#math-and-meta

1 messages · Page 353 of 1

analog tulip
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@thorny root I know you cared most about blueprint generation, but I think you're going to find this interesting. I added a slider that lets you optimize to minimize waste outputs. Here's a factory that produces computers and only computers:

fringe seal
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🤔 just realized that the only 3 buildings that produce byproducts are: Blender, Refinery, Encoder
All of them are solid - fluid combo

crimson moat
fringe seal
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oh wait, there's converter too?

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the only recipe in converter that has two outputs is the dark ion fuel hm

mystic hollow
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is this too much or too little extractors

wind spade
mystic hollow
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oil

wind spade
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how much water do you need?

mystic hollow
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not sure yet. haven't placed anything else down yet

wind spade
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so it's too much then. Correct number is 0

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wait until you know how much you need and then build that much 😉

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(not to mention that the one pipe connecting all of them definitely cannot handle all that water)

fringe seal
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and for mk2 pipe, too
(I assume there is no underclock)

mystic hollow
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i could underclock them

wind spade
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you could also build them when you need them, where you need them, in the amount you need them 😛

fringe seal
mystic hollow
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this is the space i am working with for refiners

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forgot how big they are

wind spade
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I feel I'm gonna repeat myself, but don't build foundations to then try to fit refineries, build refineries and then encase it in a building 😄

fringe seal
mystic hollow
wind spade
dawn beacon
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Oh didn’t know you couldn’t make more foundations. My b

fringe seal
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alt recipes

mystic hollow
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uh

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i have this

dawn beacon
wind spade
# mystic hollow probably both

I'd heavily consider calculating the needed resources before building. Especially if you're currently not even sure what you're building

wind spade
fringe seal
mystic hollow
wind spade
mystic hollow
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best i can get with the tools i can use is this

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i'd just need to figure out how to make it work in practice

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also i could've sworn oil made power or i could be wrong

mint coral
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put it in a fuel generator to make power ^_^

mystic hollow
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ah ok

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i am gonna need so many engines for this

mint coral
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motors i think

mystic hollow
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it's engines for the both the extractors and refiners

mint coral
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keep in mind mark 1 pipes can only have 300 fluid ^_^ its a mistake i used to make

mystic hollow
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so maybe i should use like 2 extractors until i get mk2?

mystic hollow
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oh mb

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how did it forget that it's motor

mint coral
mystic hollow
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and i am bad at math

mint coral
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youll need motors for that too. i always make the mistake of makiong to little motors

mystic hollow
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i have a good bit making

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it's just im gonna have to redo the first part of the system because the beams and going in quick enough

solid loom
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I know this is probably the wrong channel for this but its very quick what is this symbol? efficiency?

dusky bronze
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yes

solid loom
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thank you

deft lichen
unique cypress
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I've seen large fluctuations on miners and extractors because the 5s downtime upon idle is a lot of cycles. But on any machine with at least a few second long cycle, it should be pretty decent. Unless its uptime actually fluctuates over time

loud torrent
mint coral
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My mates and I all have beefalo related names
Beefalo au Jus, Bumble Beefalo, Big Beefalo woamn and so on

unique cypress
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<@&387163995947270144>

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Thanks

peak jacinth
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Does anyone have a good tool for making flowcharts?

opal temple
peak jacinth
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Damn

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I didn't know there was dedicated stuff for this

unique cypress
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Oh there's like a dozen different ones

verbal oar
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What's the meta turbofuel recipe line

unique cypress
verbal oar
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Power supply to last me until I set up better cubes and aluminum that'll let me make nuclear plants

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basically just best Crude : Turbofuel ratio

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pre-blender

unique cypress
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heavy oil residue to diluted packaged fuel to default turbofuel

wind spade
unique cypress
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or just skip TF entirely and just burn the fuel

wind spade
unique cypress
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20 GW from 600 oil and some water is pretty decent too

wind spade
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the TF/RF branch basically just converts other resources to power

verbal oar
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Thank you for the info and the things to deliberate upon

opal temple
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Planning out my first couple factories. Whats everyones thoughts. For the RIP factory i might just throw it all down for spare wire off that copper node since it only needs 33 copper ore/min

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Restarted in the rocky desert last night, so just trying to plan out accordingly now that i've got my head back into the game

wind spade
opal temple
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Its more so im trying to ustilise the nodes at my current tier with mk2 belts i guess

wind spade
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well it's up to you obviously how much you build. But what do you need 160 screws for?

wind spade
opal temple
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True enough i guess

opal temple
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10 RIP/MF per min seems decent based off what ive read. Unless im totally over estimating it

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

opal temple
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Fair

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Got upto steel production last run, so sorta just wanting to set things up better this run

opal temple
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Steel pipe i'll be doing via iron pipe alt recipe. No ifs or buts about that

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Just seems way to useful

wind spade
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and very expensive 🙂

opal temple
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Is it actually?

wind spade
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it's A LOT of iron

opal temple
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True

wind spade
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however it's your choice really, like with every alt recipe

opal temple
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Does SF Tools tell you which is better if you have the alt enabled?

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Just for comparison sakes

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Or any of the tools really i guess

wind spade
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there's not really a "better" or "worse" recipe for anything, it's always a tradeoff

opal temple
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Gotcha

deft lichen
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sometimes you want to optimize the building count or use resources available in one location

opal temple
deft lichen
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yeah, you can make it show a plan for anything if you constrain it (disable unwanted recipes/resources)

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for the building count, it's the fastest to open the overview tab instead of the chart, toggle recipes and see how the building list changes

opal temple
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Gotcha gotcha

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Just gotta mess around with it i guess

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Cause for example. I do have the iron wire recipe enabled. But it chose to do the base wire recipe

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Wait, nevermind. It didnt have enough iron to do it all via iron wire

unique cypress
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Similarly with recipes. I enable all of them at the start, then disable all the ones it tries to use and I cannot get at my current tier and see what it comes up with. It might be much better than what it would've produced if I only enabled the recipes I actually have

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And if it turns out one of the recipes it used and I don't have makes a big difference, I go and get it. If I didn't enable it because I don't have it, I wouldn't know how good it is

opal temple
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Fair enough

vapid gorge
# opal temple True

I’m a ‘iron ore is a trash resource, use it everywhere’ person

Iron pipes is hideously expensive to me

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Coal is very common and doesn’t have much use outside steel

opal temple
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Yea, sort it and was like ohh. This could be nice

vapid gorge
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It can be convenient, especially early on I guess? But if you use like solid steel recipe, iron pipes uses almost 5x the iron instead of a touch of coal

opal temple
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Actually, do people make a full phase 1 SE parts factory and then a new phase 2? Or do they just hand feed the assemblers to make parts

vapid gorge
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Both. Depends on person

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I’m a hand feeder / smart splitter overflow guy

opal temple
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Fair, Honestly wonder if its worth slopping those assemblers off the bat if i can

vapid gorge
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Ehhh, while they are being made you have tons of exploring and building and planning to do.

Slooping is a gimmick

opal temple
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Even though its 2x the output for the same input? If i understand it correctly

vapid gorge
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Yeah it’s a duping mechanic. Personally I think it’s pretty silly.

Most of the new stuff from 1.0 is kinda a soft creative mode?

Duping
Essentially free build creative mode for items you’ve automated (depots)
Ore conversion

opal temple
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Ore conversion?

vapid gorge
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You get it later. Can convert one raw resource into a different one

opal temple
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Tbh, might just hand feed. Can use the nodes for more manufacturing of other stuff

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Ah, quantum encoder or whatever its called?

vapid gorge
opal temple
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True true, need to get through the mam tree a bit

vapid gorge
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Mam is your best friend

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Even a regular splitter will also do the job, just won’t prioritize

opal temple
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Lots and lots to think of and do, that is for sure

vapid gorge
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Many ways to do a thing 🙂

opal temple
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That there is

vapid gorge
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Tier 9 maybe?
It’s a real gimmick though and generally more inconvenient than just importing more of what you need

dusky dust
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Yeah, it'd be awfully niche for most players

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Useful when you want to go whole hog on "absolute max <product>" but otherwise it's a bit hard to justify

knotty hornet
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If you have shitloads of power, you get nearly 10x sulfur from what you put in by slooping the convertor loop.

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There are a few other things too, again if you care to spare the sloops

peak jacinth
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Okay, can someone help me figure out the production line for Screws because this is causing me no end of trouble

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I'm running no alt recipes and Mk. 1 Miner

mint coral
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but ill be more helpful is how many screw do you need?

unique cypress
mint coral
proper crane
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i made this abomination of a 1:5 splitter, is there an easier way to do it though lmfao

unique cypress
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exact splitting is basically never necessary

proper crane
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like cause of overflow right

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one belt earlier on will clog

unique cypress
proper crane
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yeah, i came up with my own algorithm to make them in shapez a while ago lmao

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now i need to figure out merging 5:2 smh

unique cypress
crimson moat
# peak jacinth 60/m

turn ore to ingots to rods to screws

if you don't have enough, do it again

0.5 smelters > 1 rod constructor > 2 screw constructors (round up) gives adequate throughput at every stage.

raven pasture
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Which would you say is more worth out of these two plans
I know i can use Pure Iron Ingot recipe but I don't think it's worth in these scenarios if I am limited by coal or limestone anyway

crimson moat
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Solid Steel is already solid.

Good opportunity to do double-duty like setting up dedicated concrete production at the same time, from the same limestone node/water, and to utilise limestone that would go unused.

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overall though you are making like 10x more stuff than you probably need, that's driving most of the cost/complexity/time - not the recipe choice

unique cypress
opaque relic
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Thanks pioneer

vapid gorge
gleaming laurel
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Is it possible to balance liquids this way? Various inputs (>600m3/min) into same average outputs?

wind spade
vapid gorge
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and or put the right amounts in the pipes in the first place

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connecting up tons of pipe systems together like that is a recipe for disaster

gleaming laurel
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But I would want the pipes to be full right?

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Why move 240m3/min with dozen of pipes if I can fill up a couple to 600m3/min and just leave one that's not full?

vapid gorge
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because having a bunch of merged systems can cripple your flow

if you have a few low outputs combine them at source and move them then

unique cypress
vapid gorge
gleaming laurel
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if you have a few low outputs combine them at source and move them then.
This is what I did here. I have 16 refineries (one underclocked) producing 3672 m3/min alumina solution combined. I just need 7 pipes to move that amount.

vapid gorge
unique cypress
vapid gorge
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how much total do you have moving?

unique cypress
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Just turn it into ingots and move those

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Why are you torturing yourself like this lmao

gleaming laurel
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I din't mean 'Move' as to a remote location. I want to process this into ingots now. The rafineries are below.

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I just didn't want to run 20 pipes for each rafinery

vapid gorge
gleaming laurel
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3672/min

vapid gorge
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as have been mentioned

  1. either process each individual pipe with whatever contents you chose to put in there

or

  1. clock your machines to produce equal amounts

you absolutely do no want to interconnect all your bauxit production lines

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you are already making a nightmare of it by not processing the solution directly after it's made

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pipes are not belts. You can't treat them like they are and expect it to work

unique cypress
gleaming laurel
agile bobcat
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@lapis rock

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they arent going through this thing for no reason

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its all snapped together

lapis rock
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and obv make sure it's not a smart splitter with the wrong types set

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(I don't know from the pic maybe it's not)

agile bobcat
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it isnt

lapis rock
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just build a nice straight belt off it to nowhere and see what happens

gleaming laurel
vapid gorge
agile bobcat
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figured it out

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was the floor hole

unique cypress
vapid gorge
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you are free to keep doing what you are doing
is it technically impossible? no

will it be a night mare to try to make work? almost certainly yes

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you've been told about the issues you'll face
you've been given a clear diagram example how to accomplish the thing you said can't be done because of ratios.

I'm not your mum. You are free to do as you please.

gleaming laurel
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Ok. This looks good, thanks. I'll finish my nightmare since it's almost done anyway. I'll rebuild from scratch if it doesn't work.

vapid gorge
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you really really don't want to interconnect multiple bauxite nodes together.

I don't even want to ask how you're managing hte waste

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in the example given it's sloppy + electrode , the top section of the image here is the clocking used

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blue is fresh, red is waste

vapid gorge
# gleaming laurel 🥲

I mean, they can be side by side getting there, that's fine
just don't link up the lines once you start processing each belt

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got a 600 line of bauxite? process that line entirely into scrap on it's own

For example

vapid gorge
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@heady sun like this

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blue is fresh red is waste

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most reliable and, honestly, simplest way to manage waste that gets returned.

and you can use it in the nuclear and dark matter chains later

heady sun
vapid gorge
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any recipe ratio
clocking is your friend

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just figure out what % of the bauxite is processed with fresh water, decide on the clocking

then make a group that is processed only with waste

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for example this was sloppy+electrode, used the top clocking

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you would need different numbers for base recipe but it's essentially the same thing

daring thunder
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#screenshots message

Extrators are full, pipes are empty. I tried rebuilding the pipes, I disconnected the segment of pipes from the network

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water just wont leave extractors anyone have any ideas

dusky bronze
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reconnecting the pipe?

daring thunder
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Yea

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ive done it a few times

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i just rebuilt all the pipes

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wtf

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Lol what the fuck.

the power was disconnected, but it didnt say unpowered

dusky bronze
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that would do it

heady sun
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i cant think enough to figure out a bunch of ratios rn

vapid gorge
heady sun
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not reliable?

vapid gorge
vapid gorge
heady sun
vapid gorge
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ok so that's the top right ratio

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looks like you need 40% on fresh water, 60% on waste

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so figure out the total water you need, pump 40% of it from extractors

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then make a however many refineries to use the 60% waste water

vapid gorge
heady sun
# vapid gorge

do these arrows matter? like do i need to put valves there to ensure it goes that direction

vapid gorge
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nope

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though personally I'll try to clock the scrap refineries to be 1:1 with the solution refineries too if it's not inconvenient.

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like I did here

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keeping fluids as simple and direct as possible is your best bet for least aggrevation

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this is for a different recipe combo so you won't be able to use it exactly

vapid gorge
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it's 250% clocking solution for 250% clocking on scrap. Very neat and tidy

heady sun
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do i even need to connect here and here

vapid gorge
heady sun
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so like this basically?

vapid gorge
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direct feeding fluids basically avoids extra piping and possible complications

vapid gorge
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I don't know how much the example ratio processes

heady sun
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its 500, so close enough

vapid gorge
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you'll need to increase the total processing then

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an extra 20%

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120% fresh and a total of 180% on the waste

heady sun
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nah i dont need exactly 600 i was just doing it bc that was 3 default sloppy refineries

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how do i get water into the 2 wastewater refineries initially? will they just fill up over time once the freshwater refinery kicks in?

vapid gorge
loud ivy
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should I set the under clock to 92 or the production rate to 27.5? In game if I set production rate the clock speed is 91.6667%

deft summit
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I'd set production rate to the desired number

vapid gorge
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27.5
Scim doesn't... do math great sometimes

heady sun
vapid gorge
unique cypress
mystic hollow
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ik this is very ugly and clustered and i'll eventually figure out a way to make it better but making motors are quite slow rn

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Kinda regret building up here since i don't got a lot of space to work with without building upwards

deft lichen
steel knot
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What’s the most effective way without belts to send 2 computers per minute from a factory producing 25? Maybe a belt splitter to a dedicated platform?

unique cypress
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drone?

steel knot
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Eventually yeah

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Still on phase 2

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I only used a few drone routes last playthrough. This time I’ll use more when I get there

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I can probably just remove the buffer at the destination and let the train “manifold” while I prep the other receiving areas

loud ivy
steel knot
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Yeah it’s easy to follow

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Give it a whirl with a quick reinforced plate calculation

wind spade
vapid gorge
sonic jasper
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what are all the ways to transport items? like you have trains, trucks, drones, conveyers etc

loud ivy
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What I mean is the realistic view that includes belts, mergers, splitters. I briefly checked it out before I had to go to work today and didn't see something like that. However the math appears to be on point

unique cypress
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if you really want to plan out every single splitter for whatever reason, use Modeler. but you'll have to add them yourself

vapid gorge
# loud ivy modeler?

learning the basics of belting and managing logistics means you don't need to spend 10x as much time trying to plan splitters in modeler >.>

unique cypress
# loud ivy modeler?

but also, you generally don't want a calculator to plan splitters for you, nor do you want to plan them manually. it all can be done on the fly in the game

sonic jasper
wind spade
sonic jasper
wind spade
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yeah

sonic jasper
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word

loud ivy
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how does this work.. is it really 120 in, 30 out 30 out and 60 out.. or is it 40 out in each direction and it eventually fills two smelters and becomes 30/30/60?

wind spade
loud ivy
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I'm confused, why not plan for them if we know we will need them

knotty hornet
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Because planning individual splitters is gonna be a nightmare for larger builds. 98 times out of 100, you can just make manifolds to feed groups of machines and not need to plan them out specifically

thorny root
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I am considering laying out the floors of the new mega factory save on 50m increments, with a group of 2m foundation centered on 500, 550, 600, etc, and aligned to the center of the map (approximated to the best of my ability), leaving a 48m high unobstructed area at 501-549, 551-599, etc.

This puts the final foundation at 2000, and when standing on a 1m foundation platform at 1997, you are exactly at the highest penalty-free z level in the game, with the bottom of the uppermost foundation keeping you mere centimeters away from a slow and annoying death.

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If I ever need more than 50m, I will just skip an entire floor and take up two.

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I'm tempted to route power like this.

analog tulip
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Hello. I'd like to learn about the state of the art regarding blueprint layout. Do you know an algorithm that's worked well? Are you or someone you know good at designing blueprints? I'd like to hear from you.

dusky bronze
analog tulip
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To clarify, I'm investigating this to make a computer program that produces blueprints.

dusky bronze
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ahh

fair mica
dusky bronze
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yeah i have no idea about that but if someone can make it work that would be cool i think

analog tulip
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The bot said my link is not allowed, again. Is my message still displaying anyway, like it was last time?

fair mica
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SCIM has tooling to work with saves, but iirc its not open-source.

Otherwise it's like breadth- first walking through graph and placing layers in 2d arrays with respect to belt speed limitation. Maybe you can ask SCIM author for sbp reference.

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Or you are thinking of packing things into blueprint space limits?

analog tulip
thorny root
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It's a packing problem. But there are limits to what looks good. For starters, no clipping is generally the minimum criteria for that, as well as things aligned to each other to create clean flow. If you want a community approved layout, your metrics will vary but they're mostly right about what looks good.

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Another thing you probably want to avoid is 'extra' parts, especially of the decorative variety. If there's any detailing to be done, let the detailers do it.

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I think you want some metrics as standard. Machine spacings are fairly straight forward, but where the complications arise are the logistics. Allowing room for that but also making sure that it ends up looking clean... basically essential.

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Like... your blueprints should probably not mix machine types, or if they do, to a very limited degree. Smelters + constructors is probably okay since they're all small and nothing argues much. I would not also add assemblers to that. That would be a separate print. Refineries would be their own print, including their logistics, but with no other machines.

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Pick a block size and try to populate it to its maximum clean density. 48x48x48 is a good place to start, since that's the blueprint size most people will end up using towards late game.

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When you understand what you can do with smaller limitations, that eases the path forward for large scale implementation.

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My approach to blueprints is modularity. Regardless of what's in the print, I try to make sure the materials come in from the same direction, leave the same direction, and the connections line up in ways that make sense for power, belts, intputs, outputs, etc. And in order to pull that off, I embraced logi layers. An entire floor dedicated to clean routing of pipes and belts and power.

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This is basically a multi layer printed circuit board, with every 2 meters being a layer with traces (belts or pipes). Components on top and bottom of that.

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Traces (belts and pipes) in this layer (group) are to use the X and Y to find their Z. That's all. The entire X and Y layer here is dedicated to them getting on Z target.

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(and in the end, you of course need all 3 to match, x, y, and z)

analog tulip
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Sorry, I'm not familiar with the axes. Is Z the vertical axis? This is great information, btw. I hadn't considered a routing layer between each machine layer. Thanks.

thorny root
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Z is vertical yes.

thorny root
analog tulip
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"Get on zee target" lol

thorny root
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Learn and embrace or be miserable.

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You need 3 meters of empty space between two foundations to put a splitter / merger. If you need to make a logi layer for assemblers, that space is 5 meters, for two stacked. If you're making one for manufacturers that space is 9 meters. If you want to include the output in the logi layer as well, that space is now 11 meters between two foundations.

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.
Factory
Foundation
Logi
Logi
Logi
Foundation

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PERIODICALLY you may also want to make X / Y buses. For long distance moving of goods along a plane before going up or down.

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They are not a 'factorio' type bus

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Think of them more like interstate highways.

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Populate them however it makes sense. Trains, belts, or even trucks if you're daring.

fair mica
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If were to implement there are 2 steps: 1) pack parts of production graph so that connections between them are minimal
2) pack parts into these boxes.

For 2) of course you can look up papers on optimal packing, but, it's NP complete and if you're not doing this a part of development of new parametric non NP algo, it not worth it, just pick some way of packing. The key is to use conveyour lifts, so you can use one plane for wiring. Game doesn't care how belts clip, but they care how mergers clip, so they would require separate layer. Also, belts are tend to connect better when input and output are facing same direction.
So, from top, to down, take biggest parts, pad 4m for conveyour belts. You may also look at creating pre- computed layers for fixed sizes.

thorny root
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If you base your blueprint block size on 48, you can split it into 2 24s, (refinery) 3 16's (assembler), or 4 12s (I don't go less than 12 tbh)

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But keep in mind also that visually the best view is from the top... And you can't see through machines.

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Up to you how thick you want to make it.

analog tulip
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Are the limitations on conveyer splines published anywhere? Max rise over run? Min turn radius?

thorny root
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Don't cross Z with belts. use lifts. For turns, you can make a clean 90 in 3m, 3m

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Belts are 2m, and coords are centered on it.

analog tulip
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I'll include a checkbox to enable/disable foundations. What should the default setting be? Yes foundations, or no foundations?

thorny root
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I'd say do not include them.

analog tulip
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Sorry if you already said, what's the vertical clearance for a conveyer (talking aesthetics not hard rules)

thorny root
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conveyors sit at roughly .5m from the floor and require 2m above that to not clip.

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the layer size for a 1 belt logi layer is 3m, and that's so the splitter doesn't clip

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for a 2 belt, it's 5m tall.

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that is, if they overlap. It's likely they do.

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To make a formula out of it: LogiLayerInMeters = 1 + (NumBelts * 2) +floor+ceiling

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When you place a conveyor in game, it's always attached to something, and that attach origin is going to give you the coordinates that the engine uses. For a builder, to get the cleanest look without looking under the hood, we just build on grid on a foundation that is also on grid, and we use the snaps.

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This results in the cleanest and most translateable / reproducable look.

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What you want is to find the numbers in the engine that are used to reproduce that look, rather than forcing it at +0.5m because someone said so.

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What you're going to end up with before long is an offset table that has nothing to do with memory addresses.

fair mica
thorny root
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@analog tulipYou may look at building (yourself, very manually) a lot of working machine groups to get a sense for both what looks good locally and at larger scale reads, and as well when you're done, building lots of SMALL blueprints that are basically the parts that your blueprint printer uses.

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Like I said, turning large complicated problems into smaller bite sized ones

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And honestly, logistics are the hardest consideration. Machines laid end to end are easy. Connecting those to make anything useful while keeping it neat is where the actual challenges and fun start.

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So figure out how to perfect that (I can help) by overthinking it to its fundamentals, turning those into conceptual building blocks, and using those... make your in game building blocks.

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The most basic and critical of these is dedicated logi pathways.

#

When you can standardize those, blueprint wide, factory wide, map wide... you're cooking.

#

Rough example... and metrics that I use... World laid out on grid using 48, 50, 96, and 100 meter standard intervals. 48 height for factory floor levels, 50 meter center to center (vertical) with 2 meter foundation centered on the landmark number (250, 500, etc), 96m X Y factory block size (4 mk3 blueprints in a square), 100m center to center, with a full 8m wide foundation border as a logistics pathway to service that 'block', free of all factory components, and dedicated solely to logistics. Above and / or below each factory level, I allow a full vertical block for logistics and observation. This gives me plenty of room to get a good read on things and take nice screenshots.

#

If you're even halfway clever you can tile that shit to infinity and never have issues.

sonic jasper
#

I am making sulfiric acid (water and sulfur intake) ive got this conveyor load balancer going into 5 refineries. How can I make a load balancer of an uneven number (5 refineries) with pipes?

thorny root
oblique hollow
thorny root
#

He asked for a load balancer.

sonic jasper
thorny root
oblique hollow
#

pipe load balancer is not really well doable.

sonic jasper
#

I figured, thats what ive been doing on my other systems. just was curious if there was a way yk

oblique hollow
#

given that pipes are bidirectional and sensitive to pressure changes, if you tried to manually do one you would likely just introduce problems

thorny root
#

If there were a way to do this, it would basically be gravity fed sections of equal length pipe all sourced from a pipe manifold that is also gravity fed, and what you would end up with is just a bigger machine buffer.

#

Yes, it would be backflow proof, but you can take this gravity feeding concept and apply it to a smaller scale that avoids most common liquid issues.

#

Like having your liquid input manifold above the machine inputs by a few meters, such that there's no way for the input manifold to backflow until it full fills each buffer... But... Again... I'd just like to point out that all this is is a bigger input buffer.

#

Liquids are not pushed into machines. Machines ACTIVELY SLURP things at their input interface, such that they can create a cavity of air in the pipe that causes the liquid behind it to start surging forward, sloshing, and you basically have to wait this out on most liquid setups, unless your manifold feeds liquid down into machines.

#

I believe the root cause of this is not just liquid mechanics, but actually that the input buffers of liquid machines are allowed to fill at pipe throughput rate rather than at machine usage rate.

frosty owl
thorny root
frosty owl
#

I just found that simmetry seemed to work well and was pleasantly surprised by how well it performs in testing. I didn't consider resonance or other technical details 😅
But the result does look quite consistent in its "balancing" (eg: machines all turning on at the exact same moment)

thorny root
#

The next thing you know, the nerds will be wave form tuning their pipes so they can make a rainbow vibing synthesizer out of pipe flowindicators.

#

It's dangerous to know things.

frosty owl
thorny root
#

I do wish we had more logic tools.

#

I know they're not needed but they'd be incredibly fun.

#

Like.. Conditional power toggling beyond 'priority' would be a good starting point.

#

Perhaps even using the new belt scanner as a logical input.

#

... actually now that you mention it, some boolean logic on that belt scanner and the ability to make that toggle power based on a simple logic evaluation would be ALL WE NEED TBH.

#

DEVS. Hey devs. I just made you a $30 expansion pack for $30 worth of effort, good for 3000 hours of gameplay.

thorny root
#

6 months later you can release another expansion that basically just adds the ability to re-purpose the space elevator after reaching end game for meeting a monthly throughput quota which ada arbitrarily makes up from a list of 4 items from all tech levels, scaled to a number that is balanced against your power grid load. Lore nerds speculate over why. Factory enjoyers are just glad to have a reason to get creative again.

6 months after that you announce another expansion in more or less the same way you tease everything, except the only tease we get is a picture of an entire planet, just on fire. Very cartoony. So bad you can't even tell what planet it is. And a date, 6 months in the future. An unannounced content drop a week later adding about three dozen new blueprints for consumer type commodities, all requiring the manufacturer or higher and multiple steps and sometimes each other, with the basic intention of adding more content and goals, while also solidifying the need for a full ficsonium nuclear chain due to increased power demand. Tune this to eat power and poop sink points, at basically 10x of both compared to ballistic warp drives and AI servers. Make it the new performance metric people standardize.

peak jacinth
#

Yeah, this seems about right.

thorny root
#

Then drop simulated residents. No people. Also not necessarily human. Btw no one goes outside anyway. They all stay in their pods, and all you really see is utility flux, lights turn on and off, and strange consumer goods demand trends.

#

But you have a new performance metric in meeting their demands, achieving a happy population, etc.

#

Ignore things like housing fires, traffic beyond factory logistics. It isn't sim city, but it gives a factory more purpose, a game a new mechanic, and a host of new performance metrics... all rather low investment.

#

Anyway, that's my pitch.

#

Oh, and you could look into two agricultural type factories as a part of this that are basically livestock and hydroponics, but industrialized. High yield, high cycle time, moderate energy demand.

crimson moat
#

It seems like the biggest performance killer is the amount of items moved on belts within the LOD distance where they are displayed fully

#

which is about a 1 kilometer sphere of the pioneer on max settings, and more like 200m on minimum.

#

It hurts much more than the buildings themselves do

#

from quick math, more CPU time is spent on updating the belt graphics in my world than on everything else combined

#

while building i'm playing with a much lower LOD distance, so i can't see what's on belts over 300m away, but i still have the full 1200/min graphic preserved to be able to see every single item / gap. Works a lot better. Instead of dropping immediately to 20fps and then stabilising at 80 after i turn to put my 50x1200 belts in view, it stays at ~150+ unless i go and stand closer to those belts

#

Since the LOD area is spherical, if you are standing in a uniformly built borg sphere, a 5x longer LOD distance would put 125x more belt items in view. On a 2d plane, 25x more.

#

anything over ~200m away (min settings) or ~1km away (max) isn't hurting performance very much.

#

It's not even about the belts flowing either, if i sink them a kilometer away there's very little FPS difference between belts flowing and belts stopped.

elfin jewel
#

I need help with something and I do not know if this channel is where I'm supposed to find it. I need to load balance 1200. Items into 60.
I was curious if anyone knew what the exact setup would look like

thorny root
#

Since you need 60 items you can just use mk1 belts on the downstream end of all your splitters... and they won't need balanced. They're self limiting to exactly your throughput need.

#

Just make sure each splitter outputting 60 is getting at least 180 to it.

elfin jewel
#

The issue i'm running intoIs I have twelve hundred total coming in?And I need to exactly split that twelve hundred into sixty per machine

thorny root
#

Okay. So you take belts that are limited to 60 and you split those 3 times as well, for 20 each.

unique cypress
#

unless you don't have a mk6 belt unlocked yet

crimson moat
thorny root
#

1200 (480, 480, remainder 240) -> 480 / 2 -> 240 / 4 -> 60 / 3-> 20

elfin jewel
#

I figured it out in a little bit different way.I try to manifold system with all level.Six belts, going into level one belts, and it worked a little bit smaller capacity too system

thorny root
#

break it into 5 chunks of 240, splitting those down to 60, then 20.

#

You do that by taking off 480 twice, splitting that twice, and this leaves 240. Splitting that into 2 120 belts forces the rest to mesh.

thorny root
crimson moat
#

ficsit man

#

i have 583 stuff going on a 1200 belt, any easy way to throttle the belt to a number above 583 but much lower than 780?

#

~~ 10 min later

I've found a nice solution with loopback via smart splitters and prio mergers to recirculate excess ingots rather than sinking them, without blocking any of the fresh input onto the belts - this fills the belts 100% and looks great, takes a bit of room though.

Sink rate is production minus consumption, but it does it from full belts rather than half empty

#

It actually doesn't even need a priority merger to work flawlessly in this case, the prio merger makes it more robust to different conditions though

vapid gorge
versed violet
versed violet
thorny root
#

T.T this causes me pain to hear and think about.

versed violet
#

Devs implemented fluid physics very well, just forgot to add friction 😁

unique cypress
peak jacinth
#

Can someone help me figure out how much power I need for this?

unique cypress
versed violet
peak jacinth
#

Oh wait hold on

#

Nvm I got it

wispy elk
#

Hey I got a stupid question so just bear with me. I am on the last tier and I am looking at the online calculator and then the thought hit me while I am looking at the loop for recycled rubber and plastic recipes. Do I need to produce that in the same factory or can I just give the factory a start up amount and let it work itself out?

versed violet
# wispy elk Hey I got a stupid question so just bear with me. I am on the last tier and I am...
  1. Yes, you can just drop some into loop and if everything is connected properly, it will just keep making more.
  2. I recommend using residual rubber recipe and dumping the output of that into plastic refineries. You are most likely going to have some polymer resin byproduct at some point, so just use it instead of sinking. Residual rubber better vs residual plastic because uses less resin and more water.
wispy elk
#

Or use less water is what I mean. I just have a recipe that will take 700 water for example. And not building the residual rubber will save me that 100 water so I just need to build one pipe. It is more about the context of my problem. I know the most efficient way of doing it would be to tie it in. In this case one less pipe I think is efficient.

versed violet
vapid gorge
#

and residual rubber uses a drop in the bucket compared to the diluted fuel section

wispy elk
versed violet
wispy elk
versed violet
wispy elk
vapid gorge
#

I guess? space is infinite though, you can always over clock some machines to shrink stuff down, and I'd argue that the logistics of moving it back and worth would take up more room if that's the worry

#

Unless you just use long belts I guess

versed violet
#

sounds more like 'cant be bothered to run second pipe through desert, will just sink resin'

vapid gorge
#

I suppose but I think the furthest water fro moil near any of hte deserts is like 100m

#

sorry, 200m

versed violet
#

Lazines is always a valid excuse for not doing something.

vapid gorge
#

not when you do more work to avoid the work >.>

#

huh, that 200m is actually teh fursthest any oil is to water in the game

analog tulip
#

I'm just realizing how small meters look, staring down at the grid lines of the blueprint designer.

vapid gorge
#

and how many meters tall the player character is?

analog tulip
#

Appears to be just under 2m

#

It's probably an FOV thing

vapid gorge
#

really? because it really seems you're almost as tall as the 4m wall

analog tulip
#

Check again. Put down a 2m foundation and you can't see over the top.

vapid gorge
#

Hmm it seems like the head would be over the 2m mark at least even if you cant see over it

#

ah no, photo mode shows it

dusky dust
#

Yeah, there's something about the camera placement in first person which IMO makes it feel like you're a lot bigger than you really are

#

Probably to do with your running speed and jump height too (esp. with blade runners)

dawn beacon
#

I have 8 coal generators with 120 coal being pumped through a setup of splitters entering through one end. Only the first 2 generators are actually filling with coal and the rest aren’t getting any…. Math tells me it should eventually flow through them all but it’s not lol.

Do you need to oversupply when you have that many generators to one line?

#

Or have a faster tier of belts

#

I remedied this situation by adding another 120 of coal going through the other side and each belt supplying 4 generators and it’s working as a fix.. but not optimal in my mind lol

jagged vortex
wind spade
upbeat summit
#

if i want to transport almost 2k nitrogen gas from point A to point B, how many freight cars should i attach, will 2 of them (max 1.2k) suffice, or is there something tricky about it cuz.... fluids?

wind spade
upbeat summit
wind spade
upbeat summit
upbeat summit
#

i don't even unerstand why it has to pause like this, hopefully they update it somewhere in near future

upbeat summit
wind spade
upbeat summit
#

yeah regarding train buffers, let's say it brings 600/min of something, and my factory consumes 600/min of that thing, so even if i start if by making the buffer / storage full, won't the buffer / storage empty out eventually?

wind spade
#

to the platform

upbeat summit
#

i don't understand, so like if i have a 600/min pipe, i split it at the input side and connect it to the both fluid inputs, and then merge similarly at the output?

#

how will this help?

wind spade
upbeat summit
#

ohhk, but again, how will this not eventually drain out the buffer when i'm getting exactly what i'm consuming?

wind spade
#

if it drains the buffer, that means you've used more than is coming in (on average)

upbeat summit
#

cuz it would keep on draining for those 27 secs, and not be able to refill as incoming rate = outgoing rate ?

wind spade
#

incoming rate is up to 1200

upbeat summit
#

how?

wind spade
#

(assuming you're talking unloading, this image is for loading)

upbeat summit
#

the setup would be the same regardless right?

wind spade
#

yeah just flipped pump

upbeat summit
#

hmm ok, lemme try this

wind spade
#

for loading: it just goes the bottom pipe, if platform is locked, it fills a buffer, so after it's unlocked, it empties from buffer to platform to top input (and still feeds with the bottom pipe)

for unloading: it feeds from bottom pipe and also fills the buffer from top pipe, if platform is locked, only buffer provides fluid

upbeat summit
#

kk thanks

#

ohh ok, i get it now

upbeat summit
tropic hawk
crimson moat
# dawn beacon I have 8 coal generators with 120 coal being pumped through a setup of splitters...

You're just severely underestimating how long it takes to fill.

The fill condition is 6x100 coal in buffer (at which point half of the remaining goes into #7 and the other half into #8, so all are fed).

If it were turned off, it would take 5 minutes to fill to that point.

If it's turned on, it will consume a fraction of that coal as it goes in, which will increase the fill time - especially as it gets towards the end, where 87.5% of the coal that you put in is being consumed by 7 generators worth of production and only the final 12.5% is effectively filling the manifold.

The fill time in this case is 29 minutes and 20 seconds.

To avoid fill time you can use one of several pre-loading techniques, or you can split equally 8-ways (which has essentially zero startup latency on all machines). That requires 7 splitters for 8 generators to split 1>2>4>8 equally.

dawn beacon
#

Okay thanks for the math!!

crimson moat
#

Oh, one more thing - if you use a smart splitter and set it to send "any" to its machine and only "overflow" down the rest of the manifold, it will run fewer machines during the warmup period, sending a higher % of the input to machine buffers instead and thus warming faster.

It still takes a while, but it can cut that 29m20s to like 15m. Can be good for mid-lategame factories as it's easy to automate smart splitters to the point where they're essentially free, and you only have to configure the splitter once and then paste it.

30m is a pretty typical manifold warmup time, but it can be a few minutes or it can be 5 hours with edge cases. For a quick approximation you can count [(machine count * stack size) divided by input speed] and the manifold fill time will be roughly proportional to that. In this case this would be 8 generators x 100 coal / 120 = 6.67. If a different system gives you an answer of 60, it's gonna be around 10 times as long.

wind spade
wind spade
#

oh, nvm I was also looking at a differet thing 😄

#

yeah 29:20 for me as well

crimson moat
#

Yeah it should be the last number, because when it starts to split enough to power 8 gens it will have a net flow of +0

#

and it wont progress any further

unique cypress
#

And that's theoretical, so yeah, 1 pipe per platform is a pretty safe assumption

unique cypress
crimson moat
#

i accidentally made a manifold with a 67 hour warmup time

dusky bronze
#

i hate it when that happens

crimson moat
#

floating point error detected

ashen stirrup
#

I need to figure out how to set this up to have a machine that runs only on byproduct water

vapid gorge
ashen stirrup
#

That makes sense

vapid gorge
#

example layout.

it'll depend on which recipes you're using

#

blue is fresh, red is waste

ashen stirrup
#

Thanks. I should have grabbed a screenshot of how I set it up, but it worked out nicely.

#

I'm building on the footprint of the 5 train stations I built to take materials for this, and it looks like I won't even use all of two floors.

minor orchid
oblique hollow
#

Average SF+ Tier 3 production line:

minor orchid
#

itll only get better

#

^^

oblique hollow
#

the only way is
down down down

minor orchid
#

how do you go about going vertical

oblique hollow
#

you just go up

minor orchid
#

do you do it? if so, how?

oblique hollow
#

just use a wall and go up and then you make a foundation floor

minor orchid
#

but just like.. how do you split it exactly?

minor orchid
#

where bottom is basics and up goes more adv?

oblique hollow
#

arbitrarily.
there is no fixed rule for what goes on top.
I tend to just go with floor sizes

#

if something doesnt fit on the bottom floor anymore it goes on the next floor

minor orchid
#

whats stopping you from expanding the floor

oblique hollow
#

unless it involves a lot of liquids

oblique hollow
#

i dont want a giant platform

#

sometimes it may be terrain that imposes a limit

#

if you go up high enough there is no terrain

#

i find that boring and ugly so i dont do that

minor orchid
#

im building by the falls on the west coast and so i dont have much terrain

minor orchid
#

but i think i might go with the 2nd tier vertical

oblique hollow
#

i probably would have put manufacturing on a top floor

#

its not a whole lot of machines and doesnt involve a lot of routing

#

process the ingots or whatever initially until it reduces in volume and then you can use less belts and go to the next floor

#

Reinforced plates might stay on the lower platform due to the high volume of parts going into it

#

but rotors / stators / motors kinda seem like they could easily go on the next floor

minor orchid
#

yeah thats how i split the process kinda, into ingots, and part 2 with assembling

unique cypress
minor orchid
oblique hollow
#

literally the only up-to-date tool that isnt a blank spreadsheet where you do math yourself

thick plank
oblique hollow
#

nothing its just hard to keep track of in all honesty

minor orchid
oblique hollow
#

and you cant exactly redesign stuff on the spot without reworking your spreadsheet for at least 30 minutes

thick plank
minor orchid
thick plank
#

I dont have that just lying around rn cause I didnt need it so far ( I always play with others, and those usually have a setup in their folders)

oblique hollow
#

SF+ is a lot more byproduct heavy than regular SF

thick plank
minor orchid
oblique hollow
#

and if you wanna recycle those byproducts or figure out which path to go with, flexibility is REALLY neat to have

thick plank
minor orchid
#

yeah sf+

oblique hollow
#

yes, thats the point

minor orchid
#

vanilla would be doable

thick plank
#

Ok, so even more complicated, but not really increasing the difficulty.

The way I usually manually Plan my factories (wich is every one I build):

I decide on one product. I just define a variable (x) as its output per Minute. Then I decide on a recepy for it, look at the first resource and how many per minute I need (as a functiom of x). I then iterate that step for every branch until I habe it all layed out, and then I pick an x so that the numbers look nice

#

Though never played sf+, so I dont have all the recepies for that. Though that would just mean a longer operation, the involved steps are still gonna be easy

minor orchid
#

holy i need 3 mk3 belts

#

x_x

oblique hollow
#

yeah and in vanilla that process is still quite easily spreadsheet-able.
if you settle on a recipe path early on.

Doing the same when simple products already have a recipe chain thats twice as long and have multiple paths already without any alts...
gets a bit tedious

thick plank
oblique hollow
#

Its really just a question if you are up to doing it all by hand

#

if you find it too exhausting then a different tool isnt bad to have

thick plank
oblique hollow
#

both

#

both take longer in SF+

minor orchid
#

its not just foundry -> constructor

#

its fckin crusher -> (blast furnace -> reformer)x2 -> foundry

#

AND you have byproducts

#

stone slag etc

#

hey at least mk2 belts are way cheaper

thick plank
# minor orchid this is to make steel

Honestly, whats confusing me is this.

Your playing an extremely complicated mod. But you dont want to deal with that complexity, instead just transferring the workload to a tool.

Why not instead play less complicated so you still can do the actual planning? Or do you not like the planning part

minor orchid
#

i like the planning

#

i dont like suffering :>

#

so i use something that makes me not want to give up

#

its like saying idk youre like doing physics and assume potential energy is mgh instead of using -GMm/r, while calculating G too instead of just using its value

unique cypress
thick plank
dusky dust
#

Just because someone wants more challenge via a mod like SF+ doesn't mean that they also want to give up the tools they use to help plan things out

unique cypress
#

besides, most tools help a lot with the math, but not much with planning. and basic math is boring and slow to do by hand. so why not use a calculator

dusky dust
#

That kind of advance planning is, for many folks, part of the fun

thick plank
unique cypress
thick plank
dusky dust
#

But if you're the sort of person who likes using solvers/calculators on vanilla Satisfactory, there's no reason why you wouldn't also want to continue using those solvers/calculators when using a modded version as well

dusky dust
#

Using tools doesn't mean that you somehow magically don't have to still implement the factories ingame, or sort out your logistics, or figure out how to deal with the resource flow in-factory, or deal with setting up pipes properly, or making sure that you've got the power necessary to support the new factory, etc

#

Like I disagree that these tools are doing the "hard stuff" for you

#

They are, certainly, offloading some of the effort, and solvers specifically are doing a lot of the recipe comparison which can be quite tedious to work out by hand

#

But it's not like you're somehow shorting yourself on the game if you use them

#

Folks are playing this game to build factories. Planners don't build factories for you, they just help you figure out how you want to get them built

fringe seal
dusky dust
fringe seal
#

(and imo: the best part of planning is choosing what recipes to use)

dusky dust
#

Though my own isn't actually linear-programming based (yet) so it's a lot dumber than sftools, and I admit I use sftools not infrequently as a comparison base, or to check out other alts, since my own solver's a bit clunky for that. :P

dusky dust
wind spade
minor orchid
#

washer plants sorter

#

is it lobsided? yes

#

will it work? i think

#

takes in 3 belts, outputs 5 sorted: a,b,c,d and overflow

dusky dust
#

It's the kind of tool I'd love to have in my toolbelt, honestly

wind spade
dusky dust
minor orchid
#

aaAAAA

#

absoulet bs

icy sun
#

Is there a consensus on the superior browser-based calculator tool? I've been using Satisfactory Tools all through early access but wondering if there's anything that's agreed upon as better

unique cypress
mint coral
ashen stirrup
#

Input waste?

young viper
#

hey, i have a question 🙂 in a manifold like the one in the image, does it make a difference for fill speed of the machines later down the line if the lines leading into the machines transport less units/min? 🤔 think like 20-30 machines in the manifold

minor orchid
#

it might make more machines start workign sooner, but will take longer to fill completely

young viper
#

so it doesnt really matter in the end and i should just accept whatever fill time to 100% the last machine ends up with? guess thats alright

dusky dust
#

Or do you just mean that it doesn't have a virtual "recipe" for the rod->waste conversion?

mint coral
unique cypress
mint coral
dusky dust
#

You just solve for rods and do a slight bit of math yourself for the next step; hardly a big deal. (Though I admit it often catches people out, since folks often assume it'll do the whole chain, NPPs and all)

unique cypress
# mint coral ive not had that issue as of yet

If you really can't stand that Tools requires manual input, I suggest using Logistics instead of Calculator. It's a bit laggy on large plans but so is Calculator and at least, as far as I can tell, doesn't make any mistakes

mint coral
dusky dust
#

(I do also agree that it'd be nice if tools solved "through" NPPs; as it is, there's some stuff you sort of can't necessarily solve for since you lose some associations between graphs)

mint coral
#

i do math on spreadsheets too. My point is as far as i can tell all of them have there querks and strentghs so stick with whatever you like ^^

#

like the game there is many solutions

unique cypress
mint coral
#

i started in update 7 i wana say so i have had some luxeries always lol

unique cypress
minor orchid
#

'nah no way ill need so much space'
me after doing just the steel, still needing bronze and 20 damn concrete assemblers 😨

wind spade
minor orchid
#

and just steel needs 25 of them

minor orchid
wind spade
minor orchid
#

:>

wind spade
#

doesn't answer the "why" question

minor orchid
#

i need to sort out 4 things

#

from 3 full belts

wind spade
#

again... why 😄

minor orchid
#

why not :P

#

im using the filtrated ores so

wind spade
#

don't mix belts, never have to sort

minor orchid
#

they have 1 output

#

with 4 items?

#

i kinda dont have much of a choice

wind spade
#

what has one output?

minor orchid
#

filtrator

unique cypress
wind spade
#

even then, why does sorting 4 items need more than 3 splitters?

tawny swan
#

when i think about how pipes work it makes sense to me that i can tie all of them together and do a junction whenever i need and the flow should work like each produces 100 i need 200 so i tie all 16 together in a line of pipe then throw a junction after 2 machines make 200 for the pull up for the need of 200 ?

wind spade
oblique hollow
#

you can but its not worth it for higher numbers

#

if you can, dubvide into smaller networks

#

you do NOT want to troubleshoot a failing giant pipe network blob

tawny swan
#

i guess i can just cut the line after every 2 machines

#

how do yall do your upside down U with pipes? ive been using foundation getting higher than removing the foundation and support but now i want to go over 2 blenders

#

blue is water need a pipe to go up and over both connecting both output pipes

oblique hollow
#

you can just zoop them upwards

tawny swan
minor orchid
#

and 5 output belts

#

a,b,c,d and overflow

crimson moat
#

belt graphical error (irregular spacing) on belt seam

dusky dust
#

Sometimes when two piles of concrete are in love...

orchid brook
#

Is it okay if the pipe says 559 or 560 like its the same as 600?

steel knot
#

i have a load balanced setup of 6 manufacturers but need to overclock one of the units. the overclocked one never hits 100%. do i need to split the overclock among all 6?

#

or just across the pair that are on the same split

orchid brook
#

what?

#

re-explain that

#

oh wait i get it

#

personly i just make a manifold at this point

steel knot
#

ugh yeah. my blueprint is set up as a load balance though

orchid brook
#

...

#

ya ask someone else

#

i think ya split the OC

#

like make each of the machines oc so it all equals the same %

#

something like that

steel knot
#

i think the answer only needs 3 OC and not 6

#

trying it out

orchid brook
#

okay

vapid gorge
orchid brook
#

so there is a problem... again

steel knot
knotty hornet
#

It will use more shards if you are upclocking though

steel acorn
#

okay, trains. what are some good rules of thumb for them to maximize efficiency?

vapid gorge
#

also depends what you define as 'efficiency'

steel acorn
#

okay, sweet. and would a 4 lane like this be good for said trains?

steel acorn
vapid gorge
vapid gorge
steel acorn
#

ah, well it looks cool, so that's not really too big of an issue i suppose. wish i knew that beforehand but oh well

vapid gorge
#

I've never seen anyone have enough trains where 2 lanes didn't manage it easily

crimson moat
#

a trainline is ballpark 100k m3/min

#

can be a lot less with bad practices

#

so it's high but not functionally infinite if you're a large builder

#

I'm not sure how train routing around traffic with multiple lanes in each direction works, if at all

steel acorn
#

how many train cars should my trains have? like, what's the upper limit?

crimson moat
#

more than 4 carts per locomotive will hurt climbing ability

#

more than like 25-50 total can require overly long stations or start to cause throughput issues because of the length that trains have to drive to go from the back of the station to the front of it

steel acorn
#

okay so 4 is a good rule of thumb, anything above might cause problems, dont go into double digits

crimson moat
#

personally i'd say 8 carts with 2 locomotives is a good number, and you can increase throughput via more trains on the route (and after a point, more stations too) rather than making each train and station longer than that

steel acorn
#

okay, so a 4:1 ratio of car to locomotive, got it

#

honestly with what im doing i can probs get away with have 1 and 6 since my incline is maxed at 1m

crimson moat
#

You can do a lot more with low inclines. Thing is, 4:1 already achieves an 80% payload ratio - so even if you had an infinite amount of carts to 1 locomotive it would move less than +25% extra stuff. Realistically any benefit from stretching cart numbers is going to be significantly less than that.

I'm also not completely clear on how it affects the acceleration (everywhere) and uphill speed maintenance of the train on lower inclines that are still in the climbable range. Any speed loss that may be incurred from using fewer locomotives could negate the benefit of swapping locomotives for carts, even making it net negative.

There may be gains to be had there, but they're relatively small and it requires caution

orchid brook
#

can like someone help me with something in my world

#

like play with me

#

cuz i tried everything and it has been a week and i still dont know how to fix it

#

its with fluids

orchid brook
#

its like there are some fluids that are not just working like i have a full pipe of 600 HOR going to diluted fuel belnders that each takes 50 so that means 12 of them but for some damn reason some machines fill up and some dont

#

even tho the pipe is realy high up and its not headleft or flow rate issue

#

like the machiens are not emptying the fluids

deft lichen
#

they're not emptying because the pipe is raised, keep it level with the outputs and raise the belt instead

orchid brook
#

I HAVE BEEN TRYING TO FIGIRE THIS OUT FOR A WEEK AND THAT WAS THE PROBLEM

i am gone crash out

orchid brook
#

do i need valves?

unique cypress
orchid brook
#

okay

unique cypress
orchid brook
#

well i am gone try it

wind spade
orchid brook
#

ya i heard that a lot but for some reason i feel better with them

wind spade
orchid brook
#

okay i will never use them then

#

so i just finished the piping and i am gone wait for it to start up and if it doesnt work

#

....i am just gone quit

vapid gorge
#

well those are the outputs so not sure what you've done to fix it. The inputs is almost 100% of the time where the issues lie

unique cypress
orchid brook
#

and the input is working more then fine

vapid gorge
#

generally machines don't output because there's back flow at the inputs

#

that's what stuttering does

orchid brook
#

so i have to rasise the input

#

??

vapid gorge
#

unless you've done something like ignored headlift or trying to go over the pipe flow limit? almost always the inputs

deft lichen
unique cypress
deft lichen
#

indeed

#

strange

#

see, this is the issue I was talking about earlier, it's not fun or challenging to stick to the one proven design

#

I always level feed and never have any problems with flow

orchid brook
#

big problem if i am rebuild my plant how do i start it up if i dont have any power?

unique cypress
orchid brook
#

wait what 6MG

#

something is not adding up?

unique cypress
orchid brook
#

ya missclick but why is it 6GW its only some ref and blenders

orchid brook
#

then i am gone need a lot of it

unique cypress
orchid brook
#

70 sloops?

vapid gorge
orchid brook
#

bruh i aint doing that

vapid gorge
#

if you have 4gw of power storage, for example, it can output 16gw for 15min

wind spade
unique cypress
vapid gorge
orchid brook
#

i dont have moudular frames automated i deleted that for some reason

vapid gorge
#

yeah that's a problem in general. Probably don't delete a factory until you have it's replacements up

wind spade
#

don't delete any factory until you have it's replacements up

orchid brook
vapid gorge
#

at least you won't do it again xD

orchid brook
#

this fun hehe

vapid gorge
#

has least mod frames aren't hard to automate. Can do it all with iron if you want

orchid brook
#

ya its bascli done already cuz i have other stuff automated

orchid brook
#

wait what i run out of wire before frames

unique cypress
orchid brook
#

how many storages do i need

unique cypress
#

Depends how long it'll take to start up. I usually do 1 h of max consumption so it'd be 6GWh for you

orchid brook
#

hofully no more more probplems after this rebuild

vapid gorge
orchid brook
#

this is stupidly scuff but meh let it slide

#

ok so i just rebuild the fuel and i am wating for it to startup

#

and if it still doesnt work then ya quiting

#

hmm this wierd now the RF blenders are working fine but somehow the fuel gens are not working

covert laurel
#

2 thermal propulsion rockets a minute take some screws...

unique cypress
wind spade
#

there's nothing like "right" alts 😄

vapid gorge
unique cypress
orchid brook
#

how do i make the fuel gens overflow faster

#

i split the 600 pipe into 300 pipes which goes into 72 fuel gens and its takeing a ton of time

unique cypress
orchid brook
#

standby?

#

okay i will try that out

#

i tured the first 20 off

#

28*

orchid brook
#

YESSSSSSSSSSSSSSSSSSSSSSSSSSS FIRST PIPE ONLINE

#

I AM SOOO HAPPY
ok now do it for the rest of the 8 pipe

opaque relic
wind spade
opaque relic
wind spade
#

and it's not the first time people think there is something like "best" alt, when there isn't (in general, not in specific situation given specific requirements)

opaque relic
#

Yes but even with specifications you still say there isn't

#

Fe this one

wind spade
#

this one there was no specification

#

OP only posted a screenshot

#

and if there's enough specification, I always answer with the concrete recipe path

opaque relic
#

I guess your either not understanding what OP meant or you didn't see his messqge

opaque relic
#

"takes some screws..." that its like way too much.

If I say "I had a wonderfull day..." would you think I really had a nice day or not

wind spade
#

"takes some screws..." that its like way too much.
see, I read it as "oh, look how many screws this takes".

opaque relic
#

It would be more logical if (s)he said "takes some screws." If (s)he was pointing to the amount

#

That would be proper sentence forming

wind spade
#

they did say "take some screws" tho

opaque relic
wind spade
#

I think you're reading into that too much

opaque relic
#

Not really

wind spade
#

(and until OP responds, this all is pointless conversation anyway)

opaque relic
#

More like proper sentence forming

opaque relic
wind spade
#

you didn't either so yeah, pointless

opaque relic
#

You gotta be kidding.😂

wind spade
#

I'm not, you?

opaque relic
#

Im trying to learn you to not be Socrates after someone gives good advice. Yes there may not be right recipes according to you but you dont have to make the comment when there is literally context given.

KYO responded to OP about with choosing the right alts they take 0 screws. Which he means with a selection of precise alts(aka the right alts, since we dont need to expand the words of what they mean). You saying there is no right alts is not only pointless but also wrong in the way KYO may have intended. As there are specific alts that make this process take 0 screws.

I get you saying no alts are the best but sometimes proper sentence understanding is nice before commenting something like that

wind spade
#

again, I guess the joke about "right" alts missed you

opaque relic
#

Yes KYO may not have intended it this way but let me tell you when your sentence is pointless.

If OP meant too much screws and KYO answered by saying there are right alts your comment is out of context

If OP meant there are many screws in it and KYO says by choosing the right alts for this situation you get 0 your also out of context

If OP meant there are too much screws and KYO says about choosing the right for this situation your wrong and pointless.

If OP meant there are many scres and KYO says there are better alts to get 0 your correct but as she is making those items she has decent knowledge about alts and you still are not correct. Your partially correct.

So your doing this every time with the chance of being correct is like 12.5%

opaque relic
wind spade
#

oh sorry for making a joke

knotty hornet
#

Greeny, your jokes are bad

wind spade
#

it wasn't supposed to be a good joke

opaque relic
#

If you dont know what that is search it up

#

You cant just change wether something is a joke after the person reacts on it

wind spade
#

I literally put " 😄 " in as a joke

opaque relic
#

Oh beacuse if you smile its a joke

wind spade
#

yeah, that's how I use emojis

opaque relic
#

While your saying there is no right alt the whole time it was all a joke all alnog

wind spade
#

I use them to convey emotions

opaque relic
#

Yeah smiling =/ joking

flat portal
opaque relic
deft lichen
#

drama in discord

opaque relic
deft lichen
#

what's the point of this discussion

wind spade
#

I was replying to your "you always say", which I assumed was a serious question

flat portal
deft lichen
#

life is short, make sure to spend as much time as possible arguing on the internet with strangers

opaque relic
#

Greeny, you want me to quote what a schroding douchebag is?

wind spade
opaque relic
#

Dont turn the tables now

wind spade
#

except bullying is defined by recipient

opaque relic
#

Schrödinger's douchebag (plural Schrödinger's douchebags)

(Canada, US, slang, derogatory, vulgar) A person who makes offensive or inflammatory remarks and characterizes these statements as either sincere or joking based on the reactions of others.

flat portal
flat portal
opaque relic
opaque relic
wind spade
#

no, I say there's no "best" alt

opaque relic
opaque relic
wind spade
#

no, I was replying to your accusation of "you always say X"

opaque relic
#

Yeah your proving my point

wind spade
#

context gentleman, context

flat portal
opaque relic
wind spade
flat portal
opaque relic
opaque relic
wind spade
wind spade
nimble ore
flat portal
opaque relic
opaque relic
oblique hollow
#

No clue what the original discussion was, i will NOT dig it up.
Just gonna reply to the current remark here.
there is no best alt.
Its all situational, there may be a best alt for a given situation but that doesnt mean that you can just throw out "x is the best alt"

flat portal
nimble ore
#

This discussion doesn't have anything to do with efficient factory building, Ficsit tought you better than this.

opaque relic
wind spade
oblique hollow
#

Whether or not removing screws is a good move is a matter of taste tbh

opaque relic
oblique hollow
#

In any case:
Day 2353 of me advocating for leached copper for absolutely no reason other than "i think its neat actually"

flat portal
#

Actually, going off what the mod said. I recently got satisfactory, I only have like 20 hours on the game and most of those are in a world with my friend. We just got a coal power plant near the middle of the map next to 3 pure coal nodes. I was wondering if there is a better spot for a coal power plant or not? I think the area we put it was the crater lakes or something like that. Crater was in the name

wind spade
oblique hollow
#

if it really is crater lakes then im kinda confused... i dont remember the coal there tbh

flat portal
opaque relic
oblique hollow
flat portal
opaque relic
flat portal
oblique hollow
#

Err i have no particularily strong feeling about that location, but 3 pure nodes is quite good and you got lots of water

#

so Tbh i think thats already pretty good

opaque relic
oblique hollow
#

if you get the next miner tier that can also carry you quite a bit

#

unless you already have mk 2 miners

flat portal
#

I have mk2 miners btw on the nodes

opaque relic
flat portal
oblique hollow
#

If you already have mk 3 belts available then just get some steel going and then you can expand that coal power plant. should be pretty good to go

#

and i dont think that there is a better spot unless you wanna travel really far.
But all the other ones seem less ideal / further away from water / have worse node quality

flat portal
#

Did you have every node on the map selected or smt?

opaque relic
#

Basicly everything but impures one

flat portal
wind spade
muted sedge
#

So if I am making a lot of ficsite would it be more efficient to use the caterium or the iron recipe? (cant use aluminum because all of that is being used elsewhere)

dusky dust
#

(I assume you probably mean "least amount of SAM per Ficsite," but maybe not)

muted sedge
#

Resources mostly

dusky dust
#

Well, again, you have to decide what you're optimizing for

#

If you value Caterium more than SAM or Iron, then you'd want the Iron recipe

#

But if you value SAM the most then the answer's Caterium

#

"Most efficient" is an essentially impossible question -- you need to decide what exactly you're trying to accomplish

#

Recipe choices basically always have tradeoffs. You'll save on Resource X but use more Resource Y, etc.

#

(as an addendum, sftools (https://www.satisfactorytools.com/1.0/production) is pretty great for comparing recipe chains. Set your target Ficsite amount and then select/deselect recipes to see what the material costs will be for a given recipe chain. The graph will update as you change things)

#

(though the solver may end up preferring some specific recipes, so if it's "stuck" on a recipe or two that you don't want in the current graph, you may need to deselect those recipes to get it to choose another)

muted sedge
#

ok thanks

#

I guess I am building the 400 refinery's

rapid reef
#

Good evening together. I invested more than 100 hours in the game and wanted to play with someone. "I'm from Germany and would look forward to the same language players, but I also speak English and Spanish. Does anyone want to start over and play as a team?

broken yarrow
#

Do you Guys Think I should first Gather all possible Ores near my base and Set up factorys for the Most used items and then start with T7 and T8?

#

Cuz atm i wait quite long for some stuff, like heavy modular frames and all that

wind spade
broken yarrow
#

Yeah I wil just Build some Factories for like Belts, manufactuers and all that So I do not need to Wait for them to be produced slowly

#

Like rn, I am making Modular Blueprints for Most Items, So I can just connect those up to craft "Higher Tier" stuff

#

Btw. Is SAM even usefull in the Early stages of the Game? Like I had a node mining since I had Miners

tulip bronze
#

Hey folks - I was wondering, is there any good ratios calculators out there? Perhaps the kind which allows the user to specify things like recipe used and extractor tier.