#math-and-meta

1 messages · Page 329 of 1

devout ingot
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i could share it with you in dms if you want to see how ridiculous it is

fallow siren
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also, better just burn rocket than ionized

devout ingot
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yea i know

fallow siren
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with that amount, youre going to use more power making shards

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than making net positive

devout ingot
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would you like to see the model i have?

fallow siren
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sure, just share it here

devout ingot
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rules say i cant do it in server just dms

fallow siren
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what?

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youre sharing your production line, no?

devout ingot
craggy birch
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the production lines in my creative world as of now
yes i got caterium before copper

keen night
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should i be even thinking like this at phase 4?

vapid gorge
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it's a visual mess to anyone who hasn't made the plan

keen night
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Ai limiters, all parts for phase 2 elevator, advanced plates, steel beams, steel pipes, encased beams, rotors and iron frames

vapid gorge
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if you need the things you need it?

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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

frosty owl
still blade
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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

still blade
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interesting

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still gonna automate Stitched though, i dont wanna deal with screws unless i have to

unique cypress
still blade
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stitched seems to be the go-to, especially when theres the Iron Wire alt

unique cypress
still blade
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yeah but i dont have rubber yet

hexed hornet
keen night
hexed hornet
delicate cradle
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@honest grove

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Those white lines are mk5 belts, not 6

honest grove
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thats so much fuel, might as well jump straight to turbo or rocket fuel

grim citrus
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is it ok to send a pic of my alternatives to see which ones are worth claiming?

mossy ibex
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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

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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

unique cypress
brisk shoreBOT
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Official Satisfactory Wiki

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...

unique cypress
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In

Total number of parts needed

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This assumes no sloops used though

fervent shale
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@dusky dust as i posted before (using sloppy alumina and pure aluminium ingot)

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the top path is the reused water

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this is without that reused water

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(i used an extractor cause moduler doesnt like when you bring stuff backwards

dusky dust
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It is the absolute worst graph I have ever seen for conveying information to people

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Write out how much Bauxite you're using, and what recipes you're using to process it. :)

fervent shale
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300 bauxite,that will need 300 water for sloppy alumina

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then i will get 360 alumina that will tak 180 coal to make aluminium scrap and give 180 water

dusky dust
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What recipe are you using for the scrap?

fervent shale
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base

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i think other than the recipes being chosen, the graph makes it easy to understund?

dusky dust
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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.

fervent shale
dusky dust
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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

fervent shale
dusky dust
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So yeah, in that case you'd be able to get away with just two Sloppy Alumina refineries

fervent shale
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just needing to underclock them maybe

dusky dust
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One will be clocked at 60% (to take in the fresh water), and the one taking in recycled can be clocked to 90%

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(.6 + .9 == 1.5)

fervent shale
dusky dust
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So you want them configured to take in the exact amounts of fluids that you need

fervent shale
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what i mean is

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i prioritize bauxite to go on the recicled refinerie

dusky dust
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(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)

fervent shale
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so that one always has bauxite in

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and the second one takes fresh water gets the bauxite leftovers

dusky dust
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There's honestly no reason to try and prioritize bauxite. The bauxite will stabilize very quickly

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The 60% refinery will "back up" and the 90% one will start getting what it needs

fervent shale
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to make sure bauxite doesnt go 150/150

dusky dust
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It's the fluid that you need to be careful with, and you want those clocks to match exactly what they should be

fervent shale
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you are restriting on the refinires

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i am restriting on the intake

dusky dust
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This is exactly why manifolds work just fine

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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

fervent shale
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but the thing is

dusky dust
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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

fervent shale
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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

dusky dust
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No need to complicate it by combining the Alumina Solution into a single pipe

dusky dust
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The Aluminum Scrap refineries are producing 180/min water, and the Alumina Solution refinery using recycled takes in 180/min water

fervent shale
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yeah, but if for some reason it stops, then some water acumulates

dusky dust
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Yes, there may be a brief time before the manifold fills up where a machine might go idle, but it honestly won't matter

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If you are that worried about it, just prefill the Bauxite input buffers on the Solution refineries

fervent shale
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and it can break the system

dusky dust
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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

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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

fervent shale
dusky dust
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Just manifold the bauxite in, it'll be fine.

fervent shale
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i do know the ratios now

dusky dust
fervent shale
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but the thing is, will the system break if i dont?

dusky dust
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Probably, actually, since your water usage is gonna get out of whack

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But if you're dead set on it, go ahead and try and see if it works for you

fervent shale
dusky dust
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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.

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It's up to you if you want to actually take the advice or not. :)

fervent shale
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what i want to understund is: how important is the overclock/underclock

dusky dust
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(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)

fervent shale
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because what i always did was let stuff stay at 100

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and manifold just balances everything out

dusky dust
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Well, as I say, Try It And See™. You've got the advice. Cheers!

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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.

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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

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(And I personally would definitely not want that in a system where I have to process fluid byproducts)

fervent shale
dusky dust
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I just felt very Seen™ by that xkcd is all, and it came to mind. :)

fervent shale
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lets hope it works

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(ik, i still need to make the ingots

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temporary sink while i make the next floor

silent shoal
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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

Official Satisfactory Wiki

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...

unique cypress
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so 57.6 at 250%

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or 57 at 250% + 1 at 150%

silent shoal
unique cypress
silent shoal
# unique cypress 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?

Official Satisfactory Wiki

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...

unique cypress
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you can calclulate it yourself from the energy value of RF and the fuel gen's power output

silent shoal
light fox
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this jawn a good or bad idea

silent shoal
light fox
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oh its balancer man

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hi balancer man

haughty barn
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Besides the fuel

unique cypress
# silent shoal 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

unique cypress
tiny leaf
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is it better to have a full 300/min pipe or half full 600/min pipe

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im guessing for 300/min mk1 would be better because full pipes = more pressure right?

dusky dust
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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

devout ingot
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cant you use mk2 pipes anyway, you build less pipes and can just wait for the system to fill then turn it on

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and of course have buffers

wind spade
devout ingot
# wind spade 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?

crimson moat
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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.

tardy stream
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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?

unique cypress
devout ingot
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im not spending 20 minutes to maximize the use of each lower tier of belt for each recipe for blueprints lmao

vapid gorge
devout ingot
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or just spend a few weeks on satisfactory modeler like i did lmao

vapid gorge
vapid gorge
tardy stream
thorn trail
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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.

tardy stream
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but don't you want to reduce the costs of your schematics that you'll be copy-pasting?

devout ingot
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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

thorn trail
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belt build costs for blueprints are a one time expense, and in most cases are a fraction of the overall materials cost

tardy stream
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like it's not hard to not mess up belt placement and tiers

unique cypress
devout ingot
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it would reach the last machine in the manifold faster i meant

unique cypress
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Unless the belts are exactly matched to consumption

devout ingot
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yeah you have a good point

unique cypress
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I did the math on this once and the fastest filling manifolds are ones with smart splitters that fill the machines 1 by 1

sharp lark
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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.

tardy stream
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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?

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@unique cypress

unique cypress
amber umbra
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A lot lot of people just use their max current belt for everything.

devout ingot
tardy stream
thorn trail
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by the time I would be using compacted coal for anything ( in my case, rocket fuel ), belt materials shortages really are a complete afterthought

unique cypress
tardy stream
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but your resources only come in so fast

unique cypress
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I have infinite belt materials

tardy stream
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and at the start of the game reinforced plates aren't infinite/m

unique cypress
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I am making them faster than I can use them

tardy stream
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oh you must handle power and route all your shit immediately, while also cutting down trees, while your buddy is also spending resources

unique cypress
devout ingot
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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

unique cypress
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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

tardy stream
amber umbra
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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.

tardy stream
amber umbra
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Wasting resource vs wasting time, mental effort

tardy stream
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I believe in-game they even have a key to swap to different variants of the same item held in hand

devout ingot
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holding e while building yea

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same for blueprints under a category

tardy stream
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so easy to swap to a lower tier belt, ain't even gotta open the menu

unique cypress
wind spade
light fox
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45 foundries might be a lot

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getting into that stage where build projects become headaches

orchid brook
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ok fr this my first real time planning a factory how will did i do?

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i wanted to use that 1:3 oil to plactic/rubber

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can anyone help?

oblique hollow
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This jsnt the 1:3

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1:3 exclusively uses the heavy oil residue alt, diluted fuel alt and both recycling alts

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The recycling part only works by feesing into each othee

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You used the polymer resin recipe and turned resin into plastic - neither recipe are among the most efficient in regards to oil-to-plastic

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Resin to rubber is prefered because it has more output

vapid gorge
orchid brook
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thanks this gone help a lot

vapid gorge
orchid brook
oblique hollow
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No they dont unfortunately

vapid gorge
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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

oblique hollow
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And neither does the polymer resin alt make as much of an impact as the heavy oil residue alt

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Poly resin is only a decent intermediary choice if you just want to do it for the sake of it

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Turn all resin to rubber, then use the Heavy oil you get to recycle some rubber to plastic

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I did that once.... needs a ton of refineries because the residual rubber or residual plastic recipes are so damn slow

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And its only at like 1:2 (rather 1 to 1.75) at best when it comes to oil to plastic / rubber

light fox
oblique hollow
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well

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best get building some more generators

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its only 4 fuel gens so you should be fine

light fox
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dang only 4

oblique hollow
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250 MW per gen

light fox
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i was gonna do 200

oblique hollow
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200 is lunatic levels of generators but if you wanna do it lol go ahead

light fox
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im working on it right now

oblique hollow
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but if you are gonna do it: keep your pipe networks as small and seperated as possible

light fox
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believe it or not the two systems are gonna be connected

oblique hollow
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even 5 x 600/min pipes is a lot to get working right

light fox
oblique hollow
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i suggest you make 25 generators per mk 2 pipe so its 500/min fuel

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easier to work with than a full mk 2

light fox
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im looking at these building numbers right now and realizing how absurd it is

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but im already in too deep

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like look at this that is WAY too many buildings

fallow siren
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you could easily remove these machines if you plan to sink all the resin anyway

light fox
fallow siren
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you only making 10 and those 10 goes into sink

oblique hollow
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btw, for packaged diluted, the recommended strat is a bp per refinery with 2 packagers so its a single loop per refinery

fallow siren
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literally whats the point

light fox
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thats the extra

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the plastic containers are recycled between the two packaging lines

fallow siren
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youre looping the containers, just hand craft once and youre done

light fox
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i am NOT hand crafting 4000 plastic containers

oblique hollow
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then let them accumulate right now on the side while you build stuff

fallow siren
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then use some of your plastics making the canisters in background?

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no reason to add them in the production line

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youre just overcomplicating stuffs

light fox
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either way its a later problem

oblique hollow
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make them now, not later

light fox
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i dont even have all of the first refineries

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never made a build this big i thought my equipment factory was large

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or my motor setup

fallow siren
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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

oblique hollow
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btw you likely wont need 4000 canisters
its 4000/min
you can probably make do with 1200 or something

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IF you make a loop per refinery
a big loop that collects canisters will likely need far more than 4000 canisters

fallow siren
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as long as the belt isnt long, 20 per packager should suffice

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my dpf bp

limpid vapor
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graphs?

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very large variation in trip time would be very bad for the system

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they all leave from here

civic kiln
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Why? What will a variation in trip timeee do? Is there a congested intersection somewhere?

limpid vapor
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there are a number of potentially busy intersections

civic kiln
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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.

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Ddo you have them all timed to leave in a specific pattern.order?

limpid vapor
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thats why i want this end of the system to run efficiently

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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

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but i wont know until its all running

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i just dont want to have to solve problems on 2 fronts later

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if i need to change my rail later, thats whatever, but at least i would know that on this end, its all good

frosty owl
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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

civic kiln
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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.

civic kiln
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( Sorry for typos my keyboard is acting up )

limpid vapor
frosty owl
limpid vapor
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some variation is inevitable, i know that, i am just trying to minimize the max amount of time a trip takes

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full load and unload is the plan

civic kiln
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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

limpid vapor
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thats what i am working towards here

limpid vapor
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which there will not be, if i dont do any balancing

frosty owl
frosty owl
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If you set trains to wait for 60 seconds instead of 30s at each station, you increase the round trip by 30x2 seconds

limpid vapor
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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

limpid vapor
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only fully load/unload

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thats the best setting

frosty owl
limpid vapor
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my goal is as smooth a flow as possible

civic kiln
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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.

frosty owl
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Well, you can't affect traffic without modifying the railing, but I'm assuming that's not a possibility

limpid vapor
limpid vapor
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its like you are not hearing me at all

civic kiln
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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.

limpid vapor
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the concept of using containers as buffers is not new to me, you just dont seem to understand my issue here

civic kiln
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I am clearly not getting it, no. 🙂

frosty owl
# limpid vapor you misinterpret, i have no qualms with traffic, its inevitable, literally all i...

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?

limpid vapor
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trains should not be sitting at stations for as long as possible

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only as long as needed to fully load or unload

frosty owl
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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)

civic kiln
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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?

limpid vapor
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yes, future problem

slender merlin
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cam someone explain me why this configuration is better than just 2 smelter at 100 % with merger and then spliter to the 3 constructor ?

limpid vapor
frosty owl
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Why? The shorter, the more often trains leave stations - > the more trains will be on the rails at the same time

limpid vapor
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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

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in the latter case, the train will sit for longer

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i want this time to be shorter

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as short as possible

civic kiln
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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?

limpid vapor
frosty owl
# slender merlin cam someone explain me why this configuration is better than just 2 smelter at 1...

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)

civic kiln
limpid vapor
frosty owl
slender merlin
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Noted, thanks for the tips !

frosty owl
#

||Leaves for lunch 👋||

civic kiln
limpid vapor
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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

civic kiln
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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.

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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.

limpid vapor
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they have some time for variation already

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i just want the whole system to be as efficient as possible with regards to future rail expansion

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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

civic kiln
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Longer trains wwith fewer trips is always going to bee the best for effeecency

limpid vapor
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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

civic kiln
#

How many trainss on the rail line are there, and how much planned?

limpid vapor
#

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

civic kiln
#

Congestion is fairly easy to solve wwth trains by adding bypass rails and shortcuts if it becomes an issue.

scenic moon
#

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

civic kiln
#

Double check that your machines that are consuming are all running at 100% and seee if any have theirr outputs blockeed.

unique cypress
scenic moon
#

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

unique cypress
scenic moon
#

Yeah okay, that's crazy. So it's probably something I shouldn't get caught up on or worry about

limpid vapor
#

thats the kind of thing that would drive me nuts, knowing that that kind of thing exists somewhere in my world heheh

scenic moon
#

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.

limpid vapor
#

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?

scenic moon
#

Sorry I am producing 141.35
Consuming 141.375

limpid vapor
#

if it bothers you, maybe you could set up an extra machine and direct overflow to a sink?

limpid vapor
#

i think its the perfect game for this

limpid vapor
#

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

light fox
#

are long manifolds good for refineries

limpid vapor
#

i just hadnt considered the fact that since i am under belt capacity with my importing, i can just do this

limpid vapor
#

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

limpid vapor
oblique hollow
civic kiln
oblique hollow
#

Pipe manifold

#

Not belt

civic kiln
#

Yeah, those ARE a problem

unique cypress
#

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

civic kiln
#

I try not to run pipes hardeer than 590/min.

limpid vapor
#

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 hehe

scenic moon
#

I just want some sort of Z height lock Or indicator of Above Sea level or somethin

limpid vapor
#

what for

scenic moon
#

I like straight lines, not going up and down every sand dune

#

with belts

#

Tho the new curves are pretty neat

limpid vapor
#

build foundations higher up

grave escarp
unique cypress
#

yeah, it'd be nice to know the height of foundations without using the console or save editor

oblique hollow
unique cypress
#

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

oblique hollow
#

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

frosty owl
unique cypress
#

It's the production side that's the issue with HOR

oblique hollow
#

Same principles apply to output manifolds and input manifolds

#

Use mk 1 while below or at 300/min, mk 2 above

unique cypress
oblique hollow
#

Output manifolds that feed down have the trouble that you cannot really get machine head lift - use pumps

oblique hollow
#

Theres no network i cant really explain

#

If you want an inspection, put the HUB near the oil refineries and DM me the save

frosty owl
# civic kiln I haven't seen any issuees with huge manifoldds. Most of my factories are set u...

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)

oblique hollow
#

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

crimson moat
oblique hollow
#

Pumpa between valves
If you need the valves to limit flow

#

Which, btw, is perfectly valid use for valves

crimson moat
#

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

oblique hollow
#

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)

frosty owl
#

So, just use pumps to "reset" pipelines to a good state?
Is this a fair point to make?

frosty owl
oblique hollow
#

please DM me that, saves tend to ger nuked off here

#

And im not at home so cant download it rn

crimson moat
frosty owl
#

@unique cypress Do you mind if Sir Mc shares the saves with me?

unique cypress
#

Sure

#

I origianlly posted it here after all

frosty owl
#

But that's illegal!

unique cypress
#

only deleted it because McGalleon said it's gonna be deleted anyway

silent shoal
#

Does it make sense that the consumption is higher than the max consumption?
I will only be satisfied when the lines are aligned🫣

frosty owl
#

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)

fallow siren
#

youre over 100MW, thats caused by hoverpack

#

or sometimes caused by trains

#

but likely to be hoverpack

silent shoal
silent shoal
frosty owl
#

Now that's one smooth power draw harmonious_hannah

light fox
#

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

silent shoal
light fox
#

yeah not rocket fuel i could only do turbo

#

this is what i have right now

silent shoal
light fox
#

that should make 50k yes

#

5719.6 of which goes into making the 50k

unique cypress
#

You should do closed loops

#

One loop per refinery ideally

light fox
#

the canister production is how i get the canisters in the system

unique cypress
silent shoal
#

😞
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...

light fox
unique cypress
light fox
#

to clarify the bottom packager makes the packaged water and the top packager empties the packaged fuel

silent shoal
unique cypress
#

and upload those to the DD

#

otherwise looks fine

#

could be compacted but w/e

silent shoal
#

Will this work?
h= The generators are under the blenders

unique cypress
#

it's still a 600/min pipe

#

those are janky

unique cypress
#

but who knows

#

sometimes 600/min pipes work

#

and RF is a gas so it should've worked from the start

silent shoal
#

It seems to be slowly getting better...
The last ones (2-3) still can't fill up and that's causing drops...

brittle talon
#

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

silent shoal
brittle talon
#

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

silent shoal
brittle talon
#

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

tame harbor
#

or Sloop some of the final refineries

#

tho that method might need some pipe-fu if you're maxing out the pipe by default

light fox
#

its so pretty looking

unkempt hull
#

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

unique cypress
analog crag
unique cypress
#

but if you're fine with it being bottlenecked, then there might be an easier way

wind spade
delicate cradle
#

ALUMINUMINUMS

devout ingot
#

over 900 sumersloops and 34 byproduct full water pipes...

haughty barn
#

“Why won’t the devs give us automated sloops?”
This is why folks

versed violet
#

and half of it could be avoided by using the other alu ingot recipe

cloud sun
#

Are the devs going to add a splitter where you can limit the throughput?

marsh atlas
#

That would be nice but they've been pretty opposed to it

vapid gorge
#

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

devout ingot
#

all their 1.004 recipes would just be easily done if they added that

unique cypress
#

They said that they aren't going to add them because that'd remove the logistics challenge

devout ingot
#

yea i was gonna say clocking is the intended solution

unique cypress
#

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

icy heron
#

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

vapid gorge
#

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

icy heron
vapid gorge
#

show the block colours though

icy heron
vapid gorge
icy heron
#

sure

vapid gorge
# icy heron here

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

icy heron
#

how did i made it one block?

vapid gorge
#

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

icy heron
#

ok thanks for your help

vapid gorge
tardy stream
#

completely load-balanced 9 assemblers

visual yarrow
#

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.

silent shoal
visual yarrow
#

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.

tardy stream
#

finished!

tardy stream
visual yarrow
#

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.

tardy stream
#

you got the power slugs just lying around?

fallow siren
#

slugs are everywhere

tardy stream
#

I aint got a jetpack yet

fallow siren
#

5k power shards worth of slug in total (slooped)

visual yarrow
#

I haven't walked in that direction yet

silent shoal
#

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 😅

visual yarrow
#

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.

tardy stream
visual yarrow
#

You can also see what you would need to do if you hated yourself.

silent shoal
tardy stream
#

I just prefer it

visual yarrow
#

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.

tardy stream
#

with lighting

visual yarrow
#

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.

keen shard
#

Hi, How does one calculate or figure out the burn rate of a 250% overcloked fuel general?

fallow siren
#

multiply it by 2.5x

#

overclock consumption are linear, the only thing that are exponential is the power draws

keen shard
#

it cant be that simple, but I dont have an easy time verifying it either.

fallow siren
#

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%

unique cypress
keen shard
#

when i looked at the wikipedia it went into burnrate and other stuff

#

but the math checks out with what displayed on the wiki

unique cypress
#

!wikisearch fuel+gen

brisk shoreBOT
#
Official Satisfactory Wiki

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...

unique cypress
keen shard
fallow siren
#

you can check the base consumption on the top right of input slot

unique cypress
fallow siren
#

only base

foggy pecan
#

Just to be sure, there isn't enough s.a.m. ore on the map to do this right?

fallow siren
#

5k/min fics rod isnt even possible in first place

brisk shoreBOT
#
Official Satisfactory Wiki

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...

unique cypress
#

Go to the max extraction section

foggy pecan
unique cypress
fallow siren
#

theres only 10200/min sam in the world

#

and that alone isnt enough for max ficsonium build

unique cypress
fallow siren
#

yeah, its just so expensive

unique cypress
#

But max Ficsonium from 2100 uranium and without slooping nuclear stuff is ~153/min

#

Max without cheating is ~300

foggy pecan
#

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!

unique cypress
#

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

mossy ibex
#

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?

wind spade
#

Not mixing things, dedicated lines

deft lichen
#

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

unique cypress
#

I do 1 entire train = 1 item type

deft lichen
#

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"

vapid gorge
mossy ibex
#

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

silent shoal
#

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?

silent shoal
#

Or I think it would be better to build the plastic at point B...

unique cypress
#

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

silent shoal
unique cypress
#

adding extra trains won't affect it much, unless they cause significant slowdowns

crimson moat
unique cypress
crimson moat
#

The takeoff+landing sequence is 51 seconds (TOTAL, not at each end), and they hold 9 stacks.

unique cypress
# crimson moat The takeoff+landing sequence is 51 seconds (TOTAL, not at each end), and they ho...

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

crimson moat
#

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

unique cypress
#

we'll see what it says after a few trips

crimson moat
unique cypress
#

at 0 distance

crimson moat
#

Yeah, but 1820 plastic/min per destination port is pretty good for a baseline 😄

unique cypress
#

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 🙃

crimson moat
#

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

unique cypress
#

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

unique cypress
crimson moat
#

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

unique cypress
#

or I could do what I did for testing pipes lmao

#

totally won't take like 5x longer

#

but it will be more accurate

tiny leaf
icy smelt
#

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?

crimson moat
#

(like machine A1 outputs to B1, while A2 outputs to B2, no combined belt)

icy smelt
#

Interesting thx

steel mantle
#

is there like a goldylocks zone for how much oil i should put toward making items and making power?

unique cypress
#

@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

frosty owl
#

Maybe they should add a monitor that averages over longer times, for long-range transports?

unique cypress
crimson moat
unique cypress
crimson moat
#

and then divide A by B

crimson moat
#

can roughly say 3 to 4 stacks per min per drone though 😛

#

(and up to 2 drones per port)

wind spade
unique cypress
#

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

crimson moat
#

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)

unique cypress
#

today I learned from McGalleon that a pipe showing 0/min can actually have flow

#

truly another tired_jace moment

crimson moat
#

(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)

unique cypress
crimson moat
devout ingot
#

damn they really dont want us to see accurate information

#

💀

unique cypress
#

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

light fox
#

genuinely thought thats what it was when i saw it

unique cypress
#

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

unique cypress
#

a 600/min miner in 20 minutes produced 12002 items. 600.1 per irl minute

#

so IGT is accurate

vapid gorge
#

@young agate show me a screen shot of what you're doing

young agate
#

able to vc?

vapid gorge
#

not atm

#

but just send a screen shot

young agate
vapid gorge
#

oh if yo uwant to force it to use a specific recipe, uncheck the other base recipe

young agate
#

ohh

vapid gorge
#

if you have multiple recipes for the same item it'll judge by resource value.

#

as you've given the program 2 options

young agate
#

That fixed it. Thank u :D

quasi grotto
#

what's a more important resource going late game Sulfur or oil (wondering what rocket fuel recipe to use)

regal falcon
#

Do most satisfactory players keep their miners away from their constructed factory?

vapid gorge
vapid gorge
#

and depends how big you go, honestly unless you're mad you won't run out of anything

regal falcon
vapid gorge
#

NOT building near nodes is more likely to have huge logistic lanes

regal falcon
vapid gorge
#

ah yeah hub

#

avoid busses. Tons more work, no real benefit

#

supposed to be 'hubs'

regal falcon
#

Allgood to move to dms?

vapid gorge
#

if you want? but this channel is pretty quiet and you're right on topic xD

quasi grotto
#

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)

vapid gorge
quasi grotto
vapid gorge
#

define 'optimal ratios'

quasi grotto
#

uranium is the limiting resource of the world (at least from what I can tell)

#

its not optimal for power

vapid gorge
#

ah IIRC optimal power is max uranium for U rods.

#

make whatever P rods you can from the waste

quasi grotto
#

oh fr?

vapid gorge
#

so that would be optimal for power production

quasi grotto
#

I thought it was not

vapid gorge
#

If I recall correctly. Been a while

quasi grotto
#

atleast thats what i calculated

vapid gorge
#

I think they talk about it on the wiki

quasi grotto
#

do you have a link?

vapid gorge
#

or they used to

quasi grotto
#

let me calculate again ig

brisk shoreBOT
#

This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!
<3 @vapid gorge

vapid gorge
#

!wikisearch plutonium_rod

brisk shoreBOT
#
Official Satisfactory Wiki

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.

vapid gorge
#

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

quasi grotto
#

I think your right I just re did calculations

#

I think some old yt video threw me off cuz it was doing it split

vapid gorge
#

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

quasi grotto
#

or Im pretty sure the calculator is not maximizing the ficsonium Im using

vapid gorge
#

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'

quasi grotto
#

at that point your better off sinking plutonium no?

#

or spliting the plutonium so some of it gets sunk and the rest for ficsonium

fallow siren
#

ficsonium isnt really worth it if youre going for net positive

#

just sink plutonium rod, or use them as drone fuel

random creek
#

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

quasi grotto
random creek
#

with only 26 refineries but a bit less copper gained

fallow siren
#

you can get more power by converting those sams for more uranium

quasi grotto
#

Yea I know but Im trying to make 0 waste max power

fallow siren
#

you can do that by sinking plutonium rod

#

0 waste

quasi grotto
#

well if its gets the most power ig

#

yea your right lol

#

Just did calculation

fallow siren
quasi grotto
#

yea no uranium makes the best ammount of power

vapid gorge
devout ingot
#

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

wind spade
fallow siren
#

never mention it being net negative in this convo

fallow siren
#

if youre going for no waste? go for it

#

if you want increase of power? not worth the effort

wind spade
#

"worth" depends on individual I guess

lone igloo
#

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...

wind spade
#

it may be because it actually cannot be straight by a few pixels like this

lone igloo
#

how do you even notice that O_O

wind spade
#

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"?

lone igloo
#

low-key automated miners is goated

broken minnow
unique cypress
lone igloo
#

Pure ingot recipes are so fcking good 🙂

unique cypress
#

I wouldn't bother with pure if I was making 200/min

#

But if you want 2000/min, then yeah, they're great

lone igloo
lone igloo
#

low-key wish there was hotkey to swtich between jetpack and hoverpack on the fly

haughty barn
#

Make Ficsonium because it’s a skill solution

knotty hornet
lone igloo
#

I can do it but cba to have to make sulfuric acid for basic setup like quick HMF

knotty hornet
#

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.

lone igloo
#

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.

wind spade
#

Sulfur is only needed if you do stuff like TF

lone igloo
#

Turbo fuel?

knotty hornet
#

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.

wind spade
#

RF is same as TF, needs sulfur

lone igloo
#

This MF is immune to anything...

#

thought they made it so anything can be destoyed in this biome

mossy ibex
#

yeah.

lone igloo
#

well that single plant is invicible xD

unique cypress
mossy ibex
#

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?

lone igloo
#

Honestly once I get to place whre at now going into tier 8. I've mainly always use Pure ingots

mossy ibex
#

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?

lone igloo
#

you mean add a station in middle of a route to re-gas?

mossy ibex
#

sure for example

lone igloo
#

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

mossy ibex
#

do you know that for absolutely sure because you tested it?

unique cypress
#

It should also be set to load and not have any cargo to actually load

mossy ibex
#

because my testing is showing inconsistent results

lone igloo
#

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)

mossy ibex
unique cypress
#

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

knotty hornet
#

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)

lone igloo
#

@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.

mossy ibex
#

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.

mossy ibex
knotty hornet
unique cypress
#

If you stopped but the pause node didn't appear, the autopilot won't stop

lone igloo
coral mauve
#

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?

mossy ibex
#

yeah I don't really use them either, I'm doing it for vibe reasons and it's giving me tuberculosis

coral mauve
#

i heard it from kibitz and it fixes his problems

mossy ibex
#

it's sort of true

lone igloo
#

@coral mauve how can fluid have priority input / output?

knotty hornet
#

The only priority they have is to flow lower if possible.

mossy ibex
#

if you have a junction rotated up and down, the bottom pipe will be filled first, then the middle, then the top

unique cypress
mossy ibex
#

but I mean "first" loosely

#

it's not strict

lone igloo
unique cypress
#

Me, a lot of the time
Or at least at 45°

mossy ibex
#

I have used it a bunch?

knotty hornet
#

The main through-line is horizontal, and each machine pulls vertically off of it.

lone igloo
#

Intresting, Never had an issue with normal flat junctions ahah

knotty hornet
#

Me neither, but vertical ones save space if you do it right

mossy ibex
knotty hornet
mossy ibex
#

I also use them a lot for water towers and other verticality

lone igloo
#

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.

mossy ibex
#

I mean, rotating a few clicks?

coral mauve
#

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

lone igloo
#

water from the top will fly down to the inn 1 at crazy speed lol

mossy ibex
#

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

coral mauve
#

its weird but it worked for him

lone igloo
#

I honestly dont watch Kibitz but whatever he does is not always best or even close to true for alot of things

coral mauve
#

if it works it works, im just trying to figure out why it works

unique cypress
knotty hornet
#

Stop

lone igloo
#

I love this channel

#

straight up carnage on certain topics

knotty hornet
#

Junctions don't work that way

unique cypress
#

That's how a VIP works lmao

#

Used it multiple times

#

Water from top pipe is used before the water from the level pipe

mossy ibex
#

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

coral mauve
#

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!

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▶ Play video
heavy jay
#

What is a VIP?

lone igloo
#

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???

mossy ibex
unique cypress
unique cypress
coral mauve
#

the 3 year old one?

mossy ibex
heavy jay
mossy ibex
unique cypress
#

I build it however the manual says to build it

unique cypress
#

Actually, now that I'm looking at it, the byproduct water is connected to the bottom, not the top

mossy ibex
#

see, wtf?

unique cypress
#

Idek anymore

knotty hornet
#

See, it's just no

coral mauve
#

i think its weird that it works like that but for some reason it just works

unique cypress
#

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

mossy ibex
#

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

unique cypress
#

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

coral mauve
# unique cypress Pipes are just cursed

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

mossy ibex
mossy ibex
coral mauve
#

i would just like a manual that adds inn the new things

mossy ibex
#

my guess is that he would say the "new" things are fake

#

people say lots of incorrect things about pipes

coral mauve
#

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

unique cypress
#

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

mossy ibex
#

I'm glad we have him, but I also wish pipes just worked in a sensible way, lol

knotty hornet
#

Realistic Navier-Stokes equation pipe when

heavy jay
#

The pumps are working as both a check and to set pressure and prevent dead heading?

coral mauve
#

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

mossy ibex
#

generally though, you don't use them horizontally

mossy ibex
unique cypress
mossy ibex
#

if you want full throughput, oversize the pipes a bit. Not a lot because how filled they are matters, but like 50% is fine

unique cypress
#

Oil and water always worked fine for me, and they can fill a pipe with just a few machines.

mossy ibex
unique cypress
#

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

coral mauve
#

i saw something like this, what do you think? you split the 600 pipe in 2 to have less pipe that is "full pm"

mossy ibex
#

what is the question?

#

I don't get it

unique cypress
#

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

coral mauve
#

im trying to use the 600pm from one extractor but it only works 4/5 times

unique cypress
#

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

coral mauve
#

i always do this

unique cypress
#

That way, they get filled one by one

coral mauve
#

and i have a buffer at the end

unique cypress
#

I never use buffers

frosty owl
frosty owl
oblique hollow
#

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:

  1. 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.

  2. 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

unique cypress
oblique hollow
#

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

unique cypress
#

@crimson moat Tested the throughput monitor at full framerate, got basically the same results. 490/min via item counting, 440-460 via the monitor

mossy ibex
#

monitor?

unique cypress
#

!wikisearch conveyor+throughput+monitor

brisk shoreBOT
#
Official Satisfactory Wiki

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...

knotty hornet
#

Very handy for checking that you did things correctly.

unique cypress
#

they're apparently incorrect if the flowrate is inconsistent

mossy ibex
#

wait sorry, what is "item counting" then? Just trying to understand what the different testing methods were

unique cypress
#

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

crimson moat
#

Yeah it's one less layer of bs

unique cypress
#

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

crimson moat
#

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.

mossy ibex
#

I wonder if there's a thorny problem in there or if they should just fix it

unique cypress
#

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

crimson moat
#

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.

unique cypress
#

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

knotty hornet
#

I think the issue you guys are describing is just cuz it does a rolling average.

crimson moat
wind spade
unique cypress
#

Actually, do y'all think I should take the number shown in the GUI or on the outside display?

unique cypress
#

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

wind spade
#

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

unique cypress
#

I mean that's what already happens

wind spade
#

same goes for anything else - unless the output is fixed (e.g. from miner or full container), the "average" will change over time