#math-and-meta

1 messages · Page 378 of 1

flint crystal
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I can always tear some rocket fuel stuff down

viral sparrow
flint crystal
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Yeah not gonna happen, it's more likely that I start a new save eventually

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I've made some dumb ass decisions

flint crystal
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Planned to build one mega factory until I didn't - only used 6-7 pipes 😄

lunar stag
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Actual yellow light stall

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but it was infrequent enough that it would generally get back up to 100% before it would happen again, and none of the generators had even started to starve twelve hours later.

vapid gorge
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hmmm let it go for a day, see how it goes

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if it starts starving again:

rebuild your hub next to your power station
send me the save. I can look at it in person

lunar stag
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will do, though for the moment it's looking like rounding error territory. At this point I'm chasing fractions of a percent.

sterile shard
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what is this calculator ?

vapid gorge
heady sun
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is there a better way to offload all these train stations towards the bottom left than how im doing it

hollow rover
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how do you guys deal with percentages with repeating decimals? Trying to get 100% efficiency here for all 6 assemblers (modular frame). But the last two machines in the manifold are not reaching 100%

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reinforced iron plate is at 88.8889%

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modular frames are at 83.333%

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reinforced iron plates are at 100% efficiency, the problem lies with the modular frames though

vapid gorge
flint crystal
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Maybe there's a third option but I have no idea

hollow rover
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I am so stupid. The reason its not 100% efficient is because of the conveyer distance. Forgot about that

flint crystal
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Ah, manifold.. Yeah, that will just take a long time to reach 100% uptime as it'll fill up the first machines in the manifold first

flint crystal
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I think it's just the way the manifold works really

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If you make 30 items per min and each machine requires 6

First machine gets 15
Second gets 7.5
Third gets 3,75
Fourth + fifth gets 1,875

hollow rover
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cause I filled up the front four with stiched iron plates. Looked at the last 2, once a full cycle of frames gets done, the backlog of stiched iron plates in the last two machines keeps decreasing

flint crystal
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If you want to really fix it quickly just load balance it, it's 6 machines

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Splitter into 2 splitters and you're done

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Belt distance will not make any difference

lime rose
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Is there a point in making 750 units of Nitro Rocket Fuel a minute in a single blender when the pipes max out at 600? Wondering if I should be aiming at using 600 or 750.

vapid gorge
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well the pipe can only move 600 pm. Maybe avoid slooping

silk coral
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Hey, how do I split this evenly

hushed silo
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underclock machines

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and it will work

silk coral
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Perfect, So all 4 smelters into a MK2 Merger Manifold, into a splitter manifold going up the line of constructors?

hushed silo
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ye

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manifold will balance itself out eventualy in this game

silk coral
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Absolutely perfect
Cheers mate

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Sorry one quick thing
where the rods turn into screws, 30 come away to the modular frame assembler
How do I split 22.5 iron rods into the constructors, then have 30 go to the assembler

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im assuming its going to be a manifold then all excess feeding into the assembler

hushed silo
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u can just split them by two and it will sort itself out

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u will have 26.25 going both ways but once the the 22.5 machine will be full the excess will start going to the 30 line

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so just one splitter will work

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or a manifold

vapid gorge
silk coral
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Got it working
Thanks for the advice guys

wind spade
lunar stag
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purple zone is the affected fuel refineries, orange zone is the starved generators, black zone is the HOR refineries that show intermittent difficulty discharging

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I suspect the root cause to be in the block C HOR refinery group

lime rose
oblique hollow
# lunar stag

HOR is a pain in the ass to get running right at 600 /min because of the recipe numbers.

If you can, avoid doing it

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Loops may work fine

lunar stag
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Noted.

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I'm very quickly arriving at that conclusion myself.

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unrelated question, does the math and meta channel have any tables nobody's using? I may need to flip one.

oblique hollow
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Only math tables

lunar stag
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yeah pivoting those doesn't have the same effect

oblique hollow
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Best thing you can do for the HOR is just drag a second line and make it a giant loop

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Instead of just a loop at one set of machines

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Effectively giving it 2 pipes to move to the fuel refineries

lunar stag
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tried that, actually

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got sloshing in a different area of the same system

oblique hollow
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Sloshing shouldnt matter if its not hitting max flow

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Its 1200/min throughput

lunar stag
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it would hit max flow in the middle of the refinery outfeed group

oblique hollow
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Both pipes should be 50/50 on average

lunar stag
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refineries would go down in the middle of the cluster rather than the tailing end

oblique hollow
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At the far ends

lunar stag
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between the HOR and packaged fuel, yes

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but at the HOR pipeline headers? No.

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would static pressure towers work as an alternative?

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I'm trying to keep the system below 7.1Gw

oblique hollow
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You need to pump it up there anyway

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So just use the pump.
Its 4 MW

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Being stingy with them is worse than going over some power budget

lunar stag
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yeah you'd think that

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but my power budget at this site is limited by geothermal

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it's a multiplayer server

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business constraints are a bit different

oblique hollow
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Cant you siphon some of the fuel for a fuel gen

lunar stag
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I mean there's goofelry I can do with some of the spare oil in the area, sure...

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but if there's some configuration I can use that will reduce outfeed blockages caused by sloshing, I'd like to at least try and hit it

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though at this point I'm just about halfway to running three T1 pipelines at 200 each and calling it a day

oblique hollow
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You are bottom feeding the refineries, right?

lunar stag
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infeed loop is a 600/min crude oil loop suspended 4m above the fluid intake port

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T2 loop, T1 infeed bridge

oblique hollow
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I mean HOR to fuel

lunar stag
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HOR outfeeds are on a 600/min T2 line to a T1 pump, which connects to another T2 loop suspended 4m above the Diluted Packaged Fuel fluid intake port

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again, T2 loop, T1 infeed bridge

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same basic layout on both refinery blocks

oblique hollow
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But it is 2 seperate loops essentially ? one loop at HOR refinery output, one at fuel refinery input?

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At that point you could probably cut a pipe connection near the HOR refineries and make it 2 seperate pipes

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Like cut a pipe connection halfway down the HOR refinery output line

lunar stag
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tried that, same problem, different location.

oblique hollow
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Than can only be junction orientation then or whatever

lunar stag
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every configuration seems to have this issue with pipe runs of this length

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it's maddening

oblique hollow
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How'd you construct the junctions

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Snap them only a horizontally spanned pipe ?

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Or onto vertical pipe stubs

lunar stag
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horizontal pipe for precision alignment, then stripped and re-piped with a new T2 line

oblique hollow
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Do you perhaps have a mk 1 wedged somewhere in there by accident

lunar stag
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I can re-check the lines, but given the number of times I've gone over them the last few days it's unlikely.

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the seized outflow also moves

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not indicative of a bottleneck

oblique hollow
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I'd once again suggest you try running 2 seperate lines so you can fix them independantly

lunar stag
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yeah I'm just about there.

oblique hollow
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Check what happens and maybe just move the existing pumps from the Fuel refinery feed line to HOR output line

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make sure its as flat and low as possible there initially

lunar stag
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honestly I'm seriously considering re-rigging the whole system with underclocked spare refineries and doing a compartmentalized pipeline instead of a single T2

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I get that this is intended behavior from the developers, but if making a robust design takes this much work to diagnose and stabilize, I don't see a point to using T2 at all.

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challenging mechanical depth is one thing

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arcane design constraints are another

oblique hollow
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Yeah no i made a report on it already

lunar stag
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I'll upvote that

oblique hollow
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It might be intentionally but that intentionally is broken in a fundamental way.
The pipes gain energy with speed

lunar stag
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yeah, not a fan of this design choice.

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T2 pipes are un-fun

oblique hollow
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Theres a few test saves there too

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Some quite simple, all fail due to pretty much one reason

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The suggested change fixes them

lunar stag
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after six months though?

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like trust me, boss, I want it fixed too, but...

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:/

wind spade
lunar stag
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fair

river anchor
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I just run at 95% capacity. Max pipes hate working reasonably unless gas, or perfectly downhill and short

wind spade
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(and we also don't know if they want to go this way in terms of "fixing" the pipes)

lunar stag
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The current behavior is really opaque though. In a game about building and consistency, these kinds of intermittent behaviors can't be part of the design intent, can they?

wind spade
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big part of these issues is players assuming pipes work just like belts though

oblique hollow
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Whatever the intent was, im sure it was meant well but i think they kinda messed something up

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Cuz like... the equation is messed up

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It looks right if you squint

wind spade
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what if it's intentionally there as effect that SAM has on your fluids

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they can make it a feature that way

oblique hollow
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Sam globally messes up your liquids? hehe

wind spade
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yeah, small antigravitational fields

oblique hollow
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Feature or not, it's not good game design

lunar stag
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someone tell me greeny's joking

oblique hollow
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imo

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New flow rate = Old flow rate + (gravity pressure + velocity pressure) * time - Friction * time or something

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The problem is the velocity pressure term

wind spade
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I mean it depends on how they want their fluids/pipes
if realistic, they only need to tweak it a little, but it's pretty good already
if dumb, they can go the factorio 2.0 way and just make it covered belt
if something in between, they can do whatever (f.e. the suggestion you posted)

river anchor
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Water flowing back with gravity vs a massive pump is silly

oblique hollow
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Honestly they dont need to go full factorio

wind spade
oblique hollow
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The gravity is not the problem

river anchor
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You do understand what head is in fluids right?

wind spade
wind spade
river anchor
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Irl

oblique hollow
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As for the water extractor thing
Looks like its a high flow low pressure pump

wind spade
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well there's a difference what it is irl and ingame 🙂

river anchor
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I'm saying if they're modeling a massive pressure differential of 50m , gravity stands no chance, but these pipes love to backflow if you build vertical close to 600m3

lunar stag
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please do not make me do fluid dynamics math in satisfactory, I get enough of that at work

oblique hollow
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Gravity is kinda fine, but they added dynamic pressure and that stuff is misconfigured

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It just adds way too much energy

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And it does get worse the faster the pipe because its the square of flow velocity

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It shouldn't be there at all because things that go fast don't make themselves go faster by going fast

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The beat way to avoid that problem right now is sadly not using mk 2 pipes at max capacity or not using them at all

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Or employing tricks to force them to not change pressure too much

river anchor
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I have a vertical plastic/rubber recycler. The heavy oil (300m3) has no problem going up the entire pipe. The water (600) struggles at the top and puts my blender at 90% uptime which somehow leads to 80% output on my plastic lol

oblique hollow
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Likely is not gravity but the junction that splits the flow up into the machines

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That causes this 90% uptime behaviour most of the time

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If it had no splits at all i guarantee that mk 2 wouldn't have trouble flowing at 600/min

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But the moment you involve junctions flow rate has to change rapidly and that causes trouble due to this velocity based energy term

wind spade
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this setup is very stable for manifolding pipes btw

oblique hollow
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And it exists to circumvent that junction (or rather that splitting flow) issue

somber sedge
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one by one

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is that smart

wind spade
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yeah, full pipes are often happy pipes

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though I'd recommend the loop for most if not all fluid manifolds. It can't really hurt and very often helps

somber sedge
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also unrelated question but do u guys build walls or let your factories be open

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ive been thinking of adding walls but i find the default wall texture very ugly

wind spade
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there's several walls (and also colors and finishes), pick what you like most 😉

somber sedge
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one good thing about this game is its all about factories

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and factories usually are very ugly irl

oblique hollow
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I always try to decorate if possible

lunar stag
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Circular factories are my jam

river anchor
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Mmm I don't know is adding a 200m tall parallel pipe will solve anything. Piles that are level are fairly calm. But filling junctions vertically the game hates full pipe

lunar stag
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If only I could do that and actually produce stuff at the same time

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When your motor output is 5/min but looks fresh af

river anchor
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But yes you can always go ABOVE the pipe manifold/junctions and gravity fill. Which I imagine is what helps stabilize the flow in that picture

oblique hollow
river anchor
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Ya I have a tower, I wanted to get pipes to work vertically

oblique hollow
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Best i can think of is the classic fuel gen tower.
Bottom to top is absolutely horrid to work with

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Top to bottom only

river anchor
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HOR flow is 300m up and 100m aside . Water is 600m ups. HOR no problem, water doesn't like the last floor

oblique hollow
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Yeah thats just towers and mk 2 flow splitting in a nutshell

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Mk 2 has issues being split at max flow and also towers are really hard on pipes in their current state

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Bottom feeding in general works badly because of dynamic pressure

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It always circles back around to that

river anchor
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Yeah it's fine below max flow

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I'm not bothered, I have multiple fixes but it's how I wanted it to look

oblique hollow
river anchor
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Console

oblique hollow
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Ah right

river anchor
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It's an easy fix and I'm not worried about 100% input and output matching

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Balancing some of the various recipes is a disaster to try to do so I just build slightly over my needs and overflow dump.

wind spade
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<@&387163995947270144>

outer parcel
wind spade
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@proud lintel (re: #screenshots )

  1. don't ask in a channel where we can't type
  2. there's no "better", all recipes are useful in one way or another and it's up to you to decide which one you want to use for which cases. You can get all recipes anyway
proud lintel
wind spade
vapid gorge
wind spade
vapid gorge
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it's not a great option no, but it's also not a crime

wind spade
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Post beautiful ingame screenshots here! Not for conversation, text messages will be removed.
🤷

vapid gorge
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yeah pure text things. No matter how people use it it's not going to clog up the channel or anything, the 1min timer makes sure of that

wind spade
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well yeah, my point is more about the "beautiful ingame screenshots" 🙂

we have other channels for conversation/questions

dusky dust
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supposing someone finds the recipe-selection dialog beautiful! mikaelsmile

orchid brook
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Just to make sure, best place for the sloops is in SAM production,right?

wind spade
raw pike
orchid brook
obtuse hawk
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Noob question, but if I want to split a belt with an odd number of parts per minute, how does the game determine which side gets the extra? Say for example I have a belt with 5 parts per minute, and I want to split that into 2 and 3. Can I control which side gets 3 parts per minute, or will it fluctuate?

lunar stag
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It’s going to alternate per part

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So left, middle, center, repeat.

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If you want to do three parts to the left and two parts to the right, you can either load balance and do some loopback/splitter division, or let one side fill up until the excess starts going out the other side

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So split into six belts, loop one belt back upstream with a priority merger, then merge three together and two together

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That’s really the only reliable way to control ratios

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Though there are options with smart splitters and belt speed limits that can help simplify it depending on the ratio you want

obtuse hawk
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I am currently in the very early game (just unlocked coal) and I'm trying to control the output of my reinforced iron plates. The Reinforced plates assembler outputs 5 per minute. The Smart Plate assembler needs 2 per minute and the Modular Frame assembler needs 3 per minute. So if I could control how they're split, that would be perfect. But I'm pretty limited on options since there's a lot of logistics tools I haven't unlocked yet

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For the methods you just described, does that require parts that I haven't unlocked? Are "priority merger" and "smart splitter" a game term or a specific buildable object?

mint coral
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A simple manifold is a the easiest way. once the first machine fills the next machine gets what it needs

lunar stag
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But beefalo’s manifold suggestion is simpler

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I’d recommend doing it that way and letting the system backfill

obtuse hawk
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I guess so. But with numbers this small, it would take a very long time for them to fill up. Plus, I just generally prefer balancers. It makes my brain happy lol

lunar stag
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If that’s the approach you’d rather take, you’ll need three mergers and three splitters

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That’s all

cedar folio
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But you're gonna grow beyond that pretty fast, it maybe not worth the time to focus on.

obtuse hawk
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that's fair. Right now, my "factory" is mostly open air machines where ever they fit. I just recently finished the coal power plant, and freed up a lot of space by deconstructing the biofuel one. So my next big project is to try and reorganize the area around my base. I was thinking that rebalancing some of my machines would help with that, but its not very growth minded

lunar stag
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Load balancers aren’t great for expandability, for sure.

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But if you’re still just throwing down foundations and fitting production wherever you can, it’s not a bad idea to try it out

wind spade
obtuse hawk
obtuse hawk
outer vale
outer vale
obtuse hawk
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Is there a reason its less useful in this game compared to factorio?

outer vale
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someone more familiar with Factorio'd be able to give a better answer. I believe part of it's just down to belt speed being much slower here, and that Satisfactory in general is more aimed at matching your production and consumption numbers up

obtuse hawk
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I guess that sort of makes sense. Like I said, I haven't really thought about this until just now, but my natural tendency with this game has been to attach smelters and constructors directly to miners, and then send finished products back to base, where as in factorio, I'd collect all my ore in one place them smelt it all together, then use the bars as needed.

wind spade
# obtuse hawk Is there a reason its less useful in this game compared to factorio?

Factorio has variable production (miners run out, productivity bonus, ...) and variable consumption (science, mall). It also naturally leads to building centralised production

Satisfactory on the other hand has fixed production (miners are infinite), and fixed consumption (it's very common that overflow from production gets put into sink), as well as pushing you towards expanding and building factories all over the map

outer vale
wind spade
obtuse hawk
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Just by the name "dimensional depot" I can kinda assume that's a late game feature

outer vale
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surprisingly, no

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and it's such a nice QoL

wind spade
outer vale
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it's another one of those useful MAM researches, so again, very good idea to look into those as you go

wind spade
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my top tip for Factorio player going to Satisfactory would be "forget everything you're used to do in Factorio"

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obviously some soft skills like factory calculations are transferrable, but gameplay style is pretty much not

obtuse hawk
main thicket
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can really big belt manifolds cause issues? i have refineries making ingots the math checks out all the belts are correct and yet after some time my machines empty. but we are talking for 40 plus machines of manifold

wind spade
mint coral
main thicket
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alright thanks guys

obtuse hawk
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Generally speaking, is it better to have everything on the same power grid, or section things off? I just built my first coal power plant, so I have a pure node with a Mk1 miner producing 120 coal per min, feeding 8 generators. Should I combine all 8 of those generators into one power line and feed everything through that, or send specific machines to specific generators?

wind spade
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there's no real gain from multiple grids, unless you fancy stuff like that

obtuse hawk
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I guess my main concern is if a fuse blows, it would take the whole factory offline

wind spade
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priority power switches can solve that

obtuse hawk
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When do you unlock priority power switches?

celest rune
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Caterium tree i think

wind spade
#

@cunning musk (re: #screenshots ):

  1. don't ask in a channel where we can't answer
  2. pick whatever you want or flip a coin. All recipes are useful in some way and you can get them all anyway
tacit tulip
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Is there a way to do 1:1.5 or should I just do 2:3

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My brain is short circuiting right now lmao

wind spade
tacit tulip
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I need a 100% constuctor(iron rods) into a 100% and 50% constructor(screws)

tacit tulip
tacit tulip
mint coral
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@wind spade the other day someone was saying you don't play satisfactory. This true. I can't imagine you never playing

wind spade
tacit tulip
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Dang lmao

tacit tulip
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I am trying to load balance 3:5, would it just be easier to manifold?

tacit tulip
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Alrighty, i'll try it and see how it works

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I am automating Modular Frames :)

mint coral
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Take line one. Feed machine until near empty then merge remainder into lane two and repeat

lunar stag
tacit tulip
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idk if its the lack of sleep or something else

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Are you just explaining a manifold?

hoary rapids
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ideally producing for phase 2 ofthe elevator, how many versatile framework/ smart plating should i aim for per min? the total seems like a long wait but making a bigger factory wouldnt make any sense as it would be teared down later

wind spade
lime rose
# wind spade this setup is very stable for manifolding pipes btw

I am almost certainly wrong, but it's driving me crazy so I have to ask and embarrass myself.

Wouldn't it be better to remove the "uplink" loop at the bottom left of the loop? So you're not trying to stuff leftover liquid into the system, letting it just accumulate and make a natural push-back?

Like I said, probably 100% wrong, but someone's gotta ask the obvious questions to make everyone else look smarter. 😉

wind spade
#

not sure what do you mean, but the loop is there to make sure that backflow doesn't hurt your manifold

vapid gorge
obtuse hawk
# tacit tulip I am automating Modular Frames :)

I literally just did this in my game as well. I used a 60-40 load balancer. Modular Frames take 3 Reinforced Plates, and Smart Plates take 2, so you can load balance the 5/min output of a reinforced plate assembler for a perfect ratio

wind spade
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why not make 60 and 40 separately? 😛

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or 2 and 3

obtuse hawk
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I’ll get there eventually, but that’s like 20x the production I currently have in my whole factory

wind spade
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no I mean instead of balancing 5 to 2 and 3, you make 2 and 3 separately and don't need to balance anything

obtuse hawk
#

Oh I haven’t unlocked the ability to change clock speed yet

wind spade
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you should, it's most powerful logistical tool we have

mint coral
obtuse hawk
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Yep, I’m working on it. I didn’t know how until earlier today

river peak
#

Aight, I think I need some guidance on how to mentally regard turbofuel.

river peak
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I was in mathing upgrading my butt-simple oil-to-fuel processing plant which had a dedicated input of 1140/min of crude.
Assuming I'm getting a constant 480/min sulfur from the two pure sulfur half-way across the map, I'm still only looking at an output of 600 turbo/min, but that also includes a fuel output of 2320/min.

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Sulfur being the obvious bottleneck.

vapid gorge
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sulfur is usually awkward in most spots. There's like 1 spot on the map where sulfur coal and oil are right next to each other

river peak
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But that brings to curiosity: turbo doesn't seem to be the pure replacement I thought it was, but rather a potent supplement atop the regular fuel workhorse.

vapid gorge
#

turbo fuel is entirely skipable

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as a power source

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oil > heavy residue alt > diluted fuel , can easily get you through phase 5

vapid gorge
river peak
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Oh I still need to unlock tier 7. 😔

vapid gorge
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make a blueprint of Packager > refinery > unpackager, poor man's blender

river peak
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Oh, I'm aware. Already got those alts unlocked.
I saw "diluted fuel" and thought the blender recipe.

vapid gorge
#

they are effectively the same recipe. Diluted package I think take a touch more power

river peak
#

I would assume that regular fuel never gets truly replaced aside from possibly nuclear. Everything else looks more like stuff you can produce in smaller quantities.

vapid gorge
#

and nuclear isn't veyr complex

paper sage
#

so far all I have done is die to spicy rocks trying to get mercer spheres on occasion, I will harness nuclear energy soon... I have to, consumption = production...good thing I installed batteries before my newest additions

vapid gorge
#

you get radiation gear at teh same time so it becomes a non issue

river peak
#

Cat-crunching-on-uranium.gif

vapid gorge
#

just automate filters into a depot

crystal wave
#

how to get a smart splitter to take 2 inputs and split them into 2 outputs

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like a merger into a splitter but in one building

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nvm i was able to fit the merg into spliter desighn in

lunar stag
#

So I’ve been over the math every way I can think of, and honestly I think the best thing I could do is just… run the last three HOR refineries to a T1 pipe that feeds the first four diluted fuel refineries

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It’s stupid

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I hate it

lunar stag
vapid gorge
lunar stag
#

All good boss, didn’t mean to sound like I was rushing you. By all means take your time.

somber sedge
#

can anyon explain to me why trains are more efficient than a bus

lunar stag
#

Nah, in all seriousness it’s more about centralized vs decentralized production. A main bus sounds like a great plan on paper, but structuring a whole facility around it costs a lot of time and space when a train can divide up materials across facilities all over the map and then collect the finished goods for transport to facilities constructed around the resources needed for the next stage of assembly

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It’s possible to centralize, sure, but then the efficiency gained by belting things short distances is lost as the facility becomes so large that belt routing and logistics takes up a more sizable footprint

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A well managed train system can deliver nearly belt-speed performance, as long as you’re setting up station inputs and outputs properly

wind spade
wind spade
frosty owl
oblique hollow
#

25% of my playtime probably is watching pipes simon_smile

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30% is standing around doing nothing while i do some other stuff outside the game like writing spreadsheets or whatever

long bridge
oblique hollow
#

Yes because it uses less canisters.

8:8:8 to me implies you merge all their belts somehow

long bridge
#

maybe i explained badly, if you do 1:1:1 wouldnt you need a storage container for all 32 packager/refiners?

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whereas if you group them in 8s, you only need 4 industrial containers

oblique hollow
#

No.
1:1:1 needs 0 storage containers

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You include the canisters in the machines, in the blueprint

#

Once you build the blueprint, the canisters will be used too and they will be places in the machine

long bridge
#

blueprints all you to put items in the machines?

oblique hollow
#

You loop a single belt per packager + refinery + packager combo

long bridge
#

and set recipes?

oblique hollow
#

Yes

#

Any recipe set in a blueprint machine will be present when you build the blueprint

long bridge
#

is that a newish update? or did i just miss that when the blueprints came out

oblique hollow
#

Has been around since they released i think?

#

It even saves clock speed and power shards used

long bridge
#

okay, i must have just missed that, i think ive set recipes, but never put items in them

#

how many containers should the system have

#

like 100 empty 100 water

#

per 1:1:1?

oblique hollow
#

If the belt is fast enough and short enough you can make do with 25 or 50 empty

#

No need to add packaged water, only empty canisters

long bridge
#

okay, ill be doing 100 i think. id rather have too many than have to add them in after the fact

#

im not to oil on this save, but i always do dpf on the north coast, so i was curious

#

you cant fit all of it on one blueprint tho, right? not with mk1 atleast, can you fit a packager and refiner in the same bp?

#

and do you typically include the HOR in the 1:1:1? or do you combine those into big pipes

mint coral
#

Ignore me siphoning fuel for persal use but this is the idea. Two packages one refinery in a closed loop

#

Hard to see but there is a second packager behind the refinery directly feeding packaged water

long bridge
#

oh i see

#

where are you getting your HOR from? HOR alt in the back?

mint coral
#

Ya. I got those refineries in grouping as well to keep it simple

#

Whatever 300 oil equals in hor divided by three.

Then I fed three banks of refineries and packagers as seen above.

This lets you trouble shoot easier and allows for smoother upgrades as you can shut down one section at a time

#

I'd send you better screen shots but Im only on lunch at work.

obtuse hawk
#

How much do you folks rely on the dimensional depot? Is it something you build your infrastructure around? I haven’t unlocked it yet, but it’s my goal for my next play session. I’m currently sending a ton of unused materials to storage containers, and I was kinda under the impression the depot was supposed to replace that. But after looking up the actual mechanics of it online, it seems far more limited than I expected. Especially given the fact that I need to use a finite resource to produce one. So should I just keep doing what I’m doing with the storage containers, and treat the dimensional depot as more of just a luxury?

outer vale
#

there are enough spheres on the map to build more depots than you'll ever need

#

so yes, very much a thing to use on ~any storage setup

#

if the "limit" you're referring to is the relatively small stack size within the depot itself, that's not much of a concern. You can have a buffer of as many storage containers as you like between the production line and the depot, and can have multiple depots for the same resource if the upload speed is a concern (only for certain build materials like concrete, usually)

obtuse hawk
#

I’m mostly concerned about having enough depots. I expect that I’ll at least have to start out with just 1 or 2 until I can explore more of the map. And it seems impractical to try and feed more than one item type into the same depot. So I guess I’ll just have to pick which items are the most important to have depot access for, and use the rest like normal, until I find more spheres

outer vale
#

I'd need to check the numbers but I thiiiink you can afford something like 200 depots in the end

#

201, close enough

#

no moderately sane (even by Satisfactory player standards) build is likely to approach anywhere near that

obtuse hawk
#

I get that, but those are end game numbers. Where I am in the game right now, I've only found 1 mercer sphere so far, and I already have like 7 or 8 items that I'd theoretically want to store. I'm just wondering if I should keep doing a "central storage" strategy for now, or if I should start planning my infrastructure around the promise of more depots in the future

outer vale
#

they're not incompatible

#

you can just do a regular storage container array, then slap a depot on top of the last one

#

don't have the depot yet, then just leave the array as-is til you do

#

(or go explore - spheres aren't the only worthwhile thing out there, so taking a lil break every so often to go hunting and see the beautiful world is a good idea)

obtuse hawk
#

I guess that makes sense. I was thinking the depots would mean I don't have to funnel things back to a central base. I was imaging it more like pocket factories dotted across the map. But I could see how using them as part of a central storage array would be just as effective and be more flexible for future growth

outer vale
#

I mean, pocket factories is the way really

#

but if you don't have the spheres yet and aren't planning to go get them right now, then either you just build your storage in-place and manually trek between factories as needed until you do, or you do the central storage thing. I usually do the former, but each to their own

#

I'm guessing you're in T3/T4, so you wouldn't be spread out toooo far across the map yet

#

so ziplining over to other factories, filling your inventory, ziplining back, dumping stuff in crates is totally fine

#

and if that sounds like a lot of time, then you could instead use that time to go exploring 😛

obtuse hawk
#

Yeah, I'm in T3. My next goal is to unlock steel, which I need to build the depot

outer vale
#

an option there then might be to get your basic steel production up and running (beams, pipes, maybe encased beams), then go explore, let that build up in the background for a bit, then come back and slap depots on 'em

#

while you're exploring you might find some alt recipes that'll make for a better steel factory (though up to you whether you leave the existing one in place or upgrade it)

obtuse hawk
#

Yeah, that’s more or less what I intend to do

outer vale
#

I had a look at my save and apparently I had 85 depots by the end

obtuse hawk
#

So, I think this conversation is also making me realize one of the flaws with a playstyle choice I've been doing up until now. For example, last night I built this: #screenshots message

There are 4 normal iron nodes right next to each other, so 240 ore with Mk 1 miners. I am using this to produce both Smart Plating, and Modular Frames, but there was some iron left over from that process, so I turned that into Reinforced Iron Plates. So for this one factory alone, I'd need 3 dimensional depots. If I instead specialized the factory to produce only 1 thing, then I'd only need 1 depot

outer vale
#

tbf smart plating isn't something that needs depoting generally, so that cuts one off. As for the others, that's one way to look at it, but if they're making as much as you need, then it doesn't matter where they were built, they'd still need a depot each

#

(and again, enough spheres around for that sorta setup to be viable)

obtuse hawk
#

hmmm..... fair enough, yeah

limpid vapor
river anchor
#

Me and my friend didn't find SAM until tier 8/9. The value of dimensional depot in early/mid game is vastly overstated

#

It's nice when you're dropping blueprints that want 1000s of material. All you need is plates and concrete typically. And you can carry quite a bit even a few slots on your character will help build out a new spot

whole chasm
#

how could i get 110/min splitted into 80/min and 30/min

outer vale
#

the simple option is "don't, just hook it all together and it'll eventually balance itself"
second option is "make the 80 and 30 from separate machine groups and don't merge them in the first place"

#

and the third one tailored to this specific case: split into 10s, merge 8 for the 80, 3 for the 30, send the last 10 back to merge with the input

#

(some of those splits'll be redundant as you'd just remerge, but that's the principle)

cedar burrow
#

Hey, I'm trying to make a Heavy Oil Residue sink for a megafactory and I'm not quite able to figure out the math
I have a target quantity of Heavy Oil Residue that I want to use up, which we'll say is 𝓷 m³/min
This is being sent through the following HOR → [Residual Fuel] → [Recycled Rubber] │ │ ↑ ↓ │ └────────→ [Recycled Plastic] → [Empty Canister] │ ↓ └──────────────────────────────→ [Packaged Heavy Oil Residue]Obviously, because I'm using the Heavy Oil Residue to make the canisters and fill them my output won't be 𝓷 units/min, but I couldn't quite manage to figure out what that ratio will be. satisfactory-calculator.com doesn't seem to support the rubber/plastic cycle, and satisfactorytools.com says the ratio is 4𝓷/7. Can anyone confirm if that's correct?

wind spade
cedar burrow
#

Got it
So far I've been using SCIM for everything, since I only discovered SFTools when I checked this channel's pinned messages. Is there a strong argument to transfer everything over, or does SCIM work just fine for most factory planning?

wind spade
#

well, as said, SCIM can't do loops or byproducts, so like 50% of the game is impossible/very hard to plan in it

obviously you can use whatever you one, but I for one don't really recommend it for factory planning. The map is cool though

cedar burrow
#

Got it; I'll try moving things over, then, and see if it makes stuff easier

cedar burrow
#

I have concluded that, given how far along I am already, and given the specific nature of the factories I'm building, SCIM works just fine (there aren't really any loops and I've already been attentively accounting for byproducts), and I can just use SFTools if something comes up that SCIM can't handle. The biggest advantage for my particular application is the increased numerical precision, but I was already ensuring I'm at-or-exceeding requirements every step of the way so that shouldn't be an issue for implementation

wind spade
cedar burrow
#

SCIM's network visualizer only displays to 2 decimal places (and often sticks with 1) for belt items, and frequently avoids decimals entirely for fluids. In my case, I've just been manually determining the sufficient decimal value to the nearest 0.1 units/min

swift portal
#

Compacted vs solid steel?

wind spade
candid fossil
#

guys i know its always my decision but i just wanna be sure i dont waste my time.... is this alright.

dusky dust
candid fossil
#

idk man im struggling to find the will to build 50 refineries 😭 and i cant find any ways to get out of it reasonably

dusky dust
#

There's no "best" recipes, if that's what you're worried about. There can be a "best" recipe if you constrain your question in various ways ("I want to use as little caterium as possible" or "I want a plan which works given these specific very limited resources") but all recipes are at least situationally useful

#

Heh, yeah, at some point in the game, if you're building at any sort of scale, it's inevitably sort of Refinery Simulator 3000™ for awhile. :D

#

Blueprints + blueprint-autoconnect can help quite a bit

#

Remember that blueprints will also remember recipe + clock (+ sloop) settings, etc.

candid fossil
#

yeah, also takes a lot of space and i HATE making big big builds look nice

#

alright ty ill take that to account i usually forget abt the blueprinter

dusky dust
#

It's a gamechanger for sure once you're used to working with it

candid fossil
#

im not the best at planning when it comes to blueprints with machines, usually involves.

me making a blueprint

placing it, then when i need to connect conveyors i realize i need to remake the blueprint

and then repeat like 2 times over lol

dusky dust
#

You can't fit a lot of refineries in there, but you can at least get a few, with all your desired manifold hookups and such (it'll also remember customizer settings, so feel free to color-code pipes and such), and autoconnect can make setting up larger manifolds a breeze

#

Yeah, blueprint design is basically always an iterative process

#

I'll often keep a blueprinter construced nearby with the blueprint that I'm working on still loaded in, so I can make quick tweaks easily

#

And of course blueprint-dismantle mode is a great help

candid fossil
#

alright ill try it out.. ty 😄

#

ill spend a good bit making a refinery bp ig

dusky dust
#

Good luck, enjoy! :)

orchid brook
#

Here me out just for the fun of it, do i use Uranium Fuel Rod to power my drones?

#

cuz like i dont wanna use any oil and i am not going to do nucluar soooo

#

i dont have to go with the most efficient way

lunar stag
#

I think you may be confused on what ’math and meta’ means

#

The #satisfactory channel is probably where you would want to ask that question

vast timber
#

Hey I was going to build an aluminium facility for which I was thinking about transporting 600 bauxite using trains so is that a good idea I mean because of this amount would I face any throughput issue ?

wind spade
#

trains can reach practically unlimited throughputs

vast timber
#

Ohk

south shuttle
#

drones > trains

wind spade
south shuttle
# wind spade in what sense?

in my arrogant opinion, they are more flexible and easier to maintain. Build a battery production in the swamp and a few drone nests at the points where you need them.

wind spade
#

sure, but they can't really match trains in reasonable throughput

#

and as always, they each solve a different problem, so you can't really compare them like that anyway

south shuttle
#

trains are good if you need massive amounts of raw resources at a single point, if you build smaller, more modular factories at the basic resource nodes, drones can easily transport the more advanced resources

wind spade
#

I do not transport advanced resources, since they are made to depot anyway 🤷

wary rapids
#

id say what the game does with geo thermal is give you an average of your nodes then gives a sine curve of 10 or minus 10 percent of that average.

#

which makes it a very reliable 6k power without a single battery.

wind spade
#

have you actually tested it on per-geyser approach?

wary rapids
#

a single geyser does what it says. multiple geysers dont vary much.

#

thiers some funny math even where 2 geysers meet.

#

I am certainly less certain about what happens in between sense i only made sense of what happening after i grabed all the power. However i was observing the graph as I was collecting them. and it was not adding up.

#

doing a per geyser experment would take allot of time. sence you would have to wait 5-10 minutes on each node and write down your min and max values.

#

i wouldnt be doing that unless it was for content online.

lunar stag
#

Yeah uh

#

That’s not accurate at all

#

Geysers go from 1/3 to full output on a 60 second cycle.

#

If you line up the geyser construction timing properly, you can match the peak of one with the trough of another and reduce or even outright remove the variance

#

All geysers together average an output of 7.1Gw

#

So long as you’ve got enough battery power to cover half the variance from peak to trough you can rely on that 7.1Gw delivery

#

If you don’t want to add batteries, just make sure you’re building geothermal generators on opposing 30 second intervals

heady sun
wary rapids
#

at any time you will never get 10 k power for all geysers

lunar stag
wary rapids
#

and you will never get less then 6k from all geysers.

wind spade
wary rapids
#

then reson you dont ever get that is all geyser are not in the same sine curve

lunar stag
#

Did-

#

Did you actually read what I wrote…?

#

You can phase shift them

wary rapids
#

in order for total power to vary by that degree all geyser would have to be in the same postion in all thier cycles

#

and thats not what the game does under the hood

lunar stag
#

Why do people come to this channel if they’re not going to read stuff?

wary rapids
#

you would get 10k power becuase that is what the addied power in the chart says ever

#

@lunar stag

heady sun
wary rapids
lunar stag
#

I have neither the patience nor the crayons to explain the part you’re missing here, boss. Enjoy the game.

wary rapids
#

this number is wrong thats the point but you can make 35 batties of you like thier no harm in it

#

you wil get 7100 mw either way

wind spade
#

the number is for cases where all the geysers are in perfect sync

lunar stag
#

Which, y’know, with a sample size of one makes perfect sense!

wind spade
lunar stag
#

I’m sure that’s in a changelog somewhere

#

Yeah, assigned randomly at build now

#

But you can still reroll them

warped tendon
#

Somehow my gen starving issue swapped from the end of the line to the middle of the line after I added the top pipes to loop the fuel back bruh

#

Atp I might just let them barely run.. 150k is enough for me

meager kettle
#

try place a pump at start of each manifold, then a second in the middle of the manifold

warped tendon
#

Man this rocket fuel was doing just fine when I was only making half as much as I am now

#

I srsly don’t know what keeps breaking it. I added the loop back, I let the pipes fill, I’m making enough per minute, it’s gas so no headlift matters, either way the gens are all the same height none are high or anything

#

So odd

#

I’m gonna add an unpowered pump at the start of each loop so it can’t pass RF through the top loop but not the bottom line until it hits the end of the bottom line

delicate schooner
#

have you tried removeing end pipe spliters

meager kettle
#

adding the pumps in my fuel gen, fixed it for me. no loopback or anything. just a straight line of 60 fuel gens each

delicate schooner
#

they seem to mess things up for me

#

like remove these and just conect it directly

meager kettle
#

840 fuel gens, split among 14 rocket fuel pipes. all running fine

delicate schooner
#

wtf

meager kettle
#

had issues with the last 4 in each manifold not really running well. placed a pump at the start of the manifolds and then one in the middle (between 15th and 16th pair) and then it started running 100%

long bridge
long bridge
lunar stag
long bridge
lunar stag
#

You can reroll them until you get something close to the phase offset you want, but it’s not perfect

meager kettle
#

machines align to the direction of the foundations its placed on

mint coral
long bridge
#

I suppose enough is relative... but is 1 battery per vent enough, 4?? 10?

lunar stag
#

One battery for every two impure, one to one for normal

#

And two for every pure

long bridge
lunar stag
#

That’ll cover the absolute maximum range

#

But really once you’re done placing them, just take the difference from the peak to the trough, divide by two, and round up to the nearest 100

mint coral
lunar stag
#

If you’re bouncing from 6450 to 7750, use 7 batteries

long bridge
#

So it should be around 32 ish, I normally build a huge battery box for safety reasons

long bridge
lunar stag
#

When it comes to geothermal, I do a full bank of 7200

mint coral
long bridge
#

Alright

meager kettle
#

i didnt use a mod to make that. I just made a foundation ring, where i used 3 foundations, 5 degree turn, 3 more, 5 degree etc. (cause fuel gens are 3 foundations wide). Made some blueprints, 1 for the outer bit, and two for the inner i alternated. Made it rather easy to build

lunar stag
#

That gives me around an hour to figure out which of my multiplayer teammates is screwing with the geothermal grid

long bridge
mint coral
long bridge
mint coral
long bridge
long bridge
meager kettle
#

lots of ways, i would recommend to find a youtube video explaining it. much easier to see than reading a how-to

mint coral
long bridge
#

You have any tutorials you recommend?

mint coral
#

Not really. Im self taught mostly.

long bridge
#

I just do square boxes and yall out here like Michelangelo

mint coral
#

Ive watched lots of gaming with doc and totalxclips but niether have in depth curve tutorials

frosty owl
#

Home-schooling with ADA really is the best.
I totally didn't develop confidence issues after it

long bridge
#

I dont even do boxes. Most are just planes of foundations

mint coral
mint coral
silver sand
#

the water dont go up someone can help me?

frosty owl
wind spade
#

or just feed from above

meager kettle
mint coral
wind spade
#

also don't make such interconnected setups

meager kettle
#

yea, that setup prob gonna struggle

#

even with pumps

lavish tree
#

Because this is a maths channel I will do maths. 5 + 12 = 17

silver sand
lavish tree
mint coral
#

My current pure iron ingot facility is driving me nuts. I have four iron nodes. Each go to there own identical refinery set (four refineries) each with a dedicated water extractor.
They are all identical

3 work flawlessly the fourth keeps choking. Water rubs fine then stop randomly halfway through the pipes. I shut it down. Rebuild the pipes. The pipes fill just fine. Everything boots up then 30 minutes later the water just stops reaching the refineries. Lol

I figured I was just tired and turned it off.

I gotta take care of that after work

wind spade
lavish tree
meager kettle
#

i'm a big advocate of having pumps flat when going into a lift and coming out of it. Just works every time for me.

silver sand
lavish tree
meager kettle
mint coral
wind spade
#

feed from above, not below

silver sand
wind spade
silver sand
lavish tree
mint coral
#

Loop inputs to reduce sloshing

Always fill inputs from above

Never use buffers outside of train hubs

Prefill pipes

Prey to the machine spirit

Keep it simple stupid

mint coral
lavish tree
#

Fair enough

wind spade
#

you don't seem to have enough headlift anyway

silver sand
#

how i feed above

celest rune
silver sand
#

the water is on down

wind spade
#

view from side

from the left: extractor, pump, climb up (possible other pump if you run out of headlift), then a vertical loop). The circles on bottom pipe are junctions to machines

lavish tree
#

How much difference does it make if the main input manifold for the fluids is the same level as all the input holes. Because I sometimes see the main manifold slightly higher with each pipe feeding the machines going down slightly

mint coral
wind spade
wind spade
celest rune
#

Im confused-

mint coral
# celest rune Loop refineries?

So you are making 600 turbo fuel. I would not try to shove that all in one pipe. I like to leave room in the pip to over fill.

silver sand
wind spade
frosty owl
meager kettle
#

3 extractors to 8 coal gens. 1,5 extractors per pipe (each go to 4 gens).

mint coral
celest rune
mint coral
meager kettle
#

this is feeding from above

celest rune
mint coral
#

Thats what I do. Its the easiest. If you dont connect the power outputs of the generators they will fill and stay in standby mode.

Fill all your pipes and generator before connecting the power

mint coral
celest rune
#

Cause I need 9 rows of 32 gens. + 14 gens and 1 gen underclocked to take 4.1666666 turbofuel a min. All those gens are fully overclocked too. So I might build the 9 rows of 32. But split the pipes to have 300 go to the first set of 16. And 300 to the next set. This way I keep my 9 rows of 32. And its all able to be fed properly

mint coral
# celest rune If I do this, im blueprinting it.

On a mark 2 blueprinter place four generators so two inputs are kissing. You should have two sets of two kissing eachother.

Connect the inputs with a pipe then place a junction on the pipe so one of the Empty junction inputs is facing up. Do the same for the other set. Then run a pipe above the junctions. Place more junctions in line with the lower ones. Then connect

celest rune
celest rune
mint coral
celest rune
mint coral
mint coral
mint coral
mint coral
#

This forces fluids down into your machine using gravity.

celest rune
#

And then loop the gens?? Or am I getting it wrong :P

mint coral
#

I actually can turn on my laptop give me ten and ill mock something up

celest rune
#

Aight

silver sand
celest rune
mint coral
#

to be clear my previous design as shown above with the blue pipes i had little issues with. I ran a 2400/min rocket fuel plant with no issues

i had 8 lines of 300/min rock fuel with no issues.

I changed it to the orange pipe one recently when a came across a issue randomly

mint coral
# celest rune OOHHHH ok

i havent reached turbo or rocket fuel with the redesign as im still in phase 3 and do not need that kind of power yet. Im holding out for nuclear this run

meager kettle
mint coral
meager kettle
#

nope

#

4x45 in each pipe

mint coral
meager kettle
#

I never do loops

#

i think they look bad

#

and if you do the math correctly you dont need em

mint coral
#

often the remove the issues by reducing sloshing

meager kettle
#

if they work for you, go for it. I've never used them, never had issues that couldnt be solved in other ways

mint coral
meager kettle
#

i've also not had issues feeding from below, my entire plastic/rubber plant does that

wind spade
meager kettle
#

making like 3200 rubber and 4800 plastic with all refineries fed undernearth, no issues

meager kettle
wind spade
#

I mean anything can work

but whether or not is it recommended is another story

wary rapids
meager kettle
#

that pipeline manual is very outdated

wary rapids
#

have they made changes sence then or is ther a better manual

wind spade
meager kettle
#

theres no better

#

its from update 6, its outdated cause things have changed since then

wind spade
meager kettle
#

they absolutely have

wind spade
#

what changed?

wary rapids
#

i think its been said they will make more changes in 1.2 so maybee things like bottom feeding will work at that time.

meager kettle
#

pumps effect flow rate. fluids dont travel in pipes, they're near instant. the pipe ui is very misleading to what actually goes on

wind spade
#

none of that changed recommended build styles and such

#

the manual is still very much valid

meager kettle
#

its still like 80% accurate

#

but its not the end all be all

wary rapids
#

i wasnt aware anything change in update 7 fluid wise

celest rune
# mint coral

Should I loop this? Ill need 300 turbofuel a min for it

wary rapids
#

i had a old fluid problem being caused by adding up sources in a oil extractor into a single 600m pipe.

#

resolved it by making a poinless looking loop at the soruce.

#

in general you dont have to make loops in 300 per min systems.

#

where you do in 600/

celest rune
wary rapids
#

hopefully in 1.2 you wont need the loops

meager kettle
#

you dont need them now :p

wind spade
#

you don't need them

they are just recommended to players as a "quick and simple way to make pipes work for sure"

meager kettle
#

you can replace loops with a pump or two depending on manifold size.

wind spade
#

long mk2 manifolds close to pipe limit usually don't work with that

meager kettle
#

my fuel plant begs to differ

wind spade
#

usually

wary rapids
#

im very intersted in how you use pumps can you show some examples.

wind spade
#

you have to understand that for every person that has no issues with pipes, there's 100s that do. Your experience is more unique than the "pipes no work" experience. It may be because of your build style, build order, or anything else, but it's usually something that other people do not do, and to those we direct our recommendations about looping, and it's also those we talk about with "usually" and "often"

meager kettle
#

rest is 600

wind spade
#

(and there's also difference between "works" and "works". Some people (not saying it's you) are pretty bad at spotting out issues, or don't care about occasional pause in production. So sometimes you hear "my pipes work", but then if we get the save or something, it's a system that breaks often and the person just didn't notice)

wary rapids
#

people often develop thier own modus operandi and aren't aware of fluid issues until they attempt bigger projects. if you keep all you pipe systems small and modular you could encounter zero issues.

river anchor
#

So how are you resolving the issue of moving water/hor/fuel vertically 1-200m without inefficiency at full rate? I can't seemingly find a way for the game to accept 600m pumped vertically and feeding

meager kettle
# wary rapids im very intersted in how you use pumps can you show some examples.

fuel plant have 14 pipes of 600 rocketfuel each. Each pipe connect to 60 fuel gens clocked to 240% (10 rocket fuel/min) in 30 pairs. i placed a pump before the first set of gens then another pump after the 15th pair (30 gens). Theres no loop or anything, just a straight (well slightly curved) manifold times 14. I did try changing pumps to valves to see if that worked same, but it didnt, the last 4 would starve on fuel without the two pumps.

meager kettle
river anchor
#

2 pumps move it how far? <50m?

#

Or you staircase the flow?

meager kettle
river anchor
#

So never more than 50m vertically at a time

meager kettle
#

no can use however many pumps you need in the middle to lift it

#

i just start and end with flat ones

river anchor
#

Yes but your vertical sections , are 50m or less?

meager kettle
#

yes, 50m or less, thats the max headlift on a mk2 pump

wary rapids
#

that's very cool but isnt rocket fuel a gas?

meager kettle
#

yes, rocket fuel doesnt need headlift. but the pumps still affect flowrate to some extent

wary rapids
#

and you need the pumps to get 600m flow rate?

meager kettle
#

i needed the pumps to make the gas reach the end of the manifold

river anchor
#

Like this is my setup. The game hates the vertical only, even with pumps every 35m.

meager kettle
#

theres 600/min in the start, but the last 4 in the manifold would not run 100% without the pumps

wary rapids
#

i see.

meager kettle
#

could prob done it with a loop, but i dont like using loops, so pumps fixed it for me

wary rapids
#

i made a very high 4 high manifold for rocket fuel but is was not trying to push 600 m down the line.

river anchor
#

Just trying to see if any vertical only full flow solution exists or the background #s just do not allow it

meager kettle
river anchor
#

I could try. Haven't messed with it in a minute since it's outputting 80% (even though uptime is 90%, fun math there). on the top and rest 100% . Building rest of factory

#

I can fix it just by splitting off the bottom pipe so it's not doing 600 and it works fine, but that's not the goal

wary rapids
#

im glad that rocket fuel build works as intended looks cool af.

meager kettle
#

i'm quite happy with it, just missing the aluminium flasks to turn the last 2 rocket fuel pipes into bottled ionized fuel for some drones

#

i also managed to perfectly center it ontop of the thermal vent in the middle of the lake :p

vapid gorge
vapid gorge
river anchor
#

it's not a question of should

vapid gorge
#

You’re not feeding from the top?

river anchor
#

No that would require 2 pipes

vapid gorge
#

It would just require 1 longer one

river anchor
#

The goal is 1 pipe, vertical manifold, max flow rate. Make the game accept it

#

Pipe up, U bend, pipe down, that's 2 pipes to me.

vapid gorge
#

Ok make the fluid above it initially then

#

You’re already using a ton more pipe than a horizontal manifold, don’t see why it being longer is a problem

river anchor
#

Horizontal uses a ton more footprint. It's a tradeoff

#

Aesthetically, I want one pipe.

vapid gorge
#

You can build the next step above the first foot print reusing it

river anchor
#

So the attempt is to understand how the game wants fluids pumped vertically and filled

wary rapids
#

i dont think you can argue with circle that big rule of cool says if you can do you it. it is right.

vapid gorge
meager kettle
#

i would try place the first pump flat on the ground, then place pumps under each junction, and a valve above to prevent backflow. Should work.

river anchor
#

I was told here valves do literally nothing

meager kettle
#

someone was very misinformed then

vapid gorge
#

They don’t prevent backflow in any way that matters

People who think others wise have no idea

meager kettle
#

they're literally one way flow. you cannot have liquid flow backwards thru a valve

river anchor
#

There's actually 4 pumps under the platform. I wanted the pipe to stabilize so I overfilled the 600mk2 with 4 extractors to minimize flow fluctuation.

#

Which helped... a little.

lunar stag
wary rapids
#

i haven't touched values sence they dont work they way one thinks they should. they dont regulated flow they take a percentage of flow.

meager kettle
#

lol

lunar stag
#

For all intents and purposes, the pressure will propagate back through the valve because it can’t empty through the valve

meager kettle
#

my aluminium plant uses valves to recycle the waste water. works flawlessly

vapid gorge
vapid gorge
#

a pump would be slightly more reliable in those situations

#

but not by much

river anchor
#

Well in this case, the output side is never more than the input

wind spade
vapid gorge
#

they can cause problems. That's a thing.

vapid gorge
wary rapids
#

I was considering a water recycling system. because i can make the system more verticle. i could do the same process on modules but it would not be as cool.

vapid gorge
#

how so?

lunar stag
#

Trust me when I say: reliable engineering has zero respect for what’s cool

meager kettle
#

i used up all 12300 bauxite on the map into one aluminium plant, having 41 blenders all using valved recycle, being fed by two water pipes. worked flawlessly. Valves work just fine.

lunar stag
#

Or what looks good

wary rapids
#

this is cool

river anchor
#

The HOR is only 300/600 needed, has zero issues filling the top. The water is 600/600 and the top starves down to 80% output.

So it's not a fluid going up issue, but it seems to not function when I hit max flow required , that's the main oddity.

vapid gorge
river anchor
#

I'll try valves thinking_helmet

wary rapids
#

just be warned valves may not behave the way you want or expect them to.

vapid gorge
lunar stag
#

That works even worse in real life fluid dynamics

vapid gorge
river anchor
#

Which works perfectly fine... up until max flow rate

#

It's not like some forbidden jutsu

lunar stag
vapid gorge
lunar stag
#

By all means, boss

river anchor
#

I stared at it for 15 minutes

#

I have conveyor lasers setup and reset it a dozen times

lunar stag
#

Be my guest, make a mess

vapid gorge
lunar stag
#

I think I’ve got four parallel designs stress testing in different container instances?

#

Whichever performs best gets rebuilt in the trunk

#

Virtualization is lovely like that.

vapid gorge
#

riiiight ok so the save is basically a test world ok, I'll have a bit of a peek later

lunar stag
#

For the moment the trunk running on the live environment is stable-ish?

#

If you’ve seen the people I’m playing with, trust me…

#

…they will not notice the wobble

#

It’s been a week and they still haven’t started their first nuclear reactor up

vapid gorge
#

nuclear can be some effort when you're not practiced

lunar stag
#

Yep, and that’s why I’m letting them learn

#

And staying out of the way so I don’t ruin the fun

vapid gorge
#

mostly planning the logistics and location.

#

a good location simplifies things a lot

#

and drones. Drones just really simplify it

#

some people like having uranium trains though

river anchor
#

You mean 400 in/out having stutters?

The HOR is 300 in/out and 100 to petro coke. It stays pegged at 50/6.

I will find the answer and report back! It's easy to avoid it, but I'd rather find what combination of pipe design makes the game behave to accept it , instead of feed all refineries from 10m above etc etc.

lunar stag
#

They picked the bay right between the spire coast and the rocky desert

#

Which is my usual spot for it

river anchor
#

Do floor hole pipes behave differently?

lunar stag
#

But they’re belting everything

vapid gorge
lunar stag
#

It’s not as good as it used to be

wary rapids
#

they do black. your dont get full flow from a not full pipe.

lunar stag
#

I haven’t looked for a better spot since 1.0

vapid gorge
#

well swamp is just fairly convenient for anything depending on the volumes you want

lunar stag
#

And nobody wants to be in the swamp

vapid gorge
#

and even after they removed the crystal from speed runner cliff it's very solid

#

I'm going to make a big project there xD

meager kettle
lunar stag
#

I mean there’s good stuff out there, I’d build there

#

Only place I refuse to build is spider Japan

vapid gorge
#

blargh, ok chore time. Good luck to everyone not building vertical fluid manifolds

#

not out of maliciousness, just because it won't help 😛

wary rapids
meager kettle
#

yea thats wrong :p

#

tried it the other day with a pure oil node, 600/min then times how fast it filled a buffer + the pipe to it. the total volume at 600/min should've taken 270s to fill. when times with a stopwatch, it took 277s (the 7 seconds being the actual start up time of the extractor). but watching the buffer, it took 90 seconds to hit 598/min flow, once the buffer was half full, the flow rate dropped to 50/min, then slowly climbed to 602/min. If the ui reported correctly, it should've taken like 400+s to fill, but it only took 7s over max rate.

wind spade
#

well since the flow is a running average, it's indeed not possible to take it at a face value

wary rapids
meager kettle
#

repeating that test with a 300 normal node. it took 547s, 7 seconds off the calculated max rate

river anchor
# vapid gorge blargh, ok chore time. Good luck to everyone not building vertical fluid manifol...

They work fine, just not at max consumption. Like I said the HOR has 0 issues up the column.

There is a solution and I'll figure it out. I already have several solutions that work somewhat aesthetically. Splitting the first pipe off, junctioning above the first input etc etc.

I'd rather explore options to stabilize the behavior at the end of the pipe than just go and say "well I'll only design on flat ground or top to bottom."

meager kettle
#

its best way to learn, experiment, see what works, see what doesnt work.

#

dunno how many times people told me what i build shouldn't work, but it does anyway.

wind spade
#

it's not "shouldn't work"
it's "more likely to break in one way or another"

meager kettle
#

and yet they havnt :p in hundreds of hours :D

wind spade
#

your sample size is 1 person and 1 save
my sample size is people on this discord

vapid gorge
#

greeny, didn't you know?
If problems don't happen to them it doesn't exist.

meager kettle
#

more than one save, and i've had issues, but found solutions to them. and i have changed how i build pipes and such since well before update 6 rather than mindlessly following others ideas

vapid gorge
#

for example as a white guy I've never experienced systemic racism. Thus, it doesn't exist

#

flawless logic

river anchor
#

Neko just saying, don't accept a solution doesn't exist just because someone Says so. Yes there's are best practices to minimize design issues, but it doesn't mean solutions don't exist outside of that

vapid gorge
river anchor
#

Maybe my design constraint is I want a vertical building because that's how I want to cosmetically do it and maybe I discover my maximum output is 92% and I just scale my modular design with that understanding

vapid gorge
#

people can make stupid things work with pipes all the time.

wind spade
#

whether it's player issue or game issue or something else doesn't matter.

statistically, you're far more likely to run into issues when bottom feeding than top feeding.

Some people don't run into issues when bottom feeding, but that doesn't make bottom feeding same reliability as top feeding

vapid gorge
#

also it's often very hard to replicate systems like that

#

like VIP junctions - sometimes you build them and they just don't work, even if you seemingly build it exactly like the last

#

and, because lots of people play the game, sometimes you'll get people saying 'I've built 1000 of them and they all work fine'
and maybe they're right. They were pretty lucky. Or very bad at noticing stutters. That happens a lot

#

and it's fine to want to build a vertical manifold. If you're enjoying the process, have fun with it

#

But I'm certainly not going to tell people to build one like that and spend days/weeks on something that may or may not work for them

river anchor
#

I guess I should frame this differently because I think people's expectation when they look at it is different than mine. Mine is how can I maximize this design using the endgame mechanics?

#

In game

#

The question is no will. This design have 100% up time but rather what is the maximum of time and doesn't reach a steady state for output

#

I know a lot of people try to match inputs and outputs along the entire process chain in order to consider it a proper or successful design

vapid gorge
#

I mean sure. But even if you do get a bottom fed 600 flow vertical manifolds - the chances it can be regularlly replicated is low

#

hell, having a 1 pipe 600 flow pipe horizontal generally doesn't work and it doesn't have to fight gravity

river anchor
#

Ya so maybe the pipes being <600 is the answer. Design with a slosh factor and do 3 floors instead of 4

vapid gorge
#

Shorter manifolds and lower flow manifolds are a lot more leeway it's true

#

you can do nearly anything you want with 300 flow mk1 pipes

#

the effects of back flow are reduced with those traits

river anchor
#

The stability of a vertical design clearly has more restrictions I acknowledge that fully

lunar stag
#

Honestly, arguing the behavior and approach ain’t nearly as important as arguing against the design choice to make Mk.2 pipes this arcane and unreliable

#

We can argue the finer points of the way the system works until we’re blue in the face

vapid gorge
#

it's not mk2 pipes, it's just you get more and more back flow management the higher the flow

#

and there's thigns that reduce and increase backflow management

lunar stag
#

The fact that it’s this divisive and frustrating seems like an opportunity for design improvement

vapid gorge
#

For example:

600 flow pipe fed to 3 machines using 200pm each - almost never any flow issues you need to manage

river anchor
#

Like... could I make a staircase design go as high as I wanted? Do short horizontal sections stabilize design etc

vapid gorge
river anchor
#

I'm not trying to be divisive, just wanna figure out the goofiness within the sandbox options

vapid gorge
river anchor
#

I mean for transporting fluids very high. Does it help to go up and over repeatedly vs up up up up

vapid gorge
#

oh, that, no not really

river anchor
#

Only matters once you start using fluid in the system?

vapid gorge
#

I'd just put mk2 pumps every 45m up to stay under the headlift as a precaution

vapid gorge
#

but that's a tweak, not a fix all solution

#

but once you've started the feed line you really do want to keep the manifold flat.

#

One time I was helping this guy with his fuel generators and we just could NOT get the looped manifold working

had to get his file and when I was in there I noticed one side of the generators were 0.5m higher than the other and were thus bottom fed.

lowered them, everything worked

river anchor
#

Yeah mass printing them they float a little

#

It's weird, gotta blueprint them

vapid gorge
#

actually I think they'd just ctrl snapped non bp fuel gens jsut a little high somehow, It was a fairly small system

meager kettle
#

its usually if something is below inside the foundation machines sometimes wanna be build slightly elevated, and if you hold ctrl and spam, several can end up elevated cause like a rock is inside a foundation and a pixel poke thru. you can typically just place it slightly to the side and then nudge it in place.

silver sand
#

how fix?

vapid gorge
#

while you wait for more tech savvy people to see it you could try verifying your files on steam first

silver sand
#

where i can find nivida ngx?

vapid gorge
#

Don't know what you mean sorry

silver sand
#

i find

vapid gorge
vapid gorge
#

@trail forum

#

blue line is fresh water, red is waste

#

lower refs are solution, top are scrap

midnight hill
#

I just run it back into itself

vapid gorge
#

this method is basically unbreakable and the most stable set up you can do

vapid gorge
#

direct feeding waste liquids into a system is doable, just not as reliable and more prone to falling over if there's a fluctuation

vapid gorge
midnight hill
vapid gorge
#

buffers just add flow problems

#

avoid them and valves

trail forum
vapid gorge
#

if you are going to direct feed just have a powered pump. Or a VIP junction

vapid gorge
#

I don't recommend either option though

midnight hill
trail forum
#

i have like 2 valves in my current setup

vapid gorge
midnight hill
vapid gorge
trail forum
wind spade
midnight hill
vapid gorge
trail forum
vapid gorge
trail forum
#

are they annoying?

vapid gorge
#

not any more so than normal trains

trail forum
#

oh ok

vapid gorge
#

It's not that these are the only designs that work - but they have been tested and reliable

trail forum
#

bet thank you

vapid gorge
#

just easier giving people a working design

#

no sweat, maybe save the msg links in a word doc for later. Including the bauxite images from earlier

#

good to keep notes

vast timber
#

Hey for the fused modular frame what's the best option the basic recipe or the alt heat fused frames ?

vapid gorge
#

are you looking for simpler?
trying to save on a specific resource?

vast timber
#

I looked up the recipe the alt seems more complicated but produces more

vapid gorge
#

ignore the per minute part, harder to compare

#

look at the base resource uses

vast timber
#

I want it to be simpler but should produce enough to not keep running out

tropic hazel
vapid gorge
#

well simpler is definitely the base recipe.
doesn't need oil products and you don't have to turn Gas to Acid

vast timber
vapid gorge
#

effectively the alt recipes makes it more complicated by making acid (iron plates) , oil (fuel) but saves you on bauxite

#

so add some oil and a bit more iron to save on bauxite but also more complex

vast timber
vapid gorge
#

the alt is a pretty big bauxite savings

#

I think it's like about 33% savings?

tropic hazel
#

i personally would save on the bauxite

#

thats jusit my personal choice though

vapid gorge
#

then you'll need to pad it out with oil and complexity

#

or you can just make more bauxite. There's a ton on the map

vast timber
#

I think I will go with the basic one

vapid gorge
#

it's a fine choice

vast timber
#

I am already making more than enough aluminium ingots and sheets and casing

#

I can rerout some for that

vapid gorge
#

later on, when you're making your own factories instead of just going up milestones you might find that you're already using oil near a factory you want to make fused frames, and may save on bauxite then 🙂

vast timber
#

Huh

meager kettle
#

standard recipe could be worth for saving on nitrogen gas. it tends to be more limited than bauxite

vapid gorge
#

it barely takes up more gas and .... it's a bit of a trash resource. It's not used on much and there's heaps on the map

#

especially considering how few fHMF you'll be making pm

tropic hazel
#

@tribal spade

#

also, have you heard of manifolds

#

Belts in Satisfactory can be hard, but there are two primary methods for getting items to where they need to go. Here is how they work and how you can use them in advanced scenarios.

If you're watching this, let it be known that I made a few mistakes which all of you helpful commentors have pointed out. Here is my follow-up video where I elabor...

▶ Play video
tribal spade
#

This is what I meant

tropic hazel
tropic hazel
# tribal spade This is what I meant

but also if you just split it evenly, once the machines fill up they will back up the conveyors and it will self balance to give everything the right amount

#

its kinda hard to explain over text

tribal spade
#

Pretty sure I got it

#

This game can be so complicated I love it

wind spade
tribal spade
tropic hazel
wind spade
mint coral
#

I booted up the game thinking

Arg time to tackle this water issue.

Works first attempt. Didn't even change anything

obtuse hawk
#

How does load balancing work if a machine requires input that isn't a whole number? For example, Steel Beams need 2.5 Modular Frames per minute. If I wanted to feed that from a load balancer, would splitting a belt with 5 ppm work?

outer vale
#

5/2=2.5, yes

#

for perfect splitting it's the ratios that matter, not the exact numbers

obtuse hawk
# outer vale 5/2=2.5, yes

Obviously I know this on paper. I was just asking because I wasn't sure what would happen in game since you can't actually have 0.5 of an item. The way I understand it is that the belt would alternate between 2ppm and 3ppm, so that it averages 2.5. I just wanted to make sure that would still mean the assembler runs without interruption

outer vale
#

a splitter will split items evenly among all outputs, round-robin (until stuff starts backing up)

#

it'll only matter for the initial warmup

#

5 per minute just means 1 per 12s, 2.5 per minute just means 1 per 24s

dusky dust
# obtuse hawk Obviously I know this on paper. I was just asking because I wasn't sure what wou...

Keep in mind that the "per minute" numbers are a bit of a lie. They're generally the most useful way to think about numbers in terms of planning, but you're right that at no point the game consumes 0.5 of an item. Rather, every x seconds the machine will consume a certain quantity of input material and output a certain quantity of output material. That happens to work out mathwise to having decimal per-minute values, but in the end everything's technically whole numbers

#

But yeah, it'll even out. :)

obtuse hawk
#

That makes sense then. Thanks. I'm definitely making things harder on myself by avoiding manifolds, but load balancers just make my brain happy lmao

outer vale
#

you will likely succumb eventually

#

it just becomes far simpler on some setups to manifold

obtuse hawk
#

Yeah, I know you're probably right

outer vale
#

I say this as a certified perfect split enjoyer

viscid python
#

What's the alternative to a manifold called

outer vale
#

the community term is load balancing, though I dislike it

obtuse hawk
#

I've heard that some people do balancer only challenge runs. While that concept does interest me, I'm not going to lock myself into something like that for my first playthrough

outer vale
#

some people do worse than that... sushi

viscid python
#

Sushi?

outer vale
#

roughly, mixing inputs onto one belt

celest rune
viscid python
#

Oh Jesus

outer vale
#

there's more nuance that I'm frankly uninterested in lol

celest rune
outer vale
viscid python
#

So like mixing the inputs on the belt in the right ratio to create the things. That seems awesome and awful at the same time

obtuse hawk
# viscid python Sushi?

The term comes from those sushi restaurants where its served on a conveyer belt. The idea is that you put everything on one single belt and have it loop in a circle, siphoning off things as you need it.

viscid python
#

Huh

celest rune
#

Load balancers are needed

viscid python
#

Interesting ty for explaining

outer vale
#

eh, the waste comes out in enough bulk that that's not much of a concern

#

personally, I try to do perfect splits if it's not much effort. Powers of 2 and 3? sure. 5-way? Yeah okay. Much more than that though, probably not

dusky dust