#math-and-meta
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I'd also aim for a whole number of refineries for those for convenience
can just underclock
I usually don't like touching clock speed if I don't have to
and I rarely have to
i dont mind doing it
does anyone have any idea why satisfactory tools seems to absolutely hate basic iron ingot? like, some negative to the recipe i'm missing? or is it just a quirk of that particular algorithm
it'll quite literally go through every single other way to make iron ingots, including the default and leached iron, before using basic
why not only leave the actual recipe you want used, enabled?
how is it supposed to know what recipe you prefer
that's not what i'm saying
what i'm saying is that the fact that it seems to actively avoid using that particular recipe makes me wonder if there's a reason why that I haven't considered
like.. some reason to conserve limestone I haven't thought of.
i would assume it depends on the particular situation, only greeny knows though
the only thing I can think of is that the relative production rate is not enough of an increase, given that iron is already very commonplace?
probably just because using 2 resources is "more expensive" than using 1
yeah but out of the five ways to make iron ingots, it's the least prioritized, including below leached, which uses sulfuric acid
not a lot of acid, mind you, but...
hmm. let me put it another way. based on how the calculator usually prioritizes recipes, what resources it tends to try to conserve, basic iron's situation seems sort of abnormal?
at least that's my own observation
yeah idk, can be weird sometimes
honestly, it kinda seems to like conserving limestone in general? like it doesn't like to recommend cloudy diamonds, for instance
it could also be taking power consumption in to account
combined with resource requirements, it might make the basic iron ingot recipe the least desired
now that I think of it, it also really doesn't like using the molded steel recipes
Idk I wouldn't count on recommendations, whatever it spits when you have all recipes selected, why does it matter anyway? The best recipe combinations are always situational in practice
it really really just loves concrete and believes it to be precious I suppose
once again, this is not relevant to what i'm asking. i'm trying to figure out if there is a specific reason for this that I hadn't thought of, such as... say, the concrete requirement of singularity cells
Ask greeny directly, anyone else can only give you guesses
because it optimizes for WP - % of the world's resources used
unless you max out ficsonium or ballistic warp drives you don't need all that many singularity cells
water's infinite so it'll always use pure if it can
So all resources are valued the same?
so because it outputs fewer items than it inputs, essentially, is what you're saying?
yeah, but for some reason it also prefers to use leached iron ingot and even just the default recipe over basic iron ingot
no, each one is valued inversely to its abundance
Ah
i guess since there's technically more iron than limestone, it maths out poorly
You can still use basic iron even if the calculator tells you not to
sigh
because there's less limestone than iron, you're using more of a "more expensive" resource to save a "less expensive" resource
and it uses more limestone than iron so it's extra expensive
alloy at least uses only a little bit of copper
You may want to select your preferred recipes in the list, otherwise it tries to maximize output and picks funky recipes that take lot of energy and space (eg pure recipes). I personally rank recipes by weighted power usage (similar to Weighted Points) and how annoying they are to build vs output given. Pure recipes - nope, copper alloy = win.
i'm still kind of surprised that it weights leached over basic, though
actually... quick headmath...
roughly 7 times more limestone than sulfur, recipes are both 5 iron in, 10 out, 1 sulfur to 8 limestone... guess that explains it
it's only 1 sulfur for 5 iron, vs 8 limestone for 5 iron. there's 70k limestone and 11k sulfur. 1 sulfur is equivalent to <7 limestone, so leached is cheaper
weighted energy usage is lowest for basic recipe, followed by iron alloy
i guess that would also probably explain why it loves pointlessly converting things unless you disable it
It only converts for uranium, bauxite and sulfur I noticed
i see it convert for nitrogen a lot
I guess those conversion recipes are particularly favorable
lowest = better in this case, aye? and is that accounting for the extraction cost?
then idk what you're doing because outside of limiting nitrogen or maximize mode, I've never seen it do that once
yes, weighted extraction cost is included, and with uranium, we get weird results that its "cheaper" to convert buxite into it (as uranium is way rarer)
it took one attempt
maximize?
you probably want to disable specific recipes you do not want to use. calculator will warn you if you try to make more than map can provide.
okay, that's interesting
because when making FMF, it extracts nitrogen, but conmvers for bauxite
https://www.satisfactorytools.com/1.0/production?share=sLBeuMFR70TkhGPJoVqo
this is set to maximize for ficsonium fuel rods, but if I set the same desired amount as the maximized version, it stops converting for nitrogen
that's because maximize mode does not optimize for WP
but it DOES convert for caterium now
If interested in the energy/recipe table, the full excel is available here. Mind it does not auto calculate the result - just static data.
-> https://github.com/Tomtores/Satisfactory/tree/main/PowerEfficiency
you know, I bet that at least part of the reason you get weird conversions has to do with that slight net increase you can get in conversion loops
or... actually, no, I think what's throwing me off... uh
I think it's because I expect it to try to avoid using resources it's already used a lot of
fun fact: you can make HMFs out of only SAM at the low, low price of 750 apiece
https://www.satisfactorytools.com/1.0/production?share=THEJFEjhcEtIh4JlHPRy
raw
i am really tired apparently
I see that doggo jail is still on your mind from earlier
pfft, there is no rehabilitation going on there. just the induction of sadness
it occurs to me that part of the reason I always hit such a wall with HMF production is because my production line habits trend towards me wanting to ridiculously overproduce
how many are you making?
well
remember this caveman drawing from earlier? for my own sanity, the only difference between having ISCs at the input side vs output side, is that, if i had them at the front, the train would unload all at the same time. and if at the end, i get a staggered offload? right?
I usually have aimed for 45/m
i managed to talk myself into only doing 15/m to "start"
i make 18, it took a lot to set that up
do trains arrive at the same time, always? or is that single station?
the problem right now is that doing 45/m happens to end up using exact amounts of leftover resources I have
its a single station accepting delivery from a single train that only leaves when fully loaded or unloaded
I always put containers immediately before/after the platorms but idk if that matters tbh
i do that too, most of the time
but idk somehow ended up having them after the split for this
as long as there is a direct connection to an ISC, it should be fine, even if the belts travel a bit
the first 3 unload sooner, then the train waits a bit
though.. if one of the belts was significantly longer than the other...
In case of buffering with ISC, we do that to have constant supply, so you are really limited by the feeding belt on load side and output belt on unload side and you expect both belts to operate at 100% all the time. so no point in staggering anything.
so im slightly confused about what's actually being discussed, but IMO, use the "fully load/unload" options as a method of reducing train traffic
if you are referring to the other station thats loading, thats a black box
rather than for throughput
it increases throughput too
because it's impossible to get the max theoretical throughput with the default settings
i am
i mean, approach them from the perpsective of train traffic.
the topic is unloading 8 train cars evenly into 15 machines
which is why we use two belts to isc but only connect one out - the whole system averages to the speed of out belt. you can pull a bit more, but one belt is safe and guaranted.
my system relies on the bottleneck provided by the refineries consuming the coal
1 belt isn't guaranteed with default settings if you fuck it up enough kekw
it absolutely is, as long as the trains course often enough (enough of them) to keep the station full
its been running for a couple of hours, and so far it seems the rhythm is more or less the same for every offload, each transport cycle is around 21 minutes
nope. if you have too many trains, they can block the station often enough that you drop below 1 belt
okay so this is a drone port, but the concept should still apply. i've set it up so that the storage container on stilts is bottlenecked and outputs exactly 180/m on average
on the extreme end, but if stations are close enough that trains spend more time docking than travelling, perhaps its too many trains
that's why I said "if you fuck it up enough"
if you just spam trains with default settings, it decreases throughput
with "depart when empty/full" it at worst does absolutely nothing
and once you have an exact amount of throughput that is reliably being output from 8 sources, you can then ratio balance 8 : 15... assuming I understood the quesiton
whats bottlenecking that container
mk3 belt outputting from it, three way split, merges two, sends the third belt back around to a priority merger
with priority set higher to the looped material, since the drone port has it's own internal buffer
you can see here that the return belt has a steady item "tempo"
i initially had a setup with priority mergers and stuff, it didnt work out for me xd
strictly speaking, the 180/m is then immediately split into three mk1 belts, but this built was a proof of concept
i do like the extra challenge of not relying on a specific type of belt
that might not also always work
only works with very specific numbers that might not fit what i need
i'm... also not actually sure why I split it into three mk1 belts, given that two of them immediately merge back into one anoter
other than aesthetics. I like the way it affects belt tempo
i'm curious as to what might be possible with loopbacks and priority mergers for the sake of controlling the spacing of items on belts
probably a lot
my question was at its core about whether i can rely on the system i built, while i have ISC at the end of the splitting system, while they are traditionally before any such system
well, based on my train knowledge, I think it's hypothetically possible, but you would probably need more sinks than you would otherwise
there are no sinks involved here, its designed to consume exactly what is mined on the other end
If you built an actual balancer, I wouldn't worry about it, but because it's not one, you'd have 8 full belts coming in, being compressed unevenly into 5. the top 3 would be slowed down differently than the lower 5
so here's the thing- is this all a single type of item?
i just cant wrap my head around why it wouldnt end up split and merged evenly with this system
not sure if that's an issue but I cannot confidently say it won't be one
because you're going to be merging and splitting when starting with belts at max throughput
if you were only splitting, it would probably be fine
i have three 1x5 balancers feeding into 5 lines that are all constructed identically though
yeah, but prime array balancers fundamentally rely on loopbacks
but they're only on the top 3
once the top 3 run out, the main 5 will keep feeding just the same
and the top 3 empty evenly, i can say that much
by the time the train gets here, the top 3 are empty, but functionally there should be no difference?
before I continue: am I on the same page at all?
i dont know, i have a baby brain
yeah, the top 3 will be equal, and the bottom 5 will be equal. but I cannot say whether all 8 will be equal
so is there a specific reason why an ISC at each station isnt an option?
honestly its mostly that if this works, i cant be bothered to rebuild it
there is a loopback for each of the top3
to make sure its an even split of 5
then i collect groups of 3 and merge them into the 5 main lines
then subdivide each of the main 5 into 3
so on paper each belt should carry like 8/3 split
i'm feeling like this may be because of the fact that you have batch delivery
like.... keep an eye out for any belts that stutter
there are small gaps of time where belts have nothing coming in, while offloading
because if you see any belts doing that, that likely means a merger is not merging "correctly"
but i dont think that matters
i am working with the assumption that if possible, a merger or splitter will attempt to equalize its ins/outs
when the wagons gets unloaded, all belts will start up at full speed.
well, they work round robin
the top 3 are bottlenecked to 5/6ths due to the 1:5
and you split off 3/5ths of each one
so each group is 1/2 of a full belt
and you merge that with a full belt
so that half will be consumed fully, and the second belt will be bottlenecked to half
so your consumption from the platforms is 5/6ths x3 and 1/2 x5
that explains why the top3 run out first
if you merge half of a full belt with a full belt, it will alternate between each belt, and end up taking more from the "half" belt than it should
the only thing that matters to the 5 main lines is whether they have enough to feed their subgroups, whether the top3 are involved or not, they do not care, i think
after the top 3 run out, the bottom 5 will start running at full speed
until they run out too
which should be OK, because the train gets back here before they run out
which means the top 3 will be refilled, and then the bottom 5 are bottlenecked to half yet again
and so the train will wait until it can offload
but by the time its done offloading, the source station has its platforms filled again
so on paper, should be all good?
okay, let me try phrasing this one more way
like the difference is just which station the train sits in, in my case it sits more time in the offloading station
if i understand correctly
the cessation of cargo being transferred from the station when a train is docking will affect the ratios things are being split to, if those belts aren't otherwise completely freely flowing without stopping
there are 2 ISCs for each end line, so there is some room for variation
because the 5 slower platforms can support the demand, I think it's fine
oh wait this hasn't actualyl been turned on, yet?
ugh I am making so many typos today.
it is, i am staring at it, trying to make sure it doesnt misbehave, and questioning my sanity
like will this keep working
well I mean that's relatable
i don't trust my ionized fuel production to not randomly fail for little to no reason
normally its very straightforward, but i have 17 trains here, i havent used trains to this scale yet
i am as per usual building far more rail infrastructure than... trains. like this is a cargo routing section of my current project location
it makes about as much sense as it looks like it does
i quite literally have two trains right now, both of them taking like. tiny ass amounts of crude oil to two places
literally one of them is using three fluid wagons that feed three machines that consume 30/m each
i had two prior to this
because that was the simplest way to deal with the issue fluid cargo sometimes has with evenly splitting it
i will probably continue to avoid transporting fluids if i can help it xd
1km long pipe snek go brr
i wanted to do something different from "build plastic/rubber production on oil coast" this time
which in this case was "bring oil up to the rocky desert lake and use it there, and then eventually just start building in the spire coast"
see my problem is that I spend so much time on my railways and stuff, but my stations are never up to the standards I want, because I find it hard to make them look nice while also keeping them compact* while also keeping the tracks efficiently laid out
yeah, it is hard, i get that
mostly because that tends to require lots of small elevation changes, and I tend to prefer gradual slopes
and then I FINALLY made a nice station up here in the spire coast...
and then I... well, yeah.
i figured, there's roughly four pure oil nodes up here, plus a little extra. I can make four batches of plastic and rubber, and train them wherever.
i just settle, every station i make looks like this, more or less
and then I spent a week making the first setup and realized that bulk shipping plastic and rubber doesn't really work well when my strategy prefers using it "as needed" in smaller quantities around the place...
why not?
because I treat trains as essentially connecting belts across vast distances
and two near-full belts of plastic and rubber that I don't know what to do with aren't going to suddenly have a purpose if I train them somewhere else... not to mention, I still don't have a second station, hah
they will find purpose eventually, i think my current plan is to make either 900... or 1800 of each
havent decided
it's in perpetual WIP mode, too, which makes the obvious solution (massive drone port) not an easy option
because that tends to mean defining the final max height of the building
aah, yeah
the other side of it is that, simply put, I have a strong argument to be made to bring materials here instead of ship things out
but there's sort of a decision paralysis because despite having made four stations, I feel as if I need to carefully choose what each of them does, as changing it later is harder
FOR THE RECORD, I did make some drone ports. You can see them all the way up there.
I have no idea why I built them up there. They are nigh unusable.
heh, we are truly playing a different game
The one thing I have potentially planned for it is this segment of my HMF setup, because I have all four of those things in the area already
but that sort of hit a wall because I haven't figured out where the HMF setup will go.
but i've been getting tired and probably will end for the day in a minute here. I figured that I needed to contextualize my endgoals, so I started paving over and "reserving" the area I want to be producing the final project parts in, and kinda work backwards a bit?
bolted frame? ew
at least you had the decency not to use bolted plate too lol
yknow, I thought the same, but I have 200/m steel beams being made quite literally right next to the elevator that leads up to those drone ports
i may have... gone a little overboard when I got tired of running out when doing aesthetics
eh, unlike bolted plate, bolted frame is not terrible. it's just meh
with steel screw, you're at least saving a bit of space compared to steeled
my only real issue with bolted frame is that the ratio sucks
it doesn't have one of those nice ratios that matches steel screw so well
I have no clue what it is lol
not just because I never use it, but also because I never care about ratios
well, it consumes 56 screws per cycle
for comparison's sake, the synergistic recipes are heavy flexible frame and copper rotor, which consume 104 screws and 52 screws per cycle
oh and steel screws produce in batches of 52
back when computers used screws, they also had a nice, matching ratio for steel screws
well, the per cycle amounts don't matter much unless the cycle times line up well
the thing is, cycle times are actually pretty standardized
in the sense that if the production per cycle lines up, you can almost always adjust clockspeed to get stuff to match up
it's also why the recipes that are so awkward to get the clean ratios I like with are ones with odd production amounts, like caterium circuit boards
actually, the four circuit board recipes are a pretty good example of what I mean about cycle times being pretty standardized
and the actual quantities of items being what really matters
honestly, i'd love to use caterium circuit board for something. it used to be one of my favorites, specifically because caterium computers used to also consume 7 circuit boards, which led to those two recipes having extremely good synergy- I think the quickwire and rubber/plastic required was also almost evenly split beween them
but the only thing I can think of that might work while preserving the clean ratios I like is something along the lines of reaching 35/m circuit boards with 500% caterium circuit board assemblers, then using some for adaptive control units and some for the components needed for them?
oh, I could do one computer manufacturer + 150% crystal computer assembler = 200% caterium circuit board assemblers..
i need to stop doing math while tired. it never ends and never leads to anything productive.
Man, life is so much easier when you don't care about machine uptime
perhaps. but less elegant
i do enjoy touhou, after all, so I suppose it's just the way I am
i am going to go pass out facefirst on my bed now
ok, just made a network of trucks
So like, I have a place making aluminum.
That aluminum then goes to the northern forest place by a tractor, where it's made into stuff with the copper there.
It's then transported in another tractor onto a mid point, where a tractor coming from the oil in the spiral coast goes all the way to the oil to the desert, and takes the aluminum along
After that, it goes into another tractor, going on a 3 way junction, into another tractor into the north of the desert
There, we have quartz for RCUs, and Nitrogen
my brain....
huh trains can derail now? lol
Quick question about smart splitters. I currently have one set up so that cable is output on the left, any undefined in the center output, and overflow to the right. Will this set up allow only cable overflow to go out the right output (given that the center output can never back up)
My goal is to have cable output on the left until that line is full and then output on the right, and anything else coming into the splitter go through the center.
if the center never backs up how can anything go to the right?
if cable backs up left
seems reasonable yes
ah didnt catch the middle logic
then yeah shld work
I think they could always derail if you didn't attatch anything at the end of it and just let it run straight onto land
Prob useful if you just want the train to stop at a certain point rather than adding a loop
no back in 0.6 or 0.7 or something it just stopped on dead end or a station
One thing that definitely works: use a smart splitter to take all cable off the belt, then another to sort that belt into left or overflow.
not certain how single smart splitter behaves in your scenario
doing it with 1 will work, as long as you can guarantee the center line never backs up
if it does it'll mess up the overflow line
why would it mess it up? it'll jstu go to over flow
Hey idk if this is a good place to ask, but maybe some one here also uses the Satisfactory Modeler tool on steam by chance and can help me?
Is there a way to limit specific connections to a maximum output? So e.g. I can route a maximum of 60 items/m from an output to a storage bin and use the rest for something else?
I want to have some of it left over for build use, but want most of it going into the factory for further processing
Well, I dont know the specific planner (still do my plans by hand), but did you try just increasing your production output ao far untill your satisfied with the ammount of rods overflowing?
Id need to see the whole production line for that though
Hm that plan is specific for a set amount of iron nodes I have at the location so I can't just increase it. To me it's just a priority issue, but maybe that planner doesn't even have that ability
modeler is more of a layout designer than proper planner
Whats the point of the sushi belt thing if you just set everything to a perfect useage amount
I'm not sure what the difference is? To me it's really just about setting a limit on one of the connections. It's not like I need splitters visible and stuff
difference being that modeler is more for planning connections between groups of buildings, while other tools serve better as planners/calculators that can give you the whole factory
well sure but thats just a question of scaling isnt it? i can just as well ask "how can i limit the output of this group of factories to that one to a certain amount" - same underlying question, just on a larger scale
also you have to produce every square manually
this took 2 clicks https://www.satisfactorytools.com/1.0/production?share=EMRplP9wX5wiDa8EUuBO
i dont quite follow what that means? produce squares manually?
oooh you mean i have to manually setup the lines and boxes in the modeler
instead of it being generated like in tools
is tools not updated for 1.1? it still says 1.0 in the top right
1.1 didn't introduce new recipes
ah fair enough
Not increase the ammount of iron ore input. Increase the ammounz of what is produced on the other end. From the snippit of what youve sent it looks like your iron is the only input, if thats so you can just increase your output, ahift some of the iron you use for rods to whatever else you need and viola, you no longer have an excess of rods
oh you mean manually set the desired input on the constructors
didnt even think of that lol
Output
right yeah, sry
You should increase the total output of the whole factory to consume more iron so you dont have overflow
What is it your actually producing?
Id guess Rotors
its an "everything you can do from only iron" factory ๐ i dont have access to the pc right now to show it
so it just does everything + some output to bins to have building material
Id just take those 90 rods and convert them to rotors
You can convert 55 rods /min to 4 rotors/min
Thrn youd have 35 rods remaining
ah nice yeah
(35.67)
Is it a good idea to Transport uranium via drones using default fuel across the Map? Im currently building my First nuclear power plant, to get the uranium in I have 4 nodes spread across the whole Map, each node is planned to get 1 drone port, powered by Default fuel which I fly in from byproducts from Other factorys.
Will this work or are they too slow with the normal fuel
So I guess you mean transportation of the Uranium ore itself to a centralized production side? Id advise you to just use conveyor busses, I find them much easier to set up and more reliable, but thats not really a mainstream opinion
I also thought about a train Line, but the nodes are on unfriendly terrain for that. I also was thinking about a battery factory, because they arent that expensive to craft
Im Just worried that im gonna "Waste" alot of bauxite, which I may need in the endgame
Eh, there's a lot of it
In what way?
Like the bamboo forest or the high Mountain top
How much do you value the look of your world?
Cause my Go to method is to build everything some 20-50 meters above the ground, that way I dont have to worry about how the ground is shaped
Skyrail doesn't care about terrain
Im not a very good builder, but I try my best to make it look good
Ah then no skybus sadly
Then I understand your worries
Then maybe drones would be a good option, if you dont want to build any big thing somewhere
I already have an complete railway across the whole Map, the original plan was to branches where the train can leav the Main bus to collect the Materials and then join the main railway again. The plant also is along this Main line
But I barely used drones and Im currently on building an skyscraper where the drones can Land on
Have you considered using tractors/trucks to bring the ore from the node to a train station?
Not yet, I never used trucks tbh, heard they are pretty unreliable? And they need fuel
You can also automate explorers, if they'd handle the terrain better
They're 100% reliable if you are more than 200 meters away, and 100% reliable closer than that if you set the path well
And they need fuel, but so do drones ยฏ\\โ _โ (โ ใโ )โ _โ /โ ยฏ
Yeah your right
Welp I cannot figure out that sruggie lol
Yeah, thanks tho
Of course!
I love trucks in my worlds. Very fun way to move things around
And ultimately that's what the goal is: optimize fun
And for me that involves trucks and trains and drones all working together to move something like 49 feet to the left because it's cooler that way lmao
True, but I find all vehicles are more usefull for asthetics then for actual practicality
Nothing can beat the humble conveyor IMO
Oh for sure. If you want practicality, nothing will ever beat a conveyor. 100% throughput, no fuel or energy cost, easy to build
you can move anything with any drone and any fuel
you might just need a couple more drones if you use slower fuels
I have 0 experience with drones, is it possible to run into range issues based off fuels or do drones complete their flight when out of fuel?
They only take off if they have fuel to complete the flight
They never run out of fuel midair
Ah, so I guess as long as a stack of fuel can carry them all the way to their destination thats fine
And honestly, unless you're going from dune desert to grassy plains, half the time that the drone is in the air it's in the docking animation
Drones get better and better the farther they fly
Absolutely
Why cant we have hoverpack like drones that just fly along the powergrid
I've run routes that literally took like 0.6 of a fuel before xD
Oh that would be very nice
Or even better, how about an automated zipline
Now that would be the best way to move anything ever
I also know a Minecraft mod that does basically exactly that lol
But that's unrelated
Power tower cable cars
Maybe im paving the bamboo forest to a Walmart parking Lot xD
nope, any fuel is viable for cross map travel
funny thing about bi directional tractor networks
You're getting stuff you shouldn't have some times and it's scary
plutonium rods are like 0.001 lmao
and they are renewably burned too, 2 in 1
reddit.com/u/eternalunity has some bangers lately. Maybe you should come out with a 2nd edition manual, @oblique hollow ๐
If its gonna be a new manual, it will be more of a troubleshooting guide
Rather than "this is how pipes work"
Q: pipes broken
A: simplify pipes
pipes should be simpler. In fact, it might be a good mod idea -- a pipe implementation that is how it "should" have been. I feel like QOL stuff becomes much more likely when there is a popular mod already to pave the way and prove its popularity
I haven't tested myself, but I think I've heard that Packaged Fuel isn't good enough for the "longest" drone routes -- would require more than a stack of fuel. But yeah, so long as the drone is willing to take off in the first place, it'll be good
Trouble is pipes are hard to mod - even harder to make your own system or find someone who wants to / can make it
On that note, i am experimenting with a mod right now that allows you to tweak pipe values
And im currently experimenting with removing dynamic pressure
oh amazing
I feel like I can just drown pipes and be done with 90% of the game
the issue is aluminum
im at the point of where i know what to do with pipes most of the time
but the thing that annoys me is that sometimes there's a tiny issue somewhere, and it'll only show itsself 100h down the line
Ok so good news so far:
removing dynamic pressure seems to work and allows pipes to eventually reach the same fluid level
ive got 2 mk 2 pipes next to each other where they oscillated a bit but eventually settled on equal fill level
wooow would you look at that, without dynamic pressure buffers can actually balance their fill level
does it break anything?
so far onlz temporarily
wooow, one buffer emptied into another, both sloshed for like 3 cycles and then both settled on the exact same fill level
376.5 mยณ / 2400 mยณ
like EXACTLY the same fill level
I wonder if the same thing would happen if you made the pressure half normal instead
no
you cannot half pressure completely because pressure is converted to flow 1:1
if you did that you would cap all flow rates to 50%
even if the pipes state they could do more
I meant dynamic pressure only
honestly no dynamic pressure feels better than any at all
the inertia is honestly a bit too realistic
does it break existing setups if you remove it?
as i said, only temporarily i think.
im still testing it all
i gotta finetune the properties
one setup seems to have been negatively impacted so far
but i think i can find some fixes
hmm well i think i found something, but honestly this might just mean valves and pumps or mayve even buffers get more use
flow rates in output manifolds that split up are a bit more uneven
like, say you have a 20 machine manifold where you tap off from the middle and from one end (everything mk 2)
the middle gets more flow because pressure is more uniform there
its only a slight shift though
600 flow gets turned to around 400 and 200
but over time this can fix itself as the fluid overflows on one side
though, again, you can prevent this with some more clever valve usage or using pipe mks appropriately
actually, maybe the machines were at fault... hold on
aye, it was actually the machines!
funny how the pipes acting wrong was actually now a more proper indicator that the machines were at fault
@mossy ibex i used that save you sent me to test this out: works good so far.
Ive used the "fixed" version however as i believe the other one wouldnt work either....
though honestly i should test how well "broken" pipe networks act without dynamic pressure
I'd be interested to know how my original save fares without dynamic pressure
speaking of "your save" im gonna give that HOR manifold a go now
I swear, if no dynamic pressure fixes 600/min pipe issues I'm gonna 
honestly.... better than expected
the downside is that pipes might need to fill more now
because now static pressure has to compensate for everything
which means more full pipes and so more pressure groups, so overall stuff should stay fuller.... hopefully
ok yeah that mk 2 manifold at 600 thats center fed works perfectly fine
time to test the one that merges towards the end
this is really cool in part because it give me more hope that CSS might just make the change. If it works out here it'll be a simple and proven fix
you can bet im gonna make a QA post after this titled "remove dynamic pressure from pipes" 
willing to make the mod available?
btw, off topic, but the Factory Props guy pushed a fix today from a bug report I made, so now the water in that mod works right, which I'm very pleased about
i gotta wait for a reply from SirDigby
he made the original pipetuner and i asked him to expand it with the other pipe properties
Digby is a bro. We're working together right now on making a new icon pack for signs
I dunno where he finds the time, I feel like mods must be his full time thing
somehow
Will I have a problem transferring liquids this way?
if you do a proper loop, you shouldn't
should technically work.
if not, do the exact same from the other end of the line
Will it work this way?
it's dumb but I made a cool little vertical merger and I'm proud of it. There's a splitter version on the other side. (BP is for 10 m. frames a minute
this particular bit is rods to screws
now to do 10 Heavy modular frames a minute
(not in a single bp)
ma man!
one lift, 3 mergers....
yes mergers go into a lift even in the middle of it
nah 5 lifts involved in that one lol I forgot you could do the merger in the middle
1.1 goated for that fr
nooooo ๐ญ
even tho i never did it
imma show u how its clean and compact
Cool! OH! I get it
once you see it you cant go back to the old thinking
Tbh, I favor this version, as it allows to see the items going in/out of machines ^^
Yeah it is a lot better for trouble shooting. though the other will save space when eventually I lose my mind and try to fit something like a supercomputer factory in a BP
nice
okay....?
uhm
forgot the pic first
Yeah!
alr. alr
quick bit of advice needed. should I go to the trouble of fitting my 50 Encased industrial beam process into the BP maker. or am I just going to use it for my heavy modular frame factory (10 a min) and never want it again
because by my maths i'm going to need 4 assemblers 8 smelters 4 foundries and 13 coonstructors
and that's a lot to compact into a BP
I wouldn't. I think it's practical to do it in some sense, but I focus too much on aesthetics to make it worth it for me under those circumstances
Cool. I think I will give myself one attempt. but if I get frustrated I'm putting a bandaid on it and calling it done
you basically don't need EIBs for anything other than HMFs, but you need HMFs for several things. so you could actually use this BP a few times.
EIBs are mk4 belts, but yeah, I get what you mean
Yeah I have enough run off of EIB from another factory for building so I only need them for HMF now
I mean EIBs are used for a ton of buildables and unlocks, but a single 50/min build can supply all of that
so i was talking about them being used in production lines
and that's basically only HMFs
cause who uses default uranium rods lol
am I going to want to scale up from my 10/mini HMF? becase if that's the case I def want to BP this peice of the puzzle
for personal use? probably not
for other stuff? possibly
depends how big you want to go later in the game
I'm mostly talking project assembly
I've never finished it. usually get burnt out around now
HMFs are used for FMFs, which are used for PCCs, which are used for pasta, which is used for SCs, which are used for ficsonium
that's a lot of shit you might want to make
and 10/min for all that is def not enough
as for project assembly, you can cheese your way to completion by handfeeding slooped machines
okay definitely going to want to scale it up later then (sigh) okay I can do this one 50/min EIB BP coming up
(with is absolutely rediculous 150 steel beam requirement)
I, myself, only BP single steps
And i'd suggest using alts
default EIBs are expensive
There is an alt EIB?
encased industrial pipe
if you want nuclear and automated space elevator parts you're looking at a minimum of 50 EIB, but most likely you're gonna have to make 100-150
allows you to skip coal/steel entirely, if you want (with another alt)
and that other alt is...?
though that makes it take a lot of iron instead
iron pipe
Well I'd much rather go hard drive hunting than work on this BP right now so that's what I'm gonna do!
I suggest you check out some calculator and see which recipes suit your situation best before comitting to making BPs
Uhmmmm! Hi guys! It's my first time here so please don't be rude >w< but I don't why tf the merger is not merging items fast enough. Shouldn't the mk6 conveyor transfer 1200 items per minute? I am producing way more than 390 on both of the previous conveyors, why is the output only 780?
390*2=780
looks like a mk5 belt somewhere
you have to saturate the belt if you want the meter to read 1200
oh, sorry, i misread i think.
yeah, probably a mk5 belt
unless each belt is carrying exactly 390, then what i said applies, you see 780 because there's only 780
looks like it's also still calculating which might cause issues
yeah, probably a tiny belt somewhere, check near mergers/splitters that you directly placed on to the belt
if you placed those on to a mk5 belt and only later upgraded there might be a 0.01m bit of mk5 belt somewhere
I love this game
Big same
This game man...
You: 1
Factory: 0
at least you found it
Had me pulling my hair out
yeah if you ever have some kind of belt/pipe throughput issue
once you made sure you're not just simply overloading it, checking for lower tier sections should be the priority. happens quite a lot, specially if you prefer placing splitters/mergers after you put the belt down already
Is it basically turning them to belts?
Factorio reworked their pipes to make them less realistic but more enjoyable gameplay wise and it worked
And I still think the same could be done here
The fluid simulation being ultra realistic doesn't seem to make pipes fun to deal with
Neither is it intuitive that some piping setups suck (like bottom feeding)
still no
Its still hydrodynamic pressure at work
My approach to pipes and trains is always "you needn't understand the entire mechanic deeply as long as you stick to proven setups" but that doesn't really solve the core issue
just no "flow rate goes faster if flow rate is fast"
Not to mention that it's barely realistic when all fluids are superfluids
i basically just removed the kinematic term from pipes.
they still have pressure and they still have gravity and are still bidirectional
Well, whatever fluid simulation it is, it sure as hell seems unnecessarily complex
but now, i can actually manifold 600/min.... with no flow rate drop
37 junction, in at the bottom, out at the top
not a single one of these pipes is wiggling around
sooo... tadah, i fixed mk 2 pipes 
Took you what? 6 hours? ๐
I don't think there were pipes in this game 6 years ago ๐ค
5 years ago was update 3.5
which was when mk 2 pipes were added
i actually cant believe it, they actually are stable
now to try vertical manifolds
Still did it faster than the devs ๐คฃ
I wonder if they have documentation why pipes were coded like this
honestly i dont blame them if they actually decided to not touch it until given a reason
"it sorta works, lets keep testing stuff internally"
but who could have known that removing (or greatly reducing) dynamic pressure just straight up fixes mk 2
was going to do a massive turbofuel plant for phase 3 and 4 so I don't have to worry about power for a while, any upgrades I could make to this?
i don't have the blender yet
it looks like it's making them effectively mono directional though
it isnt
it absolutely isnt
gross misunderstanding of what this means
so what are the instances here that will cause back flow?
pressure changes due to height changes
aka: some section is fuller than another
which happens when machine dump fluid in or use it
which is better to use for casings?
just putting a buffer at the end of my pipes always removed the issue for me
otherwise, pipes just propagate fluid from full to empty.
And that was always the case.
if that's the case what is the removal of dynamic pressure actually doing?
it curbs acceleration of flow rate due to flow rate.
basically, flow rate used to be affected by the square of flow rate
if you need more casings and have spare copper? probably the second one. If not, the first. You've asked recipe questions like this before, there's no single correct answer
ive simply cut out this acceleration term (or rather: greatly reduced it). the other ones remain pretty much unchanged
no there isn't but doesn't hurt to ask what people use mostly ๐
what and when they use those recipes will almost certainly be different to what and when you use yours to, so yes it does.
everyone could tell you one, when you're in a position to very willingly use 2 because you have ass tons of copper
look at what situation you might be in to evaluate a recipe
this also reduced actual slosh.
that thing that happens between buffers and "lone" connected pipes
buffers now manage to find the common fluid level between each other
there is still some back and forth between them, but only for a short time
which is what you would expect
is 100 turbo gens good for phase 3-4?
I used to use turbo fuel for longest time, diluted fuel is so much better. I'm now using it in my new 1.1PL. From same amount crude you only lose like 2GW of power but much easier setup doesnt need anything but Crude and water and closed loop.
these numbers seem wrong? 1350 HOR should become more than 900 fuel
in 3 I had 40@250%I think and it was plenty, going much bigger with rocket fuel for 4
I think the number might be 240 gens, but I can't rememeber the plan right now
looking for something simple to push me to three & make my main base, still operating out of my temporary
well 100 is cool for the phase you're at, but I'd make it actually 40 fully OCed. If you can't spare the shards do 100 though
doing my plant in crater lake so space isn't an issue
Diluted packaged fuel and skip turbofuel entirely. Unless you have a location that has all resources available relatively nearby
crater lake
yeah I did my turbo fuel in crater lake too
and set it up to be ready for rocket when I hit that tier
which I'm sort of at now, but working on side projects atm
If you're planning on upgrading it to rocket, I'd stick with regular fuel. It's easier to upgrade to rocket than turbo
im just going to do nuclear
alclad is usually better
my friend you don't just go and do nuclear
Eh, debatable. It reduces aluminium usage from 1.5 to 1.333, but adds quite a bit of copper.
i usually have excess copper
it take hours of planning and weeks of building and testing and then even if your 100% sure you got everything right something goes wrong and the plant shuts down 5 minutes later
rule of cool
Hmm is it still cool if it's both time and resource and space inefficient
does not apply
yes
rule of cooling nuclear power causes massive problems
it looks nice so I do not care
oh your power grid gonna be in pain
New here to satisfactory, and I had the idea to do a challenge run for my first playthrough
The idea is to use as little as quality of life as possible
T1 Conveyors, T1 miners, no conveyor lifts, no mergers, no storage boxes, no alternate recipes, no optional research, no trains, no drones,
I don't know what else to get rid of yet
any idea how long this would take?
as a first playthrough?
typically WITH belt upgrades and things you are looking at a solid 60 to 100 hours if you rush.
and that's if you don't spend any time on aesthetics or efficiency
Yes
I have time and it seemed like a good idea
the game is pretty challenging on a first playthrough just vanilla (especially if you leave the creatures on aggressive) but you do you. if you aren't using the belt upgrades and stuff you are going to want to hand feed most of your machines
you will at least double the playtime I think. If you are JUST trying to complete the game
me: i haven't beaten the game yet. I wonder how many hours I put into it?
checks
1411 hours. huh I should really finish a run at some point
i feel like its more just gonna be annoying than a challenge, but eh.. up to you.
you're probably gonna have to spread out quite a lot and bring everything to a central location if you don't want splitters or mergers
side note. do I want to automate stators to my personal storage for building? Is that even worth the train car?
stators arent used for building anymore, so technically there's no need to have them in the depot
same for circuit boards btw
cool Scraping them immediately ..... wait. do I need them for a project assembly part? cause the train does that too
yes, you definitely still need them in a lot of production chains, but they are just an intermediary step now
as someone on their 1st run, 70hrs in on tier 5, yea i can tell i still got a good 50 hours before im done at least
Dang automated wiring needs it. ah well to the train it goes
modular engines and everything that comes from it uses them
automated wiring and everything after
alt for electromagnetic control rods, aka nuclear
ah well I'm halfway to it anyway might as well finish it
im cooking up an assembler building rn :P
blueprints have been a lifesaver though, esp for getting all the conveyor placements right
Youโve got enough to learn about things without crippling yourself
Mergers and splitters arenโt really a qol thing
If higher tier conveyors are QOL than so are T1 conveyors
Handcarry everything
Hell, handcraft everything
most of these are not QOL things, they are basically necessary to make a functioning factory. I guess you could limp through, but
is recycling the nuclear waste good?
like uranium waste turn into pluotuim waste and then facisum fuel rods to sink
my definition of QOL is if it's possible to complete the game without it and it normally speeds up the game
I might have to unban mergers if it gets bad enough
in that case Ky is right. Handcraft literally everything
there are only a few exceptions where you'll need buildings
you don't even need to use belts ever
it'll be a terrible game that takes forever
but it's possible
don't even need miners, just hand mine everything
If you want? You donโt need to
I think most probably make plutonium rods then sink them
just make the next tier of rods/cells and sink them
Converting uranium waste to Plutonium Rods is generally good. You can sink the Pu Rods to get rid of the waste entirely, or burn them to get even more power.
They generate a lot less waste than Uranium Rods, so it's not difficult to store it, if you don't mind doing that.
However, converting the plutonium waste to Ficsonium to get rid of it is generally a waste of time and resources, as sinking the plutonium rods in the first place is both easier and cheaper than burning them and then making Ficsonium
isn't it better just to sink the plutonium cells instead of the rods?
Out of all radioactive items, you can only sink uranium, uranium cells, uranium rods and plutonium rods
next time I start a fresh run I'm going to put all my train stations on an isolated power grid so I can see how much my max consumtion is without them. the reserve SOO MUCH POWER
fisconium is incredibly expensive
you almost never need it, U+PU gives 1.5GW~ without sloops alone
or just burn the plutonium rods in drones
you probably will make more than a drone could ever burn in its lifetime
but you will have radioactive craters around the world.... 4096:1 load balancer is hard to make lol if u dont want
its a nice feeling tho, to fully deal with nuclear waste
sinking plutonium rods just feels wrong imo
or you can drive trucks around to burn them lmao
yeah, but then you also have truck stations and drone ports with radioactive zones around them
funny, but might get annoying
you can also use the SAM to convert stuff to uranium, rather than make ficsonium. It's less complex, requires less tech and produces more power (with or without waste)
There's "only" 2100 uranium on the map so with the converter route you can increase that several times over
2100 uranium is quite a lot tbh.. already
especially with slooping the rod constructors
you can do the 2 input route and it's fairly cheap in terms of both energy and sloops
240 turbofuel into 16 generators oced @ 200%
the fuel is barely making it to the last two generators, anybody know why? if i need to provide mroe info lmk
are the pipes completely filled
sloop the blenders for a bit till you overflow
then remove them
word
yea the pipes at the end arent filled
actualyl just double checked they are all not filled
could this be the issue since it's moving upwards? i assumed that small vertical change would be negligible
that looks like a mk.1 pipe? You got mk.2?
i have everything to unlock mk2 but wouldnt mk1 be fine since it's under 300 flow rate?
No because most pipe systems with junctions have individual units of fluid often flowing multiple times, which counts against the limit each time
make it at a constant elevation and use mk.1 only on the pipes going to the generators
mk.2 everywhere would have worked, but mk.2 on the main line with mk.1 on the forks taking smaller amounts of fluids will work better (as in, it will operate smoothly with sufficient flow with an input which is closer to the flow rate cap)
mmm i see
I thought the output on the industrial storage favored the input, like bottom tries to go to bottom first? What's the real rule? Does the output favor belts over lifts?
no, it's inconsistent
the real rule is don't use 2 outputs from an ISC, and if you do, balance them
Possible without seeing the rest. May as well clean it up
the top output from isc only used when theres 2 stacks or more and then it keep using both output until its empty
but like aeryn said, dont rely on both outputs from isc
unless youre using it as train buffer
@crimson moat so can you get 600 uranium anywhere on the map with any fuel with only 2 drones, or is it dependent on fuel?
2 droneports, 4 drones
Ports A at ore
Ports B at destination
set A1 to B1
set A2 to B2
set B1 to A1
set B2 to A2
build a drone at all of these
ok, ty
it depends on fuel and distance yeah, but with good fuel and mid distance you could do 600 ore with 1 ore port i believe
im considering just leaving it until i can get plutonium going
power plant doesnt need to run at full efficiency for now
it's not that much better, fine to just overbuild it and have margin
if there is doubt
that's easier than measuring the throughput properly etc
there's a few other niche cases where using both outputs of an ISC is useful. I find that as long as you can guarantee that the buffer always has enough supply to constantly output at the max throughput of both output ports, there shouldn't be issues. of course, this makes most of those niche cases ones where you want to output at lower than your max belt speed for whatever reason
you should be using double input from isc to train station to double output shouldn't u? or that defeats the point of two inputs...
otherwise ur js limited to 1200per car
that is technically one of those niche cases
the delay of train docking means you build up a backlog in the buffer. in order to "catch up", it uses both ports, which, until it's "caught up", they can output at the aformentioned max throughput of both ports
yeah fair
the issues show up when the ISC has to choose a port to output to because it doesn't have enough supply or existing inventory to saturate both outputs. unlike splitters, ISCs will... well, they're just kind of arbitrary about which port they'll prefer, essentially
this is another one of those niche cases. useful for high-demand materials.
in a closed system with finite demand it doesn't really matter cuz the bottom output just clogs and balances with the top
just if you expect it to clog and balance, and it doesn't clog, problems
whereas if you mix half of top with half of bottom twice, they'll always deliver the same amount
Perfect match between input and output can have some perks
#screenshots message
Ohh
There should be hardcore mode with only 1 input and output
Very interesting challenge!
Tbf, you can easily "just do it" yourself ^^
Eg: https://youtu.be/aJiy-pOX7Os
Satisfactory 1.0 is out so I decided to finally make a complete playthrough using only one (solid) input for each machine as a challenge. It took me ~180 hours to finish the game, this is a recording of the final result.
The base has been developed in a progressive way, starting in front of the HUB and then growing clockwise around that as I pr...
I have MK5 Conveyors. Is there a way to take 1200ores? Or do i need Conveyor MK6.?
with mk5 you're capped at 780
also don't post in multiple channels please
Sorry about posting in multiple channel didnt knew where to post
Im trying to make a plan for a turbofuel factory yet satisfactory tools isnt working. anyone have a working turbo fuel calculation that i can edit?
SFTools can do turbofuel
have you enabled alt recipes you need for it?
Yes,
so both compacted coal and any of the turbofuel alts?
don't forget that turbofuel itself is an alt recipe
it is-?
yeah, needs a HDD
yep.
Thank you :D
it used to be found via hard drives and the random system, but they were changed to be researchable in the MAM, at the cost of a hard drive
@wind spade oh, hey, since you're here and it's on my mind- any chance you'd be willing to add a quick enable/disable toggle button in the recipes tab specifically for material conversion recipes? I find that SFTools recommends them very frequently, but just disabling SAM or the converter doesn't work if you happen to be using them for the production chain already
"simple" solution is to have a base tab where they are disabled and clone that for each new tab
(you can search the recipes by searching for ( easily)
oh, that's a good idea, thanks. I get the impression it's one of those "more hassle than it's worth" things?
current tools are no longer being developed though, so I doubt there will be changes like this. For new tools I'm making, I have this on my mind and will probably have some solution
alrighty. i'll definitely try that parenthesis trick next time. thanks for your time!
my fully unautomated modular frame factory ๐
well you posted this at an amusing time
so in the process of making my scaled down not-overkill modular frame factory, I kind of just... went overboard and I guess i'm going to be doing the full 45/m HMFs
i know ill need to make a monsterous automatic modular frame factory at some point.. BUT THAT POINT ISNT NOW
short term solutions for long term problems ๐
i think i'm going to use a train to grab steel pipe and concrete, which will be made at separate locations- i'll have the train circling around a looped portion of my rail network visiting three stops, so that way I can just make directional stations on the side without needing to worry about access from both directions
that will solve the main issue I was otherwise having: obsessive compulsive rail aesthetics. or at least help diminish it
OCRA is crazy
people dont understand OCD ๐ ๐ค ๐ฅ :emo:
im diagnosed and yet non-spaghetti factories are a last resort option
i don't actually have OCD, but I do have some compulsive tendencies, I guess
my friend and i call it "autism simulator" for a reason
not entirely inaccurate
it does tend to have those aspects that appeal to those of us on the spectrum
hmm theres trains and optimization.. yea seems autistic to me-
i am also 100% procrastinating on deciding where to put the HMF factory itself right now.
im just waiting for my fully unautomated MF factory to finish making 200 frames
north forest has two good spots, where there are some pure limestone and iron nodes
in this case, i'm more considering the space relative to my existing infrastructure
ohhh, i can't help much then
basically, i'm currently planning on circling around that loop around the rocky desert. limestone aplenty in the upper left, and those coal nodes on the east will suffice along with the iron and copper that's there
there's tons of limestone like you said, and a few pure irons in that middle-north region
i'm thinking right here would be a good spot, but i'm not sure if it's spacious enough
are doggos useful or are there just for the cute factor?
they can bring useful components.
if you tame them, about every 5-7 minutes they will randomly find an item, in a preset quantity, from a preset list.
this can include slugs of every color, high level parts, NUKES.
like minecraft cats
it's very useful early on. less so as you progress.
but personally I like doing this with doggos
IT KNOWS WHAT IT DID
i made a nice pen in my last playthrough
actually that doggo jail is right next to the planned HMF... place, as a fun fact.
whats worse? using doggos for nuclear warfare or making a coal factory the size of your mom
why not both?
making a coal factory of any size is worse, given that neither recipe that makes coal is automatable
wait
or....
no, I retract that. I forgot about converters
i wanna download mods but its not a priority so i just dont do it
... im saying that like i do priority stuff
or just mine it?
OH a factory that makes coal, with those two recipes i learned dead last.
i meant coal gen factory
yk the one that heats up the atmosphere
incidentally, what I describe as "doggo jails" are actually specifically for wild doggos. I identify and isolate their spawn points when i'm clearing terrain so that I don't accidentally blow them up
and then sometimes I incorporate them into a factory and let them just kinda wander around it. I find wild doggos cuter than tame ones, for some reason.
like this little guy who lived in the underbelly of a completely different save's overbuilt HMF factory.
or.. wait, maybe this was making HSCs? eh. it was making something
theyre both in the mam wdym
like im super close to packaged fuel
is compacted coal worth something?
because ionized and rocket need HDDs, but turbo might not...
compacted coal is almost only used for turbofuel
do you want compacted coal? or do you want a random alt recipe?
and for coal gens
why i said almost. by the time you're making compacted coal, you have fuel gens
and for steel and for black powder
by the time you're making compacted coal, you have fuel gens
why? you can get compacted in T3
i dont understand yes or no is compacted coal usefull at oil fuel gens
oh, i think you're right and i'm wrong.
you use compacted coal to convert fuel into turbofuel
it's useful if you like it
like with pretty much everything else, game gives you options and it's up to you which ones you use
compacted coal generally converts sulfur to more coal
i know theres more HDDs in the world than ill need but im still conflicted
roll a dice then
ill just do alt recipes i think
you can skip turbofuel and go to rocket fuel if you get the right alt recipes
you can skip turbofuel and go to nuclear ๐คท
you can skip nuclear and go to biomass ๐ฅ ๐ฅ ๐ฅ
i think you have to unlock turbo to get rocket to get the alt recipes though, so... yeah, just figure out your priorities.
what do i do while HDD is researching?
find more HDDs
damn i just thought about it
6 hard drives take an hour to research
until you miss one and then forget
The research time is basically irrelevant
while HDD is researching ill take my OCD medication ^w^
Go do literally anything, and whenever the notification appears, build a MAM, pop in the next hard drive, and dismantle the MAM
its funny im taking OCD meds while playing satisfactory
stops playing
alright gang what are we choosing @unique cypress @rotund pasture @wind spade
I would take the frames, but you don't need to take anything if you don't want it
do you make a lot of steel? solid steel is more efficient than regular recipe
you can rescan, i would consider it
i wanna make a lot of steel
it's like... double the steel ingots?
1.5x
prb make a proper steel factory soon
so ill take the solid steel
i was gonna check, so thanks for correcting me. saved me the time.
EFFICIENCY IS EFFICIENCY
it literally says in the image "3 steel ingots"
ok i took steel
regular steel ingot recipe makes 3 at a time too
btw how do i get the phase 2 parts? theyre not in assamblers
Remember that the drives stay scanned in the library. You can not take either recipe, and neither of them will appear in future scans. And later, if you want one of the recipes, you can just take it
So generally, unless you know you'll use both recipes, it's best not to take anything for as long as possible
A drive in the library removes 2 recipes from future scans, a taken drive only one
By leaving drives in the library, you get to see more recipes with fewer drives
Yeah, but it takes 3 coal and 3 ore to do that. Solid takes 2 coal and 2 ingots
And 2 ingots is only 1.1 ore with pure iron
ah, i misremembered the recipe, thought it was 3 coal and 3 ingots, but less craft time
What you want/like/prefer
did you unlock all the milestones?
They work the same for all liquids
But so do pumps so I consider water towers more of a decoration than anything
what do valves do
Generally? Nothing useful
so do i ignore them
for now
I haven't placed a single one in years outside of testing
I FINALLY MADE PACKAGED FUEL
Needs a pump or 2
i waited so long for this
Now do packed turbo fuel
no now im doing oil power since coal isnt all powerful anymore
But turbo fuel can still be used in fuel generators and burns slower
but i need 2 HDDs for turbo fuel and im not going HDD hunting rn
so later
Eh, turbo is pretty meh. More oil efficient and that's it. If you have oil available, it's often easier to just stick with fuel until rocket fuel or nuclear
I've recently made turbofuel for the first time in years and it was for turbo diamonds lol
I am tearing my hair our over this. I have this fuel power plant I like to refer to as the oil rig. I build one near my base to begin with. it's great . it works. I love it.
I happen to have the same amount of oil in another spot on the map near where I'm building my electronics factory. which is great because it produces plastic and I need plastic.
oops hit enter too soon
Anyway it also was producing rubber and I was like OH that's cool I'll just switch those to plastic! but plastic produces half the HOR that rubber does with the same amount of oil. now I'm struggling to balance the last fuel generator with 40 les HOR than I had before.
I don't want to use any alts because I'd have to change a whole bunch of stuff.
should I just package and sink the extra?
OMG I just fixed it!
THe HOR previously making fuel can make turbo fuel instead (Turbo heavuy fuel alt) and I can give that to the last one or two generators and thats it solved
wow 1 oil gen is better than 3 coal gens
im gonna have unlimited power
right?
right?
Depends on the amount of oil gens
I made some calcs and by the end I'll need to make... 400 fuel gens
im making my first railway!
imagine planning ahead
Uh huh! side eyes my power grid as I make 17 more fuel generators
Awesome! If you want a great tutorial then look at toaster gaming on youtube he has a 3 part tutorial that covers everything from laying clean tracks to how to signals.
helped me out a ton!
Yeah I know it's easier to make 20 heavy modular frames at the start
how hard could it be?
a station here a station there rails rails rails BOOM!
um how do i put the rails mid-air
I have found it easiest to blueprint a segment of rail then you can nudge it to midair
i just put some foundations
i already made a foundation bridge from before i made hypertube cannons
how do i call my train station
train station
If you mean re-name then you can do it from the train station interface just double click the name IIRC
fucking peak
I suggest settling on some standard naming scheme
im surprised i had enough materials for the rails
train station (material)
Personally all my satalite factries have a theme and a name to match the theme so I name the train station after the factory and the train that primarily delivers or picks up from there after the theme
I usually do [name/location of factory] - [material] - [load/unload]
So my Computer component factory is called the Artificers lab and the train that goes there is called train 2 electronic boogaloo
but I'm a weirdo
my cable and wire factory is too good
i added 3 buffers and its filling up
wdym location? like biome?
Time to add an awesome sink
oh yea i forgot that exist lemme just hook it up
Ahhhh that is a pretty manifold. hope it works.
Weeeee!
Renai transportation satisfactory port when
@unique cypress is this a good name
the other station is going to be called "LOAD Plastic/Rubber"
If that name is enough for you to know where that station is and what it's doing, it's a good name
oh
nice
do I need/ want to manifold my pipes if I'm going from 4 refiners to 1 refiner. or just merg them and run the pipe to input of the last refiner
i added another floor to the storage container field
idk do the meth 
why did I get a notification for this channel
Math it good I just worried about the flow. I'm bad a liquids
okay I have no clue but it was worth it just to see this comment. yes please
not quite a loop, but perhaps this may interest you
what exactly do you mean? you essentially have four outputs going into one input, so all four pipes will merge
Merge all 4 outputs into one pipe in a somewhat sensible fashion and then plug it in
Cool thank you!
As long as you don't do completely random shit like loops, unnecessary bends or spaghetti, pipes generally just work
Unless you're trying to get max flow through one, then it can get a bit more technical
I wanted to know if I needed to loop the pipe back on itself in anyway to make sure it made all the liquid made it to it's final destination
This is what I've done. Arrows indicate desired flow direction
but you could also do something like this
Someone @ you in a message and deleted it
||It was me!||
that will be fine as long as the numbers are accurate.
for a simple system like that, you don't really need to worry about flow rate much, if at all
flow direction, pardon me
Cool. The numbers are exact so it should be fine
the point where you would theoretically start to experience issues is when you start approaching the max throughput of a single pipe.
Ah see I have issues as soon as I'm going from one source to many rather than from many to one. for instance from the oil extractor to the refiners. or from the refiners to the fuel gens. but my solution for those seems to be working
the way that I tend to think of pipe systems is almost like... a single, massive fluid storage.
@balmy sandal whats that train tutorial again idk how to use the trains ๐
Toaster gaming on youtube. I don't think I can link in this chat
Its a giant multi-segmented river with kinetic energy
its ok ill look it up
this is perhaps getting a bit tangential, but they're like... big klein bottles. stuff flows to the bottommost segments first.
Makes sense.
but my number one rule for pipes is that they are all haunted by poltergeists and I should expect them to occasionally do completely nonsensical things for seemingly no reason
honestly, pipes are one of those things that you kind of just have to get a "feel" for, and are particularly hard to explain (but im speaking as someone who is bad at explaining things in the first place)
but yeah. rule 1 of pipes is "is it actually connected to the other pipe?". rule 2 is listen to McGalleon. rule 3 changes depending on the mood of the day
and rule 0 is that if you ever think you finally completely understand pipes or even just an aspect of pipes in a coherent, sensible way, it will immediately stop working the way you thought it worked like.
True dat
Luckily I don't understand it at all. My solution to problems after checking everything is hooked up and the machines are on is to ad more manifold loops close to where the problem is. and if that doesn't work I add a pump
i personally find that adding pumps seems to solve a lot of problems that it logically shouldn't
IKR!?!
but I mean, I used to have issues like you describe, with getting oil from the extractor to a set of refineries without it just... not flowing enough, for some reason
i don't actually know what I started doing differently, but I stopped having those problems at some point
The bane of my existence is pipeline floor holes
well, let me rephrase. I know what I do differently, but I don't know what thing or thing(s) actually had an impact
i'd say the most likely to matter thing is that I stopped trying to fully utilize pipe capacity. I don't overclock pure oil nodes to 250%, I go for... 225%?, for 540/m
600/min is totally doable with oil and water
with other fluids, it's harder but still possible
i've just had too much frustration trying to get things using 600/m to work that I decided i'd rather just not deal with the hassle
it helps that 540/m matches my HOR/diluted fuel setup very well, ratio-wise.
I don't overclock nuclear to 250% either, I go for 200%. But that's also because I can fit four water extractors under a nuclear plant in a nice-looking way.
oh yeah I even had an image of this one
Well Done!
yea and now instead of making a 5000 kilometer conveyor
the train moves it
why doesnt it deal damage
If you know the deeper machinations it does make sense
The pipes have actual pressure and pumps provide pressure
Pressure affects flow
Head lift is seperate from that in a way
they just dont
See, I suggested as such a while back, and people didn't... agree. And also said some mean things.
The thing is people expect more pressure is always more flow
it isnt because theres a flow rate cap
the pressure can rise ridiculously high due to gravity but the flow rate is always cappes at 600 or 300
What I observe(d) was issues with very long pipelines that were entirely horizontal. They'd just not reach the full throughput unless I put pumps periodically along the length, factorio-style. And the thing that convinced me was the fact that nitrogen gas didn't display this quirk.
Well for long pipes it has more to do with time
It takes time for them to fill
I had a 2km mk 2 pipe that ran at max flow with no added pumps besides one at the beginning
Yeah, but i'm talking about, say, an oil extractor that starts backing up because it's contents just aren't flowing to the consumers.
That seems more like a conditional thing. Would need to see it.
were some pipe segments staying empty along the way?
Or eas everything full but just not flowing
Because that can mean that the end point where the fluid goes had trouble with slosh caused by dynamic pressure
It was... I believe, full, since I let it saturate before I turned the refineries on, but it didn't stay full, and the flow rate was.... it was sort of like what happens when you have a limited valve and non-full pipes.
Flow interruptions always happen at the first junction that splits flow
I did a lot of testing- unlimited valves, to see if it was directionality. The only thing that worked, and it worked perfectly, was periodic powered pumps.
If the pipes were full up until therey it was the junction
This was also not using the full throughput capacity of the pipe, for the record.
Then its kind of normal for it to empty out unfortunately. The pipes tend to fill, ramp up to max speed and then empty out
If you still have that save you can DM it to me and i can add it to my collection of saves to test
I'll rip out every pump and see what happens
If everything was entirely level, its odd
But i guess there was at least some verticality at some point