#math-and-meta
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I got shit load resin from my power plant. Time to add canister loader
Some stuff consumes cannisters or fluid tanks, but yeah, most stuff does not
I know drones do.
for example turbo diamonds is an efficient p5 recipe that just eats turbofuel with their cannisters, because the particle accelerator doesn't have a liquid input
Oh yea. I have plans for that at some point.
jetpack too
it does have a fluid input tho
but yeah for the most part you can get by with a little production per min into a dimensional depot buffer, and pull stacks out where you need them. For a big preload, keeping a larger buffer in front of the DD that you can visit in person might be useful.
and I have no clue why that recipe doesn't just use liquid turbo tbh
Lmao you're right
I just finished my first real semi-large factory, going to clean it up, but I need to decide what to do next.
Yeah, that's always struck me as weird. I just assume that the process needs some aluminum for whatever reason. :P
Maybe it needs the plastic too lol
especially because there are 2 recipes for turbo ammo
Wait really?
!wikisearch rifle
RifleRifle AmmoHoming AmmoTurbo Ammo
The Rifle is a ranged weapon that fires three types of bullets as ammunition: Rifle Ammo, Homing Rifle Ammo, and Turbo Rifle Ammo, each with different properties. The desired ammunition can be selected by holding down the reload key (default R). The Rifle can be fired...
i demand liquid turbodiamonds
Oh you can give it either form of fuel.
I'll mod it when I have time
assuming nobody did before me
Luckily plastic is usually pretty on hand for a fuel plant.
I have a lot of plastic AI limiters
but actually i think i am making iron cannisters
there's nothing on SMM that I can see
probably one of those niche things where not a lot of people dig into P5 and people like me assumed it was done for a good reason ๐
fuck it, if my UE Editor isn't broken (again) I'm gonna do it now
Be sure your modded recipe also requires Empty Canisters to make up for the material difference. :D Convenience!
me when my friend makes spaghetti in an actual factory
and or extreme clipping
he loves to be space efficient
(yes extreme extreme)
Are alternate recipes essentially just an additional config file entry?
no, I cannot (easily) edit game files. the mod creates extra files for the game to load, which'll just include the recipe and the conditions for unlocking it
I could do it with contentlib, which I think overwrites/adds to game files, but idk if I could make the unlock condition to be the regular turbo diamonds recipe using that tool
I just mean, I was wondering if there was a standardized description format for a recipe you can register.
@fluid crater
this is the pipe loop I use when I bottom feed, but I still don't recommend it
you'll probably wan tto put a powered pump just before the manifold starts horizontally.
under clock a few machines so the system floods, then ramp it up
I've tried that, but the upper connecting pipe was to the side rather than above. Should functionally be the same though.
it's all in UE Editor
make hte loop exactly like that. remove the buffer, under clock and flood. Put the pump on it
I do this a lot
I still don't recommend it though. You need immaculate piping to run bottom feeding espcially near or at 600 flow
using mk1 as inputs can sometimes help too
Question for people with big drone networks. How much batteries are you making?
I now have around 23 ports and will keep expanding. Some are refuel stations with a main fuel station.
But i'm switching from TF to batteries and I'm not sure how much to make. Is 200 a lot?
In my experience, Batteries tend to be consumed at about 2.5/min (ish). Specifics will depend on the route in question, but I've never seen it go below 2/min and never above 3/min
When looking at the fuel-usage parameters on the Drone Port, there's a couple of caveats unfortunately:
- After loading a game, make sure the drone has made two deliveries -- after that point, the round-trip-time shown should be correct
- The fuel-used-per-trip should be correct, though it'll show as a rounded value
- The per-minute fuel shown is, IME, wrong. Though it does tend to report more Battery usage than there actually is.
So, anyway, after two deliveries, you should be able to use the round-trip time plus fuel-per-trip to get that route's per-minute battery usage
I might just stick to TF unless you find the change interesting. Next change will be feeding plutonium rods
Alternatively, if you save your game after the drones have made a couple of trips, SCIM will compute the per-minute battery usage accurately, so you could look at it that way
Note that Rocket Fuel and Batteries operate nearly identically in drones; Rocket Fuel is technically a bit better, and for a lot of folks, packaged rocket fuel might be a bit easier to make
(on my 1.0 save, my average Rocket Fuel consumption per route was about equal to my Battery consumption per route, interestingly; given the routes I had, the slight advantages in Rocket Fuel didn't really show up much in the numbers in practice)
(relevant Questions reports for the bugs re: the caveats above, btw: https://questions.satisfactorygame.com/post/6780c209c10ae65555c7a5ad, https://questions.satisfactorygame.com/post/6780c4b2c10ae65555c7a5af)
A drone is typically below 3 rocket fuel per min, i allocated something like 250 rocket fuel and most of it went unused even with huge drone farms
Yeah, my RF usage was 2.5/min ish just like Batteries
RF is a little cheaper on aluminum per energy and it's also multipurpose (jetpack fuel, power)
Heh, yeah, my Battery average was actually 2.54/min, and my Rocket Fuel average was 2.50/min. :D (Had 37 Battery routes (plus 11 fuelling drones), and 32 Rocket Fuel routes (plus 7 fuelling drones))
"a little cheaper" is a bit of an understatement when it's like half
half the machines too
I'm thinking about this change because I have bauxite, coal and sulfur (remains) all in one spot.
It's also the same spot has the TF for drones.
So my thought process is to get the TF packaged, shipped from the oil coast to the blue crater via trains and use for rocket fuel - jetpack and some extra generators.
I'm just not sure how much batteries to make. I can use up to 1200 bauxite but my sulfur intake gotta stay around 900 max
Eh, what're you gonna use that Bauxite for anyway. :D
Yeah, if you've got sulfur right near the aluminum site and you need to spin up more aluminum anyway to package Rocket Fuel, it might feel more convenient to just make batteries. That's what I did for my first drone fuel depot. (Though when I needed more, I did move to rocket fuel)
I didn't want to have to work out logistics to get Empty Tanks down near my rocket fuel production when I was first setting it up, so batteries it was. :D
if you think that'll be the fuel you stick to and you'll have tons of drones? just make them all into batteries and chill
Oh no, i have no aluminium stuff done here. But i got the resources ready
yeah use the 1200 if you want ๐ if you're going to have an ass ton of drones
yep just plastic
@crimson moat done
https://ficsit.app/mod/Liquid_Turbo_Diamonds
Is there a way to import custom recipes to tools/modeler? that's partially why I was asking about the standard format.
yes to both. though with tools it's much harder than with modeler
I'm tempted to play with your alt T9 stuff.
For modeler, it's just a simple json file that stores all data. With recipes that use vanilla items and machines, you don't even need to touch anything else.
If you want I can send you my modified modeler json file. Though it'll contain all the mods I've published. Probably except the one I posted today
That'd be awesome!
I can edit it myself to add things. I may even make some of my own recipes if I think of something I want. Editing JSON is easy, though I've never touched UE editor, but I'm sure I could figure it out.
wait i saw that packaging liquid/gas and shipping via freight train is more efficient than using a fluid train?
that makes no sense logically, yea? like that's just a relic of the game not doing the thing one would expect?
in other words, why isnt the fluid wagon the more efficient route when its designed for fluid transport specifically?
fluid wagon is the lazy route
you can fit more packaged fluid in a train than you can fit unpackaged fluid into a fluid freight car
why? who knows
For the gases which may be compressed, it might make sense. For fluids, IDK.
with liquids it's about the same, you have to have a return carriage for it
for gas you kinda have to as gas behaves poorly in buffers and it compresses 4x so it's extremely compact
The item container is a cuboid but the fluid tank is a cylinder. But both fit on the same wagon. So it makes sense that the fluid tanker has less volume 
thx team, except for kyo -,- i reject your cuboid v cylinder heresy :p (kidding obvs)
whats going on in the hidden section?
Below the player, just anohter "arm" of 6x2 fuel gens
Its got 2 way symmetry
I need to see the pipes
ok so I'm pretty sure I mentioned ot keep piping as sijmple as possible last time
making a weird merger splitter balancer thing is not the way to go
Yeah i couldnt think if another way to have a vertical pipe cleanly split into 4 output pipes
why do yo uneed a vertical pipe? isn't it coming from the side?
Nope lol
then flood each wing
have each pipe be independent from each other fed form machines clocked to hte right output
having fewer junctions generally also helps
So i should run 4 pipes up?
yes
independent pipes from 4 groups of fuel producers
there's probably other methods and things yo ucan try to work out but it'll be the more sure fire way to get it working straight off
whenever possible, keep pipes simple Point A to point B
this is about as far from that as possible
What you currently have I mean
Its the furthest south purple line
the actual pipes, how they are feeding the machines
Just manifolds
like your fuel gens, I would actually need to see it. Shape and layout are important
off to have a shower though, back in a bit
Clean up this section
I have
Connect manifolds via the middle, not ends, and delete unused ends like this
manifolds also cause sloshing so in many situations you can't get 600/600 flow in the direction that you want. It's a lot safer to assume you'll get e.g. 500 tops.
It also looks like there are multiple valves in sequence there, you can't do that due to a headlift propagation bug.
I got rid of the valves
Welp that was your issue
it looks like you branched it into 3 manifolds too
just make one long manifold and flood the system
Also can somone explain why a junction that splits the main pipe into 2 sections gives a section that only needs 120/minute 300 oil per minute even after the system is drained?
pipes run on average rates and how full the next section is. Ignore any flow rates you see essentially
It also seems like the amount of liquid in the pipes decreases as the pipe goes on for no apparnet reason?
if you have bad flow none of these observations are useful. Because you have bad flow issues
How can i have bad flow
"it looks like you branched it into 3 manifolds too
just make one long manifold and flood the system"
Ok
"it looks like you branched it into 3 manifolds too"
yeah just under clock a few machines
I'm out of the house for a while, if this doesn't work
other things you can try as it's a bit of a hard view on how thigns are
loop the manifold like so
have a powered pump at the start of the manifold
have the inputs feeding machines be mk1.
all things that can help something thats a bit wobbly
Do you have to do the vertical looping?
fluids always want to go down first, when you want to use a full pipe of 600, you need to make sure gravity wants to pull out liquid faster than you can pump into it
pump up your liquid to a point that's way above the ground level of your factory.. then build your factory, connect all the pipes and make sure their output is clogged.. let the entire system fill with fluids (all factories, all pipes, and the buffer tube).. then unclog your output and it should work
Eh, just build pumps normally. No reason for the buffer or water tower
literally all that does is give head lift. Like a pump.
People have some sort of placebo effect with water towers I swear
water towers are fine, they won't break anything, but... won't do anything a pump will do
I wonder why systems work fine maxed at 300 in MK1 pipes, but build the same system with 600 fluid in MK2 pipes, and the damn thing breaks
every time you have a feed point along a manifold it'll create a gap. A chance for the fluid further along to flow backwards
this gets worse with the more flow, the more junctions and higher consumption rates of machiens
so if you have 600 vs 300 flow pipes in a similar system, you're likely to have 2x as many junctions that have potential for back flow
you could probably call it turbulence. I don't think it's too far off from the truth
I'm thinking to my coal power plant. I built it with 6 water extractors feeding 12 coal generators. The extractors were underneath the generators, and I had no pumps or loops. When I upgraded, I was forced to add both to make it work. Same number of machines, but everything is just overclocked.
higher flow higher consumption
So I guess higher consumption is the only real change. Still... it feels like bad gameplay imo
it's the same game play physics. You're just stressing your system more
and having multple merges and input sections into a fluid manifold is better avoided. More colliding flows
I mean the way fluids work in this game in general. It's too finnicky.
it has a few rules
- flow down
- flow to more empty points
everything else develops from that. It's not weird that you get effects being more pronounced with higher flow
when machines suck fluid from a pipe, it creates an empty space where 'flow to more empty point' can effect things. The more points like that the more wobble you get
and it's the reason why bottom feeding is more of a hassle, cause it also follows the 'go down' rule back into the manifold
I rebuilt it using your vertical loop. I even cheesed the floor pipe holes by running a pipe through them so I don't have short pipes. There is a MK2 pump feeding it from below with plenty of spare head lift too. So yeah, I have sloshing in my pipes.
Still doesn't work
oh yeah I don't recommend people do this. I say it every time I post my loop. bottom feeding is very finicky.
something you can try is using mk1s to feed the machines and have a powered pump right before the start of the manifold
then flood the whole system
But I'm also not going to stop people curious about bottom feeding. I can pretty reliably get it to work but I also know what to look for to tool it up
I put a pump up top on the very right side of the screen. It didn't change anything. I always test using a flooded system them deleting the extractor extras.
extractor extras?
oh you just mean it flooded.
but yeah, mk1s and a pump here
but w/o seeing the whole thing this is just general advice. There could be weird things before this image that's making it a bit of a mess
when you build bottom feeding you need to dedicate the whole design around it
All that you are missing in the image is an extractor with MK2 pump below feeding to the pipe on the very right up through the floor then back down to where you see it
I'm trying the MK1 and pump now
I would still need to see it. I'm not kidding about the 'design the whole system around it'
I don't understand what good the pump will do. In this case, it isn't providing any additional headlift, so it is just a valve
again, and I stress, this is not a layout I recommend to people.
valves don't work to stop back flow the way you think it does
use a pump when you want that
fluids in front of a valve can knock the fluid behind the valve backwards
But not with pumps?
as well as the fact that the ultimate limiting throughput is from the machines themselves
unless the entire system is flooded in front of the pump ofc. Then it's just a wall
valves really aren't a reliable option for basically anything in hte game.
Neither of which are valves good at
valves also only allow a percentage of their flow rate through depending on how full the pipe is
iirc if you set a valve to 300 but the pipe is only half full it'll only let 150 through? I might be wrong about that though, it's been a while and I don't mess with valves
Yeah, see... that's shitty game design imo. I get they're trying to be realistic with it, but that ought to be gamified.
the valve thing I can understand. It's a basic pipe thing. And some people do use them to make weird designs.
they just .. aren't as reliable as non valved options
Alright, I have my MK1s and pump, the system is flooded, and I'm testing
could be said about pipelines as a whole
^^^that's what I'm saying!
oh go turn your pipes into belts already ๐
if you want covered belts, well thats how you wnat your sand box.
But pipes you can get away with knowing the bare minimum having simple set upts and it'll for fine
oh dammit, just as I said that...
was about to say, go away for a few minutes.
Eh I personally like more realistic systems. Not saying SF has it perfect, but it's better than Factorio's "just connect everything to everything"
yeah look, I could probalby get it working if you sent me the save but I don't really have time right now. Another reason I recommend same level or from above feeding for people. It's very easy to get reliable set ups like that going
There is a design standard I'm really trying to stick with in my builds. I'm not an aesthetic builder, but I do try to keep things tight and compact.
bottom feeding ๐
Yeah bottom feeding usually requires special care
you could easily put the example pipes above I think
I could. I want to get this though. There are ways to make it work. Once I have it figured out for this one, I should be able to apply the same principles everywhere.
I designed the bottom feed loop because I do build aesthetically xD
But I still warn people away from it because it's not easy
the easiest change you could do is make it 2x 300 flow pipes bottom feeding. That would make it easier
you have the right mindset, but trust us that bottom feeding is tricky
split the pipe with a junction and put a powered pump on either end to keep stable.
having smaller flow pipes makes basically everythign easier
This setup seems to be working so far
oh? what did you change?
I haven't changed anything, but there haven't been any more burps in the system in the last seven minutes.
I will continue to redesign this to try to make it smaller though
I have an identical setup on the other side
Thank you very much for your help Cobalt โฅ
oh so the pump and mk1s seem to be working?
Seem to be
yeah no stress. Always happen to help another bottom feeding enthusiast. It's a challenge but worth it (for me)
But I will try tinkering with the variables. I want to know if the second pump is necessary or if the MK1 pipes are necessary.
they are both things that, ime with pipe systems, can help stabalise a slightly wobbly system.
they aren't always needed. But it's super not clear when they are
for example you'll note I used mk1s in the first image, but here mk2s
both were running at or very near 600 flow pipes.
but in this 2nd image I've also got fewer machines in each line. Which is in line with 'fewer machines/junctions = better'
See, I'd like to know what the cutoff is. 6 machines can use MK2 but 7 machines needs MK1? Who knows until you tinker.
the trouble with that is another variable will be how much each machine consumes
back before they increased fuel consumption I used to be able to run a VERY long turbo fuel manifold w/o a loop and it was fine. Each machine was only consuming 4.5 fluid pm
it does seem like instead of having 20 machines, 10 on each side of a manifold, that overclocking to 200% having 10 machines with 5 on each side tends to be more stable
so the main issue in testing is you'll have multiple variables competting
So I don't think you'll be able to break it down into solid numbers is essentially what I'm saying
the mk2 input manifolds here? only had like 8 machines on the line.
but the mk1 system I think I had 15+?
Yeah, multiple variables to account for
you can also get around most of these issues just but running 300 flow mk1 pipes in the first place
You can do a lot to a mk1 pipe system and hve it run fine
Buuuuut, you never know what you come up with once you start visualizing the data
Sometimes a solution pops out and stares you in the face
Hey, I'm not gonna stop you from tinkering ๐ practical experimentation was never something I was that into. I have solid enough info for everything I'm doing and I'm pretty happy with that
I haven't really gotten to that point yet. I'm still in the learn the game and get through it part first lol
yeah no stress ๐ but again, just a reminder. Worst comes to worst, make smaller fluid segments of factories, and you can mess around with your pipes almost however you like
just make smaller groups of systems after your initial 600 oil section
I anticipate they'll make fluids a bit more palatable in the future
Even if it is an increase in viscosity or something to reduce sloshiness
I wouldn't be surprised. It'll be a dark day when they turn pipes into Covered Belts
yeah covered belts xD
like most thigns in the game, if you keep your pipes simple you really only need to know like 2 or 3 things
Or... hear me out... CLEAR pipes so we can actually see what is happening inside
Maximum slosh understanding
I woudln't want to know how that would affect processing power
Could be something they figure out how to put in a window somehow
and I think you can estimate the sloshing pretty well. It'd just show you the holes at the junctions
Okay, perhaps you can at least agree with me on this bit being bad game design
I have the pipeline floor holes. If I connect MK1 pipes from the loop to the bottom of the hole then from the top of the hole to the machine, it breaks. If I connect a pipe through the hole floor straight from the loop to the machine, it works. That should not be. Period.
can you show me what you mean pls?
The one on the left is two pipes. The one on the right is one pipe. If I replace everything with two pipes like on the left, the system breaks because the individual pipe segments are shorter resulting in segments that empty out. If I use long pipes falsely cheesed through a floor hole, it is a single long pipe, and that works.
Can you take a picture of the hole-refinery connection from above @fluid crater, please? ^^
I can believe it as it'll be 2 segments with gravity.
is it good? is it bad? it's an effect of gravity on fluids.
and how it deals with segments.
Bottom feeding is very delicate you have to remember
if you were doing the same from the same level? or from above? it probably wouldn't change anything
Second complaint... the system works perfectly with a MK2 pump at the beginning, but it does not work with a MK1 pump. They have the same max flow rate, but they only vary in power usage and headlift.
I haven't played with mk1s in this situation so I can't really comment. It could just be you had an instability with one pump, but it settled when you changed it?
Again, bottom feeding = house of cards
it's probalby the most delicate thing you can do with pipes
Yes, but I am saying functionally, as one looks at it with their eyeballs, the two pipes are identical in length. A game should be designed such that it works the same on both pipes.=
so in almost every situation? that will be the case. You have segments trading fluids between each other. But vertical feeding is very finicky
It's why vertical manifolds are pains in the asses.
I've seen some people make them work feeding from the top? But it's not something I suggest to people
That's like... Same level as the camera ๐
I'd like to be able to clearly see the distance between the refineries and the floor holes (so, seeing the hole from above it), if possible
feeding vertical manifolds from the bottom? never seen anyone make that work properly. Maybe if you're doing very low flow rates?
Oof... That is a very short pipe, if made in one connection from Refinery to hole... Definetly not one pipe segment I would trust ๐
Can you build that freely or do you need some specific building modes to make that connection? (the floor-hole-using one)
The fluid mechanics should be designed such that a segment of pipe through a floor hole acts the same as a segment of pipe of the same length that does not go through a floor hole. That is my complaint.
Freely
I get to destroy the placeholder and build the mega aluminum plant next. That's why I'm deadset on getting this shit figured out here.
it's not going to be because of the floor hole, it'll be that it's vertical
I imagine if you build that section of feed pipe in 2 sections w/o a floor hole youd get teh same effect. Cause it's vertical. Verticality can be murder because of gravity
Yeah, I don't think you understand what I'm saying
Tbh, I blame the "short pipe" segment rather than the hole. Whenever Making "too short" pipe segments, flow can get weird...
Here is what it looks like now with a single segment. This works. When I replaced it with a "proper" build connecting the floor hole, it didn't work. That is bad. It should work both ways.
I understand the mechanics of treating each pipe segment separately in the coding. I'm saying the coding should account for it and act differently than it does.
Ie: if you split the pipe in the same way (somehow) with a junction rather than a floor hole, you should see the same effect
possibly not xD But I think this would also count as 3 sections? I'm not sure if the pipe iside counts as another section
I don't know if the fluid teleports between the two ends?
It doesn't teleport. It treats it as three segments. I'm saying it should act the same.
I'm not going to touch on what you'd have to do for the pipes to treat it all like 1 pipe. I have zero experience coding
It acts exactly the same with gravity in consideration.
horizontal section like that? gravity doesn't effect it. Has a zero impact. I don't think that's a bad thign
you'd basically have to treat it like a gas
and there is a mod for that
@fluid crater Actually, would you mind some experimenting, to see wether you can achieve the same "bad result" by placing a junction along the non-floor-hole pipe connection? 
Hang on, it's so late, I can't remember if I did this test with the MK1 or MK2 pump. I'm working on rebuilding the pipes with MK2 pump first.
use mk2 pumps for working
at least that's what you said worked. And I've only used mk2s on this
Yeah, MK1 definitely did not work.
Shitty part is reflooding the system every time I run a test
the joys of experimental science!! /s
after you're done with that testing you should see how hard it is making 300 flow mk1 bottom feed systems
I never actually tried low flow bottom feeds. Don't know what
I mean... that's what I had with my OG coal plant
Keep your pipes all flat and load-balanced and you can avoid any flooding 
coal plants aren't a good test subject. They're extremely resilient to bullshit
and Fresh Water and Crude Oil both tend ot be a bit more resilient and often don't need loops on basic set ups
So far, the floor holes seem to be holding up
I only replaced 3 of 8 with proper builds
I still haven't tested MK1 vs MK2 feed pipes
orly? I thought they were mucking up before?
They were, or maybe it was the MK1 pump. I think I tested both variable changes at the same time. I can't remember.
Bad scientist. *slaps self
better take some notes down
just something to keep in mind, there has been some odd behaviours observed with things like VIP junctions, where the number of segments before or after has affected the mechanisms
now, VIPS are basically an exploit, so it's not weird that it has some very specific requirements, but it's something to keep in mind when you're comparing systems and how identical they are
and bottom feeding being a house of cards...
I've heard the term VIP junction, but I don't know what that is
so there's a method for create a junction in a certain shape that will prioritize flow
That's "google-able" BTW ^^
part of this apparently relies on the orientation of the junctions used (they aren't symetric apparently) and apparently someone has recently discovered that the numbers of actual pipe segments affect how they work too
yeah, mcgalleon discovered them ages ago. They are definitely not an expected result from the mechanics though
Yeah, I discovered very early on that they were not symmetrical. I about threw my computer out the window lol
It's also not impossible, with how fiddly feeding from below is because of gravity, that a asymetrical junction could effect things. Again, this is a difficult thing to build
Sorry, what was not symmetrical?
Pipe junctions are slightly longer in one direction than the other
eh, they'll probably change the 'tension' or something. There's a mod that tweaks some stats of fluids and there's one people have been going on about that sounds like it effectively makes them mono directional. I'll be sad.
I don't understand Cobalt. You advocate against creativity in fluid builds, yet you don't want fluids to behave better. Better behaved fluids beget more creative builds and less time troubleshooting.
Oh yeah.
Recently, they managed to find some really interesting bugs related to that, which, funnily enough, seem to also be the "magic" powering Vip-junctions 
Something that can even allow you to have fluid go up without pumps, if leveraged "correctly", iirc
you can be creative while having a system you have restrictions on what is possible. In fact creativity can flourish with restrictions and the innovation you come up with
and it's nice having some restrictions to have to think about when designing other than max throughput
Yeah, my first coal plant had no pumps. Rebuilding it in end game tech broke that, and pumps became necessary.
also, if you keep low flow pipes you can do just about anything you want with them
keep to 300 flow pipes and you can shape things how you like almost. Just ignore the basic fluid rules
me really wanting to feed from below for the sheer looks of it, not even mechanically, meant I found this. And it's pretty reliable if built right.
Completely unrelated gripe... I can't get rid of this damn quartz in my pond
xD maybe SCIM?
you have hoverpack, you have extended reach
pretty sure you can get rid of it easily
I can't mine it
SCIM would be a last resort for me. I don't use mods or cheats generally.
I'm more likely to build around it and bitch until it gets patched
maybe if you clip under ground with a hyper tube you could mine it from under?
How do i make this work
Cobalt, seriously, thank you for all your help tonight. You probably saved me a few days of testing.
yeah no stress. 95% of what I do on the server is help with pipes xD get people the basics mostly. Sometimes with the weirder things
hopefully after another mod gets updated I'll also help people with curves more again
Is there a lhd version?
Cheers
Do you have a recommended gap for the train tracks
each track centered on its foundation, 1 gap foundation between
it works with less, but this is what I do and it's guaranteed to maintain a safe distance
2 foundations next to each other, tracks centered on each, thats minimum distance for the tracks not to clip on turns
are you not able to land on it to mine it? I can't tell from these angles if it'd be shallow enough to allow that or not
Yes, I can stand on it. Still can't mine it.
huh, weird
is this fine or do i need to raise the pipes more?
should be fine. You can feed them at level too
raised helps to bring down the liquids bcs it has gravity
that much i assumed
i just dont know how much more efficient it is compared to flat
rest of my setup is flat so i hope it wont be too cooked
efficien't isn't the right word. Just allowing flow
and a bunch of other things effect it too. Keep it to 1 pipe 1 manifold, don't branch it off to multiple manifolds
are there any good guides to pipes?
ye
ehhh not really. Mostly keep it simple
welp
the manual mostly covers possible mechanics that can be created with certain objects and shapes. But typically you probably want to avoid all of it
im glad u cant see my refinery setup then
Plumbing Manual for a reasonably in-depth explaination of pipe behaviour, as well as some tips
these are fairly good tips #satisfactory message
essentially pipes can be as complicated as you make them.
keep them very simple? and they'll be very simple
add to that list, don't branch your manifold. Only have 1 per pipe.
Lower flow pipes can handle more 'mistakes' or poorer piping so if you want to not care as much about layout keep your pipe sections smaller. Like 300 flow
well that would have came in handy before i built the 300 refineries
most people at some point make a mess of a big fluid system before really know what's going on. And then learn what to do
i tried to keep it as simple as possible
and not go over 500 fluid/min
its just 12 HOR refineries linked to 8 fuel refineries ( no diluted recipe :c)
just a fuck load of them
layout matters a lot ๐ next time ask for some advice in setting it up on here. I'm often floating around, feel free to ping.
yeah probably a good idea
and having a fuel power station not be 100% isn't the worst thing in the world. It's generally not hard for them to run at 90 - 95% even when it's messy
its just a flat output manifold going up into a flat input manifold
you've got at least 1 branch here coming from below. And the manifolds aren't looped
putting a powered pump on each output after the junction might help. But that's a patch job
yeah cuz that row of refineries needs more than 600 HOR
ik i should have built it better
yup. gotta plan around things like that ๐ make sections that will just take the one pipe
gotta go cuddle my rats though. As long as you're getting the vast majority of power going you'll be ok
would looping it like that work?
tysm for the help
depends on the rest of hte pipes. Branched like that? maybe not.
idk worst case scenario ill just re build it
can pipe junctions handle more than 600p/min ?
the junction itself has no flow limit
not sure what the p in p/min stands for tho
so this should work ?
per minute
as long as no individual pipe exceeds 600/min, it'll work. in theory
per minute is /min
ok thanks should i put valves to the bottom pies which are inputs ?
valves are generally considered useless
as long as you don't have a specific reason to need one, probably don't use one
yea but they stop backflow and need no power like pumps
they prevent backflow from going past them, sure. but it just reflects off the valve, which means in most cases that doesn't make a difference
use a pump, valves effectively don't stop back flow. But I'm not sure what you're trying to do in that image?
what does the 2/93 mean?
this is for how much i want to underclock
will setting to 86 work or do i want to set to 87
Do you not know what a fraction is?
Just type in 86+2/93 into the clock speed in the machine
and get slightly wrong clock speed back
tru is wrong but easy to change
altho the production rate doesnt changes so it was working already i think
It still needs verification, but it seems the game might save the result of the equation as an unrounded float
fun fact: it's not difficult to add modded items to Modeler
I spent a considerable amount of time over the last couple days cleaning and preparing to move the refinery layer to its final resting place, and it has been moved. 56k objects offset by -115m. Ceiling still fully ugly and in the way and preventing pretty screenshots.
that ring of buffers is going away. It's a disfunctional eye sore. disregard.
What do you guys think of this production plan as the final starter factory?
I think for the effort you're going to go through trying to make only those amounts when machines and materials want to do very different things...
You could just start organically building as asked and come out ahead.
Starter factories are temporary. Why so much effort?
Well this is my plan:
Starter factory -> explore while production -> finish T6 and Phase 3 -> build fuel powered generator factory -> start new factory mega/modular still need to decide
I just want to finish my factory as flexible factory which keeps every material available for building new factories and other stuff
Starter factories are very much permanent imo
I guess this depends on play style. For me, that is not the case. I've re-built my starter factory twice, and plan to demolish it entirely at some point.
Maybe the name is wrong, because i'm not at the start of the game anymore ๐
well you're going to need more concrete than anything when building. I'd suggest a minimum of 480 items per minute concrete.
I wouldn't dismantle anything unless I had a very good reason for it. Even a bad factory is better than no factory
the resources are part of a bigger, more organized plan. that's all. Otherwise I'd leave it.
Then I'd just reroute the resource I guess. But my planning always works with available resources only, unless I hit a roadblock
That's what I'm saying, is that the plan was always to use 100% of the resources. The starter factory basically only builds building materials. It'll be one of the last things to go, but it's on the chopping block before the end.
It's not as though the need is going away, I just have plans to make the production a part of a larger and more complicated thing, and to integrate it in a cleaner than originally built manner.
awful.
I kinda realized I wasn't ready to take the lid off because the reason I built the lid in the first place was to give myself overhead alignments for the conveyor lines which I didn't actually build yet...
Whoops.
it runs perfectly :)
mega factory logistics when you got no idea
It looks like you didnt know what you were doin and just did 5 of everything lol
I'm a little confused on the best way to transport water, given the maximum flow rate of mk.1 pipes.
I need to make 24 water extractors and transport them with mk.1 pipes. Does that mean I'll need to have 12 pipes to transport everything at 240 m^3 /min or is there a more efficient way to combine the pipes and use less?
The best way is to package it, but of course I wouldnt know if you have that yet. Mk.1 pipes have a maximum flow rate of 300m3 of fluid per minute, so yes, using those pipes, 2 extractors to one pipe is the best unless you underclock a third one to extract 60m3 but I suspect you dont want to do that.
is there a way to get rid of foundations that accidentlly zooped into the environment in ways that you cant normally target them with the removal tool?
I do have packaging available but not a steady source of plastic yet, so until I find an alternate recipe for empty canisters, I am trying to stay away from them, but I could definitely go for a hard drive run if that turns out to be the best way to handle it.
hard drive runs are fun, do it
The best way to do that is to not do that. Put whatever uses that water near the water, and transport the water the absolute minimum distance
it's like baking
almost never bring the wet to the dry...
My belts are starting to break
(visually, i mean)
started happening at 500km of mk.6
I'm glad ๐
what are you doing with these 24 extractors?
OK, I am most likely overthinking this ... but this should work right? Container 1 is input, machines on the left are doing slugs, machines on right doing protein, top constructor is dna... slug and protein machines fed from smart splitters splitting between the machines the relevant parts, center set to overflow, smart splitter near container 2 splits shards to container, dna to constructor, overflow to right... then dna merged in, lastley, a progammable splitter set like shown... With the idea I can throw anything/everything into container 1, shards end up in container 2, and anything not being defined to go to the sink, goes to the container, and lastly, it keeps the slugs/remains/protein cycling in case the machine gets full?
It's because the numbers of the "waste" and what's needed don't jive. Use a priority splitter on the output of the DMR and send one side to a container.
Looks like it should work
Thanks ๐
I like using buffer containers so it can sort things out, clear the belts, and let the machines start working
Thinking about it... But with where I am trying to do this at, space is a bit of a prime .. (as always ๐คฃ )
Of course, that's always a consideration ๐ญ
Trying to do all that, and a bit more, in a mk3 bpd.
Maybe you can stack the containers below the Constructors and lift items into them
I'll see what I can figure out for the same thing?
@cinder silo
This started right about when i hit 500km of mk.6 belts
it persists through restart, and without upscale/framegen
These belts are all full without interruption
I swear.... this this thing is getting bigger every time I turn around! ๐คฃ . But, this is where I'm at so far...
It looks like the positions of the things on the belt aren't being rendered properly, which visually makes it appear like there are overlaps and gaps. The gaps are the most noticable with a glowy belt underneath, but on freezeframe it seems like the missing items just teleported to overlap with some other item for a frame.
That's hawt
I'm actually getting wet right now
Question though, will it not let you build the whole blueprint if you already have a HUB elsewhere?
So, I haven't tried it yet with the hub already built. And, I do not take credit for the "mashup" on the top (everything immedietly around the hub). I couldn't figure out how to get the Hub into the BPD (without some "modifications"), And I liked their arrangement, so I just incorporated it.
But, I don't usually have the hub down anyways. And this is just meant to drop in the area I am building. Then will dismantle when moving on ๐คฃ
now what do negative numbers on modeler mean?
is it just that im missing that much or something else
^
SCIM
Ss?
I have no clue why people use modeler. Continuously baffled
If I had to guess, it's due to trying to recycle the DMR
more user friendly than tools
or at least i find it easier to use/work with
In order to 'recycle' something, you need to also have an input
absolutely not xD
you can output a whole plan with 2 clicks with tools
people use modeler as a calculator and it is terrible at that
yeah but if you want to change something in the middle of the chain you cant really do that
So, it can make up the difference when production calls for more down the line
if you want a factory you can get it done in tools in like 3 clicks
and a very slow and awkward one at that
but with modeler when you're planning the factory you understand it a lot more i guess, and on top of that you can plan out an entire save
I wouldn't listen to them. They just like to make thier way "better" for some reason. It does quite well at calculating, when setup correctly.
yes
you can plan out a whole save in tools. There's many tabs
Coming from the verbal abuse poster child? that's rich
Aaaaany who, @dusky bronze , something like this:
yeah again, only occasinally unflip msgs. Not going to again. Pointless to listen to anythign you sayas you never show even a drop of self reflection
bla bla mate. Move along. Trying to have a conversation and you're coming in, as usual, telling everyone how wrong they are.
Tools is better at coming up with the numbers for you based on a final desired output. Modeler is better at letting you experiment with various things and see how changing things works because it updates in a way that easier to track. Modeler is also good for keeping your plans organized and working on them in parts.
If you could only use one, tools is probably best to get the best results. But modeler has really been helping me.
Additionally, tools always bases things off of world wide resources. And annoying to try to 'tailor' it for a specific amount of input imo. But, I have always said, don't know the recipes and want to know the most 'efficient', based off of world resources, tools. Everything else, modeler imo. Regardless, to just jump in and bash something just because someone has a different opinion is pretty childish imo. Also more so coming from someone who openly admits they haven't/don't play. ๐คทโโ๏ธ
Tools is greeny, calc is Anthor
Not trying to convince you to change your workflow, but adjusting to a specific amount of input in sftools is literally just changing the numbers in the Input tab
Tools graph viz just isn't nearly as good as modeler. And it's also way easier to build quick ideas constructively in modeler.
Like, I feel like I'm actually learning the recipes when I have to choose them myself, instead of having tools do all the thinking for me.
So I use both and check my work.
I'm aware of how. I just find it much easier/infinitely more manageable with Modeler personally. With outposts, bluprints (with sacking) and with auto rounding when wanting to overclock, it got even better imo.
And then have KYO tell me I'm still missing something ๐
Outposts literally make planning builds so much better.
I personally still just prefer to model in the game itself. :D. Then I don't have to do it twice. :)
Can do outposts/subfactories quite trivially in sftools too, fwiw. (Again, not actually trying to change anyone's workflow. Just saying. :)
The game doesn't tell you how many of each building to make. Somewhere you have to do the arithmetic.
No you really cant
They aren't linked to each other.
Right, which is why I use solvers like sftools (actually I tend to use my own bespoke solver, bit I use sftools sometimes too)
Sure, you have to know that the one tab is exporting to the other. I'll grant you that. :)
Like these are 4 different tabs in tools, which in modeler can all be connected to each other so if I update one, they all reflect the change.
Tools for me is basically a recipe chooser
I'm just saying that sftools can easily do subfactories in tabs; I've done it many times
And even then, I'm learning a lot of the time I need to be more specific and disable a lot of its choices.
If you prefer to have the graph lines connecting 'em, I understand. :)
Yes, or else I realize later I forgot something important and my whole build needs to be redone.
Anyway, as I say, not trying to change anyone's workflow. The two tools have very different use cases
That's my point. Use both!
A solver/calculator is not a modeller/planner, and vice versa
I just still think that the best modeller/planner is the game itself. :)
Though for simple things if you know the recipes, modeler is a perfectly fine calculator.
And this, my friends, is what a "civil" debate looks like when others have personal opinions ๐คฃ
I disagree with that. Since it does nothing to help you keep track of the math apart from letting you do math with N.
That other guy has me blocked for some reason I cannot possibly imagine why. I've decided I basically try to ignore him.
It's probably just as well, since I'd end up getting into a dumb argument with them.
My solver keeps track of the math for me. :D I just build one chunk at a time
Anyway, dishes time for me. Ciao!
Oh you have your own solver!? That's pretty cool. What's it made with?
Oh ttyl.
Same. Only reason I don't is to say something when they are just being negative for no seeming reason. ๐คทโโ๏ธ The one thing I "try" to live by in communities like this, you don't exactly have to "like" the other person, but can hopefully work "with" them in the help of others.. ๐คทโโ๏ธ
Python + graphviz for the output
Gotta love me some Dot files.
#math-and-meta message <- one of the outputs, for example
It's a shit solver compared to greeny's but it mostly works great for me since it was coded to how I tend to approach things. :P
Its main downfall is that if you're looping anything back you've gotta know it ahead of time
I've thought about making my own solver too, since I want more options than just purely resource minimization.
Anyway, yeah, dishes. :)
Was thinking perhaps this would be a fun excuse to learn Z3... but I don't have as much time for a little while I don't think.
what are outposts
are they just lil mini factories that make a single good?
good as in item, like a heavy modular frame outpost as an example
It's basically just a new expandable "tab" which gets simplified to inputs and outputs on the main page
so you can do like 10hmf/min comes from [over there] and it's just a little box, rather than a whole THING
oh cool
good way to modularize and compartmentalize
and then just connect that node rather than having a zillion nodes from a zillion processes
in other words, giggity
do we all have weird senses of humor here btw or am i just silly?
Yeah, my late-game "factories" are often geographically spread out all over the place
Make RCUs over here, FMFs over here (probably with that whole production line in a couple locations), eventually cart 'em together where they'll end up being combined, etc
(And not, like, in a centralized production way)
I'll often even effectively do that when stuff happens to be essentially on the same site, too)
sure but the "whole plan" is not very useful imo, it's more an "overview" than a plan
whereas modeler lets you build the entire plan, in a way that actually makes sense to build
and the latest update has greatly improved the usability
with modeler I don't need any external spreadsheet or notes
With pencil and paper, I don't need a modeler.
same
Tsk, tree-haters! 
I keep getting the signal loops in on itself error, im not sure what im doing wrong
This should fix the incoming path signals, but for the outgoing blocksignals you would need to make the Rail longer and place another signal, cause the rail block is unfinished
It could be because your track is unfisnished as well. If you remove that signal and it still doesnt work try adding blocks on after that part of rail that is not done
if the block doesnt work, everything is going to fail
Is this a good loop for waste?
For sinking Plutonium? Not really. Using default pellets, cells and rods, it'll be cheaper
I should mention Im using this because i have cubes for days ready to be droned
I know the pain of getting them running
But if you're doing something else with the Plutonium, idk, it might be decent
Keep them for tier 9 lol
It's going to be the first nuclear plant i do. I will probably refine it further but not yet
I'm at tier 9 xD
Singularity cells eat pasta
Oh, you mean the cubes. Okay got it
I mean it's up to you tbh. I wouldn't make PCCs to make Pu Fuel Unit and sink it. That's a waste of time, effort, and resources. But if you already have them and you think you won't end up regretting spending them on Plutonium, then it makes sense to use them
But default Plutonium cells take concrete instead of aluminium so that's a no-brainer imo
WYm, the heat sinks take aluminium
That is kinda crazy haha
I think I'll automate the first section and eventually i think about plutonium stuff
I was talking about plutonium cells, not rods
But if you're making Ficsonium, it might make sense to make more Plutonium, rather than less
I already see the dimension of this project.. I'm going to get it all done for the first phase of nuclear so that i have power to undertake the rest
Because apparently this is what i need to make the whole thing work
Turbofuel any good in drones?
the more energy a fuel has, the more it lasts for everything (power gen, vehicles, etc.)
however in drones, sometimes more energy-dense fuels also give more speed. Wiki has info on that
It's not bad at all. You can easily get it and power quite a lot of drones
But yeah if speed is something you need, than probably look for better
rocket fuel probably the best for me.
I just need some low /min items to be delivered into my facility
first nuclear plant if im making 2 uranium rods per manufacturer and the plants use 0.5 per minute can i just run 1 splitter into 2 from the manufacurer and itll even itself out eventually?
yes
ty
Holy spaghetti
it works
and thats all that matters
aesthetics is a 2nd playthrough activity
I feel like it helps get the build organized laying it all without spaggethi
i figure out exactly what input i need to get the output i need then just go from there it looks like spaghetti but its organised in an adhd way
i see you are not usinga single manifold tho, what's up with that?
whats a manifold
it's easier to set up and no need to do crazy math on splitting
i need to setup 11 more nuclear reactors
how much uranium you got there?
you know what would be quite useful, is a tool that has detailed z height information for the whole map and you can lay out train lines like it's a vector program but it won't let you draw a line from one place to another if the terrain is too steep. You have modes for max steepness, 2m ramp, and 1m ramp if you want to clamp it more
It sounds like you'd need a 3d navigation to do this as you'd need ramps going up
Or just build an elevated railline
sky infrastructure can suck it ๐
I'm just imagining it being an overhead view that's aware of the elevation
I am glad people do what they want, but I'm a nature/landscape bro
I think it'd be a bit of a redundant tool tbh.
probably the best way to keep rail tidy is to build a leading line of zooped foundations the whole way.
that way you can plan the path, find any issues you might dislike, alter things for looks and keep the pylons tidy when you print them on the path
the game becomes the best path finder for that
I mean, that's what I do
but I "play" the game a lot away from my gaming pc, planning things, using image editors and maps etc
and as I'm sitting here on my computer mostly working, I wish I could plan my rail line, but I know that the place I want to bring it is tricky and in reality I can't without being in the game
sure but you'd end up needing to do it in game anyway to get a real feel for it
I'm ok with that. That's how ~every plan works
that just sounds like double the work then. Redoing it once you're inside. Play the game while not in the game doing something constructive you can't do in. Like jotting down where belts will go between processes
I disagree strenuously, lol
I can't really tell what the disagreement is exactly, but I tyhink I value getting the gist of something together even though a lot will have to change when the plan meets reality
I mean realistically. Even if the tool could be as speicific to detail out this
I'd still need to go into the grame and do the layout anyway later.
it mirrors my real work and seems fine
Lucky I knew what I was doing and 5 each gives the perfect amount of everything to get moving lol. I just wanted feedback and eventually maybe some tips to do better. Thanks for your usefull comment tho!
that's not really an argument though, I don't need a pencil and paper to use modeler
Exactly
my point was that when using satisfactory tools, you absolutely also need some other form of notes to do any sort of larger project, as while it's awesome at spitting out a solution in seconds, it's not really all that useful by itself
vs modeler which basically allows me to put the entire plan in it, without any external notes
i'm not knocking on satisfactory tools in any way, it's great at what it does
No you don't lmao. I built 2 max size nuke plants only with SFTools (as well as literally everything else I built between U3 and 1.0)
The only reason I'm using modeler now is because it has better custom recipe support and I'm playing modded
if you're going to use overclocks, or change the number of machines, both of which i find absolutely critical when building any factory, satisfactory tools calculator is not that useful
All of my machines are either at 100 or 250% and dividing by 2.5 isn't so difficult that I'd use another tool for it
i do much more customization of clock speeds
here's an example of something that honestly doesn't make a real lot of sense in ST Calculator:
it quickly shows that it's possible to make 900 plastic from 300 crude using recycled plastic/rubber, but how do you actually build it?
i modeled out the same thing in Modeler, and while it looks more complicated, it's laid out exactly as I actually built it in game:
how do you build it
prio splitters ๐
3 rows of refineries, HOR and DF off to the side, 2 smart splitters and 1 prio merger
this was before prio mergers even existed
If I recreated this in Modeler, all that would change from the tools plan is that I'd put prio splitters/mergers at some connections
what i did instead was break out the "bootstrap recycling" part of the loop into it's own machines
Regular merger also works because the residual rubber is less than recycled
I just use prio because it exists and it's technically more suitable
residual rubber goes to separate set of refineries
as you can see in my modeler screenshot, only 33 1/3 plastic / 66 2/3 rubber actually needs to be recycled back
If you overcomplicate things then ofc you need an overcomplicated plan ๐คทโโ๏ธ
i would argue my plan is simpler and a lot less failure prone
Simpler than this? #math-and-meta message
And less failure prone when this setup can't even fail?
you're building 13 1/3 refineries huh?
that's not even the same setup
No, I build 14 and let some idle. It works just as well
And do you think I'd have the exact same setup as yours in a post from 2 weeks ago?
Besides, all that'd change is the refinery count and the output
I'd build it exactly the same
i guess that's the difference, i wouldn't build it that way
I have one for 270 oil #math-and-meta message
All of my recycling setups are built the exact same way, as long as the total amount of produced plastic and rubber is less than 1 belt
If it's more than 1 belt, I split it into multiple setups that are all under 1 belt of each
Thanks to how the priorities are set up, it can produce the plastic/rubber in any ratio, as long as it's not higher than the max capacity of the setup
So I don't have to change anything except the refinery counts each time I build it for a different output
i like to separate machines in the production line so that they work independently as it makes things easier to debug when something is not working right
that's definitely a nice advantage of that method for sure, but I don't really build these in variable amounts, I have the entire factory line (besides some logistics) blueprinted in 6x6 modules, 300 oil in, 900 plastic or rubber out, built side by side to make a larger factory
Quick question, If i'm using only 300m3/min of crude per line is it just better to run mk1 instead mk2?
Apparently problems happen near max flowrate
i would personally use mk2, because 300/min is the absolute max of a mk1 pipe
So i say run a Mk 2
Okay, I was thinking of putting them together but 9 pipes running up a building looks better than 4 so ahah
means if you have any flow issue, you won't be able to maintain 300/min
where fluids are concerned, leaving some headroom in the pipes where you can is usually a good idea
obviously there are some cases where you won't have headroom, like a fully overclocked mk3 extractor on a pure node
thing is, I've aware of max flowrate issues but actually never encountered them myself. I got max 600m3/min x2 crude for my 40GW powerplant and never had issue apart from when loading the save file liquids disapear but it only takes like 10 mins for it to come back online fully but never flowrate issues.
consider yourself lucky lol
Yeah, some folks are lucky enough to have a natural build style which happens to work just fine
I've got a big ol' pastedump of advice but sometimes you hardly need any of it. :D
you can definetely build things that work at max flowrate without any special considerations and just have it work
I rarely have ever experienced flow issues that aren't the direct result of insufficient supply.
but it often is quite difficult to pull off reliably
I've leant early on my Satisfactory journey that placing junctions 1st is a must and replacing pipes after adding a pump. But with new autoconnect I also learnt that it actually makes pipes bigger on connecting points...
Make all junctions feeding machines vertical and feed them from the bottom pipe
99% of problems solved
wait what? Can you send a picture ๐
No, I'm not home
yeah i need a screenshot for that lol
I'll try to find one.
not really understanding what you mean by "feed them from the bottom pipe"
Yeah exactly
The junction is vertically oriented, so one end of the plus is at the bottom
You take the pipe from that one and put it in the machine
okay it now makes sense. Junction is higher than input for the machine.
so all the pipes connect to the manifold from the bottom is what you're saying?
inputs and outputs?
outputs propably as normal
Basically, the manifold line is elevated and the junctions let fluid flow down into machines.
inputs from the top
Plus, gives you space for belts, splitters, etc, without needing to make everything clip.
I usually do this for most my builds and works awesome. But will have to try the from the top manifold
That's nice, but if you switch places for the belt manifold and the pipe manifold, then "gravity" helps your fluids out.
yeah that does sound better but atm I got over 100 refineries already placed like that and I dont wanna replace them xD
I have a three refinery blueprint that has the elevated pipes and floor level belts built, and I can remove/upgrade whichever ones i'm gonna use.
here is an example of it on my Fuel Gen Blueprint (very compact, very demure)
@lone igloo @lone jewel
Wish you showed me that about 100+ hours ago when I was making my 40GW power plant xD
i'll send the BP if i can
its alright I will make one in the next major update
atm working on a huge world PL where I want to use majority of resources in the world
oh wow, i didnt think it would let me send it
you might figure out your own system for power lines, but there is a power pole in the blueprint. it's meant to fill space by rotating it 180 and nudging it in everytime you build, and as you do that, the power poles fill in near the one that is not plugged in (i did it like this cuz i don't like criss-crossing cables, but feel free to do it your way)
yeah, this part I understood, how do you feed the manifold though?
You just plug it in at one end or the other, or both if you want it to go longer.
It's only about 8 m high, so it can be reached by default headlift out of machines on the same floor.
honestly, 99% of the time I ignore normal headlift of 10m and just slap a pump on the pipe. Its just the way I do things and its so easy and nothing to worry about.
Realistically, any open junction slot could feed it
You definitely could do that
I always try to design production so fluids flow down to the next place they're gonna be used.
Power is not an issue for me, and if I need more in 1.0 there is so many power options aka Rocket Fuel its insane.
(Even if power was an issue for you, the paltry amount required by a pump is unlikley to make much of a dent. They're practically free)
Making small temporary rocket fuel power plant if needed before setting up full nuclear is easy and atm I still got way over 25GW+ of power to play with and alot more as I got temporary facilities running atm.
I really HOPE in next patch they will come out and say "we're x2 range of hover pack, enjoy" HONESTLY
ah yeah, make the OP thing even more OP
its not OP at all
fly mode within factories? very much OP ๐
How so? As there isn't any players around or even if there was its not PvP and it only would improve QoL of making builds easier.
thing can be OP in a singleplayer sandbox as well ๐คท
They already buffed the range in 1.0
Eh, I don't consider Hoverpack OP; you get it pretty "late" at a stage where you're starting to build some pretty big factories. Its range limitation keeps it balanced enough, IMO
~~Plus you get the production-stutter effect whenever it crosses power grids!
~~
You've probably already been jetpacking around to build factories by that point anyway; it's just a bit more QOL by that point
well but jetpack needs dedicated fuel and is limited by time and such ๐คท
greeny you have a very much PvP time balance to it. If it was PvP or enemy defence like factorio then yes it would be way to OP but its sandbox factory game where you're building massive factories 99% of the playtime.
Actually I sort of take back what I said about "a bit more QOL at that point" really. Jetpacking around your factories for most players isn't really active building; it's just getting yourself to a different vantage point
Hoverpack is (for most) a pretty big QOL jump, not a bit more
(I know some folks like building with Just Jetpack; it's too "bouncy" for my tastes though)
The two have pretty separate niches, IMO -- Jetpack for exploration (or other out-of-factory activities), Hoverpack for building
Or, I suppose: the "difficulty" of building factories without the hoverpack isn't something I am at all sad to see go, once I do unlock the hoverpack. :)
if there was a building you could build that would produce 50/min of any chosen item for free, would you also not consider it OP because it's just a QOL?
The only sense in which a hoverpack is OP is that it uses too much power
It is literally over powered
That is drastic difference in conversation here. Hoverpack doesn't offer items just QoL for building, where what you're trying to compare is items for "free". Those 2 have no relationship together in this conversation at all.
I'm not trying to compare. I'm trying to argue that "OP" can indeed be a thing in singleplayer sandbox games
A building that gives you free stuff is a cheat and doesn't belong on the OP/UP scale.
Something that provides items for free would break purpose of a factory game. Where something that allows building bigger and nicer factories would player to make more factories that make those items.
same argument then, but the building uses power ๐คท
or a recipe that converts one iron ore into five heavy modular frames
Still a cheat
Doesn't belong on the scale
(also "cheat" is usually "changing game rules", which I'm not doing here)
You are
how is "just another recipe" a cheat, if it's in a game (assuming hypothetical scenario)
Everyone could agree a building that gives you any item for free no matter how expensive it is just cheating as it defeats whole purpose of making said item factories and spam those buildings.
by that definition, heavy encased frame is a cheat recipe
Where something that allows building those said items facotories easier just QoL on bigger scale.
Is it "just another recipe" if it's creating stuff for free?
No, it is a trade off
I said iron ore to modular frame
If I wasn't making huge scale factories I would not say I want Hoverpack x2 range its because spamming power poles everywhere seems pointless if the range was doubled less spam and clean up.
Still a cheat
again, where's the line
Free items is the line usually.
so one iron ore to five HMF is fine then
No
it's not free
And if you can't tell where that line is, maybe you shouldn't even speak on it
how many iron ore does it need to cost to not be a cheat?
That's obviously over the line
We went from hoverpack range to free items or changing recipies... like O_O
How many grains of sand until it's "not a heap"? That's what you sound like right now.
I'm just showing you that you can very much have something in SP game and have it be "OP".
exactly why I installed a mod to give it double range (and speed and all other stats)
dealing with the vanilla hoverpack was so annoying I didn't even use it. now it's actually good.
maybe even too good, because with these stats I can use it to move between factories too
And I'm stating hoverpacks are not that
Well, just to point out majority of the time I do think there needs to be better way of transportation across the map earlier. I genuenly hate having to spam cannons to go from factory to factory and by the time you get portals its GG, you're bacially finished with the game. Balance of travel in the game is off the charts atm.
they have different role than jetpacks. But compared to how much jetpack gives you vs no jetpack, hoverpack gives you (imo) WAY WAY more than vs no hoverpack
Does it though?
infintely long fly mode with almost no restriction, yeah
Cuz it's practically useless when you're not near factory space
and its features are useless when not near factory space either, so it's only useful in the places where you'd actually want to use that feature
Well, no, i'd love to have one usable while fighting aliens, but they are away from factory space.
that's jetpack's territory
So hoverpacks are NOT OP
They are better within a given domain than the other options.
see funny thing is Greeny, if I would be playing Satisfactory to fight enemies Honestly wtf am I doing. I play this game due to its building and core gameplay is amazing.
if I wanna fight enemeis go play factorio where there is polution
and my point is that compared to how other things improve stuff in their domain, hoverpacks do much more
Most time I play in peaceful mode anyways as I see no benefit to enemies but a thing to annoy me. I turn on peaceful mode once I reach phase 4 and then killing enemies becomes a joke anyways.
I don't know, something makes getting DNA more fun when the aliens actually fight back and go after you, so I don't do that.
When I'm building peaceful mode all the way honestly. If exploring sure, that makes exploring more fun I agree.
I think the whole point is, Hoverpack is an end-game mobility item, and part of its cost is the long wait to get it, therefore, its power is balanced in my mind.
I played the game so many times that fighting enemies is no longer fun or interesting. it's just annoying
Thats where my thought of hoverpack x2 even x3 range as building just annoying. My biggest fear with mods is. If new patch comes out I cannot play until mods updated...
well, the good news is that 1.2 isn't coming for a while probably
Hoverpack in Satisfactory is like unlocking the double-jump on a Metroidvania.
Is that overpowered compared to not having the double-jump? Maybe, but both are a welcome unlock. :P
also, the hoverpack mod can be removed without consequences
would you mind linking the mod for me, would absolutley love to install it ๐
(I admit that analogy doesn't hold up to intense scrutiny since in a Metroidvania you likely cannot complete the game without that double-jump, but still)
Have you tried finishing Satisfactroy without hoverpack?
IMO Hoverpack is just CSS's way of showing that they don't really intend the mechanics of factory-building to be an impediment in the late game
Not since my Update 3 run. :)
Appreciate it man, will get that into my world ASAP. I just want to build and not worry about GOD damm range and spam of power poles...
(just build power infrastructure into your foundation blueprints.
)
Yes but there is no autoconnect for power is there
Indeed! Still removes nearly all the work required to hook up a hoverpack-support grid, though.
(And honestly once you're sufficiently experienced with the game you can just AGS > Fly Mode if you want unlimited flight. Not that experience really has anything to do with it, of course. :)
that feels a little cheaty ngl
No less cheaty than installing a mod which does effectively the same thing, IMO
Though I get it: cheating's in the eye of the beholder
(Though I'd argue it's technically more cheaty, since AGS is right there in the game menus, whereas mods require haxing the game. :)
The hoverpack is slower when going in a straight line vs jetpack + slide jump in a straight line. Which makes sense because that's it's role
Hoverpack: build in place/overhead view/staying within factory
Jetpack: Distance/height/adventuring
But I only use hoverpack when building in blueprints tbh
Or maybe a structure that I need to view or edit from a specific angle
how come my mk1 miner cant provide enough coal for 4 powerplant which each need 15 coal a min? of which my miner is producing 60 a min
and if i have 3 running it keep the coal income at about neutral
or do spliiter dont split equaly or something?
They split equally between the number of splits you doing. So could be 50/50 or 1/3 each or 100%
Can you send picture of the setup?
(For posting pictures, it is best by far to open a #1038092680493801533 thread, btw)
eh dont think i can put that in a screen with everything vissibly
(That's honestly the best place for most "help!" type questions anyway, but especially when screenshots are called for)
but i try lol
Can slap down some foundations to get some height, if nothing else. :)
Are you using manifold or load balancing?
ye problem is rather the cleanliness of the build
yes
Which one??
heard both words before
ye screen shot incoming in question channel
balancing pipes ๐คข
how do i know that this is working. my target production rate is 72.7272727273 and i typed that there should i just trust the system? if it is minimally wrong there will be problems right cause machines take time to turn on i think and if it produces less then energy will spike
realistically you're making 72.72726/min of packaged fuel
lol, ok, but the manifold is made all neat and tidy while no effort whatsoever was put in on the load balancer side
should i make it faster than i need it to be then?
load balacing the liquid part is also kinda pointless, fluids don't split evenly, so regardless of how you build it, it acts more like a manifold
that type of pipe layout isn't actually about balancing the liquid flow rate itself; it's mostly about distributing the consumption so that machine "sips" of liquid are directly replaced and have minimal interference along the line
I would just build 2 refineries at 100% and let them idle as needed
You very rarely actually need to change clock speed
but if you want to not idle machines, just clock it according to what you need, rounding up when needed
i wanted to save a bit of space im using 44 refineries here. about idling i just noticed thats not actually an issue because it will only idle once the internal storage is full which means i will always have what i need anyways right
if u wanna save space clock everything to the max
If you wanna save power, build thousands of machines at 0.1%
(I know power is quantized and you will run into a point where you don't actually save anything, don't at me)
Minimum clock is 1%; you still do save power at that point. :)
The thing that always amuses me about the hypothetical "clock everything to 1%" thing is realizing how much warm-up time you'd need
Like over three hours just to get a single Crystal Oscillator out of the array
Almost done though. This is all that remains. about 1/8th of the circle.
Linear algebra in satisfactory when?
what do we need linear algebra for ๐
Solving systems of equations? That's like 90% of the 10% of math in this game that isn't regular proportions
...so i guess 9% of the game
linear algebra is vectors and matrices etc
thats just algebra, not linear
Parabolia
Are you suggesting that linear systems of equations that you learned in early algebra don't count as linear algebra?
Cuz they definitely do, you can even write a two variable system in vector-matrix form.
Hi
is there anyway to make somersloops activate on the 1st recipe without ahving to run the machine once?
I heard that swapping the recipe to a different one and then back will make the sloops work on the first cycle, but I haven't verified it myself
If it doesn't, you can just run it once on some cheap recipe and then switch to the one you want
There is no cheap one for pasta, I'm so done with MK2 Designer rushing for MK3 rn
I need few bps that would be perfetly fit in MK3 not MK2
and I cba to make it work in MK2
Ironically, there's a few cheap recipes for the accelerator but they're all T9
I just ran 501 cycles making 1001 pasta
all I care about is MK3 BP not the mk6 belts the mk3 designer
straight up ticket force power to mk3 designer
in my head it still doesn't make sence to me why mk3 and portals are locked straight in endgame such as Tier 9. Wish portals were avaiable a tier sooner and mk3 designer
mk1 straight up needs to be removed
Yeah, I have not used the mk1 at all since they added mk2 and mk3
again this is my opion only and this is waht I think. MK1 and Mk2 should not exist and only MK3 if not MK4 for bigger. Why limit creativity behind a time wall.
because copy-pasting the whole factory wasn't devs' vision
break the bp into 2 smaller bps.
And portals are fun but ultimately kinda useless. Unless you consider hypertube cannons to be cheating
Honestly there was more bitching about BPs after they actually added them in game. At this point I wish they were never a thing
portals are obsolete by time you get them setup as you're most likely already have a hyper-tube cannon network which is bascially free and with new junctions you can get super compact one.
same with pipes lol
cannons are also an exploit. A lot of people don't use exploits
well game balance doesn't assume cannons, since those are practically a bug
its not bitching, its just limiting factor behind a time wall. If they never invisioned copy-paste then why add?
engine feature
if you don't use cannons, portals are great lategame transport option
hardly a feature if it's based on a bug
you're right, they should add 200x200 bp machines so people can just paste teh same factory over and over.
And should remove BPs entirely from the game
yes but at this point its a feature
still not considered for game balance
cannons are still there because of bitching.
The only reason cannons are still a thing is because people got mad when an update fixed them
so if they fix it watch the bitching go so hard because travel is so excesive in the game, and the only reasonable travel system of portals avaialable at absolute endgame.
and unfortunately devs put vocal minority above game balance
creating a good travel network is part of basic design. If you want ot use an exploit or mods to get around it, do it.
reasonable travel systems are (for example):
- hypertubes
- trains
- explorers
please show me a world where someone uses hyper-tube in the intended way with the intended speed.
It would still take more than 10 minutes of doing absolutley nothing to get from 1 place to another that is in a different biome
I did soon after they were added
me? and others who don't use exploits.
it's a sand box game, do what you want. But don't pretend it isnt
here you go, both messages above ^
good thing you can optimise travels to not be needed often ๐ and for longer travels you can easily use trains
may as well jsut mod in early teleporters if you want. And that's also fine. It's just very very annoying hearing people wanting to break anything remotely like balance and challenge
imo hypertubes are great for short-medium distances and inter-factory traveling
hell, at worst I've taken a tube from GF to DD and just gotten a quick drink
but it's not like I have to keep going back and forth between the two points
yeah, stretch, go to toilet, grab a drink, you're gonna have pauses anyway, so why not take one now. Or take the scenic route and enjoy the game's visuals
if you keep having to travel to the other side of the map over and over you've got some critical core issues about what and how you're doing things
Frankly speaking, the dimensional depot made all pioneer transport basically obsolete.
don't make me agree with you ๐
yeah, you travel like once to a location to build there, maybe once more to debug or fix something you've forgotten, then any other travels are for weird reasons like "I want to look there and take screenshots" or something
or if you've got such a large project a depot can't manage your inventory a sloppy train line with cars behind you full of building materials
Though I think I'm going to delete all my depots once I get back into them. Messed around with it but... meh
i guess just watching my trains go by while enjoying my morning coffee is weird ๐
cargo transport is fine, we're talking about personal transport
I can't recall, trains still run on auto if you enter them right? you've got to push something to stop the automatic path?
yep
I generally run hyper tubes under all my rail so it's been a LONG time since I've hitched a ride
thats the only thing i enjoy more than watching them go by; being on them and watching the world go by
If you practice independency and keep your hub, elevator and MAM as items in your depot, you can just go from factory location to factory location, build, debug and move on, without ever visiting a location twice
but...what about hypertube networks
I really don't get teh hate of reg hyper tubes. Unless you're going up some fairly steep climbs they're fairly fast. I get across the whole of the rocky desert in like .. .15 seconds?
if that
maybe 10?
I do wish they looked a little better
I actually timed it the other day, 55 seconds to cross grassy fields by flying, 4.5 seconds via HT
You can cross the entire map that quickly with boosted tubes
I mean sure. But we're talking about part of the game design involving proper transport networks, not based on exploits
That was with i think i had 5 boosters at the entrance
hey, if you find those fun, do it ๐
Just don't use the cyberdumpsters
Or build roads that forces the paths to always turn right to eventually get to where you want
i like your style
what do you guys think?
I think that modeller is not very readable and I'm not even sure what I'm looking at, yet alone why are you planning in modeller instead of ingame
you don't need to store screws. they're not used for building or handcrafting anything en masse. keep a stack or 3 and it'll be enough
well i need them for the milestones
its easier to make everything efficent (for me atleast)
efficiency is just calculating the amounts properly, any solver can do that (and way faster than modeller)
I meant planning as literally placing down splitters and such as you did - I'd do that ingame instead
huh I guess you do need 4 stacks for that
but on top of that, you don't need more than 2 stacks
so 3k screws
eh, I guess some early game production for storage isn't a terrible idea
don't need to keep it running for very long tho
unless you keep losing your scanners/guns
the devs need to give us an option to make the equpment in the manufacturer then
ah yeah, full container of rifles, the american way of playing
we can already cram containers full of nuclear bombs, jeez
I think it's less that people hate regular hypertubes and more that the other hypertube methods are so strong. Also most people don't care as much about doing something the intended way (unfortunately)
greeny is most anti QoL person I've seen on this discord, no offence but any half decent idea to you is just OP or not balanced.