#math-and-meta
1 messages · Page 378 of 1
like apocalyptech said you generally wont run out of sulfur unless you REALLY try to
Yeah not gonna happen, it's more likely that I start a new save eventually
I've made some dumb ass decisions
Planned to build one mega factory until I didn't - only used 6-7 pipes 😄
Actual yellow light stall
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.
hmmm let it go for a day, see how it goes
if it starts starving again:
rebuild your hub next to your power station
send me the save. I can look at it in person
will do, though for the moment it's looking like rounding error territory. At this point I'm chasing fractions of a percent.
what is this calculator ?
it's called modeler, it's more of a layout tool as you have to make everything manually
is there a better way to offload all these train stations towards the bottom left than how im doing it
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%
reinforced iron plate is at 88.8889%
modular frames are at 83.333%
reinforced iron plates are at 100% efficiency, the problem lies with the modular frames though
you could route the belts under?
I just use these.. Other option is making more items and sink overflow
Maybe there's a third option but I have no idea
I am so stupid. The reason its not 100% efficient is because of the conveyer distance. Forgot about that
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
How does that matter though ? 30 items per minute is 30 items per minute, no matter if it's a 5 meter or 3km belt
I think it's just the way the manifold works really
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
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
If you want to really fix it quickly just load balance it, it's 6 machines
Splitter into 2 splitters and you're done
Belt distance will not make any difference
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.
well the pipe can only move 600 pm. Maybe avoid slooping
Hey, how do I split this evenly
Perfect, So all 4 smelters into a MK2 Merger Manifold, into a splitter manifold going up the line of constructors?
Absolutely perfect
Cheers mate
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
im assuming its going to be a manifold then all excess feeding into the assembler
u can just split them by two and it will sort itself out
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
so just one splitter will work
or a manifold
if you have a fast enough belt you can just also use 1 splitter, it'll self balance
Got it working
Thanks for the advice guys
Manifold, or build separate groups
purple zone is the affected fuel refineries, orange zone is the starved generators, black zone is the HOR refineries that show intermittent difficulty discharging
I suspect the root cause to be in the block C HOR refinery group
I was just confirming I wasn't missing something. Thanks.
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
Loops may work fine
Noted.
I'm very quickly arriving at that conclusion myself.
unrelated question, does the math and meta channel have any tables nobody's using? I may need to flip one.
Only math tables
yeah pivoting those doesn't have the same effect
Best thing you can do for the HOR is just drag a second line and make it a giant loop
Instead of just a loop at one set of machines
Effectively giving it 2 pipes to move to the fuel refineries
it would hit max flow in the middle of the refinery outfeed group
Both pipes should be 50/50 on average
refineries would go down in the middle of the cluster rather than the tailing end
Did you add any pumps
At the far ends
between the HOR and packaged fuel, yes
but at the HOR pipeline headers? No.
would static pressure towers work as an alternative?
I'm trying to keep the system below 7.1Gw
You need to pump it up there anyway
So just use the pump.
Its 4 MW
Being stingy with them is worse than going over some power budget
yeah you'd think that
but my power budget at this site is limited by geothermal
it's a multiplayer server
business constraints are a bit different
Cant you siphon some of the fuel for a fuel gen
I mean there's goofelry I can do with some of the spare oil in the area, sure...
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
though at this point I'm just about halfway to running three T1 pipelines at 200 each and calling it a day
You are bottom feeding the refineries, right?
infeed loop is a 600/min crude oil loop suspended 4m above the fluid intake port
T2 loop, T1 infeed bridge
I mean HOR to fuel
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
again, T2 loop, T1 infeed bridge
same basic layout on both refinery blocks
But it is 2 seperate loops essentially ? one loop at HOR refinery output, one at fuel refinery input?
At that point you could probably cut a pipe connection near the HOR refineries and make it 2 seperate pipes
Like cut a pipe connection halfway down the HOR refinery output line
tried that, same problem, different location.
Than can only be junction orientation then or whatever
every configuration seems to have this issue with pipe runs of this length
it's maddening
How'd you construct the junctions
Snap them only a horizontally spanned pipe ?
Or onto vertical pipe stubs
horizontal pipe for precision alignment, then stripped and re-piped with a new T2 line
Do you perhaps have a mk 1 wedged somewhere in there by accident
I can re-check the lines, but given the number of times I've gone over them the last few days it's unlikely.
the seized outflow also moves
not indicative of a bottleneck
I'd once again suggest you try running 2 seperate lines so you can fix them independantly
yeah I'm just about there.
Check what happens and maybe just move the existing pumps from the Fuel refinery feed line to HOR output line
make sure its as flat and low as possible there initially
honestly I'm seriously considering re-rigging the whole system with underclocked spare refineries and doing a compartmentalized pipeline instead of a single T2
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.
challenging mechanical depth is one thing
arcane design constraints are another
Yeah no i made a report on it already
I'll upvote that
It might be intentionally but that intentionally is broken in a fundamental way.
The pipes gain energy with speed
Theres a few test saves there too
Some quite simple, all fail due to pretty much one reason
The suggested change fixes them
I mean we didn't have any new release in past six months
fair
I just run at 95% capacity. Max pipes hate working reasonably unless gas, or perfectly downhill and short
(and we also don't know if they want to go this way in terms of "fixing" the pipes)
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?
big part of these issues is players assuming pipes work just like belts though
Whatever the intent was, im sure it was meant well but i think they kinda messed something up
Cuz like... the equation is messed up
It looks right if you squint
what if it's intentionally there as effect that SAM has on your fluids
they can make it a feature that way
Sam globally messes up your liquids? 
yeah, small antigravitational fields
Feature or not, it's not good game design
someone tell me greeny's joking
imo
New flow rate = Old flow rate + (gravity pressure + velocity pressure) * time - Friction * time or something
The problem is the velocity pressure term
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)
Water flowing back with gravity vs a massive pump is silly
Honestly they dont need to go full factorio
pump doesn't push fluids iirc, it only adds headlift
The gravity is not the problem
You do understand what head is in fluids right?
I'm not a fan of that either
ingame or irl?
Irl
As for the water extractor thing
Looks like its a high flow low pressure pump
well there's a difference what it is irl and ingame 🙂
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
please do not make me do fluid dynamics math in satisfactory, I get enough of that at work
That has a different reason
Gravity is kinda fine, but they added dynamic pressure and that stuff is misconfigured
It just adds way too much energy
And it does get worse the faster the pipe because its the square of flow velocity
It shouldn't be there at all because things that go fast don't make themselves go faster by going fast
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
Or employing tricks to force them to not change pressure too much
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
Likely is not gravity but the junction that splits the flow up into the machines
That causes this 90% uptime behaviour most of the time
If it had no splits at all i guarantee that mk 2 wouldn't have trouble flowing at 600/min
But the moment you involve junctions flow rate has to change rapidly and that causes trouble due to this velocity based energy term
this setup is very stable for manifolding pipes btw
And it exists to circumvent that junction (or rather that splitting flow) issue
i just let the pipes overflow first then turn everything on
one by one
is that smart
yeah, full pipes are often happy pipes
though I'd recommend the loop for most if not all fluid manifolds. It can't really hurt and very often helps
also unrelated question but do u guys build walls or let your factories be open
ive been thinking of adding walls but i find the default wall texture very ugly
there's several walls (and also colors and finishes), pick what you like most 😉
one good thing about this game is its all about factories
and factories usually are very ugly irl
I always try to decorate if possible
Circular factories are my jam
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
If only I could do that and actually produce stuff at the same time
When your motor output is 5/min but looks fresh af
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
You mean a tower of machines?
Best i can think of is the classic fuel gen tower.
Bottom to top is absolutely horrid to work with
Top to bottom only
HOR flow is 300m up and 100m aside . Water is 600m ups. HOR no problem, water doesn't like the last floor
Yeah thats just towers and mk 2 flow splitting in a nutshell
Mk 2 has issues being split at max flow and also towers are really hard on pipes in their current state
Bottom feeding in general works badly because of dynamic pressure
It always circles back around to that
Yeah it's fine below max flow
I'm not bothered, I have multiple fixes but it's how I wanted it to look
https://questions.satisfactorygame.com/post/68b22be2dbe2e46a549b0664
check out the mod linked here and try it if you want.
Console
Ah right
It's an easy fix and I'm not worried about 100% input and output matching
Balancing some of the various recipes is a disaster to try to do so I just build slightly over my needs and overflow dump.
<@&387163995947270144>
tack
@proud lintel (re: #screenshots )
- don't ask in a channel where we can't type
- 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
most of the time people use reactions when something like this is asked so i thought its ok
so you want random people with no knowledge about your preferences and playstyle to tell you what to do? 🤔
the reactions are as good as rolling a dice. Basically random input
it's not wrong but the info is random/bad enough you might as well flip a coin
well I'd argue that #screenshots isn't for questions anyway
it's not a great option no, but it's also not a crime
Post beautiful ingame screenshots here! Not for conversation, text messages will be removed.
🤷
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
well yeah, my point is more about the "beautiful ingame screenshots" 🙂
we have other channels for conversation/questions
supposing someone finds the recipe-selection dialog beautiful! 
Just to make sure, best place for the sloops is in SAM production,right?
best place is usually final product
Alien Protein and DNA Capsule, Shards (early game), Space Elevator Parts
Oh ya
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?
It’s going to alternate per part
So left, middle, center, repeat.
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
So split into six belts, loop one belt back upstream with a priority merger, then merge three together and two together
That’s really the only reliable way to control ratios
Though there are options with smart splitters and belt speed limits that can help simplify it depending on the ratio you want
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
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?
A simple manifold is a the easiest way. once the first machine fills the next machine gets what it needs
This is doable with what you have
But beefalo’s manifold suggestion is simpler
I’d recommend doing it that way and letting the system backfill
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
If that’s the approach you’d rather take, you’ll need three mergers and three splitters
That’s all
If you split it into 3 lines and merge 2 of them, 5 should always split to 3 and 2.
But you're gonna grow beyond that pretty fast, it maybe not worth the time to focus on.
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
Load balancers aren’t great for expandability, for sure.
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
you can also have two separate machines, one making 2/min and one making 3/min
That has to do with clock speed right? I learned about that when looking some stuff up the other day, but haven't actually done it in game yet. Is it something you need to unlock? The panel where I saw it in screen shots is locked on my machines
Speaking of expandability, are buses a thing in this game? I played a bit of factorio a few years ago (never beat it), so I forgot about that technique until now
it's unlockable in the MAM. Good habit to get into, checking what you can research, there's some very useful stuff in there
not really, though that doesn't stop some people trying it anyway
Is there a reason its less useful in this game compared to factorio?
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
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.
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
that natural tendency is mostly a good one (though you won't need to send all your final products to one storage place once you've done a lil more tech research)
yeah basically, this, although:
and then send finished products back to base
we don't usually even do this, we use dimensional depots
Just by the name "dimensional depot" I can kinda assume that's a late game feature
no, it's like T3 at most, possibly earlier if you rush it
it's basically cloud storage accessible from anywhere (though only for building things and manual withdrawal, not for automated teleportation of resources for factories)
it's another one of those useful MAM researches, so again, very good idea to look into those as you go
in general, the two games (SF and Factorio) share very little common things gameplay-wise
my top tip for Factorio player going to Satisfactory would be "forget everything you're used to do in Factorio"
obviously some soft skills like factory calculations are transferrable, but gameplay style is pretty much not
I only have about 20 hours in that game, and the last time I played was over 2 years ago, so that's not hard for me 🤣
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
no, they will eventually fill up and work just fine
As long as your math is right and your belt support the throughput you require you are goodd
alright thanks guys
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?
there's no real gain from multiple grids, unless you fancy stuff like that
I guess my main concern is if a fuse blows, it would take the whole factory offline
priority power switches can solve that
When do you unlock priority power switches?
Caterium tree i think
@cunning musk (re: #screenshots ):
- don't ask in a channel where we can't answer
- pick whatever you want or flip a coin. All recipes are useful in some way and you can get them all anyway
Is there a way to do 1:1.5 or should I just do 2:3
My brain is short circuiting right now lmao
clock to 150% or build two and clock to 75%
I need a 100% constuctor(iron rods) into a 100% and 50% constructor(screws)
Ah, this may help
Thank you
@wind spade the other day someone was saying you don't play satisfactory. This true. I can't imagine you never playing
that was probably me saying that. I have only ~50 hours, out of which only ~30 is actual playing, and I last played the game in May 2019
Dang lmao
Cool cool. Ty
I am trying to load balance 3:5, would it just be easier to manifold?
Usually is.
Take line one. Feed machine until near empty then merge remainder into lane two and repeat
The tool goat don’t even play and still nails the website seven years later
Ima be real, this confused me.
idk if its the lack of sleep or something else
Are you just explaining a manifold?
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
[total amount you need] / [how many minutes you want to wait maximum] = [minimal production per minute]
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. 😉
not sure what do you mean, but the loop is there to make sure that backflow doesn't hurt your manifold
yeah unsure of what you're tryign to say, sorry :\
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
I’ll get there eventually, but that’s like 20x the production I currently have in my whole factory
no I mean instead of balancing 5 to 2 and 3, you make 2 and 3 separately and don't need to balance anything
Oh I haven’t unlocked the ability to change clock speed yet
you should, it's most powerful logistical tool we have
Don't sleep on the mam. It's full of good stuffs
Yep, I’m working on it. I didn’t know how until earlier today
Wait... you don't play ?
Aight, I think I need some guidance on how to mentally regard turbofuel.
wdym?
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.
Sulfur being the obvious bottleneck.
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
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.
turbo fuel is entirely skipable
as a power source
oil > heavy residue alt > diluted fuel , can easily get you through phase 5
you can basically think of every step of fuel production like this
every time you process fuel to a new fuel, all you do is use other resources AS oil to pad out the fuel. Because you can always just make more diluted fuel
Oh I still need to unlock tier 7. 😔
diluted packaged fuel is tier 5
make a blueprint of Packager > refinery > unpackager, poor man's blender
Oh, I'm aware. Already got those alts unlocked.
I saw "diluted fuel" and thought the blender recipe.
they are effectively the same recipe. Diluted package I think take a touch more power
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.
really just opinion and what you like
imo if you want lots of power you go nuclear because instead of 2000 fuel generators, you can put down 200 nuclear
and nuclear isn't veyr complex
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
you get radiation gear at teh same time so it becomes a non issue
Cat-crunching-on-uranium.gif
just automate filters into a depot
how to get a smart splitter to take 2 inputs and split them into 2 outputs
like a merger into a splitter but in one building
nvm i was able to fit the merg into spliter desighn in
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
It’s stupid
I hate it
But all this testing has accomplished is made me distrust T2 pipes
I’m out of the house for a day or so, sorry
Probably be home again in 36hrs or so to have a look :/
All good boss, didn’t mean to sound like I was rushing you. By all means take your time.
can anyon explain to me why trains are more efficient than a bus
Look into Swiss public transit
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
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
A well managed train system can deliver nearly belt-speed performance, as long as you’re setting up station inputs and outputs properly
No
Train and bus are two completely different things
Trains transport things between two (or more) points
Busses handle distribution of things inside a factory
You can't really compare them
You might be remembering the "professional player" jests 
25% of my playtime probably is watching pipes 
30% is standing around doing nothing while i do some other stuff outside the game like writing spreadsheets or whatever
is doing 1:1:1 that much easier than 8:8:8 to max out mk4 belts?
Yes because it uses less canisters.
8:8:8 to me implies you merge all their belts somehow
maybe i explained badly, if you do 1:1:1 wouldnt you need a storage container for all 32 packager/refiners?
whereas if you group them in 8s, you only need 4 industrial containers
No.
1:1:1 needs 0 storage containers
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
blueprints all you to put items in the machines?
You loop a single belt per packager + refinery + packager combo
and set recipes?
Yes
Any recipe set in a blueprint machine will be present when you build the blueprint
is that a newish update? or did i just miss that when the blueprints came out
Has been around since they released i think?
It even saves clock speed and power shards used
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?
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
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
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
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.
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?
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)
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
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
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
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)
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
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 😛
Yeah, I'm in T3. My next goal is to unlock steel, which I need to build the depot
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)
Yeah, that’s more or less what I intend to do
I had a look at my save and apparently I had 85 depots by the end
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
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)
hmmm..... fair enough, yeah
For a little while, to get you started, a single uploader for each material already helps a lot, it gets much easier to find more spheres and stuff once you have the jetpack, seriously, you will find that a lot of them are like 30 seconds apart from each other, or less
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
how could i get 110/min splitted into 80/min and 30/min
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)
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?
SFTools should be correct, SCIM indeed doesn't support loops and byproduct (hence why it's not very recommended for math issues)
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?
For reference, here's the planning spreadsheet I've been working on ("Extraction" hasn't been updated for recent changes but everything else is pretty much good)
https://docs.google.com/spreadsheets/d/1r89ntT8gH7nyNCTaGAIyvEsr0qZiSbvdUDp0HrwR1Vg/edit?usp=sharing
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
Got it; I'll try moving things over, then, and see if it makes stuff easier
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
wdym "increased numerical precision"?
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
Compacted vs solid steel?
two different recipes
use one that makes sense in given situation
guys i know its always my decision but i just wanna be sure i dont waste my time.... is this alright.
I find Modeller graphs basically totally impenetrable personally, so I couldn't comment on the specific graph. But so long as it's producing what you want it to produce, why wouldn't it be fine?
idk man im struggling to find the will to build 50 refineries 😭 and i cant find any ways to get out of it reasonably
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.
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
It's a gamechanger for sure once you're used to working with it
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
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
Good luck, enjoy! :)
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
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
slugs and sloops, lol
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 ?
anything that is fun is a good idea
trains can reach practically unlimited throughputs
Ohk
drones > trains
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.
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
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
I do not transport advanced resources, since they are made to depot anyway 🤷
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.
have you actually tested it on per-geyser approach?
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.
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
the ever-present and malicious docking time:
at any time you will never get 10 k power for all geysers
or just make batteries
See also:
Why would you?
and you will never get less then 6k from all geysers.
*power storages
then reson you dont ever get that is all geyser are not in the same sine curve
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
Why do people come to this channel if they’re not going to read stuff?
you would get 10k power becuase that is what the addied power in the chart says ever
@lunar stag
i see duracell i say duracell
I have neither the patience nor the crayons to explain the part you’re missing here, boss. Enjoy the game.
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
the number is for cases where all the geysers are in perfect sync
I don’t think they realize the geothermal cycle is determined by player action. They’re just assuming all sessions have the same geyser timing theirs does.
Which, y’know, with a sample size of one makes perfect sense!
afaik they changed it to "offset is randomly generated at the start", rather than "offset depends on player placing event"
tho not sure
I’m sure that’s in a changelog somewhere
Yeah, assigned randomly at build now
But you can still reroll them
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
try place a pump at start of each manifold, then a second in the middle of the manifold
heres mine
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
have you tried removeing end pipe spliters
adding the pumps in my fuel gen, fixed it for me. no loopback or anything. just a straight line of 60 fuel gens each
they seem to mess things up for me
like remove these and just conect it directly
840 fuel gens, split among 14 rocket fuel pipes. all running fine
wtf
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%
How do you phase shift the geysers? Turn them on in the troughs?
That ring is amazing looking. I want to make stuff look like that. I didnt know you could have the machines placed circulars like that
It used to work that way, but apparently there’s been a change and now their position in the cycle is randomized on place
Ah, so just use batteries then. How much battery is enough to stabilize the geothermal?
You can reroll them until you get something close to the phase offset you want, but it’s not perfect
machines align to the direction of the foundations its placed on
Its a pain. But circles and curves are a option.
The is a mod to make it easier.
Im stubborn and im still playing vanilla.
I suppose enough is relative... but is 1 battery per vent enough, 4?? 10?
So it depends on a few things
One battery for every two impure, one to one for normal
And two for every pure
Im vanilla too, but that looks sooooooo nice if I need a mod to do that then I might (that said I suck at building so it probably ends up a weird octagon
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
Easy curves does exactly what it sounds like. You can set your angle and just build.
If you’re bouncing from 6450 to 7750, use 7 batteries
So it should be around 32 ish, I normally build a huge battery box for safety reasons
Okay i shall get that. Thank you.
When it comes to geothermal, I do a full bank of 7200
I just don't use power storage at all. I over build my power facilities then segregate my facilities using power priority switches
Alright
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
That gives me around an hour to figure out which of my multiplayer teammates is screwing with the geothermal grid
Well ill DEFINATELY have my power systems on priority switches once I get them
In #welcome there is a link to the moding discord. I havent done any mods yet but I lurk for the day I do
I dont know how to rotate 5 degree
They are pretty easy to get to in the mam
Im in there from a long time ago
I just finished phase 2 to unlock t5/6
lots of ways, i would recommend to find a youtube video explaining it. much easier to see than reading a how-to
Alright I appreciate it ❤️
I hate myself so I do it all manually
Those arches are beutiful
You have any tutorials you recommend?
Not really. Im self taught mostly.
I just do square boxes and yall out here like Michelangelo
Ive watched lots of gaming with doc and totalxclips but niether have in depth curve tutorials
Home-schooling with ADA really is the best.
I totally didn't develop confidence issues after it
I dont even do boxes. Most are just planes of foundations
Its the ass end of my river crocodile train station.
I think satisfactory would be a good learning aid for math and such.
the water dont go up someone can help me?
Hey, boxes can be sexy!
You do need to apply some creativity though... or steal from others' designs like I do #screenshots message
add pumps
or just feed from above
you need pumps
Pumps to pump water up.
Always pump it higher then your inputs
also don't make such interconnected setups
Because this is a maths channel I will do maths. 5 + 12 = 17
Wym Always pump it higher then your inputs
So gravity will assist in feeding the fluids I assume
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
not funny and also offtopic
Apologies
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.
the water just dont go up
Yeah same happened to me with my turbofuel plant. I ended up just pumping in more oil than what it should need, but fluids are so unpredictable in this game
you placed the pumps too high
All four setups are identical. This is my first time i came across a copy and paste setup that didn't consistently work.
Usually when it breaks its because I didn't follow my fluid rules
feed from above, not below
Wait whats the rules?
me?
well, everyone
but yeah, you as well
The water just won't get in.
I think I saw a Kibitz video once where for his starter coal plants would split the fluids so half comes in one side of the manifold and the other half from the other side, not sure if that's relevant or if it would help but that's what I always do for fluid manifolds
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
I avoid large manifolds where possible. If I need more then 400 fluid in a pipe I just start another pipe
Fair enough
because feeding from below isn't easy to do
you don't seem to have enough headlift anyway
OK. So. Lets say im using 32 fuel gens. Fully overclocked to take 600 turbofuel a min, what do I do to have it work easier?
the water is on down
you take the pipe above, and feed from above
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
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
Run three lines of 200 to start. Loop enough refineries of turbo together to make 200.
You are going to have to split it anyways to feed the fuel refineries.
So why not just not mix them.
where i put the generator?
in order of "ease to do reliably", it's "feed from above", then "feed from level" and lastly "feed from below".
anything can work, but the higher you put the main pipe, the easier job you'll have, as gravity will help you
which generator?
You're right... sexy
Loop refineries?
Im confused-
Noted
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.
the coal
well, in the image they are at the circles
It's literally just "fancy" boxes though, at the end of the day 😅
No curves anywhere, as I dare not even try...
3 extractors to 8 coal gens. 1,5 extractors per pipe (each go to 4 gens).
Looks like the text book ^-^
So... leave 300 turbofuel in one pipe. And bring that to 16 generators. And loop that? How do I feed it from above?
Well it depends on you. You can just run the pipe a few meters above the inputs and us junctions to feed the refineries
this is feeding from above
If I do this, im blueprinting it.
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
Thats what I do.
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
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
Or should I just build 18 rows of 16 :P
I luckily have mega blueprinters, so if I go to vanilla, ill do this trick
Nice. Im still in vanilla. Ill go modded eventually.... just not yet. Maybe at 2000 hours
Can I have a visual demonstration of this-? Sorry if you cant-
Up to you. But the way I look at it is why merge pipes just to split them again.
My own rule is
Keep it simple stupid
At work still. I have a simple version somewhere in this discord. Maybe I can find it
This is a simple version not fed from above for a console player. In this case he only needed 12 generators and was new so I didn't want to over load him/her
Keep it wha-?
So im proposing for you is instead of the junctions laying horizontal you turn the vertical. The run your through pipe above by a few meters and feed the junctions below from it
This forces fluids down into your machine using gravity.
So run a straight pipe through the generators. And use junctions to have it go down and into the gens?
And then loop the gens?? Or am I getting it wrong :P
I actually can turn on my laptop give me ten and ill mock something up
Aight
can you give the pic front of gen
OOHHHH ok
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
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
any issues?
have you thought about loops ??
I never do loops
i think they look bad
and if you do the math correctly you dont need em
often the remove the issues by reducing sloshing
if they work for you, go for it. I've never used them, never had issues that couldnt be solved in other ways
youll get no arguement from me. I am a believer of "if it works dont touch it"
i've also not had issues feeding from below, my entire plastic/rubber plant does that
but they make pipes stable
making like 3200 rubber and 4800 plastic with all refineries fed undernearth, no issues
not had issues with pipe stability
I mean anything can work
but whether or not is it recommended is another story
@silver sand I hope you found the soultion to your fluid issue for reference. https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/3/39/Pipeline_Manual.pdf
that pipeline manual is very outdated
have they made changes sence then or is ther a better manual
it's not
theres no better
its from update 6, its outdated cause things have changed since then
fluid stuff didn't change since then
they absolutely have
what changed?
i think its been said they will make more changes in 1.2 so maybee things like bottom feeding will work at that time.
pumps effect flow rate. fluids dont travel in pipes, they're near instant. the pipe ui is very misleading to what actually goes on
none of that changed recommended build styles and such
the manual is still very much valid
i wasnt aware anything change in update 7 fluid wise
Should I loop this? Ill need 300 turbofuel a min for it
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/
Ah aight, good to know
hopefully in 1.2 you wont need the loops
you dont need them now :p
you don't need them
they are just recommended to players as a "quick and simple way to make pipes work for sure"
you can replace loops with a pump or two depending on manifold size.
long mk2 manifolds close to pipe limit usually don't work with that
my fuel plant begs to differ
usually
im very intersted in how you use pumps can you show some examples.
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"
Pipes all flowing 600 m3?
the fuel pipes are 400 since thats how much each stack of refiners use
rest is 600
(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)
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.
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
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.
I place a pump horizontally before lifting, and then another horizontally when lift is done. works 100% of the time for me
2 or more, like: #math-and-meta message
So never more than 50m vertically at a time
no can use however many pumps you need in the middle to lift it
i just start and end with flat ones
Yes but your vertical sections , are 50m or less?
yes, 50m or less, thats the max headlift on a mk2 pump
that's very cool but isnt rocket fuel a gas?
yes, rocket fuel doesnt need headlift. but the pumps still affect flowrate to some extent
and you need the pumps to get 600m flow rate?
i needed the pumps to make the gas reach the end of the manifold
Like this is my setup. The game hates the vertical only, even with pumps every 35m.
theres 600/min in the start, but the last 4 in the manifold would not run 100% without the pumps
i see.
could prob done it with a loop, but i dont like using loops, so pumps fixed it for me
i made a very high 4 high manifold for rocket fuel but is was not trying to push 600 m down the line.
Just trying to see if any vertical only full flow solution exists or the background #s just do not allow it
i would prob try place the pumps under the junctions not above
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
im glad that rocket fuel build works as intended looks cool af.
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
Show an image if what you’re trying to do
Oh right thr vertical fluid manifolds you 1000% shouldn’t be doing
it's not a question of should
You’re not feeding from the top?
No that would require 2 pipes
It would just require 1 longer one
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.
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
Horizontal uses a ton more footprint. It's a tradeoff
Aesthetically, I want one pipe.
You can build the next step above the first foot print reusing it
So the attempt is to understand how the game wants fluids pumped vertically and filled
i dont think you can argue with circle that big rule of cool says if you can do you it. it is right.
They prefer moving down so when there’s a gap from being sucked in by a machine, the top fluid flows down and blocks flow
Stuttering the producer
Thats it. No big mystery
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.
I was told here valves do literally nothing
someone was very misinformed then
They don’t prevent backflow in any way that matters
People who think others wise have no idea
they're literally one way flow. you cannot have liquid flow backwards thru a valve
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.
No, but backpressure can block flow on one side of the valve
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.
lol
For all intents and purposes, the pressure will propagate back through the valve because it can’t empty through the valve
my aluminium plant uses valves to recycle the waste water. works flawlessly
while they stop individual UNITS of fluid from crossing over, they allow knock back through the pipe, so no they don't stop back flow
it is an unreliable method that can work - but is basically a house of cards
a pump would be slightly more reliable in those situations
but not by much
Well in this case, the output side is never more than the input
they don't do nothing
they just are pointless to use
they can cause problems. That's a thing.
hell, I've seen people get direct feed waste water into a system without a valve or pump. Just unreliable as balls
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.
how so?
Trust me when I say: reliable engineering has zero respect for what’s cool
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.
Or what looks good
this is cool
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.
ok? we're talking about reliability and taking into account of years of people making systems and having tons of data about how they are unreliable.
as an example
in the US , if your school didn't have a school shooting while you were there , that doesn't mean the US doesn't have a school shooting problem
I'll try valves 
just be warned valves may not behave the way you want or expect them to.
they're already doing a vertical manifolds fed from the bottom.
That works even worse in real life fluid dynamics
btw, send me a new copy of your save, that way if I fix it in this one you won't have lost progress
Which works perfectly fine... up until max flow rate
It's not like some forbidden jutsu
I branched it and continued development
honestly people are bad at noticing stutters, even if you were doing it at like 400 I'd expect stutters
By all means, boss
I stared at it for 15 minutes
I have conveyor lasers setup and reset it a dozen times
Be my guest, make a mess
so ... you're just using 2 dif maps now?
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.
riiiight ok so the save is basically a test world ok, I'll have a bit of a peek later
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
nuclear can be some effort when you're not practiced
Yep, and that’s why I’m letting them learn
And staying out of the way so I don’t ruin the fun
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
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.
They picked the bay right between the spire coast and the rocky desert
Which is my usual spot for it
Do floor hole pipes behave differently?
But they’re belting everything
really? I guess it's got most of what you're looking for around there
It’s not as good as it used to be
they do black. your dont get full flow from a not full pipe.
I haven’t looked for a better spot since 1.0
well swamp is just fairly convenient for anything depending on the volumes you want
And nobody wants to be in the swamp
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
you do, the ingame ui is misleading. If you actually calculate the total pipe volume, and time with a stop watch, you have almost instantly full flow.
I mean there’s good stuff out there, I’d build there
Only place I refuse to build is spider Japan
blargh, ok chore time. Good luck to everyone not building vertical fluid manifolds
not out of maliciousness, just because it won't help 😛
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.
well since the flow is a running average, it's indeed not possible to take it at a face value
repeating that test with a 300 normal node. it took 547s, 7 seconds off the calculated max rate
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."
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.
it's not "shouldn't work"
it's "more likely to break in one way or another"
and yet they havnt :p in hundreds of hours :D
your sample size is 1 person and 1 save
my sample size is people on this discord
greeny, didn't you know?
If problems don't happen to them it doesn't exist.
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
for example as a white guy I've never experienced systemic racism. Thus, it doesn't exist
flawless logic
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
I never said you couldn't use a valve for direct waste water feed?
I in fact said it's entirely possible
Just that it's also an extremely unreliable solution.
Some people just see 'unreliable' and translate it as 'impossible'. And that's super weird
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
people can make stupid things work with pipes all the time.
we never said that other solutions don't exist
we're just staying that purely statistically the presented solutions are very unreliable
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
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
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
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
Ya so maybe the pipes being <600 is the answer. Design with a slosh factor and do 3 floors instead of 4
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
The stability of a vertical design clearly has more restrictions I acknowledge that fully
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
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
The fact that it’s this divisive and frustrating seems like an opportunity for design improvement
For example:
600 flow pipe fed to 3 machines using 200pm each - almost never any flow issues you need to manage
Like... could I make a staircase design go as high as I wanted? Do short horizontal sections stabilize design etc
you would essentially have to turn them into belts as there's only like... 2 rules in pipes that give them this behaviour. And you can very simply make mk2 pipe systems
I'm not trying to be divisive, just wanna figure out the goofiness within the sandbox options
you wan tto keep manifolds flat
I mean for transporting fluids very high. Does it help to go up and over repeatedly vs up up up up
oh, that, no not really
Only matters once you start using fluid in the system?
I'd just put mk2 pumps every 45m up to stay under the headlift as a precaution
basically
at worst if youre doing that and your piping is a little wonky, a powered pump just before the start of the manifold can help stabalise it?
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
actually I think they'd just ctrl snapped non bp fuel gens jsut a little high somehow, It was a fairly small system
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.
how fix?
make a post in #1038092680493801533 but paste the text of the crash log, easier to search
while you wait for more tech savvy people to see it you could try verifying your files on steam first
bro
where i can find nivida ngx?
Don't know what you mean sorry
make a post in #1038092680493801533 , more people will see it and it won't disapear in the chat
@trail forum
blue line is fresh water, red is waste
lower refs are solution, top are scrap
Whats the water difference?
I just run it back into itself
this method is basically unbreakable and the most stable set up you can do
thank you so much
direct feeding waste liquids into a system is doable, just not as reliable and more prone to falling over if there's a fluctuation
gotcha gotcha
the clockings change depending on your bauxite volume and the recipes you use, but it's very easy maths
then run it through a water buffer to hold extra water and be able to send out water evenly
great to know
if you are going to direct feed just have a powered pump. Or a VIP junction
don't use buffers like that
I don't recommend either option though
I use valves on every single factory i made
i have like 2 valves in my current setup
yup. Valves and buffers either do nothing or cause issues
I use it to combine 2 water souces
"direct feeding waste liquids into a system is doable, just not as reliable and more prone to falling over if there's a fluctuation" I have covered this
is their only "use" that water tower 'exploit'?
that should never be done, just use pumps lol
I have backup extractors, how would it fail?
I don't know how back up extractors would help.
ok haha
liquid trains 🙂
that sounds like an awful time trying to setup liquid trains
are they annoying?
not any more so than normal trains
oh ok
#design-and-architecture message
or
#design-and-architecture message
pick one of these buffers and replicate them exactly. Maybe in a BP and you're good
It's not that these are the only designs that work - but they have been tested and reliable
bet thank you
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
Hey for the fused modular frame what's the best option the basic recipe or the alt heat fused frames ?
again, like every single time you ask , it depends what you're aiming for xD
are you looking for simpler?
trying to save on a specific resource?
I looked up the recipe the alt seems more complicated but produces more
I want it to be simpler but should produce enough to not keep running out
theres no such thing as a recipe thats "better" than another one. Every recipe has its uses. It depends on what you want to do.
well simpler is definitely the base recipe.
doesn't need oil products and you don't have to turn Gas to Acid
Yeah the alt needs more stuff like nitric acid or something
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
Exactly I wanted to go with that but yeah the bauxite consumption had me doubting it
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
I think I will go with the basic one
it's a fine choice
I am already making more than enough aluminium ingots and sheets and casing
I can rerout some for that
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 🙂
Huh
standard recipe could be worth for saving on nitrogen gas. it tends to be more limited than bauxite
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
@tribal spade
also, have you heard of manifolds
https://www.youtube.com/watch?v=BUbNdBT3zPo
@tribal spade
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...
This is what I meant
yeah its saying you need to figuew out a way to split it into those numbers if you want it to be balanced perfectly
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
fyi, I wouldn't recommend that calculator, it cannot do loops and byproducts and the "realistic" view is pretty bad
Which one would you recommend then because I'm having a hard time finding a good one
id reccomend not using one and doing it yourself tbh
Try tools pinned here
most people use either Satisfactory Tools (web app for calculations), or Modeler (steam app, mostly for logistics/layout planning). Using both together may also be interesting.
I booted up the game thinking
Arg time to tackle this water issue.
Works first attempt. Didn't even change anything
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?
5/2=2.5, yes
for perfect splitting it's the ratios that matter, not the exact numbers
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
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
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. :)
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
you will likely succumb eventually
it just becomes far simpler on some setups to manifold
Yeah, I know you're probably right
I say this as a certified perfect split enjoyer
What's the alternative to a manifold called
the community term is load balancing, though I dislike it
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
some people do worse than that... sushi
Sushi?
roughly, mixing inputs onto one belt
I only load balance when dealing with nuclear
Oh Jesus
there's more nuance that I'm frankly uninterested in lol
This is the only time I dont manifold. As I need everything to run at once. Or my system will shut down
I don't only do it here, but yeah given the loooooong time it'd take to manifold, and how easy it is to split perfectly, it just makes sense
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
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.
Huh
And when you need the generators to run perfectly, the fuel rods to be created perfectly...
Load balancers are needed
Interesting ty for explaining
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
Eh, "sushi" doesn't imply looping stuff in a circle, nor does it require you to put everything on a single belt