#math-and-meta
1 messages Β· Page 382 of 1
All Praise the Mercer Sphere.
Direct input
i wonder if those 2 emotes are made for each other on purpose
Theyβre the same shades and such, so Iβd say so.
how are you feeding the first machine in the DI line
Plus, itβs funny to see the two together.
protip: you can use different methods in the same factory
well yea, high throughput items i just manifold
low throughput items i roughly balance
otherwise the array never starts up fully in all my time playing that save
However you want π€·
Direct input isn't necessarily 1:1 either
Both N:1 or 1:N count as "direct input"?
π
I basically count "anything that has m:n, only needing 0-1 splitters and 0-1 mergers" as direct input
and yeah, possibly even 1:n or n:1
A bit of a mouthful, but makes sense xD
my interpretation of direct input is "grouping machines to make/need specific amounts", so as long as it's not just a manifold, but rather small separate blocks, it's direct input
i call that dedicated machines, or dedicated production
best fuel for the jetpack when we just unlocked it ?
depends what you like really , you pretty much just have liquid bio fuel and regular fuel
solid biofuel is... a bit of a joke
each fuel gives you different flight parameters, pick one that you like most
yeah i tried solid bio fuel and it last 10 seconds xD
I think fuel has a higher height it can raise you to? liquid bio fuel has a long burn time but low climb
but the jet pack really isn't a 'climbing' tool
what else, a distance tool ?
and i see that we can't use coal for the jetpack ...
nope xD
would be funny
my prefernce early on is liquid bio fuel tbh, really good to cross terrain and just hover over it.
sprint slide jump then jet pack to keep up the velocity
liquid biofuel
has about same speed as normal fuel, but like 10x the burn time
then when you get rocketfuel, you can go up very high very fast, and die falling cause you used it all :p
then ionized is like the perfect balance of speed, height and duration
highest forward momentum, 2nd highest height and 2nd longest burn time
I find the best rocket fuel is the one you like. they all feel diffrent. As others mentioned Biofuel gives the longest burn time but little actual thrust, even though it gives great hieght.
Personally i like Rocket fuel. Feathering it gives you much control hieght and speed
There is a way. The ratios 27.5 to 22.5 and 5 are 11 to 9 and 2 so just a splitter/merger assembly needed to do that required.
Despite what others say, a reason to do this is because you can and the reason they suggest otherwise is because they can't π
a reason is that that needs 8 things and manifolding needs 1 π
it's always doable, it's just a question of if it's worth it. which is of course subjective, some are very hardline "never try and perfect split"
i need 478 copper ingots. I have access to 480 ore..... I just made 480 ingots and sunk the extra two lol its easier
I wouldn't've even bothered with the sink
If I connect a group capable of making 480 to a group consuming 478, then that first one isn't gonna be making 480, it's gonna make 478
for sure, this just prevents a smelter from idle every nowand then. I just wana see green lights lol
I might be overthinking this...but I have a potentially weird question about manifolds.
So let's say I have 300 ore into smelters making 300 ingots going into constructors making whatever.
I know you have to let the manifold fill up before all machines will operate at 100%. But I noticed that if I do this for, say, the first stage and I let the smelters fill up, the when I turn on the constructors the smelter line is actually outputting more than 300 ingots due to the "buffering" in the output slots of all the machines - and it seems like this causes the smelter line to stutter and not produce efficiently for some time, because some of them turn off while the belt clears.
My questions are
- will this backup ever actually clear? I think it won't? Because essentially between the smelters and the constructors, I have more than 300/min worth of ingots in the belts+smelter outputs and since the smelters are producing 300 and constructors consuming 300, that won't ever change.
- does this actually cause any problems? I feel like it's just aesthetic because the belts will constantly be stuttering but even if the section between the smelters and constructors is overfull, it will still move along at 300/min right
letting manifolds fill is specifically the inputs (though the outputs might fill as part of that)
if the smelters are stuttering then they're not running at 100%, so you're (temporarily) producing less than the downstream machines need, so it should eventually sort itself out
I guess technically one way to resolve this could be to let the ore fill up to the smelters, run the smelters until the ingot manifold into the constructors is also full, turn off all machines, manually remove the stack in the output of the smelters, and then start them up again?
So that the "main" starting manifold-
Oh okay yeah that makes sense. It'll sort itself out because they're producing less, that's the part I missed
if you like tidy belts then you can indeed just manually remove that excess
the last machine, will shut off once the 2nd last is full, it will then get fed while its starting back and it will have a small buffer enough to stay on 100%
you can also manually clear the output in the machines and just clear the backup. after that they should run smooth
Yeah I guess I'm wondering if that causes issues if I do it while the system is running or if I need to fill all the input stages, clear all the output stages, and then turn it all on at once. Which I suppose is easy enough to do if I wire the power in a sane way
All in the name of visually pleasing belts
Okay cool. So sounds like the solution to making tidy belts is just to manually clear the output stack in every machine after letting the system fill
pretty much
tbf despite a challenge it was still nice however more importantly gave me this idea that instead of making everythin with pure or leached recipe u can move packaged water by train amd not be limited by location or local water supply
its alot of work but idea nevertheless
It's true. This design or a similar one could load quite a few trains full of water.
Though... You're going to have a lot of fun figuring out your bottle return program.
I have made a BP that combines 6 constructors with 6 assemblers to make a high density "Bolted" BP (handles bolted plate, bolted frame, and any other high demand screw injection assembly)
No funny collision or janky belts, all clean and tidy.
I love catwalks. I love the blueprinter. High density, walkable, and semi-aesthetic just by being clean and tidy.
damn looks clean
@mint coral this is something i just threw tg to make sure i understand the basics of trains before i even think abt tacking phase 3 and aluminum did i make this correctly?
uh, not recommended to do that
how would i go about it im trying to understand how to make a 2 lane railway change directions
if you actually want the track over another, it needs to be at least 10m above
otherwise, just lay em flat and let em cross
this i just a quick example i threw down to make sure i undersand the concept
dym like this @meager kettle ?
\
ya
i thought it would look weird if i clipped them but this does make alot more sense
Neko gots you. The cat is a pro
and now look at what direction that merge is, and think about if its going the right directon
if you lay tracks over like that, the game sorta treats em as separate blocks, so you can end up with a train colliding cause they cross but not in same block
i see thank you
maaan, dont solve everything for him
thank you for the help i understand this much more now
hopefully signals arnt too confusing i have a bit of understanding of how blocks work
Signals are easy. Understanding bugs and fighting the game to place them right is hard
this is typically how i prefer to do it, tee off the main train line, then go into a station (or more) then send em back onto the main train line
this is actaully amazing thank you soo much
this way, trains going to stations do not impact traffic on the main highway at all, or very minimally at least
@scenic gale
In theory if you have two trains going to the same station from different routes, that should be fine as long as they are not using the same storage containers right?
Only issue might be when the lengths of their routes intersect badly, but if you check the math such that the worst case RTT of a train having to wait the full unload duration of the next train still maintains the throughput you want, it should be fine right
yea, you can have one train unload in terminal 1 and 2, then another do 3 and 4. if you're unloading back to back in same terminals, they might not unload fully and you can experience thruput issues
I mean it is not supposed to be consistent
I'm trying to think if I want my train network to be 8 car trains or 4 car trains and I feel like the biggest difference is really the physical layout of the stations. But if it's 8 car trains and one route only has like 5 resource nodes to transfer, then technically I'm wasting the 3 depots at the destination line. So I'm thinking of having another train going into that terminal to bring 3 cars of stuff from another location
Nobody said it has to be that way
Writing it out like this I feel like having 4 car trains is gonna make it easier lol. If I need more than 4 resources from a location I'll just run more trains on the same route and build out an extra station
8 car long trains will have a slight speed slowdown on inclines, while 4 car ones wont at all
game design
Well it would be 8 car with 2 locomotives. I have that for my current 2 train lines but I'm trying to plan better for the main network I want to start building now
I reckon you don't even need to have a "Standard" train size across your network. Some factories might only need 2 cars worth of materials, so just do that. Smaller stations at those factories too
I guess it's not impossible to build multiple sizes of stations at the same location yeah
also smaller trains spend less time in intersections, so could be advantageous from thruput perspecting. but if you have intersections which dont cross, longer trains wont affect that
I think that could scale weirdly though and could technically be more efficient depending on the combination of trains you have going into a particular factory
Game design is that mk3 is multiplier of 45 because that's the number that often comes at that point
it does also come down to how much space are you giving yourself at your train stations. Might be you have to cram it into a corner so long trains just won't fit in the first place
consistency would be more convenient
Not much tbh. You don't care about ratio between belt tiers
I've not played a save file to completion yet, so I don't have full scale rail network experience yet, but I'm not sure if consistency of train size matters much
You only care if it can carry enough
Like if I need resources into a factory and they're coming in from places that have 6, 4, and 2 nodes, let's say. One car per node.
I might just build 3 4-car stations at the factory and have the 6 resource area send 2 trains of 4 to 2 different stations at the factory. Share one of them with the 2 resource area.
oh, consistency is talking about belts, not trains. My bad
yea, and if the numbers are random you have to look at them every time
But end of the day this is probably overthinking it and I should just build stations as needed
I remember them and I haven't played the game for 5 years
i kinda like belts are faster than the typical numbers. like mk3 having 270, while 240 is the typical number you run into. and mk5 at 780 when 600 is the easy number to work with. nothing says you need to fully fill a belt, infact, that can cause hiccups in supply
null
8 car platforms are honestly ridiculously large and I kinda like the size of 4 better even if I have to build more sideways
longbois :p
270 works perfectly for the 45 input recipes and there's a decent amount of those, so it's quite nice
There's a lot of combinations of divisors in this game that end up working and the belts and miner outputs all piece together in different ways for them
Also back in time we had mk4 at 450/min π
yea, was just a smol issue outputting 450 onto a 450 belt, which is the reason i think they upped em to 480
They upped them because community cried it's not 480
No issue in outputting it tbh
i distinctly remeber last machine not getting to output, and still see same issue with mk6 now, where if you try put 1200 onto a 1200 belt, last machines wont really output fully
That was a bug around U7-U8 and got fixed
still happens, trying to outpu two 600/min blenders of scrap onto a single 1200 belt
first one is fine, second one slowly fills up
i did, meanwhile i just try avoid max rates, and its been working fine
And most people do max rates just fine π€·
its seems to be exclusively on machines producting a large stack of items at a time
smelters doing like 1 at a time, no issue
those blenders putting out 30 at a time
I just realized my very first project (biochemical sculptors) somehow uses up half my worlds existing SAM ore... am i cooked?
You could produce less\min
i mean... i already built 10 assembly director systems per min
and all the previous 250 machines for it
you're making nearly 400 sculptors/min??
40
well it says it needs 800 trigons and that translates to 2200 SAM ore.. i through there was only 4200
even with recipe that use the least amount of reanimate sam
theres, 10300 or 10800, forgot which
ohhh ok thats fine then ty i was wrong
also dont use iron to make ficsite
yeah im using aluminym
That number on Tools though is based on using sloops on the miners.
Sorry meant power shards not sloops.
why wouldnt you use shard on miners, its just more resources
Care to share the setup? π
I like to keep informed of such issues (and how to avoid them)
its just two blenders on instant scrap and a merger
Also the QA post, if it got any answers
Because it's an interesting challenge not doing it
A picture (or savefile) would allow to better understand the situation and possibly make sure of what the issue is
hm not been on that save in awhile, lessee if it works
If you do find it, you can share it via DMs
does this sound right to people
curde 1800/30=60refinerys
60x40= 2400heavy oil
2400/30=80refinerys
80x60=4800fuel
4800/20=240feul gens
Replace the "*"s with "X"s xD
so this was my first alu plant in 1.0. theres 28 blenders, paired up outputting onto 14 1200 belts. on every pair, the second blender always fill up slowly, if iempty it, its fine for about an hour or so (miscounted, its 28 to 14 belts)
The math checks out 
thanks man it just didnt sound right
Checks out but if you are one to optimize output you may want packaged diluted fuel too
i got both heavy oil residue and diluted packed fuel
Ohhh, nice, long belts with many segments... The ultimate way to stress-test maxed out belts! 
i did output them into sinks first jus tto see if it ran, but same issue then
Were the sinks much closer to the blenders than the actual consumers?
theres also a sink before each belts manifold, to make sure its running always
yea, i built them ontop of that where the lifts output
like its as simple as it can be. two outputs merged
belt length should not matter, its not pipes
That's quite worrying...
Have you ruled out the "hoverpack bug" already?
And do you have an idea of what's the smallest number of belt-to-belt connections involved in the issue (eg: shortest belt between merger and sink; belt-to-lift or lift-to-lift count too)
yea i've not used hoverpack there
It can matter in terms of belt-to-belt connections involved
i've trouble shot that for hours upon hours
never did figure out why it did it
initially i thought it was my pc at the time being shit, cuz the cpu would hit 100% now and then, but i've tried it on new one and still happens
Are you sure you never used it during your tests?
It can cause issues even when flying on the other side of the map, depending on how things are set up 
the efficiency does vary tho, from 95 to 98%
yea
i actually binned it, so i wouldnt use it on accident :p
Urgh...
This sounds an awful lot like the "good" old throughput issues with maxed belts... 
There are issues with 1200/min on mk6 that are related to performance, btw
Either that or it's "just" the merger giving issues
i just sat there watching the blender from empty to just slowly creep up to 400+ in its inventory
Like I was able to reproduce by having a totally-working-fine big ol' 1200/min system working great on a "fresh" AGS save which would start having underruns when put into my lategame 1.0 save
But the issue showed on a blank save too...
Right, @meager kettle?
In my case it was definitely performance-related
yea, my miners would all be like 98%, swapped to new pc, 100% no issues
well not blank, i've actually not tried it on a creative world
its a late phase 4 setup, so factory count is yes
Yeah, what I'd ended up doing was creating a decent test case on an AGS world, let that run for a few hours, and then imported it into my 1.0 save w/ SCIM
pretty much immediate underruns
"Blank" was a poor choice of words, but I reckon the performance load with such a save was much lower/negligeable compared to the one in your original save, right?
I'd done that after a worked-wonderfully-for-many-tens-of-hours 1200/min aluminum setup started lagging after a bunch more builds on the save; started to wonder if I'd not actually verified functionality originally
But in the end it was definitely a throughput-loss-due-to-potato-PC issue for me
You sure? I dont see you ever doing large projects ππ
yea i never do :p
i mean it only used like 60% of the bauxite
the next one used 100%
Sighs in plans needing rework and additional care and logistics...
made a quick setup, lets see if it does it
so far so good
600+600=1200
wonder if its more of an issue when a save is like, very lorge
Try breaking up the belt between merger and sink into more than one segment
altho they are perfectly out of sync
Actually, to make sure... Is the belt (between merger and sink) currently one belt segment?
ye
i changed it to this
second machine is now slightly building up
also just to give the valve haters an aneurism
Welp... Belt-to-belt throughput loss it is!

so the thing seems to be, every now and then, it like hiccups, and one scrap is not output
and since its 1200 out to 1200 capacity
it can't catch up
and it just keeps building up
belts still read 600+600=1200. but as inventory builds up every so slowly
it can't output the 30, when theres more than 470 in there
so it chugs
at this rate it will prob be 20+ hours until then, but... it'll happen
i put in 42 in there from dismantling belts, its now gone up to 44 when its adding next batch
i kinda wonder if its the lifts
its the lifts
its running like before with the one beltsegment
been adding scrap to the last blender, with like 1, 2, 4
thats been output no problem now
added 8, it took 24 cycles, but it ate it and its gone
how would that work?
BTW, these were some of the test results we had before U7. Just as a reference on how the numbers of segments affected throughput back then (things might differ now, but I reckon that the increase in loss-per-connection might be similar)
https://cdn.discordapp.com/attachments/1006573529183027401/1048911262999908393/Screenshot20220824-18530800000-1.png?ex=69aaaebc&is=69a95d3c&hm=b655f7425b4c2379edea069408f393ef16487f3c9df9dce9d5286cc595fcead8&
seems its still an issue
put in another 8, its reduced the remainer to 3, and has apparently stabilized there
... I'm not even sure wether the same testing setup can be used nowadays though (where the loss in throughput could be detected via overflow splitters). I've read of a few issues regarding smart splitters that might make them not fit to reliably detect things as we used to do...
i could put one infront of the sink
Ideally it should be right after the merger (the loss didn't show within one belt segment so long as the semgnets connect anything with buffering like machines or splitters/mergers)
The overflow is expected to show at the start of the belt (close to the merger), not the end π
At least if it's behaving the same as "back then"
Why don't you put the splitter after the merger rather than before the sink? (Or both...)
did both, reset blender inventory
went to bring in a sulfur node, got tired of handfeeding a box :p
so far nothing in overflow
2nd blender up to 8 items in buffer
How do i even start placing signals for this?
Tbh, it'd be a bit if a relief if we happened to find it happens just with lifts...
Bidirectional trains is the plan
well the left most blender is ever so slowly backing up on scrap
Is that a good turbofuel setup in the crater?
One way is to start from the end of any branch and place signals along it, then do the same backwards. Finally, repeating for all branches
Block signals? How many signals?
Have you read their description and tried placing some yet?
The system helps you out quite a bit, but you need to place some first
Bidirectional trains in that each one can go backwards or forwards? Like you're expecting them to all head back out of those stations and back down the "main" rail?
If so: that's just not going to work. Absolute nightmare
well first off, you're not doing that on a single bi directional track. second, put path signals at every junction, then block signals before stations
Yeah that was my idea
You're gonna have train contention up the proverbial wazoo
Oh, good that i didnt go further then
Bidirectional rails just do not scale
How should i do it then?
^ pairs of rails, set up like "lanes" on a road. That one is right-hand drive but you can do left if you want
10 trains on a single track which can handle 1 at a time... not a good idea
On any bit of rail there's only ever a single direction a train can be going
You might would have realized as soon as you started thinking about the actual signal placement 
Eg: "how long would it take for a train to clear this block I'm creating...?"
I wanted the train yard look but i dont want to fuck myself over either π
That layout I posted is far from the only way of doing it, but it's got the advantage of being basically infinitely expandable off the side
Can i salvage anything or should i just rebuild the entrie thing?
#math-and-meta message this is how i typically do it
Where does the items go?
The quickest solution would be to just add one rail in front of all train stations, where trains can loop back from
into the freight terminals from below
our out
or above, whatever
doesnt really matter
Thats ugly though
That's for you to decide in your own game :P
Having conveyors going above the rails
You set the rules on what's "acceptable" in your save 
Hmm, yeah. But my original idea is going into the trash
yea
Im gonna design some kind of bridge going over the rails
Yeah, and then make sure that you've got dual-rail everywhere on your network. Pick which "side" to drive the trains on and stick to it. :)
Im going extremely brutalist this build, like concrete only.
(Or if you want to give Future You some headaches, enforce different-side driving based on biome and have little crossover areas!)
-# though seriously don't do that. :D
Yep already did from the beginning!
hell yeah!
Maybe another save lmao
I think they should add nuclear meltdowns to spice up nuclear
wdym they cannot fail? boring.
We can fail them by not setting thinngs up correctly ^^
Oh shit i set it up for left hand drive π
do u have the ratios for base+electrode?
forgetting to connect the waste water from non fissile uranium had an intresting event happen :)
What happend?
there was a substanial amount of yellow spice barrels on my belts, and my power gain dropped from about 800gw down to 300, skirting th 299 consumption i had
power grid held on by a thread, panic built a wet concrete plant, cuz my initial idea was to reuse it for sulfuric acid, but that didnt happen
unfortunatly i was so panic'd i didnt take screenshot, but i did take one when my power production was coming back on and the plutonium was being produced and burnt
That doesnt sound fun
it wasnt, specially because i didnt use priority power switches at the time :p
so if that went, the whole world went
Why do you have so many Sommersloops? I mean the 90 in your Inventory + 600.000 MW Power Boost...
The power boost isn't that high when its 30% of a 1.4tw power grid per alien augmentor
But those are still 100 Sommersloops...
Oh you are concerned about the quantity?
Don't be. There is many ways to get more then the default 106. Its up to the player to decide what they are willing to do or not do
the game got updated, and all sloops respawned
so i kinda just played loose a cool with it, as i had like 210 of em
but honestly just figure out how much total water you need - waste water. That gives you your %s and makes your planning much easier
it'll look something like (756-298)/756 x100 = % using fresh water
i prob also duped a few playing around with the belt merge bug :p
do storage units prioritize the bottom output or split the 2
neither
its fully random what it decides to do
if its full, it'll output max on both
but if you put 100 items in, you can see 0-100 on one belt and the rest on the other
@gritty void @final cargo
Ok pinging you both in to how easy it is with no extra step or resources or ratios
this is an example of the various 'ratios' of the recipe combos
this still feeds the fluid back into the system without limestone or anything
it's the exact same work as connecting them, except you dont and the clocking on the solution refineries are a bit different
blue line is fresh, red is waste
in a lot of circumstances you can direct feed teh solution refineries into the scrap for 'nice ratios'
Yeah I've cycled wastewater into other aluminium refineries before
the top bit is the clocking for the practical example https://media.discordapp.net/attachments/558721941410807812/1364891243641049098/ratios.png?ex=69ab42c6&is=69a9f146&hm=45b96d7daa2ca1558953ffa7a2f922d0fd620a6fd5021fae7157dba81b734cc0&=&format=webp&quality=lossless
I got the freight over the rails in a way i am happy with
very nice 'ratios'
but again, ratios are completely meaningless in a game where you have control of consumption and production rates, you create your own ratios.
Sure, I use machines at all kind of odd clock rates
Now that the majority of your teaching is done.
Do you have this in a document ready to cut and paste π
no I just do a quick search with me, image and 'alum' in it
all the teaching materials pop up fast
So as I understand it, with this is you have to fully saturate the water on all the wastewater refineries before letting them produce, or it's a mess just getting them all up to speed
so the fresh water will do it's thing and slowly the waste system will come on line and run at 100%
something you probably want to do is process each belt of bauxite in it's own little system
it's not impossible to connect many systems together but you run into all the same problems of regular fluids and connecting them into a big mess + a few more
just not worth the hassle and at BEST the only benefit is maybe reducing machine count a bit
I wouldn't describe that as 'works well' personally xD
Lmao
Ok trying to understand the bottom right diagram
but I suppose that's a bit subjective
sure π
720 m3 of solution when pipe is 600?
so this is showing a system with sloppy + electrode and the total water needed pm is 600
180 fresh
420 waste
AH ok
well this is just an example of the ratios so you don't need those numbers specifically but you'll notice there's multiple inputs and ouputs
much like the basic coal designs no point needs flow higher than 600
in fact I think in that example it's totally workable to use mk1 pipes? maybe?
I can't see all the theoretical numbers
and the solution machines are clocked so they just direct feed into the ones in front.
the clockings for 600 and 780 using those recipes if you're curious is the one I linked before π
which seems like it does all the work for you really.
even if you ahve a 1200 belt you can easily extrapolate how to modify the 600 example
yeah the 600 bauxite/min set up works well for further expansion/upgrade later.
you'd need at least 1 extra scrap refinery for 1200, but I'd clock it so there was +1 scrap +1 solution.
pls feel free to save the images as clocking references π
for the scrap, you just clock it to match the alumina solution production of the bauxite?
if you want direct feed? sure
in the 600 example I could have used only 4 machiens total though if you want it more compact
the diagram indicates direct feed?
1x90% 1x210%
the grey lines might not be super visible
should probably edit that at some pont
yeah that's indicating direct feed, correct?
but it doesn't HAVE to be direct feed. I just find it pleasing
you can make it much more compact and connect them up like the ratio diagrams
I prefer direct feed. keeps the aluminum production straightforward and easier to min/max
and then scale up as needed
yeah that was my idea. And scaling to 1200 is easy to compact it
I just wanted to be clear it wasn't critical to do it that way
yeah I'm clear on that, all good. Just working on getting over the initial hurdle of changing from VIP. I'm grieving lol
look... vips are an exploit in the end. For some people they work every time, for others it's just a mess
I don't teach people hit and miss methods :\
yup, worked for me for 1400+ hours. first time I've ever had issues with it for no apparent reason. Time for me to move on. I'm just resistant to this particular change lol
I mean it's fair if it's something you like.
maybe if you think about how 1.2 could murder every VIP out there it'll make you feel better
I was very fond of the VIPs, thought they were very clever.
yeah exactly. making me bite the bullet before it's forced on me lol
yeah. And people keep finding weirder behaviours like apparently the number of pipe segments in each part before the junctions can affect how it works??
just fucking black magic voodoo
if the black magic was reliable I'd consider using it. But it's full of angry demons at this point
did this come about after 1.1?
the pipe segments? I think it was discovered a while after 1.1
of course no idea if it existed the whole time. Probably since there really hasn't been any signfican't pipe changes since ... u6 I want to say?
and I don't even think that was a real pipe change
probably just an information loading change
it's possible there hasn't been any real pipe changes since start?
haven't kept track though
makes sense. the vast majority of my playtime has been 1.0 and below. starting to put some real time into 1.1 and noticing some things ain't working so well anymore
the only thing I can think of that could 'not work as well' are just the things that have always been a bit wobbly. Like VIPS or any of hte valve/buffer flow systems
+all the less than perfect pipe layouts
but that's a given really. The main issue with pipes is that you can get a lot of different things to work - just that most of those things are hard or impossible to replicate
That's why I show people repeatable and reliable methods π
ones you can, in general, trouble shoot much more easily
yeah don't dispute that. I only consistently used VIPs because it was consistently reliable for me somehow over 1400+ hours. first time that I've spent days trying to figure out wtf was going on. I didn't advocate it for others to use
RNG gods loved you then spurned you
oh absolutely lol
it's the reason why people come in with wild set ups and go 'I've used this 50 times and it's worked constantly' , and other people come in with the same and go 'wtf is wrong with this'
survivor bias
and when told it's moderately 'unreliable' they get defensive and translate unreliable as 'can't work'
which is wrong, lots of ways CAN work
that's why when I couldn't get it to work consistently for me anymore, I had to inquire about it because I knew it was time to inquire and move on
fair π
and yes, I recall a number of those discussion, I've backed you in a few of them
sorry back to the image real quick, the numbers indicated are in percentages?
this one? yes
I only put the % on a couple cause lazy
I have a lot of little diagrams I can retrieve through searches that started out as slap dash help images for people
this is the only really dedicated thing I created for future use xD https://media.discordapp.net/attachments/558721941410807812/1399363719460556861/image.png?ex=69aac485&is=69a97305&hm=68223d3bafb15272a50b33486dd96ff2e1fc7dd4fcfccc6db8774e216926de38&=&format=webp&quality=lossless&width=385&height=300
ok the numbers don't match up for sloppy alumina using those percentages
105% for scrap is only 189 sloppy alumina
ok lets see
whereas the 140% makes 336
solution is
240 so x 0.9 = 216
electrode uses 180 pm
1.2
so the first bit of the 600 works out
1.05 x 240 = 252
oh whoops my bad
the blue line on the bottom is the fresh water coming in, and the red pipe from the refs is the waste water
it happens π
I physically did the 780 example then wrote the 600 conversion so it's possible I could have made a mistake
but I've shared this with a lot of people and would have been surprised if someone hadn't pointed it out yet
nope you're right, I had em backwards
it happens π
What's more cost efficient, upgrading the dimensional depots upload speed or just placing more dimensional depots?
I lliterally just unllocked themm and they're AWESOME
you want to do both in the end anyway
both. you have more than enough spheres to unlock everything and build many depots. I personally prefer upload speed early game. the last upload speed upgrade costs 23 spheres and I'd rather upgrade stack size at that point
you can use multiple depots to upload same item, that you end up using a lot of. like concrete
max upload speed is 240/min, 2nd depot its 480, third 720 and so on
hmmm, yeah but rn i hhave like 5 sphere's left over and I'm still traumatized from my last safari
don't worry, it gets easier as you unlock better weapons, inhalers, jetpack/fuel, etc
played with spiders did you
II have the jetpack and rifle π
with these sorts of things in games the usefulness builds off each other.
So going +upload +storages tends to be more generically useful
making them kitties didnt make them any less scary
do you have homing ammo?
that helps. also cluster nobleisks if you have a steady supply of black powder/pipes
turbo for spray and pray works well too xD
i have pipes but am working on black powder, before today i didnt feel thhe needd to automate ammo.....
does it up the fire rate?
it starts off slower but revs up fast yeah
adding to list
but gotta aim lol
it does becomes less accurate though as it gets faster
great if a spider cat is in your face though
ah crap i need aluminium for that
you'll get tehre soon enough π
nothing to forgive xD
the current/foreseable future solution xD
yeah I just siphon a little bit off my power station atm
I basically jsut package some for drones and some of it goes to guns
Yeah i made a way too complicated powerplant yesterday that I really dont feel like taking apart partially for a bit of ammo
like it's not that compliciated in satisfactory terms but like. idk
Iβm sorry but what was the problem? I havenβt posted on this server in like a year T-T
Im so sorry pinged the wrong person!
lol all good!
Didnt mean to bother you π
No no I wasnβt busy at all, thanks for solving the problem(whatever it was)!
What is that tool above? I tried using the one on satisfactory calculator website but its useless
Satisfactory modeler itβs an app on steam
oh awesome thanks
try tools - amazing UI.
Modeler is very manual. Takes ages https://www.satisfactorytools.com/1.0/production
How the hell is water getting up that pipe, without pumps? That's a 30 metre rise...
Had a look at that too but i like putting my own numbers in where I want them to be and half the tools and sites dont let you do that. Just putting the end result that you want. I am building my factories based on what the input of the nodes are so I need to start from the input
I'll use a spreadsheet if Tools can't quite do what I want, it does happen. But, Tools is great for doing 80% of the grunt work even in those cases.
yeah you just break down what Tools gives into appropriate sections yourself. Also much more quickly with more info
plus you can just swap out recipes in a moment and alter the whole plan to get an idea of what base resources and items are needed
instead of manually removing and rebuilding every single damn node
The "maximize" feature can do a lot of leg work, too
satisfactory modular cant keep up with my building lol. im building kind of basic and I have to wait for it to calculate a lot
Im sitting here looking at it myself with numbers and it should all be 1:1. Ive only done a small build in it to test and its stuck thinking for 10 minutes lol
I was hopeful for modeler but the way it works doesnβt work for me 
haha yea idk. Nothing is really working for me. The only thing that has worked for me is in game i just build a base one fast with no connections and if I have more ore coming in i just double or triple what I just built. That seems sooooo much faster
Yeah none of the websites Iβve used are as good as the real game lol
I ended up using mspaint to plan stuff at one point
well i calculated in 10 mins on a piece of paper. sorted it myself. Thanks for all the info though everyone
Im just building a pretty big Rotor factory. Im nowhere near end game but working on early game factories. So this Rotor factory will produce 48 rotors per minute. thats not bad for where im at at the moment
you were doing sloppy reg right? https://www.satisfactorytools.com/1.0/production?share=xY9maNo6X9hP6NBIGTPz
Yup
That is a lot nicer than modeler 
and you can swap recipes in and out to see thechanges lightning fast
takes a little bit of learning but very worth it
The under clocking works great with two setups going I combined the two 50% into one line so itβs all running full speed 
clocking is the core logistical management tool of the game. Fixes jsut about any issue before it becomes one
Do you know that you can swap the input/output items position with a click and drag - so you can drag ur rubber down under the Heavy oil so they donβt cross paths ;)
Yeikes π
Yea maybe im just bad at these sites and stuff. Or didnt give it enough time but a pen and paper worked out perfectly for me haha
Fair enough π
what were you trying to make?
Duuuuuuuuuuuude, I was already trying to make it work like this and getting frustrated everything was always the wrong way around, thx!
specifically, number of final output, alt recipes ect
I like satisfactory modeler, itβs more manual work but it gives you the output with the resources you have instead of you trying to snipe the amounts via output preferences
Very easy to use and get into
True. I used it for a bit but then it was on "?" for like 10 mins even though everything was connected and worked fine. and when i did the same diagram in game it worked fine. so i just thought maybe its still working out the kinks?
It usually tweaks a bit when you add storages
Lol probably - may I see the model you made?
oh lol i deleted. i could replicate again sometime.
Haha okay no worries but if you run into the same issue Iβd love to take a look :)
yea no owrries
Tools can do that as well, and much faster
The question marks indicate that the planner doesn't know how to solve something; ie: it needs more data to properly calculate all the connections you made.
Eg: linking the output of a node (without any set limit) to something consuming a set amount of that is fine; adding a link to something with unknown consumption (like a storage) will result in question marks; adding a limit on the producer node will solve the question marks brought by the prior step
Yea I couldnβt see any issue and I didnβt add any storage I didnβt play with the limits. And when I just went ahead and built it in game it works fine all 1:1 as well. Idk what the app was doing. I gave up on it
Hey folks! I built this steel mill using numbers from a satisfactory playthrough but i wanted to try building the setup using Satisfactory Tools instead of watching a tutorial.
I wanted some advice on how to optimize it or maybe a way to get more out of it? I have some excess resources i'm sure could be used but im not smart enough to do it XD
Resource Amounts:
480 Coal / min
360 Iron / min (have more nodes near just not using currently)
150 Limestone / Min (also have more nodes)
Amounts being used:
270 Coal / Min
330 Iron / Min
108 Limestone / Min
Any advice is really helpful, i'm not really good at this game ;w;
(satisfactory tool setup also linked above :3)
you could look at alt recipes you have access to (or could get access to) to see if any of those might help
you could also work backwards from what you actually want to make numbers-wise instead of trying to fit the output to the inputs
or just make random stuff from the leftovers
or dont care cause its gonna get overhauled in a couple hours
pfft, rebuilding is optional, a working factory doesn't need to be replaced
(though steel I do usually make an exception to get solid steel up and running)
lowk rebuilding things to be slightly more efficient is so satisfying to me
well didnt specifically say rebuilt
I just build 'em 100% efficient in the first place and move on Β―_(γ)_/Β―
usually recommended not to do that
rebuilding: +5%
not deleting the original: +100%
Rebuilding 105%. Not rebuilding: 100% :p to each their own. Rebuilding can be fun just to redesign something.
Just make sure you have the materials to do it if what you're rebuild is your only production of said items
most of my first time builds are temporary and are designed to be torn down
theyre just built so i have something producing while im building something better in a blueprint planner
also if you're looking to rebuild starter cuz you got mk5 now, its like 1300% production :p
but if you left that starter one as-is and just built the new one, it'd be 1400% π
if you build new and keep old, it's still more production for less effort
yea, its an option for sure. but maybe the placement of the machines and belting isnt appealing, and you wanna redo it to make it nice. its also valid
I'm not saying it's not valid, I'm saying it's not more production than keeping old and building new
and it's definitely more time consuming
time in a game where a lot of us put hundreds if not thousands of hours into :p
and yet some people would like to not waste time
maybe its not time wasted to them
also maybe they do both, build new AND rebuild (hi its me)
it's their choice to do
but I'm still not gonna recommend it unless you have reasons for it
I realize anyone who cares uses SCIM for this but if you need to get 2.5 degrees of angle without it, you can't, but you can get 2.4997 degrees of angle by measuring 160.5 meters out along two rays separated by 5 degrees, free-forming directly between the end points, and then come 7 meters off either end to be as close as will likely matter. This gives you a 90 degree ray back to center misaligned by so little that you can't actually tell, and if you can manage to free-form angle it all the way back to center, this reduces it further.
Are there any hard drive recipes that I should prioritize?
the ones you think you can use
for example if you get a recipe that gives you 240 screws/min and you only have a belt speed of 120.... its not useful
what i mean is are there any that stand out as highly useful
there is strong opinions on Recipes mine is they are all tools that have uses
I'm so upset that this needs 400 sulfur because it's literally 20 off from being able to run 2 setups of this with a mk5 belt
sorry but what software are you using
looks like the program off steam
yeah satisfactory modeler on steam
its free. its mostly for layouts
@wind lion
So 32 gens i believe, for 480 coal
I have written two scripts to find better values. The first checks every possible (legal) straight line segment between two adjacent 5 degrees separated beams at 0.5 meter incrementing lengths, and the second scans the results to find the minimum.
2x 573m beams separated by 5 degrees radially.
Ends are 24.99985824907044 m from each other.
Measure out 12, click, H, nudge a half, freeform back to center.
Result: Really close to 2.5 degrees. Like stupidly close.
oh... no...
Looks like something clogged.
this is why i use power priority switches lol
im so confused how this even happened its been running fine for 60 hours of gameplay then this happened with no changes
Oil without 100% of byproducts being used looks exactly like this.
Either that or for some reason, something that had previously been supplying at 100% decided to drop off a cliff. That usually only happens if productions start backing up because they can't get rid of byproducts. That can take forever to ramp up and hit, and then the cascade shutdown strikes fast.
should prob go have a look at your powerplant :p
going π
It can be as simple as a rounding error on your last machine on the line, or a pipe bottleneck you've overlooked. A machine that you forgot to connect. Depending on the scale and the amount of redundant paths... you've got some likely cuprits.
Having everything in full shutdown mode is going to very much complicate your efforts though.
shouldnt be hard to spot it, the generators will be out of fuel, trace back to the producers and see if some output is full or lacking input, then follow from there
Yoinked a powerline?
yepo you got it, was making sam fluctuators and replaced a mk2 coal miner with a mk3... didnt realize the power line went with it
Well, glad that was an easy solve. Now you just have to yoink 10 more and ramp back up.
yeah thats gonna be a pain in the ass
Yeah. Lot of pre-buffering if you want a smooth start.
i shoulda been setting up priority switches since the start
Better multi phase it, do it right.
I wasn't anywhere close to guessing the cause of the stoppage, but oh well.
would u recommend i figure it out now or wait till i rebuild factories...i kind of have a sloppy power line setup between factories
it would prob make restarting your power easier
Uh... now actually. It's all already off, you've nothing to lose, and you're going to have to do it anyway to online it.
isolate all factories with power switched, and then just turn on power
yeah fair enough
like coal, then fuel, then the rest
how exactly do you use priotity switches?
Once you put the switch down, name it something that makes sense, and then when you pull up the grid, you can put the switch into a group (1-8) for priority.
And basically when power starts running out, the highest number gets shut off first.
so it kind of acts like a fluid valve?
Generally you want all your power generation on its own priority switch and in the highest group.
Uh... It acts like a priority shut off. When a supply is too low, it starts cutting off customers, and it does that according to what bracket you've put them in.
not even a little bit
its just an on off switch based on priority and power availability
place it on the incoming power line for each factory
It is possible to (and very much not advised) to have power generation be on a lower priority, and have your entire system never work properly again.
Like... If you were to take... all the sinks on the planet... and each attach them to their own priority power, or have all of them attached to one, it does not matter... And you assign those to group 8... Then when power runs out, it will stop sinking everything. This, again, is a bad idea... BECAUSE... Sometimes you need to sink byproducts to avoid overflow and backup. But it would also kill vast majority of power usage.
yeah.. ill start working on setting it up, ty guys
I basically go: Miners and pumps supplying fuel raws as #1, fuel processes as #2, power generation itself as #3, and then #4 I think was my depot'd build materials factories, and 5 and so on were extra.
8 was my high power slot, converters, accellerators, etc
when building a large facility for low tier items, how does one decide how many of which items to produce if you don't have any of the factories it'll feed planned out yet?
by machine count and belt throughput.
You never producr for future factories
Or does one just build a giant smeltery and sink everything untill you need the ingots fdor somethhing?
Also he's right. You plan your line in reverse. From end result down. And if you want to fluff it up to add clean numbers, you do so here.
You make what you need now, future factories will make their own intermediates
Don't centralise like that, it's usually a badβ’ idea
that feels backwards though
You can do it either way. Build to max given available resources, or available area. You're going to run out of area sooner more likely. Then you go vertical. Or you plan your factory from the beginning with intention, ratioing everything with a final in mind.
cuz thats what ive been doing up to this point andd its just been a headache findin thhe nodes i need somewhat close together
i dont, theres like iron everywhere, so if i need more plates i just make more plates
Things you typically plan are aluminum usage, oil usage, sulfur usage, coal usage, quartz, etc... Everything else tends to fall into place within these limits.
You still build the same amount of machines, but don't need to guess how much you'll need
hmmmmm
Independency is a gameplay strategy where factories do not depend on each other, removing the need to distribute resources and manage connections between them. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become spread across the world.
cuz like, my "base" sits on 4 pure iron and 2 pure copper nodes and I make prettyy muchh everything I need, just not in huge quantities useable by other factories. Y'all saying I shouldnt tear it up to make one big giiant smeltery/low-tier-itemsery?
yea this is what Ive been doing so far
Definitely not tear it down
What I tend to do is pick a large area (500m or so) and purposefully pull all the relevant resources from nearby into a clean and flat build area and start making large volumes of a singular product, or span of products from those materials.
Big smeltery is fine-ish, but still tons of logistical issues for not much gain. I do not recommend
hmmm, thx for the advice
(I stilll have to rebuild most cuz i was smart and built it on three different grids and I wana connect te to a small mall lol)
*5
holding ctrl while placing foundations is your friend
holding ctrl while placing most things is worth a shot.
yea I've known about the world grid for a long time, i just..... forgot idk
XD
2 sec
thats not a bad thing lol
it just creates more problems that are not easy to solve.
Can easily connect separate grid together
Particularly if they need to cleanly intersect
World grid is a trap anyway
World grid is a helpful tool. It's only a trap if you think you have to have it to build the way you want, and can only think in straight lines.
I also think in ddiagonals as long as they're 45's (or if they in some other way nicelly line up, thx pythagoras)
For sure, but if you go with "everything must be on WG", you've already fallen into the trap
Why do you say it's a trap? What failure is it setting someone up for?
I'm quite fond of hexes, 60, and 30 degree intersections, as well as full on circles with as many 'sides' as there are machines in the array, or similar.
i know this spot. Its my fav start locale
I have been meaning to build a circular factory, but I'm waitiing for something I need a boat loadd of so I can make like a pit of stuff thats just endless materials
I like the view and the forest behind it :)
Removes possibility to adjust for terrain, increases logistical effort, eberything is right angles only, etc.
that world save will always stick with me. I really learned a lot that run
this spot ddoes make you think about stuff more than in the plaines
i made a crocodile in that river ^_^\
this is my first proper solo playthrough and I'm doing a surprising amount differently than in all my other saves
with like foundations or?
pipes and beams I suspect
thahts pretty cool
i was going to put scales ontop but decided to leave it open
although i cant hhelp but miss the trees π
or are they just out of render distance?
well there isnt much trains here as the river is part of the rocky desert.
and i likely cut many for biomass early as i skipped coal this save
no no i mean behindd the station on the cliffs
oh lots up there.
my idea was just section each factory off (they are all independdant mostly) and place those as priority. tbh so far its all the same priority apart from power at the top in my eyes
this picture is from really far away. up on a cliff/ mountian ion the rocky desert
i put things i never want to black start in the top tier
ya i skipped coal and forced myself to fuel ASAP that world
damn
all the coal by the river was used for steel
I finished my fuel powerplant yesterday, cant imagine starting a 2400mw factory on biofuel burners xD
I made a balancer for biofuel andI got power priority switches early so I could remotely turn on and off facilities.
My depots are full at my starter factory, perfect that can turn off. Steel on
yeah but still thats a lot of tiny little biofuell burners xD
actually 2400/30 is only 80 so its not that many
but its stilll a lot of biofuel imo, i usually never go more than a few hundred mw
few hunddred as in, 8 burners was my max this playthrough xD
i only used 15
ive cleared the game many times everyrun i have to set challenges and rules to make it fun
so i went no coal power sped to fuel and geothermal.
cool cool, doesnt geothermal kindda suck though cuz it fluctuates much?
All of this for 80 nobelisk per minutes...
you like blowing stuff up i see...
yeah i don"t have crafted the detonator yet xD
have to go to my main base to create one
you can just build an equipment workbench and make it anywhere :p
yeah but i need some materials that there are is a specific place
yeah or upload a dozen in a dimensional depot
don't have that yet
yeah tbh i don"t really focus on the MAM until i really need it
sounds like you need dimensional depots
and you always need smart splitters
and proprity power switches
although smart splitters can negate the need for priority switches to an extent
i've seen that a signle dimensional depot is like 300MW of power right ?
i barely produce 3GW xD
they draw 0 power
thhey dont consume power
teleporter is 250mw
and at the point you get them you would not have to worry about a 250MW draw lol
tho it will spike to 1000mw when you actually teleport
no wait
its 1000mw as they power on, then when on its 250mw
oh shit
if your supply of singularity cells run out, it needs to power back up
tldr: get dimensional depots andd smart splitters
remember portals are all the way at T9, where your power will very likely be in the hundreds of GW
why does thhis program always insist on splittin things 50/50 π
use a different one then
Can somebody please explain me loopback in this blueprint?
some balancers require you to loop back excess due to not possible to split to given number
but honestly balancers are kinda pointless anyway, so I wouldn't bother with them
(e.g. 1 to 5 balancer is actually 1 to 6, but one looped back)
so this is 4 diluted fuel blenders outputting to 4 nitro rocket fuel blenders - is there any reason to, or NOT to, connect the other end of this fuel manifold as well and make it a loop?
actually why the heck am I even manifolding it at all
dont loops solve like everythin in satisfactory fluids?
just one pipe from one blender to the next lol
they help a lot
okay so, I have a powerplant that makes 150 plastiic and 160 rubber as a byproduct, i occasionally use rubber for crafting but like, its not really used for anythingg at the tiers I'm in, I probably know the answer alreaddy but should i convert this thing to make plastic only and then use the plastic (cuz i was gonna use the plastic anyway, might as well make more of that stuff)
Because Modeler models how splitters work in the game, they split evenly between the available outputs. If you want a different behaviour, use a priority splitter.
then why are there seperate little blocks for splitters?
and why doesnt it split 50/50 here
like, it only splits 50/50 whhen one output is going to a storage container and it's confusing cuz like whyy
*in my opinion
have you tried other planners?
I have, but satisfactory modeler gives the most freedom in what you can do i think
like other thhan this one weird splitter thing its great
it gives practically same freedom as other planners tbh
i mean like, ow you can put stuff together yourself, like the web one (not the one with the blue background, havent used that one much) I havent figured out how to actually place a buildable myself
Splitters also implicitly overflow if an available output is being rate limited to less what an equal split will give.
Here I'm splitting ore to a container, but the splits aren't equal because I've rate limited the ingot production.
yeah but you cant rate limit a storage container
@gaunt tartan so the top one is ofc the default recipe, look at the other two, personally i love the bolted alt recipe because it's an even amount of screws
Well, you can't do that in the game either.
well.... thats what balancers are for
i know but i now need an artificial rate limiter if i want to ggive a production more than a storage container
why doesnt it automagically take what it needs and then send the rest to storage
i mean you could use a smart splitter there but still that'd make the diagram more complicated
Maybe you two can help me... I dont understand using modler at all. I see on tools or my spreadsheets i need 4.89 machines i read that as 489% production split anyway i wish between machines with a machine cap of 250%
i dont need a modeler to see this. When i tried using it to do a layout i felt like i was just dfoing it twice as i can just place the machines in game and i know the spacing already from interacting with the game so often
If you want a line to take what it needs and send the rest elsewhere then use the priority splitter which acts like a smart splitter e.g. high priority output (any) to the line, low priority (overflow) to container. Shouldn't make the diagram that much more complicated.
With modeler you can have the Sinks with specific Mk. belt for what the allowable maximum throughput can be - dunno why the dev has done that, need to ask them π
the way modeler works gives like infinite freedom but that means you need to be SUPER aware about how the constraints work
but you can do that ingame with containers too π
you can "rate limit" a storage container by using a priority splitter - the top node of the output of the priority splitter is default and splits evenly like you would expect, the bottom node is overflow
Water is broken af, pipe on the right COMPLETELY FULL, while pipe on left remains empty regardless of if a pump is there or not and I made damn sure the pipes were connected
which is why i wanna be able to constrain the container xD
the priority splitter trick I just described does precisely this
if it gets used at the same rate you supply it the pipe will never fill up
but i shouldnt need a prio splitter if the sink works without it yk
e.g. this is part of my HMF layout, and I can just play with the numbers of machines in the downstream or upstream and tweak it until I minimize the overflow into the container, or get it to the amount I want
but that's kinda the point, you need it to overflow because you want the constraint to be the machines, not the storage container
yeah okay in that case it wouldnt work to rate limit the container itself
but sometimes typing in a number is just a lot easier
personally I don't actually want the ability to limit throughput of specific nodes because you can't do that in game without weirdly complex series of splitters to load balance outputs.
so the overflow with the priority splitter is the better way to do it imo because it actually reflects what you'll be doing in-game
if you only want 40 to go into the storage container, then do the priority splitter stuff and tweak the rest of your factory until it actually only outputs 40 to that container. or do some complex load balancing
Slightly different case. The Sink is an endpoint. If the Mk. type is less than what you're trying to sink, Modeler will indicate how many will be needed.
Containers have an input and output and depending on how you are using them, will be involved with the production calculations.
yeah but this is a tool, gimme the ability to use it as a tool, i dont see why people are opposed to the ability to rate limit a container lol
like your use case is not something the game itself can easily support....it's a tool to plan for a specific game, if you give it that ability then the rest of your factory will kinda brick itself if you try to follow that layout, or it won't operate as you expect
yeah but i myself know I'm gonna put a sink with overflow at literally every output ever anyway
.....?? then do what I said with priority splitter into a sink instead of a storage container?? because that's exactly what you're gonna be doing in game?
@fervent spire You are a compitent player, can you educate me
#math-and-meta message
limiting a particular output to a specific number is not something you will ever be doing in game without complex load balancing.....that's why I'm so confused by why you want it
what you will be doing in-game with your described use case is exactly using a smart splitter
limiting output to specific number is super easy, you make a set of machines that make exactly that much
but it adds unnecesary complexity to a diagram, i like to be able to just easily see shit (and this might just be me cuz I'm like almost legaly blind)
well the way he's describing it is that you have a factory outputting 100 and you only want 40 of it to go to a storage container
not sure which is "one with the blue background", but try https://www.satisfactorytools.com/1.0/
but like...if you're using the other 60 for further downstream in the factory? just...use an overflow splitter? that's precisely the use case
just separate it into 60 and rest
i do that and then it splits it iin half, cuz i want those items used AND stored
how is that unnecessary complexity if it's literally what you are doing in the game
yeah then have separate set of machines that make items for storage and separate set that make it for next step
because by default, when you drag a node into multiple outputs, it acts like a default splitter. which evenly divides it.
if you need it to not do that, then use a smart splitter.
Athena is 100% correct. just feed your machines and do an overflow splitter before em
that makes the diagram more.... yk nevermind
if storage wants 20 and machines 35, clock machines to make 20 and hook them to storage, then clock remaining machines to make 35 and hook that to factories
I think what you actually want is the ability to directly configure the output node of a block to act as a smart splitter instead of a normal splitter. and then drag two different "types" of lines from the same node - one for normal, one for overflow
people i know how the game works i just want to β¨ simplifyβ¨
it doesn't get simpler than "make it separate" lol
that is more complexity in how to use the software and I don't think that's worth it when the normal use case is WAY more common than the smart splitter use case
its very simple, you kinda wanna complicate it
that sounds like a ui nightmare so not really
.....exactly. so then how else would you remove the smart splitter block and still get smart splitter functionality?? that's what's confusing me so much about what you want here
no matter how you slice it, if you want a wire on the graph to act in a way that doesn't just evenly divide things, you need SOME extra UI or complexity to the nodes
I ddont need smart splitter functionality i want to rate limit a container
like i get that it doesnt work in game like that
and i get that a container isnt infinitely big
it kinda does tho
in Tools you can just say "I want to produce X" and not deal with this stuff π
and if for w/e reason you want, you can use splitters and mergers to divvy up any belt in any number
I think I know what you saying. Modeler isn't a layout tool, the dev has previously posted to say that it wasn't designed to do that. It's just that some users will use it for that.
but tools you just say i got X i want Y tell me and its done. So I dont get why modeler is a thing.
to answer this, the use case for which I use modeler relates a lot to my playstyle and it's why tools doesn't really cut it for me with the way I like to play and plan things.
tools is really nice for seeing like, the general shape of a recipe. but I still want to plan out my factory to do mutliple things, potentially
take my HMF factory for example. I also wanted a bunch of the intermediate materials to be produced in excess so I could send them to the dimensional depot. so I can set up the chain in modeler with the splitter->overflow setup and then just play with the machine numbers until all the outputs look like what I want them to be.
I know technically you can accomplish a lot of the same with tools. but for me I prefer to play around with the machine numbers myself to keep them round if possible, and also looking at input resource numbers. and tools also kinda gives up with this many constraints (understanably so, I don't expect it to lol). plus, sometimes I don't KNOW what kinds of intermediate byproducts I might actually want to make extra of, etc. and this method lets me plan out bigger projects really nicely
okay, i kinda understand. I just need some raw numbers and i can figure that out in my head. so i can understand if you are unable to do that
this works for individual items (even if they're more complex items). it doesn't work when you want to use [some set of resources] to make multiple items in a factory, or make extra intermediate items, etc.
.....I can give you the 960 coal 1440 copper and a bunch of limestone and you can pull out that HMF line in your head?? like more power to you if you can, but like, modeler is fantastic for putting together large factory plans with multiple products when you may or may not know exactly how many resources you want to use
like I have a TON more resources than what is required for this HMF factory being routed into the plains, but I don't necessarily want to use it all just right now. so I'm working both backwards (from how much HMF+intermediate product I want to create) and forwards (how little of my available resource can I get away with using) at the same time
i just math it out myself. i have x amount of resources. what do i need, how much can i make with what i have
I'm NOT just trying to solve for how many [x] can I make out of resource [y]
i get what your saying thank you
takes me like a minute to do it
then just write it down in steam notes so i dont forget
when i tap a node i generally make all the lets iron into iron ingots and overflow it into sinks label it then tak what i need tfor the project.
this is literally what modeler does, like, what? it's just doing it visually instead of in a notepad
math is same yes, i just prefer to do it myself
we are doing the same process you're just writing it down and using a calculator instead of dragging items in modeler
and i dont need to finagle some ui or anything to do it
Ya, if it gets complex or if im tired i have a note pad and a spreadsheet and you can do math in the ingame codex on the recipe itself
I'd underclock the node π
valid option i do too
like i do most math in my head, sometimes calculator helps if theres fractions
@fervent spire Im not attacking modeler users or tool users. When things get complex i use tools to connfirm my numbers
I am asking questions because i dont like being ignorant
I'm glad all these tools make the game more accessible. honestly if school was this fun we would have more of the population with higher critical thinking
4 lanes to 10? 1 to 10?
wdym?
I have 4 lanes I need to split equally to 10, same I need to split 1 to 10
why do you need to split it equally?
Because I have refineries for caterium crude coal and caterium
manifold works as well in those cases
manifold the first line until you it cant feed the next machine then merge in the second line and repeat
I am using SFS
or have each row of machines use exact amount you have on belt/pipe
that works too
And I don't get 825
many options ^_^
Only 401+411
balancer being the most convoluted and complex
any x:y balancer work the same, just the scale gets out of hand
I'm running SFS 10x4
so have two groups of machines, one using 401 and one using 411
split each x into y amount, then merge all the xy into y
Outputting*
or that
Even though I have 4 inputs of same
Manifold my beloved
you keep using the "SFS" which I don't think I've heard before
but I don't think anything would change my recommendation
Yeah what is sfs 
satisfactory... seggs?
ah, so you're building someone else's factory, not your own
though as I look at it, it's still the same advice - clock machines based on what you want to make or what you have on belts. No reason to balance
why is ther an input belt on alien poer augmentors? ]
This doesn't change the fact you can adjust machine clocks.
T9 use.
ok ty
Np. Complex to make the item for it but it ||changes the power boost to 30% for a short time ||
is it common to see people making those?
Then why am I getting from 5 rows below 380 and from 5 rows above 420 given that I LB 4 inputs of 780
I wouldn't say its uncommon. Although its completely optional
alrighty danke
no idea, but a simple manifold would already work at 100% by now, instead of you toying with balancers
I am ex factorio player
And I can't divide 10/4 as whole belt
That's why I use balancers
you don't need to
I saw Doc's video but then why do I get different outputs?
check how much you have on belt (e.g. 250/min)
calculate how many machines can that belt feed (e.g 4.8 machines)
build that many machines (use clocking to handle fractions)
manifold them
Okay probably tomorrow I will re-work
Factorio plays very differently than SF, get used to it instead of trying to play the Factorio way π
So fucking real
Modeler legit feels pointless like tools gives me the info I need and then I'll lay it out how ever it works out in game or best for me
It just feels like so much more work
Both games play very differently than each other and I love it
Also question would there be anyway too make tools sync between platforms or would it be like alot of work too setup and stuff cuz I hate not having my stuff from PC on my phone
can share via link or file
Yeah but I'm not home
And have no way of accessing it from my phone
It's not that annoying just something I wish was real tho I assume is way more work than it worth
well, you would share it before you go away π
Today i made the mistake of building a single layer logistics layer
I guess this is the price i have to pay for being pedantic about intersecting belts xD
(red is copper and yellow is caterium)
(this looks like factorio)
I always use the argument for having chosen satisfactory over Factorio that Factorio is too flat.... yet when my factories get complicated they tend to become single floor factories xD
If only you had a 3rd dimension to work in.
Well, we can dream one day
Tier 10?????
What?
Tier 10?????
What with it
If only we could actually see the beltwork below the thick colored lines... XD
about a million alternate recipe combinations later ive finally been able to make 4 uranium fuel rods out of 2 piles of dirt and a box of raspberries
isnt that the same user as last time
yep
@compact vine this guy
idk
the automod prolly deletes the message before they see it
Using mk2 miners for 4 normal nodes, should be baalnced right? (mk3 belts)
Now i need to decorate this
im struggling with decorating at. i got so much of it to do. But i wana just move on lopl
Im not gonna do it now, im im still in early stage, so im still working on improving factories, so everything would be used
you can also do 3 extractors to 8 gens
Yes ik
If the refinery is using 3m^3 crude oil at 30 per minute, is that 30^3 per minute or 90^3 per minute?
that's 30 per minute or 3 per craft
I cant tell if its saying is using 30 of the 3m^3 or if 30 is the total
So it would be 30m^3 per minute?
yeah, as I said, 30 per minute
Ok thanks. The lack of the ^3 is a bit confusing in game.
that's just the unit, we usually omit it here
If I remember I'll make a save copy and take everything off the top and send a ss.
A third dimension to build in
Satisfactory has that
Naaaahw, surely not
you know what the D in 3D means? π
derangements
So, Iβm building my first oil refineries, for plastic and rubber. With liquids like oil is it generally better to perfectly match the input and output, or should I just try to make sure the pipes are full so the refineries always get what they need? An extractor produces 120 oil per minute, and the rubber and plastic each need 40 oil per minute. Should I just attach 1 extractor to 3 refineries and call it good, or add a second extractor to make sure everything works correctly?
Exactly
pipes being full and flow rate are two different things, btw.
you DO want to make sure the pipes are full. but this just means they are actually full, as in completely full of fluid, even if they are not flowing at the max rated capacity of the pipe (300 or 600). to do that, just hook up all the pipes and let the pipe fill before turning on the refineries.
you do NOT need to make the pipes flow at maximum flow capacity - they can flow below 300 or 600
100% make sure the pipe is full though, this prevents issues with sloshing because the game simulates them as actual fluids, having the pipe full will avoid a lot of issues
matching exactly is always the way to go. No reason to make more than you need
this is great advice. Thank you
also worth noting that now that you're getting machines with multiple outputs, if any output is backed up the entire machine stalls. so you do generally want to be using as much fluid as you are consuming and never letting anything back up. start sinking overflow outputs if you haven't already
yeah, I had asked about that a few days ago. You need rubber and plastic to unlock fuel power and packaging, so the only way to sink byproducts before that point is to produce coke.
i found platic and rubber exploring so i used that to unlock fuel
say i have 1 machine making 100 water pm and another machine consuming 100 water pm directly connected on a flat surface over a short distance, will the pipe show 100 water pm flow ?
unlikely, since production isn't continuous
lets say the recipe produces water in small quantities, but rapidly
yes... most of the time.
the pipe shows the average.
But machines gulp fluids and spit fluids. its not a steady stream
and i heard a buffer does not improve anything ?
usually causes issues
if 10 machines finish their recipe at the same time, and cant output all the fluid, they would naturally become offset it guess
something like that.
fluids are confusing because we can not see what is happening. we can only infer whats happening from behavior
peak game design
The "offset" could probably just be absorbed by the machines' inventories unloading as they have a chance (ie: none would go idle)
if pipe capacity is big enough
unless you mean the output buffer of the machine
both could have problems
Unless slooped, machines output less than half a "stack" of fluid, so they have a full production cycle of time (or more) to unload it without pausing
i just built a fuel power facility
4 lines fed four banks of fuel generators.
all of them are pretty much identical. 3 of 4 ran perfect.
the fourth i had to dismantal all the pipes and rebuild (the same way) to get it working
not sure what happened but it works now
anyone know how I can configure splitters to send 3/7ths and 4/7ths, respectably, to separate manufactures?
no, but you can just place one splitter and it will self-balance over time
or make the 3/7ths and 4/7ths separate from start
π₯
I hate doing that
unfortunate
true I should just seperate it
(another option would be to put splitters and mergers in such a configuration that it would split in those ratios, but that's usually annoying and I wouldn't recommend it)
thanks
Split it into 8, merge 3 and 4 together and loop the 8th back.
https://www.satisfactorytools.com/1.0/production?share=13zpEuP8TdR4ewZXVv9L
I am trying to build this, but am stuck on this loop part, also I have only Mk5 belts, like to divide by 2? then given input fuel just to put pipeline junction and place split on A, C and make inner loops between A and B, C and D?
don't mind fuel generators I used them to sink fuel to test Polymer Resin generation (358pm)
recycle recipes uses fuel to double production
you don't need to put it all on one belt anyway
1 rubber + 1 fuel = 2 plastic + 2 fuel = 4 rubber + 4 fuel = 8 plastic etc
Yes, let's say I split in 2 pairs of 8.X recycled rubber + 9.5X recycled plastic and use Mk5 belt how does this loop even work? Would I need to place smart splitter with overflow? how would I extract exactly 253.75 plastic) for plastic ai limiter?
70 plastic is easy to be extracted (Mk1 + Mk1 / 3 / 2)
how would I extract exactly 253.75 plastic
by making a group of machines that produce that much
Yes but it's closed loop
and?
that's what bugs me
it's not closed loop if it needs inputs and has extra output
(and doesn't even need to be built as a closed loop, it can be built as a chain)
the excess gotta go
Let's for ease divide by 2 everything since I am stuck in Mk5 belts, how would I group recycled rubber refineries and recycled plastic refineries?

