#math-and-meta

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sour bison
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yeah i noticed that once i sent it, already fixed

unique cypress
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I'd also aim for a whole number of refineries for those for convenience

unique cypress
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and I rarely have to

sour bison
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i dont mind doing it

visual yarrow
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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

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it'll quite literally go through every single other way to make iron ingots, including the default and leached iron, before using basic

limpid vapor
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why not only leave the actual recipe you want used, enabled?

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how is it supposed to know what recipe you prefer

visual yarrow
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that's not what i'm saying

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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

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like.. some reason to conserve limestone I haven't thought of.

limpid vapor
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i would assume it depends on the particular situation, only greeny knows though

visual yarrow
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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?

hoary oar
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probably just because using 2 resources is "more expensive" than using 1

visual yarrow
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not a lot of acid, mind you, but...

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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?

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at least that's my own observation

hoary oar
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yeah idk, can be weird sometimes

visual yarrow
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honestly, it kinda seems to like conserving limestone in general? like it doesn't like to recommend cloudy diamonds, for instance

hoary oar
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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

visual yarrow
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now that I think of it, it also really doesn't like using the molded steel recipes

limpid vapor
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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

visual yarrow
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it really really just loves concrete and believes it to be precious I suppose

visual yarrow
limpid vapor
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Ask greeny directly, anyone else can only give you guesses

unique cypress
hoary oar
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unless you max out ficsonium or ballistic warp drives you don't need all that many singularity cells

unique cypress
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water's infinite so it'll always use pure if it can

limpid vapor
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So all resources are valued the same?

visual yarrow
hoary oar
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yeah, but for some reason it also prefers to use leached iron ingot and even just the default recipe over basic iron ingot

unique cypress
limpid vapor
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Ah

visual yarrow
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i guess since there's technically more iron than limestone, it maths out poorly

plucky tusk
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You can still use basic iron even if the calculator tells you not to

visual yarrow
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sigh

unique cypress
versed violet
visual yarrow
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actually... quick headmath...

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roughly 7 times more limestone than sulfur, recipes are both 5 iron in, 10 out, 1 sulfur to 8 limestone... guess that explains it

unique cypress
versed violet
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weighted energy usage is lowest for basic recipe, followed by iron alloy

visual yarrow
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i guess that would also probably explain why it loves pointlessly converting things unless you disable it

unique cypress
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It only converts for uranium, bauxite and sulfur I noticed

visual yarrow
unique cypress
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I guess those conversion recipes are particularly favorable

visual yarrow
unique cypress
versed violet
unique cypress
versed violet
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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.

visual yarrow
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okay, that's interesting

unique cypress
visual yarrow
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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

unique cypress
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that's because maximize mode does not optimize for WP

visual yarrow
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but it DOES convert for caterium now

unique cypress
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huh, so it does

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never noticed that

versed violet
visual yarrow
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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

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or... actually, no, I think what's throwing me off... uh

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I think it's because I expect it to try to avoid using resources it's already used a lot of

unique cypress
visual yarrow
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is that raw sam or rehabilitated sam

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...did I say rehabilitated?

unique cypress
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raw

visual yarrow
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i am really tired apparently

thorn trail
visual yarrow
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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

unique cypress
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how many are you making?

visual yarrow
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well

limpid vapor
# unique cypress raw

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?

visual yarrow
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I usually have aimed for 45/m

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i managed to talk myself into only doing 15/m to "start"

unique cypress
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ah, yeah, 45 is a bit much

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I usually make 1/2 to 3/4 of that

limpid vapor
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i make 18, it took a lot to set that up

versed violet
visual yarrow
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the problem right now is that doing 45/m happens to end up using exact amounts of leftover resources I have

limpid vapor
unique cypress
limpid vapor
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i do that too, most of the time

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but idk somehow ended up having them after the split for this

visual yarrow
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as long as there is a direct connection to an ISC, it should be fine, even if the belts travel a bit

limpid vapor
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the first 3 unload sooner, then the train waits a bit

visual yarrow
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though.. if one of the belts was significantly longer than the other...

versed violet
visual yarrow
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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

limpid vapor
visual yarrow
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rather than for throughput

unique cypress
limpid vapor
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the stagger is just a side effect of how it is set up

unique cypress
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because it's impossible to get the max theoretical throughput with the default settings

visual yarrow
limpid vapor
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the topic is unloading 8 train cars evenly into 15 machines

visual yarrow
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oh so you want to throttle the containers, then

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i have an example, one sec

versed violet
limpid vapor
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my system relies on the bottleneck provided by the refineries consuming the coal

unique cypress
versed violet
limpid vapor
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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

unique cypress
visual yarrow
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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

versed violet
unique cypress
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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

visual yarrow
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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

limpid vapor
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whats bottlenecking that container

visual yarrow
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mk3 belt outputting from it, three way split, merges two, sends the third belt back around to a priority merger

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with priority set higher to the looped material, since the drone port has it's own internal buffer

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you can see here that the return belt has a steady item "tempo"

limpid vapor
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i initially had a setup with priority mergers and stuff, it didnt work out for me xd

visual yarrow
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strictly speaking, the 180/m is then immediately split into three mk1 belts, but this built was a proof of concept

limpid vapor
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i do like the extra challenge of not relying on a specific type of belt

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that might not also always work

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only works with very specific numbers that might not fit what i need

visual yarrow
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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

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other than aesthetics. I like the way it affects belt tempo

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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

limpid vapor
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probably a lot

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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

visual yarrow
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well, based on my train knowledge, I think it's hypothetically possible, but you would probably need more sinks than you would otherwise

limpid vapor
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there are no sinks involved here, its designed to consume exactly what is mined on the other end

unique cypress
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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

visual yarrow
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so here's the thing- is this all a single type of item?

limpid vapor
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i just cant wrap my head around why it wouldnt end up split and merged evenly with this system

unique cypress
visual yarrow
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if you were only splitting, it would probably be fine

limpid vapor
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i have three 1x5 balancers feeding into 5 lines that are all constructed identically though

visual yarrow
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yeah, but prime array balancers fundamentally rely on loopbacks

unique cypress
limpid vapor
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once the top 3 run out, the main 5 will keep feeding just the same

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and the top 3 empty evenly, i can say that much

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by the time the train gets here, the top 3 are empty, but functionally there should be no difference?

visual yarrow
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before I continue: am I on the same page at all?

limpid vapor
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i dont know, i have a baby brain

unique cypress
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yeah, the top 3 will be equal, and the bottom 5 will be equal. but I cannot say whether all 8 will be equal

visual yarrow
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so is there a specific reason why an ISC at each station isnt an option?

limpid vapor
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honestly its mostly that if this works, i cant be bothered to rebuild it

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there is a loopback for each of the top3

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to make sure its an even split of 5

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then i collect groups of 3 and merge them into the 5 main lines

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then subdivide each of the main 5 into 3

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so on paper each belt should carry like 8/3 split

visual yarrow
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i'm feeling like this may be because of the fact that you have batch delivery

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like.... keep an eye out for any belts that stutter

limpid vapor
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there are small gaps of time where belts have nothing coming in, while offloading

visual yarrow
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because if you see any belts doing that, that likely means a merger is not merging "correctly"

limpid vapor
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but i dont think that matters

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i am working with the assumption that if possible, a merger or splitter will attempt to equalize its ins/outs

unique cypress
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when the wagons gets unloaded, all belts will start up at full speed.

visual yarrow
unique cypress
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the top 3 are bottlenecked to 5/6ths due to the 1:5

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and you split off 3/5ths of each one

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so each group is 1/2 of a full belt

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and you merge that with a full belt

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so that half will be consumed fully, and the second belt will be bottlenecked to half

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so your consumption from the platforms is 5/6ths x3 and 1/2 x5

limpid vapor
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that explains why the top3 run out first

visual yarrow
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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

limpid vapor
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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

unique cypress
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after the top 3 run out, the bottom 5 will start running at full speed

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until they run out too

limpid vapor
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which should be OK, because the train gets back here before they run out

unique cypress
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which means the top 3 will be refilled, and then the bottom 5 are bottlenecked to half yet again

limpid vapor
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and so the train will wait until it can offload

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but by the time its done offloading, the source station has its platforms filled again

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so on paper, should be all good?

visual yarrow
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okay, let me try phrasing this one more way

limpid vapor
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like the difference is just which station the train sits in, in my case it sits more time in the offloading station

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if i understand correctly

visual yarrow
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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

limpid vapor
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there are 2 ISCs for each end line, so there is some room for variation

unique cypress
visual yarrow
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oh wait this hasn't actualyl been turned on, yet?

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ugh I am making so many typos today.

limpid vapor
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it is, i am staring at it, trying to make sure it doesnt misbehave, and questioning my sanity

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like will this keep working

visual yarrow
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i don't trust my ionized fuel production to not randomly fail for little to no reason

limpid vapor
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normally its very straightforward, but i have 17 trains here, i havent used trains to this scale yet

visual yarrow
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i am as per usual building far more rail infrastructure than... trains. like this is a cargo routing section of my current project location

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it makes about as much sense as it looks like it does

limpid vapor
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it looks good

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the majority of my architecture doesnt make sense so i wouldnt worry

visual yarrow
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i quite literally have two trains right now, both of them taking like. tiny ass amounts of crude oil to two places

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literally one of them is using three fluid wagons that feed three machines that consume 30/m each

limpid vapor
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i had two prior to this

visual yarrow
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because that was the simplest way to deal with the issue fluid cargo sometimes has with evenly splitting it

limpid vapor
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i will probably continue to avoid transporting fluids if i can help it xd

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1km long pipe snek go brr

visual yarrow
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i wanted to do something different from "build plastic/rubber production on oil coast" this time

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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"

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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

limpid vapor
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yeah, it is hard, i get that

visual yarrow
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mostly because that tends to require lots of small elevation changes, and I tend to prefer gradual slopes

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and then I FINALLY made a nice station up here in the spire coast...

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and then I... well, yeah.

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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.

limpid vapor
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i just settle, every station i make looks like this, more or less

visual yarrow
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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...

limpid vapor
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why not?

visual yarrow
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because I treat trains as essentially connecting belts across vast distances

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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

limpid vapor
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they will find purpose eventually, i think my current plan is to make either 900... or 1800 of each

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havent decided

visual yarrow
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it's in perpetual WIP mode, too, which makes the obvious solution (massive drone port) not an easy option

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because that tends to mean defining the final max height of the building

limpid vapor
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aah, yeah

visual yarrow
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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

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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

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FOR THE RECORD, I did make some drone ports. You can see them all the way up there.

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I have no idea why I built them up there. They are nigh unusable.

limpid vapor
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heh, we are truly playing a different game

visual yarrow
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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

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but that sort of hit a wall because I haven't figured out where the HMF setup will go.

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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?

unique cypress
#

at least you had the decency not to use bolted plate too lol

visual yarrow
# unique cypress bolted frame? ew

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

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i may have... gone a little overboard when I got tired of running out when doing aesthetics

unique cypress
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eh, unlike bolted plate, bolted frame is not terrible. it's just meh

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with steel screw, you're at least saving a bit of space compared to steeled

visual yarrow
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my only real issue with bolted frame is that the ratio sucks

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it doesn't have one of those nice ratios that matches steel screw so well

unique cypress
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I have no clue what it is lol

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not just because I never use it, but also because I never care about ratios

visual yarrow
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well, it consumes 56 screws per cycle

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for comparison's sake, the synergistic recipes are heavy flexible frame and copper rotor, which consume 104 screws and 52 screws per cycle

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oh and steel screws produce in batches of 52

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back when computers used screws, they also had a nice, matching ratio for steel screws

unique cypress
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well, the per cycle amounts don't matter much unless the cycle times line up well

visual yarrow
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the thing is, cycle times are actually pretty standardized

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in the sense that if the production per cycle lines up, you can almost always adjust clockspeed to get stuff to match up

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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

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actually, the four circuit board recipes are a pretty good example of what I mean about cycle times being pretty standardized

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and the actual quantities of items being what really matters

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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

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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?

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oh, I could do one computer manufacturer + 150% crystal computer assembler = 200% caterium circuit board assemblers..

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i need to stop doing math while tired. it never ends and never leads to anything productive.

unique cypress
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Man, life is so much easier when you don't care about machine uptime

visual yarrow
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perhaps. but less elegant

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i do enjoy touhou, after all, so I suppose it's just the way I am

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i am going to go pass out facefirst on my bed now

cerulean stratus
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ok, just made a network of trucks

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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

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After that, it goes into another tractor, going on a 3 way junction, into another tractor into the north of the desert

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There, we have quartz for RCUs, and Nitrogen

pulsar idol
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my brain....

brisk smelt
#

huh trains can derail now? lol

charred gulch
#

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)

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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.

brisk smelt
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if the center never backs up how can anything go to the right?

vapid gorge
brisk smelt
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then yeah shld work

heavy prawn
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Prob useful if you just want the train to stop at a certain point rather than adding a loop

brisk smelt
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no back in 0.6 or 0.7 or something it just stopped on dead end or a station

crimson moat
#

not certain how single smart splitter behaves in your scenario

hoary oar
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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

vapid gorge
indigo solstice
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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?

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I want to have some of it left over for build use, but want most of it going into the factory for further processing

thick plank
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Id need to see the whole production line for that though

indigo solstice
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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

vapid gorge
gloomy gyro
#

Whats the point of the sushi belt thing if you just set everything to a perfect useage amount

indigo solstice
wind spade
indigo solstice
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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

vapid gorge
indigo solstice
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i dont quite follow what that means? produce squares manually?

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oooh you mean i have to manually setup the lines and boxes in the modeler

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instead of it being generated like in tools

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is tools not updated for 1.1? it still says 1.0 in the top right

wind spade
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1.1 didn't introduce new recipes

indigo solstice
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ah fair enough

thick plank
indigo solstice
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oh you mean manually set the desired input on the constructors

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didnt even think of that lol

thick plank
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Output

indigo solstice
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right yeah, sry

thick plank
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You should increase the total output of the whole factory to consume more iron so you dont have overflow

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What is it your actually producing?

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Id guess Rotors

indigo solstice
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its an "everything you can do from only iron" factory ๐Ÿ˜„ i dont have access to the pc right now to show it

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so it just does everything + some output to bins to have building material

thick plank
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Id just take those 90 rods and convert them to rotors

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You can convert 55 rods /min to 4 rotors/min

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Thrn youd have 35 rods remaining

indigo solstice
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ah nice yeah

thick plank
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(35.67)

spare kernel
#

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

thick plank
spare kernel
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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

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Im Just worried that im gonna "Waste" alot of bauxite, which I may need in the endgame

wind spade
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Eh, there's a lot of it

spare kernel
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Like the bamboo forest or the high Mountain top

thick plank
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How much do you value the look of your world?

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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

unique cypress
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Skyrail doesn't care about terrain

spare kernel
thick plank
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Ah then no skybus sadly

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Then I understand your worries

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Then maybe drones would be a good option, if you dont want to build any big thing somewhere

spare kernel
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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

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But I barely used drones and Im currently on building an skyscraper where the drones can Land on

plush glen
spare kernel
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Not yet, I never used trucks tbh, heard they are pretty unreliable? And they need fuel

plush glen
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You can also automate explorers, if they'd handle the terrain better

plush glen
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And they need fuel, but so do drones ยฏ\\โ _โ (โ ใƒ„โ )โ _โ /โ ยฏ

spare kernel
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Yeah your right

plush glen
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Welp I cannot figure out that sruggie lol

spare kernel
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Yeah, thanks tho

plush glen
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Of course!

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I love trucks in my worlds. Very fun way to move things around

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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

thick plank
#

Nothing can beat the humble conveyor IMO

plush glen
vapid gorge
thick plank
plush glen
#

They never run out of fuel midair

thick plank
plush glen
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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

thick plank
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Why cant we have hoverpack like drones that just fly along the powergrid

plush glen
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I've run routes that literally took like 0.6 of a fuel before xD

plush glen
thick plank
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Or even better, how about an automated zipline

plush glen
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I also know a Minecraft mod that does basically exactly that lol

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But that's unrelated

unique cypress
#

Power tower cable cars

spare kernel
vapid gorge
cerulean stratus
#

funny thing about bi directional tractor networks

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You're getting stuff you shouldn't have some times and it's scary

brisk smelt
#

and they are renewably burned too, 2 in 1

mossy ibex
#

reddit.com/u/eternalunity has some bangers lately. Maybe you should come out with a 2nd edition manual, @oblique hollow ๐Ÿ™‚

oblique hollow
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If its gonna be a new manual, it will be more of a troubleshooting guide

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Rather than "this is how pipes work"

wind spade
mossy ibex
#

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

dusky dust
# vapid gorge nope, any fuel is viable for cross map travel

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

oblique hollow
#

On that note, i am experimenting with a mod right now that allows you to tweak pipe values

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And im currently experimenting with removing dynamic pressure

mossy ibex
#

oh amazing

cerulean stratus
#

I feel like I can just drown pipes and be done with 90% of the game

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the issue is aluminum

hoary oar
#

im at the point of where i know what to do with pipes most of the time

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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

oblique hollow
#

ive got 2 mk 2 pipes next to each other where they oscillated a bit but eventually settled on equal fill level

oblique hollow
#

wooow would you look at that, without dynamic pressure buffers can actually balance their fill level

unique cypress
#

does it break anything?

oblique hollow
#

so far onlz temporarily

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wooow, one buffer emptied into another, both sloshed for like 3 cycles and then both settled on the exact same fill level

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376.5 mยณ / 2400 mยณ

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like EXACTLY the same fill level

unique cypress
#

I wonder if the same thing would happen if you made the pressure half normal instead

oblique hollow
#

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%

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even if the pipes state they could do more

unique cypress
#

I meant dynamic pressure only

oblique hollow
#

honestly no dynamic pressure feels better than any at all

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the inertia is honestly a bit too realistic

unique cypress
#

does it break existing setups if you remove it?

oblique hollow
#

as i said, only temporarily i think.
im still testing it all

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i gotta finetune the properties

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one setup seems to have been negatively impacted so far

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but i think i can find some fixes

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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

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aye, it was actually the machines!

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funny how the pipes acting wrong was actually now a more proper indicator that the machines were at fault

oblique hollow
#

@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

unique cypress
#

I'd be interested to know how my original save fares without dynamic pressure

oblique hollow
#

speaking of "your save" im gonna give that HOR manifold a go now

unique cypress
#

I swear, if no dynamic pressure fixes 600/min pipe issues I'm gonna tired_jace

oblique hollow
#

honestly.... better than expected

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the downside is that pipes might need to fill more now

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because now static pressure has to compensate for everything

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which means more full pipes and so more pressure groups, so overall stuff should stay fuller.... hopefully

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ok yeah that mk 2 manifold at 600 thats center fed works perfectly fine

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time to test the one that merges towards the end

mossy ibex
#

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

oblique hollow
#

you can bet im gonna make a QA post after this titled "remove dynamic pressure from pipes" jace_smile_2

unique cypress
#

willing to make the mod available?

mossy ibex
#

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

oblique hollow
#

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

mossy ibex
#

Digby is a bro. We're working together right now on making a new icon pack for signs

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I dunno where he finds the time, I feel like mods must be his full time thing

#

somehow

silent shoal
#

Will I have a problem transferring liquids this way?

wind spade
#

if you do a proper loop, you shouldn't

oblique hollow
silent shoal
balmy sandal
#

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

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now to do 10 Heavy modular frames a minute

#

(not in a single bp)

brisk urchin
#

one lift, 3 mergers....

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yes mergers go into a lift even in the middle of it

balmy sandal
#

nah 5 lifts involved in that one lol I forgot you could do the merger in the middle

brisk urchin
#

1.1 goated for that fr

balmy sandal
#

Much better

brisk urchin
#

even tho i never did it

#

imma show u how its clean and compact

brisk urchin
balmy sandal
brisk urchin
frosty owl
balmy sandal
#

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

balmy sandal
# brisk urchin

And this just gave me the idea for this. BEHOLD 100 steel pipes/min

brisk urchin
#

okay....?

#

uhm

balmy sandal
#

forgot the pic first

brisk urchin
#

so i see alternate steel recepie

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and just 1 foundry

#

oh its a blueprint

balmy sandal
#

Yeah!

brisk urchin
#

alr. alr

balmy sandal
#

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

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and that's a lot to compact into a BP

mossy ibex
#

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

balmy sandal
unique cypress
#

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.

mossy ibex
#

EIBs are mk4 belts, but yeah, I get what you mean

balmy sandal
#

Yeah I have enough run off of EIB from another factory for building so I only need them for HMF now

unique cypress
mossy ibex
#

yep

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especially with a buffer

unique cypress
#

so i was talking about them being used in production lines

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and that's basically only HMFs

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cause who uses default uranium rods lol

balmy sandal
#

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

unique cypress
#

for personal use? probably not

#

for other stuff? possibly

#

depends how big you want to go later in the game

balmy sandal
#

I'm mostly talking project assembly

#

I've never finished it. usually get burnt out around now

unique cypress
#

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

balmy sandal
#

okay definitely going to want to scale it up later then (sigh) okay I can do this one 50/min EIB BP coming up

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(with is absolutely rediculous 150 steel beam requirement)

unique cypress
#

I, myself, only BP single steps

#

And i'd suggest using alts

#

default EIBs are expensive

balmy sandal
#

There is an alt EIB?

unique cypress
#

encased industrial pipe

hoary oar
#

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

unique cypress
#

allows you to skip coal/steel entirely, if you want (with another alt)

balmy sandal
unique cypress
#

though that makes it take a lot of iron instead

unique cypress
balmy sandal
#

Well I'd much rather go hard drive hunting than work on this BP right now so that's what I'm gonna do!

unique cypress
#

I suggest you check out some calculator and see which recipes suit your situation best before comitting to making BPs

thorn python
#

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?

rotund pasture
#

390*2=780

unique cypress
#

looks like a mk5 belt somewhere

rotund pasture
#

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

unique cypress
#

I mean 780 is a mk5 exactly

#

99% chance it's that

rotund pasture
#

unless each belt is carrying exactly 390, then what i said applies, you see 780 because there's only 780

balmy sandal
#

looks like it's also still calculating which might cause issues

hoary oar
#

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

dire girder
#

I love this game

balmy sandal
thorn python
#

This game man...

rotund pasture
#

You: 1
Factory: 0

balmy sandal
thorn python
#

Had me pulling my hair out

hoary oar
#

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

vapid gorge
deft lichen
#

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)

oblique hollow
#

Its still hydrodynamic pressure at work

deft lichen
#

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

oblique hollow
#

just no "flow rate goes faster if flow rate is fast"

unique cypress
oblique hollow
#

i basically just removed the kinematic term from pipes.
they still have pressure and they still have gravity and are still bidirectional

deft lichen
oblique hollow
#

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 jace_piper

unique cypress
oblique hollow
#

more like 6 years

#

correction: 5

unique cypress
#

I don't think there were pipes in this game 6 years ago ๐Ÿค”

oblique hollow
#

5 years ago was update 3.5

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which was when mk 2 pipes were added

#

i actually cant believe it, they actually are stable

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now to try vertical manifolds

unique cypress
#

Still did it faster than the devs ๐Ÿคฃ

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I wonder if they have documentation why pipes were coded like this

oblique hollow
#

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

sour bison
#

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

vapid gorge
# oblique hollow

it looks like it's making them effectively mono directional though

oblique hollow
#

it absolutely isnt

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gross misunderstanding of what this means

vapid gorge
#

so what are the instances here that will cause back flow?

oblique hollow
#

pressure changes due to height changes

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aka: some section is fuller than another

#

which happens when machine dump fluid in or use it

lone igloo
#

which is better to use for casings?

sour bison
#

just putting a buffer at the end of my pipes always removed the issue for me

oblique hollow
#

otherwise, pipes just propagate fluid from full to empty.
And that was always the case.

vapid gorge
#

if that's the case what is the removal of dynamic pressure actually doing?

oblique hollow
vapid gorge
oblique hollow
#

ive simply cut out this acceleration term (or rather: greatly reduced it). the other ones remain pretty much unchanged

lone igloo
vapid gorge
#

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

oblique hollow
#

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

sour bison
#

is 100 turbo gens good for phase 3-4?

lone igloo
# sour bison 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.

mossy ibex
mossy ibex
#

I think the number might be 240 gens, but I can't rememeber the plan right now

sour bison
mossy ibex
#

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

sour bison
unique cypress
mossy ibex
#

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

unique cypress
# sour bison crater lake

If you're planning on upgrading it to rocket, I'd stick with regular fuel. It's easier to upgrade to rocket than turbo

sour bison
#

im just going to do nuclear

crimson plover
crimson plover
unique cypress
#

Eh, debatable. It reduces aluminium usage from 1.5 to 1.333, but adds quite a bit of copper.

crimson plover
crimson plover
unique cypress
#

Hmm is it still cool if it's both time and resource and space inefficient

crimson plover
crimson plover
#

rule of cooling nuclear power causes massive problems

sour bison
#

it looks nice so I do not care

crimson plover
jolly sphinx
#

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?

hoary oar
#

as a first playthrough?

balmy sandal
#

and that's if you don't spend any time on aesthetics or efficiency

jolly sphinx
jolly sphinx
balmy sandal
#

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

hoary oar
#

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

balmy sandal
#

side note. do I want to automate stators to my personal storage for building? Is that even worth the train car?

hoary oar
#

stators arent used for building anymore, so technically there's no need to have them in the depot

#

same for circuit boards btw

balmy sandal
#

cool Scraping them immediately ..... wait. do I need them for a project assembly part? cause the train does that too

hoary oar
#

yes, you definitely still need them in a lot of production chains, but they are just an intermediary step now

charred prairie
balmy sandal
#

Dang automated wiring needs it. ah well to the train it goes

hoary oar
#

modular engines and everything that comes from it uses them
automated wiring and everything after
alt for electromagnetic control rods, aka nuclear

balmy sandal
#

ah well I'm halfway to it anyway might as well finish it

charred prairie
#

im cooking up an assembler building rn :P

#

blueprints have been a lifesaver though, esp for getting all the conveyor placements right

vapid gorge
unique cypress
#

Handcarry everything

#

Hell, handcraft everything

mossy ibex
pulsar idol
#

is recycling the nuclear waste good?

#

like uranium waste turn into pluotuim waste and then facisum fuel rods to sink

jolly sphinx
#

I might have to unban mergers if it gets bad enough

mossy ibex
#

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

vapid gorge
sour bison
unique cypress
# pulsar idol like uranium waste turn into pluotuim waste and then facisum fuel rods to sink

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

sour bison
hoary oar
#

you cant

#

can only sink the fuel rods

sour bison
#

oh, damn

#

thought you could sink the cells

unique cypress
#

Out of all radioactive items, you can only sink uranium, uranium cells, uranium rods and plutonium rods

balmy sandal
#

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

brisk smelt
#

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

hoary oar
#

its a nice feeling tho, to fully deal with nuclear waste
sinking plutonium rods just feels wrong imo

brisk smelt
#

or you can drive trucks around to burn them lmao

hoary oar
#

yeah, but then you also have truck stations and drone ports with radioactive zones around them

#

funny, but might get annoying

crimson moat
brisk smelt
#

oh right that.... too

#

sam conversions just feel so wrong to me, like cheating haha

crimson moat
#

There's "only" 2100 uranium on the map so with the converter route you can increase that several times over

brisk smelt
#

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

grizzled ridge
#

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

brisk smelt
#

are the pipes completely filled

#

sloop the blenders for a bit till you overflow

#

then remove them

grizzled ridge
#

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

crimson moat
grizzled ridge
#

i have everything to unlock mk2 but wouldnt mk1 be fine since it's under 300 flow rate?

crimson moat
#

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)

grizzled ridge
#

mmm i see

mossy ibex
#

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?

crimson moat
#

no, it's inconsistent

#

the real rule is don't use 2 outputs from an ISC, and if you do, balance them

vapid gorge
fallow siren
#

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

dusky bronze
#

@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?

crimson moat
#

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

dusky bronze
#

ok, ty

crimson moat
#

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

dusky bronze
#

im considering just leaving it until i can get plutonium going

#

power plant doesnt need to run at full efficiency for now

crimson moat
#

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

dusky bronze
#

true

#

im probably gonna end up with 2 more drone ports anyways

visual yarrow
# crimson moat the real rule is don't use 2 outputs from an ISC, and if you do, balance them

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

brisk smelt
#

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

visual yarrow
#

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

brisk smelt
#

yeah fair

visual yarrow
#

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.

brisk smelt
#

in a closed system with finite demand it doesn't really matter cuz the bottom output just clogs and balances with the top

crimson moat
#

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

frosty owl
gloomy gyro
#

There should be hardcore mode with only 1 input and output

rotund pasture
#

Very interesting challenge!

frosty owl
# gloomy gyro There should be hardcore mode with only 1 input and output

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...

โ–ถ Play video
tired dagger
#

I have MK5 Conveyors. Is there a way to take 1200ores? Or do i need Conveyor MK6.?

wind spade
#

with mk5 you're capped at 780

wind spade
tired dagger
#

Sorry about posting in multiple channel didnt knew where to post

young agate
#

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?

wind spade
#

have you enabled alt recipes you need for it?

young agate
wind spade
visual yarrow
#

don't forget that turbofuel itself is an alt recipe

wind spade
#

yeah, needs a HDD

visual yarrow
#

yep.

young agate
#

Thank you :D

visual yarrow
#

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

wind spade
#

"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)

visual yarrow
wind spade
#

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

visual yarrow
#

alrighty. i'll definitely try that parenthesis trick next time. thanks for your time!

frigid maple
#

my fully unautomated modular frame factory ๐Ÿ˜

visual yarrow
#

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

frigid maple
#

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 ๐Ÿ˜Ž

visual yarrow
#

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

frigid maple
#

people dont understand OCD ๐Ÿ˜” ๐Ÿ–ค ๐Ÿฅ€ :emo:
im diagnosed and yet non-spaghetti factories are a last resort option

visual yarrow
#

i don't actually have OCD, but I do have some compulsive tendencies, I guess

frigid maple
#

yea ik its funny

#

i think "satisfactory player" is just a mental disorder at itself

rotund pasture
#

my friend and i call it "autism simulator" for a reason

visual yarrow
#

not entirely inaccurate

#

it does tend to have those aspects that appeal to those of us on the spectrum

frigid maple
visual yarrow
#

i am also 100% procrastinating on deciding where to put the HMF factory itself right now.

frigid maple
#

im just waiting for my fully unautomated MF factory to finish making 200 frames

rotund pasture
#

north forest has two good spots, where there are some pure limestone and iron nodes

visual yarrow
rotund pasture
#

ohhh, i can't help much then

visual yarrow
#

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

rotund pasture
#

there's tons of limestone like you said, and a few pure irons in that middle-north region

visual yarrow
#

i'm thinking right here would be a good spot, but i'm not sure if it's spacious enough

frigid maple
#

are doggos useful or are there just for the cute factor?

visual yarrow
#

they can bring useful components.

rotund pasture
#

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.

frigid maple
#

like minecraft cats

visual yarrow
#

it's very useful early on. less so as you progress.

rotund pasture
#

i haven't played minecraft in about 15 years so...

#

maybe 10

visual yarrow
#

but personally I like doing this with doggos

frigid maple
#

ban him.

visual yarrow
rotund pasture
#

i made a nice pen in my last playthrough

visual yarrow
#

actually that doggo jail is right next to the planned HMF... place, as a fun fact.

rotund pasture
#

mods involved in that pen

frigid maple
#

whats worse? using doggos for nuclear warfare or making a coal factory the size of your mom

rotund pasture
#

why not both?

visual yarrow
#

making a coal factory of any size is worse, given that neither recipe that makes coal is automatable

#

wait

rotund pasture
#

or....

visual yarrow
#

no, I retract that. I forgot about converters

frigid maple
#

i wanna download mods but its not a priority so i just dont do it
... im saying that like i do priority stuff

rotund pasture
#

or just mine it?

#

OH a factory that makes coal, with those two recipes i learned dead last.

frigid maple
visual yarrow
#

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

frigid maple
#

okok guys do i use a hard drive to research compacted coal?

#

or alt recipe

rotund pasture
#

MAM

#

I don't think it needs a HDD

frigid maple
rotund pasture
#

but turbofuel does, as does rocket fuel.

#

wait, i might be wrong

frigid maple
#

like im super close to packaged fuel
is compacted coal worth something?

rotund pasture
#

because ionized and rocket need HDDs, but turbo might not...

#

compacted coal is almost only used for turbofuel

wind spade
#

and for coal gens

rotund pasture
#

why i said almost. by the time you're making compacted coal, you have fuel gens

wind spade
#

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

frigid maple
#

i dont understand yes or no is compacted coal usefull at oil fuel gens

rotund pasture
#

oh, i think you're right and i'm wrong.

#

you use compacted coal to convert fuel into turbofuel

wind spade
frigid maple
#

i know theres more HDDs in the world than ill need but im still conflicted

wind spade
#

roll a dice then

frigid maple
#

ill just do alt recipes i think

rotund pasture
#

you can skip turbofuel and go to rocket fuel if you get the right alt recipes

wind spade
#

you can skip turbofuel and go to nuclear ๐Ÿคท

frigid maple
#

you can skip nuclear and go to biomass ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ

rotund pasture
#

i think you have to unlock turbo to get rocket to get the alt recipes though, so... yeah, just figure out your priorities.

frigid maple
#

what do i do while HDD is researching?

rotund pasture
#

find more HDDs

frigid maple
#

damn i just thought about it
6 hard drives take an hour to research

rotund pasture
#

until you miss one and then forget

unique cypress
frigid maple
#

while HDD is researching ill take my OCD medication ^w^

unique cypress
#

Go do literally anything, and whenever the notification appears, build a MAM, pop in the next hard drive, and dismantle the MAM

frigid maple
#

stops playing

#

alright gang what are we choosing @unique cypress @rotund pasture @wind spade

unique cypress
#

I would take the frames, but you don't need to take anything if you don't want it

rotund pasture
#

do you make a lot of steel? solid steel is more efficient than regular recipe

#

you can rescan, i would consider it

frigid maple
rotund pasture
#

it's like... double the steel ingots?

unique cypress
frigid maple
#

prb make a proper steel factory soon
so ill take the solid steel

rotund pasture
#

i was gonna check, so thanks for correcting me. saved me the time.

frigid maple
frigid maple
rotund pasture
#

just need smelters in addition to foundries

#

yeah, but craft time also matters

frigid maple
#

ok i took steel

rotund pasture
#

regular steel ingot recipe makes 3 at a time too

frigid maple
#

btw how do i get the phase 2 parts? theyre not in assamblers

unique cypress
#

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

unique cypress
#

And 2 ingots is only 1.1 ore with pure iron

rotund pasture
#

ah, i misremembered the recipe, thought it was 3 coal and 3 ingots, but less craft time

rotund pasture
frigid maple
#

do water towers work for oil too?

#

oil towers?

unique cypress
#

But so do pumps so I consider water towers more of a decoration than anything

frigid maple
#

what do valves do

unique cypress
#

Generally? Nothing useful

frigid maple
#

so do i ignore them

rotund pasture
#

for now

unique cypress
#

I haven't placed a single one in years outside of testing

frigid maple
#

ok

#

is this peak factory building?

frigid maple
#

I FINALLY MADE PACKAGED FUEL

oblique hollow
#

Needs a pump or 2

frigid maple
#

i waited so long for this

frigid maple
#

it needed 3 pumps

fossil pilot
frigid maple
fossil pilot
frigid maple
#

so later

unique cypress
#

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

balmy sandal
#

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

frigid maple
#

wow 1 oil gen is better than 3 coal gens

#

im gonna have unlimited power

#

right?

#

right?

cerulean stratus
#

I made some calcs and by the end I'll need to make... 400 fuel gens

frigid maple
#

im making my first railway!

frigid maple
balmy sandal
balmy sandal
#

helped me out a ton!

cerulean stratus
frigid maple
#

um how do i put the rails mid-air

balmy sandal
frigid maple
#

i just put some foundations

#

i already made a foundation bridge from before i made hypertube cannons

frigid maple
#

how do i call my train station

wind spade
#

train station

balmy sandal
frigid maple
unique cypress
frigid maple
#

im surprised i had enough materials for the rails

frigid maple
balmy sandal
#

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

unique cypress
#

I usually do [name/location of factory] - [material] - [load/unload]

balmy sandal
#

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

frigid maple
#

my cable and wire factory is too good
i added 3 buffers and its filling up

frigid maple
balmy sandal
frigid maple
balmy sandal
#

Ahhhh that is a pretty manifold. hope it works.

frigid maple
#

now its a rollercoaster

balmy sandal
#

Weeeee!

frigid maple
#

there should be an option to make loops

#

quick someone make a mod

unique cypress
#

Renai transportation satisfactory port when

frigid maple
#

@unique cypress is this a good name

#

the other station is going to be called "LOAD Plastic/Rubber"

unique cypress
# frigid maple

If that name is enough for you to know where that station is and what it's doing, it's a good name

frigid maple
#

oh
nice

balmy sandal
#

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

frigid maple
#

i added another floor to the storage container field

visual yarrow
#

why did I get a notification for this channel

balmy sandal
visual yarrow
visual yarrow
visual yarrow
unique cypress
unique cypress
#

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

visual yarrow
#

here's one example

balmy sandal
#

This is what I've done. Arrows indicate desired flow direction

visual yarrow
#

but you could also do something like this

frosty owl
visual yarrow
#

for a simple system like that, you don't really need to worry about flow rate much, if at all

#

flow direction, pardon me

balmy sandal
visual yarrow
#

the point where you would theoretically start to experience issues is when you start approaching the max throughput of a single pipe.

balmy sandal
#

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

visual yarrow
#

the way that I tend to think of pipe systems is almost like... a single, massive fluid storage.

frigid maple
#

@balmy sandal whats that train tutorial again idk how to use the trains ๐Ÿ˜”

balmy sandal
#

Toaster gaming on youtube. I don't think I can link in this chat

oblique hollow
frigid maple
#

its ok ill look it up

visual yarrow
#

this is perhaps getting a bit tangential, but they're like... big klein bottles. stuff flows to the bottommost segments first.

balmy sandal
#

Makes sense.

visual yarrow
#

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.

balmy sandal
#

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

visual yarrow
#

i personally find that adding pumps seems to solve a lot of problems that it logically shouldn't

balmy sandal
#

IKR!?!

visual yarrow
#

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

balmy sandal
#

The bane of my existence is pipeline floor holes

visual yarrow
#

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

unique cypress
#

600/min is totally doable with oil and water

#

with other fluids, it's harder but still possible

visual yarrow
#

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

frigid maple
#

train is working!

#

tutorial didnt help i figured it out on my own ๐Ÿ˜Ž

balmy sandal
#

Well Done!

frigid maple
#

yea and now instead of making a 5000 kilometer conveyor
the train moves it

oblique hollow
#

Pressure affects flow

#

Head lift is seperate from that in a way

oblique hollow
visual yarrow
oblique hollow
#

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

visual yarrow
#

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.

oblique hollow
#

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

visual yarrow
oblique hollow
#

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

visual yarrow
oblique hollow
#

Flow interruptions always happen at the first junction that splits flow

visual yarrow
#

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.

oblique hollow
#

If the pipes were full up until therey it was the junction

visual yarrow
#

This was also not using the full throughput capacity of the pipe, for the record.

oblique hollow
#

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