#math-and-meta
1 messages · Page 329 of 1
also, better just burn rocket than ionized
yea i know
with that amount, youre going to use more power making shards
than making net positive
would you like to see the model i have?
sure, just share it here
rules say i cant do it in server just dms
yea just sent it in dms
the production lines in my creative world as of now
yes i got caterium before copper
should i be even thinking like this at phase 4?
there's no names of anything on this. lacking any sort of labels. Modeler is not really something you can share info with
it's a visual mess to anyone who hasn't made the plan
Ai limiters, all parts for phase 2 elevator, advanced plates, steel beams, steel pipes, encased beams, rotors and iron frames
if you need the things you need it?
but yeah, no info on numbers, or which recipes of what you're doing. Just don't expect people to pick apart a modeler plan and give advice on anything more than a 2 step process
What would be wrong with it? I don't really get what you're asking ^^
what are the benefits of the Bolted Iron Plates recipe compared to the basic Reinforced Iron Plates recipe? they both take iron plates and screws, and the alt uses 50 ppm
more production per machine
interesting
still gonna automate Stitched though, i dont wanna deal with screws unless i have to
Compared to default plates? Bolted takes up less space
Compared to stitched plates though? Bolted has basically 0 benefits
stitched seems to be the go-to, especially when theres the Iron Wire alt
uses screws instead of wire
Adhered is also decent
yeah but i dont have rubber yet
what website for this
Satisfactory modeler on stean
thx this game shits me & kills me lol
Oh my god that’s a thing?
thats so much fuel, might as well jump straight to turbo or rocket fuel
is it ok to send a pic of my alternatives to see which ones are worth claiming?
Hey I read an analysis once that categorized assembly parts into those that pay forward into future products chains and those that don’t, eg smart plating is used in future steps so should be automated permanently. Can someone link me to that analysis? I can’t seem to find it now
I’m currently trying to plan the layout of an assembly tower and I want to know which floors will need to exist permanently and be periodically expanded vs which I can have basically temporary setups for
!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...
@dusky dust as i posted before (using sloppy alumina and pure aluminium ingot)
the top path is the reused water
this is without that reused water
(i used an extractor cause moduler doesnt like when you bring stuff backwards
I'm.. sorry, but I really really loathe trying to decipher Modeller graphs
It is the absolute worst graph I have ever seen for conveying information to people
Write out how much Bauxite you're using, and what recipes you're using to process it. :)
300 bauxite,that will need 300 water for sloppy alumina
then i will get 360 alumina that will tak 180 coal to make aluminium scrap and give 180 water
What recipe are you using for the scrap?
base
i think other than the recipes being chosen, the graph makes it easy to understund?
So yeah, indeed, you need a total of 1.5 Sloppy Alumina refineries to process the 300/min bauxite. That'll give you 360/min Alumina Solution, which'll go into 1.5 Aluminum Scrap refineries, which produce 180/min water, so you're right on that.
(ngl that msg felt like something chatgpt would say XD)
The 1.5 Sloppy Alumina refineries will need a total of 300/min water, so yeah, you need 120/min fresh, and 180/min recycled will take up the rest
so 2 refineries total is correct?
So yeah, in that case you'd be able to get away with just two Sloppy Alumina refineries
just needing to underclock them maybe
YAY, i know how to math
One will be clocked at 60% (to take in the fresh water), and the one taking in recycled can be clocked to 90%
(.6 + .9 == 1.5)
OR, just let them both at 100 and let the bauxite handle the ratios
No, the point is wanting to keep the fresh + recycled water totally separate
So you want them configured to take in the exact amounts of fluids that you need
(Technically, yes, you could run them at 100% instead, and have them go idle occasionally, but your system's gonna be a lot more stable if you clock them exactly as needed)
so that one always has bauxite in
and the second one takes fresh water gets the bauxite leftovers
There's honestly no reason to try and prioritize bauxite. The bauxite will stabilize very quickly
The 60% refinery will "back up" and the 90% one will start getting what it needs
to make sure bauxite doesnt go 150/150
It's the fluid that you need to be careful with, and you want those clocks to match exactly what they should be
That doesn't matter at all; the one at 60% will be getting more than it needs, so it'll "fill up" and then the bauxite will self-stabilize
This is exactly why manifolds work just fine
The clocking is to make sure that your fluids are being handled properly. The solids will take care of themselves; no need to do anything fancy with 'em. Just a splitter in front of the two Sloppy refineries will work just fine after a tiny bit of initial stabilization
but the thing is
One other recommendation: clock the Aluminum Scrap refineries to be exactly what the Sloppy Alumina refineries are, and you can just run Alumina Solution pipes directly from one to the other
if for some reason there is more water in the system , the recycled refinerie being at 100 means it helps the system to clean itself
No need to complicate it by combining the Alumina Solution into a single pipe
Keeping the recycled + fresh water separate means there will never be more water in the system than there needs to be
The Aluminum Scrap refineries are producing 180/min water, and the Alumina Solution refinery using recycled takes in 180/min water
yeah, but if for some reason it stops, then some water acumulates
Yes, there may be a brief time before the manifold fills up where a machine might go idle, but it honestly won't matter
If you are that worried about it, just prefill the Bauxite input buffers on the Solution refineries
and it can break the system
Well, I mean, it sounds like you really want to do bauxite prioritization anyway, and I agree it's not going to hurt if you do. The system will stabilize regardless
But I'll just say once more that you honestly don't need to worry about it. I've been building aluminum factories since U3 and I've never bothered
that, and i want to avoid doing underclocking
Just manifold the bauxite in, it'll be fine.
i do know the ratios now
Heh, you're in #math-and-meta , you're gonna be advised to underclock. :)
but the thing is, will the system break if i dont?
Probably, actually, since your water usage is gonna get out of whack
But if you're dead set on it, go ahead and try and see if it works for you
well, even if i set the reused water to 100 and the fresh water to 60?
You asked for advice and got it. :D If you want a simple, stable aluminum loop which avoids basically all fluid problems, split the fresh+recycled, and underclock/overclock to suit.
It's up to you if you want to actually take the advice or not. :)
what i want to understund is: how important is the overclock/underclock
(Though I'll say again that trying to avoid underclocking/overclocking is, in the end, very self-defeating. Clocking machines is one of the most effective tools in your toolbelt, in this game)
because what i always did was let stuff stay at 100
and manifold just balances everything out
Well, as I say, Try It And See™. You've got the advice. Cheers!
I suppose I will also say that one huge advantage to clocking things appropriately is that you can then use the machines' status colors to gauge if you have any problems in your factory. All Green All The Time == everything's peachy. If anything ever goes to yellow then you know you have a problem to solve.
If you intentionally let machines go idle it's gonna be a lot harder to know if everything's working as it should or not
(And I personally would definitely not want that in a system where I have to process fluid byproducts)
i didnt said you were XD
I just felt very Seen™ by that xkcd is all, and it came to mind. :)
lets hope it works
(ik, i still need to make the ingots
temporary sink while i make the next floor
i need help🤡
I produce 600 rocket fuel.
57 generators are connected to the pipe at 250%
And another one at 100*(6.249525/4.16667)=149.988480009216
(I put the OC into the generator as an equation.)
But it still turns out that the consumption is less than 600 per minute (something really small)
And there is a drop in the efficiency of the blenders that make the fuel (they fill up and go to idle)
4.16667= https://satisfactory.wiki.gg/wiki/Fuel-Powered_Generator#:~:text=14.4 sec-,4.16667,-m3/min
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
600 RF/min is exactly 144 gens at 100%
so 57.6 at 250%
or 57 at 250% + 1 at 150%
144*4.16667=600.00048
Am I missing something?
it's 4.1(6), not 4.16667
https://satisfactory.wiki.gg/wiki/Fuel-Powered_Generator#:~:text=14.4 sec-,4.16667,-m3/min
so, they rounded it up here and the consumption at 100% is 25/6?
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
yes, it's 25/6 exactly
you can calclulate it yourself from the energy value of RF and the fuel gen's power output
🤡 I thought they were nice and just set it up like that... and wow thanks
this jawn a good or bad idea
I would appreciate a brief explanation
fuel gen produces 250 MW - so it consumes 250 MJ of fuel per second
rocket fuel contains 3600 MJ/m3
so a generator burns 250/3600 = 0.069(4) m3 of RF/s
times 60 for per minute consumption and you end up with 4.1(6) m3/min
hello
is it better to have a full 300/min pipe or half full 600/min pipe
im guessing for 300/min mk1 would be better because full pipes = more pressure right?
I think the official "best practice" is to stick to mk1, though it's when you're right at a pipe's throughput limits that problems with sloshing and stuff can start to rear their heads
cant you use mk2 pipes anyway, you build less pipes and can just wait for the system to fill then turn it on
and of course have buffers
Don't use buffers
forgot to say a storage at a higher elevation at the end of the line past the machines or is that not how its suppose to be done?
mk1 moves half as much fluid when it has the same amount of pressure, i.e. it needs twice as much pressure to do the same job. That's almost always a bad thing.
you should always use mk.2 unless you're trying to split fluid unevenly and you want one path to flow much faster than the other, in which case putting mk.1 on the side that you want to be slow and mk.2 on the side that you want to flow fast can reduce sloshing.
A 2-way junction for example will split 300/300 with mk.2 on both exits, but if you use mk.1 on one then it will do 200/400.
If you're trying to take 20 out of one side while sending 240 fluid out of the other junction exit (like a fuel manifold), the second case is preferable. A 33/66 split is closer to your ratio than a 50/50 split, and mk.1 pipe to a generator which consumes 20/300 fuel is fine.
Having your demand be as close as possible to the natural split numbers reduces oscillations (zero, if perfectly matched) as unmatched numbers cause the under-drained side to fill to a higher fill level (and thus pressure) than the other output, which causes its fluid to flow back out through the junction to equalise.
That equalisation actually works very well and helps us often, but it makes fluid flow count twice against the flow rate limit of the pipe so the pipe has to have enough headroom to handle that.
is there any way to limit an output of a belt to below the rated speed? Like if I only need 4/m or am I enslaved to forever using 60/m belts for all of my lower-rate items?
I use the fastest belts I have available for absolutely everything
im not spending 20 minutes to maximize the use of each lower tier of belt for each recipe for blueprints lmao
info on planners? xD yes.
I cannot tell if this is sarcasm or not because people have murdered satire.
;-;
or just spend a few weeks on satisfactory modeler like i did lmao
clock the machines you want to put the right number of parts per min on the belts you want
no just don't, just don't use buffers with pipe systems. They don't help and will often cause issues, is likely what greeny is talking about
strange hearing this in the channel with the description of "discussing material ratios and so forth" I thought all y'all nerds would maximise profits by not spending excess resources in your schematics/builds
time is a resource too, and by always using the maximum speed belt available you can avoid spending time debugging your factory/blueprint to find the one place you used the wrong belt speed. Some people prefer optimizing for lower build costs, some prefer optimizing for less debugging time.
but don't you want to reduce the costs of your schematics that you'll be copy-pasting?
lets say i want to use mk1 belts for 1 recipe based off a template i made earlier, i would have to change it for other types of belts for different recipes manually based off the template, sure the manifold would technically fill up faster but just using the fastest belts is just more convenient
belt build costs for blueprints are a one time expense, and in most cases are a fraction of the overall materials cost
If you load balance, each recipe doesn't change the rates it needs resources unless you add overclocking, I make a blueprint that takes in 240 steel, it'll only ever need 1 240 belt inputing steel, no?
like it's not hard to not mess up belt placement and tiers
The manifold would not fill up faster with slower belts
it would reach the last machine in the manifold faster i meant
Not the case either
Unless the belts are exactly matched to consumption
yeah you have a good point
I did the math on this once and the fastest filling manifolds are ones with smart splitters that fill the machines 1 by 1
Are we allowed to post links to reddit in here? I am having an issue with VIP junctions (because of course I am). I made a post on the reddit forum and some people have been trying to help but no luck in fixing it yet. I would love to get some more eyes on it.
you use high tier belts for an item only coming out at 15/m? you don't take the time to swap to lower tier belts? compacted coal is only consumed at 7.16ish /m, you use a 480/m belt for that?
@unique cypress
What does swapping to a slower belt gain me?
A lot lot of people just use their max current belt for everything.
you mean using overflows for each smart splitter?
less resource wasted on an unnecessary belt
by the time I would be using compacted coal for anything ( in my case, rocket fuel ), belt materials shortages really are a complete afterthought
Nodes don't run out
but your resources only come in so fast
I have infinite belt materials
and at the start of the game reinforced plates aren't infinite/m
I am making them faster than I can use them
oh you must handle power and route all your shit immediately, while also cutting down trees, while your buddy is also spending resources
You also don't use that many belts in the early game
dedicating like a few nodes for just conveyer materials for the highest belt you have unlocked lets you just not care about having to switch to lower belts
Switching to an "appropriate" belt wastes a lot of time not just on actually switching to the belt, but also on figuring out what the "appropriate" belt even is
we might play differently at the start of the game lol
It’s a sandbox game so caring about specific things is fine. I guess caring makes sense if you just play the game by speedrunning phase 1, 2. Otherwise nah.
its more mental, just wired to not waste resources on a belt that I can easily swap to
Wasting resource vs wasting time, mental effort
I believe in-game they even have a key to swap to different variants of the same item held in hand
so easy to swap to a lower tier belt, ain't even gotta open the menu
Still slower than just using the one belt I have in my hotbar...
No, buffers are pointless for anything other than train platforms
45 foundries might be a lot
getting into that stage where build projects become headaches
ok fr this my first real time planning a factory how will did i do?
i wanted to use that 1:3 oil to plactic/rubber
can anyone help?
This jsnt the 1:3
1:3 exclusively uses the heavy oil residue alt, diluted fuel alt and both recycling alts
The recycling part only works by feesing into each othee
You used the polymer resin recipe and turned resin into plastic - neither recipe are among the most efficient in regards to oil-to-plastic
Resin to rubber is prefered because it has more output
oh cool
thanks this gone help a lot
modeler is.. certainly a program that people use.
that is way my math wasnt mathing i thought they both had the same output
No they dont unfortunately
I don't even know how you got to your outputs
you should b e able to squeeze 1800 from 600 oil with those recipoes
And neither does the polymer resin alt make as much of an impact as the heavy oil residue alt
Poly resin is only a decent intermediary choice if you just want to do it for the sake of it
Turn all resin to rubber, then use the Heavy oil you get to recycle some rubber to plastic
I did that once.... needs a ton of refineries because the residual rubber or residual plastic recipes are so damn slow
And its only at like 1:2 (rather 1 to 1.75) at best when it comes to oil to plastic / rubber
oh no

well
best get building some more generators
its only 4 fuel gens so you should be fine
dang only 4
250 MW per gen
i was gonna do 200
200 is lunatic levels of generators but if you wanna do it lol go ahead
im working on it right now
but if you are gonna do it: keep your pipe networks as small and seperated as possible
believe it or not the two systems are gonna be connected
even 5 x 600/min pipes is a lot to get working right
this is only my foundries at the start
i suggest you make 25 generators per mk 2 pipe so its 500/min fuel
easier to work with than a full mk 2
im looking at these building numbers right now and realizing how absurd it is
but im already in too deep
like look at this that is WAY too many buildings
you could easily remove these machines if you plan to sink all the resin anyway
thats to get all the plastic containers i need for the packaged diluted fuel recipe
you only making 10 and those 10 goes into sink
btw, for packaged diluted, the recommended strat is a bp per refinery with 2 packagers so its a single loop per refinery
literally whats the point
youre looping the containers, just hand craft once and youre done
i am NOT hand crafting 4000 plastic containers
then let them accumulate right now on the side while you build stuff
then use some of your plastics making the canisters in background?
no reason to add them in the production line
youre just overcomplicating stuffs
either way its a later problem
make them now, not later
i dont even have all of the first refineries
never made a build this big i thought my equipment factory was large
or my motor setup
again, just grab some plastic and throw it into constructors making canisters in the background, they will fill up when you're building all those refineries
btw you likely wont need 4000 canisters
its 4000/min
you can probably make do with 1200 or something
IF you make a loop per refinery
a big loop that collects canisters will likely need far more than 4000 canisters
graphs?
very large variation in trip time would be very bad for the system
they all leave from here
Why? What will a variation in trip timeee do? Is there a congested intersection somewhere?
there are a number of potentially busy intersections
Satisfactory doesn't really give you a way to control train scheddules that perciceley, lots of things can cause them to slow down or speed up and eventually they won't be in sync.
Ddo you have them all timed to leave in a specific pattern.order?
thats why i want this end of the system to run efficiently
nope, they should be at least somewhat spread out, the hope is that there is enough variation in distance that they are spread out well enough
but i wont know until its all running
i just dont want to have to solve problems on 2 fronts later
if i need to change my rail later, thats whatever, but at least i would know that on this end, its all good
The traffic should just balance itself out on its own.
I think the only way you can affect the system is by making sure that trains leave stations as few times as possible (ie: ideally a train should leave a loading station completely full and leave unloading completely empty). That will mean you'll have as few traveling trains as possible at any given time
I am 99% certain that any schedule and timing you set up will eventually fail due to rounding errors and non-deterministic imbalances building up. Youu can't get each train tto run at the exact same roundd trip time.
thats not the goal
( Sorry for typos my keyboard is acting up )
that IS the goal, as few trips as possible, in as short a time as possible
Ie: round-trip time should be as high as possible without hurting throughput
some variation is inevitable, i know that, i am just trying to minimize the max amount of time a trip takes
full load and unload is the plan
Double containers with 2 belts will unload a station as fast as possible. If trains are set to wait for a full unload, they will still only make as few trips as possible
thats what i am working towards here
again, thats assuming there is enough room in all the involved containers to unload
which there will not be, if i dont do any balancing
I think you got that backward: the longer the round-trip, the more time trains spend in stations rather than traveling
that doesnt make any sense
If you set trains to wait for 60 seconds instead of 30s at each station, you increase the round trip by 30x2 seconds
what i am talking about is, for example, if there is only one train doing a trip, it has no obstacles, thats a minimum trip time, but if it has to deal with traffic at intersections, that increases its max trip time
i do not want to use the timed waiting at all, its not efficient
only fully load/unload
thats the best setting
That's what I mentioned earlier: you can't affect traffic. That sorts itself out on its own.
You can only affect how often trains leave stations (thus how many are traveling at the same time)
you misinterpret, i have no qualms with traffic, its inevitable, literally all i am trying to achieve is as short as possible trip times, and trains leaving stations only when needed
my goal is as smooth a flow as possible
Trains waiting at a station isn't a bad thing in of ittself. TRains don't have to be in constant motion, you just need to make sure the average is maintained. They can take longer for one trip and carry more in another, wwhich is what buffers help with.
Well, you can't affect traffic without modifying the railing, but I'm assuming that's not a possibility
i cant know if there is a traffic problem, before starting up the system that involves the trains and this factory, but first i need to build the system

its like you are not hearing me at all
Build in extra capacity for the train and it will all even out. If your machines consume 1,000 items/min and you trains can carry 10,000 items then you need to average a trip every 10 minutes. Adding buffers means one trip could take 12 minutes and you're fine because the next train will carry extra to cover it.
the concept of using containers as buffers is not new to me, you just dont seem to understand my issue here
I am clearly not getting it, no. 🙂
I don't see the misunderstanding (on my part). You want as little traffic as possible - > you want as few trains moving at the same time as possible - > trains should stay inside stations (not moving) as long as possible (without hurting throughput) - > the time each train takes to make a round trip (travel time + waiting at stations) should be the maximum possible.
Is there an issue/misunderstanding in any of these steps?
trains should not be sitting at stations for as long as possible
only as long as needed to fully load or unload
The moment they're completely full or empty coincides with the maximum time they can spend in a station without hurting your throughput (ie: not being able to transfer all items)
To make sure I am clear, you are talking about a potential problem in the future you are trying to avoid, NOT a problem with machines currently stalling or backing up?
yes, future problem
cam someone explain me why this configuration is better than just 2 smelter at 100 % with merger and then spliter to the 3 constructor ?
this is true, but thats the thing, i want that time to be as short as possible
Why? The shorter, the more often trains leave stations - > the more trains will be on the rails at the same time
the time to unload depends on whether its possible to unload all containers at once, or if the train needs to wait for the last container in the line to empty
in the latter case, the train will sit for longer
i want this time to be shorter
as short as possible
How are you connecting your machines to the stations? Does each belt coming from a docking station go to a set of machines or are they all merging and then splitting again?
it isnt, they will perform effectively identically
It uses less power.
I suggest refraining from using calculators to solve such simple problem as it's akin to using your phone calculator while someone (the game) is trying to teach you arithmetics (the basics of the game).
In this case, you have yet to understand how clocking exactly affects machines and thus why the factory planner is giving you this solutions rather than another one (the only difference is power used)
It will use slightly less power but will function the same as fare as speed
well, so far the only merging i have done for the other stations is when i build balancers
This I do not understand. Can you expand on this detail?
Noted, thanks for the tips !
||Leaves for lunch 👋||
I'm trying to understand how a station not emptying fast enough will cause a problem. You have smelters hooked to all these belts? Are you worried some will starve of inputs?
my train may have to wait a long time before it can leave, not just because it sits there waiting to unload, but also because it may have to wait for other trains to leave first, this means that the trip time can increase considerably, meaning eventually, yes, my machines hooked up to that station (effectively) might starve at points
If you make sure your trains can carry more than they need each trip, then occasional delays will be handled. Trains are inherently non-deterministic so you have to add in some extra capacity to handle fluctuations in round trip timee that wwill eventually happen no matter how well balanced you build it.
You can balance everything perfectly but eventually, no matter what, all your trains are going to wind up at the same intersection all at once. Which is why stations have larger storage than the trains, to handdle this over/underflow.
they have some time for variation already
i just want the whole system to be as efficient as possible with regards to future rail expansion
like sure, i can already handle some variation, but i am trying to maximize the amount of variation the system can handle, if that makes sense
Longer trains wwith fewer trips is always going to bee the best for effeecency
well, on paper, each of these 6 should have 43 minutes to perform a round trip
they will likely spend most of that waiting at interesections
How many trainss on the rail line are there, and how much planned?
right now there are none, but there will be 19 going up and down this hill, incoming trains are a non issue, because each station only has one train, its the exiting thats a potential problem source
there will also be others (not to do with this factory), going around the right side
Congestion is fairly easy to solve wwth trains by adding bypass rails and shortcuts if it becomes an issue.
Hey team, I am having trouble here.
I have an input of wire 141.35 per minute
I am consuming 141. 375 per minute.
Yet the wire backing up and not consistent in flowing, is that normal? I have mk3 belts
Double check that your machines that are consuming are all running at 100% and seee if any have theirr outputs blockeed.
With such a tiny difference, any imbalance that you might've had before would take ages to even out
4 of the 5 machines are running 100%, one is 96%
Crreating wire
I did change a lot of things around - earlier, but that was like an hour ago. Maybe I'll take all the wire out of the machines that backed up, flick them on and off and see what happens
With a difference of 0.025/min, it'd take 40 minutes for one backed up item to disappear from the production side. So it'd take 20000 minutes, or 333 hours, for an entire stack to be consumed
Yeah okay, that's crazy. So it's probably something I shouldn't get caught up on or worry about
thats the kind of thing that would drive me nuts, knowing that that kind of thing exists somewhere in my world heheh
Yeah it's really bugging me that my belts are stopping and starting even tho it's the same consumption and produce.
Been working on it for like 30 minutes now and I don't know what I am doing. Not the game for me if I am like this.
im not sure i understand which way this is set up
"I have an input of wire 141.35 per minute
I am consuming 141. 375 per minute. "
are you overproducing or underproducing?
Sorry I am producing 141.35
Consuming 141.375
if it bothers you, maybe you could set up an extra machine and direct overflow to a sink?
on the contrary, i love obsessing over this kind of stuff, even if that obsession sometimes takes the form of annoyance
i think its the perfect game for this
anyway, i got the impression you were trying to talk me out of designing a marginally more efficient system
but i think i have the answer, i do an even merge, and build a manifold off that
instead of doing something insane like managing 136 sub lines
are long manifolds good for refineries
i just hadnt considered the fact that since i am under belt capacity with my importing, i can just do this
good for anything
unless you are talking about long pipe manifolds, which i have had bad experience with
seem to work better if those are looped
i tend to build my machines, refineries in particular in a mirrored fashion on the input ends and then link the pipes at the end, i havent had a single flow issue since i started doing that
or feed extra raw material into your line and overclock a machine
Having too many machines on the same manifold tends to be troublesome.
Keep it small if possible
I haven't seen any issuees with huge manifoldds. Most of my factories are set up to have as many machines as can be fed by a 1200 belt at a time.
Yeah, those ARE a problem
So far, I have never once managed to create a 600/min HOR pipe
595 HOR? Sure. 600 water? Also yes. But 600 HOR? Nope
I try not to run pipes hardeer than 590/min.
you know what, we need the ability to snap splitters and mergers to other splitters and mergers
just imagine, infinite line of splitters with no cap on rate of transfer 
I just want some sort of Z height lock Or indicator of Above Sea level or somethin
what for
I like straight lines, not going up and down every sand dune
with belts
Tho the new curves are pretty neat
build foundations higher up
That may be too much, but a splitter at building outputs would be an awesome addition all game long
yeah, it'd be nice to know the height of foundations without using the console or save editor
The thing is there is nothing that seperates liquids from one another. Not density, not viscosity
oh, but there is: the amount produced/consumed by 1 machine
I haven't had issues with water and oil, and I suspect it's because it takes 1-3 machines to fill a pipe
HOR takes 15
Production is unique for many things. Purely in relation to properties though, liquids are identical
HOR probably suffers from the fact that large manifolds just have trouble staying full all the time. And of course the classic first junction water hammer
Sushi-load-balancing goes brrrr
And many others quirky setups one can create xD
I haven't had any issues with long consumption manifolds with an elevated pipe
It's the production side that's the issue with HOR
Same principles apply to output manifolds and input manifolds
Use mk 1 while below or at 300/min, mk 2 above
care to explain then why I have no issues getting 600 oil/min out of an extractor but it's damn near impossible to get 600/min out of 15 HOR refineries?
Output manifolds that feed down have the trouble that you cannot really get machine head lift - use pumps
Would need to see the save or the pipe layout
Theres no network i cant really explain
If you want an inspection, put the HUB near the oil refineries and DM me the save
In combinations with fluids systems where you manage byproducts they can (in some rare cases) lead to designs that stall due to lack of buffering.
Eg: a recycled Plubber system can halt if the machines making rubber/plastic don't get enough solid inputs before the fluid inputs are full (this still depends on how one is connecting the machines though)
Again, this is very rare! I can recall only one time seeing a user having this issue (flushing the fluid once can be enough to never encounter it again as the system then stabilizes)
A HOR to coke refinery manifold should be the simplest to troubleshoot
One / two issue with head lift that i can confirm atm, especially after receiving some more insight from the recent discussions on Pipecord:
Build order for pipes affects height for some reason. the same pipe built bottom to top vs top to bottom will result in different height according to pumps
And also Valves in series kinds just tend to kill head lift
One valve is fine, but 2 in series runs the risk of failure and getting no lift
Speaking of - Ven why are you not on pipecord
Slacker smh my head
because of this issue where valves behave inconsistently depending on the order of calculation, if a system involves multiple connected valves, we should probably just use pumps instead
Pumpa between valves
If you need the valves to limit flow
Which, btw, is perfectly valid use for valves
for flow direction only, pump will do it without triggering the headlift propagation bug which can be triggered with multiple sequential valves between machines/pumps
Pressure groups my beloathed
I still dont get why valves dont just save the last value from the last valid pressure group
Maybe they used to and thats why i discovered the bug that happens when rapidly changing the valve slider xd
(which is fixed nowadays)
Breaking news: it's okay to use valves as valves!
So, just use pumps to "reset" pipelines to a good state?
Is this a fair point to make?
Pls @ me if you're talking to me 😅
Sure, I'll give it a go if you think I can be of help.
I don't think I've ever seen a link to that server though (first time I hear of it)
please DM me that, saves tend to ger nuked off here
And im not at home so cant download it rn
There's a bug that affects headlift propagation, so yeah. Pump sets it to a high value from itself forwards, without relying on propagation from further upstream which doesn't always work perfectly (especially with multiple sequential valves between the headlift source and the destination).
@unique cypress Do you mind if Sir Mc shares the saves with me?
But that's illegal!
only deleted it because McGalleon said it's gonna be deleted anyway
Does it make sense that the consumption is higher than the max consumption?
I will only be satisfied when the lines are aligned🫣
It's not uncommon, but it's still not supposed to happen. I don't recall what causes it, might be related to overclocking a machine after it has been connected to power (so the graph hasn't updated to the new max)
youre over 100MW, thats caused by hoverpack
or sometimes caused by trains
but likely to be hoverpack
you are right 🤡 😅
❤️
Now that's one smooth power draw 
oh no
my new project is gonna take over half of what my power grid currently makes
good thing the project is an upgrade to my power grid
Do 2400 Rocket Fuel.
That lasts a long time...
But I don't think you're in the right tier so go for fuel...
I recommend you skip turbo fuel...
thats 50,000 MW no?
That canister production and sink is totally pointless
You should do closed loops
One loop per refinery ideally
the canister production is how i get the canisters in the system
blueprints is how you should get canisters into the system
.
😞
There are 58 generators here.
57 at 250%
and one at 150%
they get one pipe of 600 RF.
The math is correct...
The problem is that the last generators don't get enough fuel and they turn off and on all the time...
And the blender that feeds the pipe also turns off every so often because its outlet fills up...
Right now the pipe comes and splits into 2
I'm trying to just connect it to a U at the end and create one really long pipe...
If you have any ideas I'm listening
P.S. Don't judge me... There's no room for that above...
good loop or not
If you've already got a loop, connect it to the other end of the blender manifold instead of the stat of the gens manifold
to clarify the bottom packager makes the packaged water and the top packager empties the packaged fuel
I don't really understand...
Right now everything is connected to one main line that comes out of a blender and is divided between all the generators
Instead of doing this
Do this
make sure to put a handful of canisters (full or empty) in any of the machines so they get pasted with the BP
and upload those to the DD
otherwise looks fine
could be compacted but w/e
Will this work?
h= The generators are under the blenders
with this, it would be 2 300s instead
but who knows
sometimes 600/min pipes work
and RF is a gas so it should've worked from the start
300 in each direction?
Making a closed circuit would be really problematic because of how I built it...🥲
It seems to be slowly getting better...
The last ones (2-3) still can't fill up and that's causing drops...
Hi everyone. I am using the Small Refineries mod and trying to find out why I don't seem to be getting the expected output on my iron refineries. I have 12 of them stacked on top of each other in a group of 5, 5 and 2, each is running at 100% efficiency. Yet the output is not 780 on a tier 5 belt.... any ideas? https://i.imgur.com/AcJ7XzQ.jpeg
The miner produces 780 ore and is at 100% efficiency?
Yes.
All 12 of them, I checked twice.
Er the miner, plenty of ore coming in.
Good idea to check, but I have a huge amount of ore coming in lol, I used the balancer mod... and there is like... 15k ore coming in behind it lol (working on a new blueprint)
Hmmm
Are you using all 780 ingots? Are there any machines that stop because there is a shortage?
I ask because I don't know how accurate this gauge is..
All 780 are going into a sink.
The counter on the ore line, but I am certain there is enough ore going into the line-
Could it be the ingots backing up JUST enough to slow the total production a tiny bit?
741 on the ingot counter... 741/780 = .95, so, it is 5% less. Spread across 12 constructors, could that mean each one is backing up JUST enough to not register as 1% efficiency loss on the machine, while slowing the ingots?
....I think I found the error ><
While rebuilding part of it, I had one of the refiners at less than 100%.... so it was at 100% efficiency... but yeah >< lol
underclock some generators on that line for a while so the pipes can fill up
or Sloop some of the final refineries
tho that method might need some pipe-fu if you're maxing out the pipe by default
its so pretty looking
how would i make a 4 to 10 balancer? i found a 2 to 5 balancer somewhere online (the one in the screenshot is my use for it), but i couldn't find a 4 to 10 one, and i'm not sure if it'd be more efficient to combine the 2 to 5 for the 4 to 10 or leave them separate
I mean I'd barely call that a balancer because it's bottlenecked to hell, making it useless for what I'd use a balancer for
But if you only want equal outputs, then I guess that works
if the goal is exactly 120 per min, maybe you can just use a manifold and then have mk.2 belts into the containers
normally to build a 4:10 balancer, you'd take 2 copies of a 2:5 and balance them 2:2
but if you're fine with it being bottlenecked, then there might be an easier way
Why have the balancer in the first place?
ALUMINUMINUMS
over 900 sumersloops and 34 byproduct full water pipes...
“Why won’t the devs give us automated sloops?”
This is why folks
and half of it could be avoided by using the other alu ingot recipe
Are the devs going to add a splitter where you can limit the throughput?
That would be nice but they've been pretty opposed to it
it would get rid of like 90% of the logistic design problem sovling, in a problem solving game
besides you can do that with clocking already
all their 1.004 recipes would just be easily done if they added that
They said that they aren't going to add them because that'd remove the logistics challenge
yea i was gonna say clocking is the intended solution
But frankly, there's very few logistics challenges that'd be made easier with ratio/rate splitters
After all, you can already build them and I don't see many people building then
I've modded them in once when I was a noob and thought they'd be useful
They weren't
Wasted more time than they saved tbh
can anyone help me with this junction please there is one main lane where the trains gather bauxit and the should all end at the same trainstaion. yet i cant figure out a way on how to properly merge the trains again onto one lane
hold a signal in your build options to show the 'block' colours
gonna guess there's some issues here though
and the stuff here looks like it's a bit of a mess
jep indeed 🥲
show the block colours though
here you go
could I see the first trouble spot I shared an image with in signal mode pls?
I'd guess at least part of your issue is the tracks far too close to each other up ther e
and making it one block
how did i made it one block?
if rails are too close they'll be 'connected'
and turn into one block
to simplify it I'd probably just do something like this
ok thanks for your help
the closest you can have rails together w/o blocks merging is 2 foudnations next to each other, the rails in the middle of eaach
completely load-balanced 9 assemblers
So I wanted to share my standard modular petrochemical setup and explain why I like it. Bear with me for a moment.
So the input is 270 crude oil/m. I use this number for several reasons, but the primary one is because I avoid using pipes at full throughput, and 270 happens to create a nice, clean ratio of machines. It's also the speed of a MK3 belt, which is nice for aesthetics when using packaged oil.
I adjust the clock speed on the HoR refineries to 112.5%, and the diluted fuel blenders to 90%, to provide 8 of each, so I can directly pipe one HoR pipe into one blender. I tend to also use one water extractor per blender when I have the space, since they have similar widths.
Finally, I use paired recycler refineries. Two refineries side by side, one rotated 180 degrees, leaves the output of each right next to the input of the other. This can be split 1:2 to easily keep producing plastic and rubber as long as fuel is piped in, but requires the machines to be "seeded" ahead of time.
There are pros and cons to this. The biggest disadvantage is obviously that you are making roughly equal amounts of plastic and rubber (it will be 5:4 rubber:plastic due to the polymer resin, which I did not include in the planner for simplicity's sake), but I personally find that due to how crude oil nodes spawn in groups, it's justifiable to make a lot of plastic and rubber at centralized locations, and then use it as needed, and there are enough uses for each that I can consume both in relatively even quantities.
But one massive advantage it has is that it's incredibly well suited to blueprinting because of how compact those paired refineries are.
And i'm saying this as a chronic non-blueprint user.
This isn't the best screenshot of this because it was moreso taken for showing off the aesthetics, but this is an example of paired refineries.
Another view.
By load balance you mean they start at the same time?
Yeah. One belt split into three, which then split into nine.
Technically they'll start at very slightly different times due to the round robin nature of splitters, but the main idea is that, if you supply exactly as much input as is required, the belts will never stop flowing.
I'm assuming the important part of the example is that it was fit into a blueprint device.
finished!
yeah my goal was 10.8 assemblers for 270/m coal into compacted coal, but could only fit 9 while load-balancing :(
You could also do 6 assemblers at 180% speed.
Okay, here's my secret weapon:
Take the total combined % of all buildings and divide by a target building count to get a clock speed.
you got the power slugs just lying around?
slugs are everywhere
I aint got a jetpack yet
5k power shards worth of slug in total (slooped)
I haven't walked in that direction yet
Cool
I built something similar but in row (8 assemblers, main input into splitter 2 output into two assemblers input and third split output into next splitter and so on)
The last 2 assemblers had problems starting...😅
I just filled them mentally to help...
I think in the long run it would be fix but I just helped little 😅
The nice thing about the quick search is that you can just swap out the number. So we can see that 4 machines is just over the overclock speed cap.
yeah that's manifold, mines balanced 😎
You can also see what you would need to do if you hated yourself.
Sounds like load balancing is better 🫣 🤓
well depends 😂
I just prefer it
I personally aim for always-flowing belts, which usually means balancing. But I have various tricks to simplify the process.
One of my favorites is throttling belt throughput with lower tier belts and smart splitters to subtract specific quantities from belts that you know will have a stable item flow.
with lighting
Also a good use for the calculator! A full MK5 belt, with a MK3 belt "subtracted" from it, and then split in three.
Then I can merge the remainder belts as needed and work from what I have left.
I actually use these special buffer... things, at places like vehicle cargo dropoffs, to regulate the flow of items.
So like... I have a drone shipping in aluminum ingots to my rocket fuel setup (or, well, a nearby building on a tall outcropping) for the sake of making empty canisters for packaging.
(and also ficsite but putting that aside)
I'm sending 180/m over, so I have a storage container as a buffer outputting from a MK3 belt. This is split into three, and one of the belts is looped back around and priority merged back into the input.
End result: despite the bulk delivery of the drone, the container ends up outputting a constant rate of 180/m. Which is... not actually needed in this case. It just looks neat. I'll get a screenshot the next time i'm over there, if I remember.
...wait, there's a uranium node here?
Oh, right. I had forgotten, because the last time I used it was waaaay back before this place's graphical/gameplay overhaul.
Nice
Hi, How does one calculate or figure out the burn rate of a 250% overcloked fuel general?
multiply it by 2.5x
overclock consumption are linear, the only thing that are exponential is the power draws
it cant be that simple, but I dont have an easy time verifying it either.
it is that simple
it is that easy
its simple math
normal fuel burn at 20/min at normal clock
250% means 20*2.5
so you get 50/min at 250%
The only thing that isn't linear with clock speed is power consumption of production machines
when i looked at the wikipedia it went into burnrate and other stuff
but the math checks out with what displayed on the wiki
!wikisearch fuel+gen
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
^ Make sure you use that wiki
Thank you, yes Im making sure of that. But I think the real problem was just my brain confusing itself with the answer being too simple to be obvious for it.
you can check the base consumption on the top right of input slot
Does that update with clock speed, or does it only show base consumption?
only base
Just to be sure, there isn't enough s.a.m. ore on the map to do this right?
5k/min fics rod isnt even possible in first place
!wikisearch miner
Mk.1Mk.2Mk.3
A Miner is a type of resource extractor that automatically extracts solid resources when built or placed on top of a Resource Node. There are 4 types of miners available: Portable Miner, Miner Mk.1, Miner Mk.2 and Miner Mk.3.
Portable Miner (see below) is an equipment that has to be held...
Go to the max extraction section
well if you have unlimited somersloop it is
There isn't 30k+ SAM on the map
theres only 10200/min sam in the world
and that alone isnt enough for max ficsonium build
With sloops, it barely is
yeah, its just so expensive
But max Ficsonium from 2100 uranium and without slooping nuclear stuff is ~153/min
Max without cheating is ~300
Yes, I figured as much, I currently make the 250 plutonium fuel rods and have been sinking them for quite a while. I know ficsonium rods are not worth it but wondered if I could
Thanks for the info!
Hmm I should give optimizer like a million sloops and see how much Ficsonium is possible lol
Though it looks like 1530 assuming all SAM goes into Trigons
I’m trying to think about how to sort deliveries and I guess I keep getting hung up on throughput. There’s really no way to maintain speed without basically having a fully separate line, full set of smart splitters, and a storage unit for each output line of all stations. Is there a better way?
Not mixing things, dedicated lines
the general approach is that 1 freight car = 1 item type
and then, if you're transporting a lot of different stuff in small amounts, you can choose to have mixed cargo
I do 1 entire train = 1 item type
mixed cargo is kinda problematic because the train mustn't stop running, else one item type may back up and clog the others
as with everything else, "don't mix belts if you don't know how to separate them"
delivery side:
platform -> buffer -> sorter -> individual part buffers + sink
I can’t stomach the vast field of train stations it would take to make them one to one. I am using them, but I am actually sad—I’d been looking forward to trains forever, then I got there and realized how they actually worked.
Whatever, low throughput it is
At point A I produce 143 plastic per minute, what is the chance of moving it to point B and maintaining at least 120 per minute?
And how can this be calculated, if at all?
train or drone?
Using a drone or train
I was just about to write.
Or I think it would be better to build the plastic at point B...
I mean a train can always be expanded with either more wagons or more trains. but even a single train with a single wagon will be able to handle 120/min just fine. Hell, even 1000/min might be possible
with drones, the throughput is much lower, but because plastic stacks to 200, 120/min should be totally doable with just a single drone
Will this work with buffers (meaning 120 plastic per minute)? Distance doesn't matter here?
If in the future another train is added to the track, etc...
distance always matters. I'm just saying that at this distance it looks like you could maintain up to 1000/min/wagon with mk5+ belts and ~900/min/wagon with mk4s
adding extra trains won't affect it much, unless they cause significant slowdowns
i get around 4 stacks per min per drone (and 8 per dronePORT, if you have a drone leaving and a drone coming)
5 stacks/min is the limit at 0 distance
10.558 by my calculation, kilometers of distance taking it down to between 4 and 5
The takeoff+landing sequence is 51 seconds (TOTAL, not at each end), and they hold 9 stacks.
Efficiency
After the first round trip is finished, the stack throughput of the Drone will be shown in the Drone's home Port, alongside its maximum throughput and fuel required per round trip. The efficiency of Drones increases with travel distance, as the landing and take-off animation takes 51 seconds. If the route is too short, most of it will be the landing animations; it would take 102 seconds to move items from two Drone Ports immediately next to each other.
according to the wiki, it's 51 seconds per docking
so 5.29 stacks/min at 0 distance
I'm getting mixed messages from research, it's not 100% clear if it's 51s *2 or 23+28 seconds (23 at one end, 28 at the other)
I have measured throughput of over 800/min on one droneport with one drone leaving and one drone arriving though, using 100 stack items, which fits with the second case but would be obviously impossible in the first.
Needs testing ingame i think to prove which way it is
right after setting the route it says 1:58 round trip time and 4.55 stacks/min max
we'll see what it says after a few trips
That's 900 plastic per min, but you can double it (well, 1200 max..) by having one drone fly to the plastic and one drone fly from the plastic. So 2 droneports, 2 drones (instead of 2 droneports, 1 drone)
at 0 distance
Yeah, but 1820 plastic/min per destination port is pretty good for a baseline 😄
it can't decide what's the actual round trip time
it jumps between 2 and 2:20
and the transfer rate never showed anything above 415
also, fun fact, this is packaged turbofuel apparently 🙃
Yeah, plastic is double the stack size so that would be 830, but then 2x for 2 drones and it's 1660 i guess. Less if higher distance. 1200 belt cap
it went down to 367 and then back up to 394
don't make me pull out the fucking OCR to average the throughput monitor over an hour
that's from the drone port, not the monitor btw
That thing is a little wonky. What i would do is set up a bunch of ISC's on the output with a sink, then after the drone/s have been running for a few minutes, delete the sink and fire off a stopwatch.
and then after say 20 minutes, delete the output belt from droneport and count your items.
the longer the better since deliveries are lumpy, but 20m is plenty for a ballpark
or I could do what I did for testing pipes lmao
totally won't take like 5x longer
but it will be more accurate
didnt see this till now but thanks
Since Im new and I think every1 here is like a mathematician genius, imma ask this: I’ve seen manifolds and I’ve seen load balancers, but is there a setup to combine consistent equal distribution of load balancers with the compact package of manifolds?
blueprints or ratio builds
(like machine A1 outputs to B1, while A2 outputs to B2, no combined belt)
Interesting thx
is there like a goldylocks zone for how much oil i should put toward making items and making power?
@crimson moat From a half an hour average from the throughput monitor, the transfer rate seems to be 381.46/min, and the drone port's reported transfer rate has not stabilised at all, even after half an hour, jumping between 310 and 410
Idk if drones are this inconsistent in general, or if it's because of the extremely short route, but it doesn't look good lol
not to mention the theoretical transfer rate is supposed to be just over 500
Maybe they should add a monitor that averages over longer times, for long-range transports?
maybe I finally won't have to OCR a recording of it frame by frame to get a long-time average 🙃
The throughput monitors are just inaccurate
how am I supposed to know whether the drone port or the monitor is accurate
they're both not. For the actual count, literally just count the amount of items and the amount of time
and then divide A by B
can roughly say 3 to 4 stacks per min per drone though 😛
(and up to 2 drones per port)
not really, just "make what you need"
they are
counting items gave me 485.5/min
averaging the counter gave me 440.7/min
this is definitely not within margin of error
maybe I shouldn't've ran the game at 30 FPS to match the recording speed
but I don't have time to redo this today
maybe tomorrow
The counters are just all screwed
they are always wrong by like 10%
unless you have a very consistent and stable pattern on the belt (like 100% full, or every second slot has an item)
today I learned from McGalleon that a pipe showing 0/min can actually have flow
truly another
moment
double for 200 stack size, double again for 2 drones and you have 1942/min at zero distance
(belt capped to 1200)
people underestimate drone throughput, especially if they don't know of the double drone trick
(drone from A goes to B, and B goes to A - 2x throughput per drone platform)
with a graph like this, I'd expect they'd be at least mostly accurate
yeah, they're sadly just not
Averaged it using a different method, not just a simple mean over the entire graph, but still got 450-460, nowhere near 480
Also, I'd like to point out that in one of my tests, the counter showed 380, in the other 440
Both tests - drone ports right next to each other, same arrangement
But for the second test, I moved somewhere else to have access to a miner
Different location, and already a 60/min difference
imagine this as someones power grid screen
genuinely thought thats what it was when i saw it
Actually, there's another thing I should check
When I used containers to measure items, I used a stopwatch on my phone to measure time
But the throughput monitors use in-game minutes
I probably shouldn't assume those are the same
a 600/min miner in 20 minutes produced 12002 items. 600.1 per irl minute
so IGT is accurate
@young agate show me a screen shot of what you're doing
able to vc?
oh if yo uwant to force it to use a specific recipe, uncheck the other base recipe
ohh
if you have multiple recipes for the same item it'll judge by resource value.
as you've given the program 2 options
That fixed it. Thank u :D
what's a more important resource going late game Sulfur or oil (wondering what rocket fuel recipe to use)
Do most satisfactory players keep their miners away from their constructed factory?
it's often very convenient to make hbus near nodes
sulfur is fairly niche, you can use almost none of it
and depends how big you go, honestly unless you're mad you won't run out of anything
Im scared of buses too, merging, splitting, ayaaahhh
why would you make buses ? they don't work well wit hthis game
NOT building near nodes is more likely to have huge logistic lanes
So this is meant to say Hub, not Bus?
Allgood to move to dms?
if you want? but this channel is pretty quiet and you're right on topic xD
Does anybody have the calculator set up for Uranium plutonium power set up so it gets the most power possible (with natural resource limit in mind)?
what ratio should uranium be distributed to each power (Im having a hard time calculating cuz the calculator took is janky)
It does not show the optimal ratios
define 'optimal ratios'
uranium is the limiting resource of the world (at least from what I can tell)
its not optimal for power
ah IIRC optimal power is max uranium for U rods.
make whatever P rods you can from the waste
oh fr?
so that would be optimal for power production
I thought it was not
If I recall correctly. Been a while
atleast thats what i calculated
I think they talk about it on the wiki
do you have a link?
or they used to
let me calculate again ig
!wikisearch plutonium_rod
Plutonium Fuel Rods are a late-game fuel produced by reprocessing Uranium Waste. They give off extremely strong radiation.
Burning Plutonium Fuel Rods in Nuclear Power Plants produces Plutonium Waste.
Alternatively, they can be used as vehicle fuel, without producing any Plutonium Waste.
hmm they might have removed it.
But I'm still pretty sure your best bet is ALL the u rods you can make, then stretch out the plutonium with whatever alts work best
Oh ok
I think your right I just re did calculations
I think some old yt video threw me off cuz it was doing it split
plutonium rods were really only introduced so more people would interact with the nuclear process sicne folk didn't want permanent waste
and I strongly suspect ficsonium was onoly introduced because a number of people didn't have the self control to not burn P rods
is it even possible to go no waste with ficsonium if your already maxing out on power with uranium and plutonium
or Im pretty sure the calculator is not maximizing the ficsonium Im using
I think there might not be enough sam to process a full plutonium waste thing
though I'm nto sure if that's based on the 12~ rods pm, or the P rod 22 rods pm can be made
some ninny was bitching about how that completely 'negates the game mechanics, devs bad... wah wah wah'
at that point your better off sinking plutonium no?
or spliting the plutonium so some of it gets sunk and the rest for ficsonium
ficsonium isnt really worth it if youre going for net positive
just sink plutonium rod, or use them as drone fuel
calculating setup for my ingot factory for copper and iron. 80 refineries for copper since leached isnt really worth it 💀
or i could cut down the space and use leached anyway
So ficsonium is net negative when you add the plutonium production to it or?
with only 26 refineries but a bit less copper gained
no, fisconium is very expensive for a small net positive
you can get more power by converting those sams for more uranium
Yea I know but Im trying to make 0 waste max power
max ficsonium build is barely possible even if you use all the sloop in the map, and that also require a fully empty world without nothing in it so you can use all the resources to make ficsonium
yea no uranium makes the best ammount of power
in general probalby just sink plutonium or use it in drones or trucks
i did some math a few weeks ago on the same model going for like above 100 fiscionum power plants lead to running out of sam for fiscite trigons lmao
Ficsonium is net positive tho
never mention it being net negative in this convo
.
if youre going for no waste? go for it
if you want increase of power? not worth the effort
"worth" depends on individual I guess
Like who wrote this algorithm for straight belts.... it aint that hard bro why does it struggle to understand this but default will do perfect placement...
it may be because it actually cannot be straight by a few pixels like this
how do you even notice that O_O
it's not that I noticed it, it's just my guess based on how the conveyor behaves
@broken minnow how is that choice "worst"?
low-key automated miners is goated
Ragebait
Max no-waste nuclear involves making exactly 0 Ficsonium
Pure ingot recipes are so fcking good 🙂
Eh, only if you're making a lot of ingots
I wouldn't bother with pure if I was making 200/min
But if you want 2000/min, then yeah, they're great
its more of I've had 1 pure node and smelters would not suffice the requirement without getting another node involved and I used pure recipe and made what I needed and still go so much of node left over.
low-key wish there was hotkey to swtich between jetpack and hoverpack on the fly
Make Ficsonium because it’s a skill solution
Leached are better
yes but its tier 7, so when getting into oil that is so good.
I can do it but cba to have to make sulfuric acid for basic setup like quick HMF
I just rebuilt my sulfuric acid sector of my factory in the Blue Crater cuz I want to be able to expand, and I wouldn't have been able to at ground level.
I leach everything, even use the instant scrap recipe for aluminum.
intresting as sulfur is most needed resource, surpised you using it for ingots when there is so much of just ore.
where pure ingot just needs water which basically infinite and sulfuring acid needs sulfur which is more rare resource and most needed late game.
Leached 100% doubles the ore but pure has 45% basically on top as 35 goes in 65 comes out.
Sulfur is only needed if you do stuff like TF
Turbo fuel?
Don't even need it for that, cuz the sulfur that doesn't get used for sulfuric goes to make rocket fuel via the nitro recipe, and then I get compacted coal out the back.
So i can make turbofuel and rocket fuel with the same sulfur and coal
And without crafting it into compacted.
RF is same as TF, needs sulfur
This MF is immune to anything...
thought they made it so anything can be destoyed in this biome
yeah.
well that single plant is invicible xD
Not really. Only leached cat is somewhat decent
can someone talk to me about gas stations? I am seeing conflicting information and in fact getting conflicting results when I experiment. Simple question:
If I drive a vehcile within the loading hitbox of a truck station without stopping or explicitly loading (F), will that vehicle get fueled from the station or not?
Honestly once I get to place whre at now going into tier 8. I've mainly always use Pure ingots
I think there may actually be a difference between manual drive and autopilot here too. Maybe manual vehciles get fuel, but auto vehciles have to stop? Soemthing like that?
you mean add a station in middle of a route to re-gas?
sure for example
I mean I've never done that but it sounds simple. As long as vehicle needs fuel and it has the station alocated to stop (aprox 1 min) should get topped up
thats the theory never tried it. But it does have to stop at a station for the station to interact with the vehicle
do you know that for absolutely sure because you tested it?
It should also be set to load and not have any cargo to actually load
because my testing is showing inconsistent results
I've not tested it as said above "I've never done it" but should work... I dont see why not.
Station A (Load) -> Gas Station (Set to load / Wait time Aprox 30 seconds) -> Station B (Unload)
but do I need to stop and press F to make it fuel like this, or can I just drive through?
I'm specifically confused about exactly only this issue: sometimes my vehicles get fuel by driving through, sometimes they do not. I'm trying to figure out why
The last time I used trucks was before the update, so maybe something changed, but back then, cargo operations happened at 2 stacks per second whenever a truck was within range
Pretty sure stopping wasn't required
But now we got those pause nodes that show up when you stop so maybe that's needed to move cargo
Pretty sure they take fuel from any station they stop at that has it available, whether it's loading or unloading cargo (as long as it's the same as what they already have)
@unique cypress the vehicle MUST be parked at the station to get anything loaded or unloaded. I used normal tracktors for little while in 1.0.
do you have a theory about why the following thing is happening sometimes:
I start recording a route at the gas station, noting that it successfully fueled. I do the route, stopping at my loading and unloading stations, and making my way back to the gas station. Now it's on autopilot, and doesn't get gas.
On a different route with the same set up, it works fine.
do they have to "stop" like press F, or just be in the hitbox long enough to get fueled?
That, i'm not certain of. I can count on one hand how many truck stations I've built, and I lost some fingers last fourth of July. (Second part is a joke)
If they have to stop, that means the pause node must appear
If you stopped but the pause node didn't appear, the autopilot won't stop
Honestly only time I use trucks is for ascetics to move finished produce from A to B or just have vehicles go round without any cargo. Makes certain builds feels more alive
i heard that pipeline junctions has priority inputs, does it also have priority outputs? and if the output or input is pointing down which is input or output is priority 1, 2 and 3?
yeah I don't really use them either, I'm doing it for vibe reasons and it's giving me tuberculosis
None of this is true
i heard it from kibitz and it fixes his problems
it's sort of true
@coral mauve how can fluid have priority input / output?
The only priority they have is to flow lower if possible.
if you have a junction rotated up and down, the bottom pipe will be filled first, then the middle, then the top
Fluid flows down as much as it can. That's all the priority you get
that makes sense but who uses junctions vertical??? I've never used it like that and dont think I ever will.
Me, a lot of the time
Or at least at 45°
I have used it a bunch?
I do on every single refinery build
The main through-line is horizontal, and each machine pulls vertically off of it.
Intresting, Never had an issue with normal flat junctions ahah
so feeding from the top?
Me neither, but vertical ones save space if you do it right
the closest you'll get to priority outputs is facing the important pipe down and the lower priority one up, but whatever you're doing is probably too complex and you should keep it as simple as possible
The pipe runs along the back of the machines elevated above the belts.
yeah it helps prevent backflow leading up to the machines
I also use them a lot for water towers and other verticality
I usually try feed from the top on main setups but Never used verticle juctions are it takes so much effort to achieve a verticle one.
I mean, rotating a few clicks?
it was like this, if you have water byproduct you put it in 1 and if you then need water from an extractor you put it in 2 that makes sure the byproduct water goes first
that sounds incorrect
That is incorrect
water from the top will fly down to the inn 1 at crazy speed lol
seriously there are dragons in this exact spot, people try this and fail all the time. It's the classic thing to fail at for this exact part of the game
its weird but it worked for him
I honestly dont watch Kibitz but whatever he does is not always best or even close to true for alot of things
if it works it works, im just trying to figure out why it works
3 has priority over 2, not 1 over 2
Junctions don't work that way
That's how a VIP works lmao
Used it multiple times
Water from top pipe is used before the water from the level pipe
yeah if anything 3 is priority, then 2, then 1, but it's not going to "prioritize" byproduct water the way you're wanting and you'll still end up with a deadlock probably
watch his explanation on it. https://youtu.be/t_sSjH8ezuo?si=QW7ScjB0RpQw0U8n&t=400
I have INFINITE Automated Power Shards! - Satisfactory 1.1
Satisfactory let's play video today in Satisfactory update 1.1! The nuclear power plant is online but needs hundreds of power shards to run at max power. So today, we'll be making our factory better with mk6 belts and automating power shards by unlocking the Quantum Encoder!
Everything...
What is a VIP?
Isn't a junction just a free space for liquid to flow into any direction unless a fluid is already flowing through a direction and takes new fluid into the same direction???
the "VIP junction" is a way of connecting fluid pipes that favors a particular pipe
Maybe it's not perfect, but it's been good enough to prevent every single one of my alu systems from deadlocking
Check the pins in this channel for the plumbing manual
the 3 year old one?
surprising, honestly. You feed byproduct into the top, and extractor water from the side or bottom?
I should have known there was a manual
the manual is still accurate, and the author posts on this discord and knows his shit
I build it however the manual says to build it
Why all the pumps?
Idk, I built it several years ago, it works perfectly, and I ain't touching it, lest it breaks
Actually, now that I'm looking at it, the byproduct water is connected to the bottom, not the top
see, wtf?
Idek anymore
See, it's just no
i think its weird that it works like that but for some reason it just works
It works perfectly tho. No leakage from the fresh side unless all byproduct is used.
I literally never once had this BP fail to work like a prio merger
Pipes are just cursed
Yesterday, I learned from McGalleon that a pipe showing 0 flow can actually have flow
yeah it's true
I hate it
I thought they were going to land a pipe rework into 1.0. Like, that was the moment to unfuck everything. Alas
I sent them my 600/min HOR test and they did things I would've told you would definitely make things worse
And yet it works perfectly
I touched one thing and it fucking broke again
that's why I'm trying to fin a newer manual for fluids, because sins the previous was made i have seen like 10 new tips and tricks that works better then some of the things on the manual
same here. Also with my HOR, haha
well maybe try asking him, but I bet he's still right about everything
i would just like a manual that adds inn the new things
my guess is that he would say the "new" things are fake
people say lots of incorrect things about pipes
after i found out about the priority input thing all my projects work better, 10x less problem with fluids, now im just trying to figure out if outputs are the same and what about multiple in and outputs on the same junction
Yeah, McGalleon's fixes to my test setup follow basically none of the most common advice
There's one loop, but it's between the last and second to last junction, not the first and last
And there are pumps on perfectly level pipes that most people say not to do
And a lot of weird junction rearrangement
I'm glad we have him, but I also wish pipes just worked in a sensible way, lol
Realistic Navier-Stokes equation pipe when
The pumps are working as both a check and to set pressure and prevent dead heading?
one more thing im wondering about is it true that you should not use full 600 pipes? the wiki says to not use more then 450pm to get a perfect setup, but then how are you supposed to use 1 full pure node? some times it works and sometimes it doesent
horizontally they'd basically just prevent backflow, but will add headlift if they are close enough to a vertical section too
generally though, you don't use them horizontally
well it's more like, don't pipe 600 and expect 600 to come out the other end. Because it's a bit stop and start, the actual throughput will be a bit less
From my experience 600/min pipes can work perfectly fine, but only if the pipe has no more than 5 fluid producers on it.
if you want full throughput, oversize the pipes a bit. Not a lot because how filled they are matters, but like 50% is fine
Oil and water always worked fine for me, and they can fill a pipe with just a few machines.
yeah so the idea here is that the cyclical chugging is covered by the 5 overlapping cycles
Same with aluminium water, which has, in ny standard setup, 3 refineries + a water supply from a VIP (1 or 2 extractors)
I've somehow managed 600 Fuel/min in the past, but I don't know how, and it took like 50 hours for it to actually be 600/min
Haven't had issues with 600 nitrogen either
And, like I said before, 600 HOR needed some janky shit I would've never came up with to work
And that has 15 producing refineries
That's just my theory, though. I just noticed that the length of the consumption manifold doesn't seem to matter much. 20 refineries being fed by a 600/min oil pipe work fine
i saw something like this, what do you think? you split the 600 pipe in 2 to have less pipe that is "full pm"
Imma be honest, I consider this worse than just pulling 600/min to where it needs to go
Idk if I'm right, but another issue that could plague 600/min pipes is sloshing
If you have one dead end on a pipe, all fluid will be consumed before it gets there
im trying to use the 600pm from one extractor but it only works 4/5 times
If you have 2, you could accidentally get more on one side, then it reaches the dead end, reflects and you've got backward flow, which kills your 600/min pipe if it gets to it
Another thing I've found helps is putting the main pipe above the machines' inputs
And tilting the junctions towards the machines
i always do this
That way, they get filled one by one
and i have a buffer at the end
I never use buffers
I think that's a nice start for the 2 systems. I'd even throw in one pump on each side for good measure.
Making the pipes simmetrical as you did (at least between the junction and the first pipe supports/pumps) is also a good practice
That can help avoiding the aforementioned "backward flow", so long as the buffer is not full
A quick summary on loops:
You dont ever really need a loop "from beginning to end"
all that matters is that the loop begins at the junction that will have 600 outflow or 600 inflow
where the second end of the loop goes is actually arbitrary, as long as it goes to any junction that has, mathematically, less flow than max
What i noticed specifically in that refinery setup you gave me and i adjusted, specifically version 2 with the mk 1 pipes everywhere and the mk 2 output near the middle, is the following:
-
Left and right side both usually have a max flow of 280/min. A pipe that is full wants to flow at max flow rate.
this is a problem as the pipe will basically empty itself by flowing at 300/min when it only has 280/min input. -
the one singular refinery output connected to the junction that has 600/min output WILL singlehandedly ruin flow if it doesnt stay full consistently.
if it empties out, the junction notices the lack of pressure and redirects flow there - this makes the 600/min line drop below 600
Actually, since you're here, I'll ask:
Would it be better to merge 2 300/min pipes to get a 600/min one?
Because in a standard manifold, you're merging like 560 and 40 on the last junction. Would a more equal merge be better?
yea 2 300/min mk 1 would be better since they will always be guaranteed to have max fullness and pressure - which you need to sustain 600/min
Equal merges or equal splits are always prefered
Asymmetric merges or splits become problematic because of - basically - pressure differences.
the side that produces less per minute does have less pressure.
Also, this is a case where water hammer can rear its ugly head.
if you dont have consistent flow from a pipe, you get the chance of the junction redirecting flow to that pipe and then water hammer happens, fluid flows back into the junction with greater speed and the junction is met with 2 huge pressure sources.
To put it more accurately in case anyone cares:
Flow rate creates pressure too. It is one of the most important pressure factors. This effectively means fluids have inertia. If it flows at a certain speed in a certain direction, it generally wants to keep doing that.
Note that when i say pressure i mean pressure.
Ive only had a hunch about it before @inner gulch came along with their pipe code analysis, but now its basically confirmed
Pipes HAVE pressure - it may not be measured in psi or bar, but it is pressure. Just converted to basically meters of head, which is a valid measurement for a given fluid density.
The reason raising pressure infinitely doesnt work is because the pipes have a flow rate cap - duh
further - pressure is only transmitted through full pipes. This was always the rule for head lift as well
@crimson moat Tested the throughput monitor at full framerate, got basically the same results. 490/min via item counting, 440-460 via the monitor
monitor?
!wikisearch conveyor+throughput+monitor
The Conveyor Throughput Monitor is a Conveyor Belt attachment that measures the real-time throughput of the conveyor it is attached to.
Upon being constructed, a Conveyor Throughput Monitor will begin recording the amount of passed items on the conveyor it is attached to. A 1-minute history is recorded...
Very handy for checking that you did things correctly.
they're apparently incorrect if the flowrate is inconsistent
wait sorry, what is "item counting" then? Just trying to understand what the different testing methods were
item counting means I'm dumping items into a container, measuring the time, and dividing the container contents by the time to get the average flowrate
as for the throughput monitor, I logged its display over 30 minutes and averaged it
I was testing drone throughput yesterday
And Aeryn brought to my attention that I shouldn't use the monitor for that because it doesn't give accurate values
and frankly, I'd trust item counting more
Yeah it's one less layer of bs
I mean I would prefer to use the monitor if it was accurate, because I can get throughput over time
but if it's gonna be 10% off, it's useless
yeah for 10% off i just use eyeballs. I need a counter (or external tools / writing) to be accurate to 1% or 0.1% range.
I wonder if there's a thorny problem in there or if they should just fix it
I mean idk why it's even inaccurate in the first place
making an accurate one seems easy
it just might be more CPU/RAM intensive than they want it to be
At first i thought that the averaging interval was just not long enough or configurable, but your testing shows that there is an even greater error than that.
so there is some even bigger problem like rounding down
because it's not just the average fluctuating, it's actually failing to count 10% of the stuff going through.
I think imma test it with something more consistent, like a pasta accelerator's copper powder supply. it consumes 200 powder every 2 mins, so it should run at 1200/min for 10 seconds, then at 0 for 1 min 50 s
Maybe OC it so I can test for less time
I think the issue you guys are describing is just cuz it does a rolling average.
Rolling average will give the correct answer after a long period of time. This doesn't. The mean on the display is much lower than the mean on the belt, even after 10x+ the rolling average time.
you need to define a timeframe, and count amount of things in that timeframe. If the production is not consistent (e.g. recipe time is more than the timeframe), you get "issues"
Actually, do y'all think I should take the number shown in the GUI or on the outside display?
I mean my idea is to add a timestamp to a list every time an item passes by, then check the oldest timestamp in the list if it's older than the averaging period. if it is, remove it from the list
then average is the length of the list divided by averaging time
but at 1200/min and 1 min averaging time, that's a 1200 item long array that has to be stored for every counter
so that's probably not the best idea for something a user might place hundreds of
what I was talking about is a problem no matter the implementation
if you make a batch of 10 every 64 seconds, and measuring time is 60 seconds, your measurements will jump up and down
I mean that's what already happens
same goes for anything else - unless the output is fixed (e.g. from miner or full container), the "average" will change over time