#math-and-meta

1 messages · Page 392 of 1

mint coral
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All recipes are just tools. Some get more use them others. This doesn't make them good or bad

half geyser
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Bolted iron plate is not a very good recipe

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It costs more resources in exchange for taking less power

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Generally, power is not the issue

tough roost
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power isint a issue for me its space

half geyser
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Well it does save space too

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It just takes more resources at a wacky ratio

tough roost
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if it does have a wacky ratio i dont want it ill just reroll

limpid vapor
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Lukewarm take: anything that involves screws it hot garbage

half geyser
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Yeah

tough roost
half geyser
half geyser
vapid gorge
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if you're making space parts, plastic SP really extends resources with a bit of plastic

half geyser
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Plastic smart plating… honestly I forgor if they’re used for production of anything significant cuz it’s been so long since I last was far enough into the game that it might be useful

vapid gorge
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tempered caterium gets you more caterium for a bit of oil without a TON of refineries like the Pure version

tough roost
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prob neither im prob gonna leave it in my hard drive library until i need it

half geyser
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Yeah

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I would recommend the caterium one if you gotta choose

vapid gorge
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up to you, the caterium recipe is a solid generalist

half geyser
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But yeah no need really

tough roost
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ill just get temperd cat then

limpid vapor
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I would just sit on those

smoky pawn
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how effective are splitters at increasing speed/efficiency with chaining?

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I'm new to the game so I wasn't sure how fast or slow they were

limpid vapor
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They don't have speed caps, what goes in, comes out

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At the same rate

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!wikisearch manifold

glad apexBOT
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Official Satisfactory Wiki

Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...

limpid vapor
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That's why we can make systems like the one above, and it works great for almost everything

half geyser
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Still highly recommended

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Kinda like asking why we use foundations when building factories

limpid vapor
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That's makes it sound like they are some kind of optional aesthetic thing, they are not

half geyser
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They aren’t super functional, but they help and are nice

half geyser
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absolutely optional

limpid vapor
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Tf you talking about lol

half geyser
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this worked and didn’t use any manifolds anywhere

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but it’s also awful, so just use manifolds and foundations

limpid vapor
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It's a game of balancing ratios, you can't do that without splitters and mergers

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Big difference between "it works" and "it works well"

smoky pawn
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systems engineering is fun

limpid vapor
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Lots of opportunity here for that, naturally

limpid vapor
half geyser
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Well, and you don’t even have to balance stuff

limpid vapor
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Never said you needed manifolds for it, but it is the simplest way to do it in most cases

half geyser
# half geyser

A lot of this wasn’t even balanced, it worked because resources are infinite so it didn’t matter if half my stuff was horribly unbalanced and dysfunctional cuz it would eventually poop out a supercomputer when it felt like it

limpid vapor
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Sure, but like I said, there's a massive difference between something that barely works, and something that works well

half geyser
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It is a valid way of playing the game

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But it is not something that people come to this channel for

limpid vapor
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Sure is valid, but also potentially exponentially more frustrating as the soup gets bigger

half geyser
# half geyser

Now, I can see someone coming to this channel asking if manifolds do anything functional because they built like I did in this old world but like actually measure stuff out and now they’re worried that they’re missing out on efficiency

half geyser
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The two reasons why I stopped playing that save thee years ago were:

  • I couldn’t really expand it, any time I unlocked and automated a new resource I would just have to afk for 40+ hours before I had enough of it to do anything useful
  • framerate hell
limpid vapor
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Yeah, yikes

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When you build 1 supercomputer per minute but it's so bad that the production in practice is more like 0.05

half geyser
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Now I build big boxes to hide the jank in, I still like building messy spaghetti but now I just have an input side and an output side and everything is carefully measured to be 100% efficient

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You just don’t ask how the sausage is made

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It works great, actually

smoky pawn
half geyser
limpid vapor
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"black box" is certainly a valid way to play, for me, i like to see clean belts and items go brr, so I don't usually even build walls, but semi-open boxes so I can see stuff when passing by

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That's what a lot of the motivation is for me, building stuff so i can later pass by and be like wheeee look at them go #streams-and-videos message

coral gazelle
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is there a good reason I shouldn't be overlocking fuel generators? These things are massive so I feel like the less I build the better. I've heard the arguments saying I should save all my power shards for extractors and stuff but I saved all my slugs until I could sloop the output so I have like 300 right now, and as someone who just reached Tier 6 i've barely used any since I rarely feel like the additional power consumption is worth it considering it requires more inputs anyways so I'd rather just build more (I sloop way more often though). Should I still save them because I can expect to use them exponentially more as I approach the midpoint of the game?

manic goblet
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If you are slooping your slugs, 300 isn’t that many. I believe if you sloop every slug on the map, you will have over 5k. When you hit tier 9, you can produce an infinite number of shards.

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When I built a rocketfuel plant at tier 8, I used several hundred so I could cut the number of fuel gens I needed by a factor of 2.5

tough roost
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Why is my blueprint console not there.

manic goblet
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That is a good question. Are you on experimental? If so, submit a ticket to the QA site. Are you running any mods; they may be causing an issue.

vapid gorge
smoky pawn
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we got any good software for blueprinting stuff?

unique cypress
oblique hollow
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External tools for BPs dont exist really

meager kettle
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i think scim has some blueprint functionality, but never used it so dunno if its good or bad

smoky pawn
meager kettle
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unlock blueprinting milestone

frosty owl
wary rapids
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@coral gazelle the only reason to shard generators is to not have to make so many generators its a pretty good incentive to automate power shards. You will see why when you build a rocket fuel plant. 75 percent of the work is placing generators.

outer vale
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when you're doing rocket fuel you're unlikely to have full shard automation available yet. But there are also over 5000 shards worth of slug in the world, so those will be more than sufficient

wary rapids
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@tough roost Don't listen to people who avoid screws. bolted iron plates are amazing. You need to design a direct feeding system so screws never touch your belts. I have about a 4 by 5 area. direct feeding screws which could supply's enough plates for 30 heavy modular frames. currently making 10 sense other supplies are limited.

bronze kestrel
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Is there anything like https://www.satisfactorytools.com/ where you can change the recepie cost to 0.25 ?

wary rapids
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yes modeler. I recent had to use tools to deal with oil processes.

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inputs being outputs can confuse modeler.

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what do you mean change recipie cost.

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hm i dont think any program has that feature yet.

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for differnt game modes.

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may have to use excell.

bronze kestrel
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I adjusted the recepie cost to 0.25. thinking it would ease my life. Little did i know how depended i am on a visual blue print. To not get permanent brain damage 🥲 . Now i have double brain damage planning a bigger factory

wary rapids
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may talk to greeny i think he desined tools.

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im at a point where i need to learn excel.

mint coral
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Tools has its own discord too. They could answer many of the deep questions.

bronze kestrel
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Yep... Me to... I'm currently using Gemini to help me set up a excel. Since i have never worked with excel before. and its doing a good job. But i'm verry close to restarting my save. Jumping to tier 4. Build in free what i had an start over on 1.0 recepie costs

mint coral
sinful glen
wary rapids
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it not that i cant use other things but most of my planing involved keeping a budget for every resource at every location. and all the stuff has to adjust to every new plan.

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@sinful glen i used modeler. most people prefer other tools.

wary rapids
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the only way to keep track off everything is for a speedsheet to recalute based on the all the inputs and outputs. otherwise i wont be able to seprate my concens.

lone jewel
wary rapids
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it get annoying to feed everything i do though my modeler fact0ry and remember the right file name.

lone jewel
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file name? 🤔

wary rapids
mint coral
# lone jewel file name? 🤔

You are getting it backwards We use excel As it is just a good thing to know how to use. and is useful in many aspects of life. Tying your learning with something you enjoy really helps you make progress

wary rapids
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yeah for some reason modeler doesnr remember the last few things you worked on so i write down the files names on paper.

lone jewel
wary rapids
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you can see why i might want to start a new document then work in the facotory tab.

lone jewel
wary rapids
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i never used those features but the prgram was designed for that.

mint coral
wary rapids
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ohh

lone jewel
wary rapids
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interesteing im saveing all this .

lone jewel
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you can switch between outposts and blueprints

wary rapids
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wow so organized

lone jewel
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blueprints allow you to "repeat" anything within it

wary rapids
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i will do that and what befaolo said.

lone jewel
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so you can organize a single factory line into a blueprint, then just set the number of factory lines you want to repeat as the count of that blueprint

wary rapids
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how do you get the table in the top left

lone jewel
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table?

wary rapids
lone jewel
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ohh that's just the outpost/blueprint view

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just use the open button on it

wary rapids
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oh so you drag all the thinngs you make to that

lone jewel
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right, for the things you already have modeled, you can just select sections of it and cut/paste it into the outpost/blueprint

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here's a simpler example of how i use outposts/blueprints, for my aluminum factory:

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i have a set of blueprints in game which contains a single factory line (represented by the modeler blueprint), and it's repeated 8 times

wary rapids
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i will learn about all these features as soon as I get back from work. its a bit confusing you feed one model into annother.

lone jewel
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but still have the "overall view"

frosty owl
wary rapids
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which i need so i can stay in the same file all the time.

lone jewel
wary rapids
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Thanks Djgrr and beefalo i will go back though chat history and get better. when i can sit back down.

mint coral
frosty trout
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I can only power 2x100% coal gens with 1x75% water extractor but If I overclock it to 112.5% then I can power 3x100% coal gens, Is the overclocking worthit?

coral gazelle
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i just started working with oil and i'm lowkey about to quit the game, this is definitely the LEAST fun i've had so far 💀
it was fine setting up some rubber, plastic and packaged fuel production lines, but once i got to the fuel powered generators oh my GOD
it is definitely because i am using the diluted packaged fuel recipe to quadruple (i believe its quadruple) the potential output from my oil extractors but it was such a mess to plan with the packaging and unpackaging and recycling and water and all the fluid movement
and when i finally got a quarter, just a QUARTER of my fully planned powerplant done, ITS NOT EVEN RUNNING PROPERLY

half geyser
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rippp

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measure it out and then use blueprints

coral gazelle
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i cannot for the life of me figure out why the generators aren't getting enough fuel. i'm using 4 overclocked ones and my unpackagers are definitely outputting 160, yet the last two are inconsistent as though they aren't receiving enough fuel. and because of how fluids work i can't even tell if my output is the issue. The pipes show a variance between 130 to 170 m^3/min flow rate so MAYBE im getting enough idk

coral gazelle
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atp im considering i just delay until i unlock turbofuel before making a fuel powerplant, because at least then i shouldnt have to work with the unpackaging and packaging mess that is the diluted packaged fuel

unique cypress
unique cypress
frosty trout
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I can use 1 pure coal node to produce 120pm split between 4 coal gens so they all get 30 each would it be pretty efficent with each gen getting a extra 15 coal

coral gazelle
coral gazelle
unique cypress
frosty trout
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I have 1 pure node and 1 normal which I'll overclock to do 120 I will have 4 coal gens per coal ore so 8 total using 4 water producers underclocked to manage 2 per 1

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idk if im overcomplicating it but it seems solid

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8 each side would probs be better tho so they all get exactly 15 but my worry is that it would idle after 15 has burnt while it waits for the next 15

coral gazelle
# unique cypress Turbofuel still uses fuel though?

true but its more sequential:
crude oil -> fuel
sulfur+coal -> compacted coal
fuel + compacted coal -> turbofuel
three separate sequential sections. compared to diluted packaged fuel:

crude oil -> heavy oil residue
canisters + water -> packaged water
heavy oil residue + packaged water -> diluted packaged fuel
diluted packaged fuel -> fuel + canisters
canisters BACK into the water for packaged water and then fuel for the generators.
this is more space intensive with more winding pipes and conveyors

frosty trout
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I can power 4 coal gens using 2 water gens clocked down to 75% so It gives the exact same amount of water, So all I need to do is get another 2 water gens clocked down also to 75% to power the next 4

coral gazelle
# unique cypress I mean it's not like you can't figure it out yourself The one hint I can give ...

what? i dont get it. the canisters need to be split into the water packagers, and the output canisters need to be merged into the-
wait
wait a minute hold on
if i have water packagers feed directly into the refineries then those feed directly into the unpackagers then THOSE feed directly back into the water i can avoid splitting and merging. i could then condense that loop into an individual module and then only need to deal with the input of oil residue and water and output of fuel
YOU'RE RIGHT
but then that still doesn't solve the problem of why my generators aren't getting enough fuel

coral gazelle
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i'm having that issue rn technically lol but thats just because fluids are weird

frosty trout
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im gonna get the 4 both sides all connected and pipelined and connected then go back for the next lot

coral gazelle
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if you have 8 coal generators receiving 120 coal they will guaranteed constantly receive the 15 they need per minute and never stall. the math is exact. speaking as someone who currently has like 24 coal generators with this exact system they literally never drop

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the only thing is if you're using a manifold it'll take a while to start up properly. i circumvent this by just preloading it or putting them on standby until they are all filled up

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as for the water 3 generators at 100% can also exactly power 8 coal gens

unique cypress
coral gazelle
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the 4 at 75% method works too and i believe actually uses less power so it depends on whether you value your building resources and space or your power more for that (but the power is honestly negligible)

frosty trout
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yea ima stick with the 4 at 75

coral gazelle
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the main point of this is to hold me over until nuclear power right? i shouldnt really expect this to power me all the way to endgame. if i can salvage some of my sanity in the process then i'd prefer this option 😭

coral gazelle
# frosty trout yea ima stick with the 4 at 75

that's fine. just a warning though that overproviding the coal, like giving the generators much more than they need (double I think you said) will lead to your miners stalling a decent amount and create stutters in power consumption. i think that's literally the only "downside" though so if you dont care about that godspeed

frosty trout
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yeah im js gonna get the first 4 either side all ready to start then get the next 4 either side ready

eager edge
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It won't let me send link since its unverified site but if a mod want to resend by all means

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Its on my site which is proffesionally hosted and has no ads or anything

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I am a web devoloper

ionic sapphire
#

optimal for power consumption im guessing ?

eager edge
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yes. For those that love seeing blue and orange lines as one

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it also does belt balancing

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you set your teir level and it wont set a miner above it

lusty owl
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is 60 motor per minute enough?

eager edge
eager edge
frosty trout
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do pipeline junctions work the same as splitters like splitting half of the input?

wind spade
bronze kestrel
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Hey everyone, quick question about the 'Recipe Cost' advanced game setting set to 0.25.
Does this setting only reduce the input materials a machine consumes per minute? Or does it also mean I need to build fewer machines to reach a specific target output?
For example: If I want a total output of 100 Iron Plates/min, do I still need to build 5 Constructors that just happen to consume 75% less Iron Ingots? Or does the setting change the math so I only need to build 1.25 Constructors to get those 100 plates?

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Forgive me, i have been awake since 4am. And i'm melting i should start playing candy crush

stoic gorge
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guys I always did single train rails because I find signs kinda confusing but I want to start using it, so in this example how do I use the signs so the trains from each station dont colide?

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in-game it looks like this, two trains are merging into one rail, how do I make sure they wont colide

dusky dust
outer vale
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(though not every input amount changes)

stoic gorge
bronze kestrel
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Well yeah, experimental or math and meta.(my question was a bit both i guess 😄 ) I'm sorry.. But indeed if it would be less machines, it would be a construction speed muliplier right.

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I have made my descission. And i'm either bringing back the 1.0 or starting over. But thats indeed for the other channel. This is to much of a headache the 0.25 🥲

stoic gorge
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bro fr I just dont know how to make a train network efficiently, I have no idea how I can make a train track with more than one train, I tried watching some videos but they dont show it in a pratical way, only theorical

wind spade
stoic gorge
frosty trout
stoic gorge
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instead I just have this monorail stations that turn back to its own rail which works pretty well, but are ugly

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what am I doing wrong? why is the exit sign occupied if there are no trains?

meager kettle
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theres a train somewhere

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you dont seem to have any other signals, so everythign else is prob a giant block

wind spade
wind spade
lyric spade
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how can i split crude oil i will be having full pipes coming in i need to split them to 180 crude oil

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600 coming in

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need to split it to 180

lyric spade
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it splits to 200 tho

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300/3 = 200

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need 180 how do i get rid of the extra 20 and put it in another pipe?

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do i seperate it before splitting it?
should i remove 60 witha valve?
should i then split it?

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should i do this
600--> remove 60 with vaulve-->540/3 = 180x3?
should this be done?

manic goblet
#

Set the current output to 540 for oil and just split it three ways? Otherwise, your extractor will run at 90% efficiency; the pipes will fill, and the internal buffer in the extractor will fill.

If you want the extra 60, you could have another junction right before your 3-way split and have that junction go vertical, that way, you will prioritize the 540 to your 3-way split, but your extra 60 will be diverted to wherever you want

lyric spade
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so if i put the pipe going under will it work like the priority?

wind spade
#

Just manifold the pipes and it will work

manic goblet
# lyric spade ooh so putting a vertical acts like overflow?

Fluid will fill your lower pipes first before it starts going higher. If you have your 180 lines on the same plane as your input, they will fill up first, and if you have another pipe at a junction prior that starts going higher, it will not begin to fill the lower section is full.

If you have ever watched pipes fill going up an incline, you can see this: the lower pipe segments fill prior to the next higher segment starting to fill.

cunning stump
#

rocket fuel acts as a gas correct?

manic goblet
cunning stump
#

thats what i thought

dusky dust
#

(Not only does it act like a gas, it is a gas!)

cunning stump
#

well yeah lol

lyric spade
manic goblet
frosty trout
#

would a 120pm coal miner here with a simple manifold line of splitters be effective eventually, I know at first the first coal gen would be getting loads and the last barely any but idk if theres a better way

lyric spade
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if u got enough coaland enough belt speed

frosty trout
#

i mean for one side of 8 coal gens a 120pm coal vein with a t2 conveyer until it splits should work fine right?

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it'll just take a bit for shit to get backed up

tough viper
#

Yes

manic goblet
tough viper
#

Manifolds balance out eventually as long as you feed enough resources and your belts can keep up

frosty trout
#

yeah everythings mathed out right so it should be fine

tough viper
#

It might take a while though, if you want a smooth start up you can prefill the machines and the belt

manic goblet
lyric spade
manic goblet
#

If fluids are coming from below, you could potentially starve a power plant of water if you have the plants on a fluid junction manifold.

frosty trout
tough viper
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Especially when you get to full mk5/6 belts

frosty trout
#

I'll cross that bridge when I get to it ahaha

oblique hollow
manic goblet
frosty trout
#

only one way to find out

tough viper
oblique hollow
frosty trout
#

im gonna be way under the flow limit tbh

manic goblet
tropic zephyr
#

This isn't an independent factory, is it? Because I've noticed that if I mess up even the slightest setting on one machine in my factory, or if I break one machine, the output rate per minute for almost all of them can change.

fast cipher
#

should i do separate factory for making ciruits, high speed conectros and computers?
think of using default/caterium circuits, propably normal computer thought i could make it plastic free since i am going to need oscilators anyway. but then i would need both quartz and caterium but now with decent rail bp it wont be hard

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or maybe build it in main base with default recipes (got platic and rubber)
and expand using outisde factory

fast cipher
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amounts are "random" i mean produced, i might not take fused wire thought, its trading 0.6 Copper mine worth for 0,5 caterium (with pure recipe)

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not sure if i should maybe go with normal computer not oscilator

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or maybe do it in base at small scale

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since i propably wont have realistically issues with resources

robust tulip
#

is there a precaution against save scumming?

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im trying to get the alternate recipie for diluted fuel canisters

fast cipher
robust tulip
#

so ive got a hard drive, and i just keep on exiting and reloading my game whenever i don't get it

fast cipher
#

i dont think it works anymore

robust tulip
#

but istg i keep on getting the same stuff over and over

fast cipher
#

i think it was removed with 1.0 but if it still works there no punishment

robust tulip
#

it's 100% consistent the first go

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but when i rescan it shows different stuff

manic goblet
manic goblet
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It's your game, do what you want to do

fast cipher
#

but its 10 miunute wait each time

robust tulip
#

god damn it

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that sucks

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oh well

fast cipher
#

as of now i plan to make computers at home just to finish phase one but plan to make another one somewhere? or u dont need to much.

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plan toi use caterium one

cunning stump
frosty trout
fast cipher
icy valve
frosty trout
#

finally finished my first coal plant with a perfect graph

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I made this modular frame layout a while ago on a save whats yall thoughts on it. (yes its ms paint, no i didnt know about websites n stuff to design)

opal bone
# robust tulip god damn it

If you save after the scan finishes, you can reload and reroll and it should give different results each time, depending on your unlock pool

icy valve
#

Is there an online tools that could compute production for specific settings for the 1.2 update? Or is it still only for 1.1

fervent spire
#

so this is my aluminum setup for sloppy -> normal scrap. it is SIMILAR to the layout in this image but I have them clocked at 120%, 120%, and 60% (for both scrap + solution refineries, top to bottom). this lets me use 600 bauxite instead of 500
I don't have the solution merging together into a single pipe, it's just going directly from each solution refinery into the scrap refinery because it takes the exact amount at these clock values, and the water still works out.

it's mostly working but I'm having some times where it'll just drop output a bit and it seems like some of the scrap refineries are idling because the water output is clogged....any idea why this might happen? should I put any valves or structure the pipes differently for the byproduct water?

icy valve
tropic zephyr
icy valve
#

ty

tropic zephyr
#

When installing smart splitters on conveyor belt lifts, which side are the forward, right, and left exits located on?

fervent spire
icy valve
#

Find the input using a belt, once you got it you know it? Honestly they're confusing on belt lift

vapid gorge
tropic zephyr
#

Hmm, okay, I understand. Thank you for your help.

fervent spire
#

back as in the input to the solution refineries?

vapid gorge
#

yes, and how you've clocked things

fervent spire
vapid gorge
#

how much bauxite are you processing?

fervent spire
#

600

vapid gorge
#

do you have an overflow for the scrap to go into a sink so it never backs up?

fervent spire
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I have 3 identical setups next to each other. one of them has been stable this whole time and hasn't had issues. one of them had a brief blip (I know because one of the constructors making the ingots into casings has like ~40/100 ingots in the manifold so it lost a bit of ingot production for a couple minutes). the third one had a bunch of downtime and kinda drained all the casing input manifolds but now it's back to producing the expected amounts

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yeah it's going to ingot -> casing -> sink

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nothing's backing up on the non-fluid side

vapid gorge
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I'd probably just rebuild the pipes at this point, make sure it starts off with the waste pipe empty and kick it back into gear then

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might be something slightly wonky in the connections

fervent spire
#

wait so with waste pipe empty will it eventually ever fill up though? since it's using exact amounts. won't that cause it to stutter a bunch if the pipe is empty?

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I thought you generally always wanted pipes to be full

vapid gorge
#

no it should never be fully full
and in general yes you want pipes to be full
but with such a small feed pipe you can manage a non full pipe pretty easily

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but in this case if it's fully full the nthe waste outputs can be full and stutter and lock up

fervent spire
#

will the 1 fresh refinery be enough to let it eventually run all 6 nonstop? how long does it take to get to that point?

vapid gorge
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it will!

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because machines have a small spin up time before they turn on again it'll slowly spin up to 100%, doesn't take too long

fervent spire
#

mmmmm okay that was probably my issue. what I did was connect the fresh pipe to the reflow pipes before turning it on, filled it, reconnected the fresh pipe back to the fresh refinery, and then just drained one segment of the pipe to give it some breathing room so it wouldn't clog.

which I guess is what would eventually happen naturally if I started with an empty pipe instead? but maybe trying to prefill it caused some issues compared to letting it happen by itself?

vapid gorge
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yeah you might have slightly over filled it

#

or there might be some random jank xD
maybe something slightly uneven.
Hence the pipe rebuild.
it'll empty the pipes and hopefully clear up jank

fervent spire
#

and just making sure, don't need any valves or pumps or anything here right?

#

on the reflow pipe, that is

vapid gorge
#

nope! a valve would make things worse,

#

now, worst case scenario that if you do end up getting more jank, put a powered pump here

#

this is just to avoid possibly rebuilding everything, this should bulldoze any jank that you can't immediately find.

#

You really really shouldn't need it with this flat recycle pipe though

#

but there is still a bit of jank in the game and I see this very occasionally

fervent spire
#

sounds good, thanks 🙂

#

yeah I figured it was some weird jank because the 3 identical setups were behaving differently

vapid gorge
#

usually when I see this it's when people raise the output pipes up and then out? You see some back flow that kinda clogs up the inputs, it's a bit unusual with your flat pipes

#

and maybe you did do something slightly odd for this one? maybe?
but in either case, worst case, the pump should just paint over any problems

#

with basically zero effort

fervent spire
#

only difference I can think of is that this one has the fresh refinery from 1 extractor clocked to give 240 water
the other 2 systems share the same fresh water pipe coming from 2 extractors to give 480 total

vapid gorge
#

that really shouldn't impact anything no

#

but I've had to have people send me their save file to find that the issue was some of their machines were 0.5m higher up than other sections.

#

because we just couldn't find the problem.

fervent spire
vapid gorge
#

oooh yeah I tend to not use blueprints much and don't use autoconnect in any way

tropic zephyr
#

When installing an elevator, does connecting an electrical line to just one elevator cause all the elevators on that floor to work, or is it necessary to connect them to all of them?

limpid vapor
#

one will do

tropic zephyr
#

okay

tropic zephyr
#

I selected the "overflowing" option for the middle exit, but how would I have done it if I wanted the items going upwards to also be overflowing?

fervent spire
#

if you select multple overflows it will evenly split the overflow between them if possible

tropic zephyr
#

You've already set up splitters for the outputs here, they're already clearly defined, there's no need for separate inputs because they're coming from below. I'm talking about using smart splitters for the inputs.

tropic zephyr
full pulsar
#

Hello, just want to check my mathematics.

These refineries are producing 18.75 lots of 5m^3 turbofuel each minute, totalling 93.75 m^3 turbofuel per minute right?

fervent spire
full pulsar
#

Or is it 18.75 m^3 a minute?
Or is it 5m^3 a minute?

fervent spire
#

the subtext on all machine outputs shows the total amount per minute, it does the calculation for you based on time of craft

tropic zephyr
#

For example, here the right and middle paths are open, but the left side is closed, and the top is open, but in the smart splitter, the outputs only have left/right options, no up or down options. How can this be done?

fervent spire
full pulsar
fervent spire
#

yeah that seems right

tropic zephyr
teal tiger
#

will i need pumps even if i move fluids only like 2-3 foundations up?

fervent spire
#

depends, do the math on the actual height of the foundations and see if it's enough headlift

#

I think all machines default give like 10m of headlift? so that's 2 4m walls' worth

#

anything more than that I'd use a pump, and honestly I might just put one on anyway

teal tiger
#

gotcha, do you maybe have a slick way of connecting 2 pipes into a blender so it doesnt end up as a spaghetti? that might save me the pumps

#

for now id go like this, but this design would need pumps

fervent spire
#

I've had like 3 different ideas for blender inputs lol

#

keep changing it every time

fervent spire
teal tiger
fervent spire
#

well just pump it from the floor below before you split it into each blender

fast cipher
#

Xd first automated manufacturer item

wary rapids
#

time to add 7k power to the grid. with those connectors.

wary rapids
#

Geo thoermal power.

fast cipher
#

right it exists

wary rapids
#

it better then the wiki says even. it only varies by 1k not 6k

#

so like 6 batteries would be enogh to get annother 1k.

fast cipher
#

i plan to have like 2 batteries per every 100MV

#

anyway

wary rapids
#

wiki says to use 36 battiers that is mathmatiaclly as much as you would need if every geryer went from min to max at the same time.

fast cipher
#

i have about 30m to fix it

wary rapids
#

either way thats is 7k of free power that you just need to run wires for.

fast cipher
#

i mean i dont need it

#

i can double my power by just placing more fuel gesn

#

gens`
i plan to do turbo fuel at crater lake in phase 4
too

wary rapids
#

im produncing 10 hmf per min 2 adaptive control units and building aluminum right now with only 2.5k coal, 2.5 from, oil byproducts and geothermal

fast cipher
#

i mean i will unlock it and then place them whenever i am close i guess

wary rapids
#

soon i will be making rocket fuel the quick way for future consumption.

#

but it super easy to kick the can down the road untill then.

fast cipher
#

i guess i gonna end pahase 1 in 500 minutes xd

wary rapids
#

sloop and shard it.

old plover
fast cipher
#

i just gonna place more got space but gonna sloop it

fast cipher
#

only heavy frame left and then wait (i propably gonna expand my fuel setup and maybe setup space for turbo fuel

trail osprey
#

anyone know the exponential path that power takes when overclocking

dusky dust
#

Always takes me a bit of clicking around to find it; there's a few pages related to power on there. :D

tropic zephyr
#

Now I understand why people build such huge oil power plants... (I guess the place I chose is also a place where people build power plants)

strong badge
strong badge
versed mango
#

But i will make a huge oil power plants without destroy the view of this beautiful lake

mint coral
#

Lots of space off the map there ^-^

mint coral
half frigate
#

@meager kettle plutonium fuel rod, 100 meters per second

#

same speed as ionized which is fun, just last's significantly longer

meager kettle
#

distance, about 4400meters, roundtrip time 4min 44sec. loading/unloading time is about 45sec on each end. so take out 1m 30. leaving 3m15s for ease of math. 8800meters /195seconds = 45.13 m/s which is pretty close to the old value of 45m/s

#

so whoever changed those values on the wiki, put back old ones :p

#

@deft lichen seems someone put in wrong speed values on the drone page

#

@copper lark might wanna revert your change

wary rapids
#

you need to facotor in the 51 seconds of hover time taking off and landing which occor at any two point right next door.

meager kettle
#

i did

wary rapids
#

ahh

#

right wiki math doesnt math

meager kettle
#

i did some rounding, but no amount of rounding will take 45 to 100

crimson moat
meager kettle
#

if its wrong, its off by a second

#

not a factor of 2

crimson moat
#

Did you time it? Because it can be very wrong.

meager kettle
#

yes

#

i will admit i can have messed up some

#

but again, a few seconds, not measuring a roundtrip to 4min instead of 2

crimson moat
#

Ye i am not sure what the right values are really

#

i just know there have been a bunch of discussions because of the round trip time and item throughput counters on the ports being wrong

#

some people trusted them and got bad numbers sometimes

#

IDK if they have been fixed in experimental or something

meager kettle
#

the ports show fine if you're not letting it fill up, if the drone has to wait to unload it all. the values will be extremely wrong

#

this was done in experimental

crimson moat
#

inconsistently so, even

meager kettle
#

yes, cause you can deliver more than 1200/min with a drone, carrying stacks of 500

crimson moat
#

not stacks of 100 across the map though

meager kettle
#

no

#

also thruput rate isnt really the issue here anyway

#

its the speed of the drone

#

its a little wrong. but not hugely wrong. 9 stacks a trip, at 4,47s a trip would be 9/4,78 = 1.88 stacks/min not 1.99. 4500/4,78 = 940 which is spot on tho

wary rapids
#

its limited by the number of drones. there's a 20second lag similar to what train have loading and unloading.

#

old post writen before tier 6 belts.

meager kettle
#

i timed it to 45s, so close enough i think

wary rapids
#

but if you have one drone with about 3 min your getting only about 300 for that one drone.

meager kettle
#

15s faster that trip, which is odd

wary rapids
#

and his drone could only run on batteryies.

#

his over design was for ports handling around 480.

meager kettle
#

it is faster now

#

do drones train themselves some?

#

i'm timing it to 4:29, and its showing 4:31

#

rather than timing it to 4:43 and it showing 4:44-47 before

#

its taking much faster now to land

#

its not hovering nearly as long

#

seems to be 40-ish sec total to land load and take off

#

not close to 50

#

it used to wait much longer before taking off/landing at the height it leaves/arrives

#

after it done like 10 roundtrips

#

put in the leftovers into a box. 1200/min belt, 1009/min into drone should leave 191/min into the box. 191 * 4,5 = 859, got 849 in there, close enough imo

#

856 that time

#

really hard to time the landing/take off time, done it 5 times now, and the average seems to have dropped from 45-46s to 38-ish

#

which means flight time is around 4m30s - 2x38s = 3m14s. making the speed 8800/194 ~45.36m/s, again margin of error in timings

wary rapids
#

cant trust anything in the wiki im wondering if batteries are faster then rocket fuel.

meager kettle
#

Na

meager kettle
#

mainly cuz wiki was just recently updated with very incorrect numbers

frosty owl
#

Because anyone can change the info to wrong ones anytime (see convo above)

deft lichen
meager kettle
#

Revert back to before?

deft lichen
tropic zephyr
meager kettle
#

Yes

frosty trout
#

So I have 3 coal mines doing 60pm, 1 iron mine doing 120pm and 1 iron mine doing 60pm, going into 3x133.334% Foundrys, This produces a total of 180 steel. 60 Steel gets split and goes into two constructors both making steel pipes at 100%. the last 120 gets split into two constructors doing steelbeams at 100%. How can I improve this with only mk2 conveyers unlocked? (sorry if its confusing)

#

I have just unlocked mk3 belts

vapid gorge
#

improve in what way?

frosty trout
#

making more steel beams and pipes with only the 3 coal veins and 2iron

vapid gorge
#

You'd have to do different recipes? or over clock the miners more?

frosty trout
#

yeah most liekly I did just unlock advanced steel tooso I need to find another area for that

vapid gorge
#

I mean overclocking yoru current miners is easy

frosty trout
#

yeah I was thinking of using mk2 miners for my steel stuff tho tbh

vapid gorge
#

and if you find the Solid Steel Ingot recipe you can dramatically increase steel output

frosty trout
#

wdym

vapid gorge
#

place mk2 miners, and over clock them. Your limit is your mk3 belts

frosty trout
#

yeah thats what I was thinkin

#

should I have a place that just makes the basic steel stuff then another area that does all the advanced shit

vapid gorge
#

up to you, that's just a personal choice. And you're still learning so do whatever is convenient

tropic zephyr
#

Guys, I want to ask something. In a factory using a manifold, let's say all the machines are full and the belts are also full. The belts are never empty, right? After each machine receives input, won't the belts empty a little and then immediately fill up again? If the belts start to empty after a while in a manifold-based factory, there's a problem, right? It means I can't meet the required input volume per minute for the output, right? I didn't calculate the math inside my factory myself; I used a website as a reference. But from what I understand, some inputs and outputs are insufficient due to very small numbers. If I reduce the overclocking of the machines a bit, this will probably be solved, right?

vapid gorge
#

As long as the machines are running fine then there's no problem. Have that on your radar

tropic zephyr
#

how, I don't understand?

vapid gorge
#

look at the lights on top of your machines
if they flicker yellow you know they are stuttering

#

the fullness of belts isn't a useful measurement unless the main belt is supposed to be at max capacity

tropic zephyr
#

I think these tiny percentages are disrupting my factory a bit.

vapid gorge
#

so it's more reliable to see if the machines are working fine

#

I woudln't trust any of that

tropic zephyr
vapid gorge
#

look at your machines - see which ones are flickering yellow, if any, follow the problem backwards

tropic zephyr
#

So yes, I can tell from the yellow lights, but my concern isn't the machines' efficiency. After all, when a machine overproduces, it also clogs and the yellow light comes on, but the yellow light also comes on when the input is insufficient.

#

I have no problem with those whose warning lights are yellow due to production issues; my problem is with those whose warning lights are yellow because of insufficient input.

vapid gorge
#

yes.
so check on the machines that flicker
see if they have insuficient input
follow the problem backwards and see if you have a math or a throughput issue

tropic zephyr
#

Hmm, okay, I think my machines aren't getting enough input because of very small numbers. Maybe lowering the clock slightly will fix it.

vapid gorge
#

you really want to math the whole system if you care about 100% up time

#

not just tweak things w/o knowing the precise issue

tropic zephyr
tropic zephyr
# tropic zephyr

Here, they're all smart splitters, and they're sending cables down, the overflow cables going forward, and the remaining cable going to my storage unit. Have I done this correctly, or is this an inefficient method?

vapid gorge
#

doesn't make a difference if you use smart or reg splitters as long as the smart are set right

tropic zephyr
vapid gorge
#

was it SCIM? realistic view?

tropic zephyr
tropic zephyr
vapid gorge
#

bit painful to look at you have a LOT of end products

tropic zephyr
#

How

vapid gorge
#

you'd have a much easier time if you broke up your factory into multiple plans. Can't really tell what is going on sorry

#

ok you have like 11 products in one plan
make more plans with fewer products

tropic zephyr
vapid gorge
#

you still can, just break dow nthe plan into multiple groups to simplify it. But yeah I have no idea if any of it is right or if you built it to what it says

tropic zephyr
vapid gorge
#

in any case, in the section of machines you think aren't running right, check the total clocking you're doing, and check the incoming items if they are clocked right

frosty trout
#

figured out I can run 6 foundrys off of a coal mine and iron mine doing 270

tropic zephyr
# vapid gorge in any case, in the section of machines you think aren't running right, check th...

Yes, I was thinking of doing the same thing, but then I thought the problem might not be insufficient input, but rather an issue with the belts and separators going to the reservoir, because the one going to the reservoir doesn't have an input like a machine, but I did that correctly too, so the only problem is with the inputs. I'll probably change the clock rate of the necessary machines.

#

Thank you for your trouble and for informing me.

vapid gorge
#

as long as the last smart splitter is set to over flow there shouldn't be any issue with that if you're sending the right amount of parts per min

#

in fact you should never even need an over flow

#

unless the system backs up I guess and you don't have a sink further up

tropic zephyr
#

So, as I said, the manifold has a working system, right? If the belts and machines are full, it's abnormal for the belts to become empty after a while.

#

the translation got it wrong

vapid gorge
#

well as the manifold goes forward it'll be less full

tropic zephyr
vapid gorge
#

But yes if they start off full they should stay full
Unless you have a smart splitter sending items to the sink I suppose , it might clear it up a bit

tropic zephyr
vapid gorge
#

as your manifold travels past your machines, your machines will have consumed some of the items on the belt
so your manifold will have fewer parts on it

#

so it will be less full after feeding machines

tropic zephyr
vapid gorge
#

if you have an overflow and there are items not getting used it'll get over flowed

tropic zephyr
vapid gorge
#

yes so am i

tropic zephyr
#

So, will pouring the spilled product down the sink damage the manifold?

vapid gorge
#

it shouldn't if you have the path to the sink set to overflow
if you have the numbers right

tropic zephyr
#

Hmm, okay, I understand, thank you. I hope I can finally leave my factory alone forever with peace of mind. I've been working on this for days.

#

Thank you for informing and helping.

#

Almost all websites probably have the math done correctly, right?

vapid gorge
#

No idea if it's up to date sorry

frosty trout
#

I have 5 foundrys making a total of 270 steel, I cant figure out how many constructors I can have doing steel pipes and how many I can have doing steel beams can anyone help

vapid gorge
#

you could just decide how much steel you want to use on one, and then use the rest for the other

tropic zephyr
#

Sometimes things like this pop up; I wonder if these are things I can adjust in the game?

#

For example, entering the overclocking number there makes it display differently in the game.

vapid gorge
#

I mean 166.288 is just the number of cable pm you make. You can set your machines to make that

viscid estuary
#

@cerulean stratus thx

cerulean stratus
vapid gorge
#

no need to manually make everything

viscid estuary
#

i am skiping the iron rods

vapid gorge
#

you can change the whole plan with a couple clicks

rough pivot
#

Hello, what is generally considered the best start location when making a new save?

prisma kraken
#

my general feeling is that north forest is best due to its centrality, but all of the starts are pretty equal. If it is your first time through the game though, i'd recommend rocky desert or grass fields due to the terain being flatter and reasonably easy to navigate

fast cipher
#

now i need only to wait, wont be increasing this, modular engine is going to be slower anyway

prisma kraken
#

why north forest's centrality matters a bit to me is that i spend a considerable amount of time in the early game front-loading research and being able to travel smaller average distances to gather stuff makes things nicer

prisma kraken
fast cipher
#

got this much

prisma kraken
#

or 50k on 100x, lol

fast cipher
prisma kraken
#

i'm right now on phase 2 of experimental on 100x, things take a while 😛

prisma kraken
#

i have 3k/100k smart plates done, lol

fast cipher
#

i mean if u plan to mega base

#

it woudnt be as bad,

prisma kraken
#

i'm also doing 5x power which limits what all you can get cooking

fast cipher
#

take ur time building something while it produces

fast cipher
#

like for one diluted fuel u need

prisma kraken
#

i've been doing a lot of underclocking

fast cipher
#

can u downlonad satisfactory calculator or something?

prisma kraken
#

at 50% clock speed, you actually drop the 5x down to 4x

fast cipher
#

nwm less with canisters

#

i guess this is more realstic also +10mV

#

so 90*5 for 750MV

#

MW
300 MV remain

#

bott XDDD

copper lark
# meager kettle <@361146117305401357> might wanna revert your change

I used a mod to extract the exact speeds for each fuel type from the game's internal data (same way I got the exact jet color values), and measured the travel time one-way in a straight line to verify.
Keep in mind that the distance value displayed in the drone port UI does not take into account the fact that drones fly in a most grid-aligned path and not a straight line (also yes the estimate round trip time is terrible, it takes ages to stabilize to a useable value)

meager kettle
#

your change is still incorrect tho and does not come close to ingame speeds

#

the distance is not a factor of two

#

and the travel time was only off by a few seconds when timing it with a stopwatch

#

sides internal values aside, there could be a factor applied to the speed thats not reflected in those values

deft lichen
#

let me know if you come to another conclusion as I can't really test the values myself

meager kettle
#

thank you :)

copper lark
#

I just reopened my test world that I made and the ionized fuel drone is in motion for almost exactly 40 seconds while traveling 3,920 meters between the two drone ports I placed in a straight (grid-aligned) line
3920 m / 40 s = 98 m/s

#

There's certainly a lot of variability in the docking time and such which is why I only measure the time when the drone's are actually moving

#

Not sure what you and whoever added the previous wiki numbers are measuring, but it's clearly different

fast cipher
#

almost done nice

#

time to visit swamp XD

meager kettle
#

measured round trip, 4400m distance. took 4m 30 seconds. subtract the time to land/take off which was 38secs on either end. means flight time is 194 seconds. since its round trip 8800m / 194s = ~45m/s

copper lark
oblique hollow
copper lark
#

Yeah that's definitely not right

oblique hollow
#

oh wait hold on.
forget takeoff time

#

its variable

meager kettle
#

yea, it sped up after like the 10th roundtrip

oblique hollow
#

drones will rise high enough to go above enough terrain

meager kettle
#

at start is was more like 45-46s, with a 4m44s roundtrip

oblique hollow
#

if your drone port is at the bottom of a ravine, that will be different takeoff / land time compared to one on a mountain

meager kettle
#

then suddenly it dropped to 4m30s

copper lark
#

Like I said, the docking and takeoff time is nonsense, that's why I stopped even measuring it

meager kettle
#

could visually see it spent less time being still in air before landing

#

i can't be in two places at once, so i need to account for it

oblique hollow
#

still, too much of a variable tbh

copper lark
#

My wiki numbers are definitely accurate for actual travel time

fast cipher
#

yey phase 3 done

oblique hollow
#

i dont think fuels speed up the speed of drones ascending / descending.

copper lark
#

From what I've seen the fuels only affect horizontal speed

oblique hollow
#

if i take a drone port on a mountain, the drone barely rises 50m aboe

meager kettle
#

even if the landing/take off speed was 51s total (which i did not measure up close to at all). the speed would be 8800/168 = 52m/s its sitll not even close to being 100

fast cipher
#

ok phase IV stuff is scary i mean receptures XD

copper lark
fast cipher
#

i wonder should i save up phase 3 parts? or sink it all.
since i wont be starting particle stuff until 20h +

copper lark
#

I would share my testing save but I hear it's against the rules here

meager kettle
#

how are you measuring flight time from A to B only?

#

cause i cannot see the destination

copper lark
fast cipher
#

about aluminium should i just manualy (or as much manualy i can) make it first or get drives alternatives first?
by manualy i mean to unlock stuff like blender (idk if it is needed for alts)\

#

i wonder if i should go for this reicpe

oblique hollow
# meager kettle cause i cannot see the destination

i cant even properly test my own drones because they wont fly a straight path between ports on the same height with nothing inbetween jacelul
it would rather fly down toward the ground and then back up than just going from A to B

copper lark
meager kettle
#

made a shorter run. 1428m one way, 2856 round trip. time takes 2m37s 1m37s spent landing/take on either end. leaving 60seconds. 2856/60 = 47.6m/s

copper lark
#

That's not a grid-aligned straight path

#

The drones aren't going to fly along the straight line between the ports your distance measurement is assuming

meager kettle
#

it would have to take some hugely roundabout route for that to become 100m/s

copper lark
#

My point is we're trying to compare different measurements here, of course they're not going to match

meager kettle
#

this is the path it takes

copper lark
#

The original wiki numbers probably measured it the same way you are

meager kettle
#

which shows actual times and speed you can expect

#

even if i time flighttime only like you, its 30 seconds

copper lark
meager kettle
#

1427/30 is still ~45m/s

#

i can see the drone if i go into the middle

#

no teleporting or anything needed

#

can see both ports without turning

#

stop watching flight time, been 29, 30, 29, 31, 30, 30

#

which is probably my own error at stopping

#

but its consistent

copper lark
#

Are you starting it when it "lifts off" from the platform or when it actually starts flying off horizontally?

meager kettle
#

when it stops wobbling and starts flying

copper lark
#

wobbling?

meager kettle
#

yeah its doing some funky dance before landing

copper lark
#

Well just to be sure for travel speed I'm only measuring when the drone is moving along the green line

meager kettle
#

yea

ionic sapphire
#

those are toilets

meager kettle
#

oh god, yea no that video is lorge

#

so i'm timing when its arriving at this point

copper lark
#

Give me a bit I'm gonna try setting up that drone path in my test world so we can compare actually equal things

meager kettle
#

i clipped the full flight roundtrip, but... the file is like 5gb

#

6k not good for video :p

#

the drone does brake a bit before arriving to hover before landing, so i guess the speed isnt exaktly 45m/s

oblique hollow
#

i may have a better method

meager kettle
#

but its a few seconds, like 2 seconds on either end from what i can measure

#

which takes speed up to around 55m/s

#

on average

#

average speed if you include landing and takeoff is like 15m/s :p

meager kettle
#

yea most important bit is kinda how much faster each fuel type is i spose

copper lark
#

The relative differences between both sets of numbers are the same I'm pretty sure

meager kettle
#

maybe do fuel as 100% speed, turbo 120%, ionized 200%?

#

and not bother on m/s

copper lark
#

Interesting

#

You sure that drone's using ionized fuel 🤣

meager kettle
#

how are we off in time by a factor of 2?

#

you gotta be stopping way earlier than i am

oblique hollow
#

ionized is like 105 m/s

copper lark
#

my number from the game data was 100

oblique hollow
#

im trying to repeat my test a few times

meager kettle
#

also, do we know if the distance between ports is the flight path or the shortest diagonal?

copper lark
#

So we're definitely just measuring from different points

meager kettle
#

yeah

#

but those points being 15s apart is a lot

tropic zephyr
#

How does this happen?

copper lark
#

The factor of 2 different is still very suspicious

meager kettle
copper lark
tropic zephyr
meager kettle
#

yes

tropic zephyr
copper lark
#

I have never even thought to interact with them I guess 🤣🤣

oblique hollow
#

ok yep 100 m/s

copper lark
#

Ok so McGalleon and I (and the game data) are all saying 100 m/s

meager kettle
#

so the actual brake time before landing, when timed the way i do, is actually halving the speed average

copper lark
#

So the question is where is @meager kettle's mysterious halving coming from

meager kettle
#

its gotta be diffrent points when we decide its stopping to land

oblique hollow
#

my speed test is pretty reliable because i just let the drone fling me and then use the ingame debug screen to show velocity

#

when i am flung off, i am moving at the same rate as the drone

copper lark
#

Oh so we actually have a third independent measurement method that's also giving 100 m/s

meager kettle
#

well two

copper lark
#

I'm counting the game data table as a separate one

oblique hollow
#

Rocket Fuel 75 m/s

meager kettle
#

well, seems i was wrong

copper lark
copper lark
oblique hollow
#

Uranium Fuel rod apparently 80 m/s

meager kettle
#

if i stop where it is on the left vs the one at the right like i was doing. speed comes out to around 90m/s

copper lark
meager kettle
#

and if i shorten distance with about 20m on either end, its kinda close to 100

oblique hollow
copper lark
#

nice

oblique hollow
#

Plutonium Fuel Rod: 100 m/s

copper lark
#

Yep same as ionized

meager kettle
#

now i feel kinda bad for telling ondar to revert the numbers

oblique hollow
#

neat detail: apparently the fuel type changes the exhaust flame color

meager kettle
#

yea

copper lark
#

Ondar didn't revert that part at least

#

Speaking of, @deft lichen we seem to have come to a consensus that the new numbers are accurate travel speed values

#

Perhaps it'd be worth adding a note that they're not useful for estimating actual round-trip times though

oblique hollow
#

Standard Fuel: 50 m/s

meager kettle
#

no, the landing times are inconsistent, and also seem to get faster with time

#

happened twice now, after the drone done a few roundtrips, like ten or so

#

the roundtrip time drops cause its landing faster

oblique hollow
#

Turbofuel: 60 m/s

#

and sick little red flames

copper lark
#

There's too many other variables

oblique hollow
#

Batteries: 75 m/s

#

i think thats all

copper lark
latent shard
#

Hey ! I'm wondering what, after having the technologies to extract ressource well, do in this area ?
i am building a turbo fuel generator (500m3 per minutes) in the blue crater)

vast jungle
latent shard
vast jungle
oblique hollow
meager kettle
#

thank you

vast jungle
latent shard
#

oh ok

vast jungle
#

(Nitro) Rocket Fuel to be more precise

latent shard
#

i planned to use all the heavy oil residue of my energy plant power (blue crater) to produces rubber and plastic

copper lark
#

@meager kettle I finally managed to put together a full video of what I'm measuring if you're still curious

meager kettle
#

yeah you're starting and stopped much earlier than i was

copper lark
#

I guess my scribbled diagram wasn't clear enough then lol

oblique hollow
#

at least we have like 2 independant tests now agreeing on the values

#

whenever i ran my momentum test, i always arrived a few seconds before the drone due to the detour it was taking

meager kettle
#

i guess coincidence had me measuring it more or less indentically to how they get numbers before

copper lark
#

Would be great if someone with a lot more time on their hands could figure out exactly how the exact docking/takeoff times work

oblique hollow
#

i tried to go for a pretty straight line after jumping off.
while the drone took a dip down the valley

copper lark
oblique hollow
#

mine were aligned too

#

but my ports were up on the highest mountain in terms of verticality

#

and the drone decided "you know what? going down there is much better than staying up here"

copper lark
#

On the other end of my line the drones actually dock into the ports from below lmao

meager kettle
#

few meters diffrence of a diagonal and straight line shouldn't affect results too much, but timing it so diffrently would

copper lark
#

At the end of the day, the drones just do whatever they feel like

oblique hollow
#

lesson learned: fast fuel make drone go brr

copper lark
#

Yeah really the most useful piece of information (and one that both sets of numbers agreed on) is that plutonium/ionized and rocket/batteries are equal

copper lark
#

Yes I am the one who put in 80% of that table's info lol

copper lark
#

Oh btw @oblique hollow were you testing in 1.1 or 1.2?

oblique hollow
#

1.1 actually

copper lark
#

I didn't test all of them but it seems they did not shadow change any fuel speeds in 1.2

meager kettle
#

i was on 1.2

#

but i doubt its changed

latent shard
trail osprey
#

i mean the buildings showing up on the maps

latent shard
trail osprey
#

oh i thought people modded for it to show up ingame

mint coral
trail osprey
deft lichen
copper lark
#

McGalleon updated the wiki already

teal tiger
#

guys do i need valves or anything for this pipe setup?

#

the last machines get barely any fluid

dusky dust
# teal tiger guys do i need valves or anything for this pipe setup?

Here's the advice I've got saved which will nearly always get you to working 600/min. IMO it's good advice even below that point, though the system is usually more forgiving before then. Note of course that people have gotten working systems while ignoring large swaths of this, and occasionally due to build styles or other vagaries you might still have problems even with all this. But IME it's nearly always "the pipes Just Work":

  1. Keep the system as simple and short as possible.
  2. Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
  3. Feed fluid from above, so gravity does part of the work for you
    4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
    4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary)
  4. Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
  5. Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.

See below for an example of 2+3 specifically. And of course, as mentioned, the fluid simulation tends to be more forgiving as the rate goes down, so keeping your pipe systems below 600/min is another option too.

#

Oh, and since we're in a channel with embeds, here's that image. :)

#

Keep in mind that the possibility of flow problems does go up as the number of machines in the manifold goes up

#

I expect 14 should be fine, but it's not impossible that you could run into some issues

teal tiger
#

thats the setup

dusky dust
#

Yeah, it looks like that's not following points 2+3. 2 in particular is nearly always necessary at those scales

#

You can feed from below like that, but be prepared to encounter problems while you work on the system. Using gravity to help get liquid into the machines can be quite helpful

teal tiger
#

yea that would have been the next thing id try

#

il just connect the input at the last machine aswell and "loop" it

dusky dust
#

But a looped manifold is generally more important than even that. I know CobaltOfDoom does looped manifolds "under" machines and then feeds from above (with the manifold egress going "underneath" the top loop still). But I believe they say they don't necessarily recommend it. :)

#

(that'll say #unknown until you click; it's just a Questions-and-Help thread, and discord doesn't really load the details until you've joined that chat)

teal tiger
#

damn quite alot of information thank you so much

#

i think il just loop it this way and see what magic happens

latent shard
#

Hey ! I have a question, do train are really worth it ?
i've done some testing and i have the impression that even if we make, for example, 120 item/minutes in input and at the output, the total item rate is way lower than 120 item/minutes

wind spade
latent shard
#

ok ! i will do some more testing !

dusky dust
#

Trains are kind of the game's primary logistics method for high-volume transfers. The throughout rates for a single freight car depend on factors like the item's stack size and the round-trip time of the route, but a single freight car can support over a single belt's worth of throughout if the situation supports it

#

And of course if a single freight car can't support the throughput you need, you can always add more

#

One of the biggest advantages is rail re-use. When you put down a new route, it's probably just carrying material for that one transfer. But then when you add more trains over time, that one bit of rail can carry a staggering amount of material

vapid gorge
#

but you're feeding liquids from below which often causes issues

dawn quartz
#

Might be dumb question but how do you figure out how much of a product you should produce? Ive always guessed in the past but like, ive just been lazy this save and use coupons for most of my materials so now i have to take a huge project and produce everything i've been procrastinating. I dont want to eat like all of the maps recourses though

heres a current list if anyone has suggestions

teal tiger
#

so im planning on going for 10/min of all t4 and t5 items, would u guys say 1000/min of each t1 items will be approx enough?

wind badger
#

You can usually finish the game in one or two biomes. If you are able to make 1 running machine of an endgame product, you're making enough materials.

#

And then there's people like Amin who like to challenge themselves

teal tiger
#

the problem is i always talk about t5 items etc but i never actually really know what those include

#

thats what i got so far

#

but i bet i forgot some important stuff

#

the only way how i could get a feeling on how much t1-t3 items i need is by making a planner for all t5 items, the website literally about to crash lmao

fast cipher
#

I am thinking of making swamp as place to make phase 4 space elevator parts, while i plan to make stuff like computers. heavy (basicly phase 3 stuff) in separate factories and ship it with trains/drones. Is this bad idea? i mean logistcally
i got base on dune desert so there mess

vapid gorge
#

seems fine

teal tiger
#

il just start of with 1000/min of all t1-t2 items, and 100/min for t3 items

wind badger
#

Plan them out one at a time

teal tiger
wind badger
#

Fair enough

#

Then automate everything just before them

fast cipher
#

Also how much nuclear pasta per/m is decent amount?

#

Ibwas looking a bit in its recipe is 1/m enough (without sloop)

wind badger
#

1 machine makes 0.5 per minute and you need 1000

teal tiger
fast cipher
#

I gonna need 100 for phase iv

wind badger
#

Cool, so just plan to scale it up or let it run.

fast cipher
#

Not sure how big is particle accele plan to have design so i can always slap more pressurized prod and then more pasta

#

I am going to abuse sloop for it all xd

wind badger
#

If you want to prototype a floorplan, there's options out there.

fast cipher
#

Thought i might slop pressurized since it costs 2. I might consume all the copper

fast cipher
#

I am yet to do aluminum thought so it will take a while

wind badger
#

Good to plan ahead. How is your power supply?

fast cipher
#

Since I plan to make dedicated factory for computers, heavy.
Also rocket fuel power plant on lake next to green zone

fast cipher
wind badger
#

You don't have aluminum but already have blenders?

fast cipher
#

I mean I could hand feed produce it

#

It's more of matter of choosing recipe and then delivering stuff

#

Since I might need to belt quartz

wind badger
#

I've done computers in Dune desert maybe once. I trucked over a bunch of Caterium from the eastern edge to the quartz nodes in the north.

vapid gorge
#

silica CBs and crystal comp is good for the dune desert, good chunk of crystal nearby

fast cipher
#

I am doing d
Silica circuits and normal computers at my base I guess i can definitely increase circuits amounts so I guess I could make more there

#

Same with heavy I don't have a lot of ores used there most of pure ones and most miners aren't overclocked I guess I can expand some stuff there

rich tulip
#

how do i get 120 screws per min

cerulean stratus
vapid gorge
#

120/390 x100 = %

#

target over base rate times 100 to get the %.

#

remember your math classes

rich tulip
#

okay i just kept messing with the buttons and i got it so its 30.7693

vapid gorge
rich tulip
vapid gorge
#

the base screw needed for the recipe at 100% is 390
and you want it to be 120

so 120 divided by 390 , gets you a decimal

rich tulip
vapid gorge
#

then you multiple that by 100 to get the %

#

I'm trying ot explain to you a very basic method to find the exact clocking you have to set to machines in any situation

#

instead of just wiggling things

vapid gorge
#

so
Number you want
divided by
Base number

times 100
= % you need to set thigns to

#

so if you wanted it to use 450 screws pm instead of 390

it'd be 450/390 x100 = X%

#

and remember to round up the 4th decimal if you ahve furtgher decimals behind it

tough roost
#

ik it saves me a lot of time but i feel like i can replace all the trains with conveyors and just make my life a bit easier with the downside of efficiency and resources

vapid gorge
#

if you acknowledge trains save you time why replace with belts?

tough roost
# vapid gorge if you acknowledge trains save you time why replace with belts?

it takes less time to set up conveyors than to set up trains. For trains you have to put every input that goes into the train into account like how many per minute, how many cars you need and if you add another input its not as simple as just adding it to the route you have to adjust ur other inputs because of the increase of time to reach the station. I dont want half of my playthrough figuring out my train stations if i can just make a cool conveyor bridge and just transport items through that. There simple and easy to track

#

sorry if my punctuation is bad

vapid gorge
#

you can easily zoop foundations the whole way and print towers on them connecting them.
it's pretty fast to set up stations, 1 belt per platform tends to work, at worst you might need a second train on the route
you can also then reuse the same infrastructure to new factories really quickly

#

instead of having to create dedicated belts that really can't be changed or reused

cunning stump
#

how do i compress pipes like a belt compressor?

vapid gorge
#

you really want to avoid interconnected pipe systems

#

like really really

#

clock your machines so they output what you need on each pipe

cunning stump
#

thats the thing this turbo fuel recipe sucks if i put the output i want then the input gets all wonky

cunning stump
mint coral
cunning stump
#

normal

mint coral
cunning stump
mint coral
cunning stump
mint coral
#

Certainly not

cunning stump
trail osprey
#

man i can't go past that honestly it's just too much

cunning stump
#

i dont blame you lol

cunning stump
mint coral
cunning stump
#

i still have 720 fully overclocked gens to make

dapper heron
#

math??

trail osprey
cunning stump
dapper heron
trail osprey
dapper heron
#

got a question, do you think turbofuel is worth it?

#

over normal fuel

trail osprey
cunning stump
dapper heron
#

Too little too scattered

trail osprey
#

though just fuel gets you through the game

#

midgame i mean

cunning stump
#

theres 10,800 total in the world

#

im only using 2760 of it

trail osprey
trail osprey
dapper heron
trail osprey
dapper heron
#

you got like 2 impure nodes of sulphur only nd i guess they'll have better uses laater on

cunning stump
trail osprey
#

but yeah just move south and there should be some

#

if you're at blue crater it's also just south

dapper heron
dapper heron
trail osprey
#

1 impure 1 normal and 1 pure

dapper heron
#

what where's the pure at?

cunning stump
# trail osprey ic

and thats still not the exact number, i have 90 Somerslooped to 180 otherwise id have to go out of my way to grab 1/8 of some random node far away

dapper heron
#

this is basically all my base

trail osprey
#

this is where they are kind of

dapper heron
#

Ahhhhhhhhhhh

trail osprey
#

southeast

#

on the world map

dapper heron
#

that's way too far away 😅

trail osprey
#

there's several oil nodes nearby and some coal and sulfur

#

also nitrogen gas just west

dapper heron
#

bu-But the looks maxing at all the nodes having factory on top 🥺

#

nearby nodes lmao

trail osprey
dapper heron
#

Ye, it was just the thing for what i wanted

#

i have everything crammed together working at the most effiency i could get at tier 6

#

i guess for simplicty i will go with normal fuel, and use the other stuff for later cuz there's really no sulphur arround

#

and there's a LOT of pure nodes of fuel

#

and water

#

anyway thanks for the help

trail osprey
#

just have to bring in materials and connect some conveyors, literally the only hard part was making the gens

meager kettle
shadow bone
#

Hey engineers. I got tired of trying to figure out how to split input between two recipes evenly with no leftover. The current online tools require you to change outputs until you get the numbers you want. So I wrote a script to help. It will ask for your total input and the required input of your two recipes then tell you how many of each machine you need (you can even ask for every possible setup with remainder 0). You can also get info for running machines at 50% and tell it if you have a required minimum input (i.e. you want to produce 240 aluminum plates then calculate how many aluminum ingots you need to input). Please check it out and give me feedback. I hope I made the instructions as clear but if not please let me know. Bonus points if you broke it somehow, I spent hours plugging in different numbers trying to break it. The code is on Github you can just copy and paste it into an online python compiler but for those that want the simplicity I also made a downloadable executable.

https://github.com/WaheelaWalker/Satisfactory_Input_Optimizer

As of now I don't need to split inputs among more than 2 recipes or use increments smaller/larger than 50% but if there is a desire for it let me know.

GitHub

A simple script for optimizing material inputs between two machines with different recipes in the game Satisfactory - WaheelaWalker/Satisfactory_Input_Optimizer

wary rapids
#

phase 1 off swamp aluminum project operational 1500 bauxite to 1500 ingots

vapid gorge
final cargo
#

@random plume

random plume
#

oh mb i didnt see

frosty owl
mighty steppe
viscid estuary
mighty steppe
#

thank you

fierce condor
#

hi, is there any good site which will help me with buildin mine factory? I want to make computer factory (like 50/min) but i don't know how i should do it

meager kettle
#

just calculate backward from 50/min and figure out how much you need

fierce condor
#

yeah, but I don't know how to arrange it all to make it work well

trail osprey
#

it's done, now to let it stabilize

shadow bone
#

@vapid gorge I mean I'm a way however you can calculate your required materials at a certain clock speed then plug it in to the script. Say for instance you want to make iron plates and iron rods. It requires 30 and 15 ingots respectively. If you have 2250 ingots. You would get a result of 50 machines for iron plates and 50 for iron rods but if don't like the idea of 100 machines you can plug in the 200% input requirement of 60 and 30. Then you would get 25 and 25. So it's really for any amount of input over locked or not.

trail osprey
#

how satisfying

shadow bone
# frosty owl What are the tools you're comparing this to? ^^ Ie: what different tools did you...

Satisfactory calculator and satisfactory tools. Now satisfactory tools does have something similar with maximize. However it will give you just one option. I wanted to know all of my available configurations. Especially since ever time I get to aluminum because there is not much to put it towards I have no idea how much of everything to make and I end up having a bunch of aluminum backing up which messes with my power consumption so I'd rather have everything running at peak capacity instead of turning on and off.

tough viper
#

will this properly connect to both sides?

trail osprey
tough viper
#

thanks

frosty owl
teal tiger
#

guys im struggling with simple logic right now, i have 20 refineries i wanna overclock them to 30 in total. if i overclock 4 of those 20 to 250% would i have 30 or 26?

tough viper
#

4 on 200% is equal to 8 on 100%, plus another 50%*4 which are two on 100%

#

so you would have 30

#

wait im actually dumb, you should have 26 then

#

because every 200% machine is like an extra one, overclocking four to 200% is like building an additional 4 machines, the extra four times 50% is like an additional two machines, so in total 26

#

my bad, can't do my own math plus side math at the same time jasonkansas

frosty trout
#

I have 12 foundrys, 6 making 270 steel and the other 6 making 270 steel but I only have a total of 90 conrete at the moment how many steel beams can I make with 1 lot of 270 on one row and the next row also steel beams then to assemlbers to make encased steel beams I cant seem to figure it out

mint coral
#

Its pinned to this channel

frosty trout
#

i was trying to use that but shits js confusin me

unique cypress
#

I'm afraid there isn't anything that's easier

wind spade
frosty trout
#

js the way tools works bcos Im tryna get it so It tells me how many encased beams I can make but when I input the steel beams and then the encased it wants to split only a few beams off and the rest to stay steel

wind spade
frosty trout
wind spade
frosty trout
#

I dont want to save beams I want all my beams to be made into encased

wind spade
wind spade
vapid gorge
vapid gorge
tropic zephyr
#

Wouldn't building separate factories result in the same amount of ore being wasted?

unique cypress
tropic zephyr
#

I first set up the factory where everything is produced on a site, then I built separate factories for each item one by one, and then I combined them in the modeler. However, while I need 600 iron ore, now 600 is not enough in the modeler.

#

Greeny had said the same amount of ore would be lost, but why didn't that happen?

mint coral
#

Even if you sink it you get points for tickets

tropic zephyr
#

I built independent factories, but the amount of ore wasn't equal.

tropic zephyr
# tropic zephyr

For the same output rate, one requires 1000 units of iron and the other requires 600?

vapid gorge
#

sorry, these images are way too obnoxious to parse.

#

most of it isn't even legible

unique cypress
tropic zephyr
#

I created the exact same schematic diagrams for the modular factories I designed for the logistics website in the Modeler application; all the descriptions are the same, everything is identical.