#math-and-meta

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orchid brook
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oh god why did i think of this

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u can duple all the sam in the world with the sloops

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now i need 45 sloops as well as all the SAM whyyyyyyyyyyyyyyyyyyyy did i think of this

mint girder
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yo idk if you remember the other day i was tryna get all my pipes and stuff for my oil fixed, its finally done ๐Ÿฅณ

vapid gorge
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I mean, you always have hte option to use full proof methods

mint girder
stoic gorge
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automatic trains cant reverse?

brisk urchin
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most people with a train network just use one lovomotive tho

stoic gorge
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I did this, it works too right?

brisk urchin
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this is a monorail system what you are making tho

vapid gorge
brisk urchin
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so dont consider a 2nd train unless you want to change that system

vapid gorge
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Needs to be behind it

brisk urchin
stoic gorge
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it seens to be working well

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but idk

brisk urchin
stoic gorge
brisk urchin
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isnt it pulling it insead of pushing

stoic gorge
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actually I didnt start the storage transfer system

brisk urchin
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so there isnt a train yet on this track?

stoic gorge
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at first the station was showing "unreacheable"

brisk urchin
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yes exactly

stoic gorge
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when I did this loop this stopped showing up

brisk urchin
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well now when the train stops at the station

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the train will enter from the right side

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and the cargo will not be on the platform

stoic gorge
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ohh I get it

brisk urchin
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so it will try to dock without being able to

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the stations are directional, the arrow helps you with that

vapid gorge
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Also platforms arent attached to stations if in front

stoic gorge
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so like, the train will only stop when It already passed the freight platform?

brisk urchin
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no it stops anyways

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just the cargo wont be doing much

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to be exact, nothing

stoic gorge
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lol

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ok I ll see here, thanks for the help

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but because of the loop the train will first get here, so in the end it doesnt make difference, right?

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the station will be behind the platform

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@brisk urchin @vapid gorge sorry for the ping

brisk urchin
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if you need some station ideas here you go

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and here a more advanced one

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(those need signals)

stoic gorge
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thank you mman

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Is this manifold correct? I never did the two way way

brisk urchin
stoic gorge
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and I can expand it to the side with no problem too right?

mint girder
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how many drones do i need to move 780 ore/minute? about 1500 meters

unique cypress
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depends on the fuel too

agile junco
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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.

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This always tripped me up in my head because I forgot to do the +1.

vapid gorge
brisk urchin
worthy copper
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Reinstalled on new pc and have to remake my blueprints
the game froze for like 2s when pasting half this bp hehe
60 constructors in a brick

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now to do it again for all the other crafters

brisk urchin
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or 25 never tried it out

worthy copper
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probably. Will find out once I remake, and will probably be a little bit less for setting up I/O connections

worthy copper
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huh, the stutters are noticeable even with smaller builds, wonder if theres a way to fix that Fixed itself after a crash. Interesting.

stoic gorge
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how can I calculate how many freights I need?

brisk urchin
stoic gorge
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yes

brisk urchin
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so i guess 4 and more trains when needed

stoic gorge
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in this video the platform is before the station

unique cypress
brisk urchin
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sorry before

unique cypress
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locomotive(s) first, wagons after

stoic gorge
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I was told the opposite

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thats why the train isnt loading

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damn

unique cypress
stoic gorge
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im just dumb asf

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each platform needs its freight car?

limpid vapor
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Ya

stoic gorge
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thank you

limpid vapor
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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)

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I only do A to B trains carrying a single type of product

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More cars means less frequent trips

stoic gorge
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so to confirm you need to time the entire traject?

limpid vapor
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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

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In my case, the trips are nowhere near 42 minutes, more like 3 minutes

stoic gorge
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so overkill is a good option

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ok

limpid vapor
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It works

stoic gorge
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damn trains are harder than I thought

limpid vapor
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I have a lot of trains that do infrequent trips

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Not really, once you get a couple going, you will get it

stoic gorge
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i need 480 iron ores so this means I ll need another freight car?

unique cypress
unique cypress
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if after a train unloads there, the value only changes by 1 or 2, it's probably close to accurate

stoic gorge
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trains are just a more material economic alternative to belts right?

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or im missing something

limpid vapor
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Rail is great because you can reuse the network to transport multiple things without having to create much new infrastructure

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Also the best tool for high throughput over long distance

thorny heron
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and the fact nobody wants to build km worth of belts to transport something

swift rose
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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?

thorny heron
swift rose
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Aight good

normal latch
# brisk urchin if you need some station ideas here you go

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

normal latch
brisk urchin
brisk smelt
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your blocks will just get really long for no reason, js split it up

unique cypress
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also, that 1:4 ratio is just general advice

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it's not strictly required

brisk urchin
brisk urchin
normal latch
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plus as you pointed out, keeps the stations clear

brisk urchin
unique cypress
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for a very steep slope, 1:4 wouldn't be enough

normal latch
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so i could make a super long train with X locos and Y freights?

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that goes at 120 km/h

brisk urchin
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multiple trains would be smarter i believe

unique cypress
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and without slopes, even like 1:10 or more would work, it'd just speed up slowly

visual yarrow
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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)

brisk smelt
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you can always just use grade seperation no big deal

normal latch
normal latch
brisk urchin
unique cypress
visual yarrow
normal latch
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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 (-:

brisk urchin
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adding intersections to an already existing one seems easier

brisk smelt
normal latch
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well the station itself would have an intersection so the train input can always take the direct route back that it came from

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which is presumably the fastest route possible to begin with

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hence no need for roundabouts etc in the system

visual yarrow
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grade separation is this sort of nonsense

brisk urchin
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i see, way more space needs to be wasted

visual yarrow
normal latch
# brisk smelt

oh i see, funny i studied civil engineering but didnt remember that concept by name lol

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then again, i worked as a software engineer and never as a civil engineer, just got that degree

visual yarrow
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if you design your railway in like... "loops", you can have trains that always are flowing, say, clockwise, or counterclockwise

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it's just something to consider for larger train networks

normal latch
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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?

brisk urchin
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anything is possible!

normal latch
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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 (-:

visual yarrow
brisk urchin
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(and if you struggle to keep it that way, then look into mods LOL)

normal latch
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trains are awesome

visual yarrow
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well

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okay, no, the main issue is that the stations need to be so obnoxiously long

normal latch
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oh, they will be long

brisk urchin
visual yarrow
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my limit is a two locomotive eight wagon train

normal latch
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how are you making those images ?

brisk urchin
visual yarrow
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uhh i usually hold windows + shift + S

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oh

brisk urchin
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its so amazing i can not live without it anymore

visual yarrow
brisk urchin
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they drive in on the inside

normal latch
brisk urchin
visual yarrow
# brisk urchin right side

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

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let me ms paint

thorny heron
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but as sprout is saying exiting all on one path is kinda bad

normal latch
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is there a reason the stations arent in parallel?

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like couldn't you bump up the left side stations to align with the right side?

thorny heron
brisk urchin
visual yarrow
brisk urchin
brisk urchin
thorny heron
# visual yarrow

im pretty sure the way satisfactory trains work they will always take the short path

brisk urchin
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imo this would look worse

visual yarrow
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oh, I forgot something

unique cypress
brisk urchin
# visual yarrow

yeah alright but that would only change the design, not like the flow of the trains

stoic gorge
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can i make a belt that makes this items split evenly? one limestone, one coal

thorny heron
brisk urchin
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imo mine looks better because the stations are also not aligned in a square

normal latch
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i prefer square asthetic personally

unique cypress
# visual yarrow

though I'm not sure if the return line that doesn't pass any stations is necessary

normal latch
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i like symmetry

visual yarrow
stoic gorge
normal latch
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how do items priotize coming out of storage?

visual yarrow
normal latch
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ah cool

visual yarrow
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or LIFO

normal latch
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i wonder if that can be used

brisk urchin
stoic gorge
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I guess I can fix it

visual yarrow
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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

normal latch
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i've always heard that as First In Last Out heh

brisk urchin
visual yarrow
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which really only applies to low-volume materials that you would be mixing because of variety

visual yarrow
thorny heron
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i have a question do you guys color code pipes or is that just me?

visual yarrow
brisk urchin
visual yarrow
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i don't really have issues keeping track of what's where, though

brisk urchin
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but on normal busses or else i just couldnt care less

crimson moat
visual yarrow
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sometimes if I feel like putting in the work, i'll do actual IRLesque pipe label signs

hoary oar
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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

thorny heron
visual yarrow
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OH, really important train tip: signal spacing is very important

visual yarrow
thorny heron
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this probably is

visual yarrow
unique cypress
thorny heron
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for context there are my pipes

visual yarrow
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signal spacing is particularily important when it comes to path signals

brisk urchin
brisk urchin
thorny heron
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atleast when entering a block the goes into a path signal i almost always see trains slowing down a ton

visual yarrow
unique cypress
visual yarrow
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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

brisk urchin
unique cypress
brisk urchin
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when he came from the right and wanted to enter the ststion

brisk urchin
hoary oar
brisk urchin
visual yarrow
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(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)

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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

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meanwhile, the actual trains:

crimson moat
visual yarrow
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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

visual yarrow
mossy ibex
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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?

crimson moat
visual yarrow
visual yarrow
unique cypress
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yeah, I've had trains drop to 80-90 km/h on inclines

crimson moat
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@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

visual yarrow
crimson moat
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which joke ๐Ÿ˜„

visual yarrow
crimson moat
visual yarrow
visual yarrow
crimson moat
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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.

visual yarrow
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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

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sorry im not making much sense, my ice cream is melting because i am typing too much

crimson moat
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@mossy ibex for the actual question, yes you do need the pump

visual yarrow
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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.

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i blame the tragedy of caterium circuit boards

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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

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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

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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

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okay I remembered!

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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

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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

visual yarrow
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i'm working in that cave in the swamp with the three caterium nodes, and I want to ensure that it stays... unoccupied.

visual yarrow
dusky bronze
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it seems to be just that building on/near the node will stop things from spawning on it

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a miner definitely stops things from spawning and im assuming other machines would too, but foundations seem to be incosistent

visual yarrow
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i guess I also just would prefer some more exact numbers

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like I have... do I have a screenshot

dusky bronze
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what are you making?

visual yarrow
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yeah. so in this example, that foundation has a few places on it where hogs will respawn, on top of the foundation

dusky bronze
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interesting

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shouldnt be a problem once you get machines on there

visual yarrow
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in that case, yes

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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

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there's also a few spawn points that are very close to my phase 5 half-assed temporary quantum part production that still respawn

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and... geothermal is just inconsistent in the strangest ways

dusky bronze
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yeah its not the best source of power

visual yarrow
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whoops

dusky bronze
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ahh

visual yarrow
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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

dusky bronze
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yeah im not really sure whats happening

visual yarrow
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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

dusky bronze
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i usually just kill anything thats where i want to build and then they dont respawn when im done building

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ive noticed that hatchers are probably the least "forgiving" in that they spawn very close to things you've built where other things dont

visual yarrow
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i do like how there are some parts of the map that just have a ridiculous number of lizard doggos in linked spawns

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i want to chase them and teach them fear. but they forget about me about four seconds afterwards.

low spruce
mossy ibex
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whhat happens if I mix fluid in a pipe? Like make a junction between water and oil for example?

queen slate
queen slate
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You'll have to "Flush the whole system" to let the other liquid/gas in.

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There is/was also a slightly funny "feature" of connecting a pipe and Hypertube at Hypertube junction, leads nowhere, of course.

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AFK Pioneer packager when

visual yarrow
queen slate
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Oh, get me non-lethal doggo packager for easy transport!

visual yarrow
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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?

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...You know, I could totally put this in a blueprint.

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The circle, at least. Easy lining up of rail intersections.

queen slate
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you have absolutely no idea what you're doing
Only in other games. This, though... Could become a turntable-like looking roundabout.

visual yarrow
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I'm not super fond of roundabounds in Satisfactory, unless they're really big.

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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.

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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?

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...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.

queen slate
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I wonder a bit... What gives you the most worries about circles? For copypasta adjustmemt purposes

visual yarrow
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I don't think I have worries?

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Or wait, do you mean roundabouts?

queen slate
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All kinds of buildable circles, be it roundabouts or other stuff.

visual yarrow
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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.

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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.

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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.

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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.

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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.

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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.

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But I suppose that's the cost of not building sky trains.

queen slate
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Yeah, hopefully the convenient circles will be there one day.

fierce ruin
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morning, pioneers

visual yarrow
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Whenever I look at the node distribution in the dune desert, I just... feel sad.

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Or perhaps node density is the term i'm looking for.

vapid gorge
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Because thereโ€™s so many in the area?

visual yarrow
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So many, most of them high purity. Most of them iron.

vapid gorge
visual yarrow
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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.

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But I hate the idea of just ignoring resources that are there.

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So it kind of leads itself to building way above the terrain rather than along with it, which is not... really my preference.

vapid gorge
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You canโ€™t use all the resources on the map anyway

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And you donโ€™t have to build sky infrastructure

Just build multiple floors

visual yarrow
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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.

vapid gorge
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Multiple floors

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Miners in the foundations of the building

visual yarrow
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Yeah, I don't like doing that.

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...plus, most of the nodes there are very slanty because of the dunes, and that just ends up looking weird.

vapid gorge
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If you only build flat you canโ€™t complain about it

And

visual yarrow
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...er, wait, this is math and meta. I posted this in the wrong channel.

vapid gorge
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You can have buildings at various heights

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But if youโ€™re locking yourself into circuit boards , yeah youโ€™ll have problems

Honestly I donโ€™t know how you havenโ€™t had massive problems with that already

visual yarrow
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Uh, what? Circuit boards?

vapid gorge
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1 floor completely flat factories

visual yarrow
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Never said I did that.

vapid gorge
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Then what was your issue with multiple floors before?

visual yarrow
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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.

vapid gorge
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Theyโ€™re just on the lowest floor?

visual yarrow
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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.

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Usually, open-pit mines with, say, scaffolding along the terrain.

vapid gorge
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Relax your view of them all being like that or waste a bunch of nodes and suck it up

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Your options laid out

visual yarrow
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Yeah, like I said, I meant to post this in design and architecture.

vapid gorge
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Thereโ€™s lots of nodes there anyway

visual yarrow
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Yep. I just don't get the logic behind it.

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Too many to use, too dense to easily use them without encroaching on others. Hard to fit stuff like trains in.

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Iron is a very bulky resource that tends to multiply in volume when it's processed, until you start making actual parts from it.

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AND the nodes are all slanty!!

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If nothing else, it's probably the one area i'd actually use recipes like iron wire and iron pipe.

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...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.

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On the map, that is.

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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?

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Particularly the ones that are in well-hidden caves.

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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.

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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.

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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.

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Mm, i'm starting to ramble a bit. I'll just keep at it, I guess.

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Not rambling, to be clear. Planning builds and trying to get started on one.

vapid gorge
#

remember, everyone is not you

visual yarrow
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I'm just explaining why it bothers me.

vapid gorge
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sure but "Yep. I just don't get the logic behind it." goes away real quick when it's an easy solution

visual yarrow
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I just find it odd.

vapid gorge
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a nice even spread of nodes easily used?

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big ol desert with lots of iron. Where I plan on making 1600 hmf pm

visual yarrow
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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.

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I can certainly see the usefulness for people who are making really, really massive factories, don't get me wrong.

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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.

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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.

brisk smelt
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is that even possible

visual yarrow
#

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.

unique cypress
visual yarrow
#

Nevermind, I figured it out on my own.

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According to satisfactorytools, the maximum number of HMFs you can make per minute is approximately 3550/m.

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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.

agile junco
charred gulch
#

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.

dusky bronze
#

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

vapid gorge
#

iirc

dusky bronze
#

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

vapid gorge
#

pre 1.0 it used to sit around 1850 I think

dusky bronze
#

is every single resource on the map worth it

vapid gorge
#

oh I mean probalby not, but aiming for half of that ๐Ÿ™‚

dusky bronze
#

what are you even using that many for lmao

vapid gorge
#

for shits and giggles, my friend. Shits and giggles

dusky bronze
#

fair enough

vapid gorge
#

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

dusky bronze
#

if i ever do something big and stupid like that i'll probably have to go for BWDs ngl

vapid gorge
dusky bronze
#

like the entirety of the dyson sphere game

#

i havent played it

vapid gorge
#

I've yet to xD but it looks good

dusky bronze
#

ye

#

i need to get my fun out of satisfactory and factorio before trying other factory games first tho

vapid gorge
#

eh, I've got several thousand more hours of satisfactory before that happens. Will have to take breaks

dusky bronze
#

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

vapid gorge
#

make a power system then sort out an overall plan. I'd definitely nix ficsonium

dusky bronze
#

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

vapid gorge
#

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

dusky bronze
#

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

vapid gorge
#

I mean, like I said, you never eve rneed to burn plutonium rods

dusky bronze
#

true

vapid gorge
#

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

dusky bronze
#

the 630GW you get from uranium should be more than enough even with insane slooping/overclocking

vapid gorge
#

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

dusky bronze
#

yeah

#

phase 5 parts are fun, if a little difficult at times

vapid gorge
#

they really aren't so bad. Just an extra step or two of processing past the tier 8

dusky bronze
#

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

vapid gorge
#

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

dusky bronze
#

yeah

#

i do wonder what their plans for the future of satisfactory are

vapid gorge
#

probably not much tbh

dusky bronze
#

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

vapid gorge
#

thye mostly treat them like belts

#

and/or try to do fancy things w/o knowing hte basics

dusky bronze
#

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"

woeful zenith
# dusky bronze i do wonder how some people have so much trouble with pipes

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

vapid gorge
#

A lot of peeps are bad at trouble shooting

fierce ruin
#

afternoon, pioneers

wind spade
deft lichen
vapid gorge
#

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

visual ocean
#

Why should people avoid the 600 pipes?

vapid gorge
visual ocean
#

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

eager dragon
vapid gorge
deft lichen
unique cypress
# dusky bronze yeah, im pretty sure it was just to get rid of plutonium waste too

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.

vapid gorge
#

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

wind spade
vapid gorge
#

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

unique cypress
oblique hollow
#

pipes are literally fixable

#

manifolds, bottom feeding - all of it

#

perfectly fixable without taking away from the normal behaviour of fluids

hoary oar
vapid gorge
#

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?

oblique hollow
#

it either stops working completely or it just works

#

you cant remove that bidirectional aspect

vapid gorge
#

what stops them from working then?

oblique hollow
#

if you tweak the variables hard enough you kill all pressure and they literally never start flowing

normal latch
#

is the water/pipes pdf from 3 years ago still valid today?

oblique hollow
#

or they just accelerate so slowly that they become unusable

vapid gorge
#

no I mean after you've done the tweak to fix it. What layouts of pipes kill flow?

normal latch
#

or have pipes changed in any significant way?

oblique hollow
wind spade
normal latch
#

nothing is new then about how pipes and fluids work from then?

oblique hollow
#

Gasses struggle a bit more with manifolds but like not TOO bad

vapid gorge
#

that sounds like effectively having them be mono directional.

Technically bi, but effectively mono

oblique hollow
#

why

#

why do you expect flow to break in certain cases

vapid gorge
#

if you can't generate situations where they'll flow against the direction you want?

oblique hollow
#

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

vapid gorge
#

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

oblique hollow
#

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

vapid gorge
#

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?

oblique hollow
#

I found that yes, vertical manifolds actually worked

vapid gorge
#

yeah that's far too belt like. :\

#

I like that there's some design restrictions and needing to put some thought to these things

oblique hollow
#

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

vapid gorge
#

I've seen people do drop vertical manifolds? they seeeem to work but no idea how consistent on all systems

oblique hollow
#

drop vertical manifolds?

vapid gorge
#

top down

oblique hollow
#

So just manifold from above

vapid gorge
#

but vertical.

#

I've never been interesting in building like that so never tested it out

oblique hollow
#

i dont get it tbh. Need an image

#

Only thing i can think of:
you know the "fuel gen tower design" ?

vapid gorge
oblique hollow
#

where you have a central feed pipe that goes up through the floors and splits off at each floor to the generators?

vapid gorge
#

yeah usually see them with fuel gens

#

but seen them with refineries a few times too

oblique hollow
#

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

vapid gorge
#

bottom to top? I'm impressed

oblique hollow
#

The 3:8 coal gen design is still inherently bidirectional

vapid gorge
#

yeah, in my experience you tend to have fewer issues with fresh water or crude oil.

oblique hollow
#

so you never lose the fact that you can like.... have fluids go in and out from multiple points

vapid gorge
#

I've had less than reliable systems using secondary fluids

#

more finicky

oblique hollow
#

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.

vapid gorge
#

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

oblique hollow
#

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

vapid gorge
#

yeah, to me that just takes away design challenges. Which can be almost no challenge if you deal with it right. :\

oblique hollow
#

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.

unique cypress
#

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

oblique hollow
#

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

vapid gorge
#

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

oblique hollow
#

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"

vapid gorge
#

oof

oblique hollow
#

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

vapid gorge
#

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

oblique hollow
#

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

vapid gorge
#

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

oblique hollow
#

Honestly, lets just agree this is a matter of taste

#

Like Cilantro

vapid gorge
#

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

oblique hollow
#

they all still exist

#

why dont you just try it

#

tell me pipes no longer feel like pipes

vapid gorge
#

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)

oblique hollow
#

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?

vapid gorge
#

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

oblique hollow
#

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"

vapid gorge
#

most people ditch bidi train systems. Is that successful design?

#

it's more complex and you have to put more thought into it.

oblique hollow
#

this is honestly just skillcurve talki think
your opinion is that mk 2 should have a much higher skill floor

vapid gorge
#

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

oblique hollow
#

sure - if you never go for 600/min you can avoid anything

vapid gorge
#

even 600 flow mk2s if you keep them very simple are pretty easy

oblique hollow
#

except that - no. Some systems below 600/min also dont work as ive found

vapid gorge
#

1 branch, fed at level, loop.

oblique hollow
#

because they ramp up to 600/min for some damn reason

vapid gorge
#

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

oblique hollow
#

keeping it simple for troubleshooting purposes is still required.
big complex systems will actually have weird flow rates and whatnot

brisk urchin
#

yo can someone help me in my pool

vapid gorge
#

mostly I find if you don't interlink big fluid systems the trouble shooting isn't bad.

oblique hollow
#

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

deft lichen
vapid gorge
#

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

oblique hollow
#

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

vapid gorge
#

I haven't opened the game in a long while tbh. What's hte mod called?

oblique hollow
#

PipeTuner

vapid gorge
#

I'll have a look

oblique hollow
#

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

vapid gorge
#

what did you set hydrostatic to for reference?

orchid brook
#

2h looking as why i didint have the right amount

oblique hollow
#

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

woeful zenith
#

If you find stuff like that take a picture so I can laugh at it ๐Ÿ˜น

crimson moat
#

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.

oblique hollow
#

it also breaks gas unfortunately so fully turning it off isnt possible yet

crimson moat
#

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

visual ocean
old zephyr
#

is bringing crude oil to power plant via train viable

#

or should I just prepare some mega piping

deft lichen
#

why wouldn't it be viable

old zephyr
#

trains scare me!

deft lichen
#

ok fair

old zephyr
#

(have heard some issues with transporting liquid via train)

#

and this facility will need 5400 crude oil a min

deft lichen
#

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

old zephyr
#

i want to create a mega power plant making 100k mws with 400 fuel gens

deft lichen
#

that doesn't answer my question

old zephyr
#

you mean turn it into fuel then ship the fuel?

deft lichen
#

no, just make the fuel where you mine the oil

#

ship the other (solid) resources which I assume there will be less of

unique cypress
deft lichen
#

that's what I'm saying ๐Ÿ˜ญ

old zephyr
#

yeah but is there that much oil somewhere ๐Ÿ˜ญ

#

like in one place

deft lichen
#

spire coast

#

ok uhhh maybe not 5400

unique cypress
#

you only need 3k oil

old zephyr
#

doing turbofuel

unique cypress
#

spire coast has 3.5k by my count

#

so enough

deft lichen
#

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

unique cypress
#

not that bad

old zephyr
#

oh I hadnt even consiodered the heavy oil residue method

deft lichen
#

^ needs blenders at which point RF is available

unique cypress
deft lichen
#

that's even MORE buildings

unique cypress
#

same efficiency

deft lichen
#

nope, slightly less

unique cypress
#

BP and it's fine

deft lichen
#

now do rocket fuel

#

for the same power

unique cypress
deft lichen
#

that's at least 10x smaller right

unique cypress
#

the 400 gens is gonna be much bigger anyway

deft lichen
#

that still counts

tough viper
visual ocean
random creek
#

so i wanted to see if i could automate 60 nuclear pasta per minute

unique cypress
#

theoretically at least

random creek
unique cypress
random creek
#

thats still 384 refineries lol

unique cypress
#

eh, I've built more

brisk smelt
#

with megaprints shouldnt be too hard

#

or build copper powder modules, thats what i do

random creek
#

im a long ways from it

mighty storm
#

does anyone have a modular frame blueprint from 120/240 iron per minute?

random creek
#

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

mighty storm
unique cypress
#

72k ingots

mighty storm
#

something like that

visual ocean
#

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

unique cypress
#

but like... 1 train with 1 wagon can handle 320 casing/min at up to 20 min RTT

visual ocean
#

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

unique cypress
visual ocean
#

well damn

unique cypress
#

any power switches nearby?

visual ocean
#

like around 10 foundations close

#

but loads of power

unique cypress
#

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

visual ocean
#

Yeah then its def that

#

my hoverpack was connecting to the loop and to a rail track outside the loop

stoic gorge
#

what are the best machines to overclock?

deft lichen
#

But beware the power draw when overclocking slooped buildings

unique cypress
visual ocean
#

You can also just use overclock to save space, for example oil powerplants

unique cypress
#

slooped machines too, allows you to get more out of your sloops

stoic gorge
#

pipes never need pumps in horizontal, right?

#

bro all of sudden my fuel plant started oscilating after hours working normallly

unique cypress
#

though they sometimes help even on horizontal ones

stoic gorge
#

why is this happening

#

idle while having the resource

unique cypress
#

machines always idle for at least a few seconds, even if they get the resources immediately after they start idling

oblique hollow
#

machine MUST have 2 x the minimum amount of items in them by the end of the production cycle

stoic gorge
#

but why would my fuel plant only oscilate now after hours of working normally

oblique hollow
#

could be because you filled everything up and only now do the flow rate issues of the source pipe show

stoic gorge
#

is there any visible problem here?

oblique hollow
#

classic mk 2 problem

#

connect the oil extractor pipe to the middle junctions

#

that circumvents the problem

stoic gorge
oblique hollow
#

yes

stoic gorge
#

why?

oblique hollow
#

very complicated reason

unique cypress
#

because a lunatic wrote the pipe code

stoic gorge
#

lol

#

ok thank you a lot

oblique hollow
#

has to do with how pipes were coded and only mk 2 is affected by this

stoic gorge
#

so pipes always middle on manifold?

oblique hollow
#

its better for mk 2, yes

#

and also to use mk 1 pipes when flow rate is 300/min or less

stoic gorge
#

ok ok

stoic gorge
brisk smelt
#

well like except the pipes coming out of a 2x water gen

quiet wasp
#

13.143 heavy modular frames/min. probably way more than i need rn lmao considering that i'm still in early phase 3.

quiet wasp
#

yeah it's the detached mode or whatever it's called. i just took a screenshot of photo mode lol

quiet wasp
elfin oasis
old zephyr
#

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

crimson moat
crimson moat
old zephyr
#

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

crimson moat
#

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

old zephyr
#

oh my genius

vapid gorge
# elfin oasis wtf

buffers can fill from both sides.
Unless that's from a train platform you shouldn't be using them anyway

normal latch
#

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

dusky bronze
#

it should do that automatically if you manifold it, although having extra oil i dont think would be a problem in the first place

normal latch
#

and from there, it will take out 20 heavy oil per minute, which should balance the system

normal latch
dusky bronze
#

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

dusky bronze
normal latch
#

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

normal latch
#

ok, well this was informative

dusky bronze
#

also with pipe manifolds make sure that all the pipes are filled before you get the machines/greater factory going

normal latch
#

yea im watching a video on the subject now, and it suggested that as well

#

to prevent sloshing etc

crimson moat
#

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.

dusky bronze
#

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

vapid gorge
normal latch
#

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

vapid gorge
#

besides sporadically getting more power is pointless, you'll never want to build over your minimum power output anyway

brisk smelt
#

it's better to address the cause of the problem then to bandaid something

vapid gorge
#

yeah, keeping your power completely seperate from production is a solid move

normal latch
#

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

slate crypt
#

@vapid gorge

vapid gorge
#

oof your piping is a bit everywhere

slate crypt
#

all the refineries have 1 booster thing

vapid gorge
#

so how many gens do yo uahve and how much fuel are you making?

slate crypt
#

so i used 3 refineries with merged pipes to all fuel plants also dont work

vapid gorge
#

ok so if you want your power plants to work, you need to do some basic arithmatic

slate crypt
vapid gorge
#

are you sinking your plastic and rubber?

slate crypt
#

i have them into storage bins

vapid gorge
#

but no sink?

slate crypt
#

no

vapid gorge
#

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?

slate crypt
#

it like this on every refinery

slate crypt
#

but for rn it dont even run

vapid gorge
#

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?

slate crypt
vapid gorge
#

is the system disconnected from the rest of your factory world?

slate crypt
#

no

vapid gorge
#

do that first.

slate crypt
#

i connected it from 6 or 7 coal plants

#

k i did it

vapid gorge
#

disconnect your power system + coal gens from the rest of hte world

#

ok try turning it on again, the breaker

slate crypt
#

wait and coal gens

#

k hold on that will take a min

#

yeah really far

vapid gorge
#

ugh ok seperate off the coal gens

#

can you make some bio burners?

slate crypt
#

yeah

vapid gorge
#

how many refineries total is there there?

slate crypt
#

6 plastic/rubber
3 fuel
5 fuel plants

agile junco
#

Damn it, I need to overflow this 16/min off my single belt somehow.

vapid gorge
#

that would be a lot of bio burners. Ok connect them up to only the coal gens.

#

let me know when you're back

agile junco
#

It's more complicated than that.

#

I'm somewhat space constained atm

vapid gorge
#

better start clipping

#

yoiu probably have space at the first machine to overflow it

agile junco
#

Finally a time to use a priority merger to great effect!

slate crypt
agile junco
slate crypt
#

its coal power straight to refinery

#

nothing else

agile junco
#

Siphoned off 40 into a priority merger โค๏ธ

vapid gorge
slate crypt
vapid gorge
#

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

slate crypt
#

the pipe behind refinery is full one infront of gas refinery is empty

#

and the fuel refinery itself isnt even filling up with oil

vapid gorge
#

give it a min

#

fuel refs still not getting material?

slate crypt
#

it keeps going up than down but never actually filling up

slate crypt
vapid gorge
#

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.

slate crypt
#

ohhhh pipes actually react to elevation changes?

vapid gorge
#

gravity affects them yes

slate crypt
#

i didnt know that unless it was like straight up

vapid gorge
#

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?

slate crypt
#

ye

vapid gorge
#

and just asking again, you did math this out right, right?

#

cause it sounded kinda like you were just slapping machines down

vapid gorge
#

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

slate crypt
vapid gorge
#

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

slate crypt
#

tbh most of it was just me being lazy and saying whatever

slate crypt
#

@vapid gorge better? it actually works now too lmao

#

full efficiency too

#

i'll run a sink thing behind

vapid gorge
#

and much better

slate crypt
#

all is good now i was just lazy before

vapid gorge
#

there's essentially never a situation where using valves couldn't use a more reliable method of maintaining flow

slate crypt
#

so i thought this would force the oil to go down farther and make them all work good

vapid gorge
#

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

normal latch
#

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

vapid gorge
#

wheres the fresh water coming in?

bright valley
#

this...this just doesn't seem right

vapid gorge
bright valley
#

multiple disconnected rubber lines and cycling recycled rub/plastic in a loop

vapid gorge
#

nothing is disconnected, it's just using the recycled plastic/rubber cycle

bright valley
#

that's a thing?

vapid gorge
#

though for this littler amount of rubber/plastic I probably wouldn't boether

vapid gorge
plush glen
#

Why did none of us think to use a locomotive in place of the freight car?

bright valley
#

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

plush glen
vapid gorge
plush glen
#

It's fairly complex to setup at scale but it's the most oil efficient way to make those products

vapid gorge
#

you can make it not very complex at all ๐Ÿ™‚

plush glen
#

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

vapid gorge
#

then work backwards in your layout. Makes it super simple

#

trying to actually make it a loop is a pain in the ass

plush glen
plush glen
#

Next time I'm just gonna make a single unit tileable blueprint and paste it 800 times

vapid gorge
#

as long as the processes are split? real easy

plush glen
#

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

vapid gorge
#

works too

plush glen
#

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

normal latch
# vapid gorge what are even the labels?

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)

vapid gorge
#

how much bauxite pm are you processing with what recipes?

normal latch
#

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)

normal latch
#

^ That's the basic idea, just printed twice

vapid gorge
#

2/3 of the solution refineries running off fresh water, 1/3 running off the waste, clock as needed

normal latch
#

i think the ratio should be 2 to 1 though

vapid gorge
#

... yes, 2/3 is 2x as much as 1/3

normal latch
#

what lol

#

why wouldnt my setup have the right proportions?

vapid gorge
#

I honestly cannot read your diagram properly.

#

I cannot tell you if it'll work

normal latch
#

4 alumina solution refineries + 2 aluminum scrap refineries + 4 water extractors

vapid gorge
#

and it looks like you're mixing your fresh and waste water?

normal latch
#

yea

vapid gorge
#

yeah that usually causes issues

knotty hornet
#

Yes, it should work the way you've set up as long as water is balanced correctly.

vapid gorge
#

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

knotty hornet
# normal latch yea

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"

normal latch
#

what does simmer mean?

vapid gorge
#

they mean 'pray'.

knotty hornet
#

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

vapid gorge
#

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

normal latch
#

this is the basic idea, which i guess you understand by now lol

#

orange is alumina solution, blue is water

vapid gorge
normal latch
#

ideally i can use a closed system because i like closed systems

vapid gorge
#

you need some fresh liquid to start the system

knotty hornet
#

Your first diagram was better, where the third refinery was turned around

normal latch
#

this diagram is just to show the water lines

#

the actual setup will be cleaner

knotty hornet
#

That way it can output directly into the other's input manifold.

normal latch
#

i just wanna understand the water

knotty hornet
#

Cuz that setup does work