#math-and-meta

1 messages · Page 367 of 1

fierce ruin
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or this

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First image is all equal and 2nd is just the rod, plate and screws capped to 30 for my depot max

hushed silo
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1st thing - u dont need to make screws for the depo

fierce ruin
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theres no machines require screws or any build?

hushed silo
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since the only building that uses them is ticket shop

fierce ruin
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oh i see alr, but i should equal everything tho for depots right

hushed silo
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u dont need to equal things like same ammount of everything

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its fine to have different ammounts of stuff

fierce ruin
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its just a seperate node

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it aint linked to my main factory

hushed silo
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oh i see

fierce ruin
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thats why i went with the long term b option

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makes life easier to seperate everything

hushed silo
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true

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when i make basic iron stuff for depo i also use node thats somewhere else and not realy needed much

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as of stuff hmmm

fierce ruin
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do you equalise every finished product

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so everything comes same rate

hushed silo
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no not realy

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depends on things u wanna make

fierce ruin
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thats the thing i dont know XD

hushed silo
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like for example concrete is for many people as much as u can get

fierce ruin
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concreate is alone node so that easy

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but iron splits into 6 products

hushed silo
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sometimes even more than 720/m going into the depo, this is just an example tho u dont need that right now

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iron plate? depends how many mk1 belts and walls and basic foundations u wanna place down

fierce ruin
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its just a thing for now to wether have everything equal, it all will go into storage too before

fierce ruin
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every pioneer builds

hushed silo
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true

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iron plates id make like 20 - 30
iron rods maybe 5 - 10
rotors and modular frames both 5 per minute is fine id say for now, maybe upscale to 10 later
reinforced plates? idk i dont like making them xD but id say 10 as well

fierce ruin
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they important! XD constructors etc

fierce ruin
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like you said, storage is king

hushed silo
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i think the ammounts ive listed should allow you to not look at it for the rest of ur game

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keep in mind tho if u will be placing tens of machines u will have to wait a bit for placing more

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but that is assuming u will need 30 machines right away while making a bigger build which u wont be doing often so

fierce ruin
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yeaaa but over time ill get better gear

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more cloud space

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faster

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alright then, cheers for your time

hushed silo
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and it looks like soon u will be unlocking steel which is used for belts mk 3

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and when u get there u wont be needing reinforced plates that much

fierce ruin
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i got this

shadow sinew
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I think you need to figure that out yourself

fierce ruin
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steel and quirewire are set up

hushed silo
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i always find it weird how one needs to automate alot to get reinforced plates for belts mk2 in comparison to steel beams for belts mk3, they are just so easy to obtain in bigger quantity

fierce ruin
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ikr

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but you need reinforced for machines ig

hushed silo
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yea, 5 - 10 will be fine id say, it depends how big u wanna build tho

fierce ruin
hushed silo
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but i doubt u will be making big builds right now

fierce ruin
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for pipes and beams

hushed silo
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and once u get to heavy frame and computers u will need only like 5/m going into the depo

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so after u get that steel thing u will be set

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ive been thinking lately this server could use smth of a tutorial channel with threads dedicated to specific game mechanics

fierce ruin
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awesome

fierce ruin
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it needs guidance on building and calculating

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i struggle thinking about how much i need as a begineer

shadow sinew
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why doesn´t that conveyor elevator work?

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like, I have all my refineries set up the same way, with frame pillars with conveyor splitters on top, but all of a sudden as soon as I do it on manufacturers it breaks, like, it shows the lines saying it´s lined up correcty when placing the splitters

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thankfully it failed for the quickwire, and I could do this improvised solution by hand, but imagine it had been the uranium, or I hadnt bothered to test the inert parts beforehand

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like, I almost did, I was going to go turn on the uranium drone just when I saw the issue out the corner of my eye, that quickwire wasnt moving

unique cypress
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I rarely use lifts this way, so I don't know how, why and when they fail to connect, but checking whether they're connected should be easy - just hold a belt, and it'll show you free connections. If you see connection arrows on either end of the lift, it's not connected

hushed silo
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rare chance but maybe it was one wrong item inside blocking

shadow sinew
shadow sinew
unique cypress
shadow sinew
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I think I´m just gonna do a complete rebuild

shadow sinew
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I hope I can still hit my pledge of 100% green energy by the end of 2025 xd

graceful dove
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If by "green" you mean the color of uranium, then sure

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Because geothermal is not enough to power very much

unique cypress
graceful dove
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What. Seriously?

unique cypress
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7.1 GW from geo, 5 from augmenters, and +100% boost in the end. 24.2 total

shadow sinew
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it has the lowest emissions per unit of energy, even lower than solar and wind, and is safer than all except solar energy, which doesnt factor in energy storage or beefed up infrastructure which would be required to use it while the sun isn´t shinning

fierce ruin
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I finally done the iron Depot @hushed silo

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i feel so proud

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its overclocked as much as possible and to its limits for mk3

graceful dove
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There's a limited amount of fissile material, and it doesn't naturally replenish

shadow sinew
graceful dove
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We're not mining or depleting it, it's just there doing its thing and we're sipping energy off it

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No energy is green if you look at it from that angle

shadow sinew
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there is a lot of uranium though, more than Tin in the crust, rn we mainly only use U-235 as fission fuel, which is only 0.7 of the uranium, because we got really good at that process, but if we were going to start running out, we can do U-238 breeder reactors which already exist, plus, they´ll surely have figured out Thorium by then, and of course fusion will only be 20 years away xd

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tbf, they don´t love giving non nuclear countries U-238 breeders because they are a pathway towards nukes, but we´ll be fine on Uranium for a while, unless they are like 100% of the energy supply plus we are greatly increasing energy demand

graceful dove
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don't worry, I'm already sold on nuclear, and it's definitely better than combustibles, but it's still not "green"

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it's cleaner, I'll grant that

shadow sinew
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FICSIT did take us to a world with >90% U-235 because we can use it for nukes, so that´s nice, no enrichment required xd

shadow sinew
versed mango
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I make a Modular Engine Factory, I have for around 2GW required and the factory will make 5GW that great no?

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Production rate of 8 per minutes

shadow sinew
versed mango
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Oh yes sûre

hushed silo
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may it serve u well

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and if u like that thats what matters most

agile junco
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Solar is remote nuclear 😉

agile junco
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Wouldn't you know it, my program works on Windows 🙂

shadow sinew
agile junco
shadow sinew
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It is litererally physically impossible for generation 3 and 4 reactors to meltdown because when the core heats up it´s designed to become less reactive

agile junco
agile junco
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I think I've come to the conclusion that there is no way to ensure trains are spaced evenly without more controls over wait time than are in the game.

unique cypress
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Well, not exactly, but it functions the same

agile junco
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Yes well, that would be great and all, but it's not possible in my case because I'm still trying to use one train for multiple items.

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I should be able to tune the wait times to work it out, but I'm not sure how to do so mathematically still.

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I could solve for the worst case, which is that one train sees a full station, and all the others see only the minimum amount that is loaded between a train leaving the station and them getting into the station (IDK how long that is). Then use that to add a minimal wait to achive the throughput...

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I think in practice it'll be easier to add some waits, verify the new RtD and check.

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Or maybe abandon my dream of a single station build.

bronze snow
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If I have 1200 heavy oil residue to make rocket fuel with (using diluted fuel), is it most effective to turn it all into rocket fuel and just sink the compacted coal byproduct?
Or will it make more rocket fuel if I use the compacted coal produced to make turbo heavy fuel out of a portion of that initial heavy oil residue and then make that into rocket fuel. And how would I calculate the ratios with that?

vapid gorge
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if you're turning into TF first, use the compacted coal in that

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honestly I'd just make diluted fuel and leave it there

pastel obsidian
vapid gorge
pastel obsidian
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How much more or less efficient would it be if the compacted coal was used to make more rocket fuel

agile junco
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I think I'm going to comprimise and run 2 nitric acid trains with three cars (one unused) and 1 iron plate train to a single 3 car station, instead of having two stations.

pastel obsidian
agile junco
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It's wait until fully loaded/unloaded AND 0 seconds right? Why are my trains refusing to leave? I have the filter set to not load the first car, and it doesn't, but then it just sits there.

pastel obsidian
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is it fully loaded

agile junco
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It's fully unloaded.

unique cypress
agile junco
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I hate this game.

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I'm using that platform to load another train.

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It seems to work for the loading side, but not for the unloading side.

unique cypress
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I have literally never used train filters so I can't help with that

agile junco
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I'm just trying to minimize the number of stations I need.

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This seems bugged.

pastel obsidian
# bronze snow If I have 1200 heavy oil residue to make rocket fuel with (using diluted fuel), ...

you will have to change the numbers but here you go

https://store.steampowered.com/app/3187030/Satisfactory_Modeler/

Model your Satisfactory builds. Set up your machines however you like, adding optional limits to the number of any of those machines and the tool will calculate how the parts will flow and how many of each machine type are getting used.

This does advanced calculations that no other Satisfactory planning tool can do, including figuring out how s…

vapid gorge
agile junco
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Luckily I think I can get away with only waiting till fully loaded, and the unloading will be fine.

outer vessel
bronze snow
agile junco
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Honestly, I kinda need a non-linear solver though.

outer vessel
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Ohhhhh

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I'm now reading about Z3 and it does seem kinda overkill lol

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What does Z3 have that numpy or math or whatever don't have?

agile junco
outer vessel
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Or is it more symbolic

agile junco
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I think tecnically, scipy has a solver too, but I'm not familiar with it.

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Why wont discord let me post links...

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https:// docs.scipy.org/ doc/scipy/reference/optimize.html#module-scipy.optimize

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So weird.

outer vessel
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Oh okay i see

agile junco
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numpy doesn't have any of this stuff, it's more the lower level data structures as I understand.

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I may try using scipy to see if it's non-linear solving works well for this at some point.

outer vessel
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There's one for symbolic i think it's called like SymPy or something

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Yes it's called SymPy

agile junco
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You don't really do traditional numerical optimization with a library like that.

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That might be able to simplify an expression and perhaps aid in the performance of a numerical optimization, but the actual process of finding minium and maximum values of a utility function is somewhat different.

outer vessel
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Ok, but still cool train solver project

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I was trying to see if i could do something similar but Z3 scares me lol

agile junco
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Maybe I'm wrong about sympy, I would need to look at it more.

outer vessel
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I was looking and it has a solver so maybe

agile junco
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It's a bit tricky, since if you under constrain something it will just hang trying to find a result.

unborn dome
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I'm trying to decide how to route a train that'll carry uranium. This is my first train for uranium, so I've got nothing to compare it to. How big is the radiation "bubble" of a train car full of uranium?

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I feel like it's probably pretty big, but I was hoping someone knew so I wouldn't have to try to math it out

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I found Greeny's old radiation calculator, doesn't seem to be a new one, but I'm also not sure radiation mechanics have ever changed?
https://satisfactory.greeny.dev/radiation

jovial wyvern
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That calculator seems to be accurate. A full train car of uranium ore has a "safe" radius (radiation level below 0.2) of a little over 82.5 meters, and the calculator puts that threshold at 82.6 meters.

Now, if it's uranium waste in that car... bigger radius.

unborn dome
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Nice, thanks. Yeah it'll be raw uranium from the mine, I just didn't know how bad a death train it'll end up being.

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But that sounds decent, since I'm not planning on having the train fully-loaded each trip, that's just the worst-case.

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Seems like even after 3-4 foundations away a full carload is negligible damage to you.

pastel obsidian
unborn dome
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Thanks but I don't have it built yet to see on the map.

half frigate
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In the near future I plan to build 600 fuel gens and overclock every single one to 250% while running them on ionized fuel using the Dark Ion fuel recipe, so while I will be creating synthetic power shards, how much ionized fuel am I going to need per minute to fuel them all?

unborn dome
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The wiki says at 100%, a fuel gen burns 3 m^3 of ionized fuel per minute, so 3x2.5x600=4500

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Which is a hella lot of power lol, just go nuclear power at that point

half frigate
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Oh dw I am

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Im roughly halfway through fully completing 250 nuclear reactors

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I just need to start setting up uranium fuel rod production and finish plutonium fuel rod production and then start ficsonium

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So dont worry, I will have far more than enough power, I just want 600 max OC'd fuel gens down so thanks for the final number, knowing I need 4500³m will be a god send

unborn dome
half frigate
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Also, because my final hail Mary project for my workd is a gargantuan 20Tw/hr battery bank, I got the mod that multiplies the power output of reactors 10 fold with zero drawbacks

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Im gonna be redesigning my battery storage blueprint in the mk3 designer but I will be placing down, roughly 2000+ batteries

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I managed to make a far better fuel gen blueprint in the mk3, vs the mk2 so its not as compact which is what I like, ill be adding in 12 power shards to that one eventually

hushed silo
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yea dark ion have fun

half frigate
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would 6300 total coal per minute be enough to make 1920 diamonds a minute on the output?

vapid gorge
half frigate
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yea i just remembered

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i'm nowhere near close

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i'm gonna have to setup a map wide train system

vapid gorge
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you could also use other recipes

half frigate
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i only have the one for diamonds sadly

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otherwise i would

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i can use 10 total cars anyway and cover the rest, i just need to put a lot of time into a train

vapid gorge
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get some hard drives 🙂

half frigate
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buddy

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i ahve 240+ hours on the game, i've gathered most of them

vapid gorge
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alllll the recipes

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that's like the bread and butter of this game

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how there isn't a resource/recipe meta

half frigate
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i'm happy having to lay a train line, thanks for your advice it is headed.

shadow sinew
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do water extractors not work on deep sea?

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like, I´m reasonably close to world border, but I still have some ways from it

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this is the north west coast, having built about 25 foundations away from the coast

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that seems to be the limit

vapid gorge
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water becomes fake at a point

shadow sinew
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well, ig I need to alter my factory plans for this

half frigate
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maybe place the extractors around the sides of the build instead of infront? could work in your favor

vapid gorge
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are you placing them under the refineries already?

hushed silo
vapid gorge
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ofc, time is fake after all

hushed silo
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time is a fun mechanic ngl

half frigate
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The answer is likely no but can I cheat a train track loop to keep it short by having a few mk3 miners on coal nodes fill up all 12 carts I need instead of looping the train around the entire map just to get 12 total cars of coal?

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Does it math or doesn't it, im happy to loop the track and put in the effort, but I wanna know if I can actually cheat the train

vapid gorge
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are you asking if you can put more than 1 miner on a coal node?

half frigate
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If i have say, 4 coal nodes active all maxed out on mk3 miners can I just, hook all 10 freight stations up to each other, have them fill each station and keep the loop short

vapid gorge
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why would this affect the length of the loop?

half frigate
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Man

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sigh

vapid gorge
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do you mean having all the coal nodes in one spot instead of across the map?

half frigate
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Instead of having to track around 50km of train tracks just for coal, can I hook all 10 upto each other and have 1 station be fed by 4 mk3 miners and keep the track down to 10km

vapid gorge
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I guess you could have a few long belts go to a station? sure?

half frigate
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Am I relaly making this too hard to understand? Im not trying to do that

unique cypress
half frigate
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Thank you, thats what im trying to understand here

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I need to loop around 38 thousand coal per minute and while im happy to complete the long af track, I am wondering if I can just fill 10 freight stations with 4 coal nodes only. 1500 is the max those 4 nodes can give me with mk3 miners

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I have 1 loading site setup so far on the track so if I can keep it that way and just loop the track back around to the unloading site, it'll make things faster, but I need to know if its viable to fill 32 thousand coal at 1500/minute

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I hardly use trains so im at a loss here on what to do

unique cypress
half frigate
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I do have mk6 belts

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And I'm not doing 2 trains

vapid gorge
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well 4 nodes can't do 38,000 coal pm ...

half frigate
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No shit Sherlock, ffs

unique cypress
vapid gorge
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well this is just confusing " I am wondering if I can just fill 10 freight stations with 4 coal nodes only" , of course you can fill 10 platforms with 4 coal nodes, you'll need to figure out if your return trip can manage the throughput but seems very likely

half frigate
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So to come full circle, it would then be best for me to not keep the loop small and make it longer to allow more coal to enter, but also not make it too long?

unique cypress
vapid gorge
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Make the rail go wherever you need it to. And then you can reuse those rail lines for other trains

half frigate
vapid gorge
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It's more that it's confusing what you want, not what you want your trains to do.

In general, especially for large throughput, have Station A have 1 train go to Station B, then back

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path your rail however you need it.

unique cypress
half frigate
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I know

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My fuel gens are gonna be way over in the bottom southeast of the map

unique cypress
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why do you need 38k coal for fuel gens?

half frigate
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I just need to fill 64 particle accelerators with enough coal to make 1920 diamonds per minute

vapid gorge
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you're going to want to have more than 1 train

half frigate
unique cypress
half frigate
unique cypress
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like so terrible, that from a power generation perspective, it's objectively bad

half frigate
vapid gorge
unique cypress
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then you'll have a 150-200 wagon train if you only want one 😆

half frigate
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Considering each freight starion can handle 3200 coal, 10 stations makes 32,000

half frigate
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I knew i shouldn't have asked

vapid gorge
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would you rather have built it wrong and have it not work?

half frigate
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Honestly I dont even know why I fuckin bother anymore

half frigate
unique cypress
vapid gorge
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if you have 1 train making THAT many stops... I'd guess you'd need at least 70 platforms on each station

half frigate
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Im sorry, its late as shit i should've been asleep hours ago but I lost track of time.

vapid gorge
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but that's a super rough guess

half frigate
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God I hope i get other recipes for diamonds

vapid gorge
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that's still a huge number of resources.
have many stations and many trains. You'll go insane otherwise

unique cypress
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it'll be half the coal

half frigate
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Can I ask one last thing?

vapid gorge
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sure

half frigate
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Oil based diamons

unique cypress
half frigate
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Would that be better than coal?

half frigate
vapid gorge
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define 'better' ? if you have the spare oil and you want the coal for something else?
sure

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but oil has a lot more uses than coal

half frigate
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Well, I guess instead of using coal

vapid gorge
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Coal is a bit of a trash resource after the early stages of the game

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there's TONS of the map and you never use much of it

half frigate
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I know the southeast area of the map has a ton of oil

unique cypress
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no single area has 10k

vapid gorge
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10,000 oil is almost all the oil on the map iirc. I'd use the coal.

half frigate
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Ofc, ofc

unique cypress
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that's 3/4 of the map's oil

vapid gorge
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But I like Pink diamonds. Mix of quartz and coal

half frigate
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Really didnt make this easy on myself did i

vapid gorge
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but 2,000 diamonds pm is a different goal all together

unique cypress
half frigate
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Yea i know 😔

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Im not backing down, I already have the converters down and half of the total particle accelerators I need

vapid gorge
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Consider pink diamonds then. Trades 12 coal for 3 crystal? might make transport a bit easier

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or do a mix of recipes

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use some oil diamonds, some pink, some base

half frigate
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Petroleum diamonds? I already have 32 refineries down, I could switch them all in a blueprint to make crude oil then petroleum coke

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In my fuel gen area that is

vapid gorge
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Coke diamonds is a less oil efficient recipe for diamonds

half frigate
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Okay

vapid gorge
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You could just process the coal on location and ship the diamonds instead?

half frigate
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Ill consider pink and turbo diamonds

vapid gorge
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that drops how much you have to move to a small %

half frigate
vapid gorge
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Too focused on making 2000 diamonds a min

half frigate
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Fair

vapid gorge
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yeah, converting coal to diamonds on location reduces what you have to move pm by 95%

half frigate
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Uhm, again sorry for getting heated, thanks for your help (and tolerating me). This has been, awkward but educational

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I can therefore maximize the production at every stop on the way and just ship that, okay, ill do that. Some stops will allow for 2 or 4 at 100% clock speed

vapid gorge
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You could also use locations that have coal + limestone or coal + crystal next to each other to make it a bit simpler

half frigate
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First I need to actually unlock the recipes, idk how many crashed pods are left for me to grab. I feel like ive gotten most of them

vapid gorge
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gotta catchem all!

half frigate
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I dont sink enough resources to make hundreds if not thousands of tickets either

vapid gorge
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... that's ok? don't need tickets for recipes

half frigate
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Hard drives, 100 tickets each

vapid gorge
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if you sloop your DNA and protein for DNA capsules you'll make tons of points too

unique cypress
half frigate
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Last resort though I bet

vapid gorge
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oh yeah don't bother with that.

half frigate
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Making the diamonds on spot is a much better idea.

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Im gonna go now, I need to sleep, gnight

shadow sinew
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I was gonna use Pink Diamonds until I saw how slowly they produce, imma just go turbo diamonds all the way, I´m also kinda tight on quartz because of my massive aluminum and radio control unit operation

vapid gorge
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unless it's compacted steel, that's a crazy recipe

shadow sinew
vapid gorge
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converters use less than PAs - also , power is ... ridiculously easy to produce.

shadow sinew
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I was attracted to them because converters use way less power than accelerators, but if they produce so little it´s a wash

shadow sinew
vapid gorge
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if power is ever a concern your problem is just 'make more power'

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and it's an easy solve

shadow sinew
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just need to scale up rotors and electromanetic control rods, and I can start working on reprocessing

wind spade
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Or make new factory 😉

hushed silo
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turbo diamonds is actualy crazy

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50% coal from normal recipe

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and 5% oil on resources 1:1 compared to coal used

shadow sinew
wind spade
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🤷 I just personally do independent factories

shadow sinew
full dawn
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I can't remember what the good practice is for this situation. If I have 600m3 of HOR/min in a mk2 pipeline that splits into 2 sets of mk1 pipelines carrying 300m3 HOR/min, is there a need to loop the mk1's individually, or just the first mk2 pipeline?

Or maybe no looping required at all. I have looped my crude oil going into the HOR refineries but not sure about the ouput side

unique cypress
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I'm against looping in general

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I only do it if it doesn't work without

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which rarely happens

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but I also wouldn't split a full mk2 in half

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but maybe with mk1s coming out of the junction, it'll work

oblique hollow
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with mk 1s it usually works

unique cypress
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tf is that supposed to be

full dawn
unique cypress
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Some imgur links that didn't work

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Some attempt at scam I'm assuming

full dawn
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Maybe

full dawn
spare kernel
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How many ficsite trigons would you guys recommend. Will 225 /min be enough to start with

rigid oracle
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to start with? probably

spare kernel
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mostly for building mk6 stuff

hushed silo
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if u just want belts then smth around 50 will be sufficient imo

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way more than enough

spare kernel
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I dont know what else I need them rn

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So i just picked the 1200 sam node and the 1800 iron around it to make it

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Hope its not that big of a waste

hushed silo
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tbf

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iron has the worst sam efficiency ratio

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but if u dont want to bother with caterium and not doing any other build thats sam hungry its fine

spare kernel
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i know, but its conveniently close together

oblique hollow
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just start with some amount and then scale up later

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you will know if you need more once you start building production lines that need Ficsite

hushed silo
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tbf 225 per minute will serve u for belts and automating space elevator parts

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u can make 5 biosculptors and 5 expansion servers /m

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and u have 50/m left so

spare kernel
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okay, i will just go with th 225 and export them later on somewhere else and maybe expand

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thanks

hushed silo
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if u just wanna beat the game its more than enough

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if u wanted to make fisconium tho, no not realy, its a different scale thinking_helmet

spare kernel
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Not yet, no

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Just made my nuclear plant, enough waste problems for the moment

limpid knot
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Whats a reasonable amount of NPP to make to supply end-game? I'm eyeing up 30kMW capacity, but I'm ok going bigger than that. I just don't know what to account for in terms of endgame.

agile junco
#

End game has some pretty big power requirements for particle accelerators and quantum encoders. Depends how ambitious you are, but for example 10 singularity cells a min could easily run you 30GW.

limpid knot
#

ooooh.

agile junco
#

I'm working on a 650GW+ design now for all the uranium (not including converted).

limpid knot
#

so 100GW would be 40 NPP...

agile junco
#

Overclocked?

#

But yea, good bit of processing.

#

Maybe design to be expanded?

limpid knot
#

40×2500 = 100GW? Or did I math wrong?

agile junco
#

should be 6250MW each.

limpid knot
#

Oh man... well I need to play with the math more then, accounting for that.

restive timber
#

Gotta love doing some math to figure out some ratios. The not so obvious ratio for heavy encased frame is 120 MF to 45 HMF tired_jace

#

Or 8:3, but I like the those numbers above better

brisk smelt
twilit blade
#

genuinely confused why this is throwing "signal loops back onto itself" errors... the general design idea i'm going for is, a pair of junctions that split off into a siding (station), that can be entered from either direction (far junction), and the train in the station can exit to either direction (near junction).

i've followed the "path in, block out" rule correctly, even ensured that the junctions cannot see each other by having at least two block signals in between (a block that doesn't touch path signals in any way). even turning the whole thing into block signals (second pic) doesn't change a thing! is my entire "a one-way siding reachable from and exitable to both directions" idea flawed...?

oblique hollow
#

usually, that can mean that the signal didnt actually divide the tracks into 2 blocks or there is indeed a rail that loops back around

#

try rebuilding the tracks in those places and rebuild the signals

twilit blade
#

if i just delete the cross tracks outright and make it two straights, it still complains about missing connections...

oblique hollow
#

"missing connections" is a nonexistant error. They must say something else

#

but there are indeed entirely too many signals here

twilit blade
#

...could it be a blueprint error? in the bp, the signals are dangling at the track ends since there isn't enough room to "continue on" afterward

oblique hollow
#

likely

#

try it without a BP here for now

#

a BP with signals in the middle would work just as well

#

instead of at the ends of the rails

twilit blade
#

...nope, not the bp. even just building it straight on the desert sand, even with valid blocks outside all entrances and exits, it still thinks it's looped onto itself... and even if it's nothing but block signals

oblique hollow
#

the path signals are all failing to divide

#

it IS looping into itself because the color stays the same

#

the signal is failing to split the block and thus screams in confusion

#

try moving those patch signals a bit before the track switch

twilit blade
#

huh... putting them one track segment prior to the intersection, seems to have worked. interesting...

#

i didn't think signals had a minimum distance in between, because the block-block-block ones seemed to be fine even with just the minimum track length (that was for illustration only, obviously)

silent haven
#

I have 4 belts with 1200 iron ore each, I need to make them split one way with 2100 ore and one with 2700. How can I do that?

oblique hollow
#

its likely not signal-to-signal

#

but signal-to-intersection switch

oblique hollow
# silent haven I have 4 belts with 1200 iron ore each, I need to make them split one way with 2...

considering that there are no belts than can do 2100/min, you need to use multiple belts for this anyway and thus need to work out a smaller grouping than "2100" and "2700". Break it into smaller groups like 3 x 700 and 3 x 900 or something
feed in a mk 6 belt into each part of these production line and then use an overflow splitter to divert excess onto a new belt.
Or find an different solution than that - there are many ways to tackle this

twilit blade
#

ah, so if a signal (either kind) has a junction less than a few foundations away, but the signal is not on a switch itself (the right-hand green track that only goes straight through, but is joined into afterward), then everything freaks out... interesting.

since i've never had this problem before where all tracks were switches (a two-lane T junction), so i guess this is just an odd edge case where the Human Logic checks out but the Game Logic doesn't

silent haven
# oblique hollow considering that there are no belts than can do 2100/min, you need to use multip...

Yea I should specified that I didn't mean to put more than 1200 on a single belt.
I'm following a flow chart from satisfactory tools so I don't really know how to tackle it. Maybe overflow is the best

https://www.satisfactorytools.com/1.0/production?share=vQLBgYjRSSQY3RMnVDvd

oblique hollow
oblique hollow
#

and with that you can just divide those numbers into smaller numbers

silent haven
#

I think the link should work

#

However it's confusing since I always do overclock x3

oblique hollow
#

that reduced machine count by 2.5x

#

90 / 2.5 = 36 fully overclocked machines

#

168 does not give a neat number, 168 / 2.5 gives 67.2 fully overclocked machines

twilit blade
#

huh, what do you know. in the near junction (block signal on out switches), leaving the path signals as-is but taking the block signals off, makes it work fine

oblique hollow
#

so for the constructors: try to divide that into smaller numbers of machines
you can literally just brute force this and try it with a calculator

silent haven
oblique hollow
#

if you divide 2700 by 36 (thats the amount of overclocked constructors needed to process all that) you get 75.
Each constructor making plates at 250% takes 75/min

#

what number x 75 = 1200 ?

#

or, other way around: how many machine needing 75/min can you feed with a 1200/min belt

silent haven
#

So basically
2 rows with 16x constructors (iron plate) each feeded with 1 belt with 1200 ore each
2 rows with 34x constructors (cast screw) where one of the constructors is underclocked feeded with 1 belt with 1200 ore each
Then put an overflow splitter on one of the 1200 belts feeding like 8 constructors (iron plate)

oblique hollow
#

theres 4 remaining construtcors for iron plates
16 + 16 + 4 = 36

#

so yeah this likely would work in some way

silent haven
#

Ah 4, I just threw 8 out there, doesn't really matter since it's overflow but 4 yea

oblique hollow
#

the screw constructors are a bit ugly on the numbers side but you get the idea

silent haven
#

Yea

#

Thanks

agile junco
#

There are definitely some bugs.

agile junco
#

Ignore the pipe on the far right, that's the second separate system with the same issue.

agile junco
#

I'm assuming this is sloshing. I'm just confused because I don't think I had this issue with it before I converted the source to rocket fuel from turbofuel.

dark laurel
#

I'm not a fan of the new liquid physics. The older stuff was much easier to manipulate, new stuff is super buggy

silent haven
#

136 constructors built

crimson moat
#

it's an issue with inputs too, but less severe

agile junco
#

It was working fine with turbofuel. I'm confused what changed.

crimson moat
#

More likely you just didn't notice issues

agile junco
#

Maybe I just need to prime everything?

#

No it was at 100%.

crimson moat
agile junco
#

Yea must be that, but I don't know how it can be solved.

crimson moat
#

leave flow rate headroom in pipes, dont merge them together (and if you do, make sure that all inputs to a junction are equal)

agile junco
#

wdym don't merge them together?

#

I have to run 12 pipes down to carry 1200 fuel?

#

that's insane.

crimson moat
#

you can merge some, but you have to merge equally (like 12 into 6 into 3) and/or you have to leave flow rate headroom

agile junco
#

All inputs are 100/min

#

Or so I can't manifold, I need to balance?

#

Why is this? Seems weird.

crimson moat
#

because the flow isn't unidirectional

agile junco
#

Yea but it's all being consumed from the same side of the system.

#

Why does that impact the merging of the production?

crimson moat
#

It can't get out of the blenders into the merged pipe when it's merged unequally like a manifold. Nothing downstream matters

agile junco
#

But the only reason it cannot get out of the blenders if because downstream decided to be throttled.

#

if downstream stayed at 600, then it would never have an issue merging 100x6.

crimson moat
#

Yes it would

#

it's the most notorious and infamous headache in the game, that you can't do exactly what you're doing because of pipe flow rate limitations and omnidirectional flow

agile junco
#

I don't understand the logic.

#

esspecially since it was working with fluids like turbo fuel, so I don't know how things work in general.

crimson moat
#

by using a 600m3/min pipe to move 600m3/min from A to B, you are assuming that 100% of the fluid is always moving in the correct direction from A to B

#

if it doesn't do that, you get less than 600.

#

And with uneven merges, it doesn't, and you need to modify the design to account for that (like using a lower % of the flow rate limit, having more frequent exit paths for manifolded outputs etc)

#

if you take like 8 equal producers and merge them 8 to 4 to 2, then it does.

agile junco
#

I guess I somehow managed to avoid this issue before by, idk getting lucky?

crimson moat
#

if you got to P4, yes 😄

agile junco
#

P4?

#

No I mean, seriously I'm staring at the old pipes and they did not have this issue.

crimson moat
agile junco
#

Oh yea, Ive been past that for a long time.

crimson moat
#

Most people are in here asking why their manifolded 600 pipe is only averaging a flow of 500 when they're in p2 or p3

agile junco
#

I had two rows of turbofuel each being merged together. I guess it's different in that it was 5 and 5 merging to 1. And now it's all 6 merging, so maybe the fact that the 5 were balanced before the final merge to the 600 pipe saved me.

crimson moat
#

Yeah, that would do it

#

if you made a pair of 300/600's then merged to a 600

agile junco
#

Yea, I guess all my fluid builds before have been lucky in that I never did a complete manifold and never noticed it lol.

#

But why didn't the pair of 300s have the issue? Just because there was enough headroom I guess.

I just totally don't understand the logic behind what causes this.

crimson moat
#

A lot of people, especially coming from factorio (where there is no concept or flow or order) count out exactly how many machines can be fed by (or feed) 600/min of flow, then build that, and get confused when it doesn't work

dark laurel
# agile junco Or so I can't manifold, I need to balance?

You can 100% manifold, I've run 3 lines to power 3 strips of manifolds, and did some merging on the back end, but it's all buggy, and you have to follow specific rules (like no slopes and corners at the same time), it requires the use of a few check valves, but they have to be used sparingly because they mess up the flow and break it entirely in some cases; the way Ts are placed will affect the way that fluids slosh, and uneven mergers and splits always require equal pipes.

Again it is doable, but I spent several hours fiddling with individual pipes before it all finally decided to behave.

crimson moat
#

I just totally don't understand the logic behind what causes this.

Fluid will only flow at 600/min when all of the fluid always flows at the maximum rate in the desired direction. In many build conditions one or more of these does not happen. Some may sometimes flow down the manifold instead of up it, for example.

agile junco
#

Yea ok, it's making sense.

#

I guess valves might change things a little, but ultimately they aren't going to elimitate this issue.

crimson moat
#

Yeah, they can't because you can't attach a valve or a pump to a junction

you have to build like [pipe junction pipe valve], and then the fluid bounces around in the [pipe junction pipe] bit.

agile junco
#

yea 🙁

crimson moat
#

(unlike factorio)

dark laurel
agile junco
#

OK off to break up the network into two.

vapid gorge
#

Apparently mcgal had some success with valves and manifolds by having them at teh start and on every input, but didn't seem like it was better results than looping

dark laurel
#

The best place to start is to monitor the slosh in each pipe when they're less than full. Certain pipe shapes, especially sloped ones, will do funny things. Simplest solution for splitting is usually to split from the manifold downhill for each segment, which will add pressure to every pipe segment afterward, and also bias the sloped pipe to try and stay empty on the split side, which helps allow for fluid to queue into it as the main sloshes.

vapid gorge
#

eh, just keep your manifold flat, feed from at least machine input height, and loop the manifold. Unless you've done weird thigns before the manifold should work

dark laurel
#

I meant manifold flat, splits downhill

agile junco
#

Yea splitting the manifold into two like my turbofuel setup still doesn't work.

#

I have what should be 2x300/min pipes being merged into a 600. But it's backing up.

dark laurel
#

If you want a really easy fix, put a tank about 20~30m up, and then feed that into the manifold. The pressure should fix the rest

oblique hollow
#

That does nothing

#

Rocket fuel is a gas

agile junco
#

I'm so confused by the mechanics here.

oblique hollow
#

Rocket fuel doesnt care about gravity

dark laurel
#

Oh, my bad, I thought we were troubleshooting liquids

agile junco
#

yea I think that's the main difference in my build. Before it was working because gravity was forcing the fluid down and out of the machines.

oblique hollow
#

General tip: use mk 1 pipes in places where you neither need nor want flow rates greater than 300/min

#

the blender output is one such place

agile junco
#

I don't see how that helps.

oblique hollow
#

It enforces some more consistent flow due to that speed limit

#

As for the rest: i dont have enough info to give precise tips.
I don't know where you are seeing flow rate issues precisely

oblique hollow
#

You can put them in here directly

agile junco
oblique hollow
#

Ah wait i saw some

#

Honestly, check the flow rate near the generators

agile junco
#

The last pipe that goes around the bend at the back goes to a final 100 output blender.

oblique hollow
#

Or rather: show the piping near the gens

agile junco
#

That was all fine back when I had it using turbofuel, but sure.

oblique hollow
#

If you have flow rate issues, it can come from the source or the destination of the fluid

#

Rocket fuel has different fluid dynamics so plays by different rules

agile junco
#

The two pipes are not connected in the middle ever.

#

except at the end they both fill a buffer.

oblique hollow
#

Are those 2 completely seperate full mk 2 pipes

agile junco
#

Which honestly shouldn't even be there.

#

Yes

#

Or they should be full, except the input randomly tanks.

oblique hollow
#

Do you even have enough generators?

agile junco
#

Yes, more than enough.

#

120 250% overclocked.

oblique hollow
#

It may just be the classic fluid split problem.

Do the mk 2 pipes snake their way through the 120 generators or is it branched near the start

agile junco
#

Each line is a branch

oblique hollow
#

Attempt to change where the rocket fuel enters the pipe network to be roughly in the middle

agile junco
#

Why would that matter?

oblique hollow
#

So the flow ratw gets split into 2 equal portiony near the middle

oblique hollow
vapid gorge
oblique hollow
#

You have no way to increase pressure so no other trick from working with liquids really works other than "changing the piping"

agile junco
#

Ugh, I hate this because unequal splits are somewhat unavoidable, so it's what just trial and error?

oblique hollow
#

Its just "try to get a more equal split"

#

It just that very first one that matters

#

the one that splits the 600

agile junco
#

Yea, but no way to know until you try if it's going to work unless you go crazy splitting everything more than you need to.

oblique hollow
#

If its 60 generators per mk 2, move it so its 3 gens down the line

agile junco
#

The mechanic is a mess.

#

OK, give me a sec, I'll try that.

oblique hollow
#

Average moment of working with mk 2 pipes in Satisfactory

#

No guidance just madness

agile junco
#

😡

oblique hollow
#

Thats why many just dont go near 600 anymore

agile junco
#

Would splitting 280/320 be close enough, or even more unbalanced? I'm trying to understand the mechanic.

vapid gorge
#

you are getting more and more cynical about piping. If you keep to the basics it's very simple to get reliable 600 flow pipes

agile junco
#

Like what causes the uneven split to be problematic.

oblique hollow
#

If its not even then the excess fluid going down one way has to come back, doesnt it?

agile junco
#

I don't understand.

#

if I have a row of generators using ~10/min, and the pull off a (what should be) 600 pipe, where's the backflow issue?

oblique hollow
#

The junction is designed to try a 50/50 by default because it has no option

Belts do the same
if you split a belt into 2 with a splitter, both sides get exactly half inially

#

If you split a belt 3 way then each side gets exactly one third initially

#

what changes this? one side or more starts backing up

agile junco
#

That's fine, so the earlier generators fill to 50 internally faster.

oblique hollow
#

Yes, but once its full, the junction would have to change how much goes where

agile junco
#

If they are filled it cannot split 50/50 and the rest should go downstream.

oblique hollow
#

So would the splitter

crimson moat
oblique hollow
#

Yes and it has to do with how it no longer does 50/50

agile junco
#

But how is it different from a belt? it should just send the rest along its way, no?

#

Where is backflow in all this?

oblique hollow
#

It tries to shove it down the line anyway until the pressure on that side is equal with the force the junction tries to shove with - if the pressure is equal

crimson moat
oblique hollow
#

The problem is that satisfactory fluid dynamics kinda has an infinite energy leak.

#

That "equal pressure" the junction and the pipe try to reach has some frankly hard to explain consequences

#

One of the consequences is that the pipe just shoves fluid back into the junction with full force which interrupts your 600/min input

agile junco
oblique hollow
#

Sorta.
Or if one of the output pipes magically builds up more pressure than the input

#

Which it, if you think about it, should never be able to

agile junco
#

I guess I don't understand pressure here.

oblique hollow
#

You get velocity, dont you?

agile junco
#

How do you calculate presure with fluids and gases?

crimson moat
#

tl;dr for gas is that stuff flows from high fill % to low fill %.

Bigger delta, bigger flow

agile junco
crimson moat
#

liquid is considerably more complex

oblique hollow
#

usually, for gas, its only more full and less full pipes
Fuller pipes have higher pressure and fluid flows from high to low pressure - from more full to less full

#

That fullness affects pressure. And that should be it*

(*Big asterisk because sadly, that is not it, and thats what im gonna get to in a moment)

crimson moat
# agile junco I think this is why I'm confused, because the generators should only be consumin...

On the first split you're sending 150 rocket fuel to 4 generators and 150 rocket fuel to the rest of the system.

They can't consume that much, so that pipe will fill until it has a higher fill % than the manifold pipe, then it will alternate between flowing towards the generators vs flowing back into the manifold (which effectively consumes flow rate to do nothing, or worse, do harm sometimes)

agile junco
#

I think that's what was making my last system work better... the fluid had more input pressure becuase it was coming down vertically a bit and pumped, though I guess pumps don't effect pressure???

oblique hollow
#

Oh they do, but only by a fixed amount

#

But not for gas

agile junco
oblique hollow
#

Gas doesnt have hydrostatic pressure. It isnt affected by gravity or height or pumps

#

What gas and fluid liquids.... is dynamic pressure.

Thats the big asterisk

#

Dynamic pressure is kinds like kinetic energy

#

The faster you move, the more kinetic energy you have

#

Fluids kinds are misconfigured and they calculate that kinetic energy, that dynamic pressure, incorrectly. Its too high in mk 2 pipes

#

And thus they magically gain energy when they flow fast

#

And since that energy, that pressure, is responsible for flow rate.... then they flow faster.
Which raises dynamic pressure.
Which makes them flow faster
Which raises dynamic pressure
Which...(you get the idea)

#

And that way your little output pipe magically gains enough pressure to rival the input pipe of the junction

agile junco
#

are you saying that energy is pressure here?

oblique hollow
#

Yes

#

Pressure can be expressed as energy per unit volume in physics

agile junco
#

Because I though that my backed up fuel generator which is not going 600/min had the same or greater pressue as the input and thus was causing backflow.

#

I know my physics... but this is only slightly based in reality lol.

oblique hollow
#

Only slightly. The math is there but the variables are not right imo

#

Misconfigured

#

And that way pipes can sometimes magically gain more pressure / energy just from flowing

agile junco
#

Yea, backflow should never cause a system pushing output to back up imo.

oblique hollow
#

Equal splits can go around this problem because the one saving grace here is that you can make sure the fluid has no reason to reverse flow direction

agile junco
#

backflow is caused from the same pressure as the output originally, so it should never be somehow higher.

#

I mean, if I only add one even split, I can still have this issue, that's where I'm confused.

oblique hollow
#

Yeah thats the problem in most cases. Dynamic pressure magically increases in output pipes and thus they match the input pressure

agile junco
#

Oh maybe it does, since it's not this junction which will back up, it's the lines for each generator.

#

So far this doesn't seem any better than the original layout.

oblique hollow
#

once you did an equal split, then the generators just eat up all the gas and drain the pipe

And a pipe can only flow at max speed if its full

agile junco
#

still have like 10 or so generators flickering

oblique hollow
#

It may take 15 minutes or so

#

But usually this does the trick

agile junco
#

Yea, I'll see.

#

let me check the pipe rate

oblique hollow
#

A loop is almost the same as an equal split

agile junco
#

Yea to be fair, I've solved some issues in the past with a loop.

#

And I can see how that's similar to this.

#

Yea, 600 seems to be pretty constant now.

#

So TLDR;

You don't need equal splits all the way to consumption, you mostly just need them when you are merging or splitting off a maxed out pipe.

#

Wait... I wonder if I actually needed them on the production side after all...

oblique hollow
#

If you still arent completely sure, you can first split the 600/min in half and then merge each of those 2 pipes into 2 points along the fuel generator manifold

agile junco
#

I mean, that's what I'm doing, just at a single point.

oblique hollow
agile junco
#

I think I'm going to just leave the input splits too, they seem like a good idea.

#

I'm glad I didn't pretty up this design before testing it out, because apperently I didn't understand fluids yet.

oblique hollow
#

My hope for 1.2 is they actually tuned some of the pipe variables.

I ran tests and it is possible to reduce this issue just by tuning them.

#

Gas may take some extra work but should also be doable

agile junco
#

I would honestly pay like $40 for a 1.5 of this game which fixes a lot of the weirdness and adds some better QoL stuff.

#

BTW thanks @oblique hollow and @crimson moat ❤️

oblique hollow
#

Youre welcome. If it acts up, you know what to try next.

agile junco
#

Getting near stable...

oblique hollow
#

Thats one thing you can try, yeah

agile junco
#

Or a massive loop I guess.

oblique hollow
#

When everything fails, you can try going with 4 seperate pipes

agile junco
#

Ugh.

oblique hollow
#

Just a last ditch effort when everything else failed

agile junco
#

I'm trying to avoid tweaking this too much. This plant is kinda temporary until I build the NPP, and then I can come back here and rebuild it and I might try to design more splits into the core concept.

oblique hollow
#

Eh in that case the current 95% uptime might be enough

#

Who knows, maybe it will reach 100%

agile junco
#

My NPP will take about 70GW for production, so I wanted to have something about that size to support it.

#

I have a feeling it will reach 100% now.

oblique hollow
#

Just know this:
Theres (another) bug in the game where flow rates arent as high as they should be when you load a save.
Which can add stutters to stuff again, but usually only temporarily

agile junco
#

Once the NPP is up. I'll probably rebuild this to be just a hair bigger and stable at like 100GW.

agile junco
oblique hollow
#

Over multiple save and load cycles that might drain them

#

But eh, its usually only a few m3 of lost throughput per load

agile junco
#

I load like once every 5 hours lol.

dark laurel
#

I could take a quick peek at it if you want, just as always, back-up the save before-hand

agile junco
#

Sure!

dark laurel
#

I'm just hunting for Somersloops atm anyway

agile junco
#

I'm not exactly proud of this build... but it was what I hacked together when I needed power, and I'm repurposing it.

#

Though I think it's working now. I'd still be curious what other people have to say.

#

I'm always learning new things in this game.

#

Yea, the end of the line generators are at 50. 🎉

dark laurel
#

Very nice

agile junco
#

Wait... but there are like 2 not at the end of the line still flickering... wtf

#

that's a new one.

#

Oh... because my end of line has disabled generators.

#

We're close though.

#

188GW is nothing to sneeze at.

dark laurel
#

-You only need 1.21JW for time travel

jovial wyvern
#

Need a vehicle that can reach 88 miles per hour. Drone? Train on a steep downhill? Cyberwagon?

primal shadow
#

Cyberwagon fs

pastel obsidian
#

Just have a load of launch pads bounce a cyber wagon

agile junco
twilit blade
#

after a bunch of faffing about, i think i've figured out the Why of my junction issues, and why only one of the pair was so freaky... if the exit block signal of a path signal zone is on a track junction, it doesn't know what to do with itself since it thinks it sees double. the two rails have to become one within the zone, then a block signal will properly terminate it on the next segment...

whereas the one that was "just working, as long as the tracks continue", it was that the block-end signals were on the single rails rather than on the switches thinking_helmet

(still a mystery: why i can make two-lane-all-the-way junctions with block signals directly on the switches fine)

...or maybe it's just "don't put signals of any variety directly onto a switch segment"

brisk urchin
#

transportation of items or only yourselfe

crimson moat
neat island
oblique hollow
#

It messes them all up on save file load

#

no matter where you are

neat island
#

okay

versed mango
crimson moat
# oblique hollow It messes them all up on save file load

most annoying bug rn

Only way to work around it completely is to have enough pipe flowrate headroom that you never hit flow rate limit, even when the flow breaks on load and has to catch up.

If you have a system expecting 550/min but capable of 600, a hiccup which loses 25m3 of flow can be recovered from in as little as 30 seconds, with the flow being buffered at the other end of the pipe rather than lost entirely. But if you expect near 600 and are capable of 600, that flow can't be recovered and it will balance itself by intermittently and often unequally stalling your stuff instead.. sometimes for 15 plus minutes.

#

I used to say 600/600 was fine on simple enough pipes, which can be utilised for many jobs, but this bug changes that. It's the nail in the coffin which has me just never putting more than 500/min flow on any pipe ever

oblique hollow
#

i just accept the hiccup and move on really

crimson moat
#

When building a factory for 500h i just don't want to log in and see the power meter bouncing up and down because of generator stalls

#

i take it personally 😄

hushed silo
oblique hollow
#

yes

hushed silo
oblique hollow
#

not as badly but yes

hushed silo
#

im tryna to use the 300 for oil and 300 or 600 for water, everything else below 600

#

i hope it wont stall

#

so lets say i have 300/m in mk2 pipe

#

would this bug still take effect?

frosty owl
#

Yes, but the pipes would have plenty of spare throughput for things to balance out

half frigate
#

Anyone know how many batteries fit in a mk3 blueprint designer?

wind spade
#

in containers?

half frigate
#

No the giant Duracell batteries

wind spade
#

oh you mean power storages?

half frigate
#

Yea

vapid gorge
#

power storage.
and try it out.

half frigate
#

They look like batteries so I call them such

wind spade
#

personally I wouldn't build big chunks of power storages so I don't really know the answer to that

wind spade
half frigate
unique cypress
half frigate
#

I like to ask people first honestly

vapid gorge
#

it's a fair few, I'd guess at least 6x10x10

half frigate
#

The more the better, my final endgame project is going to be fucking gargantuan

#

I plan to store 20Tw/hrs

#

It'll be a 4 or 5 location build with verticality

wind spade
#

fyi the proper unit is TWh, not Tw/hrs

vapid gorge
#

@chilly holly

#

what you do is run some of the Solution machines just on the waste water

#

don't need any extra systems
don't need to rely on a VIP that works on an exploit

#

it's the simplest and most reliable method of managing waste products that are used in a previous step

and it works later with waste gas

#

@chilly holly in the image above this is how it's clocked. Red is waste, blue is fresh

#

the bottom squares are solution refineries, the top, scrap refineries

half frigate
#

But thanks anyway for letting me know

unique cypress
agile junco
#

My factory has GW/hrs, by slowly ramping up production as the buffers fill up.

agile junco
half frigate
#

Im aware, I did physics, I just havent done it since I was 18, thats a month off 8 years ago now. So I dont really car much for proper terms anymore

agile junco
#

Whatever floats your boat I guess

half frigate
#

Is anyone familiar with the copper + iron to SAM mod? The ficsit calculator doesn't have it listed so I cant do the math there

glad apexBOT
half frigate
#

Oh heck, thanks lol

dark laurel
chilly forge
#

gonna 4x it for a 30 HMF/m factory

unborn dome
#

I have a double-drone setup between two drone ports (each is home to one of the drones). Is there a way I can easily delay one of them so that they're further-offset? Right now one arrives right as the other is leaving and I'd like the space between them to be more-even.

#

(Short of just deleting one of the drones and then rebuilding it...)

sand epoch
#

No

#

Also no reason to do it.

unborn dome
#

I'm using it to transfer nuclear fuel rods and it's such low throughput that a single drone sometimes "misses" one being produced

sand epoch
#

If the throughput is that low... why have 2 drones?

unborn dome
#

So that the deliveries occur more frequently

#

To smooth out the input of fuel rods

sand epoch
#

....

unborn dome
#

Yeah I'm getting some nuclear power plant stoppages because sometimes they have more than two fuel rods queued up, and sometimes they run out, due to it being evenly-split between all of them. Not manifolding these to avoid radiation buildup.

#

So depending on which side the belt splitter splits, sometimes one reactor doesn't get fed on a given delivery from the single drone, and it's not enough fuel to last it the span of two round trips.

wind spade
pastel obsidian
wind spade
half frigate
#

Nah I understand, I do know the SI units they just escape me sometimes.

gilded linden
#

a terrawhat is when you get really confused

dark laurel
#

Ahh yes, the power of confusion~

agile junco
wind spade
wind spade
#

h is for hours

agile junco
#

Oh ok roflma that's fine.

#

It's funny because I started with the right unit, be decided to change it to be the same as his post to make it more similar.

wind spade
#

(also, GW/h doesn't make sense)

#

@frozen bolt that's kWh/h, not kW/h

solar pawn
#

I don’t know if this is relevant for this channel so sorry in advance tired_jace but I tried this setup to make 20 modular frames a min and got it all working however, some of my 10 assemblers are not getting the correct amount of reinforced iron plates? They’re all conveyor mrk 4 with mrk 4 lifts as this is for the heavy modular frame factory used for the phase 3 stuff. Is this wrong or has my manifold still not started up correctly yet? (For reference this is my first world so picture it not as spaghetti but as cramped)

agile junco
agile junco
# wind spade

Interestingly the math works out to 8W which is probably correct.

It may be listed like this because it mirrors the testing setup for average power. Or more likely it's a marketing thing to draw attention to the fact that 8W isn't really "less" it's "better" because over 1000h you'll only use 8kW, and people associate that with $$$, whereas people historically associate Watts with light. That's changing now with Lumens.

wind spade
agile junco
wind spade
wind spade
#

You can get all of them anyway

#

And there's no wrong choice

digital escarp
chilly forge
frozen bolt
unique cypress
wind spade
gilded linden
#

i mean, kWh is itself a pretty funny unit - useful, and there's good reason for it... but we are injecting a time/time into an otherwise healthy Joule

hushed silo
unique cypress
#

At least the first one is exactly equal to W

#

The other, as with every other US unit, is fucked up

hushed silo
#

i think this convo brings more and more confusion guys 😆

chilly forge
#

That planner will be 4x btw

#

30/m total is the goal

gilded linden
#

a microcentury is about 52.5 minutes

hushed silo
#

other than that i think its fine, coke steel is an interesting choice

unique cypress
#

33.75 for ~30/min because the numbers are convenient

hushed silo
wind spade
versed mango
#

Did nuclear waste can be recycled in the awesome generator to make some coupon?

balmy token
#

nope ... the only way isto make Plutonium fuel rodss out of it and sink them till you can make ficconium

versed mango
#

Ok

dusky dust
# versed mango Did nuclear waste can be recycled in the awesome generator to make some coupon?

You've got four options for nuclear:

  1. Make Uranium Rods > Burn Them > Store the Uranium Waste forever
  2. Make U Rods > Burn Them > Convert the U Waste to Plutonium Rods > Sink the Pu Rods (for a "clean" nuclear option)
  3. Make U Rods > Burn Them > Convert U Waste to Pu Rods > Burn Them > Store the Plutonium Waste forever
  4. Make U Rods > Burn Them > Convert U Waste to Pu Rods > Burn Them > Convert Pu Waste to Ficsonium Rods > Burn Them (for another "clean" option; Ficsonium produces no waste)

Once you get past Uranium Fuel Rods, the only other product which is sinkable is Plutonium Fuel Rods. Plutonium waste accumulates much more slowly than Uranium waste, so folks storing waste often prefer that. Ficsonium itself is quite resource-expensive (particularly SAM) and doesn't produce much extra power. But if you want the extra power from Plutonium and still want "clean" nuclear, that's the option. :)

versed mango
#

I’m not here yet but thanks

hushed silo
#

sink fisconium rods 😈

dusky dust
#

Though of course if you've gone to all the trouble to make Ficsonium rods, it'd be a bit silly to do anything but burn 'em. :P

wind spade
dusky dust
wind spade
#

I mean it's more weird that PRods are sinkable, as they are only sinkable rods 😉

dusky dust
#

Oh, aren't U Rods sinkable?

wind spade
#

oh, afaik URods aren't sinkable 🤔

dusky dust
#

Hmmm. To the bat-wiki!

wind spade
#

maybe they are

dusky dust
#

Yeah, U Rods are sinkable too, making Fi Rods the outlier

wind spade
#

I heard someone say that nothing between UOre and PRod is sinkable, so maybe that was false/old info

dusky dust
#

I agree that if it were only Pu Rods then they'd be the weirdos. :)

wind spade
#

I mean it's kinda weird to have any radioactive thing sinkable, but w/e

dusky dust
#

Yeah, Uranium Cells are sinkable too; basically everything through U Rods are sinkable, and then only Pu Rods

#

Though, again, once you've made the Ficsonium rods, it'd be a bit strange to want to sink them (as opposed to burning) anyway, so I don't think anyone's really clamoring for that to be changed. :P

unique cypress
#

Uranium, uranium cells and uranium rods are sinkable

marble panther
#

is this good for my first save ever? (600MW power grid all space elevator autmated and 25hrs time on the save)

lethal remnant
#

I have...never actually seen that power pole strategy before.

#

I can't decide if I like it or I now need medication

vapid gorge
#

I'd probably learn better cable management though

marble panther
#

they all have to be connected

#

also how do i scan for power slugs

vapid gorge
#

prevent spiderwebbing and you know exactly where everything is and going

marble panther
#

oh ok

#

thanks

vapid gorge
#

no stress!
you can do 1 pole to 2 machines too ofc, 2 sockets to machines 2 sockets to keep going

#

actual Wall Sockets from the shop are great though. They are tiny and easy to manage.

#

you can run a beam above or below the machines and put wall sockets on those

marble panther
#

would i not need a wall for that tho?

vapid gorge
#

you can stick Wall Sockets to most anything

pastel obsidian
proven imp
#

How much coal does a normal node give you with a mark 2 miner a min

glad apexBOT
#
Official Satisfactory Wiki

Mk.1Mk.2Mk.3
A Miner is a type of resource extractor that automatically extracts solid resources when built or placed on top of a Resource Node. There are 4 types of miners available: Portable Miner, Miner Mk.1, Miner Mk.2 and Miner Mk.3.
Portable Miner (see below) is an equipment that has to be held...

proven imp
#

!miner

vapid gorge
#

you can check the wiki or just put the miner on the node and find out. All the numbers appear in the control panels of machines

outer vessel
#

That way they are organized, then connect to up to three machines (the less the better) and connect to the next pole

#

But your building style does not stick to the foundation grid as much as mine so it may not work as well

half frigate
queen umbra
#

I bought the game and all my things seems inefficient and not organized and I don't understand the math
Can you tell me if my math is correct
For example: making iron plate I used one miner mk1 on normal node 2 smelter 2 constructor or whatever they are called in English
But this set up seem really slow and clogged up

vapid gorge
pastel obsidian
half frigate
#

honestly id love for more metals to be added to the base game

maiden bay
#

does anyone know how to take only 2.5 ore a minute out of a machine

vapid gorge
maiden bay
#

how do i make and use a manifold

vapid gorge
#

just a belt with splitters as needed

#

if more than you need goes one direction, it'll overflow and feed the other path

summer galleon
#

Computer how to I turn a belt of 270 into 4 45 and a reminder, no smart splitters or programmable spliters

summer galleon
#

Ty

summer galleon
#

Ywah but then its not optimized

vapid gorge
#

it overflows and runs at 100%

summer galleon
#

But the overflow isn't being used

#

I need to make sure its perfectly running at 100%

vapid gorge
#

where is the overflow going?

pastel obsidian
#

Think of it as a gift to the gods

summer galleon
#

Uhhhh

#

I forgot

#

Im just gonna brute force it with a calculator

#

Ill get it eventually. Mabye after 50 splinters and mergers

vapid gorge
#

dude. if it's going somewhere it'll be used right?

vapid gorge
summer galleon
#

Wait your a genius

pastel obsidian
#

Split into 3 and split into 2 you get 45

summer galleon
#

I forgot I can overlook things

vapid gorge
summer galleon
#

Never

vapid gorge
#

You’ll want to. There’s a number of processes you never want to stop and will need a ss and sink to keep it going

hushed silo
#

smart avoidant

summer galleon
#

I rather never use cast screws

vapid gorge
#

How is that related?

brisk token
#

do smart splitters make manifolds faster

vapid gorge
#

eh, technically if you over flowed at every point but... they don't take that long to fil up.

#

just build the next section and it'll fill up

frosty owl
hushed silo
#

beats up the rock formation wall over and over over and over over over and OVER

velvet warren
#

have anyone toyed with the idea of a throughput smoother?
I just like looking at a smooth flowing output that's all

#

the idea is to have one container at the start to handle the "base speed", and the other overflows having slower conveyors to smooth out spikes

slim shale
#

i have a question as well about throughput, i have 4 of these attacted with mergers with mk4 belts, when it reaches the end though its only outputting 360, do any of you know why that is?

#

when i do max overclock it will reach 480 but id rather not do that

#

and the math should be 120x4+480

queen umbra
#

I think it's 60 on normal node 30 on inpur and idk on pure I haven't seen pure one yet

vapid gorge
slim shale
queen umbra
#

Ok of it's that it's 60 on 30 depending on the node

#

Should I worry about pur impur and normal node in the early game?

wind spade
queen umbra
slim shale
#

pure node + mk2 miner

queen umbra
#

Should I put mk2 belt on everything instead of mk 1?

slim shale
#

if ur input requires more then 60 items/min

#

if not i would j save up ur resources

vapid gorge
queen umbra
#

Idk why but it seems like a got a lot of all ressources tier 1 ressources

vapid gorge
#

wdym 'tier 1 resources'?

queen umbra
queen umbra
vapid gorge
#

oh well you do need a lot of basic resources

and yeah the plan there was for you to compare what you had because you said it wasn't working right

queen umbra
vapid gorge
#

open it on a pad or when you're at a lap top or pc

#

it takes a little bit of practice but it's a great tool

queen umbra
#

All right I'm getting on the game right now

#

I can show ya what I mean by messy

slim shale
#

looks great brother!

#

i had the same kind of setup when i started lmfao

queen umbra
#

All of that is to make smart placage

vapid gorge
#

when you unlock coal power you'll probably just want to rebuild o nfoundations. It'll be al ot easier :)(

queen umbra
#

Yeah the real pain are the biomass burner and wire set up

#

Do I need smart placage for anything else?

#

Smart plating sorry my game is in French

vapid gorge
#

so just have like .. 1 machine making them or something

queen umbra
#

Yeah it's slow and clogged up and to place I think I need 2 more constructor

vapid gorge
#

common when you're so early in the game. Just keep pushing forward 🙂

queen umbra
#

Assembler

slim shale
thick cave
#

@queen umbra I am doing my first play though and honestly it is definitely messy at the start but when U unlock coal production and power it's a whole new ball game and helps so much as it's self powered so U never need to go back to it lol

#

Well unless U over do it and build to much then U need to build more power lol

queen umbra
#

Yeah

thick cave
#

I would also recommend building it close to water and drag power lines all the way to your base otherwise U will have to deal with water flow and pipes and that's a nightmare

queen umbra
slim shale
#

lmfao, for sure man

queen umbra
#

I'm rushing to coal all my biomass burner are almost empty

#

I just need 10 more smart plating

thick cave
#

Ah your almost there

queen umbra
#

What ressources do I need to automate coal

#

Like do I need rotor
Or stuff like that ( complex stuff)

thick cave
#

Coal is it's own resource like iron and copper

queen umbra
#

In cooked all my biomass burner are getting shut down

queen umbra
thick cave
#

Well to get her the recourse all U need is a miner like copper and iron and for the coal powered generator the complect resources U need is reinforced iron plates and rotors

#

Hopefully that answers what U are asking 🤗

queen umbra
#

Nice

#

Thank you

#

I've heard about dimensional storage should I try getting some I tried getting Sam but keep getting killed

slim shale
#

i would focus on getting some more weapons before going for that

thick cave
#

I would go for basic stuff first and go for that later

queen umbra
#

More weapon?

slim shale
#

yeah, there are different types of weapons you can unlock later on

#

esp after you get coal going

#

just keep working on the milestones and dont forget about the MAM

thick cave
#

If U have MAM unlock make sure to check the trees

thick cave
slim shale
#

hahaha

queen umbra
slim shale
#

i promise

#

it is so useful

thick cave
#

There's alot of useful stuff in there but might be more useful onces U get stuff set up

#

What I would do at the stage U are at now is get comfortable with foundation it will make your life 10x better and helps make things more efficient

unique cypress
queen umbra
#

I don't care about scanning for quartz

unique cypress
#

The best stuff is in there 😆

thick cave
#

I mean U don't see the best stuff unless U unlock down the trees to see them otherwise there just ? Lol

#

@queen umbra if U do wanna get into foundation all U need is a set up like this and your sorted for life

#

I have made a full storage full in an hour tops

#

1 miner then constructor to make the concrete and fed into storage lol

#

Ignore the belts behind it 😭🤣

queen umbra
#

Already got one but the belt ain't full like that

thick cave
#

Mine is full because the storage is full so it's backed up

#

I have that node just making 1 thing and that's it so it's pretty effective for making stuff for foundations

#

And of course U can do the same to a single iron node to make the iron plates and your good

queen umbra
#

That what I do but I feel like I'm going to run out of node soon

thick cave
#

There is a place on the map with 8 nodes really close to each other

versed mango
#

My modular engine factory produce 8 per minute, using a node of copper and 2 node of iron

queen umbra
#

I'm there

thick cave
#

Where the green marker is bottom left

queen umbra
#

I need power first I'm completely out

#

Where to get water ? Close

thick cave
#

U see the big lake to my left

queen umbra
#

It isn't to dangerous

split phoenix
thick cave
#

Na