#math-and-meta

1 messages · Page 316 of 1

kindred carbon
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Well, not anyone who just likes to build a little big to enjoy the game

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Obviously you can break 300GW if you 250% overclock and sloop everything

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Don’t worry I got my handy dandy ISC blueprint to provide me with 300 hours of storage

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Each

glad shuttle
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Nice

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Personally I just don’t like the idea of storage tho it just makes shit feel like it’s on a ticking time bomb even if it’s gonna be a long ass one

vapid gorge
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whats going on now? xD

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ok I'm now running a steel screw system directly into a sink , gonna let it run for ages @visual yarrow

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it's clocked to be 1198 screws pm becaues I was getting repeating numbers, it was the high per cycle output and simple to spin up since it's just being fed extra beams from my starter factory

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all the machiens started at teh same time too so there's some stuttering when their production cycle is going

visual yarrow
vapid gorge
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260

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the 5th machien is doing 137

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I'll let it run for a few hours

visual yarrow
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hmm.

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you know what. I wonder if that is actually relevant. I always balance my machines to produce the same amount, instead of underclocking only one machine.

vapid gorge
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that really wouldn't impact things

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at worst, what will happen here, is that ecaues they all started at teh same time is that some machine sill slowly shift their cycle around

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but that shouldn't happen either

violet wharf
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I'm sorry for sparking the bus debate earlier, but I ended up creating a 1600 rubber and 1600 plastic factory with the recycled recipes

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It's super messy and I have to make it look better, but now I'm just waiting for the manifolds to fill up so I can see all the smoke stacks together

vapid gorge
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looks alright 🙂 little worried about hte piping keeping the flow stable but fingers crossed

kindred carbon
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It definitely won’t hurt to elevate the junctions a little

violet wharf
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My fingers are also very crossed

kindred carbon
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You built it a little bit of a weird layout

violet wharf
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Yeah the layout was not preplanned and ended up very... "organic"

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All lights are good and the atmosphere is screaming. Perfect

vapid gorge
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@visual yarrow last machine in the line if you're curious, emptying it's internal buffer before the cycle

visual yarrow
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the other example I was going to use was pure iron ingots

vapid gorge
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it's still 20% of the stack size, much like the 20 copper ingots of a max 100

visual yarrow
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well, let me rephrase; stack size and production speed, if that makes sense

vapid gorge
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I feel 400pm is a heafty production speed.

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and 104 is more than 1/4 of it

visual yarrow
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yeah, but that's kind of my point

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the more total machines you have on a manifold, the more of an issue this can be

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so a three machine manifold will probably not run into the issue

vapid gorge
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Give me a recipe for me to try out. I have a starter base that has some of everything going on and I can slap together something

and the 6 machine manifold is still going strong

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I know what you mean about the merger going round robbin, but the thing is, if the merger tries to merge an item from an input and noting is there, it doesn't skip that possible input

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it just picks another available item being shown.

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I think that's why they have internal buffers maybe?

visual yarrow
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okay, how about 20 pure iron ingot refineries, all set to 85.715%?

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and I am only half serious

vapid gorge
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sure I have water and iron here

kindred carbon
visual yarrow
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i don't expect you to actually test that on my behalf, but I wanted to give an example that was roughly close to something I remember having issues with in the past

kindred carbon
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So I’m in the same boat as you

violet wharf
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Your piping looks way more neat

kindred carbon
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1800 oil in for 2700 of plastic and rubber

visual yarrow
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cause it occurred to me that silica had it's stack size increased at some point and so all of my examples aren't precisely the exact way I remember them

vapid gorge
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gonna do as close to a 1200 pure iron manifold after dinner. I'll post images

visual yarrow
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i can believe that there exists the possibility that it wasn't what I thought it was

kindred carbon
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Things are definitely taking their sweet ass time to spool up lol

vapid gorge
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I mean if you were reading what the issue is wrong, or even if it was a true issue that's a thing 🙂
I wasn't there. I didn't experience it. I know visually belts often don't look like they are working right

visual yarrow
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but I don't know what it would have been, then, given that I was able to fix those cases by balancing the outputs

vapid gorge
visual yarrow
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nah this wasn't an issue with belts. the internal buffer of the producing machines were filling up, and it was always with most of the backlog being further down the chain

vapid gorge
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there used to be a duplication bug

visual yarrow
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which... to be honest, would still happen even if the issue was something different

kindred carbon
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52GW max consumption

vapid gorge
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but I can't recall what you had to do for it. I don't think it was something you could do accidentally easily

visual yarrow
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but trust me when I say that I spent a LOT of time debugging these systems, so at the very least, I know it wasn't a simple math error or something

vapid gorge
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and pre 1.0 there used to be a different much more rare duplication bug.
but it was such a tiny bug that only someone running Single Input Sushi Load Balancing would have noticed that one

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and that's like probalby 2 people

visual yarrow
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remember the old bug where fluids in the invisible buffer between pipe and machine inventory would dissapear?

vapid gorge
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that old one. shadow fixed in u7 I think

visual yarrow
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it made it impossible for me to do my completely closed loop instant scrap recycling. was so glad when it was fixed

vapid gorge
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but yeah I'll run that pure ingot recipe tonight 🙂

kindred carbon
vapid gorge
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it can take a WHILE

vapid gorge
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but to be fair it wasn't a clean start. I was flooding each system

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and the few hours probably included some tweaking of the system

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this was a while a go xD

fallow siren
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reminds me that i used to do bottom feeding with pipes

kindred carbon
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All the rubber is being sink

visual yarrow
kindred carbon
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Rubber and plastic all going into the sinks now let’s goo

fallow siren
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how much are you making

kindred carbon
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And it’s finally 💀

kindred carbon
fallow siren
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using the oil in golden coast?

kindred carbon
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Oh boy power is already at 33GW

kindred carbon
fallow siren
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ic

kindred carbon
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It’s just 2 normal nodes 1 pure, supplemented with the oil wel

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1.4m/min points

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Very noice

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Power is at 37GW

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Only got 3GW to spare now lol

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Seems to stabilize at 38GW rn

vapid gorge
jovial jacinth
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Does anyone have a pre-built layout that uses all 2100 Uranium/min? I'm trying nooklr for the first time and trying to wrap my head around which Alts are most efficient, since it seems I need some of that Uranium to combo with the waste, maybe? brain hurts

vapid gorge
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so just use the uranium ore alts that are more ore efficient

jovial jacinth
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ok, I'll start there, thnx

vapid gorge
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you'd prob want todo alts for other components though

jovial jacinth
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those ore counts are painful...

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5800 Caterium is a bit much lol

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Pure Caterium isn't much better, 3864 Caterium/Water each

vapid gorge
frigid summit
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im looking to make my first rocket fuel power plant and ill be making 1666.67 rocket fuel, how many generators will I need

jovial jacinth
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4.16667 / min = 400 Generators at 100%

frigid summit
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thanks

brazen cloud
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quick question... im working on a fuel power plant but rn I'm going to make 1066.67 fuel/min... should I make this exact amount or would it be better to make a bit more

vapid gorge
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in general you'd probably want to roud up the 4th digit of what the plan says.

slate kiln
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or is it 250%

brazen cloud
frosty owl
slate kiln
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@brazen cloud you dont have Diluted Fuel recepie atm ?

brazen cloud
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nope I need blenders for that right?

slate kiln
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but Yes xD

brazen cloud
# slate kiln No

oh that one, yea I have it but this is way simpler and produces more than enough power for me, I dont tend to build mega projects often

frosty owl
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To have both you should match the Fuel production with its consumption. Ie: a Fuel output that leaves "clean" numbers for both the Fuel refineries and generators. Otherwise you end up in a situation where one of the two must be slightly off compared to the other (so can't have both running all the time without some extra care)

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Sorry, I forgot to reply...

brazen cloud
wind spade
brazen cloud
wind spade
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And contrary to what some people say, is very easy to deal with

frosty owl
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These kind of situations often end up in having to compromise. Like: if you find a Fuel output that works nicely for the Fuel Generators and refineries, your numbers for Plastic and Rubber will likely not be "clean"

wind spade
brazen cloud
frosty owl
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Do science!

brazen cloud
frosty owl
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Depending on how you build things, 20~50 empty canisters per Packager can suffice ^^
Note: with blueprints, one doesn't need to handfeed more than once, for the very first setup

brazen cloud
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dont bother answering its ok I'm not doing it XD

frosty owl
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The canisters aren't consumed. You just need enough to keep the machines running, so smart machine placement and beltwork can require as few as ~10 canisters per machine loop

brazen cloud
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well thanks anyway

frosty owl
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Too late :P
And I'm not bothered anyway xD

brazen cloud
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hahah

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thx man

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I just dont feel lik placing 60 packagers and 160 fuel gens lol

wind spade
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And they are automatically fed since they are in the blueprint

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So they are just taken from depot

heady vine
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What's the easiest recipe to test large assembler blueprint on?

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Aka doesn't need large quantity to produce item, small stack size...

unique cypress
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!wikisearch assembler

brisk shoreBOT
unique cypress
heady vine
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ok does anyone has experience of doing this and can share tips?

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that link didn't help much.

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but I put my eye on portable miner since they take much time to build so at least input betls should fill quickly

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but probably not the best overall pick

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where did the research on 'best' modular frame go? I remember there was like points comparison for best power and resource consumption

wind spade
heady vine
wind spade
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It's always based on author's subjective point of view

heady vine
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there was like a table with calculations of resources spent, power needed and even space taken by buildings, so at least you could choose what to optimize for right away

wind spade
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Yeah those are BS

heady vine
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did it got removed from wiki?

wind spade
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There was something like that on wiki as well, yeah. Got removed for being misleading at best

unique cypress
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eh, I liked the resource breakdowns

wind spade
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The very misleading opinionated resource breakdowns?

vapid gorge
unique cypress
muted tide
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Every recipe is good in its own way. Sometimes I force myself to use generally not used recipes just to get a factory that is completely different than to what I usually make

thorn bane
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on its own sure
but make bad choices multiple times in a production chain and you can easily end up with more than twice the amount of required materials

vapid gorge
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it does depend one which resources you value more.
like maybe you'll spend 3x as much in other things, but only 1/2 on a resources that is more valuable at that moment

wind spade
wind spade
visual yarrow
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Wait wait, waiiit.

charred mist
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is it better (powerwise) to make a diluted fuel factory than a turbofuel factory using diluted fuel?

visual yarrow
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I heard a faint echo of something about diluted packaged fuel being equi- okay, just...

charred mist
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powerplant*

visual yarrow
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My archnemesis.

thorn bane
visual yarrow
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But just to be clear, I am very much in the camp of "WP is inherently flawed and shouldn't be used as more than a guideline at best".

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I just used my own deductive reasoning to conclude that quickwire cable was my archnemesis and then it kind of reached the point where it became an injoke and then I stopped being able to tell how actually serious I was about it.

thorn bane
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and it goes for other things as well
bad choice can lead to 3x the buildings required
or 3x the power required
and having to build 3x the machines or power just leads to people quitting since the progression is too slow

wind spade
visual yarrow
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That's sort of why my own philosophy just boils down to "what set of recipes will create the least amount of actual work I need to do, or at least be the most fun to work with"?

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So for that reason, I use things like steel rods -> regular screws, not because of it's efficiency, but because it's a good excuse to make a lot of constructors in one place, which can be fun.

kindred carbon
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I need blueprint ideas

unique cypress
kindred carbon
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I’ll explain more in detail later
But basically I want a constructor-assembler system that takes Caterium ingot, turns it into quickwire and feeds into assembler
This will be used for AI limiters and circuit boards, I’m hoping that I can avoid running 12 belts of quickwire this way

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Using Caterium circuit boards and Plastic AI limiters

latent swallow
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im training resources from the swamp to the desert, to maintain 1200/m throughput should i split 1 pure node into 2 freight cars? already have 2 trains going and throughput is lacking will a third even help?

burnt folio
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so once I unlock Mk6 belts and Mk3 miners my steel factory will be producing 2700 ingots/m

how much of that should be Steel ingot/pipe/encased beams?

wind spade
burnt folio
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I'd love for all of my steel production to be in the same place, should I just add more machine in that area when I need more of that material somewhere? ( I'll be transporting with trains )

unique cypress
# latent swallow im training resources from the swamp to the desert, to maintain 1200/m throughpu...

depends. 1200/min/platform is entirely possible with mk5 and mk6 belts. but it's not guaranteed. you need the right number of trains docking to the station, depending on the distance between the stations.

if you're using default stop settings, you can have too little or too many trains.

if you use "depart when empty/full" adding extra trains to the route will at worst do nothing

without more details, about your setup, it's impossible to know what's your issue exactly

wind spade
latent swallow
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im making 2200 copper powder/m and ive slowly lost my sanity

spare osprey
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So currently i'm producing 200m^3/min of fuel. Should i utilize all of it and make sure i dont stop production of plastic and rubber or is there another way to go around it? I kinda want to save some for jetpack etc

unique cypress
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sink the overflow

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or use different recipes so you don't have excess

spare osprey
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Meaning i have to package it

unique cypress
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you'll have to package it for the jetpack anyway

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so just overflow that and burn the rest

latent swallow
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my game lags on mass deconstruction, is this the old entity limit issues prevelant in pre 1.0 or just quality settingss needing to be lowered?

kindred carbon
latent swallow
unique cypress
sharp mist
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wich is the best altertative reinforced iron plate?

heady vine
bitter grail
sharp mist
latent swallow
unique cypress
kindred carbon
latent swallow
wind spade
latent swallow
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is fluid "sloshing" within pipes still a thing with how fluid works?

wind spade
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yeah, always was

latent swallow
wind spade
latent swallow
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for a long time mk2 pipes would occasionally not transport 600 fluid/m

wind spade
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that's build issue, not pipe issu

latent swallow
unique cypress
latent swallow
unique cypress
latent swallow
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yeah ive done that, surely using a blueprint cant be the problem when 2/3 is working fine?

unique cypress
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Are the junctions level or tilted 45/90° down?

latent swallow
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level, the pipe goes down at an angle

tardy bough
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This shit just popped up on my social media as soon as I woke up and used the restroom 10 days before my calculus 2 exam. 😔

latent swallow
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the manifold has had more than adequette time to saturate too

unique cypress
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I noticed some of my old blueprints with level junctions behaved weirdly recently but those with the junctions tilted 45° down (towards the refinery) work fone

latent swallow
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its weird too because of the 380 refineries ive connected this group of 60 is the only one playing up

unique cypress
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Level junctions work like a splitter manifold, tilted work like a smart splitter manifold

unique cypress
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Multiple times

latent swallow
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yeah true might have to resort to that not a bad shout

unique cypress
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That gets rid of sloshing so as long as it doesn't start again, you'll be fine

tardy bough
kindred carbon
thorn spoke
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When using a manifold, should I make the splitters go in one direction or two?

oblique hollow
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there is no rule / guideline for that

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do it however you want / need

dreamy umbra
burnt folio
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wait so the "Alternate: Fine Black Powder" just saves a ton of coal without using any more sulfur?

split sierra
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consumes marginally more energy

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which is negligeable since you need it in microscopic quantities anyway

unique cypress
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Huh, last I checked, I thought it used more sulfur. Did they change it?

heady vine
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please remind me where do i ask greeny about tools

unique cypress
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But if you're talking about those 0x and -0x boxes, they can just be ignored

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And any change in the plan can make them appear/change/disappear

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I'm assuming they're just floating point errors that are just too big to get rounded to 0

heady vine
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oh, found it

queen slate
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Oh and in any case, there are Somersloops, and later - T9 conversion stuff.

burnt folio
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where do ya all make your black/smokelss powder? was thinking of making it in the lake forest due to the oil, sulfur and coal there

glacial shadow
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dunno what to take

unique cypress
humble dirge
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someone able to explain what I have done wrong?
my train that heads straight will come in fine however wont leave the station behind me

purple line has a path signal , ahead of it is a block and to the right is a block
trains turning right have no issue coming in or out

the train has 3 carts on it if that makes any difference

unique cypress
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Probably because the block signal at the start of cyan (forward) is red.

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You should have block signals every 100ish meters on long straightaways

humble dirge
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yeah i got blocks roughly that amount

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or atleast should...

humble dirge
dawn quartz
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is there any way to get a specific alt recipie
ive been gambling for one but have only been getting awful alternates

wind spade
wind spade
humble dirge
candid steppe
humble dirge
light cosmos
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I made this goddamn thing with the exact amount of resources needed but for whatever reason the Iron Pipe constructor is going idle because there is no consistent supply of ingot everytime it finishes a craft, I have the 4 smelters (manifold) merging in one MK3 belt that split 2 times, I have 4 constructors stacked in pairs (the second image) on top of eachother, using a lift with a splitter attached to it to split between top and bottom constructor, the pipe one is "sharing" the supply with 1 wire constructor and the other 2 wire constructor are sharing their own supply belt, all 3 wire construtor are constantly with 100 ingots in the input, which means any other ingot shared with the pipe constructor would go to it (unless I am completely understading splitting wrong) and yet it's not enough

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the belts with the ingots coming from the smelters are under the foundation

thorn trail
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the belt/conveyor feeding the iron pipe constructor is at least a mk2, right? If it is only a mk1 that would be your bottleneck

light cosmos
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yea, it's mk3 too

thorn trail
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are the input buffers on all 3 wire constructors full and are the belts feeding them backing up?

light cosmos
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the right one are only wires, they're baking up not 100% of the time since it sometimes consumes when they craft, but like 99% of the time, the left are 1 wire and 1 pipe, the wire constructor has 100 ingot in the input pretty much the whole time

near zodiac
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So, if I understood correctly, to calculate the max theoretical throughput of a train station is the amount/min that's being "fed" to the station * the time it takes to do a full cycle till you get back there?

thorn trail
unique cypress
light cosmos
thorn trail
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the conveyor lifts are also mk3 correct?

light cosmos
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the mixed one has the wire constructor "full" with ingot and the pipe is starving

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yea, I changed everything to mk3 when I unlocked

thorn trail
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are the smelters all running at 100%? are they backing up at all? Check the smelter output manifold for a bottleneck as well

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if they are actually outputting 113 ingots then they should be backing up if the constructors are not consuming all of those ingots

light cosmos
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one of them was underclocked since it's not 120 ingots, but then I changed them all to 100% to see if it would help, it's not backing up, it feels like it's disappearing somewhere wtf

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oh

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I found the issue, jesus fucking christ

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2 of them were unpowered for some reason, probably a wire broke somewhere and I didn't notice

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where is the factorio horn when you need it

thorn trail
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excellent, glad you found the source of the problem

light cosmos
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thanks for the help

near zodiac
near zodiac
unique cypress
# near zodiac explain

There are 2 things that limit how many items per minute you can transfer via a station:

How fast you can get the items to it (a train will drop off up to 32 stacks every time it comes by)

How fast you can take items out of the station

The transfer rate will be whichever one of the 2 is the limit in that particular situation (whichever one is lower)

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The main complication is that the belts connected to the platforms stop for 27 seconds every time a train docks

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The top 4 functions are just different stop settings and belt configurations.

Most of the mess is because of desmos' variable handling and I wanted to minimise the number of symbols I had to type (I typed this on mobile lol)

near zodiac
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so I need to calculate the item input speed, which I assume is 3200 * stack size / belt speed
And the time it takes to fill, which according to the website, is stack size * 32 / belt speed * 2 + 0.4513

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wait shit they're the same thing

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I am confused and sleep deprived

unique cypress
#

It's probably better explained on the wiki

unique cypress
brisk shoreBOT
#
Official Satisfactory Wiki

The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure...

near zodiac
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that's the one I was looking at lol

unique cypress
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Not sure if it explains how having multiple trains works out

near zodiac
#

so I'll need to calculate the RtD of each station

unique cypress
near zodiac
near zodiac
unique cypress
# near zodiac sorry am stupid

Make sure you measure the entire route. Choose a station, and measure the time it takes between the departure honk and another departure honk after the train has driven its entire timetable

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Not departure to arrival or something

near zodiac
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the honk is from the same station, right? After it has done a full loop

unique cypress
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I mean you can choose any other point in the timetable, but I like using the honk.

near zodiac
#

IS THIS THE FUCKING DIJKSTRA ALGORITHM

unique cypress
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Also, the loading/unloading takes 27 seconds, so if you use just a locomotive to measure the time, you'll have to add 27 seconds for each stop

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Plus a little extra for the train being heavier than just a locomotive

near zodiac
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yeah, I'll also be sure to consider traffic in case I decide to use more than one train

unique cypress
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Plus a little extra to account for traffic...

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Well, with multiple trains driving the same route, you might want to consider using "depart when empty/full". Without it, the trains might bunch up and you'll lose most of the benefits of using multiple trains.

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Or you might fall on the left side of the graph if you add too many trains and you'll actually lose throughput

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With depart when empty/full, adding extra trains will at worst do absolutely nothing and just extend the queue behind the station

near zodiac
#

makes sense

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when I started playing and saw people using notebooks, stickers, even boards to write down stuff I thought
"Heh it can't be that bad."
Now I understand them.

unique cypress
near zodiac
#

yeah I have those stickers that come with windows

vapid gorge
# heady vine yet you can run out of sulfur, it's not that hard

only if you pick every sulfur recipe in the game. For the most part it's main uses are

  1. nuclear

that's about it. You need if for the nuclear chain. Ever since they murdered batteries you can bypass that lump. Everything else is niche. And if you burn yourself out on rocket fuel thats your own fault

but it's the same with any of the resources. If you purposefully pick all the caterium recipes you're gonna run out. Same with crystal, hell even oil. the only one that's kinda hard to do that is limestone and iron.

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@visual yarrow got that pure iron rig going. Gonna let it run for a while

heady vine
#

murdered batteries? what did i miss?

vapid gorge
#

batteries have barely any use post 1.0, unless you're still doing drones with them

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and tf is entirely skipable and not needed en masse in any way

heady vine
vapid gorge
heady vine
#

I have to roleplay them having to use proper energy source

amber umbra
#

Drones don't really eat that much fuel if you set them up properly. Need a lot of drone routes to even eat 1 sulfur patch.

vapid gorge
#

it used to be a thing where drones were a bit of a deal cause you gotta set up that battery infrastructure, but now....

vapid gorge
vapid gorge
#

@visual yarrow ok spent an hour away from it, zero ingots buffered in teh machines, all running smooth

tidal swan
#

hello any alternative for splitter? its so slow

vapid gorge
tidal swan
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its stopping

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oh its merger

vapid gorge
#

then your belts either doesn't have the throughput or youre not consuming all the parts

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or both

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this is not a splitter issue

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or merger

tidal swan
#

hmm how do i consume all the parts?

vapid gorge
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have machines that consume them or send them to a sink

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but if you're doing this and you don't have an overflow to a sink? yeah your line is going to get clogged

tidal swan
#

do i need 2 storage thhen?

vapid gorge
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you can do mixed item belts easily, but you have to build for it

tidal swan
#

wat is a sink? theres such thing?

vapid gorge
tidal swan
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nope

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im still phase 1

vapid gorge
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ok then doing mixed belts for you is essentially impossible.

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keep it to one item type per belt.

tidal swan
#

ok thank you

vapid gorge
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and pay attention to the numbers you're sending down the belt 🙂

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I'd probably wait to do mixed belts until you have a good handle on the basics

tidal swan
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its not stopping now. ty bro

vapid gorge
#

@lyric trail so what exactly are you trying to build?

lyric trail
#

I been waitn..

vapid gorge
#

how many super comps pm and which recipes? 🙂

lyric trail
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Planned on making 10/min, and everything else beforehand was going to be 100/min AFTER the supercomputers were produced

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All caterium recipies

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Can't remember super recipe though, mabye normal?

vapid gorge
#

so 100 of each and every single other part involved?

lyric trail
#

10 super computers

vapid gorge
#

"and everything else beforehand was going to be 100/min AFTER the supercomputers were produced"

lyric trail
#

100 limiters, high-speed connectors, computers

vapid gorge
#

so +100 circuit boards, +100 high speed connect...

lyric trail
#

All but circut boards

#

Didn't care for them

#

I have all the resources and everything, but couldn't build it for the life of me

#

Idk y

vapid gorge
#

ok yeah no wonder you're havingb issues

lyric trail
#

I ended up with like 16 belts with different amounts of quick wire on each one lmao

vapid gorge
#

gimme a min

#

are you using the recycled plastic recipes? I would hope so

lyric trail
#

And it's impossible to merge them into specific amounts vertically into 6 different systems where each system takes over 780 per min

lyric trail
vapid gorge
#

you sure you're making enough of each?

lyric trail
#

It's the only thing made off site

#

Yep

vapid gorge
#

ok that means I'll need exactly which recipes you're using.
plastic AI limiter?

lyric trail
#

I think so?

#

I got off so I can't see

#

Yes it is

vapid gorge
lyric trail
#

Not wuote

#

Give me a sec to type all details

#

Plastic ai limited, silicone high-speed connectors, caterium computer, supercomputer, pure caterium, recycled plastic, caterium circut board,

#

Had like 7000 quick wire I think

vapid gorge
#

this is just the 10 super computers. And I did alloy iron and copper because it's simple and useful

lyric trail
#

Are you suggesting that or smthnM

vapid gorge
#

I figured I'd chuck it in to save on copper. But I can take out the alloys if you like

#

if you don't have the iron near

lyric trail
#

Iron for what?

#

Don't need iron I don't think

vapid gorge
#

never mind, I'll axe it 🙂 copper alloy creates more copper in exchange for iron

lyric trail
#

Sorry I'm confused

vapid gorge
lyric trail
#

I was never using copper or iron

vapid gorge
#

oh woops one sec forgot something

#

oh weird, I did do caterium computer, it just didn't wap to it

lyric trail
#

Caterium computer and circut board

vapid gorge
#

yeah usually the planner swaps to them w/o having to turn off the base recipes, soz

lyric trail
#

I'm using 128 refineries, 128 Constructors to make the quick wire, then everything else is just plastic I thinksies

vapid gorge
#

so just to confrim, that last link is what your super computer chain looks like right?

lyric trail
#

Essentially yes

vapid gorge
#

ok and is it 100 of everything else? like wire and cable and ingots?

lyric trail
#

Ok no lmao

#

100 AI Limiters/min 100 high-speed connectors?/min 100 computers/min

#

All as spare for sink, storage, and other factories

vapid gorge
#

not circuit boards?

lyric trail
#

No

vapid gorge
#

ok give me a min

#
#

siphon off what you need from these 3 to put the last factory down

#

for Supers

#

using satisfactory tools will make your life much easier than a spread sheet

#

but you also made this really hard on yourself having many end points for hte factory

lyric trail
#

I tried to use this earlier today but it confused me more

#

Cause it's like spaghetti

vapid gorge
#

it takes a bit of practice but it's really worth it

lyric trail
#

Ight thanks 👍

vapid gorge
#

make these 3 different factories 🙂 independent of each other

lyric trail
#

"Kisses"

near zodiac
#

Alright so, to calculate the throughput of a fluid station is the same as the regular freight?

unique cypress
#

And you can't really fully use "depart when empty/full" because fluids can't be balanced

near zodiac
#

What if I'm filling with both fluids and materials in one station? Would it work?

vapid gorge
#

you'd have to calculate each car

#

different stack sizes and different amount each can carry, and probably different parts per min

near zodiac
#

Yes I am aware

crimson moat
#

if you put a Y junction you will get an essentially perfect 50/50 split every time, they'll actively balance to do that and you cannot turn it off. It's just inherant to the pressure/flow system.

unique cypress
crimson moat
#

got a save file?

unique cypress
#

So if you have a method to ensure fluid platforms fill/empty at the exact same rate, please share

crimson moat
#

They've always done that for me, with <1% variance

#

but i dont use em a lot

unique cypress
# crimson moat got a save file?

I switched to packaged nitrogen so no, I no longer have fluid platforms on it

And besides, it's a U8 save. The nuke plant the nitrogen is supplied to will stop working soon after loading the save

crimson moat
#

ok lemme know if you make one and it doesn't work and i'l take a look

#

only thing off the top of my head is that you might have to make the pipes equal length (actually capacity)

unique cypress
mossy ibex
#

can someone talk to me about pipeline loopbacks? I think I mostly have a handle on fluids now, but I'm not confident I know where to add buffers and loopbacks. I'm at the stage of knowledge that makes me want to add them "just in case" but I want to be at the stage where I can reason clearly about it. I think it mostly matters at or near the pipeline capacity, right?

thorn bane
# mossy ibex can someone talk to me about pipeline loopbacks? I think I mostly have a handle ...

correct
and the more uneven the split the earlier it is required
like 600->10 machines is 600->540/60
where 600->30 machine is 600->/580/20
so the bottom one is more prone to needing to be split in 2
also feeding from below/from above seems to affect it as in feeding from below is worse so you need to split earlier but i havent looked into that a lot since i never bottom feed anyway
also just a friendly reminder that all the "loopback" does it split the pipe into 2x 300/min

#

from my experience its use it for >500 to be save, most work for 550 (assuming "normal" builds) but like use at your own risk
low throughput stuff like non-oc turbofuel gens prolly even as low as 450

oblique hollow
#

a loopback does something similar to an "even" split. Thats the trick to why adding loops works

mossy ibex
oblique hollow
#

the pipe with the highest flow rate is the one that needs "protection" from junction sloshing

#

which, in basically ever pipe network, is the first pipe. The main input

#

whatever method you use, the point is that the very first junction that has to split the pipe with the highest flow rate is the junction that can ruin flow

#

and thats the junction where the loop must begin at

#

or where you must apply an even flow rate split first

thorn bane
mossy ibex
#

hm, ok I'm not completely sure I get it, but let's say you were feeding 900 fuel down 3 mk1 pipes, and your goal was to feed 40 refineries--so 3 pipes at capacity, feed by exactly enough machine to produce at capacity, with exactly enough machines to consume it. I think this is where dragons are, right? So let's imagine the producing and consuming setup are totally separate, the only connection between them is the 3 full pipes.

In my current state of knowledge, I'm going to let the producing machines mostly fill up a pipe to capacity, and since there is inevitable math shit about what they produce and what pipes can hold, I'm going to junction the three full pipes together right before they exit the producing area. I'm unsure whether also connecting the three pipes at the back of their respective lines would be helpful.

So now on the consuming side I have 40 machines that need all the fuel in 3 pipes. I make 2 rows of 20 machines, I send one full pipe down each row. I also split 1 full pipe into a second pipe for each row, so now each row has 2 pipes, one of which is half capacity. These pipes are junctioned in front of every machine. At the very end of this line 2 pipes of the row connect across to the matching 2 pipes of the other row.

Is this all fine? I suspect not

#

ie, the math works fine naively, but I suspect shenanigans

oblique hollow
#

but... honestly, just draw a paint image of what you mean by "junction the 3 pipes together"

#

because to me it sounds like you are trying to do something pointless

mossy ibex
#

ok one sec

mossy ibex
thorn bane
#

that seems odd
just do this?
if you want a loopback then just connect the last to the first in each row

mossy ibex
#

eh, I guess if you used 42 refineries and underclocked them yeah

thorn bane
#

ye

mossy ibex
#

but this is more the principle, I'm trying to understand the dynamics here, not really solve a specific problem

oblique hollow
#

if you can, dont interconnect systems

#

its not good practice

thorn bane
#

imo its way simpler to keep pipe systems independent at <600 total

mossy ibex
oblique hollow
thorn bane
#

your pic is 1 system
mine is 3 separate systems

oblique hollow
#

one example is the classic 3 water extractors to 8 coal generators all hooked up to a feed pipe network

#

thats one "system" . one pipe network

#

if you now build 16 generatos and 6 extractors and all join them together, you turned 2 seperate systems into 1 interconnected system

#

when it wasnt ever needed

crimson moat
#

that's why i like that simple design which is just 4 pipes and a junction

oblique hollow
#

Granted, yes, theres some level of flavor as to where you draw the line

#

you could reduce every single pipe network in the game to 1 to 1 connections with 0 junctions, probably

#

but generally, I dont merge systems where i already have a maxed out pipeline

thorn bane
mossy ibex
#

well I do have a thing in my save where I have 4 full pipes of HOR, going to a diluted packaged fuel place, and none of the pipes are connected, just the refineries exactly filling their pipe, then other refineries exactly consuming them, and no connection

#

but I was never sure if that helpedor hurt or made any difference

oblique hollow
#

keeping it seperates makes troubleshooting easier

#

you fix one system, done, next one

crimson moat
oblique hollow
#

tinker that maniac

thorn bane
#

wait what?

oblique hollow
#

their friend is called tinker

#

and with a name like that, yep, that pipe network checks out.
tinkered out to the max jace_smile

amber umbra
#

@mossy ibex My personal pipe rule after verifying the 600 fluid/minute pipe “feature” is:

  1. Never exceed 550 fluid/(minute * pipe) for mk2 pipes
  2. Use simple, flat manifolds without loops
  3. Don’t use buffers except for intermittent supply like trains
  4. Don’t use valves
#

Just sharing an alternate way to handle the situation.

mossy ibex
#

thanks everyone

#

I wish they had reworked pipes, honestly

thorn bane
#

same
but its not easy to do

wind spade
#

Eh, I feel that they are fine

mossy ibex
#

I feel for them, I've actually been there. Programmed something bug free that worked, but it was just so weird and confusing I had to scrap it and start over with something simpler so it was possible to use

amber umbra
#

Yea is what it is. If they could easily tweak it I’m sure they would.

mossy ibex
#

yeah no, it would be a rewrite that would put existing saves in shambles

#

the time to do it was 1.0 if ever

#

this is our lives

amber umbra
#

Interesting seeing Factorio redo their fluid system in 2.0.

#

Distance based system with infinite throughput inside a given fluid “area”. Pretty different.

#

But yea, imo that speaks to fluids being tricky to code into games like this if their solution is basically “yea we’re going to just not bother with realism simulation stuff”.

mossy ibex
#

having thought about how I would implement it for about 10 seconds now, I can confirm it seems dicey

thorn bane
# amber umbra But yea, imo that speaks to fluids being tricky to code into games like this if ...

Clips for the May 7th, 2024 Livestream originally streamed on https://www.twitch.tv/coffeestainstudiosdevs

Reminder: This is an unofficial channel, support requests should be directed to https://questions.satisfactorygame.com/

00:00 Intro
00:26 People have noticed there are issues with the Mk.2 Pipes
01:12 However...
01:38 Stop! (Water) Hammer...

▶ Play video
mossy ibex
#

one thing I'd say though is that valves just need a rework

#

I get how and why they work, but it's bleh, they should just change them

#

the limit should be absolute, not proportional to fill

amber umbra
#

Mhm. Not going to get much discussion here though.

wind spade
#

honestly - that wouldn't change the fact they are pointless to use

cerulean stratus
amber umbra
#

Working fluids are fun fluids to me 😆

cerulean stratus
#

Valves not working properly are especially funny

oblique hollow
#

idk what you mean. Just have a full pipe and it works fine jace_smile

#

the thing about the valve is that it essentially is almost exactly like a pipe with a different flow limit cap

#

if you were to remove the valve and just have a pipe with adjustable flow speed.... you'd get the valve again.
Adjustable flow speed pipe would act exactly like the valve does right now

#

(minus the preventing fluids from moving back the other way)

wind spade
cerulean stratus
wind spade
oblique hollow
#

thats not a problem / bug you know

wind spade
#

they work how they are supposed to work

oblique hollow
#

its a feature

wind spade
#

the "problem" with them is people expecting them to work differently

oblique hollow
#

pipes only get max flow when full, valves only get "max flow" when full
same deal

cerulean stratus
oblique hollow
#

if your input is 400 total, 250 valve here, 150 valve there

#

the input pipe will / has to fill

#

theres no other option for it.
It cant empty at 400/min unless full because the valves wont let through more until the pipe is full

cerulean stratus
#

So what problem would it give me?

oblique hollow
#

none

#

what are you trying to ask here is what i wanna know

wind spade
cerulean stratus
oblique hollow
#

train: use buffer tanks after valve
truck: packager does its thing

cerulean stratus
wind spade
#

I don't think the situation requires valve anyway

cerulean stratus
#

Hence why I was thinking of valves

wind spade
#

you want full pipes no matter what

oblique hollow
wind spade
#

so you want the manifolds to fill up

cerulean stratus
#

Do I really need it full? And not 2/3 full

oblique hollow
#

the train station enters lockdown for 27 seconds during which you need to buffer the flow out of the valve

#

if you take a valve directly into the station, you lose out on throughput for 27 seconds

#

thats also why you dont take a belt directly into a station if that belt is full

wind spade
unique cypress
wind spade
#

you most likely don't need things 100% full, but it also can't hurt to just fill up

wind spade
unique cypress
wind spade
unique cypress
oblique hollow
#

literally just this. whats there to manifold

wind spade
#

well that's what I mean

oblique hollow
unique cypress
oblique hollow
#

General reminder that "im fine with it / i can wait" is something specific to everyone.
Others might NOT be ok with that

#

but the pre-filling discussion honestly just misses the point of the original question

#

you need full pipes to get full valve throughput. Not half full and not 2/3rds full

#

Not taking into account verticality differences

thorn bane
#

@eager girder
seems to be 8:7 split of the crystals

eager girder
#

yeah

#

with 15 crystals/minute, that's 3 machines making shards at 60 each, and 140/min to crystallisation and 40/min to trap

#

so I put two machines straight into crystallisation and one machine into a junction, pipeline mk2 to trap and mk1 to crystallisation with valve

#

and also underclocked both machines exactly

#

should be Good Enough I hope

thorn bane
eager girder
#

that is a better idea

#

now realising I made the totally normal supergenius move of adding the fourth converter but not plugging in any of the inputs

cerulean stratus
#

thoughts on quartz?

#

I generally only see it used for crystal oscillators

unique cypress
#

Oscillators, RCUs, Silicon High-Speed Connectors, and Infused Uranium Cells for me

#

well, the last 2 use silica, not crystals. idk which one you're asking about

oblique hollow
#

its pretty pink

queen slate
#

It's great with Uranium! Also I prefer it in HS-connectors and Shotgun Rebars.
I also liked it in Circuit Boards for one of my setups.

#

And how could I forget about Signs!

near zodiac
#

So, I have a railway system that takes around 5:35 minutes to do a full cycle from each station (not exactly 5:35 from each, just around that). Is it good enough if I calculate the throughput considering 6 minutes?

humble dirge
#

thats like one of the esential recipes to grab right?

wind spade
# humble dirge thats like one of the esential recipes to grab right?

there's nothing like "essential recipe"

all recipes are good in certain situations and bad in certain situations, also depends on user preference and such

as for this recipe, it doesn't really save any resources, so I personally don't really use it, but you can do whatever you want 😉

humble dirge
#

i remember there being certain alt recipes that are commonly used that makes life much easier
i remember there being a screw one that skips out the need of creating rods which im guessing that is it

unique cypress
#

And the only essential recipe is heavy encased frame lol

humble dirge
#

true

near zodiac
#

hey Kyo, if my railway system goes at around 5:35 minutes each trip, would it be safe to calculate the throughput considering 6 minutes?

thorn trail
#

the holy trinity of hor/recycled rubber/recycled plastic are not essential?

unique cypress
#

Assuming the time includes all the loading/unloading

near zodiac
#

hmmm, maybe 5:45 and 6:00 then

unique cypress
#

I measure my time without items, and then add 30s for each stop because I usually don't have items to transport yet
Idk how you did it

near zodiac
#

my measurements already include the stopping times

unique cypress
#

If I could only choose one recipe, HEF would be it

cerulean stratus
#

you need to do so fewer modular frames

wind spade
unique cypress
unique cypress
#

It's 1am

cerulean stratus
#

10 hff per min
And I needed 50 modular frames, that was the hardest part

near zodiac
# unique cypress I would calculate for 5:30, 5:45 and 6:00. If all 3 provide sufficient throughpu...

Alright so, considering 6 minutes:
The time for one pipeline to fill a fluid station is 4 minutes (2400/600). If I consider that, I would have to halve the pipeline in order to get the station full in 6 minutes and that would essentially double the amount of stations I would have to use. So scrap that.
I will then have to put two trains in the railway, which would theoretically bring one train to each station every 3 minutes. 3 minutes is 80% of 4 minutes, so the station would be 80% filled when the train gets there. To get the remaining 20%, I would have to get an extra pipe on the fluid station bringing 120m³ of oil.
Trains are harder than I thought.

#

And this is only for oil. I still have nitrogen gas, sulfur and coal to account for.

quick gorge
#

A friend sent me this.
I have no words so now you must suffer

wind spade
#

ah yeah, the "balancer" that won't work as a balancer because pipes are bidirectional 🙂

vapid gorge
quick gorge
#

I don't want to burst their bubble... that is within their pipes apprently

vapid gorge
#

buuuuurst it. for the sake of their factory

quick gorge
#

Every pioneer needs to learn, the guy has plenty of hours

vapid gorge
#

and that's how you get weirdos going 'damn mk2 pipe bugs' 😛

quick gorge
#

Wave hi chat, I linked them the message :3

vapid gorge
#

👋

#

you did good, you probably saved them from becoming a terrible reddit weirdo

quick gorge
#

So ... like 95% of reddit users?

vapid gorge
#

yes

#

But especially the satisfactory reddit too.

quick gorge
#

The Satis reddit is... well.
I post something that took hours of effort .. no interaction
I post zero effort... 200 silly internet points.

thick agate
#

bidirectionality or not, the bottleneck in this whole debacle is the train not being able to transport the nitrogen gas fast enougvh lol

vapid gorge
thick agate
#

yerp

#

oh well thats a problem for future me

vapid gorge
#

not gonna cut it. Even if you're buffering it properly, gas hates buffers

#

package it first, it'll save you space and logistics at the same time

vapid gorge
#

It sounds like it's a problem for now and past you too tbh

#

an 'all time frame issue'

thick agate
#

now and past me roll for a persuasion saving throw and roll a nat 20
they shant be bothered right now and will go to sleep
tomorrow me will have fun

quick gorge
#

This is going to end well

vapid gorge
unique cypress
quick gorge
#

That's for awake beans. Not when it's 3am

thick agate
#

the fuzed frames "only" need 500 gas/min but it hurts to have the 1650/min node just pump nothing for the rest so yeah, tomorrow me will have fun

#

the balancer shit was for a on site packaging facility in the swamp, right next to the bauxite

quick gorge
#

I am personally making he Nitric acid on site before putting on a fluid wagon.
Also I WANT a fluid wagon because I want to use at least one of every thing in the game and fluid trains are one of those

thick agate
#

and fluid wagons look cool!

wind spade
#

why not just hook each pipe to one platform? no need for balance lol

quick gorge
#

Hey have they fixed pipeline floor holes? . .. I cannot remember 👀

thick agate
#

because i use 6 packagers so 2 packagers per pipe but i didnt remember what platform had what input so i wanted to balance the 4 outputs into 3 pipes

vapid gorge
thick agate
#

i can bury the grief in a pit of tar, alongside my dreams of cool fluid wagons

unique cypress
thick agate
#

i'll probably just keep the BS i build here because i like how it looks and figure out a way to send the empty canisters to the gas node station

quick gorge
#

Best of luck Beansy <3

#

I'll be playing in the design channel

thick agate
#

may the power the pipe be with me

opaque quartz
quick gorge
vapid gorge
#

@visual yarrow alrighty. 2 hrs away from factory, running at near 1200pm, every machine clocked to like 50%

silent hawk
#

I thought it was a joke

vapid gorge
#

it's more likely than you think

split sierra
#

minor gripe that i dont understand, why does the intersection start tweaking if i place the circled block signal? (works fine otherwise)

wind spade
#

wdym by "tweaking"

split sierra
#

wont work and doesnt seem to recognize that block signal (by the color of the rails at least) despite snapping correctly

wind spade
#

rebuild the section

#

also why do you have signals so close to each other?

split sierra
#

the suspended pillar section is a blueprinted part that i use to grid the world with rail auto connect, i started builing the intersection a bit further out so that it wouldnt clip

#

i solved the issue by just moving back the signal that was causing the problem, i suppose there has to be a distance greater than 8 meters between 2 block signals to not cause it

thick agate
split sierra
thick agate
#

what error does the signal spit out when it starts going tewaky

split sierra
#

everything loops into itself

#

its the first time i've had this issue with trains

thick agate
#

aaah my favourite one (sarcasm)
I usually got that fixed by disassembling and rebuilding rail segments and signals until it no longer has something to complain about
Havent fully figured it out yet

split sierra
unique cypress
#

They fucked something up in 1.1, the glitched switches were pretty rare before

candid steppe
#

hear me out

unique cypress
#

why?

candid steppe
#

free plastic

#

residue be gone

unique cypress
#

it's not free if it costs oil

candid steppe
#

yea i know

unique cypress
#

and 210 plastic from 155 oil isn't fully efficient

#

you could get 465

candid steppe
#

how

#

the normal way gets you 104

unique cypress
#

and that's why you don't use modeler

#

you have to know what you want

#

Tools automatically optimizes for resources

opaque pebble
#

Modeler's useful when I want to plan out the actual number of machines, I guess

#

but I still feel it gets cluttered with too many lines

wind spade
#

tools give you actual number of machines

opaque pebble
#

More like machine count + exact clock speed for each machine, an edge case

#

or I haven't poked around tools enough

wind spade
#

what difference is there between box with "10 machines" written on it vs 10 boxes? except that the first one is easier to count

jovial jacinth
unique cypress
#

tools gives you the same information as modeler (other than UC/OC support)

jovial jacinth
#

to be fair, that is an accurate clock speed usage, but anyone who plans stuff out would do 5 at 90

unique cypress
wind spade
unique cypress
opaque pebble
#

Some people like that granularity I guess
I've tried it and I couldn't stick with it (though the dealbreaker was that modeler couldn't handle resource loops)

opaque pebble
#

Every time I tried to touch my recycled rubber/plastic loop modeler croaks

unique cypress
# wind spade why not?

I'm still not sure why you even included it tho. everyone can figure out their own clock speed spread

unique cypress
#

check your tabs

unique cypress
wind spade
#

also plan was to include other possible spreads

unique cypress
#

why are people like this...

wind spade
#

not all people have the same way of thinking

unique cypress
#

idk, to me it's obvious that 4.25 machines means 4.25 times more that one

wind spade
#

well some people don't know of existence of over/underclocking

plain rivet
#

modeler is still nice when you want to split the block of 34.38383838 machines into a block of 10 at one speed a block ot 15 at another speed and a block of 15 at another speed

unique cypress
candid steppe
wind spade
#

I see no reason to gatekeep information that the tool can easily show just because you can calculate it manually

unique cypress
unique cypress
wind spade
unique cypress
#

weirdos lol. equal UC at least saves some power

wind spade
#

equal UC requires more effort

#

and is easier to work with when extending manifolds (which I personally wouldn't do, but many people do)

candid steppe
unique cypress
opaque pebble
#

Also not like you wouldn't have water extractors by the time you get to oil

mossy ibex
#

pure recipes are all good, right? In terms of production efficiency per time and inputs, if you don't care about power or complexity? Are any not so good?

unique cypress
#

pure aluminium has tradeoffs vs default

#

the other pure recipes are all good if you don't mind refinery spam

wind spade
crimson moat
plain rivet
#

pure aluminum is sort of a misleading name compared to the others really

wind spade
#

well, it's kinda... pure

plain rivet
#

oh. that doesn't mean anything to me.

#

i just know all the others are add water at this step and get more. whereas aluminum is take silicon out and get less

wind spade
#

well pure = just given material

#

so technically none of the other recipes are "pure"

unique cypress
#

i think the default could be just scrap, and the pure would be water, silica and scrap in a blender to get more

honest ridge
#

Should I post a diagram here of the electrical distribution system I'm planning? There's not much in the way of numbers but more just to provide some idea of what I wanna pull off, or is that better sent to the design channel?

amber umbra
#

@honest ridge Here is fine.

honest ridge
#

Basically, all intersite nodes are connected to each other with redundant connections.

#

Ideally, every zone should be able to hold their own if cut off, or if one grid goes down, the remaining nodes should take the load of the power plant(s) that go down.

#

If we have a major problem and more than one goes down, central backup takes over while I panic and figure out what happened and try to fix it before the whole system fails.

amber umbra
#

Idk electrical stuff you just all connect together. Then make sure you always have excess power available. So you’re always competing with the simplicity of that style setup.

#

So you’re well within the “I’m intentionally wanting a fun over engineered setup”.

honest ridge
#

I have an unhealthy habit of overcomplicating things-

mossy ibex
#

you're winning then!

plain rivet
#

add a mod that gives all machines a very small chance to fail so you can see your system in action

#

never been so excited about a catastrophe

jovial jacinth
honest ridge
#

I'm not sure, I haven't gotten that far yet, I'm only Post Tier-4 (I haven't researched anything in Tier 5 yet)

#

And I haven't messed with priority switches.

amber umbra
#

That, uh, seems like an issue.

honest ridge
#

But then again this goes across the entire map when I inevitably expand to that level

mossy ibex
#

you should probably look into that before proceeding

amber umbra
#

In games like this, there are specific game mechanics and items that the player can interact with in a given game system. For power there’s a given set of tools, mechanics. Anything you’re designing is inherently grounded by those items, mechanics.

#

So a big picture concept like “I want blackout, brownout protection for my power grid” needs to start with exploring the game tools for that.

honest ridge
#

So my entire idea is just basically made useless by a single priority power switch.

mossy ibex
#

plausibly, haha

amber umbra
#

Idk maybe. But definitely play with small scale tests to see.

dusky dust
#

Yeah, I'm not quite sure if the solution you'd proposed up there is really feasible with the built-in game mechanics

unique cypress
#

I mean I find even priority switches useless. just make sure your production is above consumption and you're fine

dusky dust
#

Priority Power Switches make it pretty trivial to always leave your power generators up and running, even if you exceed capacity on the network as a whole; just gotta make sure that all the power-generation support machinery is sitting behind a PPS which is configured in Level 1

#

And yeah, the "best" solution for power is to just keep an eye on your power graphs, and if your "max consumption" ever gets to within a third or a quarter of your "production" line, then it's time to build more power. But I understand the desire to build backups. :)

#

In terms of more "active" backup systems, the usual thing is to set up a bunch of Power Storage devices, charge 'em up, and then disconnect them from the grid altogether. They'll stay charged indefinitely, and can be hooked up to things to jumpstart 'em later if you need be

honest ridge
#

Because I already have the first node building set up with 16 batteries charged and ready.

dusky dust
#

Build enough to power your power-generation machines for a few hours and you'd be able to kickstart systems that way (though you'd want to make sure the Power Storages only get connected to the exact things you're looking to kickstart)

#

Though putting in PPSes is a good way to ensure that even if you trip your grid, your power-generation machinery itself never goes offline

#

My own usual advice is to just not play with fire; ensure you've always got a healthy power overhead. That way you'll never end up tripping your grid in the first place. :)

#

But even then, building redundancies can be fun

amber umbra
#

PPSes?

burnt hill
dusky dust
honest ridge
#

Just trying to also use building the node stuff as a starting point for factory rebuilding because the way I'm set up now I've practically reached the ceiling for how much it's gonna help me, as if I try to go into Tier 5 progression at all at this point, it's gonna get even more messy and unusable

Which means I need to tear literally everything down and rebuild it.

amber umbra
#

@dusky dust Ah. Afaik it would be PPSs for the plural acronym.

dusky dust
#

</grammartime>

#

@honest ridge On the other hand, of course, there's always the possibility of building out things like this, should you be so inclined: #screenshots message :)

dusky dust
honest ridge
dusky dust
#

You can always add more power generation into your power grid. Spin up some new coal/oil/nuclear/etc whenever you like!

#

It's definitely tempting to try and get clever with power stuff, but in the end the simplest solution is generally just "build moar." :D

split sierra
#

quick question

#

lets say i'm planning bauxite refining, default recipes,
if i bottled the byproduct water, as well as input one, and used the new priority mergers

#

would that work?

dusky dust
# split sierra would that work?

There's a lot of ways to make it work, but nothing (IMO) is more simple than just using the recycled water in a different set of machines than the "fresh" water

versed violet
# honest ridge Basically, all intersite nodes are connected to each other with redundant connec...

Do you plan on having separate power plant per factory/zone?
How about centralized power plant that is split into multiple grids?
Three-phase power system 😉
Because I do have a mod blueprint for that https://satisfactory-calculator.com/en/blueprints/index/index/idU/49577/user/Tomtores

dusky dust
#

Oh, I suppose this is math-and-meta; I can post pics. This is a small vanilla-recipe aluminum setup; 2x refineries taking in fresh water, 1x getting recycled. Probably underclocked as necessary so that the numbers all match up

unique cypress
dusky dust
#

re: simplicity, I suppose I must acknowledge that doing it that way does require doing a bit of math to know how to clock the refineries

split sierra
dusky dust
#

The important part for simplicity's sake is just not actually combining the fresh/recycled pipes. Keep 'em totally separate.

split sierra
#

so i wanted to create modules that capped the overclock at 125 and pipes at 300

unique cypress
split sierra
#

so whenever i get mk6 belts i can upgrade and fully overclock so my processing capacity goes from 6000 to 12000

versed violet
split sierra
#

(the remaining umpure node will be ignored because the numbers are nicer this way)

split sierra
#

at the cost of (relatively) more quartz and slightly less uniform numbers

unique cypress
#

also, if you're doing all bauxite on them map, do not fucking use default recipes lmao

#

the silica management is gonna be insane

kindred carbon
split sierra
unique cypress
split sierra
#

satisfactory modeler does not like 2 priority merger / splitters

unique cypress
#

you can actually connect them normally, but they're just unnecessary lines

arctic raft
#

Hello everyone! I'm struggling to understand fuel a little bit, i currently have 5x5 Refinerys pumping out 200 Fuel per minute, going down to 10 fuel generators that uses up 20 per minute. But they are not working at full capacity, does anyone know how that could be?

#

My pipes are MK2

#

my pump is pumping 600 oil per minute with 200%

#

on a pure node

kindred carbon
arctic raft
#

So both sides are seperated, so it's 5 refineries pumping out fuel for 10 fuel generators

#

5 on each side

kindred carbon
#

I’m talking about the fuel generators

#

Are the ones turning on and off at the end of the line?

unique cypress
#

are some of the refineries full of fuel?

arctic raft
#

I see where we're getting at.. it's a "length issue" maybe

#

You are right bookie

#

it's the end of the lines ones

kindred carbon
#

If there are no yellow lights at the refineries it means the manifold just needs more time

arctic raft
#

But it's weird to me, cause the other side is working 100% with ALL of them being full.

#

But the one side is struggling

#

where they are identical

kindred carbon
#

You can overclock one the of the refineries on the side that’s struggling for a couple of minutes to get it going quicker

arctic raft
#

Aaaah i see, yeah the next to last two are slowly filling up

#

I can do that yeah!

kindred carbon
#

The other side is full probably because you built it first so it had more time to get going

oblique hollow
#

its usually just a matter of waiting

unique cypress
#

or a mistake

#

did you check what and where the issue is exactly?

arctic raft
#

Yeah it was the end of the line ones that were struggling

kindred carbon
#

Wait there is one refinery that’s not connected to power I think

arctic raft
#

the next to last 2 are filling up now slowly

arctic raft
#

Yeah it's weird to me too, the math should be correct

#

and all the pipes are connected

kindred carbon
#

Could be a bug with the visualization software but you should double check anyway

arctic raft
oblique hollow
#

why no external flow indicators?

kindred carbon
#

Take a picture of the refinery side too

unique cypress
#

could be literally anything

arctic raft
#

Yeah i literally can't find the issue, the math should work out, 5 refineries pumping out oil at 40 per minute.. 10 fuel generators eating 20 per minute

405=200
20
10=200

so that should be correct, right?

oblique hollow
#

yep. so far so good

#

thing is: are the refineries all at 100% productivity?
(not clock rate)

arctic raft
#

Hmmmmmmmmmmmmmmmmmmmmmmm

#

I see, i see what's happening..

#

Why the heckers is it doing that.

oblique hollow
#

probably oil

unique cypress
#

I still don't because you cut off the i/o buffers

oblique hollow
#

send a bigger image

#

so we can see the entire refinery menu

kindred carbon
#

Ts so dumb I give up lol

arctic raft
kindred carbon
#

It’s an issue with the oil extractor

oblique hollow
#

probably the oil, yes

kindred carbon
#

Check its clock

oblique hollow
#

probably not getting full 600/min throughput because thats a classic problem

arctic raft
oblique hollow
#

checks out

kindred carbon
#

Oh he is using a 600 pipe

oblique hollow
#

how did you split the oil from the extractor up

kindred carbon
#

You need to elevate the pipe junctions

unique cypress
#

the extractor's at 100% tho

oblique hollow
#

ok but there is still a buildup

kindred carbon
oblique hollow
#

it can be at 100% until its full of 200m³ oil

unique cypress
#

could be a constant 10

oblique hollow
#

but if it isnt, thats gonna be an issue

arctic raft
#

Could this be the issue then?

#

That im not feeding it properly

unique cypress
kindred carbon
arctic raft
#

I see i see, do the split above the refineries basically

oblique hollow
kindred carbon
#

It’s best to elevate a junction by 5 meters at least if you’re doing flow very close to max throughput

oblique hollow
#

further: dont use mk 2 pipe if you dont need more than 300/min flow
you split the pipe perfectly in half here, so use mk 1 pipes after the junction

oblique hollow
#

junctions prefer it

arctic raft
#

Well i think it's sorting itself out, it's going up

#

Yup, the last two machines are working 100%. At least i've learnt something. That it takes a while

#

But thank you guys, this is my first playthrough and the first time im playing with oil, hella fun.

regal brook
#

So i know drones take a long time to unload, do they take long enough that they cant actually fill a belt even if drones are constantly qued to unload? (i am thinking this would be stack size dependent, but then at what threshold would it be impractical?)

unique cypress
#

the takeoff and landing animations take 53s each iirc. so drones can drop off at most 9 stacks every 106 seconds at a single drone port

regal brook
#

so in other words, no, they cant fill a belt

dusky dust
unique cypress
#

with stack size 500, you can fill a mk6

regal brook
#

i guess belts across the map it is then

unique cypress
#

trains?

regal brook
#

take just as long to build, if not longer

unique cypress
#

depends how much you want to transport

#

2 rails can handle trains that can move 100s of 1000s of items per minute

#

for a single belt, they're not worth it
but for 10, they are

regal brook
#

sure, but i can build any number of belts in the same time

#

because of course im just going to autoconnect a blueprint and stretch it out max length... which happens to be the same method as building the double rails

#

more materials, but materials are infinite

unique cypress
#

trains are expandable with little extra effort, doubling belt throughput after the fact requires double the work

dusky dust
#

Yeah, the real strength of rails is that once you have the initial rail laid out, that rail can end up supporting a staggering amount of throughput

regal brook
#

i think the issue here is that i dislike doing more than one material per train

#

and stations all have to made manually

unique cypress
#

it minimizes traffic

regal brook
#

which adds a lot of time, when i can just build a dozen or more belts at once and have more throughput than i will ever need

#

even though i only have t5s, i can just make the bank bigger

unique cypress
#

true, but you have to plan belts beforehand to minimize effort. trains are expandable

regal brook
#

expandable only helps if you anticipate ever expanding though

#

i'll be done playing long before i need more

#

still, picked up some useful things here. thanks

noble timber
#

I swear I spend more time making spreadsheets for this game than actually playing it

wind spade
#

you could just use existing tools and save time 😛

noble timber
#

Plus I actually enjoy making sheets so there's that

amber umbra
#

If it works it works

noble timber
#

I have about 7 years work of spreadsheets on my onedrive

#

Actually 6

heady vine
#

if it's not Eve - it's not enough spreadsheet

feral dock
#

not sure if this is the best channel, but I'm thinking too hard about my blueprints. I've got some tileable blueprints with logistics stored below machines, and I'm debating some details on the logistics routing. I realized quickly that having all the I/O on the same "plane" is painful, as I have to do belt shenanigans to route things around, so I re-did some with an expanded logistics floor (two walls high, probably not enough). Each I/O belt is on it's own plane now, but there's a detail I can't decide on: stack all the I/O in the middle, or split it out? Two Foundry approaches as examples:

#

centered approach is mirrorable without having to redo the blueprint, and leaves all the negative space at the edges. If I do that consistently I have plenty of room between "lanes" to do stuff. But the center is really crowded. Thoughts?

#

(this is what I'm doing when I should be building my computer factory)

vapid gorge
#

you could even put the outputs back onto the sushi belt to wherever it's going next

feral dock
#

I kinda prefer the "out and back" layout, so I can just add another copy of the blueprint to the end to extend without changing anything else

vapid gorge
#

I'm not sure why you couldn't do that with a sushi belt

feral dock
#

putting both input and output on the same belt would have it going the same direction, unless I'm misunderstanding?

vapid gorge
#

oh sure but that's not a forced thing of sushi belts

#

you can have a sushi going in warsd and right next to it, on the same plane, an output belt going back

feral dock
#

also I don't have programmable splitters yet, if it matters.

vapid gorge
#

just need smart

#

there's ... nearly nothing you ever need a prog for

#

extremely niche

feral dock
#

good to knwo

#

I think the question behind the question is that my logistics get ugly quickly when I'm routing between different blocks, and the verticality I'm playing with is attempting to mitigate that. I also lean heavily on smart splitters outside between these "blocks" (i.e - saturate this lane, then overflow to the next lane if they both share an input)

vapid gorge
#

part of this sort of planning is making room for 'logistic cores'. Paths designed for logistics

feral dock
#

yeah, I underestimate the space needed

#

I also feel like I'm at a transition point in this regard. (Phase 3)

vapid gorge
#

for example, I've got several floors of machines like this in one factory and most of the exchanges happen like this

vapid gorge
feral dock
#

fair enough, I think I'm getting insight into how I approach my work (software eng) in this game. 😄

honest ridge
#

If that floor is coated concrete I need that

vapid gorge
#

and this is pre lumen

feral dock
#

thats a nice curve

vapid gorge
#

thanks 😄

feral dock
#

hashtag goals

#

okay now to spend too much time playing with sushi belts 😄

vapid gorge
#

they are super convenient and arn't very hard. You do end up with shorter manifolds overall ofc but that's easily managed and still a lot less belt space

feral dock
#

yeah I'm primarily concerned with belt capacity

#

my constructor blueprint already uses Mk4 belts just so I don't have to worry about screws, and I don't have the steel screw alt yet.

vapid gorge
feral dock
#

I think this gets back to the logistics between "blocks"

#

which then allows for a meaningful decision between one long-cat manifold, vs multiple shorter manifolds

#

maybe the long-cat is my way of avoiding reckoning with my broader logistics

vapid gorge
#

well you do need to plan the numbers a bit more with sushi. but overall I feel it's less work

feral dock
#

and not really more work for the low-level stuff like foundries, where the proportions are easy

vapid gorge
#

yeah foundry sushi can be real good too 😄

#

I made this a while back.
takes 36.6 ppm to make 10.6 frames pm

#

comes in at the bottom, works up, then spits it back on the primary belt

#

a prototype

feral dock
#

hah my 10/m modular frame factory is... much bigger than that. Bolted frame?

amber umbra
#

To the original question, design wise satisfactory is very unconstrained due to the 3D thing. Picking a way to limit, order that design space is really needed.

Picking an item like computers or HMF is a good complexity tier to demo things.

vapid gorge
#

so there was more production before hand

feral dock
#

ahh, mine takes iron ingots as input

vapid gorge
amber umbra
#

What tools you using to do the ratio math, planning? That can matter a lot for how you plan factory layouts? Planners like Satisfactory Tools naturally give a 2D layout, so keeping things rather 2D in your layout is pretty natural. Like 2D with multiple stacked.

feral dock
#

it's a fun challenge without a clean "correct" answer.

#

esp with petrol entering the equation

vapid gorge
#

with planning and judicious use of alt recipes you can do things up to super computers in one spot pretty easily

#

hell, if you want you can just do everything in the east swamp

#

and basically not worry about logistics and hub factories xD

feral dock
#

yeah, I'm doing quite a bit starting in grass fields, just expanding up the west coast for oil. But that damn coal....

vapid gorge
#

what about it?

feral dock
#

it's not convenient 😄