#math-and-meta

1 messages Β· Page 336 of 1

frosty owl
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This sounds really exaggerated. Ofc, everyone thinks differently when planning, but generally speaking when watching a node one is interested in what items go in the node to make what output. Wether the process is described as icons or text makes no difference in how recognizable things are, other than personal preference for text Vs icons

Your point about "what if you don't know that recipe" leaves me confused as I don't see why it's relevant... No matter the planner, if you don't know the recipes you'll want to check them out online or in-game πŸ€·β€β™‚οΈ

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So, addressing the main point: the name of a recipe is completely unnecessary to understand a production, unless your mind specifically favors that way of thinking

dusky dust
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Heh, I'll stay off my soapbox except to point out that if I have the name of a recipe, I can do a one-second Google search to find the recipe, or even just type it into a Codex search bar. Good luck doing that when you have no idea what it even is

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For myself I am absolutely not exaggerating; I find Modeller graphs absolutely abhorrent as information-conveyance, and I know I'm not the only one.

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Literally my only complaint is the lack of labels, but I seem to have found my way back to a soapbox

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The reason is because Modeller really isn't meant to be a vector for information-conveyance but people use it that way anyway

frosty owl
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Note: nobody said that adding labels to Modeler would be bad

dusky dust
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It's meant to be a planning tool, and the person doing the planning gets mouseovers and access to all the information they'd need

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A static Modeller image can't do that, though

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There's a reason why literally every other solver/grapher out there has labels

frosty owl
frosty owl
dusky dust
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The lack of labels is 100% a barrier to that information dispersal, and their lack absolutely makes it the worst graph format for information dispersal out of every other option

frosty owl
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Debatable, but still greatly different from something that "nobody will understand"

dusky dust
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I'm not saying that there aren't people who can look at a Modeller graph and read it as easily as one that does have labels, but I am saying that Modeller's graphs are manifestly worse because of the lack

dusky dust
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(That's not a "go find a link to prove me wrong" or whatever; legit if I have said or implied that, I did not mean to)

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But I do 100% stand by my statement that compared to any graph with labels, Modeller's are manifestly worse (for information dispersal to third parties, anyway)

frosty owl
dusky dust
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I still stand by my stance about information dispersal, though

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(And I do still honestly feel that even if you don't mind Modeller's graphs, it's gotta more mental load to interpret than if things were just labelled. Maybe that mental load isn't noticeable to folks who like the format and are more used to it, but it's there.)

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Anyway, I'm doing a piss-poor job of staying off this soapbox, eh? :D

frosty owl
# dusky dust But I *do* 100% stand by my statement that compared to *any* graph with labels, ...

Meh. Other than some specific instances (recipes sharing inputs and outputs) I don't really see additional value in an added label other than helping anyone who prefers text over icons. I mean, so long as one doesn't have issues recognizing icons (ie: reading "quickwire" or a picture of it takes the same effort), the info provided is complete: what items are involved in that one node. If you just have the name, you have to fill in the inputs/outputs yourself, mentally, regardless of wether you think about them as names or icons (eg: reading a node whose inputs/outputs go outside the screen)

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Sorry for the edits, this hits a bad spot for my English skills

dusky dust
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It's not a personal preference, it's an outright solid barrier to usefulness

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A graphing format which imposes those kinds of restrictions is manifestly worse than ones that don't. As I say, I know I'm not alone in this.

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(Which, again, I get that producing these graphs for information dispersal is not Modeller's primary purpose. What I'm saying isn't even really a complaint about Modeller itself, just how its graphs end up being used)

limpid vapor
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You know that grandma with glasses meme? That's me any time I try to look at a modeller graph

dusky dust
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One more brief note and then I swear I'm shutting up for real, since it's bedtime. re: If you just have the name, you have to fill in the inputs/outputs yourself <- note that with every other graph format that gets used for this kind of thing, you also have the inputs/outputs. You have more information because it's all written out explicitly. Modeller could do that too, but it doesn't.

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It's not like there's a grapher out there which just spits out a list of recipe names

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You get recipe names, machine names, resource names, all spelled out. Often there's icons too. Great! Have both. But having no labels (apart from numbers, sure) is a total barrier

frosty owl
# dusky dust A graphing format which imposes those kinds of restrictions is manifestly worse ...

I understand that. I just don't find that to be a wall high enough to think of it as something inaccessible to the average user.
I remember when I was scratching my head about what all those names with little variations meant back when I didn't have all names memorized and was familiar with SFTools, but I also didn't make a fuss about wanting icons so I could easily understand what items each name is referring to.
For clarity, I'm not trying to say Modeler is perfect for sharing... Just that it's "fine" πŸ€·β€β™‚οΈ most should understand easily, some not.

dusky dust
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Anyway, yeah, sleeptimes for me; sorry for getting overly loquatious about this; obviously I feel strongly about it. :)

frosty owl
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It's fine. It's always a pleasure to debate you as you don't easily slip into rudeness ^^

frosty owl
low spruce
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sorry to interrupt but while you're debating about how modeler graphs suck to read, here's my modeler graph. is it stupid to repeatedly recycle if the crude oil usage is less by the end by a large margin? πŸ˜… i feel like i slipped into a rabbit hole

vapid gorge
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sa yyou want to make 600 rubber pm from the loop

you know you need to feed 300 plastic into the last step right?
and the step before that 150 rubber. Ect

frosty owl
vapid gorge
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for example it's very easy to work backwards here and sort out how big each step you want ot have is

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I would also dedicate fuel producers for each section rather than branch it to multiple manifolds

low spruce
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ah okay thank you both so much. this turns 500 extra steps and a ton of headache into this small block for all the plastic and rubber I need.

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not sure if i shuold have residual rubber too but it is still a lot better I think

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modeler freaks out if i split my polymer resin into 2 different lines

upbeat turtle
low spruce
frosty owl
low spruce
trim kernel
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any suggestion what can i do with 480steel ingots/1m as a first "big factory" i am at phase 3

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will producing 60 steel beams and 160 steel pipes will be a good idea?

deft lichen
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get the encased industrial pipe alt, then make just 30 beams and invest the rest into pipes

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most of your steel will end up being eaten by encased industrial beams

trim kernel
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this one?

wind spade
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don't try to guess what you'll need in the future, build what you need now

trim kernel
wind spade
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well if you want to make something for storage, do that - but that falls under "build what you need now"

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my point is to not try to make things for "future factories"

trim kernel
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k

slender merlin
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Is it possible to have a priority merger below ground ? should I just put down the middle pipe a bit down, then add vertical merger and bring the additional water here ?

vapid gorge
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sure but bottom feeding can easily cause issues

vapid gorge
slender merlin
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I see, what if I set my water extractor to only bring the difference with what I already produce ? then I don't need priority merger ?

wind spade
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hence why we recommend separating the productions

slender merlin
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so the recommendation is to not recycle water back in alu prod but somewhere else ?

wind spade
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the recommendation is to recycle water, but in a separate setup

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every refinery runs either on fresh water or byproduct water, but never both

slender merlin
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oh okay I see. watched 3-4 videos on alu prod on youtube, none is recommending that X) but I trust more the discord hehe

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thx

wind spade
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yeah don't trust youtube

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50% of the videos are straight up wrong, 40% are questionable and remaining 10% may be right or right but outdated

slender merlin
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will keep that in mind now

crimson moat
# slender merlin will keep that in mind now

this is the best alu vid on youtube https://www.youtube.com/watch?v=ZwO-F82sYE4

we know more about how and why stuff works now, though

From trivial to sophisticated, here are four different methods for recycling byproduct water in Satisfactory.

For completeness sake, I will say that there is a fifth method: Send the byproduct water to a different production building (e.g. a refinery on Wet Concrete or a coal generator). I did not include this in the video because I wanted a so...

β–Ά Play video
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for example: due to a bug which sets junction connections to the wrong height when they're not horizontal, liquid VIP junction works in 2 out of 4 possible orientations. The other 2 don't work (as found in the video). Literally, rotating the junction 90 degrees massively changes how it works.

Without the bug, it shouldn't work at all.

vapid gorge
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Way too many people came in here after the video was posted with busted systems that weren’t working even though they were replicated right

unique cypress
trim kernel
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guys as far as remember there was glass foundation in this game but i cannot find it, where was it, or i am just tweaking and it was never there

slender merlin
vapid gorge
vapid gorge
trim kernel
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where should it be

vapid gorge
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I believe you have to unlock silica

trim kernel
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i have

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literally just setted a production of it

vapid gorge
trim kernel
vapid gorge
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maybe you already bought it ? or haven't unlocked the parts you need

trim kernel
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i have not

trim kernel
spare kernel
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Is there a way to refuel an drone not at his home station? For example I have an centralized station where all drones unload their cargo, is it possible to refuel all drones there, so i dont have to ship fuel to every drone collection outpost

trim kernel
limpid vapor
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If you mean glass frame foundation

trim kernel
unique cypress
ripe wing
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uh can someone help me im bad with these maths

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i got 194.445 rocket fuel in one pipe going into 40 fuel burners

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so 194.445/40 is 4.861125

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thats how much each one should burn but i could just OC some fuel burners harder

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so i dont use 40 shards

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but idk how to calculate how many and how much do i OC

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follow me

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so if i do
194.445/4.167

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my fuel per fuel burned i get 46.663

trim kernel
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😎

ripe wing
vapid gorge
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you could just over clock a few gens higher than others so you don't need 40 shards

ripe wing
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but my brain farts

ripe wing
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but my brain farts and i cant calc thatg

vapid gorge
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what's the burn per min for rocket fuel?

ripe wing
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4.167

vapid gorge
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ok so you just need 4666.5% clocking spread across 40 gens

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you could do that with 14 shards

ripe wing
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so rn i got 4000 yeah

vapid gorge
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since you need 666.5% clocking

ripe wing
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okay so thats how i do it

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calculating in clocking % is easier

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so i got 6 at 200% and one at 166.5%

vapid gorge
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sure

ripe wing
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alright thank you so much

wind spade
unique cypress
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So if you want to fit within 40 it's for example 35 at 100% and 5 at 233.3333%

ripe wing
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isnt it the same thing

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as 6 at 200 and 1 at 166.665

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i get 666.665% either way

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but 233.3333 is easier to set

old zephyr
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is there an amount of trains on one track that becomes too much? e.g. if I want to end up ultimately connecting all the tracks in my world to allow trains to do whatever they need whenever, will it hamper throughput in any items? (or can I just eliminate this by generally bringing in more resources needed by the factory and using a buffer w/ overflow protection

ripe wing
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bringing more with buffer is the move i think

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but u can even have 100 trains in one track

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if u do signalling right?

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someone confirm this

unique cypress
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The theoretical max is 4000 stacks/min, practically you should be able to reach 1-2k

slender merlin
unique cypress
slender merlin
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hmmm, don't understand from where the bottleneck comes πŸ™

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have 2 aluminum scrap refinery at 125%, one is working 100 % but the otherone around 90 %

unique cypress
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Are the machines consuming the alumina idling because of a lack of it?

slender merlin
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I think yes, the scrap and the water get out instantly and coal is full, so only alumina solution could be the problem

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the other machine with same settings works at 100 %

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this is the setup i run

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600 bauxites /m comes, 600 water from pumps, 300 from recylcing. water network is separated

trim kernel
slender merlin
trim kernel
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liquid capacity in this game is 50 so when liquid aluminium in output reaches something like 38-50 when your production is 12 it will stop until there will be less than 38 liquid aluminium

frosty owl
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TDLR: ~100k items/min (conservative estimate)

old zephyr
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thoughts on encased industrial pipe alt rec?

unique cypress
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cheaper than default

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plus with iron pipe you can skip steel entirely

slim gate
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so i've just been working in satisfactory modeler for the last hour putting together a flowchart for assembly director systems. after completing the flow for adaptive control units and then dragging around the machines into as neat of an order as i can, i'm realizing that when i go to build the supercomputers flow that i'll have overlap in things like smelters and whatever else supercomputers share with ACUs. My instinct was to build it and then drag the whole thing around, making it one big integrated blob, but i'm also thinking maybe it might be valid to just make it two separate assembly lines where the final two products merge into one manufacturer just like in the picture, just for ease of use with ingots running to constructors and their byproducts going to other constructors or assemblers, not having to worry about that spaghetti. advice?

old zephyr
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if you want to do that and are that worried about spaghetti + have the room, make a logistic floor either above it or below it all, have the inputs and outputs from each machine lifted down or up, then hide the spaghetti

slim gate
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less worried about aesthetics of spaghetti, more worried about trying to figure out where to place all these machines so that conveyors actually have a path to and from the various machinery instead of clipping all over the place

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which i guess means i am worried about aesthetics of spaghetti?

old zephyr
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yeah lol

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theyre going to clip unless you spend a meticolous amount of time organizing each belt

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which is still going to take up a ton of space

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I personally have all my machines (usually manifold though) on top, then all belts on a floor below

slim gate
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side note, sent the pic to my non satisfactory playing friend, and he was a little overwhelmed

old zephyr
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i keep the actual factory high up, the logistics one floor down, and then mega spaghetti on the ground hidden by walls

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yeah

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its overwhelming even when ur doing it

brisk smelt
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sftools is much better in this regard

slim gate
woven stirrup
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any reason why these items aren't going to storage? its a sushi belt

unique cypress
slim gate
# unique cypress none of the relevant alts are endgame alts

i mean i'm not saying that they are or aren't, i just haven't discovered what i haven't discovered. the point of my question was about layout, not recipes. i'm planning to build based on what i have because i'd like to build. if i wanted to play the rng lottery and spend a few hours of playtime exploring for other alts i'd do that. i likely will do that at some point in the future or in another playthrough and build this whole thing again. that's one of the huge upsides to this beautiful game. they gave it a lot of replayability by giving you ways to do the same thing you did before in a different way. there's no need for me to do the most optimal thing on the first try. i've never built these parts before.

I just immediately get frustrated when someone chimes in with their two cents about something that i didn't ask for.

plucky tusk
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Yeah just made the acus on site then pulled super computures from existing production

knotty hornet
woven stirrup
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i solved it, apparently if you connect the lifts directly to the storage it doesnt go in for some reason, had to put a belt. maybe a bug, idk

jovial wren
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I'm soon going to make a nuclear power plant for my phase 9 needs and i was wondering if there were any alternate recipes or steps i should take to utilise the tier 9 unlocks in this process

brisk urchin
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just so that you know, with uranium and plutonium you can get 1.19TW

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with all the good alternates

jovial wren
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i'm limiting myself with the amount of water i currently have on base. but if it turns out to be way too little then maybe i'll get some more

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I have 8 600 pipes

brisk urchin
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means 8 generators

unique cypress
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do not build a nuke plant in your base. do not even build it near your base

brisk urchin
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not much

jovial wren
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8 * 600

unique cypress
visual ocean
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if there is a wall above a drone port but they enter from the side, will they do it or just clip through?

unique cypress
brisk urchin
unique cypress
jovial wren
brisk urchin
unique cypress
jovial wren
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hm. i was hoping to have it be isolated in a corner but maybe that was too hopeful of me

jovial wren
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what purity is the uranium node on top of the tallest peak of the map

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i'll max out that one and use that for my limiting factor

unique cypress
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I mean radiation is mitigated with the hazmat suit, so you don't take damage, and the filters can be automated, but the sounds of the geiger counter are annoying. and you can't AFK for too long or you'll run out of filters and die

jovial wren
jovial wren
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i'll check the numbers tomorrow i guess. i just dont want to be making everything from scratch

unique cypress
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if my math is right

jovial wren
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okay thats peak !!!

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(im only at ~14gw barely and its really really hard)

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pretty much just scratching by with only coal, geysers and a very simple fuel setup that barely works hhh

frail sigil
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14000000 watts

unique cypress
low spruce
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do recycling plants take a while to get stable?

hoary oar
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depends how exactly its set up
also depends on, if you turn everything on at the same time or prefill some pipes

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but they should not take longer than a max of maybe 2-3 minutes? unless you got some stupidly long pipes/buffers attached

visual yarrow
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Okay. Leached Caterium versus Pure Caterium, pros and cons.

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...okay, con 1, I haven't actually unlocked Leached.

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Oh, I guess i'll throw Tempered in there as well. I forget that exists a lot.

visual yarrow
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Okay, Leached has been unlocked.

visual yarrow
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Here, i'll even do this since it happens to nicely fit all four recipes into the UI scroll menu.

viral sparrow
visual yarrow
viral sparrow
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i also forgot what it was so i asked who (i knew what it was but its so forgettable)

visual yarrow
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Anyways...

unique cypress
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is either of the tempered recipes ever worth using?

visual yarrow
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  • default has the worst ratio of ore to bars, but easily the simplest setup
  • pure is slow and requires more refineries than I care to build with, but has a good ratio
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Uhh... one of them I think is actually decent, but I never remember which.

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  • tempered has the same ratio of ore to bars as pure, but needs oil into petroleum coke. this, however, gives you far fewer total machines needed as well as most of them being foundries...
  • leached needs sulfur, which is always hard to gauge the precise value of, which does mean an extra processing step, but it has the best ratio. i think it's also total fewer machines than pure to process the same amount of ore
hoary oar
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i used tempered caterium in my swamp complex because i had enough oil from the well left over after doing all the aluminum stuff, to do 1200 caterium
but i probably would not use it if i didnt already have some leftover oil

visual yarrow
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Unfortunately, I don't really... have any clue how much caterium I need. Or frankly, have, given that I haven't even decided on what node(s) to grab.

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But the next project is gonna be computers, and that's going to need caterium in some way, no matter how I approach it.

hoary oar
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if you use fused quickwire whenever possible you don't need all that much tbh

visual yarrow
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hmm. thinking about it, leached needs 5 parts sulfur for every 9 caterium ore, which is a non-negligible amount, especially since I plan on using instant scrap for bauxite

unique cypress
visual yarrow
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You don't need that much unless you need a lot.

unique cypress
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I'll need 37k/min for my planned nuke plant jace_smile

visual yarrow
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You know... all things considered, i'm actually kinda leaning towards Tempered?

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It fits the circumstances i'm in.

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Which is to say

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Okay, and then 30 units of crude oil will make enough petroleum coke to process 360 caterium ore into 180 bars. Per minute, at base clock speeds, using a total of two refineries (not counting resin byproduct) and eight foundries.

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That means... one impure oil node can process 1,800 caterium ore.

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That's actually not bad at all.

brisk urchin
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i personaly find the pure recepies more balanced

visual yarrow
brisk urchin
visual yarrow
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...Isn't there a caterium node over here somewhere? Or is it just outside of my radar coverage?

brisk urchin
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but ever since ive built a mega iron smelter with leached ingot ive reconsidered the recepies DRASTICALY

visual yarrow
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Mostly, i'm just not a fan of building 7500% clock speed worth of refineries.

hoary oar
brisk urchin
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because i wasted so much sulfur, coal, sam and a litle limestone just so that the ore to ingot multiplyer is 2,5x instead of like 2,4x

visual yarrow
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Right here.

hoary oar
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and as previously mentioned
this oil well is exactly enough to process all 3000 bauxite in the swamp + 1200 caterium

visual yarrow
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...Wait, I actually had that screen capture of unrevealed territory dead-on to the location. Nice.

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Hmm. As much as it usually tends to be something I do to procrastinate while actually still accomplishing something, I think this might be a good time to expand the rail network down towards the swamp.

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I'm sort of using a "rail grid" approach, primarily because that bit of rail that goes directly through the spire coast looks gorgeous, but also because it makes track-side stations more feasible if I plan ahead for the train direction.

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IE, I have a train going around this loop counter-clockwise, and thus all of the relevant stations are on the outside track.

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...Wait, was that on THIS save? Hahaha.

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I am totally getting distracted, but this foundation here was the result of attempting to prevent an explorer I accidentally drove off a cliff from needing to be deconstructed.

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I did succeed, for the record. Anyways.

brisk urchin
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lol

visual yarrow
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Once I have some more rails in place, and probably fix that missing radar coverage, I can see what caterium nodes will be the simplest to grab.

brisk urchin
visual yarrow
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Wait, aren't there supposed to be something like 111 sloops in the world?

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Or at least, a number between 110 and 119.

hoary oar
visual yarrow
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That's... very strange.

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OH.

hoary oar
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they changed it with 1.0

visual yarrow
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Okay, I know why now.

hoary oar
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and also 3 of them are used in the MAM, so your total that you can use if you unlock everything is 103

visual yarrow
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I'm not entirely sure why accidentally loading the save in pre 1.0 created seven more sloops I had supposedly found.

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Hrm. You know what would be a really useful feature for this map that would probably also be a pain in the ass to implement? Being able to check the precise altitude of terrain from the map itself.

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You can at the very least go to that location physically, place something, and then check the altitude of that, but it's a bit of extra work.

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Well, time to use my personal use train that is extremely well designed to head to the end of the line and then make the end of the line further away than it's current location.

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...Okay, I did not copy paste the image when I thought I had.

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There we go.

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OPTIMAL

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And, of course, the nice thing is that this isn't in the way of anything because I am so terrible at actually using the silly amount of railway I build.

unique cypress
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That one sloop gives you like 150 GW extra on a max power build, too jace_smile

hoary oar
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thats why i said if you unlock everything

balmy sandal
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So I've decided to build my first ever nuclear power plant. Should I try and work this out myself or is there a good basics tutorial out there. because NGL I put 1 Plutonium full rod into SCIM and the resulting graph made me wanna cry (this is how I usually start learning a production process)

hoary oar
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nuclear is definitely not an easy thing to get a grasp on
i would start by just doing uranium, forget about the waste, just get that sorted. see how much you wanna make, what it needs and all that
after that you can worry about plutonium, and then depending on if the plutonium effort is to much or to little you can scale the uranium up or down.
and if you want you can do the same thing with ficsonium

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also i recommend using satisfactorytools over SCIM
only downside there is that you have to manually put in the uranium and plutonium waste if you want everything in 1 graph, but thats no big deal
its overall much easier to work with tho

balmy sandal
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Well I've just about got Ficsonium unlocked Which is what made me turn my attention there (that and I'm just about at my power grid max)

hoary oar
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and something really helpful to do is to put certain items as inputs, not just leaving every single production step in
this way its much more readable, and easier to get your head around, than if you see that you need 50 different production steps

balmy sandal
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Yeah I put plutonium in and it says it cant calculate it. I'm assuming because it won't put in the power plants for the waste?

hoary oar
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yeah, you need to put in the uranium waste as an input

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like this

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and you can use this for calculating exactly how much waste you're going to be producing

balmy sandal
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Cool I'll mess around with that. I've got a vauge Idea of making an upside down pyramid and having max uranium ones on the top and filtering down to however many ficsonium at the bottom. to help my sanity I'm only really going to look at this one step at a time. I just wanted to see what I was getting into

hoary oar
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ficsonium is gonna be limited by SAM, unfortunately you can't max uranium while also converting everything in to ficsonium
but you can sink plutonium rods, so can still use all the uranium that way

balmy sandal
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Yeah some of the Plutonium rods are going to drones and some are getting sunk. I also am not like map maxing the uranium just maxing a single node (currently limited by MK5 belts)

hoary oar
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there's no pure uranium nodes, so mk5 belts are plenty

balmy sandal
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OH yeah! I forgot! Nice! also I just unlocked MK6 I forgot that was with the Fisconium. I probably need some sleep

normal latch
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how come the satisfactory tools website says version 1.0

brisk smelt
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why not

unique cypress
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It's missing the new buildables from the codex but that's it

queen slate
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Could be 0.8 too, but some recipes were changed in 1.0, and there's also new stuff too.

vapid gorge
visual yarrow
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To the untrained eye, this image may suggest that I have some semblance of an idea of what I am doing. But in fact, I have absolutely no fucking idea what I am doing.

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I do know what I want to do. Whether or not this.... whatever it is, will bring me closer to that? That is still hard to say.

visual yarrow
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How many digits of Ο€ would y'all recommend for precision when calculating circles ingame for the purpose of rails?

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Also, when people talk about a quantity of the number of digits of Ο€, do they include the 3? That isn't important. I'm just going to use 3.14159 because I sound like a crazy person right now.

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Did you guys know that calculating the length of a curve is really fucking complicated???

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distant sounds of manic laughter

#

Okay, the end result hasn't changed in the past fifteen digits, so I probably don't need to add any more

#

...Wait, I need to use 32 as the radius, since I need the centerpoint between two track lengths.

#

Alright... that's probably justifiable to round to 50m given the actual amount of precision needed, and also the fact that it's a pain to nudge things in increments that aren't multiples of 0.5m.

#

Okay I had the circle off by a foundation so we're working with this now. That's a quarter of the length, and i'm using... uhh... 9/16ths of a circle?

#

No, cause this is two quarters and and eighth... this is the simplest part of the math, why is it giving me the most trouble. 5/8ths?

#

So 157m for...

#

The length of track (calculated from the centerpoint of the two tracks) here...

#

That does not have the pillar perfectly in the middle but i'll just add some support beams to fix that.

#

OKAY IT TURNS OUT I NEEDED TO USE 9/16ths ANYWAYS BECAUSE OF THE DIRECTION OF THE TRACK AHAHAHAHAHA

#

Fittingly, this is now teardrop shaped.

#

For the sake of my sanity, I am going to round this to a final value of 300m of track. Now to find a vertical distance that gives me a whole divisor...

#

...while also having enough clearance to go under the original rail.

#

10m should be perfect. I think.

#

So that means... I can get the slope I need with a diagonal beam that's 30m across and 1m up.

upbeat turtle
#

what recipe is the best for dark matter crystals i need them for singularity cells

visual yarrow
#

Essentially... let me get a visual aid.

#

So because a time crystal is two diamonds, dark matter crystal and dark matter trap are identical in terms of how much of those they consume- you're adding the time crystal step in order to get more dark matter crystals out of your residue.

#

Dark matter crystallization is essentially the inverse: it frees up the need for a solid input, but you get half as many dark matter crystals from your residue as you would with the default.

#

So what you want to do is figure out how much dark matter residue you will be producing, and then either:

  • use only dark matter trap and have an excess of dark matter crystals that you can just sink, or use for other things, at the cost of needing more time crystals
  • figure out a ratio of recipes that produce exactly the amount of dark matter crystals you need
upbeat turtle
#

ohh ok i think i get it now thanks for the help

visual yarrow
#

As a side note, since singularity cells don't use the quantum encoder, you will need to either use the excess dark matter from a quantum encoder production chain, or use SAM to make residue. If you do make residue from SAM, I would recommend using dark matter trap, due to how costly it can be to make DMR from SAM.

#

Anyways, back to going insane. Actually, I wonder if I can blueprint the angle I need, since it would fit into a blueprint designer? That might actually be a really good idea.

#

All of that for this....

#

...and all of this can bloom into this.

visual yarrow
#

Does anyone know if the snapping that signals have when ctrl-placing them onto an existing length of track has any... consistent variables that can be used for clever track shenigans?

#

Such as splitting a bit of track in the precise center?

spiral hornet
#

in the satisfactory calculator website how do i change the intermedieat products to alternate recipes? For example i want to use cast screws

vapid gorge
visual yarrow
random creek
#

I was hoping drones would be enough to transport 480 sulfur a minute from remote sulfur nodes. Boy was i wrong

#

Or at least the 3 drones i currently have isn't enough so i guess i need to make a dedicated platform with like 8 or something

visual yarrow
visual yarrow
vapid gorge
#

2 really aught to be enough be enough honestly

visual yarrow
vapid gorge
#

2 ports from the other side of the map should be enough for 480 ppm

visual yarrow
#

Drone speed shouldn't affect that, right?

vapid gorge
#

drone speed probably does
these graphs were done before drone speed though so we don't know if the top speed is normal speed or faster than when the graphs were made

visual yarrow
#

I am pretty sure that the "baseline" speed became the lowest speed, but either way. Sulfur is 100 stack size, so... uhh

#

I think it really depends on how the drones themselves are assigned.

vapid gorge
#

the left image is for single drone

and if base speed is slowest then you should be able to do more pm than the graphf

#

the graphs go to 15km but the map isn't that big even corner to corner

visual yarrow
vapid gorge
#

about 9km corner to corner

#

but that's an extreme distance the vast majority of people won't be doing

visual yarrow
#

Yeah, I think even in the most distant cases, this is going to be an issue with the drone's route assignment. Or something like a misplaced belt, or the usual.

vapid gorge
#

they generally aren't that wiggly

visual yarrow
vapid gorge
#

the flight paths.

#

they go around terrain to it won't generally be a straight line, but I doubt it increases the flight distance much

visual yarrow
#

I still don't understand. I'm not talking about flight paths.

vapid gorge
#

oh what were you talking about then?

visual yarrow
#

Something I have a hard time putting into words, so bear with me for a moment.

#

So the most basic drone setup is two ports, one drone. Arguably, the second most basic is just adding a second drone to that second port.

#

But they mentioned they had three drones, which suggests that there are either three ports, two of which is a point to point transfer with two drones assigned to the same route, and the third of which is an extra drone delivering to the same destination, or some other configuration, like an empty dropoff port and three drone ports supplying to it.

#

I don't know if this has changed in 1.1's drone improvements since I haven't done this, but a setup like what I mentioned above would create possible delays while drones wait to dock.

vapid gorge
#

it should over flow though.
if it's 2 ports to 1 port with 3 drones it could be a bit awkward

#

depending on the distance

visual yarrow
#

'Cause with three drones, you end up with the potential case of two drones dropping off full cargo, and then the third not being able to fully unload.

#

Granted, that shouldn't happen, with full belt speed. But... well, honestly, the tl;dr is that we need more information.

vapid gorge
#

it should even out over time. But would really need more info on the set up

visual yarrow
#

I'm also sort of confused at what they meant by setting up eight ports, given that if they have three drones right now, that suggests three destinations... but that'd lead me to think aiming for six ports, to pair them up?

#

I'm overthinking this to a degree that is just plain silly, honestly.

vapid gorge
#

probably πŸ™‚

visual yarrow
#

I do know that I have a single drone transporting 120 modular frames/m across the distance marked by the red line, without issue...

#

Oh, you know? I hadn't even considered this, but do drones that are landing at ports that are too close to tall structures still do that thing where they fly to a point very high above the port and descend?

#

If they do, that in particular can compound the issues that multiple drones servicing the same ports can experience.

vapid gorge
#

all I know is that their land and dtake off animation takes nearly a minute all up πŸ™‚

visual yarrow
#

oh my god, this is just gross. the fact that it is technically an option makes me feel uncomfortable

#

Yeah, no. We are not doing this.

still blade
#

So I’m currently thinking of setting up a β€œmega” base (tho not rly it’s just items up to tier 6) and I have everything except for oil where I want to set it up. My question is why shouldn’t I use fluid trains? I feel like it’d be more comfortable to have the processing on-site and idk if I can rely on sending packaged oil rather than sending it raw on fluid train cars, but I also heard that fluid trains are bad

vapid gorge
#

fluid trains are fine. and it depends what you're doing and how you like things

#

for example, if you're doing the recycle loop, you get 3 pluber per oil, so it's technically expanding to transport later

#

but also it's a giant process that might just make it much easier to have at another location away from your big hub

visual yarrow
#

Yeaaah, i'm thinking i'll work with something like this...

still blade
#

Interesting. What im trying to do is produce the base most items a raw resource can make (iron into ingots, limestone into concrete, etc) so I might have two recycle loops for plastic and rubber

visual yarrow
#

Fluid trains aren't bad. The only time they're worse than regular trains is when deal with gases.

#

Some people just don't like using them.

still blade
#

That way, if I need to make a new production line in the hub, I can just go to, say, the copper ingot line and belt some of it to the new line

visual yarrow
#

How large of a scale are you aiming for?

still blade
visual yarrow
vapid gorge
#

sure.
honestly all I do is dedicate 1 -2 normal nodes per basic items and squish it all together to go up the tiers

to hell with efficiency

still blade
visual yarrow
#

So you can fit more packaged gases onto a wagon than unpackaged.

visual yarrow
still blade
#

As many as the Blue Crater can make, really. If I have to, I’ll either OC some of the miners or take from other nodes

visual yarrow
#

You may want to consider, in certain cases, transporting partially-processed parts that take up less room.

#

Like... here's an example I just happened to have open on my other monitor.

#

The best advice I can give for something like what you're planning is to consider stuff like the above when planning your trains.

#

Here's another really good example, that is currently causing me issues with my plans, lol.

#

That's... I believe, 75% more items produced than the input?

#

Well, okay, that's technically just the quartz.

crimson moat
#

Yeah, aim to transport the smallest steps in general. Some are 400%+ more output than input.

visual yarrow
#

(The problem in my case is that the other ingredients happen to be located next to the quartz already, and it's kind of an awkward place for train stations...)

#

The other issue is that I feel like I need to make 50% more nitric acid than I actually need, because otherwise the machine and input ratios are weird. Sigh.

#

Buuuut I could really use a bulk supply of both quartz crystals and silica. And thus I am now sitting here spending too much time making a train curve. Such is life.

crimson moat
#

or OC

#

to 5:20 or 10:20

visual yarrow
#

It just hits that damn repeating 3 situation that makes my soul hurt.

crimson moat
#

yeah, underclock 6.667 to 10 and 3.333 to 4 or 5

visual yarrow
#

It's just those repeating numbers in general. They don't quite work 100% perfectly because of I think floating point errors? So I try to avoid them. It's really not a big issue at all, it just bothers me enough.

crimson moat
#

They do, and that stuff is all integer. Iron plate constructor makes 1 plate per 3 sec.

visual yarrow
#

But honestly I think I also ended up deciding that, because I had 1200 nitrogen gas left at this resource well anyways, there was an amount of sense to be made to just making the rest into acid anyways.

crimson moat
#

it is just more resources used and more trouble to package and sink it

visual yarrow
#

That is true, but my intent was to use it for something, not just sink it.

#

Most likely fused modular frames.

crimson moat
#

in that case, i would say that the future production would probably be more wonky than this one due to having an arbitrary quantity of premade acid added

visual yarrow
#

...Though exactly 100 acid would probably increase the wonk.

#

Nope, actually... This is 4 blenders at 104.175%

#

So that falls within the decimal place limit.

#

Granted, it does sort of create a chicken and egg situation with the aluminum wanting the silica from the quartz purification, and aluminum also being needed to sink nitric acid as a stopgap, buuut..

#

Eh, i'll figure something out, but later.

#

If anything, the issue is moreso that I actually probably want more fused modular frames than this, lol.

crimson moat
#

the whole decimal place thing isn't an issue though unless you want your machines to never idle for even 1 cycle

visual yarrow
#

But I should be more clear, and state that I was always intending to make fused modular frames with nitric acid anyways, so making the extra nitric acid was a logical plan for me that I hadn't fully... finished planning out?

#

I love heat fused frames, honstly.

#

...Which, in hindsight, is because it gave me a reason to make nitric acid pre-1.0 adding a bunch more, so maybe I just... like making nitric acid.

#

Yeah, I think I just like making acid and packaging it and then running it on belts where I can see my packaged acid and appreciate it.

#

Hell, I look for excuses to package alumina solution sometimes, purely because it has kind of a neat model you almost never see.

wind spade
visual yarrow
#

But thankfully I successfully accounted for that possibility by making that statement with a question mark. B)

slate river
visual yarrow
slate river
orchid brook
#

anyone help me i have 4x 150 belts i wanna make it into 3 equal belts i only have MK3 belts

deft lichen
#

split 1 belt in 3, merge into each of the other 3

wind spade
deft lichen
#

yeah you may end up in situations where it's not this straightforward

orchid brook
#

i dont care about production rate so ya

#

just wanted to know if its like ezy if itsn not then ya just mainfold everything

deft lichen
#

manifolds are the solution in 95% of cases

wind spade
#

and clock speed in remaining 5%

orchid brook
#

lol

slate river
#

how many water pumps can fit 10 coal power plants

#

or like whats the math on coal power plants

#

I mainly want to know this because I kinda just threw this together without any knowledge on what to do

vapid gorge
#

Don’t calculate by buildings

deft lichen
deft lichen
#

interact with a pipe to see how much it can transport per min

#

same goes for the water extractor and coal generator, both list how much they produce and consume per minute

#

don't confuse this with the amount of fluid in the building, it explicitly says how much per minute it is

slate river
#

so thats where I went wrong

deft lichen
#

this applies to pretty much everything in the game

#

!wikisearch tutorial:production+line

brisk shoreBOT
slate river
#

it only gets harder from here then huh

deft lichen
#

yes and no? it follows the same principles

#

see the diagram above (not your exact case but useful regardless)

vapid gorge
slate river
#

OH I understand ther mining and stuuff perfectly

#

I just use that principal for water but its just a little bit more complicated?

deft lichen
#

fluids are just like items, you just have less control over where they go

#

belts have splitters and mergers and go in one direction, pipes allow flow both ways

slate river
#

ah right

#

Thanks

frigid maple
#

Im building an oil power plant and i sill didnt use mk2 pipes

#

Why do people use them?

#

300/min is plenty

wind spade
#

people use them when they need to get 600/min out of oil node

fallow siren
#

i just use fastest belt/pipe when i unlock them

#

avoid silly mistake by having lower belt tier in your production

crimson moat
#

Junctions split basically 50/50.

#

in this case though just make a group of extractors for every pipe that you want, merge those to make that 1 pipe, don't merge between groups.

vapid gorge
#

doing merge splits can be wonky. I'd just pipe it in 300 groups

#

you're having to do 2 pipes anyway

normal latch
#

has anyone made a hyper efficient factory? like perfect underclocking for power efficiency, using 100% of resource nodes on map, etc?

unique cypress
#

no computer would be able to handle that

#

especially because max efficiency would also include max power efficiency, which means every machine at 1% clock speed

frigid maple
#

So i dont use mk4 belts

#

.. and also i didnt reach the point of needing 480/min

fallow siren
#

i made 20/min of encased beam in phase 2 so i have enough to spam in phase 3

agile junco
#

Well I have no idea how I'm going to do it yet, but here's the BOM:

ripe wing
#

what alts besides steel screws i could use here?

#

for fused modular frame

unique cypress
ripe wing
#

why

#

i would need 25 constructors otherwise

#

for screws

unique cypress
#

using screws to make frames, at any stage, is expensive

#

do not use any screws

ripe wing
#

so i should use an alt to not use screws

unique cypress
ripe wing
#

ok i actually have most alts

#

i dont have wet concrete

#

and i dont have pure iron ingot

orchid brook
#

well why the hell did noone tell me i can have 72 THOUSAND MW with only 300 oil

#

i thought fule sucked

unique cypress
orchid brook
#

like i watched the game most of the time and all of the YTers i watched used nucleur and skipped fuel like made a small plant to power there bigger plant but now i have the game and dude omg idid some math and its insain

unique cypress
#

even before 1.0, fuel was good

#

1.0 cranked it to 11

#

not only the generators were buffed, but rocket fuel was added too

orchid brook
#

i mostly watch kibitz and he makes a turbofule plant in every single world he made and then straight to nuclers

#

even in his 1.0 world

unique cypress
#

that's insane behaviour too lmao. turbofuel is far from the best choice

fallow siren
#

rocket fuel is insanely cheap for massive boost of power

orchid brook
#

and tbh i think i am just make a but crap ton of rocket fuel and skip nuclier

random creek
#

"how much iron do you want?"
"Yes"

#

eventually this will make 20k once i unlock mk6 belts

indigo sinew
#

will 60gw get me through a playthrough?

unique cypress
indigo sinew
vapid gorge
indigo sinew
orchid brook
#

ok here me out is it a bad idea to use most if not all the sulpher in the wolrd for rocket fule and just skipping nuclear

#

that alone needs a power plant

unique cypress
unique cypress
indigo sinew
orchid brook
indigo sinew
#

I am just gonna do 60gw from fuel generators

#

It has a very simple recipe

grizzled grove
#

So train’s get kinda large you know

44 length train

still blade
#

so im down to the 2 last depot upgrades, and idk whether to pick stack size or upload speed

unique cypress
orchid brook
#

like if something goes wrong i aint that good at troubleshooting

#

especialy at something this complex

unique cypress
indigo sinew
brisk smelt
#

lasso the pipes and fill them and try again or stop the first ones for a while

balmy sandal
#

one sec I have an idea just gotta draw it out

#

First are any of your coal gens overclocked?

#

okay math-wise you want three water extractors for every four power plants all 100% (some people use 1 WE for two instead and underclock to 75% I think) Pipe wise you want to run one pipe for every three extractors then connect it to the coal gens. This is a diagram of how I pipe them up. Also I find it helpful to first pipe the water higher than the gens (even a few meters is good) As it will fill the bottom stuff first.

swift rose
#

How wonky would y'all say are the fluid physics still? Like if I have an Mk.2 pump on a pipe and have it ascending only very slowly does it still give 50m headlift? Or if I place it on a horizontal pipe and only have the vertical section start about 100m after the pump

oblique hollow
#

pump is still reliable

#

the head lift part was always the most "trustable" part.
just stay within safe limits

#

dont try to squeeze out those extra 5m safety net from pumps

swift rose
#

Ah

#

Which parts about pipes were the not so reliable ones?

oblique hollow
#

head lift still gets applied after a 100m horizontal pipe just fine.
the most unreliable part happens near the flow rate limits of mk 2 pipes for a bunch of reasons. Both when trying to merge machines into a full mk2 and when splitting it up
you are always best off using mk 1 pipes for anything up to 300/min

#

and for mk 2, having two mk 1 pipes merge into a mk 2 or splitting a mk 2 into two mks 1 pipes is the most reliable way to work with it.

swift rose
#

Aight, because I'm making a 41GW fuel and turbofuel hybrid powerplant so I'd like to avoid as many potential flow issues as I can during the building stage

oblique hollow
swift rose
oblique hollow
#

ive only started trusting mk 2 at max flow again fully after having used them with tweaked gravity and density

#

technically right now anyone could turn on cheats and use console commands to emulate that

swift rose
#

Aight, thanks then

jaunty dust
#

All of phase 5 in the modeler πŸ˜„

crimson moat
# unique cypress no computer would be able to handle that

I'm fairly confident that they can handle it with a partcount optimised build and e.g. overclocking.

At 1% clock, most likely there are unworkable game stability and performance problems because you need up to 250x as many machines and supporting parts such as power lines and belts which makes it a few magnitudes more CPU/RAM intensive.

#

I'm starting to think that finishing my build with 32GB of RAM could be difficult πŸ˜›

#

but the framerate remains quite solid

#

It's in dire need of something like a modded 32x32 meter foundation, because the game does not like it when you place 1 million (literally) foundations to build those kinds of factories on. Having 16-64x larger foundations would be much easier computationally and for memory footprint/access

#

if there's a mod for that already, dm me

hoary oar
#

if you wanna use all resources + be as power efficient as possible you would be having to place multiple millions of machines.
the game/engine will fall apart long long before you reach that

crimson moat
#

so yes, 1.7 million machines at 1% clock, but it's the 1% clock part which makes it insane

#

not the resource amount

#

you can spend all resources and still have 120fps before framegen

unique cypress
#

How many machines does max sink points use?

supple gazelle
#

Even the 100% clock rate plan (with 27,526 machines) is beyond what my computer can handle, or more specifically building half of it lowers my frame rate too much to where I need to compromise visual quality to continue having fun

#

1% is 2,893,776 machines, 250% is 12,111 machines.

toxic current
#

any tips before i start my 1 tw nuclear plant?

unique cypress
supple gazelle
unique cypress
#

Don't turn on the uranium until you can deal with the waste

toxic current
supple gazelle
#

really? Why’s that? It gets produced really slowly, so seeing any build issues can take a long time, and not time you generally wanna spend sitting watching a radioactive belt

unique cypress
unique cypress
#

Uranium is one train/a few drones away

crimson moat
toxic current
#

ok

toxic current
unique cypress
supple gazelle
toxic current
#

i did wanna use fixinium and plutonuim but i dont wanna

supple gazelle
#

No matter where I am on the map

toxic current
#

extra work when i can just use uranium

unique cypress
supple gazelle
crimson moat
unique cypress
toxic current
unique cypress
toxic current
#

either way i dont wanna use converters so im not gonna do this anyway

#

sf tools says i need to use ALL the bauxite in my world, and im good

unique cypress
#

630 GW is the max from 2100 uranium
Which is what can be found on the map

toxic current
#

perfect

#

630 gw it is

unique cypress
#

If you're sinking Plutonium, make sure you don't make any more than absolutely necessary

toxic current
#

y

unique cypress
#

Because that's just gonna be a waste of resources

toxic current
#

ok

#

the max uranium is 2100 yea?

crimson moat
#

ye

toxic current
#

lmao thats like 20 fuel rods a min

#

@unique cypress u lier

crimson moat
#

I'd recommend building larger so that your plant is capable of processing radioactive materials faster than they can come in

crimson moat
#

you're using multiple wrong recipies

toxic current
#

oh?

fallow siren
#

are you using fused uranium cell alt?

toxic current
#

idk

crimson moat
#

50.4, sorry

unique cypress
crimson moat
#

beat ya πŸ˜„

toxic current
#

i was gonna do 50

unique cypress
toxic current
#

what alts do yall recomend?

crimson moat
toxic current
crimson moat
#

we must have been very close πŸ˜„ get outpinged

fallow siren
#

@toxic current

toxic current
#

ty

#

thats it?

#

i mean any other alts

unique cypress
toxic current
#

just to use less stuff

unique cypress
#

Just use SFTools and enable all of them

#

Just disable SAM

toxic current
#

does it only use the best ones?

unique cypress
#

The most resource efficient

crimson moat
toxic current
#

?

#

dw i made it myself

unique cypress
toxic current
#

wait its using 19 smelters idk if i can do this

crimson moat
toxic current
#

AND 19 FOUNDRYS? damn this is impossible

unique cypress
toxic current
#

i was uh gonna do 50 uranium rods

crimson moat
unique cypress
#

No, it just used instant plut cell

crimson moat
#

my plans are based around 64/63 overprovisioning so that they can deal with any waste or radioactive material buildup, so i have the uranium for 12.6 but the machines for 12.8

crimson moat
unique cypress
#

I always search for "nium" and untick the 3 waste processing alts

toxic current
#

my specialty is oil idk if i can do ts

crimson moat
unique cypress
toxic current
#

i enjoy making quick wire i lowkey like that

crimson moat
#

Yeah i've already built those parts πŸ˜›

unique cypress
#

They must've changed some recipes in 1.0, because last time I built that, I needed 14000

crimson moat
toxic current
#

litterly not possible

crimson moat
#

another cursed part (but of ficsonium)

toxic current
#

i would have a heart attack

unique cypress
#

@toxic current I would not use the plan Aeryn sent without modifications. SFTools does some weird shit sometimes to save resources. Like this:

toxic current
#

dw i wasnt gonna

unique cypress
#

Like I would not want to deal with 3 different sources of silica

toxic current
#

not cuz of Aeryn just cuz i wasnt gonna do ts for a while

crimson moat
#

because i had spare quartz and not going for 100% efficiency of 100% of resources

#

just a baseline, you need to take a long time to research and try alternate options etc with the whole context of your world in mind

toxic current
#

i AM gonna automate nuke nobelisks tho

unique cypress
toxic current
#

lol

tranquil phoenix
#

any know off the top of their head what the max clock speed water burn rate is for ficsonuim fuel rod before i build this plant and place these pipes

crimson moat
toxic current
#

shes lying its 1200

#

nvm

tranquil phoenix
#

about to say XD

toxic current
#

man i was thinking about using geysers, but its not static power, and you wouldent be able to tell if your actual plant was broken cuz its diffrent all the time, and you could only ever rely on the lowest number it can make, stupid idea, who uses those

tranquil phoenix
#

water pump to the right of me water pumps to the left of me here stuck in on this plant alone

toxic current
#

im sorry 😭

tranquil phoenix
#

idk how much power im gonna be gettin i dont need it i only consume like 88k max at times

toxic current
#

600 mw?

tranquil phoenix
#

no water usage

toxic current
#

oh wait nvm

tranquil phoenix
#

i had planed to put 3 water pumps to a reactor for fully over clock but the pipes wont allow it even mk2 id need mk3

unique cypress
unique cypress
tranquil phoenix
unique cypress
#

1 reactor only pulls 600?

#

Why would you connect 900 to it

tranquil phoenix
#

yeah max for all like the said no matter the fuel rod

tranquil phoenix
unique cypress
#

It pulls 600. Connect 600 and it'll run fine

#

As long as you don't do stupid shit with the pipes, that is

crimson moat
#

no junctions πŸ˜›

tranquil phoenix
#

yeah mk2 should be fine id likke m3 but dont wanna go get a mod for it

unique cypress
#

Back when reactors pulled 300 water at 100% instead of 240, I had 5 extractors to 2 reactors and everything ran fine just fine

crimson moat
unique cypress
#

I had 200+ 600/min pipes and all worked perfectly

unique cypress
crimson moat
#

basically every way that you can break pipes involves junctions being used in a way that they don't tolerate

unique cypress
#

If it randomly worked without me knowing anything about pipes, it can't be that hard, can it?

crimson moat
unique cypress
#

Back then I thought that if a system that needed to handle 3200/min combined didn't work, it meant it needed more interconnecting pipes to balance out the flow

#

I don't remember if I ever managed to get it to work at 100%

hoary oar
#

as long as the pipes are relatively short and don't have a million junctions you can do more or less do whatever you want

crimson moat
hoary oar
#

i've gotten plenty of full mk2 pipes working just fine over my playtime

crimson moat
#

and there are plenty of ways to break them, even with 1 bad junction

hoary oar
#

and the only time i see issues is when there's more than a handful of junctions

crimson moat
#

whereas if you don't have a junction on the pipe, it's almost impossible to break

unique cypress
#

The only situations in which I have not managed to get 600 flow was on pipes with more than 10 junctions on the production side

crimson moat
#

If you make an end-input manifold it breaks at the first junction, even without triggering any of the junction bugs that are definitely bugs

hoary oar
#

funny you say that, my most annoying issue so far has been in my swamp, where i used to have 12 extractors filling 12 300 pipes, feeding 12 refineries at 300/min each
no junctions anywhere in the line, no other material issues.
yet somehow they still had issues, lol

unique cypress
crimson moat
hoary oar
#

zero valves
only like 20m headlift required, had a mk2 pump

#

the system is as simple as a pipe system can get, literally point A to point B with 1 pump

unique cypress
#

With 600/min pipes, it's the production side that's the problem

#

Or at least it has always been for me

hoary oar
#

its now fixed by just using mk2 instead of mk1, but legit no clue what the actual reason behind it was

crimson moat
#

I've many test setups where the production side is fine (with certain distribution it works 100% of the time) but with other distribution, like an end fed manifold, it throttles well below 600/600. One even goes below 500/600 on average.

#

you may be building in a way which adds complexity but might mitigate some of the junction jankiness.

unique cypress
#

I just do a top feed on the consumption side and it always works fine as long as it's oil or water (i.e. few production machines)

crimson moat
#

yeah, that can work better than a regular manifold

#

so can using mk.1 for smaller outflows

#

and junctions which split more unevenly break harder, e.g. splitting 7.5 (turbofuel @ 100%) off of a 600 line will break it at the first junction. It tries to split 300 each way, sloshes and interrupts the main line.

#

If a machine takes much more, say 100, then the split is less uneven and broken

unique cypress
#

I should test like a hundred generators (underclocked) on one fuel line and see if it works

crimson moat
#

the point is that there is a whole rulebook and several bugs that you have to navigate to employ junctions effectively, most of which most people do without understanding what they're doing, which just doesn't exist if you don't use them.

unique cypress
#

I would have to mod in a 600/min fuel source tho

crimson moat
unique cypress
crimson moat
#

The stock game fluid simulation actually injects phantom energy via dynamic pressure which amplifies sloshing and maintains it indefinitely even in a closed system

crimson moat
#

just a potential mitigation

#

because it does indeed seem to improve the flow if you use horizontal junctions which are above the recieving machines

#

vertical junctions are broken, and the way that they are broken changes when you rotate them 90 degrees, so that's 1 more thing on the list that you have to keep in mind and do correctly for the proper behavior.

#

The behavior of the system is also sensitive to pipe sizes, e.g. a 5m3 pipe (or two 5m3 pipes end-to-end) can behave better than a 10m3 pipe.

So stuff as simple as how far your fuel generator is from the manifold line has profound impacts on how well the junctions behave.

hoary oar
#

im so glad rocketfuel is a gas and has to deal with a lot less of the weird fluid mechanics

vapid gorge
crimson moat
#

Gasses have very different properties. One example of that is that the vertical junction bug doesn't apply to them at all because they don't consider height in their simulation, so it doesn't matter that the height is calculated wrongly for some of the connections.

hoary oar
#

they also interact very differently with buffers

proper dragon
#

I saw somewhere that we can make blueprints auto connect their belts and such, how do I do that?

vapid gorge
hoary oar
#

buffers have their uses with liquids. most of the time you don't want them but there are some edge cases

#

gasses you pretty much never want them

vapid gorge
proper dragon
hoary oar
#

i've used buffers at the end of a manifold with liquids and it made it stable

#

again, its not always the soloution, but in some cases it is

tranquil phoenix
#

the fact i crashed 3 times trying to build this is some how only midly annoying at this point to me

#

41 reactors tired_jace

#

fuck me why cant life line up for me and give me even number of things

vapid gorge
#

there are very reliable alternatives

frigid maple
#

Woke up at 6:45 am since its first day of school
I lowkey learnt more from minecraft then from school

plucky tusk
frosty owl
plucky tusk
#

Daily pipe appreciation post

toxic current
#

how much better is ionized fuel vs rocket fuel

wind spade
#

that depends what do you mean by "better"

toxic current
#

overall

wind spade
#

impossible to answer

toxic current
#

which one is faster

wind spade
#

I'm a bit confused what do you mean by faster

toxic current
#

sorry i mean in jetpack

#

like speed ascending

wind spade
toxic current
#

ok so its better

wind spade
#

well, depends on how you look at it

toxic current
#

all the problems i have with rocket are fixed with ionized

#

perfect, idc its more expensive

#

i didnt like how fast it was tbh, harder to build with, and it lasted just a little to short

fallow siren
#

if you want to build with jetpack, use liquid biofuel

wind spade
#

or use whatever fuel you want, because each has its own advantages πŸ˜‰

toxic current
fallow siren
#

why not just hoverpack at that point

toxic current
#

no electricity

#

thats what i dont get abt hover pack, im building a factory, and its not connected to power, how would I be packing?

river night
#

well you do kinda need to build for the hoverpack, bring power to the place first, even if temporary

brisk urchin
#

i always finish the first refinig step, including hooking it up to power and leting it overfill

#

then i go to the next step

robust fiber
#

so im cofusend now, this is the plan right....how much power do i get cause my math aint mathing rn

brisk urchin
#

bc my 700 gens used up 3000 and i got 170GW

robust fiber
#

ooookkkkkkkk so how the hell a guy in a video with the same amount of mine squeezed out 432 GW??

#

by the guy i mean totalxclipse

#

im not dreaming right

#

cause it doesnt amke any sense

crimson moat
#

you're using the really inefficient (but simple) rocket fuel recipe

#

for 108 GW

robust fiber
#

yes i musing the simple, y is inefficient??

robust fiber
crimson moat
robust fiber
#

so he got more rocket fuel than that

crimson moat
#

7875 rocket fuel for that much power

#

without power augments

robust fiber
#

WHERE DI HE GET THE AMOUNT OF SULFUR FOR THAT HAHAHA

crimson moat
#

it doesn't really take that much sulfur if you use the most efficient recipies

robust fiber
#

aight....back to the boarding plan

crimson moat
#

there's 2400 sulfur near the blue crater

#

more than enough of everything except nitrogen

robust fiber
#

y the amount are the same??

#

i think is bugged i dont get it

crimson moat
#

you're using the wrong recipies

robust fiber
#

oooh

crimson moat
#

the max resource efficiency way is

#

HOR into Coke, Diluted Fuel and Turbo Blend Fuel

Nitric Acid

Rocket Fuel blender for output, byproduct compact coal going to Turbofuel recipe to reduce the amount of Turbo Blend Fuel that you need to make.

#

actually there is only 2550 oil at blue crater so not enough for that much πŸ˜„

robust fiber
#

yeah yeah i just figured that hahaha

#

ty tho

tough viper
#

this bumb is very concerning, is there any better way than this system with the buffer feeding quickwire into the system when the main belt isn't full or is this an error i cannot avoid when working with full belts?

oblique hollow
#

Its specifically mk 6 now that is... sometimes questionable apparently. Depends on PC performance ive heard

#

Best way to avoid that is to not go near the limit of course

tough viper
#

yea but sometimes it's not avoidable

#

ah yea great

frosty owl
#

Seems legit snuttsGood

brisk urchin
#

no coal?

crimson moat
#

which is oil

brisk urchin
#

i preferr to keeping the oil for only the fuel

#

and not coke or diffrent stuff

crimson moat
#

good luck spending 12,600 oil on fuel

brisk urchin
#

nice

eager dragon
brisk urchin
#

because of the recycled recepies

still blade
#

should i get the copper alloy alt? i already have the iron alloy and pure copper alts, so idk if its worth it

#

and is the versitile frame alt good compared to the default?

deft lichen
#

Copper alloy and iron alloy pair well together

vapid gorge
still blade
#

understood, and what about the versitile frame alt?

vapid gorge
#

so you use significantly less steel in exchange for rubber.
Which adds complexity

#

really depends on your situation if you think that's a good trade.

#

probably 24 steel ingots are saved for about 3 oil per cycle (if you use teh recycled loop)

wind spade
tough viper
vapid gorge
#

honestly I'd rather ship in a bit more copper than slap down 1000 refineries

spiral hornet
#

My current factory design are taking in raw resources and constructing a set of specific end products and I never "steal" from that factory, they are onyl fed into dimensional depots. For example one of my factories make these end products, but now I am starting to automate phase 4 components and things are getting too complicated. Is it worth switching to one component dedicated factories that produce one product en mass? For example a factory produceing like 1k steel beams I distribute to other factories?

spiral hornet
agile junco
#

@deft lichen

#

This is why the screenshot isn't great alone.

thorn bane
agile junco
#

I may make sub graphs with the same numbers.

#

But things get pretty tangled near the end.

orchid brook
#

i just wanna know if i am doin something wrong so how much times did it take u guys to finish phase 2 in ur first world and then i will say my number

deft lichen
#

there was no phase 2 when I started playing hehe

orchid brook
#

dang lol

wind spade
#

my first world... is fun πŸ˜„

orchid brook
#

ik in general how long does it take to do phase 2

wind spade
#

depends on player, build style, etc. also "faster" isn't necessarily better

orchid brook
#

like it took me alomst 16h to finish it

orchid brook
#

and also how is fuel that simple

normal latch
#

i got the legs enhancement, i move FAST lol

bright valley
#

The old wiki had a section to compare recipes for each item in terms of resources, space, power, etc. this never made it to the new (and overall better) wiki, but I'm wondering if anyone knows of an equivalent that is up to date, those tables are very useful

unique cypress
#

the values were pulled from there anyway

#

and Tools gives you way more info

bright valley
# unique cypress just use SFTools instead

How do I find the info there? I don't want the calculator part, since my goal for every build is gonna be different; and the item page doesn't compare the recipes, it just lists them, i.e. https://www.satisfactorytools.com/1.0/codex/items/steel-pipe

unique cypress
bright valley
#

dang. so you don't know of any way to visually access it?

unique cypress
#

then just click through different recipes to compare them

bright valley
#

like deselect all, then select one at a time, go over each tab and mark down the info, then change selection to the next one and repeat?

unique cypress
bright valley
#

ah, I'm probably missing something on the page then. when I select all recipes, it only shows the info for one (it auto-selects), I think I checked all the tabs both horizontal and vertical...where does it show them together?

wind spade
#

as for what KYO means - you have to make e.g. multiple tabs with different recipe combinations that you want to compare, and compare the tabs between each other

unique cypress
#

for the ingredients for that final item, all recipes were enabled

#

(with any exceptions to that noted below the table)

bright valley
wind spade
#

so you need to choose reasonably which ones you want to compare

unique cypress
#

the tables didn't even compare recipe combinations. it always used the same recipes for the ingredients

wind spade
#

otherwise the comparison table would be HUGE

wind spade
bright valley
#

big table of numbers sounds appealing :)
does sftools give info on why it selected a recipe from the list you enabled? like "this has lower resources" or "less manufacturers needed here" or "conserving caterium" etc? if I could view, or better yet change, that logic, that'd be amazing

unique cypress
#

it optimizes for lowest WP

#

and WP is sum(amount of resource used/amount of resource available) over all resources

bright valley
#

yeah, makes sense, WP is a good metric, just not always or even usually my goal

wind spade
#

I don't claim that it's the metric that everyone should use, but it needs to optimise for something and this was a decent compromise to produce relatively reasonable production lines

unique cypress
#

@frosty owl this is what I was talking about

#

seems to work fine

#

won't work for a train loading/unloading, but seems fine for the inside of the factory

deft lichen
#

I...forgot vertical splitters are a thing

frosty owl
#

Manifold + balancer, pretty much?

frosty owl
unique cypress
#

It's all manifolds but I built a "balancer" out of them

#

it's not input or output balanced but otherwise fulfills all requirements for a balancer

deft lichen
frosty owl
#

Caves have become really pleasant to both find and explore harmonious_hannah

deft lichen
#

I also seem to have overcome my fear of catwiggle

#

easiest biofuel of my life

unique cypress
#

it kinda sucks to build tho

#

the vertical splitters are janky af

#

especially rotations

tiny leaf
#

anyone have a 6 to 11 balancer?

#

5 1200 belts and 1 600 belt to 11 600 belts

unique cypress
unique cypress
tiny leaf
#

its for a rubber/plastic loop

#

im lying

#

6 600 belts and 1 300 belt

frosty owl
#

Why not just split them as needed?
Eg: 1200 belt = 2 x 600 belts

tiny leaf
#

because the plastic is fueled starting with residual rubber from polymer resin
that plastic needs to be split evenly in the system to kick start everything

unique cypress
#

I would not recommend doing it that way in the first place

#

did that once, and it was awful

#

it's best to have separate loops, and only balance the overflow from those (i.e. the actual, usable output)

tiny leaf
#

wdym by separate loops?

#

like how would that look

unique cypress
#

this one assumes mk6 belts available, but you can tweak the numbers down for lower tier belts

tiny leaf
#

ah okay

#

issue is i dont have an even split for my plastic/rubber

unique cypress
#

and ofc the plastic/rubber ratio can be tweaked as well

frosty owl
# tiny leaf wdym by separate loops?

A simple approach would be dividing the production in blocks, so that you feed Plubber to the first "block", then that feeds the second, which feeds the third and so on

unique cypress
#

then you repeat the setup as many times as you need to achieve desired output

unique cypress
# unique cypress

in this case, the setups would (maybe) share the oil supply and then you could merge/balance their outputs

tiny leaf
# unique cypress

okay so if i understand this correctly
you merge residual with recycled rubber
then split that into recycled plastic then the output from recycled plastic you split back into rubber?

unique cypress
#

so you merger rubber from both sources, prioritizing residual rubber

tiny leaf
#

ah sorry yeah wasnt familiar

unique cypress
#

and then you use a priority splitter to prioritize sending the all the rubber to recycled plastic, and overflow to output

frosty owl
#

The "lines" visualization is one of the worst for sharing πŸ˜…

unique cypress
#

repeat the same with plastic being sent to recycled dubber first, to output later

tiny leaf
#

ah okay makes sense thanks

#

and one more thing
why doesnt it work sending residual rubber -> plastic then balancing that into rubber and having them sustain each other?

unique cypress
#

from experience, this setup guarantees proper operation at any output ratio and utilisation

#

swapping the order of the prio splitter and the prio merger on the rubber line might work, and it'd allow the setup produce more output before exceeding the belt limit, but I haven't tested whether that can deadlock at low utilization

tiny leaf
# unique cypress residual rubber doesn't make enough to supply plastic

even if i have refineries set up as blocks (my blocks are manifolds of 20 refineries ie 600/min rubber/plastic and 600/min fuel)?
my plan was to use residual rubber rubber to fill 1.5 blocks (900 rubber-> 1800plastic)
then use that plastic in a balancer to fuel the rubber to start more plastic blocks etc etc

unique cypress
#

the point of doing split setups is that you don't interconnect them at all other than possibly the overflowed output and the oil supply

tiny leaf
#

i made the mistake to just connect the blocks directly where 1 block fuels 2 and it worked pretty well surprisingly but i knew it would cause problems eventually

tiny leaf
#

ill try something with smart splitters and balancers

unique cypress
tiny leaf
#

that would work

#

but its too late for me unfortunately

#

the systems already made

#

im just going to have to make it work

unique cypress
tiny leaf
#

yeah thanks ill try it

unique cypress
# tiny leaf yeah thanks ill try it

prioritisation won't really work with a proper balancer, at least of the size you need, because it has multiple stages. I tried, it only works well with 2-stage ones, so up to 3 inputs/outputs

#

but with this manifold monstrosity, it should work, because it's only 2 stages

#

Oh, and also, @tiny leaf, you might wanna rotate it 90Β°, so the splitter manifolds are horizontal instead of vertical. It'll make setting smart splitters easier. it's not clear which one is left/right when they're vertical

#

and you probably don't need priority mergers, so it shouldn't be an issue to build them vertically

tiny leaf
#

gonna try this and see if it works

#

if it doesnt ill change it but yeah

sour bison
#

the psychosis is setting in

sour bison
tiny leaf
unique cypress
#

it's not even a balancer lol

#

people are calling way to many things a "balancer"

#

a balancer is a very specific thing

tiny leaf
#

yeah its not

#

it just makes sure each belt has enough

#

thats all

#

it would only be a balancer if each belt was maxed out but the inputs were all different

#

and not in surplus ofc

sand epoch
#

Deformed manifold more like.. lol

unique cypress