#math-and-meta
1 messages Β· Page 281 of 1
in fact it shows you as a fraction you can put in the formula, so you don't have to round at all
Is there a way to "smoothen" a belt throughput? I got lots of refineries with pure iron ingot and the are almost in sync, so I got 390 ingots in huge burst and then an empty belt. Is there away to create a more constant flow with some kind of buffer system?
you could balance them to two or more belts and hide the jerky one
is the bursting actually a problem? it shouldn't be
it's not a problem unless you want the appearance of continuous flow
if your belts can't handle the 390 immediately, then they'll just take a lil longer to come out, but won't back up long term
if you use a lower speed belt somewhere near the start after they're all gathered onto one belt, then that should smooth it out somewhat for the rest
as long as it's still fast enough to handle the average rate needed
Like he said, I want a constant flow. That's the reason I don't use manifold. I hate stuttering items π
I'm still losing it in this Rubber/Plastic build
then yeah, tuning your belt speeds is the only thing you can really do
390 is 270 + 120 so thats super easy
just split into 2 belts of mk3 and mk2 and then remerge
should be continuous from then on
sounds like their rate's not actually 390/min mind
I maybe came up with a solution, but only works with this specific number. storage container 2 as buffer, Mk2 and Mk3 belt on the output
I got this far and now I'm lost again
you can do it will all numbers if youre willing to get weird with the splitter logic xD
the solution for an arbitrary rate just boils down to doing a perfect split I think
My suggestion? Draw the entire build out on a piece of paper with all the logical groups and numbers before you build anything in game
personally, I don't mind the outputs being bursty, but I do like my inputs not to stall if I can help it
I have the first refinery making the residual rubber, but where do I get the rest of the rubber?
from the recycling
rubber -> recycled plastic -> recycled rubber (-> recycled plastic), essentially
The residual rubber primes the system, it feeds itself after that
but it doesn't make enough rubber to feed the recycled plastic refineries
where are the recycled rubber refineries?
I haven't made them yet
#math-and-meta message
this is 333.33/min for example π
make an equal number of each and half feeds back to the corresponding system and half is output
I tried plugging it into Tools
this led to a multi-hour discussion last night that went nowhere and I was told to sleep it off
nice
well at least this time you've got different people, hopefully
what are you actually trying to do?
my setup
even better now with priority mergers (the bottom merger)
Specifically:
how much crude oil input?
desired plastic output?
desired rubber output?
Turn 600 crude oil into a bunch of recycled plastic/rubber
"a bunch"
how much
900 plastic/rubber
okay, so a tad more than your belts can support easily, so best split into 2 sets probably. let's see
mk5 belts I assume?
Yes
when I do the recycling, I use smart splitters to prioritize cross feeding FWIW
here's a quarter of what you'd need, fitting nicely in your belts and still using nice building counts (at least, as nice as you can get with recycling)
other option is to split your recycled refineries into two groups - one only for feedback and the other only for output
that's how I did it
yeah, that's what I did for my thing but that might be a tad confusing in this instance
Yeah I look at that and it doesn't make sense
to be fair - the recycled plastic/rubber production loop might very well be the most complicated production chain in the game
since you can belt and pipe all this, what you can do is
- the HOR, Diluted Fuel stuff somewhere
- Do the Residual Rubber and Recycled Rubber onto one rubber belt
- Do the Recycled Plastic onto one plastic belt
- Run the rubber into a smart splitter, with the Any going into the plastic refineries, and the Overflow as your output
- Run the plastic into another smart splitter, with the Any going into the Recycled Rubber refineries, and the overflow as your output
Then repeat 3 more times to get your full output
I have never trusted sushi belts
no sushi there
im a fan of doing 1 rubber 1 plastic alternating with the plastic turned 180
So what, tear all this down and start over again?
again, my suggestion is to sketch the entire plan out on a piece of paper before doing anything in game
I don't know how I can picture it on a piece of paper
boxes and arrows indicating the types of machines. logical grouping and placement
eh building it ingame is also fine
like place the refineries first, no logistics to try to understand what goes where
easier to move stuff around imo
I have no real life engineering experience, I can't work it out on paper
behold, glorious Paint
doesn't include the Fuel/Resin/Water in, just the meat of the Recycled part
id use a prio merger for the residual rubber instead of putting it at the end of the manifold but ye xD
presumably you could prio merge them in, but should be fine as-is
positions obviously don't have to be exactly followed. It can be quite convenient to just put the plastic referines in line with the rubber ones and just facing the other way
Yo this is dumb but if manufactuer is 2x2x2, and there would be a building 4x4x4 with 8 inputs
- that means its 8 bigger right? Because you could fit 8 manufactuers in that space?
People in sf chat argue it would be 2x bigger
But, how do I connect them?
they're the same people who think a mk2 blueprint designer is only 25% bigger than a mk1
that has the advantage of reducing the throughput of the belt since you constantly adding and subtracting instead of only at the end
but it doesnt matter if you only go for 300/300 (555 rubber internaly)
If you do it in segments of 4, how do you connect them at the end?
you have four belts of 225 plastic and four of 225 rubber, do as you like
it's not like you could connect them all onto one regardless of how you do it, 900 won't fit on a mk5
you could merge 'em into 450s, could merge into a 675 and a 225, could priority merge into a 780 and a 120, could just not merge at all
what's sensible depends on what you're doing with the outputs
and not particularly important for this stage
you could also consider scaling back your plans. 300 crude into 450 plastic + 450 rubber is still plenty
Doesn't this work without the smart splitters by the same principle as a manifold?
it's not about scale, it's about logistics
not having to work around belt limits will simplify your logistics
yes, but IMO it's best to force saturation so it gets up to speed quicker
That's fair
like, how am I supposed to get the fuel to all those refineries?
with a pipe
I'm not in the mood for smartass answers
you're going to need to give yourself decent room for logistics. my suggestion is to make sure you have at least 2 or 3 foundations gap between all of your machines
that's just good building advice in general
i would also suggest placing all of your machines first before running any logistics
but yeah there's nothing magical about how you connect it all together once you've got the recycling bit sorted
"with a pipe" really is all you need to do
Cut that out. You're not stupid.
1 HOR refinery at a time, so this setup 8 times?
essentially
sure
added a lil more to my art, this is still on the 225/min numbers
mods should pin that beauty
but basically any setup that all fits on one plastic belt and one rubber belt can be laid out like that
The polymer is drawn as a lighter blue than the plastic. Smh
didnt even connect the water to the diluted fuel
smhing my head
okay, one step at a time
I'm sure you can figure those out
HOR refinery, fuel blender, water extractor
That doesn't really help me
It worked for you, great, but I'm still not picturing how it works
just follow the doodle
thats intresting, i watched it do 4 cycles, since it can't output half of item, it outputs 2 and 3 alternately
Production amplification (dubbed slooping or overslooping) is a mechanic that allows select factory buildings to increase their output without increasing their input cost, at the cost of inserting Somersloops and a huge increase in power demand.
Fuel consumption for drones does similar things, too
The actual fuel required for a route is a float which can be a decimal, but it'll take a slightly varying amount depending on what it's already consumed
yep. the wiki has details about the pattern of how sloops output when using non-whole number multipliers
edit: beaten
makes me wonder if you could.. like... make a recipe with a decimal amount of items
And how the game would treat them
imagine making 0.275 iron ingots. Not per minute. actual 0.275 ingots per cycle
I think I did it
question about atom power especially ficsonium:
if i want to completely use 2100 uranium convert it to ufr, burn them, convert waste to pfr and i do that with more or less efficient recipes .... Then i end up with ~224 plutonium waste. Is it right, that I am not able to get rid of this waste with ffr because it would need almost 18k SAM. (nothing slooped)
Bonus points if getting a whole number per cycle would require a repeating-decimal clock
from top to bottom, residual rubber, recycled rubber x2, recycled plastic x2
3.3333 seconds per cycle
And 0.3333 iron ingots per cycle
no, too neat
Residual Rubber is merged with the Recycled Rubber and put to a smart splitter, overflow goes out, the rest goes back in to make recycled plastic. the recycled plastic is merged, send to a smart splitter, overflow out, the rest back to the recycled rubber refineries.
did I do it?
correct ficsonium rods is crazy expensive
looks good
turn it on to see if it actually works
Correct
you cannot do a max UFR set up as well as ensuring its wasteless and using FFRs as the disposal method
solutions then are:
a) sink pfr
b) make less uranium power
c) sloop ficsite ingot production with 20+ sloops (and use aluminum for this -> spent 3k aluminum ingots on it)
d) use rocket fuel xd
but ye sadly they are waaay to expensive imo
c) doesn't work as there literally isn't enough resources in the world to support it
even if you sloop sam?
yep. I ran through the numbers. there is physically not enough resources in the game (I think its Bauxite, Caterium, SAM, and Oil that limit it)
yeah, currently doing 240GW rocket fuel. compared to nuclear power it seems insanely ez.
dayum
RF gets you power on par with UFRs if you are willing to place all the required generators. UFRs you place a lot of production lines, RF you place a lot of gens.
the real purpose of FFRs is to test your logistical accumen even further
or it wasn't meant to be used in full nuclear builds
i think it does ... see picture
did you account for the rest of the resources consumed by the previous two steps?
they don't need that much actually. some silica and pressure cubes iirc
mainly talking about the PW and the UW
but i can create a full calculation if u want
go for it
what does the W stand for?
Waste
ah, waste ig
Uranium and Plutonium Waste
though I last ran the numbers on day 1 of the launch, so my formulas may have been a bit off. So while it may be possible on paper, there is also the problem of getting all the resources to the production with the game remaining intact
It works great. Now I simply need to create a storage/sink/drone area, and I can expand this setup as I need more Plastic/Rubber?
indeed.
And since it's only using 75 oil, I can repeat this up to 7 more times.
i mean without slooping its not possible of course
here you are
note that i upped to 45 sloops so that only 6.8k SAM are used.
and its for ~~2400 ~~ 2250 uranium actually xD
oh this even is with Plutonium Fuel Unit?
isnt it better without
that doesnt include the resources for the oscillators and pasta etc. right?
all the containers on the left side state what is left
i mean 54 oscillators shouldn't be the problem.
not more than 7k aluminum, 48 pressure conversion cubes, 4.3k nitrogen, 29k copper ingots and 240 time crystals xD
the pasta production step is at the bottom of the picture
ah yes, you are right if you want to minimize the PW
so, i updated the production chains
and again: SAM is slooped twice. once the aluminum consumption profits from this too. so only ~3.6k aluminum + 16pressure conv cube
Holy shit
They just make planning for some a little easier, it really depends on how your brain thinks
Helping people understand the scale that they need to build is something a lot of people struggle with
Why arent my pipes filling properly at the top bit?
do some overhead shots of the system, preferably during day time
Well I figured out how to handle transporting my plastic/rubber
If I keep it to 2 sets of 4, I can stay under the Mk5 belt limit
all I need to do is expand one side until I hit 4, and if I need more Plastic/Rubber, start building the second side
Overflow goes into the sink, then into storage before being fed into drone ports, the center drone port distributing fuel
is it jsut the top system having issues?
yes im trying to stop all the machines let them fill up then connect to power again
ok flatten this section out , remove all the pumps and only have them on the green Xs
why are tehre 3 pipes connecting to the coal gen line if you only have 2 coming here ?
wait what
since it moves 300 liquid
so 2 will be enough since each machine is producing 120
yeah just feed it with the 2 pipes yo uhave here
so what do i do?
two pipes , push the entrance further back so yo uhave a longer section before the manifold, put pumps there
since both pipes connect before going to the floor above
is this why its not working since that one pipe isnt moving stuff fast enough
is this why
thats why you have 2 from the extractors,
don't merge and split , keep pipes simple flatten out the pipes at the water extractors, put pumps on the green Xs and reflood the system
Fixed it i just had all 3 pipes merge in my logisitcs floor
So i made it so its 2 pipes running down the whole thing which have pipeline junctions along them for the pipeline holes
I thought I had pipes figured out man.... pipes and verticality just dont mix. Im using a water tower set up to ensure theres enough headlift always but my flow rate is fluctuating anywhere from 0 to 600 on a 400m ouput fuel plant.
so in general, keep pipes as simple as possible. And don't bottom feed manifolds which is essentially what you're doing here.
Coal generators put up with more shit than other systems so best to get into good habits now
headlift doesn't fix verticality issues, water towers are just doing a full gymnastics routine instead of pushign a button and putting a pump down
Yeah but i didnt wanna do it on the bottom floor since i had no space
what is that in response to in particular?
Im seeing a problem with my refinery BP. Maybe its afix
can't say anything about it w/o images
Sorry 1 sec! I appreciate the help. My issue is I am technically bottom feeding manifolds like you just said
no stress, just eating breakfast.
lots of images from different angles and over head
there are ways to bottom feed, but I don't recommend them
Here is my design for my refinery BP on the output side. As you can see, it is feeding up into the manifold. I silly oversight by me. It works for input side because the input feeds down but obviously this is not smart for the output side
how many machines in that line?
and is it a 600 flow pipe? with what fluid?
oh right it's an output
that should be fine but you'll probably need to retool things a tiny bit
it's the inputs that will generally cause you trouble
ah shit yeah
currently attmpting to get these fuel towers working
what are these pipes in red doing?
They do nothing. just part of the BP for those. incase I wanted or needed to feed from the back.
about what % is your power running of expected output?
hovering around 3750-4250 and expected output is 5000 from 20 fuel gens
that's not ... great. but not awful
ok so you have a few options here
-
spend a lot of time trying to retool this without any clear methods of trouble shooting it. Is it possible to get vertical manifolds like this working? others have claimed so but a lot of people are full of shit. And at best it's probably not something you can reliably create
-
completely redo the layout of your fuel pipes and generators , probably having to change the clocking of your fuel producers a bit
-
accept a lower efficieny fuel station and take it as a learning experience
yeah less points of input
and maybe the trick to vertical manifolds is to keep them extremely short
less machines, less total fluid down pipes are bot hthings that help with keeping things stable
When are vertical splitters unlocked in 1.1?
I just found a small section of mk1 pipes hidden within a pump....
Oh thank you sorry
that can happen π
in your big set up?
yep lol
see how it goes from there. Like, it's probably possible for it to work, I work on reliability though
Trying to make an organized grid of water extractors is going to turn me completely insane. This bullshit where you can't grid lock an extractor is killing me.
build them on foundations
place em on foundations
You can place extractors over foundations in the water to grid them, but any time a blueprint is anywhere near them it says that the water isn't deep enough
but then I can't see the damn markings on the foundations cause of the water making it hard to see
build outwards, have 1 foundation poping above the water line
I guess I can just place one and grid them to eachother but I'm trying to find a way to BP the hookups so I don't have as much shit to plumb
I think my problem has been solved by that pipe segment and the output fixing on the refinieries
black line is a zooped line of foundations under water, red is a series of water extractors, build the first red water extractors on the zooped line, then CTRL snap the next extractors onto those, then use BP foundations to fill it how you like
Well my modular design does work. I used those construction fences to mark the buildable area so I don't forget
Thanks, mate.
Planning on 480/m per pipe or should I man up and go 600? ><
depends what you're doing and how you set up your next step
water pipes tend to be a lot more stable at 600 than secondary steps after
if you don't want to have to be as strict with your pipes , plan for smaller manifolds π
Setting up for an oil - > plastic+rubber+coke setup
how much effort do you want to put in to keeping pipes flowing easily?
happy with a lot of effort?
or minimal?
I don't mind putting extra effort in to do it right. I much prefer to understand how to do it right and just do it that way.
I can certainly be high effort if it gets results.
well it's more that you have more leeway if you plan for smaller production groups
because mk2 pipes limit you to processing groups of 600 fluid pm right?
Oh yeah I suppose you can mix and match more easily if you have some headroom.
Good thinking
it also gives you more flexibility in layout in design
for example I often run 600 pipes but I put in a lot of planning and effort to make sure it has a solid layout
on top of that , I essentially exclusively bottom feed my machiens. Which I don't recommend
This is the plan.
because I have to design the whole system to accommodate this
seems reasonable π I'd break this down into 2 main systems. The one making the rubber with the final output and the one making the plastic as the final
Your big accomodation you have to make to make bottom feeding work out is the looping, right?
and sending a pipe directly from point A to B, no merges or splits anywhere, very flat manifolds, often a pump right before the start of the manifold
I helped break down how to make something like this for another person last night if you wanted a squeeze #math-and-meta message
I was planning on basically making a seperate block for each of those production types with big buses between them.
Big ole building of residual rubber, big ole building of recycled plastic etc etc
sounds doable. Not the simplest but doable
for example this was the start of one step with 50 residual rubber being fed in
doubles to 100 plastic, then 200 rubber ect ect
Crap. Gotta run for dinner but I'll be reading!
yeah no stress , bout to shower myself π
Does anyone know of some compact load balancing blueprints I could download? I would make them myself but Im a little dumb and dont know how to make them that compact
Octo Smelter blueprints
With Mk3 belts: https://satisfactory-calculator.com/en/blueprints/index/details/id/7199/name/Compact+Stackable+Octo+Smelter
With Mk5 belts (which on reflection I probably should've included in the first place): https://satisfactory-calculator.com/en/blueprints/index/details/id/7240/name/Compact+Stackable+Octo+Smelter+Mk5...
This is a good guide on how to make things compact
ty will definitely be taking a look
is there a reason manifolds don't work for you?
I cant fit everything on one belt right now and want both to have the same amount of items
load balancers don't let you fit more on belts :\
and manifolds self balance
so once one section fills up it overflows to the next
for example this is an evenly fed system
Yeah ik how manifolds work, Im also failing to explain what I was trying to do
its good to make a build your own
try π
cause while both work, load balancing is a ton more work and effectively only an aesthetic
A coal gen at 100% takes in 15 coal/min and outputs 75MW
If I put that up to 200% it would take in 30 coal/min and output 125MW correct?
Also requiring double the water input as well?
150mw
and yes double hte water
thank you i mathed wrong
ignore this, Idk what I was even trying to say here now.
I have 3 belts Im trying to make into 4 even belts, Im pretty sure I figured out how to do it though, I dont think a manifold would work very well here because Im taking these to different parts of my factory
split each of the 3 belts into 4, merge one of each
but look into clocking and grouping your machines
for example you could have probably grouped the machines putting things into 3 belts into 4 fro mteh start
clocking and selective grouping is probably your most powerful logistic and layout tool
and manifold in this case would be: smart split as much as you need for the first part of your factory. then send the remaining with the other belts to the next part, smart split again. if you can merge belts, merge.
yeah smart splitters can also do the same job. messier imo though
depends on your whole layout
I dont have smart splitters unlocked in this save yet or I wouldve made use of those
they give you a lot of options, but yeah clocking and selective grouping. planning a processing step with producers and consumers in one go instead of each step individually.
it'll save you a lot of pain in the long run
yeah. when i hide my splitting and belt work i just dumb smart splitters lol. if its visible though i try to group/underclock and then the belts have the right amounts on them already xD
Yeah, Im returning to the game after not playing for like 8 months, definitely need to try to do a little more planning on my later projects in this save
just depends what you want out of the game π
If I'm just going up the tiers and unlocking stuff I just smoosh parts from production lines together and not worry about efficiency. It's not like I'll keep those factories for long after I unlock everything
I prefer trying to make stuff efficient as I go and just make more of stuff than I should need in the save and just send it where it needs to be when I need it
that's also fair π
probably not the best way of doing stuff but I make it work and its always fun having big factories for stuff
jsut consider clocking and planning and you'll have an easier time about it
Yeah, I havent started doing much planning yet since Im still working on basic stuff thats only got one or two levels of building if that makes sense
So, I've never messed around with resource well pressurizers, and I wanted to mess around with them to learn how they work in prep for the future.
I'm still a ways off from Phase 5, but I know one of the earliest things to automate is diamonds.
For trying to get 600m3/min out of a pure oil node, I'm thinking of splitting it up into 2 arms of 300m3/min. Should I be doing that as close to the extractor as possible to get headroom into the pipes' capacity as quickly as I can?
no spilt up as late as want, unless you want two mk1 pipes going through factory for looks
as long you flood the pipes first
I'm just worried about sloshing and bullshit that can make it nearly impossible to use 600 reliably
just flood the pipes
Built the refinery building inputs without plumbing the outputs so I think that effectively has flooded the pipes
give it headlift ofc, ignore that guy, make water tower, they look cool for factories
cause all of that oil is pushing against the brick wall of all machines idling
flooding the pipes just means make sure all parts of pipe connection is filled to max then everything should be fine, I usually turn off production some machines and let it slowly flood up with some machines working then as its flooded i turn on those few machines, or you can choose to flood it all right away
sloshing is when theres headlift issues, so just water tower it or make headlift over all pipes
for example i have this rig running fine
it eats 600 crude oil a min
raw oil tends to be very lenient with 600 pipes
often not even needing a loop
They unlock in phase 4. You need to use them to extract nitrogen for fused modular frames at a minimum. Water and oil wells are also available but essentially optional
Diamonds are easy. Just requires a lot of coal
aren't the oil based alternates more cost efficient?
depends on what you value more, oil or coal?
I like oil diamonds personally. But requires particle accelerators instead of converters
Personally I go for pink diamonds.
yeah, I go for the one converter recipe because fuck PAs
theres no diamond recipe that involves converter afaik
ah
the only one
Pink diamonds are great too. Thereβs a spot in dune desert with lots of coal and quartz close together
all the others are PAs
I was mixing up default and pink recipe in my head
First playthrough I did a power shard/ionized fuel factory in dune desert using the pink diamond recipe as the backbone
it's a great recipe. Anything that cuts out pas
the only thing that kinda comes close are turbo diamonds just because they output so much more per machine
What's wrong with PAs? Is it the amount of power they use?
For me it's the size of them and how they look
Mainly their huge footprint, and variable power draw
If you fully OC and sloop a particle accelerator it will use up to 20 GW
just how big and ugly they are when you need abunch of them
I'm still having power issues with my diluted fuel plant
I sat there for hours letting pipes refill, and they're just not getting enough oil
so the oil step isn't working?
Yeah
oof yeah and if that's not working you don't know if there's issues further along the line
this is the refinery and pipe connecting it at the end of the line
make sure you have enough input of oil first, turn off all refinery and let pipes flood and then turn refineries on one by one to fill them all up to brim
you could send some over shot images of your oil inputs ?
you dont need to loop it
make single pipe from pump to refineries, make sure you got headlift between them
can you go higher up? it looks like you're doing a weird loop between 4 sections of refineries
looks like too much throughput for single mk2 pipe, r u sure its 600pm consumption for that pipe
20 Refineries at 100% making HOR
it kinda looks like you have some elevation changes on one point of the loop?
30 oil/minute * 20 is 600
So Im kinda stupid, Im making HMF and noticed a shortage, I've traced it back to this split, my "bay" of pipes is outputting 2 even belts. Is there a good way to make this split easily? maybe a smart splitter with the 360 path being overflow?
5
powered pump on the Xs, flood the system
do I remove the loop part?
have one group of machines clocked to make 600 and one to make 360
OR put water tower and chill with no pumps needed
this is with fluid buffers for head lift
or oil tower in this case
pumps are for dirctionality for a branched manifold with this case
a water tower will do nothing
do I remove the fluid buffers too?
whats wrong with valve for that
yes remove all buffers
valves don't stop back flow
they stop individual units of fluid from crossing backwards
which sounds like a small detail but is very important
huh
are Mk1 pumps enough or should I use Mk2 to be safe?
is that the easiest? the pipes are split evenly cause each line takes an input of 720 steel. Im sure I could split it up, but Im not 100% sure how I'd go about it
just use mk2s
yeah thats one way to do it
or you could max one belt and manifold it then overfills into other belt
as in you have 2x 480s?
then sure you could set an over flow on your 360 to your other 480 and it'll eventually balance out
if you've already got it like that that's probably simplest
alright, Im not on 1.1, but should it be going into a prio merger at some point? or is a standard merger fine?
you really never need priority mergers for anything in the game
and this is a smart splitter situation
perfect, thank you
Okay, loop removed, buffers removed, pumps installed
one thing i could see good use out of it is self sustained recycling, such as prioritized on recycled items then feed a steady supply on low priority
flood and go.
such as silica recycling with alumium, or tanks/canister recycling
silica recycling?
I mean, you know exactly how much silica you need to add if you're getting some from the solution recipe. Just add exactly that much silica to the system
almina solution/aluminum ingot
yeah you could math it or just priority merge and call it day
'make random amount of silica instead of doing 1 math equation.' Maybe you have enough or not! it's a surprise!
I feel at that point of lazyness you don't really care about it running at 100% anyway
useful for huge factory with many lines needed to feed, sure if you want to call it that
instead of load balancing and hope it doesnt clog up
who said anything about laod balancing? which isn't a solution for it.
if you' need a total of 900 silica for your ingots and your solution is producing 600, find the difference (300) and send that along
that's literally it.
there's no variable production systems in the game
I think another problem I was having was not letting all of the pipes fill with their liquids
that usually helps yes. But you might also have flow issues further along. But first it's good to get the oil flooded properly
well for aluminum i was just making example, im more of thinking about tanks recycling with prioritized for recycled tanks so it will not run out instead of hand chunking it
well with the aluminium you could still do your thing with silica w/o a priority merger.
have one set of machines work off just the silica from the solution, then another section that is fed by 'Random Silica Belt of Doom'. Doesn't care of it overflows or not
what other uses would you do with priority merger
as for cannisters, where would you need this? just dump a bunch into a system and let it fly
im just trying to think uses for it
like when i plan to expand factories and pulls tanks from my nitrogen plant then it just runs out suddenly then i had to run there and hand chunk more, so priority merger takes care of that
well either you're using a recipe where the tanks themselves are consumed, so you should just have a dedicated process since you need exactly X tanks pm
or it's a package unpackage situation that is a closed loop and you jsut put in a bunch of cannisters into a buffer
no need to belt it across the factory
no like i have made train station thats packing all nitrogen from that spot then just make train stations anywhere when i needed nitrogen and send it over
even if you do do a belt all the way across and a prirority merger, it's a very temporary need. after a couple minutes it'll jsut be forever frozen
you don't have that train also carrying the empties back :\
i do
but as i put more train stations
they will fill up and eat space for tnaks
tanks will eventually run out when i use up enough of them by spreading it thin over stations
not unless you're also packing more nitrogen
no like im not consuming all nitrogen but storages in train stations will hold tanks
just start off with a bunch of empty cannisters with a nice buffer for ALL the nitrogen, and then never think about it again
so it will spread thin
unless you're packign more nitrogen your buffer will be fine
because only X pm will flow out, and then X empties pm will flow in
i started off with like 6 industrial storage buffer of tanks, its down to 1 now lol
because of train stations holds tank in themselves
so as i make more stations, tanks get spread thin more
sure because it'll be spread out.
yeah manifolds need to fill up. So you need enough to fill up all the buffers.
thats what im trying to tell you
it's still just a one off production where you make a ton of spare empties and shut it off
it will eventually run out by spreading thin so i can put priority merger with production line of tank
otherwise your priority merger will just send a ton of tanks to the sink
sure but are you going to rely on a stuttering aluminium system that only produces when no tanks are being made?
its like buffer for buffer, a contingency
basically introducing a variable production in a variableless world
you've essentially dedicated that amount of aluminium ingots to always be ready to be made into tanks, whether you're sinking it or not
because otherwise any other production you try to use it for will be unstable
well I tend to make huge producing factories with overfill, i dont play by 100%, we have different playstyles lol
then why do you need a priority merger at all? it's to fill up stuff as needed and change production lines.
anyway gl
good luck for having fun? yeah sure thank you
is the wiki correct here? checking the history, it seems this line was added on the 25th. if this line is correct, would this mean that valves are able to be precise for flow limiting now?
Why is Fused Modular Frame so simple? It's just Heavy Modular Frame + Aluminum and Nitrogen.
except the real limiter on the pipe is the consumption of the machines. the valve is just another point of failure
plus pipes work on average flow, if you set a valve to what you need down a path and the flow ever drops, it'll never catch up
if it's true, it does make recycling the water byproduct from aluminium far easier, even if it's not as ideal as other options
if I never have to build a VIP junction ever again it'll be too soon
it's not a reliable option for that either though.
never mix them in the first place. most reliable option
VIPs are more reliable than simple direct feeding. And you can always BP them
not mixing is def #1 with the VIPs at #2, but imo they're both not exactly great options, even with blueprinting the VIP
why? they are unbreakable and just need clocking . And more reliable
well not mixing is unbreakable. VIPs are still a bit fiddly
yeah I don't trust VIPs much at all since they're such a black box
and using a pump or valve to direct feed is a coin flip
not mixing is unbreakable but something deep in my brain doesn't like it much
pretend there's a pipe between the red and blue line in the image π
in fact you could make a fake pipe that's not really connected
I'm just totally unsure if the highlighted line in the image I sent is correct that valves do actually limit based on what number you set now
no idea. but again you wouldn't want it
set it to 600 in those situation
you want the waste fluid to have as big an opening as possible. And in that case use a powered pump. More reliable and you won't get any back flow unless the output side is comletely flooded
in terms of reliability it goes
- unmixed
- vip
- pump direct feed
- valve direct feed
every time I think about pipes I wish we had a system like factorio space age's pipes 
if you keep them simple they are very easy.
Point A to Point B, keep manifolds on the same elevation, don't branch them. Loop and flood
even simpler if you don't run them at 600
they tolerate more bullshit
yea, I don't think I've really had pipe trouble before, the main thing is that I always worry about the possibility of something fucking them up without me being able to know what it is
or even know that they are hypothetically fucking up before a total shutdown
thats where the simplicity comes int.
not only does it give pipes fewer options to fuck up, they are also much easier to trouble shoot
i remember back in 1.0 I made a BP for aluminium that would absolutely be considered disastrously unreliable and yet somehow it never backed up
Same here mine still works with the power of magic
I was mixing back in with a valve (maybe even two) and had a buffer in the mix. exclusively made it because of aesthetics but it just Worked
the main issue about systems that are unreliable is that it's difficult to impossible to replicate often times.
maybe a junction is spun exactly right, and you start the fluid system in the right way that if you changed that in any way it instantly breaks
yeah that's why I hate pipes in general, they're such a black box
I wish we had a debug mode to see exactly wtf is going on in them
think of it like this.
you can throw a deck of cards at a table and sometimes you'll get a royal flush in front of you
What are you on about
hey now let's not be rude, I understand what they mean
It's like saying let's not use trains because they can crash
if valve precision has updated like the wiki claims, I would agree that it makes valves actually usable for this and that we shouldn't discount them out of hand
but if they haven't they're still F tier and do almost nothing to help aluminium refining
for aluminium waste? you're ignoring the average flow issue
tbh I don't particularly see the problem with the average flow issue; if any system is dependant on, say, 150/min of a fluid/item and you're providing exactly 150/min, then any momentary drop that doesn't get compensated for would cause a loss in productivity
which would apply to anything that maxes out belt speed or if a miner somehow provides 1 less item than it should in a minute
sure but the you have a system stutter
and if it's alum waste it can back up to block the whole thing
causing a deadlock is a very fair point
and if it's not a waste system, you want your system totally flooded, as sa partially flooded system only alows a fraction of the flow limit set
another fair point π
CSS pls priority pipeline junctions
I live in fear of the black magic of a VIP junction
essentially lets say you have a feed pipe with 400 flow down the line a number of refineries, if you flood the whole system, and you should, you'll get that 400 limiter flow from the valve sure, but in the end it's the refineries that set that 400 limit too right?
even as someone who has wished for priority mergers for a long time, I find it strange they added them before priority pipeline junctions, considering the latter have far more use cases
because you don't need need them in any way?
I mean, surely it's more work to implement, but the demand is far greater
you don't need anything in this game. a lot of the stuff is for convenience only.
def don't need them if you know how pipes work, but I think the difficulty for the larger community to figure out how pipes function is one of the biggest failures in this game's tutorialisation and UI
most of the stuff you need in the game. vehicles excepted. Those are just fancy belts
half of the subreddit still thinks that water towers are what you should do with every fluid pipe no matter what
don't make me tap the sign again
tap tap
priority mergers were essentially demanded because other games have burst production and variable production lines
which just isn't a thing in satisfactory
having prio mergers does make me wish for more places to use them
play factorio
So, for Fused Modular Frames, is it best to bring the HMFs and Aluminum to the Nitrogen, or bring the Nitrogen and Aluminum to the HMFs?
apparently they have lots of uses there
burned out π I'll continue it eventually
which honestly is wehre a lot of this is coming from it looks like
I honestly never cared about factorio, tried it a bit, not for me. But years of fan boys bitching about satisfcatory boiling down to 'this game isn't factorio and I'm mad' has really jaded me to them
especially pre 1.0. So much bitching boiled down to 'I'm mad this isn't factorio'
Factorio has developed so much over the years with updates
the only solid byproduct I can think of (that gets fed back in) is aluminium's silica, which is just ignored by people using pure/sinking it - other than that prio mergers kinda struggle to fill a niche (though they're very useful when they are useful)
well other options with that.
-
use a recipe that doesn't produce it
-
use 2 ingot recipes, one that uses the silica and process the rest of the scrap with the pure
-
just sink it
-
probably some others not off the top of my head
I think aluminum was meant to be a more complex production where you bring the lessons of using fluids and solids together.
- design a factory that uses the silica for something else like CBs
yeah, we've got lots of options for dealing with the silica, I'm not saying prio mergers are that useful for it
it's just nice. a bit of qol to be able to force the byproduct line to be clear if we feed it back in
like a person before was talking about using it to add more empty tanks to a system? but... just make 100,000 tanks and then turn those ingots into a stable production line instead of locking it away forever.
and it's not like you culdn't make a priority merger vanilla no mods before
Without precision on limits, valves were still useful for enforcing flow direction. With accurate flow limits they're more useful
do you know if they have actually got accurate flow limits now?
haven't tested that function
@oblique hollow ?
wiki is inconsistent on this, but the most recent change points to arbitrary limits working (without a citation)
The flow rate display isn't perfectly accurate
good point
e.g. 600 pipes read 603
sec
I'm not exactly sure how it chose how to round up or down before, but wiki claims that a value of 120 previously limited to 118.1, which is 50x (600/254)
I think anything set below 120.47 resulted in a round down to 118.1
maybe try hook a 120/min packager onto a line with 600 input, 120 valve, and see if it starves at 120
will do
..and TIL you can drag water out of a water extractor into your bin to destroy it
Aluminum's trouble stems from system control theory and instability of systems
In a merged byproduct line, the equilibrium is not to run efficiently, but to clog up with water
Thats the main reason why, even mathed right, some systems tend to clog.
Any interruption can tip the system
so now I have to blame the laws of entropy for my hypothetical aluminium bottleneck? :(
It takes everything running 100% right for aluminum to not clog
So it is actually on the edge of stability
Unless of course you do it differently
My system is built to asymptotically approach 100% efficiency (reaches 99.9 very quickly) and any disturbance causes the output to drop and recover gracefully (with temporarily reduced output)
you cannot do that without choosing which water to consume first though, so you need seperated water lines or a perfect priority system (which seems to be wonky at best in the current game)
far easier to just separate pipe system between fresh and waste
i guess you did the split water cycle then. yeah, that one can self regulate
Could have sworn there was less sloops than that...
there's over a hundred
they are very well hidden though
if i was playing without SCIM i don't think i'd have found more than 30
the real strat is to have a setup that can handle it running at 110% without clogging
That's just running at 91% efficiency
you can do the same thing but have it go at 99.999999%
You can also do some funny setups to have a perfectly stable 100.0% but there is realistically not a difference between 99.9999999% and 100.0%
90.909% of input technically, but 91% is acceptable
hey i was closer than 90 π
testing this setup right now, water extractor doing 300/min, valve at 120/min, packager doing 120/min
water inside the packager doesn't seem to be changing from its starting lowest-highest range at all, and the pipe feeding the packager is showing a flat 120/min flow with absolutely 0 changes happening to the water level inside it
Thats good
single pipe segments dont slosh
it only gets funky with multiple sections/junctions
water extractor needs to shut down when it caps out obv, but I'm tentatively hopeful
is valve test, not slosh test
not about slosh, I'm testing the wiki's claim that valves are more precise now
ah sorry
and if so, i wonder when it was changed lol
there hasn't been a patch to it since 1.0 surely?
dwdw
shadow fix: reworking the most broken buildable in the game
still 0 changes in the numbers in the system
it would drain by 1.6m3 per minute if it behaved as it alledgedly used to
I redid the math just to make sure, 2.3622 * 51 = 120.4722, so it should increase slightly over time if I remember how it rounds and if it's still imprecise
I'll see if I can't find a number that would round down as well to check for draining
on the wiki example, it was a round down breaking a system
said you needed to set to >= ~ 120.5 (120.4722) to provide 120
Is there anyone here who knows drones well and can help me?
what's the issue
yeah, wiki's aluminium example's behaviour isn't showing up at all here, though i'll keep testing
if valves are fixed now I just need to hope and pray that they secretly fixed hoverpacks causing machine shutdowns too
2.3622 * 25 = 59.055, so doing this test at 60/m should drain if there's still imprecision
sure thing, throughput monitor, I believe you!
What do you need?
The peak of precision 
got some drainage with 60/m water extractor, 60/m valve, 60/m packager, only once so far
no i mean actual 110%
thats how this system works, by splitting it in 2 you have the ability to regulate how much water is made
if theres low water in the system then most goes in the "overflow" direction so the recycled refineries run at 90%
if theres too much water in the system then it all goes in the "any" direction so the recycled refineries run at 110%
or how every many you overbuild
thats the key part, you have to overbuild those to be able to handle 110%, so no underclocking etc. the system will balance itself
so by balancing how much is made in recycled vs fresh refineries it determines how much extra water is created in the system
with recycled at 90% it creates water since the fresh refineries are working more
with 110% it deleted water since the fresh refineries are working less, since most bauxite goes to the recycled refineries first
its the thing mcgalleon mentioned
too much water in the system -> recycled runs at 110% to delete water
too little water in the system -> recycled runs at 90% to create water
perhaps I'll steal this design..
I created a post. I would appreciate it if you could take a look.β€οΈ
https://discord.com/channels/370472939054956546/1359074107013992518
it's been 19 minutes, no additional drainage yet
nice concept. a cool application of adaptive production systems.
it seems to be a little unstable but I didn't flood the system to start and its range has been between 6-9 this entire time - if it was draining from the valve only letting in 59.055 it wouldn't be lasting 20 minutes
water extractor's also running at 100% with no water staying inside it, so the pipes behind the valve haven't seemed to clog up from any imprecision
okay it's been 30 minutes of this running with zero changes, I think I can say with relative confidence that they fixed valve flow limiting being imprecise
Do a 24-hours test!
coffee stain would be paying for eyedrops I'd need to stare at that for 24 hours i think lmao
i'm super sus that there could possibly be some drainage but I think it's just placebo, and if there is it's most certainly not by 0.9m3/min
You have to set up a system that fails completely, rather than just slowing down/chocking. So you can just leave it running and come back to check wether it still runs or not
is there a way to speed up satisfactory for tests like this?
I think mods can do that, yes
good idea. I'm not very good at debugging because I go "I should manually watch this constantly for 30 minutes" instead of setting it up so it deadlocks if it fails
Ahahah
Manual observation only gets you so far π
(tens of minutes)
Dunno if the game simulation keeps up reliably when "forced" like that though...
You can just come back to it after a day and see if itβs backed up
in a test world with a manually fed container of canisters rn π
you should just set up a recycled aluminum setup with and without a valve and compare, hook it up to a switch and separate ISK and see if there is a difference
Hey every, did anyone do a PC in Satisfactory yet? I mean, I'm fairly certain splitter/merger logic is Turing complete, but the only thing I found about it was some post on Reddit a lot of years ago where the guy posting it seemed to think powered buildings are necessary for a NOT gate.
i wonder if you could make 1 = iron ore 0 = limestone and use converters to turn iron into limestone and limestone into iron xD
thx
Once you know it isn't 100% there is no turning back.
I see the pipes. They mock me. I have failed my lineage of pioneers.
I came up with a fun way to get 100.0%
sloppy alumina > electrode scrap >
sloppy alumina > electrode scrap >
sloppy alumina > electrode scrap >
sloppy alumina > electrode scrap >
sloppy alumina > electrode scrap >
sloppy alumina > electrode scrap >
sloppy alumina > electrode scrap > wet concrete (add 19.4 limestone)
Input 200 water, output 16.15 water. Produces 1200 scrap @ 100.0% efficiency, lockproof
i call it the alumina centipede
183.85 water would starve it while only consuming 562 bauxite.
it wouldn't, since the 16.15 extra byproduct is reused
It's not reused
the point is to multiply the water byproduct down as many times as possible and then sink it
you're outputting 16.15 water in your message above, if you put it back into the input, you can reduce your input by 16.15
yes, you can process 600 baux with 180 water instead of 196.155
in the most water-efficient config you do
but they are e.g. 99.999% efficient at consuming bauxite, not 100.0%. They warm up infinitely without ever being exactly 100.0%
and this config which sinks a tiny bit of water at the end is 100.00%
that's not true
It is true
is this in regards to keeping waste and fresh water split/
they easily warm up to 100%
ah are we back to the calculus/recursion stuff again
because machines have warmup time
They warm up to show 100%, but it's a rounding error on the UI. It's not actually 100.0%.
the reason why you're wrong is because machines have spin up time
It's e.g. 99.9%, then 99.99%, later 99.9999%
this is ignoring the efficiency calculator
but not actually 100%. They take infinite time to reach 100%.
you can see this by the miners never backing up
they would take infinite time if they would use things at constant rate instead of working in cycles
They take infinite cycles to provide as much water as they consume
without infinite cycles, they always fall very slightly short.
not true
the arguments you give remiind me very much of flat earths and anti vaxxers
let me write the example
so is a long belt (for example 10 items long)
stuff goes in but not out until its traveled along the belt
as you look at it longer its like 100/110=90%
after that 1000/1010=99%
theres nothing strange about that its just how items per minute averages work
no, different math
they've gone on this rant before, they couldn't be convinced by several eleoquent people. Don't bother
unless have literally nothing else to spend these precious few minutes of life on
something like... enjoying the evening sky
it's 2pm
look at the clouds then π
I found it easier to bring nitrogen (via drone) and aluminum (via train) to my existing HMF factory, but I had planned it that way from the start
look at a system like this
https://discordapp.com/channels/370472939054956546/558721941410807812/1359073362281894019
once it has some water it will use 100% of bauxite
the water may go from 0->50%->90%->110%->95%
but after its 50% it is already 100% bauxite efficient
as in all the bauxite coming in is consumed
this is at least the third time lol
orly? xD
example:
you have a recipe that needs 100 water and outputs 80 per cycle. For simplicity, let's say recipe time is 60s, so per minute rates are also per cycle rates, so we don't have to convert.
you have a water extractor set to make 20 water/min. The water extractor will run for 5 minutes, filling up the machine to 100. Then the machine will run for one minute. After one minute, the machine is filled with 20 water from the extractor, and also produced 80 water, having 100 in the system for next run. If we take into account time it takes for the water to loop back to the machine, it will pause for a few seconds, but during those few seconds, extra water is inputted from the extractor, so there's more than 100 water available at the beginning of new cycle.
Takes just two cycles and the machine runs at 100% efficiency
I have some time to kill before I leave to get my lunch and park my car elsewhere π€·
I mean if you enjoy this xD
This works for the refinery with fresh water input, but not for the waste loop
the "machine with a recipe" can be replaced with "a set of machines with multiple recipes" without changing anything
any "black box" that has input of X and output of Y will do
it doesn't change any math around it
yes if you prefill it like you said
this step "The water extractor will run for 5 minutes,"
if you cold start it then it comes from 0 and converges to 100%
Say for example you have 70 waste water and 30 fresh feeding the machine consuming 100.
It works steady-state, if it was already running at 100%.
But what for example if you start with 30 fresh and 21 waste? It will idle for a while until it gets another 49 fresh, then run again, then idle for less time, then run again, then idle for less time, then run again. Uptime starts at 51%, quickly hits 90%, 99%, but it asymptotically approaches 100% and takes infinite time to hit it.
if you cold start it then it comes from 0 and converges to 100%
if you cold start, the machine doesn't run for 5 minutes, because it needs 100 and only gets 20 every minute
the "prefill" happens on its own
if you use a bad setup yes
if you use a good setup it will still flow to the overbuild fresh water recyclers filling up the system while still using 100% of the bauxite
and the idling means that more of fresh water is inputted into the system, which fills the machine and makes it run at 100%
Enough to make it asymptotically approach 100% uptime, but never hit 100%
again, not true, because machines have spin-up time
I don't think they actually understand spint up time
if a machine is stopped and has enough resources to start, it takes a few seconds to actually start
(though it would work even without the spin up time)
even ignoring the spin up time, the mistake you're making is that you're just calculating the per minute values, if you assume that a machine perfectly eats X/min and outputs Y/min (which scales based on the input, so if you're inputting X/2 per min, you get Y/2 per min output), then yes, your hypothesis works. But since machines work on cycles and actually need to be full to run one cycle, it's no longer the case
would the time between cycles still converge to 0?
No, because any wait also means more input
oh right cause the water output is in chunks not continuous
I may make a simulation for this just to show it better visually xD
strawman
@wind spade is right by the way, if you have a refinery that needs 100 per minute, produces 70 which is fed back in, and receives 30 freshwater, the refinery will turn off when it is too low on contents, allowing the 30 to back up and create a buffer for the 70 to stabilize
If it needs to shut down multiple times, it will. The important thing is that the shutdowns are done after a finite amount of time
this is what happens when you apply continuous reasoning to a discrete system
no this has nothing to do with refuting a different argument.
I'm talking about the repetitive nonsense a person spouts
why the fuck are you insulting a person asking for help, trying to understand a complicated concept without getting it on the first try
what is wrong with you
who is this aimed at?
"I'm talking about the repetitive nonsense a person spouts"
well they aren't exactly asking for help, they are claiming they are right without considering anyone else's perspective/proof. And very much multiple times
yes, because I've tried talking to them and it's absolutely pointless. Its apparently the 3rd time they've gone on about this, I've only seen it twice, and no matter what anyone says they never budge or change their mind. And honestly they're like that about literally everything.
I would say I've seen it like 4-5 times, but it may be me misremembering, but yeah, definitely had this conversation before
(not to mention similar story with other topics)
this isn't a once off situation. It's all the time.
what, people getting annoyed by greenie's condescension? it does happen all the time
good bot
the whole conversation is about a different user though
how many computers do I need?
for?
phase 3
for what in phase 3?
1 manufacturer for personal use should be good enough so 2.5/min
ok, so i need 2.5 computers per minute. thanks
you may need more or less depending on how fast you build and what you actually need them for, hence why I asked
So, at first I was building factories with a bus, but then I realised this kind of setup can break some thing when you're adding stuff
bus is generally not recommended in Satisfactory, yeah
So then I moved on into building whole chains at once
but I just built a 10 flexible frames factory
and I feel like it's not really that easy to expand
bus is recommended by me over dedicated factories
its just personal preference
well with the approach of building whole chains, you don't really expand
you just build new factories and don't touch existing ones
Monolithic bus for the entire tech tree isnβt recommended. Small bus for factories is nice.
monolithic bus for entire tech tree all the way
https://discordapp.com/channels/370472939054956546/553550313533997057/1249769544541802716
its just a different form of building
both work, i just personally think bus is easier and faster to build
You can definitely do it, and sticking to a design style is cool. I donβt recommended super large bus bases to people looking for advice personally.
the problem I was having with bus is that if I'm putting say iron ingots in 2 places, 1 for plates and another for screws
if I build more plates, I now might not have enough for the screws
And I don't think my previous design should break because I'm expanding it
yeah it doesn't scale well especially with belt limits
and you have to keep in mind all the amounts you have leftover
in this case the issue is less about belt limits, and more that I want to build on top of what I already have
then you just add another iron ingot belt
So I thought about separating things, but at some point I'm not expanding anymore and just building new chains
yes, but I think the thing that needed to break first would be the new plates, not the old screws
Scalable factory designing is its own challenge, yes.
well yeah but once you notice that you can increase ingot production
btw i think a bus with mk1 mk2 belts is kinda bad
imo you need atleast mk3 and it becomes a lot better with better belts
that's why I generally recommend to build isolated modules and never expand π
yeah but I want to expand
its just very easy to play
expand to the new stuff you just unlocked
chase down bottlenecks until all belts are full again
it's equal to building new factory
not always, you save on some belts
you have a proven distribution system, if you're using it for low throughput things like modular frames and rips, you don't worry too much
Effort savings with expanding a factory usually comes from upgrading belts as you tech instead of needing to build fresh logistics. But yea, anything can work so do as you like.
eh
unlocking modular frames you can reuse your reinforced plates
unlocking heavy modular frames you can reuse your modular frames
same pressure conversion cube
same pasta
same singularity cells
but I'm also going to admit that expansion doesn't take things like alternate recipes in count
It totally can
I mean, if you built things with iron smelters in mind, and now you get iron alloy
alternate recipes is one of the strongest points of a bus
you just change the items you pull from the bus and change the recipe, done
compared to completely redesigning old build
I mean, you can just build up
iron ingot isn't raw
Yeah. The ingots arrive on the bus at the start
You make smelting facilities at ship to the start of the bus line
There arenβt rules for bus designs. Itβs whatever the player wants to do.
nah ingots on the bus
so you can use them for rods/plates/solid steel
Sharing design principles isnβt making rules.
Fair enough. Just crisping up the language.
High throughput belting using Belt Compressor Units or as i like to say manifolds of manifolds 1 What is a Belt Compressing Unit A Belt Compressing Unit (BCU) is made up of multiple Belt Compressors. (see also https://satisfactory.wiki.gg/wiki/Balancer#Belt_compressor) They take two inputs and f...
But yeah, for my modular bus megafactory, I have various outposts through the world processing raw resources into ingots/ plastic/ rubber ect, which get shipped to the start of the bus via train.
So I can get started with basic iron/ copper/ oil recipes, and upgrade those feeder factories later
you can't have outposts together with megafactory π
"megafactory" by definition is "make everything in single place
Okay
Seems like a very strict definition. But if thatβs the βruleβ then alright!
well that's how people use the term π€·
I feel like Iβve seen a lot of βmegafactoriesβ that ship in ingots
some times they just use the term as a "really big factory just for this one thing"
like a "133 GW megafactory"
as in a big power plant
yeah but that's not a "megafactory" then π€·
really big factory is really big factory
To be fair, that is how a lot of people end up using the word. :)
So a βmegafactoryβ is only used when describing a player who is building everything from raw ore to end products all in one facility, and having no other outposts except resource extractors in the entire world?
yeah
basically "all production centralised in one place"
it's opposite of outposting
But then how do you describe the middle ground
cowards 
what is middle ground? if you have at least two factories, you have outpost(s), if you have one factory, you have megafactory
Because then the other side is βeverything that isnβt a megafactory is out postingβ
isn't it?
Yeah I've seen AIs with more contextual flexibility than Greeny
If we're being descriptivist with language, I do think that it's probably more common that people just mean "a really big factory" when they say "megafactory." It's a term whose intended definition is likely to vary by context
Greeny the kind of guy who would buy 12 packs of milk because they had eggs
ok and?
no idea why this goes to personal insults, but be warned that it's kinda against #rules
it's more common for people to call power storages "batteries" π€·
Heh, agreed. :D
(not to mention all the youtubers that call stacked belts "a bus")
It's because we know what we mean even if we're not saying "the right way"
But you also know what we mean even if we're not saying it "the right way"
But you go out of your way to be pedantic some times
the person above me quite clearly didn't know, hence why I explained it to them
but you're right, I'm sorry for insulting you
@dusky dust @unkempt oar
43750MW with uranium->plutonium->ficsonium
most notable 417 sam and 240 bauxite and the obvious 83 uranium
then a bunch of small things like limestone/copper/coal/quartz
43750MW with rocketfuel
301 crude oil 292 nitrogen
its actually more nitrogen than nuclear (292vs136) i remembered wrong
if you look at it in weighted resources its 15% vs 6% for nuclear vs fuel gens which is insane
the sam and bauxite alone are insane
like compare 417 sam and 240 bauxite to 300 oil, its crazy
not even factoring in the 83 uranium which is actually a lot since its hard to get to (freaking caves man)
like id rather get 300 oil than 83 uranium since the oil fields are usually huge
i guess the nitrogen can be painful but the extra 156 isnt too hard to get
definetly not as much as getting 417 sam
all good, just... sometimes some people go way beyond reasonable and action has to be taken π€· (not your case)
yeah ficsonium needs a buff
as it stands it's just for removing plutonuim waste
it's still power positive, I think it's fine
That's.... exactly what its purpose is, though
it's a choice for the person - do you want waste-free plutonium? it's expensive, but possible
it isn't there to be a competitive power source
it makes it not worth it to run plutonium and it's easier to just sink it instead
for you maybe, for others it may be different π€·
dont think the most expensive and complex chain of power generation should use 2.5x the resources per mw of rocket fuel
Not sure how you get "not worth it to run plutonium." If you insist on clean nuclear, it lets you burn Plutonium+Ficsonium for about 3x the power that Uranium alone gives you
And there's no reason not to run Plutonium without Ficsonium
If you don't want to accumulate waste, then you can add Ficsonium on top
also I like how people say that it needs rebalance when we have those sloop power sources which are so insanely OP
Again: comparing Rocket Fuel to Uranium->Plutonium->Ficsonium is absurd
Rocket Fuel's competitor is Uranium
Plutonium and Ficsonium are extra things you can put on top if you want
i think using them is an abosulte waste
using sloops to boost production is way better imo
Also, in terms of Bauxite -- as I say, on my Ficsonium-enabled playthrough, I was only using like 25% of the map's Bauxite. There's plenty to go around. It is very SAM heavy, yes, but if you're not doing resource conversion then that hardly matters either
I've never claimed that Uranium->Plutonium->Ficsonium wasn't more resource-heavy than Rocket Fuel
well that's personal preference, in both cases you're just increasing amount of practically infinite resource while reducing amount of things you need to build
But Uranium is entirely reasonable in comparison
doesn't change that it's insanely OP
Funny y'all talking about this because I'm slowly designing my power plant
ey man i did ficsonium just because i like making complex recipes, damned the efficiency
That is exactly why I am doing it.
I mean also wanting to make a good looking factory that isn't just a big box for the 500th time
224 plut waste, slooping the SAM to get every drop of ficsonium.
yooo also tier 9 stuff is just coooool
i love the dark matter residue reprocessing
i wish it was just a bit harder but its still cool
I do wish it was a big harder too
like maybe mixing uran and plut waste to make the ikea lamp so you have to balance their insertion
oh yes
also aluminum byproduct seems harder that DMR byproduct since its easier to turn solid and sink for DMR
what if the crystals was a fluid as well, like crystalized dark matter
that way you couldnt just sink it
With what I have planned here I'll have 163.33 reanimated SAM left over/m
Oh no I actually have to find all the sloops I have in all of my machines across my world and account for them all π
synthetic summer sloop when
As an avid https://discord.com/channels/370472939054956546/1283457093696749609 enjoyer.
That might result in inverting the universe (or something)
harness the energy
become void
I said do NOT loop the loop-organ!
Anyways.
So I'mma loop the loop-organ
With the left over SAM from slooping it to get enough for all the Ficsonium I'll be putting it into feeding 8 APA
only 44k power?
rookie numbers
eh its just what fit the numbers for all the 3 rods
well
it doesnt realy matter how u look at it
if u need reasonable ammount rocket is go to
for unreasonable uranium
amd never ever build all of gens in one place
The only reason I'm doing Ficsonium is so I can make an IKEA show room in the transport from Ficsonium to their fuel rods
wait why?
Not sure where you're getting definitions for "reasonable" and "unreasonable." Rocket Fuel or Uranium-powered power plants are about as easy to make the same amount of power
And yeah, no real problem with keeping all your gens for a power plant in one location. If you mean that it might be worth having totally separate power generation areas in case you screw up a build on one, then that might be nice for some isolation, I suppose
i want to turn all 2100 uranium in map to fuel rods and im in phase 4 do i turn the waste into plutonium fuel rods and use them too or do i sink them ?
Depends if you want to have a "clean" nuclear system or not -- entirely up to you!
depends on if youre ok with having waste
if not then sink plutonium rods
i havent done anything with radiation and since im in phase 4 i dont know how can i deal with plutonium waste
Keep in mind that maxing out on Uranium is a very big project; possibly bigger than you think it is. :)
For Plutonium waste, you either just store it forever, or process it into Ficsonium (which lets you have a "clean" nuclear solution)
ive done all the aluminum before i think i can handle this as well
Plutonium waste accumulates pretty slowly, though -- you just calculate how much time a single ISC will give you, then build out however many hours of storage you need
Can always hook it up to Ficsonium processing later if you want
how is the damage like is it safe to store them ?
(Though I suspect there's not enough SAM on the map to turn all your Plutonium waste into Ficsonium rods, if you're maxing out all Uranium nodes.)
You can if you sloop some of the animating
automating filters in the dimenstion depot makes it a pretty non issue
Iodine Filter usage maxes out at 5/min. So long as you're sending at least 5/min into your Depot, you can spend literally the rest of the game holding radioactive material and never take damage (so long as you remember to keep pulling filters from the Depot periodically)
thats so smart i never knew i could even do that
i just use my depot for building stuff
Your hazmat suit won't automatically take filters from the cloud storage, so you do have to periodically grab 'em yourself, but yeah
Can also use it to replenish ammo, jetpack fuel, etc. (Again: need to take those out "manually," but at least then they can refill)
ok i will do that i thought the depot is only forresources
Actual feature request >:(
Once you have the manual upload unlocked you can also use it to relieve your inventory while on long exploration expeditions. Shove a bunch of stacks of remains, slugs, etc, in there
slugs ? wait i can store anything in depot ?
Yep, if it can be in your inventory it can go in the depot
ok i feel dumb now XD
ok so to turn all my waste into ficsocium i will need 4.15k sam
i have no idea how much sam is in map
There is enough π
Yeah, there's about 10k on the map
And you can stretch it further by slooping the Reanimated SAM constructors
10200
is there a tool that i can use to see how much power is it going to make
How can i calculate how much Coal Generators i can run on an MK2 Miner Overcloced to 200% so it the Output is 480 Coal a min
How much coal does a single coal gen consume per minute?
each coal generator uses 15pm
(You can tell by clicking on the orange button on the input buffer on a coal gen -- it'll tell you the rates of consumption)
you can use 32 generators
So i can go with the Base Math "Coal generator = Coal mining rate / 15"
yes coal generators = coal / coal consumed per generator
same as all other resource usage
buildings = items / items per building
I'm totally starting to grasp the idea of breaking build plans into groups for easier implementation. My rubber/plastic/coke plan I'm building now I'm doing out the math and everyone consuming water is consuming it in batches around 400. It will be so much easier to make pipes carrying 400 water by underclocking extractors to 100/min than it would be pulling pipes of 600 and dividing it around.
This will be my first build of truly large scale so I've not had to do a lot of planning based on pipe/belt capacity and input/output blocking.
Could be done with fewer extractors, sure, but would be waaaay harder to get it running well. Even if not trying to use a full 600, blocks of 480 or something would just make for weird assed splitting that would almost assuredly cause sloshing and fluid bullshittery.
slosh is normal to an extent.
Pipes below the flow limit tend to do that and its fine! Its natural
The problem is working near the limit
There it and other things can be very bothersome
This block planning seems to be quite useful but a bit tedious. Are there any build planners that facilitate the process of grouping machines' inputs and outputs?
blueprints?
with manifolds
I'm referring to mathematical planning. Like STools, but with the ability to divide up any one particular block into a number of smaller subblocks for planning out belts and pipes.
check out satisfactory modeler on steam then
Will do. I've seen screenshots that look similar to STools output. Are you able to divide up those blocks?
I don't know if it's exactly the way you're expecting, but give it a try
it's more of a ground up approach
while STools is top down
My biggest beef with the screenshots is how everything is pictures. Maybe I'll get used to it but a lot of buildings aren't super distinct from a tiny thumbnail. I'll give it a whirl and see how it feels.
Thereβs always the multiple SF Tools pages with pen paper managing.
This is exactly what I'm already doing that I was asking if there are any tools to help with the process lol
Yeah in modeler everything is very manual - which is good or bad for different people - you can "divide blocks" as you said
Personally i like using both - modeler is good "factory notepad" while sftools is "initial planner"
I just wish that modeller's graphs were at all legible to anyone who didn't make them
They really can be, there are 3 different connect modes - it dont have to look like a pasta bowl - but yeah its very manual and some dont bother
It's not the connection lines that bother me, it's the fact that absolutely nothing's labelled.
There's no way to tell what recipe anything is unless you're already intimiately familiar with the inputs+outputs (and in one case, the actual ratios of the specific ingredients), you've gotta decipher tiny icons to know whether, for instance, this thing over here is coal or compacted coal, or whatever the hell SE part this icon is -- Is this building a Foundry or an Assembler, etc?
use your effing words, modeller.
Someone who made the chain can glance at it and go "oh, okay, using Caterium Wire over here" but for anyone else trying to interpret it, every single step requires active cognition to even know what's going on
Zoom in, try to remember what the icons are like, try to match that to a recipe.
Oh i guess, yeah its no problem to zoom on your plan - can't say the same for screenshots
bleh
SFTools are more of a calculator, give you raw numbers
modeller is more of a logistical planner, but kinda sucks at the computation
so it's up to you how you use the two π
Right, except that 100% of the interaction with Modeller in this Discord is people posting an utter jumble of lines + icons which requires way more effort to get even a general handle on than I'm typically willing to spend
If it just labelled things I would hate it about 99% less. :)
I acknowledge that it's probably a super useful tool for the folks who are using it at the time, but as an information-sharing vector it's utter garbage at the moment
honestly seeing how new it is it's pretty good
I must go back to making new tools so that I can make tools' own version of modeller-like thing
i think greeny's sf tools is still amazing. But it's just missing the ability to split a node
(sftools does not even show nodes (which honestly is a good thing for a solver, IMO)) (disregard, whoops)
I think they mean graph nodes, not SF nodes
Oh oh
yeah, graph nodes
:homerbackingintothehedge:
but it's offset by just making the split in another tab
honestly the main problem of this is the technical debt and bad decision of how to do things (one of the main reasons I'm doing the rewrite)
basically the result is always computed, so it can't really be edited in any way (which I want to change in new Tools)
how's that new tools coming along?
last few months I've been dealing with serious personal issues so not well. Hoping to get back to them soon-ish
understandable, personal issues take priority
big thing i like in modeler are the outposts you can make there, if you are making dedicated factory of some item, you can connect the output into couple other outposts - factories that uses this item and it shows you how much is being used
Without going back and forth between plans everytime and counting it
are the rolls and rerolls on the hard drives predetermined or are they rolled when we click the buttons to "open" them?
While im aware the play-style to "overproduce for future" is not ideal, i do feel like its sometimes needed
For example making HMF from scratch for every factory would be really time consuming and kind of a pain in the arse
So instead i did it dedicated and in bigger volume to drone for different factories and tbh it turned out as a good decision for me
But yeah this comes from someone not beating the game yet, take it as you will
hmm... i have like 10 scanned hard drives (with rerolls still up) that i kind wanna keep to get heavy oil residue when i get there since i dont feel like most of the early recipes are that worth it (apart from like cast screws lol) since i'm basically at phase 2
would have to completely rebuild my entire stuff with those new recipes
people talk about don't overproduce, thing is, turbo motors still require making a gigantic supply chain
there's a lot of good recipes
iron wire and stitched plates, iron alloy, solid steel,
solid steel is the one i was fishing for yep. that one is super nice
all recipes are worth it in some situations
got early concrete problems? cheap concrete!
yeah true! but i have all the blueprints ready in a stackable way (building skyscrapers) so if i would change the recipe i would have to change the entire blueprints as well π
I don't think that's the right way to look at it
i sourced all the lime stone in the entire desert and im making 4320 concrete atm π
Why not just using the new recipe somewhere else
oh yeah.
that for sure! but i feel like the most important thing rn is to keep the hard drives for heavy oil residue and diluted packaged fuel
cause thats the very next thing i will make
btw, I made a blueprint that takes in water and hor, and makes power with it
with 2 fuel gens, 1 refinery, and 2 packagers, even the cannisters are included
it wasn't in a good spot for it
someone already took that place... and used it to make computers
im still not sure if i should go for turbofuel or not...
HOR -> packaged diluted fuel -> turbofuel?
and I was in a spot with oil and water, and I just thought diluted was good enough
I'd say yes, because from turbo you can go rocket fuel
and rocket fuel is great. You want it for jetpack (although you can also get ionized instantly once you get rocket)
But you can also make loads of power with it, without radiation or waste that's hard to deal with
My 1.0 save has three separate HMF production areas. :)
I was trying to make the rubber hmf, 10 per min, I had almost all parts done except 1
I admit that for Phase 4+5 I did use the wiki to pre-plan a lot of resource requirements, so for instance I only have a single Supercomputer factory with three outputs (one to storage, one to ADS, and another to NQP)
But for that I knew exactly how much I needed for each export and only built that much out
and then I realized, the last one was modular frames. I needed 50 modular frames per minute
Me spending 2 hours making a blueprint for that thing
Can a modular frame recipe fit into mk2 blueprint?
yes
Pretty sure it can
I have one
I was able to fit crystal oscillators and diluted packaged fuel there
Foundry into 2 constructors making 1 stitched plates into 3 assemblers with the pipes
ah wait, the constructor for pipes was outside
Is Iron pipe steel rotor motor viable
it's good for motors
I mean itβs not as efficient as default
because stator and rotor use the exact same ingredients
But very easy to setup since you only need 2 constructors
just put them in the same manifold
Literally every motor production chain is viable, in that you get motors at the end. :)
I've also heard speedrunners use rigor motor
Keep in mind that there's a lot more resources on the map than you probably realize. We all obsess over resource efficiency (especially in this channel) but you really have to try hard to exhaust resources in this game. Whatever you choose will be fine
yes, the one with the oscilators
it depends a bit on how you play
You want to play close because that means less time spent commuting, but you also want to play in areas where multiple kinds of resources are close by