#math-and-meta
1 messages · Page 298 of 1
Since each successive splitter is half of the splitter before
Yeah
Yeah I believe it is a harmonic or taylor series, that is why calculating by hand is out of the question
the online calculator that exists does a simulation rather than using a formula
imo it's not viable to come up with a formula, especially if you want things like different clock speeds
the math is fairly simple, but tedious. you take the first splitter, and the first machine or 2. if it's 1, it gets half the input, if it's 2, each gets a third.
then you take stack size, divide by input to the machine, minus its consumption. that's how long it takes to fill.
Then you calculate the inputs to the next machines, see if they're higher than consumption, they gain some items in the time it takes the first one(s) to fill. Otherwise, they stay empty.
then repeat for the second stage of the manifold, but subtracting from the input the consumption of the first, and subtracting from the stack size the amount of items alrady in the machine
that's the "easy" way when you have all machines equal and such
and infinitely fast belts
well each machine won't be getting more items than the total input, so unless you specify an input higher than 1 belt can handle, the belt speed does't matter
unless you want to simulate using lower tier belts than the input one
I think it would be possible to derive a closed form formula, as long as you specify the layout
that is how many spliters, machines, and how they're connected
but the consumption of each could be a parameter
it would be horrible if each one was differnt but it seems possible at least
yeah I meant different belt tiers
tried it before.
Tl;dr: not feasible to calculate
it was something like this lol
And no, if anyone asks: i will not explain this one.
Yeah, I'm not doing that by hand. But I might try using python, I'll let you know. Thanks.
Or you can end around the entire thing by cutting the output belt. Letting everything fill, go idle. Connect output belt.
if you're using a programming language, better to just do a simulation over making a formula
Simplest example of the concept is fuel generators right?
I'm not a developer, I've primarily used python for data science and statistics within engineering. What is the difference in a simulation vs using the formula?
My thought was to create for loops for the different variables all nested within a larger for loop that would then plot discretized points and then curve fit them.
simulation is what was mentioned above - you go step by step and calculate how much goes where
simulation is just setting up virtual consumers and producers.
aka you make simplified models of the ingame stuff
formula is trying to condense it into pure mathematical expressions.
Problem with that is... the mess you see above
Can't find answer on wiki - how do I calculate drone throughput with known fuel, stack size and distance?
Take the capacity, divide by time to do a round trip
how do I calculate the roundtrip knowing the fuel and distance?
Time is time to actually fly plus time needed for landing/takeoff animations
For the purpose of knowing if drones make sense over train before I build the drones.
Time to fly is distance divided by speed
I don’t think there’s a formula. You need to in game measure the round trip time yourself or look up results of other people doing that.
But I'm pretty sure drones fly in weird grid patterns so idk how accurate the distance measurement is
The distance is 2400m, and site has packaged fuel available.
The drone ports tell you the trip time and/or throughput after one trip. Easiest to just plop the ports down and test it.
Have you used drones before?
once, for extremely low throughput. The target area is 2,4 klicks away and no power grid on the route to fly on 😕
eyballing it, will drone work for 300/m for that distance?
"Drone Throughput one-way for cross map (6:21 round trip time)
~1.8 stacks/(drone)" That's the note I saved. Effectively that's the worst case throughput. At a minimum the roundtrip is 2x the docking time.
And big picture, players essentially never want a throughput bottleneck due to logistics connections. So if you don’t have enough throughput from a single drone port you just add additional drone ports until they no longer are the bottleneck.
Depends on stack size
50 or 100, no, 200 or 500, yes
At least by my estimates
afaik there's no formula, as drone eats fuel in some weird way. But not 100% sure
You definitely can derive a formula from empirical data. Linear best fit with two data points. Put large error bars and call it a day.
uranium ore. napkin math says 2400 distance with packaged fuel will take 6.6m roundtrip, drone port fills in 6 minutes.
Uh, can you have two drones going between two ports, with port A drone targetting port B and port B drone targetting port A? this doubles throughput, yes?
You can, yes. It removes the ability to do a “one to many” style arrangement but usually the use cases don’t overlap.
this will be "can;t be bothered to build railway" case
although I still need to solve powering the remote drone port
Cross map poles seems good.
I need 631m of high-durability cable. Geysers exist 😁
And here I was, believeing drones were kind of 'meh', now solving problem with amazon package delivery
IMHO each of the long-distance logistics options (trucks, trains, drones) complement each other pretty nicely
On the satisfactory calculator website, is there a way to combine things? Like, I have two furnaces and one is at 20%, the other is at 80%. Is there a way to combine them?
show an image of what you mean?
🔍 please....
ok first of all - turn off realistic view. Save yourself a world of pain
Oh...
second, ditch SCIM. use tools
what is your final output youre trying to build with that map?
what part and how much pm?
satisfactorytools
SCIM is for maps, tools is for figuring the math out
here's some of your parts that Icould read - I'd make multiple plans though for clarity. easier for you https://www.satisfactorytools.com/1.0/production?share=wrgAf0Q8qnYaJ7SysL7k
I'm trying to use tools now
Slight issue in that I'm not sure how to use the steel screws recipe here
I have it selected as an available recipe
if you use multiple recipes ticked it'll use resrouce value weights. Don't have multiple recipes ticked is the solution
only have multiple selected if you're fine with tools picking whatever out of that set
Tools optimizes for least resources used. Selected recipe are only available for it to use. It won't use them if they're more expensive than the alternative
BTW there is no point in making a production line just output screws as the end product. It is only used as an intermediary
And if you use the right alts, it's not used at all. Which is what I'd recommend
All recipes that use screws except copper rotor are just expensive
well that depends how you define "expensive"
since it's mostly just using different resources
and how you value them is up to you
Again, except copper rotor, it's mostly just iron and coal.
steel screws are pretty cheap and fast
Even if I considered other factors, copper rotor was the only screw-using recipe that made any sense to use to me
It's not just about the cost of the screws, it's also about the cost of other resources that recipes that use screws need
which depends on available local resources and such, so can't really be generalised like that 🤷
it's mostly just iron and coal man
I wasn't considering making screws out of aluminium because nobody does that
I'm not talking about the copper rotor, I'm talking about other places where you use screws
It's still mostly iron and coal?
for?
sure, but how is that relevant to my point?
I don't see how your point is relevant to my point
my point is "screws are fine"
I checked a few common recipe chains that use screws and all but one of them didn't make sense to use imo
for you 🤷
I couldn't find a reason to use them other than "I didn't know any better" or "couldn't be bothered to gather more hard drives" or "I don't care"
Which is like fine...
I don't mean that screws are a terrible evil and should never be used, but if you're trying to optimise for resources, space, time, or effort, they never seem worth it (again, except copper rotor)
What are the big examples of recipes that people avoid using screws for?
I did my 1.0 playthrough based on "low effort, low time" since I can't play that much. Used screws a lot in combination with alts that reduce amount of unique resource types per item. Ala eliminate logistics at the cost of more resources, power.
HMFs
The biggest one is HMFs. The default recipe is so dogshit that I'd even dare say that the Heavy Encased Frame alt is objectively better
bolted plate + bolted frame -> hmf is great.
doing big HMFs build with screws is ugh
Reinforced plates are great when made from iron wire and stitched plate. Less iron, fewer machines than default or bolted plus cast screw irrc
I did the cast screw, bolted frame, iron pipe, heavy encased frame version of HMF. Like 12/minute eventually.
this unit took in 36 ppm and spat out 10.6 mod frames pm for HMF factory. Lots of screws
Eh, bolted frame with cast screw makes barely any difference vs default, both in resource cost and machine count. At that point you're better off using iron pipe and steeled frame. Same iron cost, way fewer machines, easier logistics
saves decent amount of power
Steeled frame? It does
bolted frame + bolted plate
With cast screw? Nope
That's what you meant
I compared it to steeled too so I thought you meant bolted takes less power than steeled
no I was replying to yours
Eh, bolted frame with cast screw makes barely any difference vs default
Funny, once I am done, my uranium fuel rod factory will be using all three modes of failure.
I have a comparison to steeled in the exact same message so I literally had no way to tell what you're comparing it to
I'm using draw.io now to map out factories. What symbol is best to convey a splitter?
Rectangles, cubes, and the file-lookin' thing are in use
do you need to plan splitters?
Diamond
honestly, just build, it'll come naturally very quickly with a bit of practice
also that - you're given a 3d planning tool in the game
Wait, there's a 3d planning tool?
It's called the game
yes? it's called 'placing machines down and seeing if you like it'
I just want to make sure that this entire factory is at 100% efficiency
that's what the math planners do
I want to be proud of a 100% perfect factory
any online planner can do that for you
and then you just create a layout on how you like it
Not in the way I tried to earlier. They couldn't do multiple recipes, or combine outputs frm things, and whatever else
make another tab if you want multiple recipes.
Diamonds and circles would be cool for merger/splitter
I used diamonds for splitters because of your suggestion. They look nice
We shall see where mergers come in
Blueprint designers?
If you ran out of space, there are mods, from large to ridiculous.
Pist, how do I make a balancer where the input is 10200 and the outputs need to be 9 belts of 1133.333... each?
Does anyone know why my power is fluctuating like this?
You can't put 10200 on a single belt
How many then? I'm not a mind-reader
I am compressing them as they connect on their way to their destination so most likely going to end up with 8 full belts along with the 600 on a final 9th belt
Perhaps a balancer like this tailored for your specific needs might work? This is my first one I did yesterday as I haven't really done too much with them in the past.
Note: this is a 5:4 balancer. This is also done on 1.1 Experimental as well.
Do I just need to glue a couple 3:3 balancers together?
I think I might have just overthought it 😅
Neat use of verticals there
Yeah, 6 or 9 depending on whether it needs to be a TU or not
Yours use case doesn't so 6 will be enough
Thanks! Can't take credit for this. Watched a YT video and pretty much ripped the whole design and matched it for my needs.
Arrange them in 2 sets of 3, most convent would be if one would be 3 stacked horizontal ones and the other 3 vertical ones side by side
This is also what I'm actually doing with it
I have just brought all of the right side to the final point at the south. Needing to the other side but thought I'd take a break and make the balancer
Then make it like a 3:3, but treating each 3:3 in the 9:9 like a splitter or a merger in a 3:3
That is the every 3:3 from the first layer connected to every 3:3 from the second layer
Okays got it! It was simpler then I thought it would be 🙃
If you wanted a 10:9 it wouldn't be (:
But equal numbers of inputs and outputs are simple
Well I'm merging the belts as they come down the spine of that image
Also, if you use a balancer, you don't need 9x 1133.33
They can be anything you want as long as the total is 10200 and none of them are more than 1200
I know but I want 1133.3333 going into those 9 belts
Weird number but you do you
Real
I'm going to have a loop of belts all processing this into reanimated and having them injecting a belt at regular intervals
I'd have 4 lines of 10 constructors and 5 lines of 9 (assuming all at 100%)
You don't need injection if you do a balancer
The balancer is behind the curtain, the injection is for the show
And having 8 full belts and half a belt with that would make it look wrong so they must be equal to make the effect land
I was gonna say why not just get 9 belts of 1133.3333 and do 1-1. clock speeds might be hard
But pures you should be able to set
Just merging normals and impures
The chart is kindof done. All of the connections are finished. I didn't put the miners and ores on, but those aren't that important for the chart
Nice
Quick doodie, have all 34 constructors on the inside of ring equally spaced out and have the injection at these points, I will have having overflow splitters so it won't get too weird
It's for the aesthetic
Aesthetic? What's that? Does it make my factory produce more items?
cough
something something dopamine factory
yes
Compact 3x3 belts to go into the Aesthetic™️
Yeah the radar is going on
The radar?
👀
This factory is going to take so much space. I'm not sure where to put it.
Like the gays have the gaydar, my tismdar is going on :p
I think somewhere in this area.
Dunes is a classic place to pave over
It's just kinda difficult because you don't wanna block any nodes
Build a playform above them
every place are large enough if you pave them
Pave it
... I mean prove it
1/9 Arrrrrghh routing these over the map takes forever
Seems to be working :P
Good I didn't fuck it up
too late
There's quite a lot of not paved things there
The top is the portion of the factory already built. The bottom is the amount to be built. I was feeling good, then I zoomed out 😿
I'm putting in ore lines last because they're all just gonna be manifold-ed in
woohoo, the first 45/min
what an interesting planner
how do i know how much empty cans i need so the packagers can just recycle them
Per minute, or item count?
Because the second one depends on how you set up the belts to recycle the cans
If you make a big loop where all canisters go on the same belt:
Thousands
If you make closed loops per machine:
50 or so could suffice per loop, it depends on belt speed
oh yeah belt speed
i need 1600 empty cans per min i only have 480 as my max belt speed
i think i just need to make a loop per 8 packager?
Make a loop for every single packager if you are doing diluted packaged fuel
i dont combine them?
If this is something else, you likely have no real alternative but to use a container full of canisters
Its better not to
why is that
Because it takes less that way
The item routing will otherwise make this a whole lot more inefficient as canisters pile up inside machines and on belts
1:1 closed loops are also preferred because you can blueprint them
Packagers save the canisters you put into them when you save the blueprint
oooo
i was thinking the logistics would be difficult, but i could just send belts underground and up again to the packager
thanks for the help and ideas
dont centralize the belt, have it separate to their own loop system
and make the bp for it so you just do it in one click
this is my packaged loop bp
can you show what it looks like when there are a lot of those units, like side by side
You can also use packaged fuel in the bp if you already have that in the depot
Also also, if you're doing individual loops like that, you don't need an entire stack. My usual setup only needs ~16, though the exact amount depends on the length of the loop
with packaging loops, the number of empties you need is enough to get the packagers full, and that varies based on the number of machines in the loop, the length of the belts and just in general the amount of belt and buffer space there is in your system. What i usually do instead of mathing it out is set up an ISC with a merger into the system and fill it with empties.... if the ISC ends up being empty, i add more. If you are packaging to move liquid or gas via drone, you might want to have that empty storage in-line with the drone's output port to absorb the empties and get them out of the drone port quickly so the drone can take off when it has a load of full containers
If you make a BP for DPF with one to one loops and you use the fastest belts you have, usually its enough to have like 20 to 40
Well if you do it this way, you can ore much assume you'll need 5 stacks per refinery - every slot except the fuel unpackager's output full of full or empty canisters
But if you're not a masochist and don't merge canisters from multiple loops, then you usually only need 10-30 per refinery, depending on the length of the loop. If you use mk1 belts for it, you might need more, so don't
yeah, there's games you can play that simplify it all, for sure.
the thing that takes an ungodly number of cannisters is when you're making a big dilluted fuel build with the refinery recipe
but smaller loops = better, i agree
i think trucks are the current meta
meta is "use what suits your case"
drones number 1
All logistics methods have their merits
trucks are good for when you want to see your materials fly carefree through the sky at the slightest bump in the road
Just make a road with no bumps
just dont build roads
Just hand craft everything like a chad
(built) roads suck. Plain fact.
Dirt roads are better
Stuck in p1 cuz you cant handcraft spelevator parts
2 phase 4 parts done
time for the last 2
built roads can look cooler though
😎
If they work like ass its kinda a failed effort
i thought the only issue was building them
And we're not in #design-and-architecture
😭
This is the one and only bit of overclocking in this factory that has about seventy machines running
not enough room for one more machine? spending a shard to get 4% makes my eye twitch
I have 200 shards sitting in the box by the hub, I'll be fine :3
that's what i thought until i built a rocket fuel power plant
Update: Just got to make the stators now!
This factory is producing basically everything possible prior to unlocking oil
given that shards are practically infinite 🤷
i just used 450 of them. i had to go get more slugs
i wouldn't use them for 1%. i just wouldn't
infinite or not
🤷
Which one would you guys suggest? (I'm a beginner).
whichever fits you (I wouldn't suggest ever using injected manifold, just do separate manifolds)
all of them (and any other belt combination) will eventually work the same
Understood. Also, reason for not using injected manifold?
if you do it wrong, it doesn't work
unnecessary complicated and does the same thing as two (or more) separate manifolds
and separate manifolds make your factory more modular 🙂
Understood, I'll stick with the normal and double manifolds.
It is now done
...Kindof
I still need to configure where the end products actually go, and the ores aren't configured
But all of the production lines are done
@wind spade I currently have these setups in my base.
One of my factories i've used the injected manifold basically all through, it does add a little more complexity but it saved a bit of time by not having the separate lines & machines to compensate for another full lead
oop, replied to the wrong person. Sorry Greeny!
IMHO there’s no reason to put storage containers inline in your production chains, especially not for ore. Match up your inputs and outputs so that production is running continuously, which will render those storage containers moot
Hell, in situations where you put the same class belt into and out of a container while the downstream system is using up all of the parts at full belt speed if you look into the container it will look empty (notably this happens in a container buffer at a train station while the platform fills).
Okok.
Learning how to match up inputs and outputs is a critical skill to learn early, will be needed throughout the rest of the game 👍
Aight.
Trying to use the github balancer software and got this layout as the result. Is this 60 split even possible? Seems like its coming out of nowhere
looks fine
what do you need balancers for though? manifolds just solve everything 😛
Trying to balance my inputs for a train station because of how poorly I set up my unloading station lol
imo there's no reason to balance train station, just use each platform separately
what you put in on one side, you get on the other side
so if first 2 platforms get 480 and then 3 platforms get 450, then build two 480 manifolds and three 450 manifolds and hook them accordingly
hides my 9-9 balancer
So I thought it'd be cool to make this fancy belt line, which I am now realizing that its completely unnecessary. Each line requires 480 iron per min and I wasn't sure if using a manifold option would work for this
manifolds always work 🙂
Balancers do have their uses for train stations. The above pic, situation doesn't seem to need them.
I just explained above that balancers don't have use for train station 😛
Thanks for saving me a solid 2 hours 😭 🙏
-# Not for what I want
Nah, a balancer is required if you want maximum train throughput in any situation
Also, they're quite useful for managing multiple belts/manifolds of one item
And then there is what I'm using it for :>
I think it will look nice
How many constructors (for concrete) can one normal limestone Mk1 Miner efficiently provide?
1⅓ if both miner and constructors are at 100% speed
is it more efficient for my factory to look organised? because rn im about to finish phase 4 and there are about 200 conveyor belts going through each other in multiple different places. but other than looking bad it doesnt seem to be slowing down progress.
Look at the recipe and look at miner output. Then divide
Wdym by ‘more efficient?
I did it, all good.
like would it help me in any way basically (other than just looking better)
Yes. If there's a problem in the production line, it'll be easier to spot.
Unless you have spaghetti lines.
You might find things easier? Bout it
But if you’ve got spag prob don’t worry about efficiency, just build and unlock stuff
ok
What are the dimensions of the Space Elevator? I want to build it over a foundation.
Understood. Will build 9x9 for safety.
!wikisearch space_elevator
The Space Elevator is a special building used to complete phases of Project Assembly by supplying it with Project Assembly Parts. The first three deliveries unlock two higher Tiers of Milestones, while the fourth one unlocks the 9th and final Tier and the fifth delivery launches Project Assembly and...
dimensions for all buildings on wiki
How many fuel generators can 300 turbofuel/min. support?
How much turbo fuel does a single generator use?
I found it, I think
7.5/min
So a 250% overclocked generator should use 18.75 turbo fuel/min
So 16 generators
Guess I’ve answered my own question lmao
something you may wish to think about is whether you're going to later convert it over to rocket fuel, build the generators needed for that and underclock the turbofuel in them. It reserves the space ahead of time.
half way done
Holy sh-
Maybe I don't need all 16 generators right now
I really slept on turbofuel last time I played
I can build like 8 fuel generators and the rest can be later converted to rocket fuel
there's no reason to balance them evenly, but if you had e.g. a belt with 120 and another with 480, it would make sense to balance them somehow, just in case 480 would be too much to for the train to handle
they should be roughly the same
a train platform can in 99% of cases handle one belt
I'd rather add more freight cars than more trains
(because there is no system for unbunching)
also valid 🤷
my point was that if the belts are spread somewhat evenly, it might save on the amount of freight cars (or by extension trains) needed
(given the calculation is based on the platform with the most I/O, and spreading it evenly reduces that number)
There very much is a reason to balance all platforms. If you want to set the train to only depart when empty/full, having the platforms load/unload unevenly will slow it down significantly and harm throughput.
There is. Depart when empty/full
you don't want to be running close to limit anyway, so "harm throughput" doesn't seem much relevant
that's true, I guess I never found a good way to properly utilize the timetable settings
With depart when empty/full, you absolutely can get right to the limit and achieve it consistently
pretty much the only time I used them was to reduce the frequency trains run at, by having them wait until they're empty
All of my trains are set to that
sure, but then train delay happens and your production is suddenly inefficient
Nope
It would have to be very long
yes. If a train is delayed (and was running at limit or close to it), the buffer will empty and there will be no resources for a while
It would have to be delayed beyond one "bottlenecked by the platform" time and into "bottlenecked by train capacity" time
A small delay won't affect it
if you always have another train on the way to replace the one waiting to depart, it should work
Unless you're talking about being at the limit both in throughput and in distance, then a small delay would hurt it
allowing you to get very, very close to the limit, practically ignoring waiting on signals
the limit itself is unreachable due to the I/O lockout
When I'm talking about the limit, I am taking into account the loading pause
I'm aware how lockout works 🙂
my point is that if practical limit of the line is 1200 and you're running at 1180, then a delay can temporary render your production inefficient
full throughput is:
2248 for 500 stack
2053 for 200 stack
1793 for 100 stack
1431 for 50 stack
897m³ for fluids
I know 🙂 but that assumes ideal conditions. Which is why I said "practical limit". And the 1200 was just a random number picked as an example
well the issue is that every train adds a lockout so its actually bad to have the trains unload too often
ye
1200/min should be fine though even for very bad hickups
the situation I was talking about is when one train is not enough
aka buffers fill/empty before another train arrives
if you have multiple trains, you must use timetable rules so that trains wait until they can unload and run as infrequently as possible
which is part of the "use one train, one belt per platform, add another train if one isn't enough" recommendation I give for simple and easy start with trains
in most cases one train will be enough, but for some longer journeys, it won't
what i mean is if 1 train gets delayed but the second one doesnt then it will arrive will the station isnt fully unloaded, creating more lockouts than intended
i still dont understand why we dont have wait until empy
we don't?
no only wait until full
afaik
havent checked in a while though
so your best bet is to assume that the time from filling until unload is constant
except that it isnt
i never set my train to wait until full, i always set to load as soon as they arrived at station
but thats always true even if it only unloads half the storage right?
it wont wait untill it gets fully unload
issue is if you have 2 trains
then the second one might only pick up a few items
you can use "freight wagon is fully unloaded" to make the train wait until one freight car is empty, so that it doesn't run when it doesn't have to and cause traffic, but that's entirely optional
otherwise, it's only needed if you have multiple trains on the same line
and yeah, if you don't want to do multiple partial loads, just don't set any waits, trains will just circle around
i just add more wagon so 1 train is enough for full throughput
Green one is for depart only when empty/full, red is for one load/unload
1 train with 8 wagons picking up 600/min, overkill but it will never be full
As long as you stay on the left side of the "depart when empty/full", you can always get max throughput
doesn't partial (un)loading happen, when there's not enough space in destination/not enough resoruces in source? which creates multiple animations, so multiple lockouts?
can somone confirm if wait untill empty actually works?
With default settings yes, with depart when empty/full, no
That's the entire point
but with default settings, the train doesn't wait, just unloads what it can and leaves, right?
so it doesn't do multiple lockouts either
Per train, no
Per full wagon's worth of items, yes
Depart when empty/full does exactly one animation per entire wagon
sure, but it only does that if the buffer is full, which means that you have enough resources in destination, which means you don't need the extra throughput
Or it hasn't emptied yet?
You could be pulling items out of the platforms as fast as possible and if the train arrives early, it'll wait until the platform is empty
which is why my suggestion is to start with one train and add another only if the first one isn't enough 🤷
ehm
i just unlocked trains
after finishing phase 5
and now im supposed to supply 50 smart plating?
If you do that with default train settings, you might end up with less throughput
which is fine given that I'm not aiming for max throughput, but for one belt throughput
If they bunch up, you get 2 loading pauses for barley more than 1 wagon of items
Eventually you'll go below 1 belt too
Probably not with 2 trains, but if you just keep adding if it's "not enough", eventually you will
2 trains can handle practically anything
unless you're doing scenic route around the whole island
even 1 train handles most of reasonable journeys
not if they arrive at the same time
also not with mk6 belts
2 trains on one route, not arriving at the same time
well thats the issue that kyo297 has you cant make them not arrive at the same time
its random
depends on signals etc.
also 1200 items per minute is a car every 2min40
thats not "scenic"
that'd mean that one train would have to stop for half of round trip time during one trip
or it just shifts by 5s every trip
after some hours its fucked
that's 4800 meters of distance at 120km/h
(yes, acceleration and stuff)
- loading/unloading
it resets due to full load
Yeah, half a minute each
still that's like reasonable 2km, which is around the most you need reasonably
meaning "not moving everything to one place"
Most of my train routes are 5-7 minutes round trip
nvm ignore me just tested it and it works as described (wait until full unload)
i guess they changed it and i havent tried trains in a while
actually you can decide the time between train arrivals with sub second accuracy 100% of the time
sooo with wait untill empty cant you get full theoretical throughput by just adding extra trains?
wait how
by using the timer in the station. i have set my trains to always wait X seconds, and i have it set up in a way that theres always a train waiting behind the one currently in the station while it leaves
i mean sure but then you might as well wait until full right? xD
i think if you have multiple inputs and outputs in the same line then waiting until full would be problematic
but if its a single output or a single input then wait until full should also work and be easier
all problem eliminated if you neevr do full wagon
although it does seem like the bug where it only picks up 31 full stacks and some items for the 32rd stack is still in the game
guess have to keep that in mind for max throughput
not really, with certain setups it can be very tricky
oh ye i was thinking for single item trains
Yes, you can
been doing this for my entire train experience, set the train to load/unload once arrived at station, never get a single problem
i also mean single item trains. even single item trains can have multiple loading and unloading stations
the wait until full is mainly for full throughput trains
like 2000/min per car etc.
ooooh i see so not A->B->A trains but with C/D?
I do it for all trains because it decreases traffic
oh true that aswell
yea possibly. lets say you have 2 places where u collect iron and two factories that need iron. you COULD make two different train lines but then you need to split it up and eh, not really my cup of tea.
i transport 600 oil per minute in fluid train cars, for it to work my round trip time needs to be between 54.16 and 160 seconds
if its lower or higher than this i dont get enough oil
Each of my factories has its own supply of everything
oh right i wanted to calculate max throughput for fluids
It's just stack side 50 belt speed 300/600
maximum throughput for fluids is 896.3 roughly
Unfortunately fluids can't be balanced so you can't get really that across multiple platforms at once
Unless they're all separate and perfectly balanced with supply/demand, and not a balancer
Nope
I had issues with my nitrogen train because some tanks would drain before others and starve my factory when all but one was empty
Had to package it or disable depart when empty/full
id rather just packaged those nitrogen
That's exactly what I did
exactly why I recommend to never balance cars, just have each car separate 😛
6-7x throughput let's go!
But then I'd have to do more math
fuck doing math
I like doing math. But only if it's difficult and I only have to do it once
no? just treat the train as a belt
Doing basic ass calculations over and over again is boring
Exactly. If I did that, I'd have to do math
except he does balancers for belts as well xD
Exactly. Because otherwise I'd have to do math
Because my belts are rarely equal or matched
well the issue is if you have have >belt speed items and you need to split it
which is easier math than having to figure out weird numbers after balancer
I only have to make a balancer once
After that, I can just paste a blueprint for the number of belts
if you have more than one belt, you have more than one platform. Each platform gets one belt
and you still need same amount of resources flowing in to have the same math
meanwhile if belts are separate, you just copy-paste the number you get from a planner and use that
well you need less trains if you compact it first
and building train stations is tedious af so id rather use the minimum
Ok, I have 150, 300, and 480 in and want 122.7, 425.45 and 381.85
why do you "want" those numbers?
How do I do that with 1-1 connections?
Because that's what a calculator gave me for 3 different items
separate the plans, get separate numbers, use those
But that's more work than just using a balancer lmao
That's the whole fucking point of using them
no?
using a balancer is literally 1 click if you have a blueprint
you have to put three things into the planner anyway. Whether you put it in same or different tab doesn't change the "difficulty" of putting it there
Not if I'm planning HMFs and those different things are its different ingredients
Like iron ingots going into rods for mod frames, iron plates for RIPs and iron pipe for Encased Pipe and Encased HMFs
What, do I split each step into a different tab?
that's just a ratio then
X:Y:Z ratio of ingots, X:Y:Z ratio of machines making ingots
Yeah, and then X:Y:Z ratio of ore
ore gets manifolded
... which I get from 2 miners with different node putites
each belt goes to X smelters, X being the amount it can feed
Brother, stop defending your point. Everything you're listing here is just more planning
I'm using a balancer to avoid doing that
Because a balancer doesn't care about exact numbers, only the total
so I can't defend my point and you can?
alright, no reason to continue this, I'm out, gotta go to shop
I'm saying that a balancer is less math
And you're listing more math to prove that it isn't
You're literally just proving my point
thats what you can use valves for.
But for gas - yes, big exception.
Doesnt play well with the way trains work at all
buffers cannot be used to sustain the flow rate at max reasonably as buffers output proportionally to how full they are
as opposed to liquids where they output at max flow if they are above the minimum fluid level of 75 or 300 m³
Honestly, i kinda wanna see someone transport Photonic Matter by train lol
Don't valves do weird stuff because last time I tried to use one it kept randomly changing the flow rate and like not working at all
aren't all T9 setups closed loops?
you shouldn't ever be expected to transport the quantum substances long distance
hey lets use our AI Expansion Server dark matter residue and ship it by train to ficsonium rod production
what could possibly go wrong
valves fluctuate if their input pipe isnt full.
If you had it on a pipe coming out of a junction with 2 exits, BOTH need a valve
you can never valve only 1 exit out of a junction
every single pipe coming out of a junction needs a valve at some point
either the network is small enough where you can get away with valves only on the exits into machines or something
or you have to put valves on everything
this for example. Only works well once every single pipe going into a valve is filled
but usually, you would need to do something like this:
this is stupid however and i do not approve of it
valves work best if you dont need many
if you need an uneven (or an even 50/50) split out of a junction like... once, this is fine:
Flat junction split 50/50 I noticed
I see the train setups, balancers discussion proceeded as expected.
Womp womp
Is Greeny’s concept just doing the simplified belt -> ISU -> platform -> train -> platform -> ISU -> belt without any additional fancier things? That’s essentially the 1-1 train style. And then adding additional wagons/platforms in parallel with the same concept?
If yes, that style definitely has no use for balancers.
The whole niche for balancers is when you have not that simplified setup.
welp, I did another completely unnecessary thing just because I could. retrofitted the APM production onto my power shard/ionized fuel factory, using the byproduct compacted coal for the steel ingots for the SAM fluctuators. my power network was already at 315 GW, using less than half of that, but adding the boosted APA nets me another ~95 GW
Nice
Just unlocked coal power. How many coal power plants per water extractor?
What's the ratio?
3:8, but i recommend underclocking the generators to 88.8888 so that you can do much simpler 1:3 piping. That way a module of 3 generators consumes exactly 120 water (1 extractor @ 100%) and 40 coal.
both coal power plant and water extractor give you the numbers
Should I do it like this?
How to build an EFFICIENT Satisfactory Coal Generator Setup!
Satisfactory Update 7 Coal Power Guide!
Join my newly created discord and help me build and grow a community for all things factory games! https://discord.gg/6QWHddKntu
In this Satisfactory Beginners Guide, I'm covering how to build an efficient Coal Generator Setup. I'll go over so...
Just see the post that i linked you to here, it has pics and discussion. It's a better layout
I'm sorry if I'm bothering you too much.
why would you underclock the generators instead of the extractors 😭 😭
Ok.
nps just wrote it all before 😄
I'd recommend not following any videos, instead check the machines, they tell you all the info, and experiment yourself
you'll learn much more that way, than when you get your answers spoiled by video (or people on discord)
1:2 with underclocked water extractors is around 40% wider, and more buildings.
Okayy
as if you were to use the footprint for anything else
3:8 is easily tilable
It is, but there are a lot of possible newbie mistakes with building 3:8 pipes and people often get stuck on them for hours.
It is basically impossible to screw up the design that i posted, and it follows excellent building practices with being as simple and independant as reasonably possible & having minimal pipe length/connections to do the job at peak resource efficiency.
Doing the opposite is like trying to learn driving by reading manuals first and then going on the road without even trying out some moves in an empty lot
There's a giraffe penguin standing on my miner.
Should I just let him be or...
Or will he damage my stuff lol
It does not affect the machines' efficiency, but it may affect your efficiency as it detracts your attention from expanding your factory... 
Some pioneers even end up wasting precious building time making pictures and posts or even memes out of them.
How despicable 
Why would you underclock anything
To massage the extractor:gen ratio in order to have a simpler and more unbreakable design without stuttering gens
All of my coal gen setups for the past few years were 6 ex 16 gen setups
Placed maybe 2 or 3 times depending on the nodes nearby
Yeah, but piping 8 or 16 generators together with multiple extractors in a single "unit" makes for a much more complex unit than 3 gens on 1 extractor, and it's much easier to a newbie to make mistakes which break it and are difficult to diagnose
They can work, but they often don't due to mistakes made with the additional complexity.
There is a huge difference between "can work if XYZ are correct" and "cannot fail" - which i try to bridge with designs like this.
My first and second coal plants were 3:8, and the second one broke for reasons that i couldn't figure out for hours - especially puzzling as the first one with basically the same design did flow properly.
I've helped dozens of people since who made the same mistakes.
I recommend this way now, and i've never seen anybody manage to break it in any way.
having less complexity instead of more is a design constraint, and win
i see no way to further simplify without huge inefficiency
For example, 1 extractor = 1 gen is simpler and uses less power, BUT it makes the powerplant 2-3x larger. It means that the lake at the grassy plains with its 480 coal can only support about 240-360 coal worth of gens instead of 720+, and you have to really squeeze them in. I don't consider that worthwhile.
Beanie cannot harm anything and will randomly walk in/out/around your factory areas. They can be killed but do not give any alien protein or anything you can use - plus they are fun to bounce on when you get the chance!
it's also much better for a newbie to learn stuff on, so I'd still recommend 3:8
If they can clock, teach em that 1:2
If they cant, teach em the 3:8 ratio
But i kinda doubt they need to be taught 1:2 if they unlocked clocking
II consider it an important lesson too on how simplicity works & is important
Or just... ask them what they wanna do
complexity, when not required, is generally a very bad thing
3:8 is hardly complex
"Wanna learn the more complex proper ratio or the simplified ratio that takes some more space"
or even better - "check the numbers and try coming up with a solution"
except i would not recommend to have more than 300 (or 600) in 1 fluid network except for coal gens, so its kinda learning the wrong stuff
well there is
its when your stuff doesnt work lol
There are objectively good and bad design principles that somebody may want to optimise for, and there are objectively more or less failsafe build options
3:8 works though, so it's not "wrong"
and some people enjoy playing in a less optimised fashion, doesn't make them wrong
why are you on here arguing that people are doing it wrong every time somebody asks for helps with pipes, then?
nobody else said that anything was "wrong", or tried to start a debate around it
so its kinda learning the wrong stuff
I'm replying because someone said there's a wrong way
fair, i do agree with them though that making a module to move 360/min out of 300/min pipes is a terrible idea that is probably best off not being learned. There's always a better way, even if it technically can work with enough conditions correct.
the thing you learn is that it doesn't matter about the total flow needed in a system, but what matters is required flow through given pipe
and that's incredibly complicated to model or calculate due to backflow problems in fluid manifolds, hence breaking for seemingly nonsensical reasons much of the time - and a bad idea to learn as a habit because of that.
3:8 setups are incredibly stable, because they do not reach pipe limits
Like I said earlier, all my coal setups are 16:6. 4 sets of 4 gens, all along one pipe, 8 on each side, 2 extractors in one end, 2 in the middle, 2 in the other end. It has never failed me
for coal setups you don't need any deep knowledge of the backflow things and stuff
You can make 16:6 designs that work. You also can, easily and accidentally, make 16:6 designs that don't - and often for reasons that you can't identify easily, if at all. Especially for a newer player.
Peeps on here who study pipes for 100hrs can't model them in a fully accurate way yet.
you can make belt setups that don't work 🤷 but it's always a learning experience
much better than blindly following advices, not knowing why or why not
99% of the time I see a 3:8 setup that doesn't work it's because they put all 3 extractors through one pipe
No, actually, probably like 90
headlift issues are also common
then 9% because people didn't use pumps
but headlift doesn't care about 3:8 vs 1:2
I advocate for zero headlift designs for simplicity and unbreakability
I always put extractors underneath anything I'm building
So they always need pumps
and i have also seen, both personally and in helping people, other problems with 3:8 manifolds that weren't built within functional standards on all criteria that are neccesary for them to work properly. In particular, accidental flow prioritisation and also backflow that was not correctly modelled/mitigated have both causes pipe flowrate limits to be exceeded by themselves, let alone together.
Zero headlift means no headlift issue. One extractor on any pipe network means no prioritisation issues. Equal split on any junction and max 40% of flow rate capacity flowing through any pipe avoids manifold backflow and insufficient capacity issues.
you can run into all kinds of issues no matter what really.
If you dont run into it during your first encounter with pipes, you probably will later on
no head lift now? well it will probably be relevant later
There are a lot of issues to run into with fluids, especially with fluid manifolds, but some designs are almost if not literally unbreakable while others are barely hanging on to function with no (or negative) margin on multiple aspects of design criteria.
better to learn earlier
theres always the issue of mountig stuff on the wrong way around or a connection not actually being there
I'd rather teach people about the issues that they may run into, and how to troubleshoot them, rather than telling them one way to build things and forbidding them to explore all the options
I would argue for learning what is neccesary, when it's neccesary - and then employing it only when it is neccesary, rather than in every build henceforth. Much easier to learn and understand that way as you get higher quality feedback from the game, and bitesized chunks of information about independant variables rather than having a bunch of variables changing accidentally and fighting against eachother.
id argue learning that pipes have flow rate limits and that buildings list useful info in their descriptions should be learned right at the start
if that involves a 1:2 or a 3:8, idc
Sure, that's pretty obvious
if they also wanna do a vertical design because of placement limitations, then so be it.
you can't put more than 300 through a pipe so dont do that
i never tried to do >300 because i read the tooltip as everyone should, but i still hit it by accident due to backflow that nobody was able to properly explain even on here.
sure, but 3:8 doesn't have that
3:8 circumvents it in the design is the point
1:2 doesnt encounter it at all by design
My second coal plant was 3:8 with connections that "shouldn't" hit 300/min, but did exceed 300/min on two pipes due to manifold backflow. On paper with the kind of math that you're talking about it worked fine.
And then you have people asking if they can connect more than 2 extracors to a pipe at all, even if they consume some of the water, because when you tell them this they assume you mean the entire pipe
gravity probably messed with it
another day where i pray for satisfactorytools 2.0 to have the ability to isolate recipe chains
Not gravity, but a different pipe layout going into the generators concentrated the backflow more than neccesary and more than happens on paper if you assume no backflow.
You're gonna pray for a while longer because the only date greeny gave us is 2025
and not promised, "likely"
well that usually happens as a result of gravity from what i could tell.
id be happy if it releases this decade. greeny is a saint
had a lot of life issues recently
Not just by building a flat manifold
couldn't really spend time working on tools
I like keeping this one in my pocket for when I'm in VC with people having issues...
"Pipes are slutty bisexual belts. They flow both ways. If they are given a choice of left, down or right. They will always go down..."
Could continue but I think I'm already sitting on a line and any more will make it worse :]
well the 600/min issue happens on flat manifolds so why not with 300/min pipes?
was lange währt wird endlich gut
I actually did make 100% sure to have it be flat. The issue was with the interconnection; it was basically a 3+3+2 layout that was all linked together instead of having one extractor at the left, one exactly in mid, and one right.
No pipe should have exceeded 300, but they DID, because of manifold backflow that nobody on here was able to explain properly. You both included.
600/min issue happens due to asymmetric splits hitting the limit of pipe code stability
The very same thing happens with 300 pipes in the same way, just with half of the volume.
please dont mention the number 600 in the same sentence as the word pipe, it triggers my ptsd 😭
well 270->225/45 is also uneven
i keep hearing that from time to time, but i could never ever verify that mk 1 pipes suffer from the same issue with asymmetric splits
even with a vertical manifold
which:
- doesn't hit pipe limit
- and hence doesn't hit code limit
just had that not ever happen at all.
I have verified it. They're basically identical, other than the minimum pipe capacity being a different % of flow rate (which does affect things)
has the pipe mystery been solved?
well now we need to be able to verify it on others ends else we are kinda in limbo here
no, just multiple people having multiple different conflicting sources of data. afaik even hardware may play a role in it
The valve mystery has probably been solved
Yeah, uneven pipe splits cause backflow from the lower consumption path to the other paths through a junction. Fluid manifolds always have it. Backflow eats flow capacity twice or more.
why does headlift fix it?
Pipes? Probably not
It doesn't
laura your pipe network hell had more stability with head lift, but it didnt fix it completely
which of the 10
My bad if you're talking about a specific build issue 😄
I was thinking generically what people talk about as "pipe issues"
i mean the testing save where i just had refineries in a row
laura had 600/min pipes in a vertical manifold (bottom feeding) into blenders
i have a save with mk 1 pipes in a giant row with 300/min in a bottom feeding manifold.
the ONLY condition it had was that i had to add a pump at the beginning and halfway down to "refresh" head lift
because otherwise vertical manifolds are giant "AND" chains for headlift checks
and pumps allow you to break that check into seperate ones
"Is this segment before me full? then i have headlift"
i mean this setup
and from tests i also made, headlift from mk 2 pumps can help with this "AND" check for longer and taller manifolds
yeah thats similar to what i had in a way.
It all comes down to junctions and how well they can deal with uneven splits.
Hoooowever. i see your junctions are sideways
the funny thing is in that situation, even aq mk2 pump didnt add "enough" headlift.
running it with junctions in vertical would be interesing
adding 370 meters of headlift made it work !
yeah cause manifold too long
20 and 50m head lift were only ever enough for like 10 or 20 splits
and also asymmetric split being at work here of course
asymmetric split is now the leading theory for mk 2s to make them work.
basically "make sure your junctions output the same amount on all exits"
im confused about this, in my scenario i dont braek the check into seperate ones. i have multiple pumps infront of the manifold, but none inside
does this mean asymmetrical splits "consume" headlift?
which does kinda favour balancers in a way.
at least to a certain extent
no thats more to do with what junctions wanna do
Junctions have a desire to split incoming flow evenly
if they dont get to, they throw a fit
If you elevate the feed pipe above the refineries input hole, it will likely work with only one pump before that.
especially at the mk 2 case of 600 in and like.... 5 out one way and 595 out the other way
i still dont understand how more headlift influences this decision
this is just on a flat manifold, without head lift.
thats the baseline here
now, we add headlift into the mix
head lift is supposed to be equally shared between all pipes. but thats only the case if they are all full.
i do not however have precise data on if headlift gets shared fractionally for pipes that are less than 140% full
or how much head lift is deducted from the calculations normally (there is some loss programmed in to prevent pipes not needing pumps by feeding themselves or something)
so the funky stuff that happens when pipes have uneven split + the many instances of headlift after the split somehow substract headlift due to a mechanism added to prevent infinite headlift?
i can only assume that having a lot of exces head lifts affects how full pipes are allowed to get
because they see "oh hey i get to fill up up to x% so i can reach y% height"
remember, its all a giant chain
oh also important:
use mk 1 pipes where possible,
this makes it easier for the junction to do the right splits.
if you dont need more than 300/min into a machine, use mk 1 pipes
or, you know, dont feed from below xD
it looks pretty tho
you know whats also pretty?
working setups 🙃
why not both?
if you want vertical manifold stability, really consider feeding it from as close to the middle as possible
end-fed manfolds for 600/min are a pipe dream
loops try to fix this but they are not the best case either
better than end-fed with no loop, yes, but if possible an even split is prefered
if you feed from the middle, you can convert the entire manifold to mk 1 anyway
so thats a bonus too
damn we are getting closer and closer to actual "dont do 600/min pipes"
right now im doing 600 oil to 8 HOR refineries and it works perfectly fine
its better to not do it when you dont need it
probably due to each refinery sipping 75/min
i have 2 400hor/min pipes, each one feeding 4 blenders
Pokemon when they say their own name
if you sip 75/min from a pipe, you get a lot of spare capacity on the other pipe (600 - 75 = 525)
so that alleviates many issues because now the pipe can slosh more safely
if the pipes into the refineries are mk 1, even better
my test where i needed more than a mk2 had 16 37.5 water refineries
id think each refinery taking more and thus having less refineries in a row would make it better
yes cause it
- is closer to an even split
- it removes more fluid from the pipe
the best case is 1 or 2 refineries for obvious reasons
next best is an equal 3-way split
then an unequal 3 way
then 4 way and so on
also, damn. i accidentally disconnected the batteries from my awesome sink power net, then disconnected the awesome sink power net from my main net. that clogged all my fuel producing refineries, now my entire power grid needs to slowly reboot 😭
i wonder if theres a poor souls that has 210% clock speed of machines so he clocked the first machine to 10% resulting in a really uneven split that fucks up the other 200%
probably.
proof that "lowest clock rate goes last" is superior 
make them all the same clock rate 😈
All of my machines are at 100%
mine are whatever the hell i want em to be
terrifying
i clock all of mine to 69% /s
i clock all of mine to 420% : )
actually now with synthetic power shards pretty much everything is 250%
same here. i have some crazy plans (which will probably never happen) and im trying to prepare to reduce lag for it.
imagine if we lived in a world where you could only clock to 200% so oil would output 480m³/min instead
i guarantee you 90% of pipe issues would vanish
I clock all mine to 87.53178%
this is pure bottomfeeding. all lines are flat and equal
SF speedrun with Pi% machines only when?
(ignore the stuff before i switched off the PPS, thats from my quantum encoders n stuff)
i have them on a seperate grid.
also add awesome sinks to homers back. those things can turn off too, and they dont show it!! made me search like crazy for hours once
would have been fun if you ran them on exact capacity and then just let the power storages do their job and compensate
have you encountered trains regenerative braking generating power?
thats the true end boss
thats on the same grid as quantum encoders etc
i learned about that fun fact relatively early on so i was spared from searching
just found this beauty again
Nobody:
The random 8MW power production boost from train brakes every once in a blue moon:
⚡
i made a special "water cycle" blueprint with packagers and unpackagers to test VIP junctions without mods
all the ones labeled in green/red seem to work
wanna know whats funny? if you save and load hte world again, some of them stop working and need to "recalibrate" for a minute or two
@crimson moat whats the reason to underclock the generator instead of the water extractor?
i remember doing 270/min water -> 6 generators to not have to do >300
theres an issue right now where pipes dont save their flow rate correctly
i hope it stays, it gives me an excuse not to worry about repeating decimals in my machine clocks
cause itll sputter once on reload anyway and reset any possibly accumulated drift
WTF is that ?
each square is an instance of a blueprint i made to test pipe junctions. water moves from one side to the other in pipes and back in containers making a loop
i used mods that generate/destroy fluids for the testing but people said the mods might taint the results so i built this setup
It's the closest ratio, and uses the most water/area that you can get without power sharding your water
you can downclock the extractor to 2:1 and that's the same pipe complexity, of similar validity, but your powerplant will be like 50% wider because you need 50% more water extractors/modules.
greeny was right, maximize on SF Tools does some really weird things sometimes. https://www.satisfactorytools.com/1.0/production?share=Jj4sRKC14abcanTUDxiu
it's somehow generating 0.001 rubber from nothing
that's just rounded values
that's not relevant to maximise
it's either rounded in UI or rounding error in general
oh, i understand, it's still just weird looking
How deep of a water source do I need for the water extractor for the coal power plant?
Because the place where I found a pure coal node is on top of a lone cliff at the very south-southwest of the map.
Try placing an extractor. It'll tell you which water is deep enough and which isn't
In general, you do not need deep water at all, but some rivers and puddles are too shallow
In short, the pump under the water extractor accepts it as long as it does not touch the ground in the water.
The southeast part of the map is the first starting area and that mountain cliff there is the end of the map, right? I don't remember if there is a lake near there, the location of the big lake near there comes to mind but I don't know how to say it exactly
Do you like... not use the resource scanner when looking for stuff?
Yes, I do. That's how I found them?
Then why is this a bruh moment
If you have the material, start pulling a band for coal or take the water from the waterfall. You can use copper sheet but since it will be a place that goes up, the pump will require very little.
These 2 pure nodes were within 500m. The other nodes (mostly impure) are 1km away.
If you found it later with the scanner, then they're farther away
I will have to get the coal down from the mountain with a belt, no choice.
There’s an ideal coal power spot north and west of you. Four normal nodes next to a lake
The nodes you’ve found are better saved for steel production as there’s no water nearby
Alright.
This one?
One last tip, build the generators close to (or over) the water. It’s much easier to move solids (coal) than it is fluids
I took your advice.
Question, since it seems like I really don't understand manifolds.
Is having a considerable amount of backup normal? My brain is screaming at me telling me backup means somethings wrong, even when I have the right amount of machines for how much input I'm using. But backups and having solids overflow onto other conveyors literally seems like the entire point of manifolds.
I think I'm oversimplifying a fair bit, but I can't help thinking, if I don't need to load balance anything and the only thing I need to ensure is I have enough input, what's the hard part?
There really isn't a "hard part" when it comes to item management inside a factory. Managing more than one full belt of one item is the only thing that requires some thinking.
Unless you're trying to make the belts look a specific way for aestetics or w/e but that is a self-imposed challenge
As long as the main belt feeding the manifold is not backing up, everything is fine.
Why is that one the issue? Let's say I have some amount of iron coming from miners into the first manifold feeding into smelters. Are you saying it's an issue if that one backs up? Why?
It's an issue if it backs up if it's not supposed to
Well, none of them are supposed to, right? I guess I kinda need a contextual example to get it
If you're producing more than you're consuming, then the main belt will fill up
Yeah, but is that really even an issue?
no
Then what was meant by this?
idk tbh
Oh lmao
if you match production and consumption, it shouldn't be backing up, but you don't need to match them
I think I need to do some messing around in 'creative' to make sure I understand this. I feel like I've had it happen several times where I've matched them and it keeps backing up
it can happen if production is temporarily higher than consumption. If they become matched afterwards, the backup won't clear by itself (not that it needs to)
I've been playing with a friend recently, and I've always been on it about using the closest conveyors for the amount of throughput. Like if I have 100 of X that splits two ways, I'd carry X to the next machine with mk1, because 60 is the closest to 50.
But my friend has the mentality of just using the highest capacity conveyor for literally everything. So maybe that's the reason I'm noticing so much backup?
The belt tier, as long as it's fast enough, doesn't really matter
So once you unlock the higher tiers, there really isn't ever a reason to use lower?
matching tier will give you some output faster, but will make it take longer to reach full output
Unless you're building a rate limiter for some reason, not really
No clue what that is lol, so I'm guessing I'm in the clear then
Except mk2 (which is expensive at the beginning), I always use the highest belt tier available
Gotcha, I suppose it makes sense to do that
It's a setup that only outputs up to a specific amount of items and no more. Rarely useful
Ah, doesn't seem like it really would be. Thanks though
I still feel like I don't really understand what you said here, about 'Managing more than one full belt of one item is the only thing that requires some thinking'.
I hate to be a bother, but could you give an example?
basically if your input rate of an item required is higher than the highest belt you can have
you kinda have to think about it
When you need so much of one item that it can't all fit on one belt, you need to manage the items somehow. You can't just do one manifold, because the singular input belt can't handle more than 1 belt's worth of items
There are multiple solutions but they're all at least slightly more complicated than a single, simple manifold
Ah, I get that. But that only seems like an issue with a production chain right? Not really with just one machine in particular?
yeah an entire chain
Ah, gotcha. I'd probably just see if I can split the chain into a more managable number, but yeah that makes sense
Yeah, entire production chain. Or at least one entire step of it.
One machine rarely even can take more than 1 belt of 1 item of input. I mean if it has more than 1 input port, you technically can put in more than one belt of one item into it, but unless it has more input ports than ingredients, you're gonna need sushi, and it's a complicated mess that's basically never worth it. Don't worry about it lol
Basically, if a recipe asks for 3 different items, you connect 3 belts to the machine, one for each item
I get what you're saying now. It's harder to think abstractly about the game without looking at it lmao.
And I understand your point about different belts, for stuff like truck stations, assemblers, manufacturers, etc
And just to clarify a point I think I was missing/still confused on. It's perfectly okay to have the input to a machine backup, like ore - smelter - ingot, but it's bad to have the output backup, like ingot - constructor - plates.
Everything past the very first step should not have a backup, right? Since the constructor's input and the smelter's output are the same line. And when the smelter's output backs up, it idles and stops producing.
Do I have that right?
Or does it still not really matter?
If we're talking about it in general, no the output backing up doesn't matter
Yes, the machine will stop producing items
But there are items available
does anyone know what the approximate awesome sink value of a power shard is?
All of my factories have some outputs backed up
And probably some inputs empty
As long as you're getting the output you planned for, everything is fine
Having the machines pause costs you some power (because you could underclock them and save some power), but it's insignificant. A few %
They can't be sunk so 0
things made out of them can be sunk
Then add their values and multiply the total by 2. That's how much it'd be worth if it was sinkable
Gotcha gotcha. I always thought that letting machines idle was bad practice mainly because it does what you said and fluctuates the power. Seems like with manifolds, having some machine idle is inevitable.
I don't usually plan for output, since I never know how much I actually need or how much is an acceptable amount, I usually just go off of whatever's available lol. Maybe I need to change how I do things.
If the machines' actual item production/consumption are the same as their "rated" numbers (the ones they display) then nothing will idle. If the ratios do not work out, you can always make them work out by changing clock speeds. I never bother, though
soo hte answer is no. sad
The same applies to input. If you planned to consume x, and you're consuming x and turning it into an output, it's also fine
But I'd generally advise aiming for some output. If you start from input without considering output, you'll often end up with way too much or way too little
The only reason the main branch of a manifold should back up at consumption point is if you’re not concerned simping it all ( or have a hidden low mk belt piece somewhere)
But if I'm using a manifold, the whole point is to have them backup, yeah? So they'll still accept and output the amount that's rated, so long as the output is carried away faster than they can produce it. That still feels like it brings me back to the problem of only the main line can be backed up, since the first line's output and the second lines input are the same line.
I think you're right in the sense I should stop caring about stuff like this. Like you said, idling only changes power by a little bit, and as long as machines are constantly being fed, it'll produce at whatever it can.
The whole point of a manifold is item distribution. If you input into the main line some amount of items, but the machines connected to it can in total consume more, then some of the machines at the end will idle, the main belt won't back up, and neither will the belts connected to the last machines. But the belts connected to the first ones will
Alright, got it. It still just feels weird having these 'issues', but maybe I need to spend some time seeing it actually work. Thanks for taking the time to explain stuff to me!
how manifold work is they will overflow first row of machines until the last 2 machines or so
they self balance overtime
Once a manifold is fully spun up, you will have full (“backed up”) feed belts onto all of the machines except the last two, which will each be getting exactly enough items to keep them running 100%
The buffer in each machine (one stack) has to fill up to force the overflow into later machines in the manifold
Your feed belt should be full but running continuously
The thing to look for is yellow status lights on the machines, that will tell you if you have a supply issue somewhere lower tier belts hiding in the middle somewhere being a somewhat common issue
This is fine and all, but only if you're feeding the main belt exactly as many items as the machines consume
Which not only isn't necessary, it's not even all that useful to ensure that happens
pretty cheap honestly
time crystals and dark matter crystals are kinda undervalued though since they require few steps but are still complex
for reference thats roughly 1 HMF or 1 cooling system
@thorn bane why can't I do 600/min pipes
if you push mk2 pipes to 600/min, the bi-directional nature of the pipes often causes backflow that complicates machines getting enough supply, enough so that some say they are broken as the game currently functions
what if I use a pump
or a valve
in theory it could help, in practice it often just complicates debugging the mess
I have traumas with pipes. I can still remember the hours trying too get those last 4 fuel generators on 😭
mk2 pipes in long manifolds dont do 600/min, more like ~550
thats cause junctions splitting unevenly like 600->570/30 creates backflow that reduces the overall throughput (#math-and-meta message)
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 loop that feeds 300/min from the start and 300/min from the end or by connecting it in the middle so it splits 2 ways
in general, my approach with pipes is to use the mk2 pipes as little as possible. Usually for supplying water or oil from an extractor and then forking it into 2 mk1 pipes. the mk2's also work fine if you're pushing fluids in the range of 400-500/min in manifolds with a small number of consumers
so mk1 pipes are fine working at 100% ?
no, they can still pathologically do funny things, but it is much less common because your manifolds won't grow as large and the amount consumed per machine is a greater fraction of the entire pipe's capacity
Alright, it's good to know that
i'm sure you could noodle out some math to describe when and how they fail if you had enough time and motivation
I was about to make a turbo fuel plant so I'll use that info
easiest solution is to just plan for other numbers
like i did 500/min pipes for my rocket fuel gens to just not have this issue
usually a good approach to pipe design is to as you design stuff, break your factory into modules that do a fraction of the entire factory's function and keep them separate pipe networks
as a trivial example, 300 oil into 400 hor that then turns into 800 fuel can be broken into 150->200->400, but the 400 coming from the 4 blenders can then each feed a different set of generators directly instead of being merged into 2 400 pipes
i hope that makes sense, its getting kinda late for me 😛
eh that would need multiple pipes though
400/min pipes are fine
yeah, but it helps to have output from one machine feed as few consumers as possible
Ngl, it's been a long time since I last concernedly simped for a manifold 
compacted steel isn't too unwieldy if you bp & build it as a fractal split
this tickles my brain
o.O
Does this still work in 1.0 and/or 1.1? Why does it work? Which pieces are critical to making it work? Do the pumps need to be at the same elevation? Coming from sources at the same elevation/pressure? Does the top pipe have to be parallel to the bottom pipe? Does the vertical part need to be exactly vertical and/or short?
I may experiment to figure all this out, but that will take hours and I am hoping this game mechanic knowledge is available somewhere already.
it kinda works, but why does it work is black magic
Is there an alternative way to do things like aluminum where you need to use up all the byproduct water?
ideally if you want to build it, you build it as similar to this as possible
but practically you should avoid situations where you need this
for aluminum, just have separate set of refineries that run on fresh water and separate set that runs on byproduct water
for that to work you'd need to load balance or prioritize aluminum output from one of the two sets?
don't think aluminum has any problems with it
ok, I will try that when I scale up my aluminum production x3 (which I'm probably going to do after I can get mods for 1.1 because I'm out of patience for manually duplicating things)
Alternative to using a VIP?
One can keep the fresh and byproduct water separate and feed them to different things (or different parts of the same setup)
Alt recipes and Sloops even allow for aluminum setups without fresh water too..
yeah, I'll get to those eventually 🙂
currently working through my first attempt to "beat" the game. I played up to tier 4ish in 0.3, but everything after that is new for me
Doing the fresh/waste water split in aluminum is pretty easy, but you do need over/underclocking unlocked to make it work
gotta be very careful when mathing that out that you stay under belt speeds
and also remember that slooping increases your byproduct output too - so you have to account for that in your math
How does https://satisfactory-calculator.com decide how much water is available on the map? Surely if you carpet the ocean with water extractors it would be millions per minute
it most likely uses the maximum value allowed for the numeric data type used in the game
or the max value allowed by the data type of the coding language used for the tool itself, since both would be ridiculously large
that's just water from fracking nodes
do any of yall know a way to stop the game from reordering my blueprints? or perhaps know how the game decides to order them so i can trick the game to put them in the right order?
Last time I checked, they were in reverse alphabetical order. Idk if it's still the case
and no, I do not know of a way to make the order anything else
a mod might exist
whY would they do that 😭
thats the worst order
thanks though, guess ill rename my BPs to make them be ordered..
can you put blueprints into folders in your file system? or does it only parse the folder and not any subfoulders?
The worst order is alternating alphabetical order.
AZBYCX...
its the worst order that isnt designed to be bad
where do you put special letters in that?
honestly the blueprint UI in general is.. questionable. both builder and selection menu.
if they added a 20 euro dlc to make the ui better id buy that
Sounds like a mod to me..
but using mods is modded..
If you're not in exp it isn't a sin
not to you maybe
||ah yes, the floor here is made out of floor||
If you are in exp you will goto the 9th circle of hell :)
Thank you buzz
blueprint autoconnect is the reason im making so many blueprints right now...
You are not going to the 9th circle of hell then.
Wow.
Why the fuck
The blueprint ordering getting messed up bothered me also. Seems like UI, file stuff isn’t trivial based on similar issues in similar games.
i dont think its file stuff. they just sort it in reverse alphabetical order. should just be changing one line in the code to change it
Ah, it is robustly that? Was always thrown off by it apparently not sorting initially then upon reloading a save it applies the sort.
upon reloading the save it sorts reverse alphabetically
Regardless, it has non-zero additional polish that could be applied.
Why the fuck does it have to be like that
with the letters on the front? because i want them to be sorted
Yeah but why the fuck is is reverse alphabetical in tbr first place? Who came up with this?
oooh i thought ur confused why im doing this. yea no clue why the devs did that
I used to do the same type of random leading letter on Factorio save files to sort them. Makes sense. Although janky
is probably some bug or unintended feature of their sorting system thing, given that craft bench also does that
Someone just put the code in backwards.
Sillllyyy devs
now its all sorted yay
though for craft bench I call that a feature, namely "stop handcrafting" feature
("spoO")tnirp
1 enil no nolocimes gnissim :rorre xatnyS
My phone didn't like typing that btw so actively fighting it was fun :]
fun fact, there has not been a single post on the qa site mentioning alphabetical
OOOH. wait. are PPSs also resorted in reverse alphabetical order on reload??
ah no, they're just random it seems
but they dont always keep their order, maybe it gets messed up when new ones are made. i wanted to add seperators to the individual categories to make it prettier/more convenient but they moved
oh yea and you can only move them down
Spooky blueprint ghosts...
I'm in the process of building a very large quartz processing facility and the thing that keeps getting me in trouble is my apparent inability to count
yeah, quartz purifcation
doing as much as 3000 nitrogen/min can handle, which is around 9000 raw quartz per minute, in 12 production lines
Yeah id have trouble counting that too. Signs would help
I have several. Lots of times it was things like "ok, I have 10 pipes of nitrogen and 2 pipes of water, that's 16..."