#math-and-meta
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u can duple all the sam in the world with the sloops
now i need 45 sloops as well as all the SAM whyyyyyyyyyyyyyyyyyyyy did i think of this
yo idk if you remember the other day i was tryna get all my pipes and stuff for my oil fixed, its finally done ๐ฅณ
I'm glad ๐
I mean, you always have hte option to use full proof methods
i rlly appreciate the help ๐ซก i can finally get back to saving the kittens
automatic trains cant reverse?
no you would need a second locomotive facing the other way for that
most people with a train network just use one lovomotive tho
I did this, it works too right?
yep thats what i meant
this is a monorail system what you are making tho
Your platform is in front of the station
so dont consider a 2nd train unless you want to change that system
Needs to be behind it
you also just hungry to help ppl
is your locomotive also behind the cargo?
thats what I love in this server people never fail to help
isnt it pulling it insead of pushing
actually I didnt start the storage transfer system
so there isnt a train yet on this track?
at first the station was showing "unreacheable"
yes exactly
when I did this loop this stopped showing up
this is the reason
well now when the train stops at the station
the train will enter from the right side
and the cargo will not be on the platform
ohh I get it
so it will try to dock without being able to
the stations are directional, the arrow helps you with that
Also platforms arent attached to stations if in front
so like, the train will only stop when It already passed the freight platform?
lol
ok I ll see here, thanks for the help
but because of the loop the train will first get here, so in the end it doesnt make difference, right?
the station will be behind the platform
@brisk urchin @vapid gorge sorry for the ping
np
if you need some station ideas here you go
and here a more advanced one
(those need signals)
if these are all the generators you need then its correct
and I can expand it to the side with no problem too right?
how many drones do i need to move 780 ore/minute? about 1500 meters
2 or 3 probably?
depends on the fuel too
I needed to know how much to OC each machine to get to a specific number of effective machines. Simple equation.
[(needed - actual) / number of OC) + 1] * 100. Set number of OC to be whatever you want, just as long as the result is below 250.
This always tripped me up in my head because I forgot to do the +1.
you may have flow issues as it's not looped and fluids often don't like branched manifolds
if you dont runn out of flow rate in your pipe then yes
Reinstalled on new pc and have to remake my blueprints
the game froze for like 2s when pasting half this bp 
60 constructors in a brick
now to do it again for all the other crafters
i think 20 assemblers is the max in a vanilla mk3
or 25 never tried it out
probably. Will find out once I remake, and will probably be a little bit less for setting up I/O connections
huh, the stutters are noticeable even with smaller builds, wonder if theres a way to fix that Fixed itself after a crash. Interesting.
how can I calculate how many freights I need?
freight carts?
yes
after 4 carts the train gets slower
so i guess 4 and more trains when needed
in this video the platform is before the station
that's how it should be
locomotive(s) first, wagons after
bro
I was told the opposite
thats why the train isnt loading
damn
the image is correct
no I wasnt
im just dumb asf
each platform needs its freight car?
Ya
thank you
Amount of cars * 32 * stack size / rate of consumption, this will tell you how long what you transport will last you
An example from one of my factories (I tend to transport small amounts mostly): source provides 600 ore per minute, I use 8 cars, that's 25600 ore, which, at the same consumption rate will last 42 minutes and 40 seconds. If I set my train to leave when fully loaded/unloaded, that's the amount of time my train has to complete it's round trip (loading and unloading time included)
I only do A to B trains carrying a single type of product
More cars means less frequent trips
so to confirm you need to time the entire traject?
Not really, there are multiple ways to go about it, you could ballpark it and have enough cars to not have to worry about it, or just wing it, and add an extra train later if the first one isn't enough
In my case, the trips are nowhere near 42 minutes, more like 3 minutes
It works
damn trains are harder than I thought
I have a lot of trains that do infrequent trips
Not really, once you get a couple going, you will get it
i need 480 iron ores so this means I ll need another freight car?
you definitely need to give it time for it to give you an accurate number
oh ok
yeah its going up
if after a train unloads there, the value only changes by 1 or 2, it's probably close to accurate
great tip
trains are just a more material economic alternative to belts right?
or im missing something
Rail is great because you can reuse the network to transport multiple things without having to create much new infrastructure
Also the best tool for high throughput over long distance
in theory belts would always be superior to anything cause they are the most consistent but rails are much easier to setup with rails being able to be used by more than 1 train
and the fact nobody wants to build km worth of belts to transport something
Do y'all think 8GWh is enough power storage to start up a fuel/turbofuel hybrid plant that draws ~5GW or should I add more as a safety precaution?
Assuming you dont constantly use 3 Gwh+ of power it should be fine enough to start that new power plant and you can always just slowly start it by only turning on some parts until it generates enough power to run itself
Aight good
why does this have that train line on the left (inside the station rectangular area)? it seems redundant since trains entering the area will do so because they are going to a station inside it, so why would there ever need to be that left side point? i get that its trying to be a way to let a train flow through, perhaps if the stations are full, but wouldn't the same effect be achieved by simply not having that there to begin with? or am i missing something? thanks, trying to learn as im starting to use trains in my run
is it always that ratio? like 1 to 4, 2 to 8, etc? for train to freight ratio
no i dont think that adding locomotives will change anything, not sure tho never tried
your blocks will just get really long for no reason, js split it up
all locomotives in a train will add power
also, that 1:4 ratio is just general advice
it's not strictly required
this is optional, i just add this "bypassing rail" on every station i build because on normal occasions the trains can not turn when they need to, only on roundabouts, and if they would want to turn on a station then i dont want the train to occupy a station
so even at 3 cargos it struggles a litle already?
oh i see, it makes the station double as a turning around point for any trains in the overall system
plus as you pointed out, keeps the stations clear
exactly, for ensuring the smoothnes of the trains
yep
trains are pretty realistic. the more locomotives you have the faster it'll accelerate. it's just capped to 120 km/h by friction and air resistance
for a very steep slope, 1:4 wouldn't be enough
so i could make a super long train with X locos and Y freights?
that goes at 120 km/h
multiple trains would be smarter i believe
and without slopes, even like 1:10 or more would work, it'd just speed up slowly
as a general train network tip, it helps to try to avoid situations where trains need to turn around via part of the main railway (like a roundabout)
you can always just use grade seperation no big deal
yeah i will try to keep that in mind
what's grade separation?
ofcorse, but needing to plan your whole network upfront seems a litle to big of a headace for me honestly
if it's a well designed intersection, it'll work fine
yes that is true. but I find that you can take it to another level no pun intended by organizing your timetables smartly
smarter? yea for sure, but i might wanna make a super long train for fun at some point heh, i wanna know what my options are (-:
adding intersections to an already existing one seems easier
well the station itself would have an intersection so the train input can always take the direct route back that it came from
which is presumably the fastest route possible to begin with
hence no need for roundabouts etc in the system
grade separation is this sort of nonsense
i see, way more space needs to be wasted
this is sort of what I mean, actually
oh i see, funny i studied civil engineering but didnt remember that concept by name lol
then again, i worked as a software engineer and never as a civil engineer, just got that degree
if you design your railway in like... "loops", you can have trains that always are flowing, say, clockwise, or counterclockwise
it's just something to consider for larger train networks
so i just wanna know now, in terms of "can it be done" not "should it be done", the super long train is a possibility with enough locos to move the giant number of freights, that on a relatively straight path, it will go 120 km/h?
anything is possible!
awesome, then i know what to do early on with my setups, and i have a long term endgame goal (when i eventually make it there) as well (-:
the main issue with super long trains is that they will cause more slowdowns due to other trains being present because they'll occupy more blocks
(and if you struggle to keep it that way, then look into mods LOL)
trains are awesome
oh, they will be long
REAL LOL
btw how smooth would you rate this
my limit is a two locomotive eight wagon train
how are you making those images ?
its a mod, it adds structures of any type to your map
its so amazing i can not live without it anymore
right side or left side signals?
right side
they drive in on the inside
as it should be heh
real, england traffic is overrated anyways
i would say that the entrance is quite smooth, but the fact that every station exits onto the same, linear route, might be a problem. one thing you could do is uh
let me ms paint
lowk pretty smooth nice turns
but as sprout is saying exiting all on one path is kinda bad
is there a reason the stations arent in parallel?
like couldn't you bump up the left side stations to align with the right side?
maybe space or just purely for the design
oh yeah i planed this on a previous multiplayer where ive built a 20 800 iron ingot per minute factory and i expected that i needed this much trains to cover the output
no reason specificaly, i guess i thought about i needed the maximum ammount of branches in a straight line
o ma god rly?
im pretty sure the way satisfactory trains work they will always take the short path
imo this would look worse
i was about to suggest the exact same thing
yeah alright but that would only change the design, not like the flow of the trains
can i make a belt that makes this items split evenly? one limestone, one coal
smart splitter might eventually pile up its smarter to put it into different carts
imo mine looks better because the stations are also not aligned in a square
smart splitter
i prefer square asthetic personally
yeah I figure it out too late
though I'm not sure if the return line that doesn't pass any stations is necessary
i like symmetry
i was just adapting what was already there
it will make go 100 slimestone then a 100 coal
how do items priotize coming out of storage?
don't mix items
last stacks first
ah cool
or LIFO
i wonder if that can be used
yeah not mixing items is always the better option
I guess I can fix it
the only time you should mix items is when you KNOW that you can clear the inventory and keep the belt flowing before a new shipment arrives
i've always heard that as First In Last Out heh

which really only applies to low-volume materials that you would be mixing because of variety
that probably is more accurate, since in is the first action that takes place
i have a question do you guys color code pipes or is that just me?
i sometimes do. but lately i've been finding I just really prefer the metal finishes for pipes
in factories i have a color for every liquid
i don't really have issues keeping track of what's where, though
but on normal busses or else i just couldnt care less
Got any of the math for that?
When i put a bunch of locomotives on my trains they didn't really seem to accelerate any faster, they would just idle a lot more?
sometimes if I feel like putting in the work, i'll do actual IRLesque pipe label signs
i've been using the copper finish for water pipes and either chrome or unpainted for most of the other stuff
not to big of a fan of having rainbow pipe spaghetti, specially around blenders
in this scenario why dont you use clean pipes imo the orange from the fuel kinda ruins it
OH, really important train tip: signal spacing is very important
ehh, i'll chalk this up to having different tastes
this probably is
let me be more specific, then
it's on the wiki. though ig trains only apply full power up to a certain speed. not sure what happens after that, maybe they target a specific acceleration
for context there are my pipes
signal spacing is particularily important when it comes to path signals
so do i
talk more, cant imagine a scenario
dont trains need to come to a full stop almost before being able to use a path signal?
atleast when entering a block the goes into a path signal i almost always see trains slowing down a ton
not realy
you need to take into account how fast trains are approaching a path junction because of when the path reservation happens
o yeah that
wrong signal placement can deadlock a train. a singular train, without even a second one
they will slow down if they aren't sure if they can reserve a path, until they enter the preceding block, and if the path is free, they'll continue freely
never happened to me but sure, might in the future
yeah i kept seeing that here
it's pretty hard to make it happen, but it is possible
when he came from the right and wanted to enter the ststion
very smal lime things are on the track, those are signals
no, trains braking before a path signal is because you placed a block signal very close, in front of the path signal
train's see path signals as occupied block signals until they can reserve the path by entering the block in front of it.
so if you have a close block signal, the train just thinks the intersection is blocked and it has to stop
thats the fool proffing of the path signals, genius coding
(i measure my rail length via 10 foundation long blocks, but I find this to be too small a block size for path junctions. but then I forget to trim the signals. whoops)
my biggest issue with trains is that I am obsessive over making the rails look nice, have smooth curves and ascents, and so it takes forever to build them
meanwhile, the actual trains:
They only apply full power to 60km/h
but what i am looking for is like..
You have 4 full train carts. What's the 0-60 time with 1 locomotive? 2? 3? Is it even different?
okay here's a good example. the one on the right. I can just tell that it's going to be a hassle because it's a slow, gradual curve with a mild incline
i don't know any exact details, but i have never had issues with 1 locomotive per 4 wagons
ok pipe question, edge case. Suppose I have a vertical run of pipe that's 60m tall, say. The final pipe section at the top is a horizontal to vertical so it's straight up for half of it andd horizontal once it reaches the top. I add pump to the bottom of the vertical run, and it pushes the head lift up by 50, to a total of 55m, so that the head lift stops in the middle of the final pipe, and doesn't quite reach the apex.
Question is, does the liquid make it all the way to the top horizontal or not? the liquid is reaching the top pipe, but not the top of the top pipe. Do I need another pump or not?
Me neither, i'm just wondering if they can be made much faster (and more consistently at speed) with a second locomotive.
i believe most of the difference relates to how well they scale inclines?
my understanding is that the top of the pipe is the target you want to reach for head lift, but I am not 100% sure
yeah, I've had trains drop to 80-90 km/h on inclines
@mossy ibex
The final pipe section at the top is a horizontal to vertical so it's straight up for half of it andd horizontal once it reaches the top.
This doesn't actually exist, it's just a cosmetic thing.
All pipes in the game simulation are straight lines from connection point A to point B
why would you edit that before I can make my joke
which joke ๐
actually, are you sure about this? like, don't pipes spanning the same distance using horizontal to vertical end up costing more and having more capacity??
I'm positive, and yeah they do not. Not unless you make 2 different pipes, then you can have one horizontal and 1 vertical pipe.
something about some pipes swinging the other way.
well either way, you do still have a "top" of the pipe based on your two endpoints
yeah, you can just make two pipes which are visually identical but have one pipe with 50m3 capacity that won't fill for lack of headlift, while the other has 70m3 capacity and fills halfway before it ascends at all.
so my understanding has always been that when headlift is generated, it generates starting from the bottom of the pipe output that generates it. pipes are 2m wide. so i've always taken that into account
sorry im not making much sense, my ice cream is melting because i am typing too much
@mossy ibex for the actual question, yes you do need the pump
hrm. ive spent a lot of time planning out a large caterium aquisition, and now suddenly feel like... it isn't actually being needed in very large quantities compared to the other resources i'd need for the recipes i'm looking at.
i blame the tragedy of caterium circuit boards
or.. i guess caterium computers. i don't know which is the tragic one because the circuit boards cause the problem, but the computers were the ones that were changed in a way that make them no longer create a solution to that problem
im still not sure which computer recipe I want to use. the default is nice, but it just uses up too much plastic for what i'm currently working with. caterium computers are one option. crystal computers have some appeal since I kinda need oscilltors too, except oscillators are kind of a pain to make in bulk
and also I came here for a specific question to ask but I seem to have forgotten it the moment I saw discussion of trains
okay I remembered!
i want to know how well understood the mechanics behind creature respawning are. because I have trouble finding consistency to it, and I would very much like to "secure" areas that I want to work in with a bit more confidence
i've always envisioned it as being sort of like radioactivity, but originating from factory machines that are powered. but I also suspect this is probably wrong
i'm working in that cave in the swamp with the three caterium nodes, and I want to ensure that it stays... unoccupied.
i have not been relying on that because I am under the impression it is outdated, and it contradicts some of what I observe
it seems to be just that building on/near the node will stop things from spawning on it
a miner definitely stops things from spawning and im assuming other machines would too, but foundations seem to be incosistent
i guess I also just would prefer some more exact numbers
like I have... do I have a screenshot
what are you making?
yeah. so in this example, that foundation has a few places on it where hogs will respawn, on top of the foundation
in that case, yes
but what i'm currently building is... i kind of don't know. it's probably going to just be a mine and a train station
there's also a few spawn points that are very close to my phase 5 half-assed temporary quantum part production that still respawn
and... geothermal is just inconsistent in the strangest ways
yeah its not the best source of power
not what i meant. i meant in terms of disabling spawns.
whoops
ahh
the cave im working in covers a lot of horizontal distance, is the thing. so I don't know if the whole place is covered
yeah im not really sure whats happening
and honestly if it isnt i dont really know how to secure the rest of it. it's sort of like how the quartz cave under the rocky desert, the main room with the nodes and miners- it's all fine there, but there's a cluster of small stingers that always spawns when I head to those nodes, next to the belts
i usually just kill anything thats where i want to build and then they dont respawn when im done building
ive noticed that hatchers are probably the least "forgiving" in that they spawn very close to things you've built where other things dont
yes I can concur with that actually
i do like how there are some parts of the map that just have a ridiculous number of lizard doggos in linked spawns
i want to chase them and teach them fear. but they forget about me about four seconds afterwards.
i didnโt know the methods because using pipes one after the other had always worked for me in the past ๐
whhat happens if I mix fluid in a pipe? Like make a junction between water and oil for example?
Pipe lets only one of fuel types in.
it wont let you
You'll have to "Flush the whole system" to let the other liquid/gas in.
There is/was also a slightly funny "feature" of connecting a pipe and Hypertube at Hypertube junction, leads nowhere, of course.
AFK Pioneer packager when
After the doggo packager. They need to get the scared whimpers and cries for help down just right.
Oh, get me non-lethal doggo packager for easy transport!
In other news, anyone else know that feeling where you have absolutely no idea what you're doing, other than the fact that you're doing something?
...You know, I could totally put this in a blueprint.
The circle, at least. Easy lining up of rail intersections.
you have absolutely no idea what you're doing
Only in other games. This, though... Could become a turntable-like looking roundabout.
I'm not super fond of roundabounds in Satisfactory, unless they're really big.
Although... now i'm wondering if a three way roundabout and a three way at-grade intersection actually would have any differences in collision points.
I think, putting aside the ability to do a u-turn, each potential direction trains could come from would have the same conflicts in either design?
...In any case. I think I was just trying to see the angle of each direction I wanted to go in, but it's REALLY hard to stop building circles once you start.
I wonder a bit... What gives you the most worries about circles? For copypasta adjustmemt purposes
All kinds of buildable circles, be it roundabouts or other stuff.
I guess that'd be two separate things. For circles in general, I don't like the amount of clipping needed to get something actually round, and the limitations of the length of walls and foundations and such constraining the build. Pre-curved belts were also kind of a nightmare to get looking decent.
As for roundabouts, if a train is going to make a u-turn, I want them to do it before rejoining the main line, not to do it while on the main line.
The main advantage that I think they have is something you can only really take advantage of when they're large enough, which is in cases when you have an intersection of more than 4 converging tracks.
There's probably also some interesting use cases for more local transport, in a similar manner to how a roundtable would be used, probably with bidirectional trains, but those cases would probably also end up being based around a circular something or other, anyways.
I guess one other thing i'll say is that I do kinda wish I could use circles more comfortably. For roads in particular. It's not so much that I don't know how to make curved roads, it's moreso that they end up not having clean patterns. And they're also an absolute migraine if you want to do curves that are also inclined.
Rails are actually possible to do smooth curved inclines with, but they take either a lot of trial and error or math to get looking right. And it's not super easy or quick to figure out the route you want to use before you actually start building it.
But I suppose that's the cost of not building sky trains.
Yeah, hopefully the convenient circles will be there one day.
morning, pioneers
Whenever I look at the node distribution in the dune desert, I just... feel sad.
Or perhaps node density is the term i'm looking for.
Because thereโs so many in the area?
So many, most of them high purity. Most of them iron.
The most reliable method is splitting fresh abd waste machines ๐ donโt mix them and you ever have problems
It's like... there's so much space that I don't feel like I know how to use, because I cannot possibly fathom anything i'd ever use that much iron on.
But I hate the idea of just ignoring resources that are there.
So it kind of leads itself to building way above the terrain rather than along with it, which is not... really my preference.
You canโt use all the resources on the map anyway
And you donโt have to build sky infrastructure
Just build multiple floors
No, but I want to use the space that's there, and that requires either leaving room for miners, covering up the nodes, or building above the miners, which isn't really my preference.
Yeah, I don't like doing that.
...plus, most of the nodes there are very slanty because of the dunes, and that just ends up looking weird.
If you only build flat you canโt complain about it
And
...er, wait, this is math and meta. I posted this in the wrong channel.
You can have buildings at various heights
But if youโre locking yourself into circuit boards , yeah youโll have problems
Honestly I donโt know how you havenโt had massive problems with that already
Uh, what? Circuit boards?
1 floor completely flat factories
Never said I did that.
Then what was your issue with multiple floors before?
I don't have an issue with multiple floors. What I don't like is having miners underneath layers of foundation- but that's only one reason.
Theyโre just on the lowest floor?
Okay, let me try this from a different perspective. I don't want my miners to be part of a factory floor. I want them to look like they're in mines.
Usually, open-pit mines with, say, scaffolding along the terrain.
Relax your view of them all being like that or waste a bunch of nodes and suck it up
Your options laid out
Yeah, like I said, I meant to post this in design and architecture.
Thereโs lots of nodes there anyway
Yep. I just don't get the logic behind it.
Too many to use, too dense to easily use them without encroaching on others. Hard to fit stuff like trains in.
Iron is a very bulky resource that tends to multiply in volume when it's processed, until you start making actual parts from it.
AND the nodes are all slanty!!
If nothing else, it's probably the one area i'd actually use recipes like iron wire and iron pipe.
...And I guess this is a very minor point, but the sheer quantity of nodes also kinda makes them look very homogenous and I find it somewhat hard to tell similar-looking nodes (mainly copper) apart.
On the map, that is.
On a similar note.... Is it just me, or does it feel like a lot of the more obscure/harder to reach/find SAM nodes are impure?
Particularly the ones that are in well-hidden caves.
Hrm... I'm in that "between phase" between projects where I have a lot of things I could look into doing, but nothing definitive, and it's hard to figure out how I want to approach things when many of these potential projects are... well, kind of interdependant on one another.
I'm just not really sure how to approach the macro side of the plan. I can handle things once I have a production plan laid out.... it's getting one put together i'm happy with that's a problem.
Like, I was planning on refining a whole bunch of caterium to use for things, except then I ended up finding that I kind of don't need a lot of caterium for the recipes i'm looking at. Or, at least, the limiting factor is other resources.
Mm, i'm starting to ramble a bit. I'll just keep at it, I guess.
Not rambling, to be clear. Planning builds and trying to get started on one.
you can very very easily use it w/o your personal restrictions
remember, everyone is not you
I'm putting aside a philosophy joke about the problem of the sense of self, but, just to be clear: i'm only speaking for my own perspective.
I'm just explaining why it bothers me.
sure but "Yep. I just don't get the logic behind it." goes away real quick when it's an easy solution
The logic behind the design of it, on the development end.
I just find it odd.
a nice even spread of nodes easily used?
big ol desert with lots of iron. Where I plan on making 1600 hmf pm
Yeah, I just see it differently. Infinite resource nodes has shaped the way the game is balanced and the map was designed. Dune desert's smoregasboard is just curiously different to me.
I can certainly see the usefulness for people who are making really, really massive factories, don't get me wrong.
When I say I don't get the logic behind it, all i'm doing is acknowledging that it's not something that works with my playstyle, really.
It kind of reminds me of Factorio's ore distribution, in some ways, just without the depletion of resources. It just changes how one views it because of the game's resource design.
16... hundred?
is that even possible
On a DIFFERENT note! I've expressed confusion a few times in the past about why foundations ctrl rotate in 5 degree increments, and I finally figured out how to ask the question I had been meaning to ask about that.
Double that is possible
Nevermind, I figured it out on my own.
According to satisfactorytools, the maximum number of HMFs you can make per minute is approximately 3550/m.
It relies heavily on aluminum's ability to be converted into steel beams, among other things.
It also uses literally every single resource in the world other than nitrogen and uranium, so not really feasible in actual gameplay. But 1,600/m sounds entirely plausible.
Apparently, you could make 5,059,700 screws/m with all the world's resources. if you really, really hated yourself.
That would probably break my computer.
If the input at my "load" truck station matches the output at my "unload" truck station, the belt flow should remain constant, right? As long as no inventories max out on the truck or the loading depots.
the input/output just tells you exactly that
the truck/train will take whatever items there are from the station and then drop them off at the unload station
you should worry about filling/emptying the stations as quickly as possible to increase throughput/keep it constant
so put buffers on both unloading/loading stations connected to both input/output holes for the station
beltflow through stations will only be constant if you can empty a station at the same time it gets filled up
i can see like 15-1600 with sloops but idk about 2k
maybe im just underestimating the power of using 106 sloops in one factory
pre 1.0 it used to sit around 1850 I think
is every single resource on the map worth it
oh I mean probalby not, but aiming for half of that ๐
what are you even using that many for lmao
for shits and giggles, my friend. Shits and giggles
fair enough
also it'll be fun. I got some fun recipe compbos I want to use
Plus I'm going to bring back Steel Coated Iron Plates from the dead
if i ever do something big and stupid like that i'll probably have to go for BWDs ngl
there's memes about 300hmf pm being the equivalent to Dyson sphere.
gonna blow that out of the water
I've yet to xD but it looks good
ye
i need to get my fun out of satisfactory and factorio before trying other factory games first tho
eh, I've got several thousand more hours of satisfactory before that happens. Will have to take breaks
im still not sure what my plans for this game are
definitely want to finish phase 5, definitely want to make a ficsonium power plant, probably going to use the entire map to make one thing
how long that takes im not sure
make a power system then sort out an overall plan. I'd definitely nix ficsonium
i'll do it in a separate save
uses too much sam to be in my main save
just want to do it to do everything in the game
I mean ficsonium was probably dumped in there to quell the people bitching about plutnonium waste because they couldn't stop themselves from burning plu rods
yeah, im pretty sure it was just to get rid of plutonium waste too
it certainly isnt for power
it would be nice if they made it a little cheaper in terms of resources and maybe rebalanced the power usage for t5 machines in the future
or made it so that ficsonium fuel rods burned a lot slower
I mean, like I said, you never eve rneed to burn plutonium rods
true
P rods were introduced so people could mess with the nuclear mechanics and not have permanent waste
unless they then actively chose to have permanent waste by burning hte p rods
the 630GW you get from uranium should be more than enough even with insane slooping/overclocking
yup
honestly 1.0 didn't really introduce anything for me. It was pretty disapointing. Nice having another tier to make some new items? bout it though
they really aren't so bad. Just an extra step or two of processing past the tier 8
some dlc would be nice but im not sure if the devs are focusing on that rn, i feel like at least the main area of the game is already pretty full
would be nice if we went to different parts of the planet or to space or something
maybe if we went to space we'd find out whats going on with earth
I'd be surprised if you ever see it
and I
doubt you'll see earth stuff since they dramatically cut out the story for 1.0
down to bare bones
Mostly I'm just expecting them to turn pipes into covered belts because people can't be bothered to learn a few basics
probably not much tbh
theres still a lot i could see happening but maybe they want to go on to new games
i do wonder how some people have so much trouble with pipes
thye mostly treat them like belts
and/or try to do fancy things w/o knowing hte basics
outside of really long manifolds i havent had any problems that werent caused by me forgetting a pump somewhere or not producing enough for a full pipe and i just build them like i do with belts
and im assuming that pipes that arent full having inconsistent flow rates is just because of the production times and doesnt have anything to do with "weird pipe stuff"
This... I read chat and everyday there is someone having pipe issues. And I'm over here like... bro my pipes are working just fine. Anytime they don't is when I made an error myself. Which I pretty much always find and resolve cuz you just need to backtrack till you find it. I really have no idea why people struggle with it that much. There was only one case where the pipes actually glitched out on me
A lot of peeps are bad at trouble shooting
afternoon, pioneers
Just another case of game getting easier compared to beta ๐
I'm not at all for reducing the intended difficulty of pipes, only for removing the unintuitive and unexplained mechanics
Create a wiki page on basic set ups.
point A to B , no bottom feeding. Avoid 600 pipes unless you feel you can keep things very neat. ect
it's not something you can put as an ingame tutorial
Why should people avoid the 600 pipes?
it's more difficult to get consistent flow
if you're careful and know the basics it's not bad, but peopel often treat them like belts
I've been using 600 pipes since I got them.
My issues have been being dumb and not reading the water pdf.
I do kinda stick to a formula and hope everything goes wrong if I don't
However I've been helping a player and I've seen some atrocities. Like having 3 oil nodes going into a buffer, then using pump every 5 meters or minor increase in height just to fuel 12 gens
Did somebody say, Plutonium?
people perform a lot of pipe crimes it's true
Do you think that creating a complicated unintuitive gameplay mechanic that relies on external sources to be understood to do just about anything is good game design?
See previous discussion #satisfactory message
I still don't understand the idea for Ficsonium. Like yeah, I can see what it is, but is that what it's supposed to be? And even if it is, why?
Like I don't see many people complaining if such an endgame, complicated and expensive power source was OP. It would be extremely satisfying to get a shit ton of power for your efforts, even if you don't need it at all
And like the milestone is called "Peak Efficiency" when Ficsonium is, for all intents and purposes, Rock Bottom Efficiency.
know a few basics
everything is pretty simple
and yes, there's any number of games which really need a wiki to clarify complex mechanics in details and how to apply them. This is not by any means new territory in gaming unless you've only used mobile phones for them previously
This is, at it's core, a problem solving and design game. If you think having to think and look around for sources to really nail it down is too much maybe consider a different genre
hell, everyone on this server uses tons of 3rd party software to plan and manage things and I don't see anyone bitching about that being a massive crutch
See minecraft, where 99% of content isn't explained ingame
honestly probably most games at this point. I can't recall the last game I played that didn't really benefit from wikis and guides
Man I'd love to know how long a blind playthrough of Minecraft would take
pipes are literally fixable
manifolds, bottom feeding - all of it
perfectly fixable without taking away from the normal behaviour of fluids
there's a guy called About Oliver, on youtube. he did a full blind playthrough on stream, no help from chat or wiki or anything.
I know you said it didn't turn them into belts, but how hard do you have to twist the 'fixed' pipes to get non monodirectional behaviour?
i dont think you can twist them hard enough to get monidirectional behaviour
it either stops working completely or it just works
you cant remove that bidirectional aspect
what stops them from working then?
if you tweak the variables hard enough you kill all pressure and they literally never start flowing
is the water/pipes pdf from 3 years ago still valid today?
or they just accelerate so slowly that they become unusable
no I mean after you've done the tweak to fix it. What layouts of pipes kill flow?
or have pipes changed in any significant way?
pretty much still usable
Goal being beating ender dragon?
nothing is new then about how pipes and fluids work from then?
After the fix, for liquids, i couldnt find any layouts that actually "kill flow"
minus some junction weirdness but thats just how junctions work right now
Gasses struggle a bit more with manifolds but like not TOO bad
that sounds like effectively having them be mono directional.
Technically bi, but effectively mono
if you can't generate situations where they'll flow against the direction you want?
thats an integral part of fluids. Its baked into them.
you can still have "counterflow" but you know - pressure always existed
the only thing this fix does is reduce how fast liquids accelerate when they are already flowing fast.
nothing else changes
I know that mechanically, it is always possible for fluids be be bidirectional. But you're describing the tweaks meaning you can't accidentally backflow and stutter a system if designed poorly. Or am I misreading that
The question is really if whatever system was built actually counts as "poorly designed" and if it should just not work.
I can only say that systems that were not designed poorly but just not up to the highest 1000h of pipe experience, worked fine
Its not that piss poor designs magically work
If its designed that - logically and numerically - should work fine actually work fine.
It doesnt magically fix aluminum clogging itself though
Thats process design
If you merge fluids back that always has risks
ah. But assuming you don't have any reintroduced fluids, you could probably just slap them around anyhow you like?
split manifolds, to multiple floors ect and all that?
I found that yes, vertical manifolds actually worked
yeah that's far too belt like. :\
I like that there's some design restrictions and needing to put some thought to these things
opinion of if fluids should be restricting imo
The game is about freedom of building and honestly vertical manifolds should work according to what the game tells you
even something as simple as "going 2 m below the floor and then back up"
the system still sloshes around for a long time until its filled and what not
I've seen people do drop vertical manifolds? they seeeem to work but no idea how consistent on all systems
drop vertical manifolds?
top down
So just manifold from above
but vertical.
I've never been interesting in building like that so never tested it out
i dont get it tbh. Need an image
Only thing i can think of:
you know the "fuel gen tower design" ?
where you have a central feed pipe that goes up through the floors and splits off at each floor to the generators?
yeah that design.
Vanilla has issues with that because of flow fluctuations - a mechanic the game doesnt explain.
Ive tested exactly one design and i found that it worked - bottom to top and top to bottom.
If you pump up from below or let it drop down that should honestly be up to you.
What matters is that fluids still need to fill stuff to build up pressure and you still need pumps and whatnot
bottom to top? I'm impressed
The 3:8 coal gen design is still inherently bidirectional
yeah, in my experience you tend to have fewer issues with fresh water or crude oil.
so you never lose the fact that you can like.... have fluids go in and out from multiple points
that bidirectional fluid design remains if you design the system bidirectional.
if you design a system that is - for all purposes - "monodirectional" and you use pumps, then it doesnt have much choice than to flow one way once full.
Vanilla just has SOME cases where if you use the wrong pipe mark or have the pipe go the wrong way, it doesnt work.
However, vertical manifolds still are subject to counterflow
if refinery number 3 in the middle of the manifold sucks out fluid then the refineries near it monemtarily get less flow.
I tried vert manifolds aaaaages ago but couldn't get it to work. But that was sa long time ago. Before I dug into pipes much
I tested a factory with manfolds that feed up from below and they just worked with that tweak.
the fluids still act like fluids but in an actually comprehensible way.
Even secondary fluid manifolds worked fine. 600/min manifolds
The way the system is designed, pressure is what dictates direction.
and stuff that makes fluids just has a higher pressure so fluid just tends to go from source to sink
if you design the pipe system linear, then pressure is linear
if its branching or circular, then its of course a bit more complex but still has a "gradient" so to speak
yeah, to me that just takes away design challenges. Which can be almost no challenge if you deal with it right. :\
Honestly, the design challenges are still all there. All the ones the game openly tells you about.
what gets removed here is that one invisible detail that upset absolutely everyone.
The one "rule" the game never really tells you about. The one that kinda has to be learned by either playing with pipes for hundreds (or more like 1000s) of hours or by consulting some obscure guides and manuals online.
Besides, it's not really much of a challenge when you have to try random shit until it works and then you still don't know why it worked
yeah unless you have guidance from online, understanding the system on your own and why it sometimes doesnt work in these edge cases just isnt a thing really.
Many just conclude "ok, mk 2 / pipe system broken, dont use" and thats it
and it boils down to the fact that having look look into a game mechanic that's not added in in detail within the game isn't an issue and common
if the only concern here having to go outside the game then it's equaly fixed by having a dumb pop up page that tells you about it like a wiki page, but inside the game
If pipes had a tutorial i kinda question what the devs would really wanna teach you
perhaps they wanna teach to you balance all fluids lol
and "manifold bad"
oof
every system so far was designed so you could, theoretically, just play with it and understand it.
Belts are dead simple.
Pipes already have the whole fullness, bidirectionality and gravity thing.
honestly, if you are already a pipe pro, this fix doesnt change much.
if you are less than a pro - you can get away with designs where anyone could conclude "ok the numbers check out, this should work"
Without someone popping in with a gotcha
this still reeks of 'if you have to look outside the game to understand a mechanic the game is bad'
which would include just about every game for hte last decade
No honestly, that part isnt as bad. i know not everyone has time to learn and understand on their own
but after having worked with this system since its literal inception - yeah that little fluctuation is honestly just "feels bad and like bullshit"
it doesnt feel like it adds any actual depth
it feels like you need an actual fluid dynamics degree to understand
and honestly, after having seen why it happens - yes you kinda do need one to understand it
sure but it's easily avoidable with the barest info? Having some design mechanics that you have to work around is good imo. Beyond deciding about mixing waste/fresh. And even then with the tweak it sounds like direct feed with a pump would be fine since the sink points would just let it flow that way
You already have 3 mechanics to work around with.
"If pipe empty you dont get pressure and you cant go up"
And "machine can only push up a certain height"
and "fluid can go both ways"
Honestly, lets just agree this is a matter of taste
Like Cilantro
you really don't have to think about any of those with the tweak you described
except for putting pumps down and headlift is ... a nothing
they all still exist
why dont you just try it
tell me pipes no longer feel like pipes
I may at some point but everything you've described sounds like there's essentially nothing to design around
those 3 mechanics may still exist but if they never rear their head do they really exist?
(except for headlift ofc)
Considering 99% of the time the mk 2 fix is literally just "add a loop somewhere because of some reason"
Is it really a deep mechanic then?
more to high flow pipes than just loop if you want to get fancier, like splitting manifolds, doing it over floors, bottom feeding.
you can make them very simple and avoid almost any issue. Which I always thought played well with satisfactory. As most things in the game are only as difficult as you choose them to be
Even now you could run 300 flow pipes and do nearly anything you want I think
not quite tweak amount of 'anything' , but a lot
You can have very complex trains - or very simple ones
If mk 2 feels bad to use people just ditch it.
is that successful design
you can literally always just say "yes just build 2 pipes"
most people ditch bidi train systems. Is that successful design?
it's more complex and you have to put more thought into it.
this is honestly just skillcurve talki think
your opinion is that mk 2 should have a much higher skill floor
mk2 can still have a very low skill curve if you keep them simple
like you said, a simple mk2 with a loop ? yeah done
sure - if you never go for 600/min you can avoid anything
even 600 flow mk2s if you keep them very simple are pretty easy
except that - no. Some systems below 600/min also dont work as ive found
1 branch, fed at level, loop.
because they ramp up to 600/min for some damn reason
yeah 400+ if you start doing weird things
300 flow it seems like you can slap them most ways
but with just a couple things you can pretty reliably get 600 flow pipes down w/o issues. As long as you're wanting to keep them simple. Like simple trains
I put in the effort to make 600 bottom feeding. But that was a personal choice
I still don't tell people to do it. Though if they want to try I give them my designs
keeping it simple for troubleshooting purposes is still required.
big complex systems will actually have weird flow rates and whatnot
yo can someone help me in my pool
mostly I find if you don't interlink big fluid systems the trouble shooting isn't bad.
yes - thats still the case
some recipes use a lot of fluid at once though
like aluminum
like this: should this work in vanilla?
720/min piped down into 2 mk 2 pipes which later gets pipes up into 4 scrap refineries
besides - in a dev interview, G2 talked about the bug where buffers endlessly trade fluid with each other
believe it or not - that is due to this flow acceleration
its way too high. Unless they rework the way buffers work or they change the variables, i dont see a way how they would stop that
In that case I have a different question, do you disagree with what I said in the linked message?
it sounds like you think that basically all the things that could happen to fluids that you'd have to design things around should be removed. And that they'll work like belts.
sorry, essentially just work like belts
due to machine timing, sometimes systems still dont always work quite flawlessly 100%. So thats where you are forced to sit there and watch it and find out whats wrong.
And that part can just take away from gameplay imo
if you like endlessly troubleshooting fluids - good for you.
however, theres more to the game than dealing with pipes
honestly, i still believe you are preoccupied with how you think they will act with these tweaks rather than how they will actually work
give it a go - you can directly criticize it then before you do more theorizing based on our subjective descriptions of a complex system
I haven't opened the game in a long while tbh. What's hte mod called?
PipeTuner
I'll have a look
theres some mod specific game settings when you loaded into a save
you are looking for the mods "Hydrostatic" preset
that one will change them to act "less jumpy"
some systems can still break because of the way junctions and valves interact with pressure
what did you set hydrostatic to for reference?
2h looking as why i didint have the right amount
hydrostatic is a preset - you can see all values that change once you click apply
vanilla preset are the game's vanilla values
but for brevity:
vanilla: density 0.57 - gravity 9.8
hydrostatic: density 0.133 - gravity 300 (or 100 - also works fine)
yes this does just mean fluids effectively become 7 x "heavier"
doesnt affect head lift from pumps though
if you dislike the mk 2 volume increase, set the volume multiplier to 1 instead of 1.6
Lmfao! How can someone cram so much redundancy into one spot
If you find stuff like that take a picture so I can laugh at it ๐น
The dynamic pressure system on pipes is very broken rn.
It's probably designed and added to simulate more realistic behavior, but it successfully makes some things slightly more realistic while unsuccessfully making others extremely unrealistic and problematic.
For example.. if you take a completely stable pipe system with water sitting at the bottom of it and then turn on the vanilla dynamic flow, it will suddenly throw itself up a vertical pipe without any prompt, any actual energy input or any flow in or out of the system. 500 tons of water will go up the pipe, fall back down, then bounce back up the vertical pipe even higher than it went before. This will climb to a certain amplitude and then repeat indefinitely.
That's because the dynamic pressure system is injecting a ridiculous amount of phantom energy. It doesn't just overcome friction (which would already break a whole lot of stuff - fluid flow should dampen out to zero over time in a closed system, not accelerate faster and faster and faster), it actually goes far beyond that and causes water that was previously in a steady state to throw itself up a vertical pipe for no reason, leaving empty pipes below it. It amplifies those waves to the flow rate limit and sustains them there forever.
It must be a mistake/oversight as it's behavior which is both extremely unrealistic and problematic.
With the current state of the dynamic pressure system, just turning off dynamic pressure entirely makes pipes both more realistic and easier to work with. Having a dynamic pressure system does allow for more realism in some areas, but if it's mis-tuned as it currently is then the realism harms are far greater than the gains.
it also breaks gas unfortunately so fully turning it off isnt possible yet
From what i understood it should be an easy fix for someone who can modify source code (only gas adds X amount of a variable used for static pressure, just crank that addition up to counterbalanace the other variable change, and gas behaves the same as it does now)
As that value isn't a variable, it's difficult to access for a mod. The values which are variables and affect gas also affect liquid, which forces you to make an unneccesary compromise between their function - but with code access, that could be fixed
He told me he had some issues with pipes and i looged in to check. It was crazy..
Like he had only 10k power so i thought we was on coal only. Noope..
There was like 10 powerplants or more
Also the spaghetti is abismal
is bringing crude oil to power plant via train viable
or should I just prepare some mega piping
why wouldn't it be viable
trains scare me!
ok fair
(have heard some issues with transporting liquid via train)
and this facility will need 5400 crude oil a min
trains currently have some buggy signal placement, fluids should be fine
I guess the question is why move the oil in the first place?
can you not burn it where you mine it
i want to create a mega power plant making 100k mws with 400 fuel gens
that doesn't answer my question
you mean turn it into fuel then ship the fuel?
no, just make the fuel where you mine the oil
ship the other (solid) resources which I assume there will be less of
why? just make and burn the fuel where the oil is
that's what I'm saying ๐ญ
you only need 3k oil
doing turbofuel
3450 in the spire coast + 900 in the canyon = 4350
mind you that's an absolutely huge project
are you sure you don't want to wait for rocket fuel
not that bad
oh I hadnt even consiodered the heavy oil residue method
^ needs blenders at which point RF is available
DPF then
that's even MORE buildings
same efficiency
nope, slightly less
either or
that's at least 10x smaller right
the 400 gens is gonna be much bigger anyway
that still counts
I would do two, the numbers are wayyy nicer with nitro
package at source. You can transport a lot more this way
so i wanted to see if i could automate 60 nuclear pasta per minute
you can
theoretically at least
all them refineries tho
automate shards and OC them all
thats still 384 refineries lol
eh, I've built more
build modules of 1200 ingots and copy paste
with megaprints shouldnt be too hard
or build copper powder modules, thats what i do
im a long ways from it
does anyone have a modular frame blueprint from 120/240 iron per minute?
im still working on expanding the basics. i have made a 20k iron ingot factory so far(not at full capacity till i get mk6 belts) and am working on my steel ingot facility that takes some of those ingots. and i still have to go to the swamp and turn all that aluminium into ingots there
imkibtiz is working to that in his current playthrough, if i remember you need like 72k raw copper per minute
nah 28800 ore is enough
72k ingots
something like that
How can I check a train average route time?
It's saying 16 items per minute but this it what i dropped in 1 of the 4 platforms
Im going to need like 320 a minute
measure it with a stopwatch
but like... 1 train with 1 wagon can handle 320 casing/min at up to 20 min RTT
Im using 4 xD
i was just finding it weird the value in the platform
Okay, afterthe second loading it went up to 217
Im tripping i swear..
These machines are getting idle midway prodcution
for like a second or 2
you have the hoverpack equipped?
any power switches nearby?
well, there's a bug interaction between a hoverpack and a power switch
whenever the hoverpack switches connections and it switches between the 2 sides of a switch, all machines connected to the switch go idle
I don't think it doesn't even have to switch connections across the switch itself, as long as it switches between girds, the bug happens
Yeah then its def that
my hoverpack was connecting to the loop and to a rail track outside the loop
what are the best machines to overclock?
Miners, nuclear power plants and slooped buildings
But beware the power draw when overclocking slooped buildings
miners, oil extractors and well pressurizers for sure
You can also just use overclock to save space, for example oil powerplants
slooped machines too, allows you to get more out of your sloops
pipes never need pumps in horizontal, right?
bro all of sudden my fuel plant started oscilating after hours working normallly
only when moving them vertically
though they sometimes help even on horizontal ones
machines always idle for at least a few seconds, even if they get the resources immediately after they start idling
if it doesnt have 12 by the end of the cycle, it will stall
machine MUST have 2 x the minimum amount of items in them by the end of the production cycle
but why would my fuel plant only oscilate now after hours of working normally
could be because you filled everything up and only now do the flow rate issues of the source pipe show
is there any visible problem here?
classic mk 2 problem
connect the oil extractor pipe to the middle junctions
that circumvents the problem
only in mk2?
yes
why?
very complicated reason
because a lunatic wrote the pipe code
has to do with how pipes were coded and only mk 2 is affected by this
so pipes always middle on manifold?
its better for mk 2, yes
and also to use mk 1 pipes when flow rate is 300/min or less
ok ok
it solved my problem thank you
or more generally, keep the theoretical flow rate on any given segment of pipe below 600
well like except the pipes coming out of a 2x water gen
13.143 heavy modular frames/min. probably way more than i need rn lmao considering that i'm still in early phase 3.
nice man
very organized
what is this photo mode?
yeah it's the detached mode or whatever it's called. i just took a screenshot of photo mode lol
yeah it took me a while to figure out how exactly i wanted this laid out
wtf
I need some help understanding how to divivde some material
I am making 1000 aluminum ingots a min -> 16 foundrys making 60 p/min with one overclocked to do 100 p/min
I have two sides facing each other, one side with 480 p/min and one side with 520 p/min. I have access to 780 belts, and I need to get two seperate lines, one with 300 a min and one with 700 a min.
But I just dont fully understand how to get these together
2 pipes connected to buffer, max flow is 600x2
The easiest way is to make a group of forges that output 700, and a different group that outputs 300
ok I think I can do that by adding 1 refinery and underclocking
I'll just have to be smart because my belt cant exceed 780
but if you must bandaid later on without changing the design or clocks at all:
-
Connect two smart splitters sequentially after the 480 side's output
-
Set one of them to output Any into a mk.2 belt, and overflow onwards.
-
Set the next to output Any into a mk.1 belt, and overflow onwards.
Merge your mk.1 and mk.2 belts into the 520 side
that will take 180 from the 480, so you have 300 + 700
In some cases you might be able to take 2 prio belts out of a single smart splitter
oh my genius
buffers can fill from both sides.
Unless that's from a train platform you shouldn't be using them anyway
quick question to make sure i understand pipes and fluids now
lets say i have a setup that produces 200 heavy oil but only consumes 180 heavy oil. i need to manage that excess 20 heavy oil, so i turn it into coke and sink it. however, i want the 20 heavy oil to only convert to coke AFTER the other 180 heavy oil is used on the other processes, as in, i want it to be de-prioritized, yet still there to prevent overflowing of pipes (backing up the pipes, however you call it)
to achieve this, based on the pipe pdf, i make all the machines for the prioritized 180 heavy oil first on a flat horizontal plane, and then at the end, i have a pipe that goes up and then back down (within the limit of the head lift)
so that it will only get heavy oil AFTER the rest of the system is full
it should do that automatically if you manifold it, although having extra oil i dont think would be a problem in the first place
and from there, it will take out 20 heavy oil per minute, which should balance the system
oh, hmm, maybe i overcomplicated my system then lol
just setup however many machines you want and then if you want to get rid of the excess oil turn it into something you can sink at the end of the line
a good rule of thumb with pipes is to keep it as simple as possible
yea i realize now that i used a trick that i read about in the pdf, but i actually dont think i needed to do it here
definitely agree
ok, well this was informative
also with pipe manifolds make sure that all the pipes are filled before you get the machines/greater factory going
yea im watching a video on the subject now, and it suggested that as well
to prevent sloshing etc
Yes that works, but like mentioned you don't need it
for an example of where you do, i have a recycler setup which converts fuel to plastic/rubber if they're being taken out of the belts, but otherwise it overflows to generators. There isn't enough fuel to do both simultaneously, so the overflow pipe dynamically balances it with 100% preference for the machines on the starting side of the pipe.
another big thing to do with oil setups is to have some kind of backup in case it wants to stop for some reason
most of the time thats just sinks to get rid of plastic/rubber at the end of the production line, although you should be able to find a way to turn fluids into something you can either burn in a generator or sink in the form of wet concrete
Just clock your machines to consume 180 and 20
the funny thing is i already had done that lol
i basically solved a "problem" that didnt exist in my system
but at least i learned and now i have a cool idea from Aeryn as well for how to handle when belts back up on things like plastic/rubber production systems
so that it prioritizes the plastic/rubber, and uses the fuel for power whenever those plastic/rubber are backed up due to full output belts
something im learning about now from a video is that you can actually use packaged water with heavy oil to make even more fuel that usual
so next time i pop open the game, i'll give that a look
i hope the devs continue to iterate on the game, its so good
just clock your groups of machines to the sections that need it.
production in satisfactory is static and you do not want sporadic fuel movement. Pipes tend to not like it and you want full pipes to help keep the system stable
besides sporadically getting more power is pointless, you'll never want to build over your minimum power output anyway
plastic factory should never back up in the first place, output refineries should be segregated from recycling cycle
it's better to address the cause of the problem then to bandaid something
yeah, keeping your power completely seperate from production is a solid move
that all makes sense, i think the right approach then is to just sink any excess plastic/rubber, and have a closed system for production and a closed system for power
i could also convert the 20 heavy oil into fuel and underclock a refinery to consume it as well, increasing my production output, as pointed out
oof your piping is a bit everywhere
all the refineries have 1 booster thing
so how many gens do yo uahve and how much fuel are you making?
yeah before i had like 1 refinery for fuel to fuel plant but it wasnt working
so i used 3 refineries with merged pipes to all fuel plants also dont work
ok so if you want your power plants to work, you need to do some basic arithmatic
3 fuel refineries from 6 plastic/rubber refineries
are you sinking your plastic and rubber?
i have them into storage bins
but no sink?
no
so what do you think happens to your fuel when your machines can't produce rubber and plastic anymore since it relies on that process?
it like this on every refinery
it prob stops i googled it and researched the sink now and was gonna fix it
but for rn it dont even run
ok so the technical term for all of this is a cluster frak.
and your layout makes it impossible to tell what is actually going on :\
can you show a pic of the console of one of your fuel producers?
is the system disconnected from the rest of your factory world?
no
do that first.
disconnect your power system + coal gens from the rest of hte world
ok try turning it on again, the breaker
yeah
how many refineries total is there there?
6 plastic/rubber
3 fuel
5 fuel plants
Damn it, I need to overflow this 16/min off my single belt somehow.
that would be a lot of bio burners. Ok connect them up to only the coal gens.
let me know when you're back
smart splitter?
Finally a time to use a priority merger to great effect!
k done
Siphoned off 40 into a priority merger โค๏ธ
ok flip the switch and turn it on
it work now
see how it goes. You might not have mathed it right.
and you likely when over your power limit which is why the whole thing crashed so you'll need more power
the pipe behind refinery is full one infront of gas refinery is empty
and the fuel refinery itself isnt even filling up with oil
it keeps going up than down but never actually filling up
yeah
ok the easiest way to fix this is to rebuild all of this flat in a far less messy manner
pipes don't like a bunch of elevation changes so make it flat, rebuild with the refineries pointin to the next area the yare going and not having pipes everywhere.
ohhhh pipes actually react to elevation changes?
gravity affects them yes
i didnt know that unless it was like straight up
in this case though it's mostly because it's a mess that it's impossible to tell whats actually wrong
keep your pipes tidy and clean. Not only for good flow, but easy to figure out where the issues are at
shoudl only take a few minutes. I'ts like 8 refs right?
ye
and just asking again, you did math this out right, right?
cause it sounded kinda like you were just slapping machines down
ngl, no
don't expect fluid systems to work if you don't math it out.
especially if you're relying on waste products
demolish
math it out
rebuild in a neat way
whats the ideal refinery > fuel gen ratio
there isn't one
there's lots of different recipes and most don't line up
so you have to use clocking.
do math. Really basic math
because if this is a road block for you the rest of hte game will be literal hell
look at the oil you want to use, look at teh plastic / rubber recipes and how yo uwant to split them
tbh most of it was just me being lazy and saying whatever
@vapid gorge better? it actually works now too lmao
full efficiency too
i'll run a sink thing behind
i ran valves etc and added 6 more plants off 1 oil node
all is good now i was just lazy before
remove the valves. A system that works with them will work without them and they have mechanics that can wreck flow
there's essentially never a situation where using valves couldn't use a more reliable method of maintaining flow
I noticed the front refineries were always max oil in pipes and back ones were low / 50% efficiency
so i thought this would force the oil to go down farther and make them all work good
it generally just take time for a manifold to balance out. Valves won't let 100% of the flow through if the pipes aren't full full, and if the yare full full then the system should be working fine
i have a plan for aluminum scrap
i'll fill it with water first, so i'll let the 2 water extractors in each group fill up the pipes first before turning on the other machines
the idea is to recycle the 120 water from the aluminum scraps back into its system
so its 2 water extractors (240 water) + 1 aluminum scrap refinery (120 water) which should handle the 2 alumina solution refineries (which need 360 water total)
scrap and silica will pop out
this should fill my 480 belt with 480 aluminum ingots once i add in 400 silica (from outside processes) and make the 8 foundry for aluminum ingots
any reason why this closed system wouldnt work?
the alternative is to have 3 water extractors per setup and then find a sink for the excess 240 water that comes out from the alumunim scrap refineries
what are even the labels?
wheres the fresh water coming in?
this...this just doesn't seem right
what about it doesn't seem right?
multiple disconnected rubber lines and cycling recycled rub/plastic in a loop
nothing is disconnected, it's just using the recycled plastic/rubber cycle
that's a thing?
though for this littler amount of rubber/plastic I probably wouldn't boether
yeah the most oil efficient plubber set upt is
oil > HOR > fuel > plastic then rubber then plastic , repeat until done
Why did none of us think to use a locomotive in place of the freight car?
repeat until done...like, it gets more resource-efficient the more times you cycle it? I gotta take a look at those recipes, that's counterintuitive
Basically, by using fuel and recycled plastic + recycled rubber together, you can turn one crude oil into 3 of either rubber or plastic
not more efficient but it goes like this
turn all oil into diluted fuel first
use the Resin to create Residual Rubber
Rubber + fuel = recycled plastic
recycled plastic + fuel = recycled rubber
It's fairly complex to setup at scale but it's the most oil efficient way to make those products
you can make it not very complex at all ๐
Well, it was fairly complex when I was trying to turn 1800 oil per min into equal parts plastic and rubber, I had to run like 38 pipes in every which way xD
to make life simpler split it into 2 tabs in satisfactory tools.
1 tab for plastic , 1 for rubber as the end product.
then work backwards in your layout. Makes it super simple
trying to actually make it a loop is a pain in the ass
I learned that the hard way lmao
Next time I'm just gonna make a single unit tileable blueprint and paste it 800 times
as long as the processes are split? real easy
Big ol blueprint that turns fuel into rubber or plastic By Magic, black box it, then paste it over and over until it uses all the fuel
works too
I already have a print that goes straight from oil and water to diluted fuel
Then I just have to make another hundred of that and link them together lol
W = Water Extractor
B = Bauxite (480)
C = Coal (240)
S = Silica (Output from Aluminum Scrap Refineries)
AS = Aluminum Scrap (Output from Aluminum Scrap Refineries)
The Alumina Solution is the output or R1 (Refineries for Alumina Solution) that goes directly into R2 (Refinery for Aluminum Scrap)
all the default recipes
2 Refinery (Alumina Solution) + 2 Water Extractor
240 Water + 240 Bauxite = 240 Alumina Solution + 100 Silica
1 Refinery (Aluminum Scrap)
240 Alumina Solution + 120 Coal = 360 Aluminum Scrap + 120 Water
2 Refinery (Alumina Solution) + 2 Water Extractor
240 Water + 240 Bauxite = 240 Alumina Solution + 100 Silica
1 Refinery (Aluminum Scrap)
240 Alumina Solution + 120 Coal = 360 Aluminum Scrap + 120 Water
8 Foundry (Aluminum Ingot) + 400 Silica
720 Aluminum Scrap + 600 Silica = 480 Aluminum Ingot
That would be all the equipment
2 Refinery (Alumina Solution) + 2 Water Extractor + 1 Refinery (Aluminum Scrap)
here, try this
^ That's the basic idea, just printed twice
2/3 of the solution refineries running off fresh water, 1/3 running off the waste, clock as needed
i think the ratio should be 2 to 1 though
... yes, 2/3 is 2x as much as 1/3
4 alumina solution refineries + 2 aluminum scrap refineries + 4 water extractors
and it looks like you're mixing your fresh and waste water?
yea
yeah that usually causes issues
Yes, it should work the way you've set up as long as water is balanced correctly.
hence the diagram above with waste and fresh split
even if you're very careful, pouring the waste water into the fresh often causes flow issues
What i have done that works for me, is you basically just run a ring of pipes around the machine and hook input and output both into it, then you junction in a fresh water line that only has the difference on it (you will need slightly more water to get it filled and start it up)
Then you just let the machines "simmer"
what does simmer mean?
they mean 'pray'.
They will output the waste water in to the loop, and consume from it, and the extractors add a little bit more over time, and everything cooks
And since water volume won't physically move against a valve, you can use them to direct waste water towards inputs on the loop.
(I'm bringing up valves cuz i know certain people hate them)
I've been doing this with my Instant Scrap blenders and it works phenomenally
xD if you're direct feeding waste into fresh, use a powered pump. Valves don't stop back flow.
Nyaz routinely gives bad pipe advice
unreliable set ups that often don't work. eg - directly feeding waste into fresh with valves
this is the basic idea, which i guess you understand by now lol
orange is alumina solution, blue is water
ideally i can use a closed system because i like closed systems
you need some fresh liquid to start the system
Your first diagram was better, where the third refinery was turned around
That way it can output directly into the other's input manifold.
i just wanna understand the water
Cuz that setup does work