guarantee then it's a sign that what we understand vs what it actually is, is different

prisma kraken
#

there's no rng, but the way things are simulated is chaotic

fringe seal
#

and if they intended it to behave practically nondeterministically, because of some chaoticness or smth
......why? in a game so obsessed with efficiency

wind spade
#

it ought to be deterministic
yeah but people build differently

prisma kraken
#

well, the trick is to make builds that don't end up exhibiting chaotic behaviors

fringe seal
#

as I understand it, even loops are not free from what causes the chaoticness though?

#

that one magic bullet that are supposed to cure all illness

prisma kraken
#

there's no generalization of it all

fringe seal
#

do (planar) curves even matter in this simulation

prisma kraken
#

if you are familiar with the 3-body problem in physics/astronomy, some configurations of orbits are stable, others are chaotic

#

what makes one stable and another chaotic? well, that's phd level math

#

incidentally, some claim looping fixes all. I don't.

fringe seal
prisma kraken
#

experience mostly, at least for me

fringe seal
#

I don't think they are releasing the technical document

prisma kraken
#

i can look at a pipe configuration and generally say 'that's going to be one to watch closely'

#

over time, you build a toolbox of stuff that works for you

fringe seal
#

I don't like it one bit
this genre of games should not depend on heuristics when it comes to logistics

prisma kraken
#

and you pick up tricks like pipes flowing down work better than pipes that have to be pumped up

#

well, yeah, i think it is somewhat a flaw in the game's design, but it actually is often the way engineering in the real world works as well

#

some things work on paper but not in practice

fringe seal
#

well we don't play games to constantly battle with the game's mechanics
atleast I don't

prisma kraken
#

i'll agree that it probably shouldn't be something you need to contend with in the game because it makes it more difficult

fringe seal
#

something tells me that they wanted it to feel like a slap in the face though. catwiggle

prisma kraken
#

moreso, if the game is really about dealing with such problems, it should be a mechanic embraced and taught how to deal with properly

fringe seal
#

wholeheartedly agreed

#

maybe I just install a mod and be done with

prisma kraken
#

i personally would really like a factory builder where failures do happen and you have to design around it all, but i don't think that was ever intended as part of SF

fringe seal
#

but i don't think that was ever intended as part of SF
agreed as well

prisma kraken
#

so yeah, you can take the game as-is and realize that you can't design things perfectly because the game isn't perfect, or you can stop playing, or you can build in the game in ways that compensate for unintended side effects of the simulation's shortcomings

fringe seal
#

I'll probably install a mod to fix the imperfection

prisma kraken
#

idk if a mod exists to 'fix' pipes, lol

#

if it exists, i haven't seen it

fringe seal
#

the "halve all fluid requirements, but halve all fluid productions" type

#

not a true fix I admit

prisma kraken
#

or you could just limit fluid flows to 300/min and use mk2 pipes when you see slosh 🤔

fringe seal
#

some demands 600 though

prisma kraken
#

only really one thing i can think of, and that's nuclear at 250%

fringe seal
#

pure oil node @ 250 too

prisma kraken
#

well, also oil extractors, but that's just split it in 2 mk1 pipes

fringe seal
#

I don't trust it

#

if the 600 backflow is supposed to happen at the first junction, shouldn't it not work?

prisma kraken
#

if oil is coming out of an extractor into a pipe passing into a junction, how will there ever be backflow?

fringe seal
#

"Full pipes are happy pipes" vs "full branches cause backflow"

prisma kraken
#

backflow happens when something along a manifold gobbles some of the volume out and gives the fluid a choice of which direction to flow

fringe seal
#

ig I should refactor my setup and report back if it works

prisma kraken
#

not going to lie, i have to fuss with pipes at times to get them to work

#

usually the thing i suspect will work doesn't and i have a feeling that it's going to be iffy. when that happens, i change the build to sidestep the problem

fringe seal
prisma kraken
#

well, um

fringe seal
#

this is the cost of building megabuilds

#

this will be moderately painful I think

prisma kraken
#

yeah, i have no long range runs of stuff

fringe seal
#

ah

prisma kraken
#

except rails

fringe seal
#

maybe I should train all oil in

#

but distance is supposed to have no effect

prisma kraken
#

i'm not a fan of moving fluids via train

#

if i have a train on a closed loop w/o other traffic, so the circuit time is constant, different story

#

maybe if the capacity of the cars were more than 1600m^3, i'd use it more, but i just don't trust trains to get places deterministically

#

one thing that i'll insist you NOT ever do is move liquids on shared rails that are used in power generation

#

oops, my new iron factory train wasn't signalled properly... there goes the power grid, lol

#

i've seen a few youtubers make that mistake... strangely the episodes stop around that point 🙂

fringe seal
past reef
#

just checked the layout, for nuclear plant I only need like 5x17 foundation for 400%/500% nuclear plant including water, the southwest part should be enough

#

think I can do a 7.2 uranium rod 1.8 pluto rod 9 ficsonium rod burning + making actually, the horizontal space should be enough for the bunch of manufacturer

#

will be forced to manifold the rods though, does it really matter to balance the nuclear plant

dark star
#

It will just take very long for all your plants to reach permanent uptime, but other than that manifold works finr

latent anchor
prisma kraken
leaden cosmos
#

You can use a smart manifold if you want a more controlled ramp up

past reef
#

yeah I had that when I do the west coast oil power, I already checked inside the foundations I laid out I can always place water

#

as in smart splitter always prioritizing the first ones?

prisma kraken
#

...it stops being water and is just void that looks like water - also, don't fall in out there 🙂

past reef
#

yeah I stopped expanding west when I saw that like halfway into the turbofuel place on the left it's just void

#

the boundary of the nuclear place I'm planning is like 500m from the edge of the SCIM map it should be fine all the way

prisma kraken
#

yeah, its a little annoying, i found that out as i was finishing a big power plant a few updates ago... nearly ruined the work i had put into it

#

now, i just place a sentinel extractor near the edge so that i know where it is 🙂

past reef
#

you can see the packager on the 3x3 place where it's supposed to be water extractor lol

prisma kraken
#

haha

past reef
#

I didn't know when I planned it, could have looked better

prisma kraken
#

its actually something you can exploit to run trains under the map, but still annoyingly surprising

steel knot
#

How would I remotely (relatively instaneously) shut off rocket fuel gens? I have a few buffers I’d like to keep full for when kicking the generators back on

#

I can shut off production pretty easily but want to shut off consumption

#

I basically want a powered valve 🙂

fossil basalt
#

An unpowered pump blocks all flow through a pipe

unborn ermine
#

not true

#

I use unpowered pumps to provide flow and reset headlift

fossil basalt
#

Hmm

#

Someone said that in the other channel like 5 minutes ago and I just assumed it was true,lol

unborn ermine
#

Backflow yeah

#

just keeps pushing the fluid through at whatever rate it can, just no headlift from that pump at all.

#

Its how im feeding my extractor water for my aluminum plant, using a recycle loop and feeding the zero headlift water from the bottom of the loop.

hearty frost
#

How many m^3 of Sulfuric Acid does a packaged version hold?

#

Is it just 1 m^3 per package?

unborn ermine
#

Liquids are always a 1-1 conversion.

#

gasses compress

hearty frost
#

So its 1 m^3 per package?

unborn ermine
#

I would assume so.

fossil basalt
#

Yes

#

You can see the gas package recipes are 60 in, 120 out or vice versa, the liquid ones are 60-60

hearty frost
#

Trying to determine how much storage density (relative to floor space usage) I can get by packaging sulfuric/nitric and storing it in industrial storages vs in fluid storages.

unborn ermine
#

Having a buffer of packaged + an overclocked packager will increase that density.

steel knot
#

The issue with rocket fuel is I can’t do head lift tricks though

#

Since it’s a gas

unborn ermine
#

Yeah... a loop can help, but thats just the feeding thing almost independent of headlift.
like in my rocket fuel gen setup, I have a sideways loop for feeding.

leaden cosmos
#

Rather than a buffer tank. You can store more in an industrial storage 🙂

static crescent
#

Should I slow down my sinking if I'm at the points cap?

leaden cosmos
prisma kraken
#

at something like 2 billion points per minute (!!), the sink stops displaying the value correctly

prisma kraken
#

while that is twice the capacity of a large fluid buffer, i hardly consider storing liquids in massive volumes a game-winning strategy

storm peak
#

is there any way to make the belts pretty going towards my factory and not this spagetti?

bronze bone
long lance
#

I'm curious... how many ballistic warp drives is the cap with the amount of resources available.

fringe pawn
#

You can eke out 65 and then double them with 104 sloops if you don't research power augmenters.

prisma kraken
jolly furnace
#

i have the same problem again, I do not think Ifully understand how the water works. I have connected the 3 - 8 ratio for coal power plants. I have connected 2 water extractors to the end and one to the middle. I let the coal load in, then cut the power, let the water flow, then turn it on. and still the water is not enough and throttles it

prisma kraken
jolly furnace
vast oar
#

honestly, if water isnt flowing where you want it to, put a few pumps on the pipes to force flow from the extractors to the coal generators

prisma kraken
#

i'm questioning what you have going on here

jolly furnace
vast oar
#

id place pumps on all three of those pipes to ensure that water flows up to your generators at the maximum rate they can

prisma kraken
#

i mean, the build looks generally corret. your extractors seem to be (hard to tell from your photo angles) close enough in height that 10m of headlift should be adequate. overally, it looks like a pretty textbook build

jolly furnace
#

ill try the pump thing

#

oh does elevation matter for water?

#

I had no idea this pump thing existed

prisma kraken
#

i think you may have a pipe that didn't connect right somewhere

jolly furnace
#

ill check again that might be it

livid turret
prisma kraken
#

yeah, it can only rise 10m w/o a pump - aproximately as high as the indicator light on the extractors

prisma kraken
#

haha, yatzee

vast oar
#

id never rely on solely water extractor head lift. its inconsistent because the pumps act like "valves" so that the water can't backflow. pumps also ensure that the maximum flow of water occurs through a pipe up to their maximum headlift

jolly furnace
#

so ig that maybe it was 10 m too high?

#

ig I should keep my extractors level with my coal gens

prisma kraken
#

i think you were on the hairy edge

vast oar
#

you could also consider using a valve. that might help with potential backflow

#

satisfactory pipes simulate actual fluid dynamics, so there can be some really unpredictable behavior

prisma kraken
#

there's a little +/- leeway in how high fluids rise. its best to use pumps if you're in doubt

jolly furnace
#

is there a good video or resource I can use to learn about water flow and stuff

livid turret
vast oar
#

im sure anything on YT could suffice

#

fluid pumps arent a huge power drain, so if you're ever confused why fluids arent flowing then id put a pump down

prisma kraken
jolly furnace
#

okat ty, I did some testing and it was specifically this one extractor

prisma kraken
#

which is weird, they should all be the same height 🤷

#

perhaps the little support on the rock just pushes the vertical a little out of the envelope

jolly furnace
prisma kraken
#

a few things i do for that: 1) run pipes horizontally or vertically, but not diagonally so you can tell their height by counting foundations

#
  1. the pump's ui tells you the headlift they're creating
#

would be nice if the extractors listed similar, but they don't

jolly furnace
#

ah okay thanks

neat crest
#

The ratios for Caterium circuit board completely ruin the satisfaction of a 3 turbo electric motor factory. The ratio is 24/7. Why, coffee stain? Why must you punish me so?

#

This is actually making me mad it's so ugly there should not be 7x ratios in this game

brisk smelt
plain fossil
#

this thing is bringing me painnnn

#

allat for 4 manifacturers

brisk smelt
#

what are those making

plain fossil
#

15 radio control/min

#

sloppy alumina and pure aluminum is the only joy i can experience in this loathesome life

brisk smelt
#

that beltwork looks unnecessarily complicated...

plain fossil
#

although i know the water build up will make everything crash

#

thats just splitters

#

load balancing is a hobby

#

a masochistic hobby

brisk smelt
#

😭

plain fossil
#

fuck i need to get iron

#

:(((((((((((((((((((((((((((((((((((((((((((((

#

1km away and im gonna use belts

jolly furnace
#

do you think Ican fit this entire vertical motor factory into the mk1 blueprint creator?

past reef
#

I really don't think you have enough space for constructor + assembler + 1 merge/split lane in a 4x4

#

I have done 18 stator no shard/45 stator with shard in a 5x5 but not sure how that'd go with rotor as I'm exclusively doing copper rotor for mass production

jolly furnace
#

okay thats fine, im early enough where idont think i need to build like this

past reef
#

I think it's possible to do motor like that as well and make the bp vertically stackable since the layout I'm on can stack 4 assemblers on the top floor which means I can do both steel rotor + stator. but would probably need shard to reach 5 motor per min per bp with only iron input

plain fossil
#

i love that my factories have the most thoughtful belt placement UNTIL i bring everything to a mani

#

but at least its not clipping

neat crest
#

Someone choose for me.
I have a plan for 3 turbo motors with inputs of:
66 silica, 219.33 copper ingot, 30 quartz crystal, 180 alu casing, 121 rubber, 19.166 Caterium ingot, 66.25 iron pipe, and 186 wire.

Should I scale this up 3x and make 9 turbo motors/min, or leave it at 3/min?

neat crest
#

I don't think I need quite that many

brisk smelt
#

then 9/min

#

whts ur t5 spelevator production goal

neat crest
wind spade
neat crest
#

I could look it up, but....

prisma kraken
brisk smelt
#

then however much u want doesnt really matter

#

unless you have a goal in mind

prisma kraken
#

really i think that you probably want to shoot for a rate that sustains one manufacturer making TPR's at the least

#

which turns out to be 1/min (had to look it up)

neat crest
#

ill go for nine thanks for the Input (lol)

prisma kraken
#

big fan on using good ratios if it isn't straining the world resources

#

excess ones are always nice to sink, and you can never have enough mk3 miners 🙂

brisk smelt
#

nooo i love my repeating decimals!

prisma kraken
#

well, you can say the non-repeating ones over and over

neat crest
#

I spent multiple hours planning this out by hand, I don't know why I don't just use a planner tool. there's no point

#

I really wish the base game had some sort of planner contained within. I hate having to use 3rd party tools & wikis to play games

brisk smelt
#

to-do list!

neat crest
#

here's the turbo chain. i think its nice. and i got all the values right too

brisk smelt
#

not really, imo using 3rd party tools is perfectly normal for games

wind spade
brisk smelt
#

games arent expected to teach you how to play it well

neat crest
#

i know its normal I just don't approve

#

just my opinion

wind spade
#

Also devs rarely know the "meta"

neat crest
jolly furnace
#

im gonna build my first vert factory, any tips on orginazation?

#

im trying to achieve 10 motors per min, is it better to make a floor for every item like ingots and stuff, or just a floor for only major end components

prisma kraken
amber umbra
#

@jolly furnace Technically anything can work. I like having each floor be identical. So I’d design a single “production column” with raw to motors then stack that multiple times. Helps with planning as you don’t end up with certain floors being much fewer machines.

brisk smelt
#

put refineries, PA, tall buildings on one side with fewer floor

amber umbra
#

If you are trying to figure out vertical belt routing, playing with vertical smelter designs is a fast way to figure out the designs. Or maybe assemblers to maintain the complexity of multiple belts.

jolly furnace
#

okayt hanks for the advice guys 👍

#

do you guys also route logic on floors of their own? I see some people do it but idk how necessary it is

#

I dont think 10 motors per min even requires that much anyway

amber umbra
#

Logistic floors are personal preference mainly down to if you like seeing the belt routing or not. Logi floor = hide the belts.

#

I personally like seeing the clean belt routing, so no logistic floors for me.

neat crest
#

I like logistic floors if you're actually trying to build a factory you walk around inside....if you're like me and just build towers with no walk space, then I don't bother with logistic floors

#

it is good tho to build blueprints of constructors and smelters specifically with mergers and splitters routed underneath the machine. It'll save you a lot of space

#

With assemblers it becomes a bit unwieldy to put them underneath.

amber umbra
#

Yea logistic floors need proper walls, etc. on your vertical factory otherwise they look janky imo. If you omit them you can have open sided factories that look alright still.

brisk smelt
prisma kraken
# jolly furnace okayt hanks for the advice guys 👍

i used to create separate logistics floors to keep things tidy, now with ficsit innovations like the conveyor ceiling mount™️, i just do most of my logistics on the ceiling of the floor underneath the machines

#

(don't laugh, the ceiling mount was introduced in update 7)

#

if i know i'm going to need a lot of belts and/or routing to/from a train station, yeah that stuff gets its own floor with ample space

past reef
#

tbf you can kinda make a walkable factory without logistics floor just lift all the belts/pipes up, though lifted pipe doesn't look good

steel panther
#

Guys I'm going crazy. I can't, for the life of me, figure out what's wrong with my conveyor belt setup.
I've been trying to fix it for more than 15 hours
Can anybody help me? I'll send a diagram of what I'm trying to accomplish

#

It goes on for a total of 10 machines. The idea is to always keep LINE 1 full (Mk. 3 = 270 res/min). LINE 2 always tries to direct as many resources as possible to LINE 1, and when it fills, it carries the overflow forward to the next Smart Splitter, and the cycle repeats.

Each machine consumes 45 res/min (Foundry making Steel Ingots). The Smart Splitter on LINE 1 always tries to keep the first machine full. When it's full, it carries the resources to the second machine and so on.

The way I understand it, I should be able to run at least 10.667 machines with this setup (240 * 2 / 45 = 10.667)

But, in practice, it can actually run only 7.667 machines! 7 first machines at 100% efficiency and the 8th at 66%. That's a consumption of ~345 res/min, while I'm feeding a total of 480!

The input lines are not running smoothly, they seem to be clogged or something, but I can't understand why.

#

Does anyone know why it's not working?

deft lichen
#

mergers aren't priority mergers

#

what is your max belt? are you using mk4s?

past reef
#

there's no priority on merging, you can do smart manifold like that but you have to merge line 2 when line 1 almost run out

deft lichen
#

the first merger is receiving 240+240 while it can only output 270, that means it will pause both lines 1 and 2, not only line 2

past reef
#

if you don't have mk4 belt yet, you can split line 2 evenly and merge 120 in after machine number 3 or so

deft lichen
#

pausing line 1 is what's causing you problems

deft lichen
steel panther
deft lichen
#

your setup would require both priority splitters and mergers, but there are no priority mergers

plain fossil
#

i have let my monster loose

#

hopefully murphys law sits this one out

steel panther
#

@deft lichen
hold on, I'm not getting it very clearly yet. What do you mean with "priority merger"?

The way I'm thinking about it:

  • The first Merger receives 240+240, but it outputs only 270, making the line coming from the first Smart Splitter "Any" port fill up.
  • The first Smart Splitter would start sending the overflow, since the "Any" port would be filled
  • The Smart Splitter that is connected to the machine would send 45 res/min, and that would clear the line that comes from the merger, allowing the cycle to continue
deft lichen
#

the merger pauses both lines 1 and 2 because it's oversupplied

#

it takes equal inputs from both lines, and blocks a line while it takes from the other

#

any smart splitter shenanigans on line 2 is not relevant because of this

steel panther
#

oh, you mean it'll take 50% from each belt that connects to it, right? That makes sense

plain fossil
#

Is this worth or do i go 5/min

#

2.5k crude oil 💀

prisma kraken
#

that all loots painful. specifically because you aren't using a recycled loop

#

the plan you've listed uses btw 900-1800 plastic. that's somewhere between 300 & 600 crude with recycled plastic

woeful citrus
#

Satisfactory calculator is not helping me right now

prisma kraken
woeful citrus
#

Yes but I need to know how to load balance it

#

And I can't tell it what resource nodes I'm using

hearty frost
woeful citrus
#

The biggest problem I'm facing is that 65 doesn't really have a good ratio to balance into 480

#

limited by belt speed

hearty frost
#

You can adjust your input/required output and always just have excess that you can either store, let it back up, or sink the excess.

jolly furnace
#

is therea better way to merge these 7 constructors?

woeful citrus
#

Just merger in front all all of them

hearty frost
#

You can manifold merge or load balance merge depending on your belt speed allowances, your output rate/min relative to those belts.

jolly furnace
#

ah okay, thank you

prisma kraken
woeful citrus
#

I mean sure but mine is a blueprint for scalability

prisma kraken
#

but yeah, there's very little reason to not use a straight manifold for merging output

woeful citrus
#

Anyway I need to somehow balance a multiple of 65 into 480 per belt

prisma kraken
#

if you have a production line that backs up a whole lot, the merging of lines in series like is pictured can cause the machines to drain at an uneven rate. It is almost never an actual concern, but understanding that that causes the behavior is why i bring it up

prisma kraken
woeful citrus
#

I haven't unlocked that tier yet

#

I haven't even got an oil refinery yet lol

prisma kraken
#

how i knew that so quickly is that both 780 and 65 are multiples of 13

woeful citrus
#

Not even close to getting to tier 7

#

Unfortunately

prisma kraken
#

i call 52, 65, and 780 'the 13's in drag'

#

i'm not 100% sure, but i think the only recipes that use those numbers at this point involve screws and pure iron which is designed to support making screws

woeful citrus
#

Pure iron is my headache rn

#

Mostly because of mk 4 belts being slow

steel knot
prisma kraken
steel knot
#

I had to get 600 each and ended up shoving all inputs into an industrial and doing a mk2+ mk4

prisma kraken
#

there is only ONE item in the game you need iron ingots to make

woeful citrus
#

Huh

#

I use them for everything

prisma kraken
#

yeah, well, um, yeah. that's why pure iron is a trap

woeful citrus
#

Well anyway I have 60 refineries so 5/12 mergers is the ratio I was going for

prisma kraken
#

its a royal pain to build,lol

amber umbra
#

@steel panther Sharing in case it's useful for you.

#

I think this style setup will still stutter the inputs if you don't consume everything. Haven't thought in depth about it though since I just sunk the final extra bit I didn't need when testing.

sly ether
#

are tractors worth it or should i wait for trucks to do small-scale delivery?

amber umbra
#

Tractors delivering coal is pretty convenient pre-trucks. Throughput is high for both of them though.

sly ether
#

thank you, exactly the answer i needed!

vast oar
#

Also, if you set up tractors now, you can upgrade them to trucks later since you can just load the path

north mauve
#

Oh no

#

Hey how much waste does a uranium fuel rod produce per minute, no overclocks?

spare jolt
plain fossil
#

lmao im going 3.75/min. Less decimals to wrap my head around

prisma kraken
prisma kraken
sly ether
#

huh, the more you know. thank you!