#math-and-meta

1 messages Β· Page 297 of 1

plucky tusk
#

blender turbo fuel is pretty fun ngl

prisma kraken
#

this is how i set it up for a build which allows me to split it into 4 independent units

plucky tusk
#

yeah im just gonna mirror that and then surround with gens ig

#

10 blenders max oc is what im makin

#

like 1125 turbofuel

prisma kraken
#

how that actually ends up looking

#

i've already done a rocket fuel conversion of it, so its 3x what the tf would yield πŸ˜„

plucky tusk
#

this what im at rn

prisma kraken
#

yeah, i clock everything up, so probably using less machines

plucky tusk
#

prolly gonna make pet coke off to the side and belt it in

#

then its just miner-belt-splitter for the sulfur

prisma kraken
#

i just group 3 hor refineries output together and push that exact amount to a dilluted fuel blender, a coke refinery along side and then the 4 tf blenders

plucky tusk
#

yeah

#

u could totally do that

prisma kraken
#

if you make the exact amt of coke needed for the blenders right nearby it saves some belting headaches

plucky tusk
#

belting doesnt give me headaches

#

its the math that does

prisma kraken
#

4 input blender recipes aren't a cakewalk to deal with, so any shortcuts I totally try to use

plucky tusk
#

yeah well i usually optimize toward logistics so its the other way around for me math hard belt easy

#

like the left side is done

prisma kraken
#

all the beltwork for one of my modules

plucky tusk
#

belt floor?

prisma kraken
#

yeah, just a 4m subfloor

plucky tusk
#

thats crazy when you can just put it all on the machines lol

prisma kraken
#

ehh, i'm bringing the sulfur in by train

#

i didn't want to run belts a long distance across potential building space

plucky tusk
#

yeah i thought of something crazy lol

#

5 freight platforms each side 1-1 feeding the blenders lmao

prisma kraken
#

i mean you can, but it makes more sense to use 125% or 250% clocking to turn a 5 into a 4

plucky tusk
#

yeah ur right u can totally do that

prisma kraken
#

that's what i'm doing

plucky tusk
#

i only need like 56.25 pm for each blender so i just thought it would be funny to have 10 freight platforms

prisma kraken
#

i use a 4 frieght standard size for my trains. anything that gets loaded into a train is evenly distributed btw 4 cars

#

for lower volume stuff, it means trains can make longer round trips and then for high volume stuff, i'm splitting it all up where it is produced rather than where consumed, and i'm finding that's just a nicer way of doing things

#

gets rid of a bunch of crazy balancer building

plucky tusk
#

sadly cant fit 2 staions on top so ill just split 5 ig

#

idk man i think the train looks stupid, also cant split 5 in 2 with trans

regal pier
#

I am confused. If I have mk.2 pipes, they move 600 units per min. And Fuel Gens use 7.5 turbofuel per min. I should be able to fill 80 Gens, right?

vapid gorge
regal pier
#

the last 10 or so are on and off again and I thought I was matching them

vapid gorge
#

over head images of the set up would help

regal pier
#

I have a big loop that goes around the gens

vapid gorge
#

as high up as you can

crimson moat
#

turbofuel gens are worst case scenario for that issue

vapid gorge
#

?
systems with the lowest input per min tend to be more stable. Pre 1.0 you could run a 600 line w/o loop of TF

regal pier
#

using photo mode

#

one sec I'll grab a screen from the Calculator

vapid gorge
#

can you sketch how the pipes are laid out under the walkways? it's all covered

#

or save, delete most of hte walk ways and show? can reload after

#

and maybe a few shots from the side

regal pier
#

Does this help for pipes?

#

I can send more screens as well, one sec again

vapid gorge
#

yeah sides

regal pier
#

outside looking in

#

center splits

vapid gorge
regal pier
#

inside of outside

#

its a single pipe that splits left and right to make the loop

vapid gorge
regal pier
#

yeah. I noticed it wasnt running right when I started working on the next batch

vapid gorge
#

ok did you pre flood the system?

regal pier
#

I went around and double checked the connections between blueprints and pipes, no missing connectors

#

I did not, But I could turn it off to flood the pipes. The fluid buffers are full

vapid gorge
#

what fluid buffers? the internal ones?

regal pier
#

I have 2 fluid buffers on each pipeline. They are right after the blenders

#

i think thats 4800 units?

vapid gorge
#

delete them
flood the system by down clocking a few fuel gens like 50%
once everything is flooded, clock them back up and see the behaviour

regal pier
#

I will try that

#

Why no buffers?

vapid gorge
#

buffers wil generally just mess up a system.

#

basically the only place to use them is to buffer fluid trains

regal pier
#

makes some sense, I will try it

vapid gorge
#

essentially they don't give you any benefit and can cause issues

#

you can have them in a system if you know what they are doing and it can run. But it won't be running Because of the buffers, they'll be running despite them

plucky tusk
#

I was gonna put buffers on mine but the big ones didnt fit and small ones were too small

vapid gorge
#

small ones were also too big

#

unless you mean for trains

plucky tusk
#

No off the blenders

vapid gorge
#

yeah. don't use them. just makes your life easier

plucky tusk
#

πŸ€“

#

It was more for looks tbh

#

Since the refineries hang off the back of the blenders

vapid gorge
#

clip the pipes through them then. I use them for aesthetics myself

plucky tusk
#

Well like i said neither worked out

#

Also im not just running a pipe through of course that wouldnt work

#

Set it up the same way u do buffers for fluid trains

vapid gorge
#

if it's not for trains it's not going to give any benefit to a fluid system

#

at best, they do nothing.

plucky tusk
#

i kniw but all the pipes would look cool

vapid gorge
#

so just clip the pipes through the buffers. It looks the same and you don't get the mess of having a buffer in your system

plucky tusk
#

I dont want fake stuff tho im fine with waiting for the fill. everything will be connected and running before i even build the generators, so it will give me tine to fix stuff anyway

regal pier
#

Looks like everything is working. I took out the buffers and sent the fluid vertical for a "water tower" effect. Gens all seem to be staying on now

vapid gorge
latent anchor
#

In some setups that you want to have automatically adjust, yes. In the dark matter crystals example you could be taking as much as possible from the factory (necessitating that it switches to maximal dark matter efficiency) but given that both recipes are supplied with DMR and both are merged into the output without priority, occasionally a crystal will flow from the inefficient recipe and use extra DMR for no additional crystals

vapid gorge
#

i've never had a darm matter process that a smart splitter, at worst, wasn't a solution

latent anchor
#

Even if you were to use overflow systems to fuel the DMR-efficient recipe before the diamond-efficient one, as soon as DMR became abundant and diamonds not so much you'd face the same problem

#

Btw you can certainly get 99.999...% as I said but not 100

frosty owl
#

Note: 100% priority mergers have been invented in pre-1.0 vanilla πŸ˜‰
Ah, the beauty of brainpower harmonious_hannah

vapid gorge
#

also never had an issue with a manifold, in any set up, not being 100%

#

is this going to be teh aeryn 'manifolds aren't effcient' argument again?

latent anchor
#

Nope

#

Just saying that there are mathematical (if not practical) advantages to priority mergers

frosty owl
#

They do be a lot more compact than their pre-1.0 coubterparts ^^

latent anchor
#

Yep! I managed to come up with a design centred around an industrial storage. It needed 47 stacks of concrete

vapid gorge
#

I've never managed to design a system, involving those items, that wasn't 100% effcient

frosty owl
latent anchor
latent anchor
frosty owl
latent anchor
frosty owl
#

Very small contraptions anyway, needing entire STORAGE CONTAINERS to run πŸ˜†

vapid gorge
#

I mean, I can make those systems, w/o p mergers, be 100%. I don't understand why you think they need them

latent anchor
#

Full storage containers, too

frosty owl
#

Eh, tbf, that's easy enough using low-stack items... Dunno why Concrete (500-stack) was your first choice in that regard :P

latent anchor
vapid gorge
#

No. My manifolds are 100%.

#

like, draw a diagram of the case you're talkign about, but my dark matter manifolds run at 100%

latent anchor
#

I'll try

#

Gotta get discord working on my laptop again rq

vapid gorge
#

cause it's entirely possible to build those systems, w/o pmergs, and have them run at 100%

#

in fact, I would say it's trivial

frosty owl
#

I'd argue that if it were trivial, you would've managed to explain your disagreement by now thinking_helmet

vapid gorge
#

It's not clear what the hell they're talking about. You can make the dark matter waste production run perfectly efficiently

latent anchor
#

Let me show you

vapid gorge
#

they've talked about random item production that they claim can't be run at 100% efficiency w/o p mergers.

latent anchor
#

Gonna MS paint for a moment

vapid gorge
#

while, I, have made those items, perfectly efficiently, w/o them

#

can you set up systems in wildly dumb ways that might require a p merg to work properly? sure

latent anchor
vapid gorge
#

ok bugger off with your claims the yaren't perfect

#

I'm utterly sick of you bs

latent anchor
#

Sorry, I'm a pedantic mathematician! I'll stop after I draw this diagram. Didn't know I ticked you off, now I can see I've been a prick tho

vapid gorge
#

youve never explained why any partricular manifold wouldn't be at 100% I no longer care about anythign you ever have to say

latent anchor
#

I need time!

frosty owl
#

Reminder of #rules about politeness and such~

vapid gorge
#

yeah, random, unsubstantiated nonsense gets to be called bs. And I get to tell people I no longer care about what they have to say

latent anchor
latent anchor
#

Still drawing my stuff

#

Please don't punish this dude

frosty owl
#

Eh, worth making that one point clear imo (the ping's active already anyway)

edgy leaf
#

how does your dark matter crystal production look like COD? cause to me it seemed like a priority merge of sorts was necessary if you want to use trap with dark matter crystallization while recycling the dark matter

#

not interested in the argument, just curious

frosty owl
wind spade
#

Clock machines and do direct input?

frosty owl
vapid gorge
#

any of the dark matter residue over flows were dealt with similarly to keeping alumina waste water split? Like, I put so little thought into it and got it working it has not made a lasting impression.

edgy leaf
wind spade
#

or I'm not sure what do you mean

edgy leaf
#

ah, with two machines? yea that'd work I think

latent anchor
#

In this setup, things are 100% efficient when you need more crystals and the 5 -> 2 recipe is used, but if the output backs up to where you want to only use the 10 -> 1 recipe, the non-prio merger means sometimes you use 5 -> 2 and waste time crystals.

#

Second setup in a moment

frosty owl
latent anchor
#

On the other hand, if you wire it up to prioritize the 10 -> 1, it will get used even when you want to use only 5 -> 2

wind spade
#

you can press printscreen to take screenshots πŸ˜›

latent anchor
#

I use phone-cam because it needs to end up on this device one way or another...

frosty owl
#

Don't mind my mumbling (unless you find it funny)~

latent anchor
#

I find most things funny

unique cypress
#

Wouldn't this require a priority splitter for gasses?

latent anchor
#

They're not needed at all when you use a prio-merge setup

unique cypress
#

What is this belt/pipe for?

#

DMR?

frosty owl
#

@latent anchor why are the priorities for input opposite of the outputs? It also looks like you prioritized the output of 10:1 over 5:2 in the first picture and the opposite in the other, which would lead to the opposite result of what you described thinking_helmet

latent anchor
thorn bane
unique cypress
frosty owl
#

Let's calm down and not pile on poor Bilbo too much πŸ˜†

latent anchor
frosty owl
prisma kraken
#

i might ask why you even need the priority merger. it seems like it ought to self-level

frosty owl
latent anchor
frosty owl
#

Might just be a typo, but I want to clarify and make sure ^^

thorn bane
unique cypress
thorn bane
latent anchor
latent anchor
frosty owl
thorn bane
latent anchor
frosty owl
#

That part was a bit confusing as it's not obvious (imo) ^^

latent anchor
thorn bane
#

wait if youre already using trains isnt it super simple to make a perfect priority merger with trains?

frosty owl
latent anchor
thorn bane
#

oh flash backs to where i did alu that way by shipping water
it was horrible xD

latent anchor
#

"Simple" here isn't exactly "compact"

latent anchor
#

Your second was to persist with the idea, was it not?

prisma kraken
#

trainifolds are like the secret weapon of the game

thorn bane
unique cypress
thorn bane
frosty owl
unique cypress
thorn bane
latent anchor
latent anchor
thorn bane
fierce ruin
#

Is this bad? Does going over 20 headlift reduce the flow rate or lead to any other such issues?

#

And if so, does this seemingly false "headflift is exceeding recommended level" issue mean anything?

deft lichen
#

you mustn't exceed the maximum, which is 12 m for buildings, 22 m for mk1 pumps and 55 m for mk2 pumps

#

the warning is just that, a warning

dusky dust
#

You can start seeing weird flow issues if you go too far over. In that example you seem to be right on the limit, so you're probably fine. But in general I like staying a meter or two below the limit

deft lichen
#

!wikisearch head+lift

brisk shoreBOT
#
Official Satisfactory Wiki

Head lift determines how high fluids can be pushed up. Only the vertical distance, or the difference between the elevation of starting and ending points, matters; it does not depend on the Pipeline's shape. Each meter of head lift can lift the fluid by one meter vertically. Fluids can flow freely along...

deft lichen
#

hm, image doesn't embed anymore

dusky dust
#

I still need to check over that image; I know at least the water extractor is misleading on there

fierce ruin
#

So going over 20 leads to issues?

deft lichen
#

no, over 22 does

fierce ruin
#

I can't seem to go higher than 22 no matter what. The pumps just aren't pumping higher than that

#

But, whatever I guess

deft lichen
#

yes, that is the maximum

#

you need to place another pump after those 22

#
Official Satisfactory Wiki

Head_lift_demonstration.png

Head lift determines how high fluids can be pushed up. Only the vertical distance, or the difference between the elevation of starting and ending points, matters; it does not depend on the Pipeline's shape. Each meter of head lift can lift the fluid by one meter vertically. Fluids can flow freely along perfectly hori...

#

hurrah, embed

dusky dust
#

I still wouldn't recommend pushing the pump placement right up to the limits. Flow can get weird if you do (like it'll seem to be fine for awhile but then start failing, etc)

vapid gorge
fierce ruin
#

So if I can get water up here, it should be able to flow all the way to the power plants, right?

#

This is the highest point in the pipeline, and I'm pretty sure the collective rises in elevation do not go higher than this

vapid gorge
#

sure, but you should move the coal to the water. Much easier

#

or just burn coal that's already next to water.

#

I'm pretty sure there are more coal nodes near water than not

fierce ruin
#

...It has taken me about twelve hours to get this to almost vaguely work

vapid gorge
#

eh, if you want aesthetics? sure.

and yeah long pipes have that effect especially if you're not experienced

wind spade
restive sparrow
unique cypress
#

Iirc the game suggests placing the pumps exactly at the 22/55m mark (the blue rings), and it usually does work fine, but going above means you're relying on the fluid to slosh higher than it should (and that does not work reliably).

I'd still recommend staying within recommend lift

restive sparrow
#

I'm recommending going lower than the recommended because I've been burned by using it. At least twice if not more.

patent blaze
#

I always went overkill and placed mk2 every 30 meters or closer if i was in doubt. It doesnt hurt to be safe

fierce ruin
#

Is there a graph for showing how to split 45 into 20 and 25?

unique cypress
#

As long as the 20 side consumes 20, it'll work

#

Alternatively, if only the 25 side consumes 25, you can use a smart splitter instead

vapid gorge
plain rivet
vapid gorge
#

even wire doesn't take that long

#

and that's almost an even split of probably not wire

plain rivet
#

22.5 would be going to each side. that's 2.5 extra to the right. wire would take over 3 hours to stabilize at only one machine

radiant sinew
#

You could always load balance it

unique cypress
#

A single splitter is a balancer. 1:2.

restive sparrow
#

If you wanted to be an absolute lunatic about it (I say because the machines should balance themselves so there shouldn't be any reason to do this) you could get a 20/25 split right on the nose with 4 splitters (breaking the original into 9 pieces by way of 1:3 2 layers deep) and 4 mergers (bring together 4 of the 9 for the 20 with the first 2 mergers and bring together 5 of the 9 for the 25 using the other 2 mergers).

Again, this is purely for the sake of mathing it out and I believe actually doing this would be lunacy.

unique cypress
#

You only need 2 splitters and 2 mergers for a 4:5 ratio splitter. Split into 3, then split one of those into 3 again. Take the second of the first thirds and one of the second thirds (a ninth) and you've got 4/9. Take the remaining belts (a third and 2 ninths) and you've got 5/9.
9x -> 4x, 5x

restive sparrow
#

Good thinking. Bringing the entire thing down to 1/9ths isn't necessary, and actually quite wasteful.

fierce ruin
#

Thanks

#

I just let it auto-balance a while back lol

white bloom
#

that works of course, but this with just 2 extra machines is as simple a balancer as it gets

patent blaze
#

i never understood these complex items/min splitters, just clock the machine, and overflow the rest into the other belt

white bloom
patent blaze
#

yeah true, but it could be only 1.

white bloom
#

mapping [45] to [25,20] without requiring downstream buffers to fill up first

white bloom
patent blaze
#

true but once it gets filled it'll work indefinietly if the rest of the factory is set up properly

white bloom
#

but it consumes more factory footprint

patent blaze
#

im just lazy i guess

white bloom
#

or mindful of your footprint! don't be too hard on yourself πŸ˜‰

patent blaze
#

i do tend to cram all the machines into one box so yeah i'd struggle to fit stuff like that

#

i underestimated the pressure conversion cube production in my nuclear setup greatly, its like a cobweb.

#

eh anyway gtg work

unique cypress
# white bloom

You could also do this so you don't have to wait for the mk1 to saturate

white bloom
unique cypress
#

The items need to loop around a few times so idk it might take a few minutes

#

Still, I'd always just use a single splitter

plucky tusk
unique cypress
#

That's exactly what I posted?

hoary wigeon
unique cypress
#

Ah, yes, splitting into 3 only to merge all 3 unchanged. Efficient

grizzled grove
hoary wigeon
grizzled grove
wind spade
#

what's so bad about single splitter

plain rivet
#

some splitters are happy on their own. quit pressuring them, grandma

white bloom
grizzled grove
#

The numbers mason

plucky tusk
#

Yall still talkin about splitting 45 into 20 and 25? Its just a splitter dude like what

grizzled grove
#

It’s not

white bloom
grizzled grove
#

45/2 is not 25 and 20

unique cypress
#

It is if one belt backs up

#

that's literally how manifolds work

white bloom
grizzled grove
#

If manifolded

white bloom
#

(they're right of course but it's boring)

grizzled grove
#

If manifolded you don’t need balancer

unique cypress
#

1 splitter is a balancer. This isn't

grizzled grove
#

If sushi you’ll need it ig

#

Or if you over an overflow belt

plucky tusk
#

Honestly if you get stuck with weird splits its a planning issue coulda avoided it entirely

white bloom
unique cypress
#

A splitter can do any split. There are no "weird splits"

grizzled grove
#

Splitters split

white bloom
#

... with backfill, yeah. If you don't want to bother implementing a specific split, which many people call a balancer, but KYO does not, then hook them up arbitrarily and make sure overflow doesn't escape the system and eventually it works

unique cypress
white bloom
#

KYO just to avoid confusion in terminology what do you call a splitter-balancer network that achieves a specific input to output mapping without relying on outputs' backfill? Cuz we need a catchy term for that

grizzled grove
#

Tbh I only find use in balancers from resource nodes themselves

white bloom
#

I agree balancer doesn't feel entirely right when you think about it too much but that's just what kinda stuck with the community because it's the "manifolds vs balancers" dichotomy

unique cypress
unique cypress
# white bloom

This wouldn't be one because it uses a lower tier belt that's meant to be saturated, so it's a rate or precision splitter to me. I called them both

white bloom
grizzled grove
white bloom
#

and if number of inputs = number of outputs you call them ratio/rate balancers then to make the confusion perfect? πŸ˜„

#

i like the ratio vs rate nuance for without/with belt saturation, gonna adopt that

#

maybe

grizzled grove
#

You also can rate limit with priority splitters

unique cypress
#

Any balancer has to meet these requirements:

  1. every input connected to every output
  2. equal input priority
  3. equal output priority
#

Any good one also needs full belt throughput between inputs and outputs and groups of inputs and outputs

white bloom
#

but I agree it would make sense

#

it's just a too rare use case

unique cypress
white bloom
#

so the more frequent use case kind of took over the term within the Satisfactory community

unique cypress
grizzled grove
#

Have ether of you ever needed like a 4 belt to 3 belt balancer…

(Off topic question)

unique cypress
#

And Satisfactory balancers work indentically

#

So I hold them to the same rules and standards

unique cypress
white bloom
#

you can build equivalent networks as factorio balancers, but they're not satisfactory balancers by what most people think of here

#

I don't have any stakes in what gets called what I just like consistency, this risks some confusion so it's just a warning

grizzled grove
# unique cypress Needed? Probably not. Used? Several

1 very rarely do I have 4 belts or X that can all be on 1 belt. 2 you can just fully saturate overflow the belts, unless you want to balance to specific input in that case a 4 to 3 balancer isn’t the necessary end goal

white bloom
amber umbra
#

Ah man, balancer discussion.

grizzled grove
white bloom
#

the most elegant one I know splits one of them into 3 and merges one of each with one of the other inputs

#

4 machines, no feedback loops with bottlenecks, no belt saturation

#

pretty sure there is nothing smaller than that

unique cypress
#

That assumes all 4 inputs are equal and all 3 outputs are used equally

white bloom
#

yes

#

that's a default assumption

#

if he had uneven belt load he would have specified that

unique cypress
#

???

grizzled grove
#

Balance :3

unique cypress
#

I use balancers specifically because they don't care about item rates on the belts

#

Anything that has requirements is useless to me

white bloom
#

So yes, the use case for balancers in the narrow sense (your / the factorio sense) is when you have unknown / variable belt loads or supplies and want to ensure the resources get adaptively allocated. You pay for that by building redundancy into the system

#

I find adaptive networks and production lines intriguing, but whenever I actually play the game I just never get to a point where I think "here it would actually make sense to spend twice as much time to build everything robust / adaptively". The world is not procedurally generated, you can plan your whole production line statically

thorn bane
unique cypress
thorn bane
#

can build this easily by dragging a line between the 4 constructers and then attaching the splitters/mergers on to the line

thorn bane
white bloom
# unique cypress To me it's less about adaptability, and more about universality. Whenever I have...

hmm. At the end of the day, you still need to ensure that the total production matches total consumption for each item, otherwise you've built some expensive production buildings that don't get to fully run because they're starved for inputs or stalled for outputs. And if you do have matching totals, there is no need for balancers in the strict sense anymore, any network topology (barring unintended internal belt bottlenecks) will work. Or as the Satisfactory kids like to call it: "just manifold it"

thorn bane
unique cypress
thorn bane
white bloom
unique cypress
#

That's exactly what balancers avoid

#

I cannot manifold 12 belts, because 12 full belts don't fit on one belt

white bloom
#

you don't need to build a complete bipartite graph every time to avoid bottlenecks though, typically that's going to be overkill by a huge factor

thorn bane
#

ye
ofcourse you manifold
the question is how you feed those manifolds

unique cypress
thorn bane
#

ye i manifold and use belt compressors so the manifolds are always full

#

here is what i mean
https://docs.google.com/document/d/1_rXrJ8CWyjNExcayArby3HjRpDUXV5sd8QvFrdNZxBc/edit?pli=1&tab=t.0#heading=h.i4mh5jaa6ir1
(i should really update this to priority mergers, it makes the BC 1 splitter and 1 merger instead of 2)

white bloom
#

ok, suppose for simplicity I have N incoming belts and N outgoing belts with equal load (imagine each of these gathers or feeds a manifold for example). There is no point in building a complete bipartite graph / strict balancer compared to just matching the belts one-to-one, unless the belt loads are unknown/variable.

#

the compressors are a decent way to achieve this in that it doesn't build as much belts as a complete / strict balancer, but it's also relatively hassle-free compared to custom fitting a connective network and being wary of local bottlenecks everywhere

unique cypress
thorn bane
oblique hollow
#

there comes a point where you must ask "what the heck am i doing this even for"
Its either out of boredom or because you wouldnt know a better way to do it

#

4 x 420 isnt a game-given goal or limitation.
You were the one who put that limit up yourself

thorn bane
#

ye imo its just way simpler through the game to have (somewhat) unknown amounts on your belts
like image i make 270/steel and use that to make 270/min worth of pipes and 270/min worth of beams
ofcourse i dont have the resources for that, id need 540
but it works as long as i dont consume 100% of both
now the ratio of pipes to beams might change depending on my factory
i might switch to encased industrial pipes
i might use steel screws
i might use molded pipe
but all of that just works if i just split it, so i dont have to worry about doing the math everytime i unlock a recipe or get an alt

thorn bane
#

the math alone to figure out which lane needs how much takes longer than pasting a blueprint

unique cypress
#

I don't look at the item counts at all and once I balanced 4x360 to 4x360

#

because I just saw 4 belts in 4 belts out and pasted a blueprint

summer flare
white bloom
#

Hmm, you have a point. If the build costs aren't prohibitive, just slapping a strict balancer in there from a blueprint - even though it may have quite some redundant edges - is even more convenient than using belt compressors or custom fitting a sufficient network.

thorn bane
#

my issue with blalancers is that they are big so i would need extra space to paste it on to my bus

unique cypress
#

They aren't suitable for depart when empty/full trains

white bloom
#

only when the number of endpoints (not their load) to be connected gets large will this become infeasible, because the complete bipartite graph m,n has something of order O(m * n) edges, when just to accomodate throughput you only need O(max(m, n))

#

yet, we typically aren't connecting that large number of belts that asymptotic scaling would really matter

#

so for small numbers, complete bipartite connections (your strict balancers) are probably the most convenient indeed

thorn bane
unique cypress
#

7? Rookie numbers lol. I have 20

thorn bane
prisma kraken
#

sometimes i just need to shake my head at things

restive sparrow
#

I'm over here just making what I need like an IDIOT

unique cypress
#

And this isn't even the biggest balaner I've built lol

thorn bane
unique cypress
#

Though it is the biggest I've actually used (so far)

white bloom
# thorn bane i mean even for 2-2 its 2 instead of 4 units so twice as big

yes, it's technically overkill at any scale, the point I credit him is that you could just slap out that blueprint for two extra belts and don't even have to worry about compressing the right one to the left or vice versa or whatever, it just works without a second thought if you're willing to pay the cost in build materials + wasted space

prisma kraken
#

i have tried it and found that direct belting eliminates those headaches

thorn bane
#

its not a headache its a problem
we have found the solution
now the problem is trivial (select blueprint, paste)

prisma kraken
#

most problems you invent have trivial solutions (i.e. don't do it)

oblique hollow
#

most problems are trivially invented

thorn bane
#

i mean if you have a super gadget does it all blueprint
why use the simple solution when you can use a sledgehammer to crack a nut

thorn bane
white bloom
# unique cypress And this isn't even the biggest balaner I've built lol

it remains a problem of scale though. If you were to connect 1000 inputs to 1000 outputs that's 1 million belts with a strict balancer even if you could connect 1000 belts to one and the same splitter/merger. While accounting just for the un-evenness at hand you'll custom fit something that's on the order of not much more than 1000 belts to achieve that connection. Maybe 2000, depends on the loads, point is something on that scale.
Of course you'd never need that, just to illustrate the point. It inevitably becomes unfeasible at some size to go with connectivity in a higher dimension than required throughput

#

you've convinced me I'm kinda digging this idea for small handy numbers now though, the universality is enticing

#

cool stuff. Thank you both for entertaining this discussion with me. I gotta go, see you around!

thorn bane
white bloom
unique cypress
#

These are the stats for a 100:100 balancer

white bloom
#

using belt compressors as needed is roughly the same as custom fitting the connection, you have to watch and follow along keeping track of the flow rates and therefore end up with something O(n)

unique cypress
#

(Belt count is slightly inflated due to length limits)

white bloom
#

anyways I'll respond later, gotta go

wind zinc
#

end of the line
i never thought i'd run out of space here lol

#

just a few machines

unique cypress
#

FYI, this summary is inaccurate

#

it just adds the building counts together

wind zinc
unique cypress
#

completely ingnoring that 1.5 constructors for 1 thing and 2.5 for another is not 4 constructors total but 5

wind zinc
unique cypress
#

Just another reason why that calculator is garbage

wind zinc
unique cypress
#

"for your information"

wind zinc
#

Ahh

#

Had no idea

oblique hollow
#

it just tells you the effective "percentage summary" needed

#

you can clock machines however you want and that then changes the Actual total building count

#

1.5 for 1 thing and 2.5 for another adds up to 400% effective constructor work force

#

how many machines you actually build for this is up to you

wind zinc
#

I didn't OC much

oblique hollow
#

not just OC; but also UC

wind zinc
#

But i did later go in and change some recipes

unique cypress
oblique hollow
#

its not useful to summarize it at all imo.

wind zinc
oblique hollow
#

but it is useful to give you a rough estimate for how many machines it likely needs

#

if you start messing around with clocking, it starts deviating anyway

#

So that number is never ever 100% useful or accurate

#

just a guideline essentially.

unique cypress
#

I never OC/UC anything other than miners

oblique hollow
#

well, thats a you thing and i dont care about that

unique cypress
#

So when it's rounded up for each recipe individually and then added, it's 100% accurate

oblique hollow
#

neither might others care about it.
for them, this might be more useful

wind zinc
unique cypress
#

Or even if you UC uniformly, but don't go so low that you'd need extra machines vs 100%, it's also 100% accurate if it's rounded before adding

#

Adding without rounding makes it inaccurate and useless for everyone

oblique hollow
#

Eh, who knows, maybe the next big update to tools that is supposed to change a lot of things changes this too

unique cypress
#

Tools does it correctly

oblique hollow
#

Not like i personally ever use machine summaries anyway

unique cypress
#

It's only the SCIM planner that fucks it up (as usual)

oblique hollow
#

i honestly didnt realize this was SCIM lol

wind zinc
unique cypress
#

Because it's gubage

wind zinc
#

BRUH

oblique hollow
#

meh, i dont care much bout scim.
useful as long as it gets stuff right.
once it doesnt, its time to switch

#

On a completely unrelated note:
new transmutation table available

wind spade
#

SCIM doesn't really get things "wrong", but given it can't do like half of the mid-lategame builds...

unique cypress
wind zinc
unique cypress
#

I only bothered to check one example but couldn't get the result it did

unique cypress
#

It literally can't calculate the most efficient recipe chain for rubber/plastic

#

and the second best takes like double the oil lol

wind zinc
#

But yeah, that's a fair point

wind zinc
#

It would be quite useful

#

IDK, like turn it into uranium or quartz

unique cypress
#

Unfortunately the converter doesn't have a fluid input

wind zinc
wind zinc
unique cypress
#

Only fluid output

wind zinc
#

do you guys think it'd be worth making a dissolved silica / leached quartz crystal factory ?

unique cypress
#

If you can use everything you produce, both crystal and silica, yes

#

If you're gonna end up sinking a significant portion of either, no

wind zinc
#

Aight

#

Im gonna run through the numbers tomorrow

thorn bane
#

it reduces amount of buildings so yes

wind zinc
#

and how much quartz crystals/silica does T9 take ?

dusky dust
#

Depends what kind of recipes you end up using

wind zinc
#

Fair enough

wind zinc
#

Which would be nice cuz that recipe has a better rate

#

Would i need it though ? πŸ€”

unique cypress
#

Calculators generally do not use default alu ingot unless forced

#

It's "expensive"

#

I wouldn't set up silica specifically for it, unless I really needed that little bit extra bauxite efficiency

#

But if you need crystals and have distilled silica to spare, it's certainly cheaper

thorn bane
#

you trade 60 quartz for 28 bauxite
kinda meh imo

wind zinc
thorn bane
#

wdym you used up the bauxite

unique cypress
#

Yeah what?

#

You either have to really waste it or build a factory so large it lags most PCs

thorn bane
wind zinc
thorn bane
#

for what?

wind zinc
wind zinc
opaque quartz
#

I’ve never done the quartz purification chain but I’ve been intrigued by it

wind zinc
unique cypress
wind zinc
#

And im making like 3500 Alu ingots
Theres no way that's only 10%

unique cypress
thorn bane
#

arent those the items youre making?

unique cypress
#

The items you listed, but in tools

wind zinc
unique cypress
#

Well you said that this is using most of the map's bauxite

#

But even if you're making 3.5k alu ingots, that's still 30%

wind zinc
#

and some in the titan forest

#

Well 1200bauxite from the titan forest

#

4 nodes IIRC

wind zinc
#

Which i do not in fact have

thorn bane
#

ah

wind zinc
plucky tusk
#

I think i just did 300 bauxite to get started on p4 but im def gonna need more

#

Its like 270 ingots split between my 2 factories

thorn bane
#

p5 kinda inhales alu as well
i was up to 4k at the end

wind zinc
#

They've saved lots of space and headaches for me

thorn bane
#

wait which ones?
arent the resource efficient one the space efficient ones?

wind zinc
unique cypress
#

Using aluminum instead of iron sounds like the opposite of space efficient, easy or convenient

thorn bane
#

alclad casing uses an assembler, but its also 2x the output
heat fused frame makes 3/min instead of 1.5/min and uses less alu
heat exchanger makes 10/min instead of 7.5 and uses less alu
actually not the case for RCUs, radio connection uses less than radio control system but its 3.75 vs 4.5

harsh schooner
#

Cheese

wind zinc
thorn bane
#

ah ye right alu rods and beams are a thing, i kinda forgot about them

wind zinc
unique cypress
#

Except you're saving resources, so you need less of everything upstream

thorn bane
#

well it depends, sometimes you need other stuff

wind zinc
wind zinc
#

(That came before KYO's comment )

unique cypress
#

If I disable all alts on that plan, the building count literally doubles

#

Tools optimizes for resource efficiency

thorn bane
unique cypress
#

So I'd say the more resource efficient recipes are on average more space efficient as well

wind zinc
#

Of course !

#

What did you expect ???

unique cypress
#

Well, you seem to have expected the opposite

#

After all the more resource efficient recipes take up more space, right?

#

So if I made it less resource efficient, it should be more space efficient, no?

wind zinc
#

OMFG okay im gonna dip cuz its 11:40pm and i rather not couch my braincells by someone purposefully misunderstanding what i said

thorn bane
#

the thing is the further down the production chain you go the more resource efficiency matters as it has a ripling effect of needing more of the previous items as well
so as a trend the more complex the more important item efficiency is over output numbers

thorn bane
#

is it possible to have a solid train unload directly into machine instead of an ISC and let the machines be the buffer?
how would one go about that exactly?

#

wouldnt it work to just split the machines in 2 and feed half with 1 belt coming from the station and the other half with the second?
the main issue is that you cant just merge both belts since its throughput is sometimes high sometimes 0 but just using 2 belts should work right?

unique cypress
#

If I'm not wrong, the minimum buffer you need is belt speed * 27/60 items

#

Maybe double that?

thorn bane
#

well the machines should have that

#

hm actually if you do it as a manifold then the machines would already be full so you dont have the buffer
i guess if you balance it it works

unique cypress
#

If machines are full, it's still a buffer. They'll empty during the pause and refill after it ends

thorn bane
#

oh true
i guess you also have some amount of belt buffer

unique cypress
#

I think to make sure it works consistently, you only need to make sure no machine runs out of input if it doesn't receive anything for 27 seconds

#

Though idk, some belts shenanigans might make that delay longer?

#

Sounds like something that could happen

#

Yeah, if you manifold, the first machine will get refilled after 27 seconds but the latter ones will take longer

#

But they'll lose supply pretty much at the same time, with only a little bit on the belts

#

So the latter ones will take longer to refill than 27 seconds

#

They'll get some items after 27, but not enough to start filling, only slow the drain

regal pier
thorn bane
# regal pier Can I ask about your username tag line? I just set up 120 fuel gens using mk2 pi...

mk2 pipes in long manifolds dont do 600/min, more like ~550
this is caused by junction splitting unevenly like 600->570/30 creating backflow that reduces the overall throughput
splitting evenly like 300/300 is fine
you can fix this by splitting your pipe into 2x 300/min pipes at the manifold, for example by building a loops that feed 300/min from the start, 300/min from the end or by connecting it in the middle so it splits 2 ways

regal pier
#

That makes sense and seems like an easy adjustment to existing systems

thorn bane
#

if your setup is not 1 long line but multiple lines that your first split into from 1 pipe then its fine

regal pier
#

Yeah mine feeds from one pipe into a 2 way split then makes a loop all the way around. I also sent you my save file. I've been cleaning up the platforms since I sent it though

unique cypress
thorn bane
#

are they in long manifolds

unique cypress
#

Depends what you consider long

#

I have tested a 20 refinery long one once and it worked fine

#

I don't remember if I have one that long in actual use, but I have done tests and it worked

thorn bane
#

did you build it as a loop?

unique cypress
#

No

#

Just a straight pipe with junctions

thorn bane
#

hm interesting, do you have a screenshot?
600->570/30 (600/20 = 30) should cause problems
how did you feed it?
from the start or from the middle?
also from above, ground level or from below?

#

always happy to look at more test cases, but that setup (20 refineries) didnt work when i tested it

unique cypress
#

I don't have screenshots (anymore? Idk if I took any). Can try re-doing it in like 16 hours and @ you if you want

thorn bane
#

sure

unique cypress
#

The most recent test I did was with a line of plastic or rubber refineries, fed from a single, fully overclocked oil extractor connected to the end of the manifold

#

The extractor was below the refineries

#

But I don't remember where the manifold was

#

Either on the same level as the refinery inputs or above

#

Definitely not below, I never do that

#

The pipes were not pre-filled

#

I also remember having 50 fuel gens running off a single 600/min pipe (pre 1.0's consumption change from 12/min to 20/min).

regal pier
#

I find that keeping the pipes feeding downward works well in long lines as long as I can feed the machines at a rate like n+10%

fierce ruin
#

What happened to beacons? It's been about a year and a half since I last played

#

I can't find the beacons

quick gorge
#

They were removed in 1.0 among some other things that became redundant

fierce ruin
#

Redundant?

#

Is there another way to mark things now?

quick gorge
vapid gorge
#

poke the map

quick gorge
#

I legit had to google it because I never mark anything on my map (I really should...(I won't))

thorn bane
thorn bane
quick gorge
#

I just... remember where they all are because I know the map like the back of my hand
(I am quite aware I have no life thank you)

thorn bane
#

aint no way you have all 100 memorized
like if im close then i know the area but all????Β΄
someone needs to make the "name all states" but for crash sites

quick gorge
#

Most of the crash sites's requirements are often close in proximity so I don't bother remember their requirements.
Saying that that black powder one with the arch above it always gets me tbh

thorn bane
#

actually remembered to put some sulfur and coal into dimensional storage this time
quite proud of myself

quick gorge
#

I have several laps of the map for spheres, sloops and drives in my head, the starter lap to get the basic shite.
Once I get nobes/blades (now I can get those from the cave and get on the first lap)
and when I get hazmat to clean up the rest

quick gorge
#

This is maths and meta after all, I do someshit around this

#

It is a tad harder to do it from the map view since I'm use to pathing it in first person but ECH close ebloodynough

thorn trail
#

more like maps and meta

quick gorge
#

I will not draw up my first real life, I would need record myself doing it in game and then apply it to the map and I have shit to do

#

Like dig through the game files to attempt to find spooky lore words to put into a thing I'm messing with

thorn trail
#

do you do this first lap before or after getting blade runners? Just curious because I always start in the rocky desert and the first leg of my journey is immediately to the doggo cave to grab the blade runners there then looping around to grab a 'first lap' of starting stuff from sites

thorn bane
#

i should start doing doggo cave but its so far away from northern forest...

quick gorge
thorn trail
quick gorge
#

Like if I'm playing a server I start the lap but head toward the cave to pick them up, if they're in my way might as well pick them up but you could count those as false starts I guess

#

I could autistically list everything I would depending on starting on location... but do we really want that?

thorn bane
#

have you seen the conversations in this place?

quick gorge
#

(We in this case being the royal we, aka: me)

#

Whenever SF+ is stableℒ️ for a dedicated server in 2029 I have a group of people who want to do a SF+ run.

Needless to say, I am the scout

#

Much love McGalleon

vapid gorge
#

@nova vortex

#

line of rail, zooped along the way, then build pylons at intervals to keep it tidy

nova vortex
vapid gorge
#

plus some pillar feet, but that's just for looks

nova vortex
vapid gorge
vapid gorge
#

you sounded like making 2 lines was an extreme effort somehow? so I was giving you a quick way to do things

nova vortex
#

oh no mb i didnt mean to make it sound like that im sorry.

whole bane
#

Sorry I am brand new kind of just starting but would I need to make a 3 to 5 balancer for this, or would that not be necessary because it's only 45 units/minute?

prisma kraken
#

one small hint to start you down the correct path on that is that an intro rotor build is easier to do at 2x the size

whole bane
prisma kraken
#

yeah, eventually everything ends up going where it needs to get to

#

another thing that is probably the easiest solution to your problem is hunt down some hard drives to get this recipe

whole bane
#

oh will do, forgot about that when watching an intro video!

prisma kraken
#

i'm trying not to just solve the problem for you πŸ™‚

whole bane
#

I appreciate it.

prisma kraken
#

another way to approach it all is to realize that a 3-way splitter can take 15/min and split it into 5+(5+5)

crimson moat
#

1:1.5 ratio is awkward, rounding to 1:2 is less so

unique cypress
#

They only shine when you've got several belts

#

And they're even more useful if the belts each carry a different amount of items

#

Also, obligatory SCIM Production Planner slander: it's garbage

#

Well, it's not like it's unusable, but it's by far the worst calculator I've ever had the "pleasure" of using, so if you're new, I suggest you find something else before you get used to SCIM

#

Try all of them and find one you like the most

thorn bane
unique cypress
#

That its typical behaviour in that mode

#

Though I have to say, using five different recipes for one item is new to me

#

Generally, if you're trying to minimise area, whole numbers of buildings are more space efficient than fractional ones

thorn bane
#

why the fuck is this happening
and does this mean that mode is just useless?

thorn bane
#

also why are there 5 iron ingot recipes?????
this has to be a bug right

unique cypress
#

The only solution I have is to look at which recipe it wants to use the most and disable everything except that one

unique cypress
#

This doesn't sound linear

thorn bane
#

how long does a manifold need to fill after 27s of downtime?
lets say im shipping 1650/min steel ingots to turn into 1100 steel pipes so 55 machines

#

it would be (27.08/60 * 1650)/(2400-1650) = ~1 minute right?
so we need to make sure that the roundtrip time is longer that 1min which checks out since it takes 1min20 to fill a train of steel ingots
and we need to make sure that the machines dont run out which is fine since steel ingots stack to 100 and the recipe consumes 30/min (empty after 3min20)
soooo you dont need a buffer for this?

fallow siren
#

no need buffer, just hand fed to warm the manifold line

unique cypress
#

Manifold fill time is normally more complicated because the consumption changes based on the number of machines currently with items, but here all should have items in them and the consumption should be constant 1650/min

#

At first they're losing 1650/min for 27 seconds, then gaining belt speed - 1650 until full

#

If your max belt speed is 2400 then yeah the whole process takes about 1.5 minutes

#

And emptying a full wagon at full belt speed takes 1.33 minutes so you won't run out of items for the reload even if you only run one wagon

wind zinc
wind zinc
#

i guess distilled silica would use a lot less space than the other options

fierce ruin
#

Perhaps not math related, but I blew this guy up. Is he dead for good, or is he gonna get back up and start spewin' his fart cloud again?

grizzled grove
#

More quartz per quartz

fierce ruin
#

Ohp, the corpse is gone now.

#

Guess he's not fartin' no more

dusky dust
#

Once they've been bombed, they're supposed to be gone

wind zinc
#

oh

quick gorge
#

They are not meant to respawn

However: They do not care for the rules and do so anyway

fierce ruin
#

Do the fart pillars respawn?

opaque quartz
#

No

wind zinc
quick gorge
#

I've tad them respawn after updates.. as I said; they do not care for rules

wind zinc
#

so, anything is possible

quick gorge
#

They do not care for rules :3

cerulean stratus
#

Ok I just wanna show you guys something
a 7 segment display, using belt logic

quick gorge
#

What black magic is this?

quick gorge
quick gorge
#

My god

restive sparrow
#

(smart splitters overflow)

gloomy bridge
#

If people can make a computer in minecraft, it can be done in satisfactory. It just takes an electrical/math engineer to do it.

restive sparrow
#

If you wanted to be a complete lunatic you could extend the logic to have a single switch create a number for example.

cerulean stratus
#

actually we don't use sinks that much. Hopefully we'll get modding for 1.1 soon, because that's where i'm using the priority merger

restive sparrow
cerulean stratus
#

yeah it's pretty difficult in satisfactory

#

NOT gates take a ton of space, because each wants a storage container

vapid gorge
gloomy bridge
#

Def can do logic gates.

#

I use logic gates in my current builds. Smart Splitters and Programmable Splitters make the best logic gates for simple things.

cerulean stratus
gloomy bridge
#

Yes, which makes things even more spicy in the programming realm.

upbeat summit
#

uhh help, explored and scanned a bit too many hard drives, can't select the alt recipe

upbeat summit
vapid gorge
#

settings

upbeat summit
#

where?

vapid gorge
#

probalby scaling. Scale can refer to size

upbeat summit
#

ohh got it, i'm dumb

#

ty

#

also is there any list which shows which recipes are the best (kind of like a tier list?

unique cypress
vapid gorge
#

each recipe has it's own situations where they can benefit you is the short of it.

some recipes tend to be more general and thus more occasions to be used - these are usually lower tier recipes

upbeat summit
#

then how should i select alt recepies?

vapid gorge
#

you're never locked out of recipes. You can always get all of them

unique cypress
faint locust
upbeat summit
#

alr

vapid gorge
#

eh, power costs are pretty trivial. You can easily build more power.

it's really how they suit your style, what you want to do, and where

faint locust
#

true!

#

I wasn't too thrilled with water geyser

#

500mw for something I could do in 200mw for the same output

vapid gorge
# upbeat summit alr

but if you want recipes that will give you more opportunities to use them? lower tier items. Wire, screws, plates, Alloy ingots. Things like that. They are versatile because they apply the affect at the start.

faint locust
#

yeah, having a way to build basic components without a long belt or trains, helps alot.

#

iron wire, does suck, but it is wire.

vapid gorge
#

once I get iron wire I rarely make it from something else

faint locust
#

I get that, I never had the shortage of wire from copper to supplement a section to force myself into iron wire. I did it a few times, but copper is just easier from the foundry

vapid gorge
#

it's not even about saving copper. It means you can start making wire and cable things in spots w/o any copper

faint locust
#

true

vapid gorge
#

but sometimes you do need the copper for other things, like sheets. Helps spread the burden around

faint locust
#

you mean the million billion uses for sheets

cerulean stratus
amber umbra
#

When in doubt, avoid saying β€œxyz alt is bad” here unless you want to bait replies.

vapid gorge
#

basically xD
I hate steamed sheets but damn is it useful

unique cypress
#

There's 2.5 times more iron than copper so it's easier to find

faint locust
#

I don't think every alt is bad, OTHER THAN a few of the recipes.

#

I'll be honest, I don't want to make them, that overcomplicates something that was simple

upbeat summit
#

yeah selected many of the alt recepies, i was wondering since i'm at phase 3 and obv don't have things like rocket fuel, and aluminium unlocked, what would happen is i try to get all the hard disks, will the game give me alt recepies which i haven't unlocked yet?

opaque quartz
#

One of the things to keep in mind about alt recipes is that some recipes have good synergy with other alt recipes when considered together. This is one of the main reasons why tier lists are bad

vapid gorge
#

there are some recipes that are very niche.

quick wire stator.
mainly used for saving on steel.
which isn't commonly a limiter

vapid gorge
faint locust
#

man, quick wire is amazing and also the hardest thing to get right.

#

since its not equal in slugging it

upbeat summit
#

damm that's interesting

opaque quartz
upbeat summit
#

alr

vapid gorge
faint locust
#

power slug

opaque quartz
#

The wiki has the milestone prerequisites listed for each recipe too if you need to see it

unique cypress
vapid gorge
#

ah, not sure why slugging it is hard though?

faint locust
#

its 2 to 3 in ratio.

opaque quartz
faint locust
#

hard 2 to 3, you can balance it I suppose

#

I wish I had that alt that made more bars and check it out.

unique cypress
#

Though I still have to check in-game whether I'm understanding the code right

faint locust
#

wait, no. there was no alt that could just beat the basic if you considered power usage

vapid gorge
faint locust
#

I was thinking the ingot itself

faint locust
vapid gorge
#

yeah I've never had issues using power slugs on machines for these. Not sure what you mean

faint locust
#

I was thinking there was an easier filler for the ingot, but nope.

#

sulfuric acid is probably the way to go, but that is just asking alot. haha

vapid gorge
#

most sulfur recipes are a bit awkward imo. personally can't be bothered with them. Tempered is nice though. much less piping and fewer refineries

unique cypress
#

I checked it because someone complained that having quartz didn't make it available to be rolled from a drive

vapid gorge
#

anyway sleep time πŸ™‚ gn all!

faint locust
#

silicon board? that one is super duper worth it

faint locust
#

oh, well to roll into the rng, you have to have one of the tiers unlocked, BUT that doesn't mean you will see it early

#

I saw sloppy at the end of phase 4.

wind zinc
#

i finally finished the assembly director systems

#

6/min though thats with supercomputers and adaptive control units slooped
and then after that i also slooped these
so im actually getting 12/min 😎

viral sparrow
viral sparrow
#

yeah the next one is 1:4

wind zinc
#

perhaps i overbuilt : )

#

but that'll be very fun then

ruby shoal
#

Is this kind of backup an issue? 4 foundaries are working beneath this floor to produce 180 steel ingots/minutes (45x4). It's hard to see in a picture, but these three constructors are all accepting 60, so it balances with what it's being fed (60x3=180).

I understand that the problem is probably the belts and conveyors, which are mk3 and transporting 270 items per minute. This was done to prevent the machine from starving, but it ended up overflowing the entrances. Is this an issue?

#

This kind of problem is occurring everywhere, but from what I understand, it really shouldn't matter what kind of belts I use, because the machines will always be fed and never idle, which means they're at maximum efficiency, right?

oblique hollow
opaque quartz
#

This constructor has a yellow status light which means it’s not running 100%. Share a screenshot of its console

ruby shoal
opaque quartz
#

Was the output backed up earlier? Do you have a high enough tier belt to handle carrying away all the output from the machines?

sullen barn
#

What planner do u guys recommend? I dont really like the one from calculator cuz u cant entangle the productions properly especially while using alternative recipes

cerulean stratus
#

satisfactory modeler

sullen barn
cerulean stratus
sullen barn
#

Ty

dusky dust
# sullen barn What planner do u guys recommend? I dont really like the one from calculator cuz...

https://www.satisfactorytools.com/1.0/production is, IMO, the best solver out there. As with any solver I would recommend keeping graphs separate -- don't entangle your production in general and you'll get much nicer, cleaner graphs. :)

#

Modeller's not really a solver per se, and its graphs are absolute dogs#$@ at conveying information to other users (there's no labels on anything, so you're stuck interpreting bunches of tiny little icons instead), though folks who use it to plan factories seem to like it

unique cypress
#

Yeah, I don't like modeler either. Way too manual. I use Tools for all my calculation and planning needs

dusky dust
#

It's really two different use cases entirely; I can see the appeal of planning stuff out with Modeller, even if I don't use it myself

#

Solvers + planners occupy different problem spaces

sullen barn
sullen barn
dusky dust
#

(I actually mostly use my own homegrown tools when actually building, but I'll often use sftools as a spot-check and to more easily try out different recipe chains, since my own tools are pretty clunky for that)

sullen barn
dusky dust
#

You can specify multiple outputs, if that's what you mean

#

But no matter what tool you use, you're gonna end up with unweildy graphs if you add too much in

#

As I say, I recommend keeping production lines separate no matter what tool you use. Satisfactory production chains are inevitably rather complex, eventually

plucky tusk
#

🧠

sullen barn
#

I just want something so i can manually select the input, recipe and sth to put that product into another factory with a different recipe. Like making recycled rubber from recycled plastic for example

dusky dust
#

Sounds like something that sftools (and probably other tools) could do

plucky tusk
#

You could prolly do it in game tbh

dusky dust
#

Though keep in mind that sftools is a solver, which generally tries to solve for resource efficiency (using some hardcoded resource weights based on the total availability of things on the map)

sullen barn
#

Im unable to use it that way rn tho. I dont understand how

plucky tusk
#

But i might be misunderstanding smth

dusky dust
#

So if you have more than one recipe for an item chosen in the recipe list, it may not choose the exact one you want. If you want to use a specific recipe, make sure that's the only recipe for that resource that's enabled

sullen barn
sullen barn
dusky dust
#

Heh, well I led with "sftools is a solver," so we could've stopped there if that was the requirement. :)

#

Anyway, I'm not personally familiar with planners. I assume Modeller is probably the most popular at the moment

sullen barn
#

Well i dunno what a solver is but it couldnt really help me

plucky tusk
#

Nah dude i usually do it all in my head so idk what planner would be good

#

My best advice would be to start from one end of the production and work ur way down the line tor figuring out what u need

#

Normally when i plan in game ill just place machines down and run all the numbers from there

#

Its not super complicated math but its a lot of calculations

dusky dust
#

(I know I said I recommend against mixing production chains, but early-game ones aren't bad and since you wanted to do it anyway, I figured I'd throw it in)

#

Use the "recipes" tab to tweak what recipes it'll consider, and/or the "inputs" tab to specify what resources are available

#

ie: it solves the factory chain for you (again, in sftools' case it's generally solving for resource efficiency, using some hardcoded resource weights)

#

But since you can tweak all the recipes/inputs available it's generally pretty easy to get it to do what you want, if you have some specific recipe/resource you want to prefer

#

But yeah, if you want a planner instead of a solver, sftools isn't for you. :)

sullen barn
#

Why cant i use a raw resource as input

#

Makes me kinda angry

#

Well doesnt matter

dusky dust
#

(I suppose I do have one opinion about planners: IMO the best planner is just an alternate Advanced Game Mode save where you've got fly mode and everything unlocked, etc. That'll generally always give you the best knowledge of how to fit things together)

dusky dust
sullen barn
#

I saw that before but i understood the conditions of it choosing those resources

wind spade
sullen barn
#

Thats not what i meant. Why problem was it not choosing a raw resource but a processed one as input. Doesnt matter

wind spade
#

if you provide more info (e.g. a share link), we can help you

dusky dust
#

If you put in a specific input (like you're producing 30/min Modular Frames that you want to make use of), sftools will indeed prefer those Modular Frames versus making new ones, if some part of the production chain requires Modular Frames

#

If you don't want those MFs used in that graph, you'd have to not add them as an input. :)

fierce ruin
#

A new belt tier was added to fully utilize tier 3 overclocked drills on pure nodes. When are we gonna get a belt to utilize this?

quick gorge
#

no

unique cypress
#

Doesn't the engine cap out at like 2k/min?

quick gorge
plucky tusk
#

Then i could fully max out my liquid biofuel

#

Or at least the solid biofuel.prolly got enough liquid biofuel burners

unique cypress
quick gorge
plucky tusk
#

Inconsistency is natural

quick gorge
#

This is a factory, where is any of that natural. We've been put on this planet to do very unnatural things

sullen barn
woven swan
#

i have something extremely stupid planned :D using the 1200 m^3 per minute oil nodes + diluted fuel + ionized fuel to create the worlds most terrifying rocket fuel power plant

#

ill let y'all know how much this insanity makes

#

supposedly makes 4800m^3 rocket fuel per minute :D

#

realizing this is incredibly stupid now because oh my god that would take so many fuel generators

prisma kraken
quick gorge
#

Interesting, I haven't personally tested those things... I'm riding this drive to build pretties as much as I can

#

I will put industrial storages at the connection point of all the belts, after the balancer and just before going on the belts thag will eventually lead to the processing part

prisma kraken
#

yeah, my observations are pretty unscientific, just the belt item counter seems at times to bounce up to 1201/1202 on a full line

prisma kraken
#

if you were then going to convert the rf to ion fuel, that pushes the gen count up to something like 266.6666

plucky tusk
#

There was a guy in the other chat makin 9444 rocket fuel

vapid gorge
#

yeah, it's... weird honestly. spamming 2000 generators is just tedium.

plucky tusk
#

Yeah

#

I used to always max stuff out but u always get burnout doin that. Havin more fun on my new save doin the bare minimum bc it gives me more options for factories

sullen barn
#

@wind spade why does ur calculator enjoy packaging stuff so much?

wind spade
#

share the production line you're talking about please πŸ™‚

#

(blue share button in top right corner)

sullen barn
#

Wanted to send a photo lol

wind spade
#

this way it's easier for me, as I can look at everything πŸ™‚

sullen barn
#

Isnt the packaging here just a waste of energy?

wind spade
#

no? it's using the diluted packaged fuel loop

#

that's normal

#

the diluted packaged fuel recipe makes packaged fuel, so it needs to unpackage it

#

and it requires packaged water, so it needs to package the water

sullen barn
#

Oh wiki says its 5 residue fuel + 10 water in a blender

unique cypress
#

Don't use maximise mode

wind spade
unique cypress
#

Or, if you do, copy the amount produced and switch back to items/min mode

sullen barn
#

Nvm

wind spade
plucky tusk
#

Yeah

#

This why i plan in game

sullen barn
unique cypress
#

Because you're using maximise mode

wind spade
sullen barn
#

Yea but one requires tons of energy and the other one doesnt

wind spade
#

and Tools don't care about power

sullen barn
#

kk

wind spade
#

(and you shouldn't much either πŸ˜› )

#

but yeah, the hint about not using maximise also applies

sullen barn
#

Ye

unique cypress
#

It's mostly for convenience

deft lichen
#

you can't conclude that just by comparing the power draw of a blender with a refinery πŸ˜›

#

there is no reason to use DPF once DF is available, DF is superior to DFP but unlocked later

wind spade
#

unless you don't want to do blenders (e.g. lack of materials)

#

and I personally don't like DF, it feels it should be slightly less oil efficient than DPF

unique cypress
#

It's unlocked 2 tiers later, I feel like it's allowed to be better than its predecessor

wind spade
#

given that majority of the recipes and stuff in the game is designed to never be objectively better, I'd disagree

deft lichen
#

we talked about that earlier

unique cypress
#

Yeah, but you never really get anything that's a direct upgrade: same inputs, same outputs

deft lichen
#

it's apparent DF is what they intended, but couldn't implement because blenders didn't exist back then
yet removing DPF now would have a pretty significant effect on how oil is dealt with before tier 7

wind spade
plucky tusk
#

Yeah i think its fine the way it is

unique cypress
#

I think it's already balanced by the fact that it's unlocked later

wind spade
#

unlocked later doesn't mean it needs to be better in all parameters

plucky tusk
#

Since when

wind spade
#

since the whole game is balanced around having options, not having to redo your whole production every tier

oblique hollow
#

Blender benefits from the fact that you get good output via overclocking and also Slooping (if you wanna be that funny)

wind spade
#

e.g. do 300 oil -> 850 fuel instead of 300->800

plucky tusk
#

Doesnt need to be

wind spade
#

would be nice, to fit in line with pretty much everything else in the game

unique cypress
#

I think they have bigger balancing issues than that lol

wind spade
#

not disputing that either

crimson moat
unique cypress
#

Wth is that layout bro

crimson moat
#

recycler loop off google for someone πŸ˜„

unique cypress
#

But why is it in a circle

crimson moat
#

A lot of stuff goes in a circle in P3-P5

#

This particular recipe is:

1 fuel + 1 plastic = 2 rubber

1 fuel + 1 rubber = 2 plastic

#

If you send half of the rubber/plastic back into the other side of the recipe, what you get is this:

1 fuel = 1 plastic
1 fuel = 1 rubber

#

because you cancel out the rubber/plastic input requirement

unique cypress
#

I'm not talking about those recipes. They're fine

unique cypress
crimson moat
#

oh the position of the nodes? Complain to the guy who put it on reddit 2 years ago πŸ˜„

unique cypress
#

I see lol

#

Also, in case you didn't know, the recycling loop can make all 3 items in almost any ratio. You don't need to make equal amounts of all 3

slow crater
#

Does it make more sense to have factories constantly producing and sinking excess or have them fill up buffer containers and thus shut off once the system is full? Basically is power hard enough in the long run to keep up with that I should ditch the big number go brrrr of the sink?

fallow siren
#

if youre saving power, sure

plain rivet
#

I try to sink end products so the lines stay busy. Power gen is easy enough to scale to keep pace with demand even if everything is running

fallow siren
#

i just sunk all overflow to sink, to keep factory running and free points

plain rivet
#

Plus relying on idle machines to stay under power limits seems like a bad idea. You grab too much stuff at once from storage/depot… all those machines kick on and your power fails

wind spade
#

since power is produced (ideally) at a fixed rate, there's no reason to save power (except maybe pre-coal)

vapid gorge
slow crater
restive sparrow
#

I think there is at least one very good reason to keep things running and sinking: interconnected dependencies. If you're making plastic and rubber in a recycling loop you can't just let you plastic stop producing just cause you're not using plastic, because that will kill your rubber production (which you may be using) and visa versa.

Edit: Similar applies if you're making power from fuel and you're also making plastic or rubber from those same refineries. If you're not using the plastic or rubber you'd need to sink them if you don't want your fuel production (and power) to die.

Mostly just let stuff die off if you're not using, but it's important to think about dependencies once you get into the refinery age and beyond.

vapid gorge
#

sure but in my example those dependences get full and also get on standby xD

#

and if you split your recycled plubber into their own systems they don't mess about

restive sparrow
oblique hollow
#

overflow

unique cypress
restive sparrow
#

"properly"

unique cypress
#

Frankly, I'm not sure how would you need to build it to have this issue

restive sparrow
#

thing feed into thing feed into thing. Stop taking thing...then thing stop too. I dunno what to say. Seems like a pretty likely scenario.

#

Go make some rubber with your fuel refineries that you're making power with. Now stop using the rubber. How's that power doing?

vapid gorge
unique cypress
#

That's a completely different situation? You're using a byproduct from one item to make another.

vapid gorge
#

so in this example 800 of each, the side numbers are fuel being injected

unique cypress
#

This is not the case in a recycling loop

#

If you take some plastic while rubber is backed up, it'll just take some of that rubber?

restive sparrow
restive sparrow
unique cypress
#

And I only mentioned the recycling loop, because yes, the other setup absolutely will have this issue. I don't see how the recycling loop would

vapid gorge
#

does the diagram make sense orbain?

restive sparrow
vapid gorge
#

cool. personally I find it a much simpler design and layout problem keeping them split. My first one was... not split. But worked. But was definitely more work

restive sparrow
#

Yeah mine is certainly not split, but perhaps my next one will be.

vapid gorge
#

oh and I think this was an example of each of hte blue sections for the rubber on the left

#

at least one possible layout for the first 3 steps of it

#

sleep time though!

frosty owl
#

It could have been useful if I dismantled my Turbofuel plant when switching to Nuclear thinking_helmet

quick gorge
#

@cinder silo has the sun always been in the void?
... wait... that's.

tall hazel
#

Does anyone know the equation used to calculate the time it would take several different machines in a manifold setup to reach full efficiency?
As an FYI, I'm aware of the online calculator that exists but I want to setup my own calculation using excel.

opaque quartz
#

It would be a function of:
stack size
belt speed
Input amount/rate
number of machines
Recipe consumption item rate

unique cypress
#

also consumption rate per machine and input rate

opaque quartz
#

Yes good catch

unique cypress
#

I don't think there's a single equation

#

or if there is, it'll be very complicated

opaque quartz
#

It would be a geometric series, I think