#math-and-meta
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barely any?
I mean if your grid is big enough, the production costs for the "fixed" amount of APMs would be pretty trivial compared to the gains you'd get
thanks, I figured it out
you do realise it based on your actual power production
the more power you already make, the stronger the APM build becomes
because its a single investment into a continuous multiplier for power
i have a similar working setup. I put all belts on a carousel loop. everything is loaded/unloaded from an empty access on the bottom. loaded goods go to the top and splitters/mergers cascade push everything down, items unloaded from the bottom belt. Because it's in a loop, the splitter/merger cascade can be 'in line' rather than stepped. every time you add or remove an item you add your splitters/mergers.
do you think it's more efficient than what I'm doing?
from what i understand, this wont push everything to the bottom, just one belt below it unless you keep repeating it over and over
by looping
oh crap you're right
i hope it makes sense the way i explained, i can find some images
Are you in 1.2? @eternal pendant
i am
when this is done, I want to show it off to you
this is an old pic
you can see how you have to cascade the spliters/mergers, but by looping you can stack them and it causes it all to be more compact
the pic isn't 100% accurate but i can't find my new one
you can also do a push up variety instead of a push down
i used to use them to unload trains and consolidate them, and the footprint would be smaller than the train depot
as opposed to something that looks like this lol
what kind of player would you describe yourself as?
LGIO but less insane
1600+ hours, still hasn't beat game cause i always find something i can do better
@oblique hollowwho's lgio, what does he do
would be concerning if you was more insane :p
look up "lets game it out" on youtube
idk, LGIO but totally sane sound very concerning
ah, josh
I heard these don't even work properly
belt consolidators do work, i've been using mine since before smart splitters were a thing. smart splitters and priority mergers make it a lot less difficult though
as for that particular example, i think it was just an effort to explain rather than be functional
there is a popular YT design (which looks similar to this one) that only mostly works
yes, total's, and i'm not claiming to know anymore than he does, but he's a content creator and making something excessive is kind of his thing. in theory, it should work fine, and i think the issue was he didn't set it up correctly and caused him problems trying to figure out what he messed up
what i was trying to convey is that you totally do not need something that big to consolidate that many belts - it does make it easier to understand tho
he did get it working i believe
this is an 8 belt push-up (bottom belt not shown) version
you can see how expanding it to 32 or how many ever belts he made would compare to what i have
just loop the left side to the right and it eliminates the cascade requirement
can I employ your services in my world?
what's that?
i need more water honestly
which one is better?
Better is subjective.
Which you do, personally, see yourself using?
i mean prob right one cuz i have rubber on the other site of the map and i have everything i need from second one in one place
Then go with the right one.
You will unlock all alternates eventually.
Expanding on what's been said: there really isn't "better" or "worse" with alt recipes. They're just there to give you options while building. Like as you've seen, you've got rubber available so that one seems like it'll be more useful to you at the moment.
Later on when it's time to build another factory, you might find that the other one is more useful instead
Alt recipes trade one resource for another, or trade complexity for resource efficiency, etc, etc. It's not that one's better or worse, it's that there's one which fits better in a situation than another. But you might find yourself in a variety of situations, so it's nice to just keep collecting until you have 'em all. :D
(Also: how well a recipe works for any given situation can depend a lot on all the other recipes you're using in a factory chain. Sometimes a recipe might look Not Great but then you realize that it works really well if you use it in conjunction with these other recipes, etc)
there is at least one recipe is which is just all around worse than other options :p
Heavy encased frame is better imo
Yes, that is how "better is subjective" works.
It is a matter of opinion.
Yes, opinions which Corthane was asking for. What exactly is your point?
I normally use the Pipe version myself so I don't have to get Oil products involved
but as soon as the first good Plastic/Rubber factory is online this just becomes an excuse
you can also use other alts leading up to encased frames which simplifies and improves productivity a lot
Flexible is also reliant on Steel Screw to be "very good" you could say.
I just can't see the extra complexity of flexible frame being worth it unless you're really starved for steel
using steel plates, iron wire, stitched plates, molded steel pipes, steeled frames, encased pipes etc
I didn't put too many alt recipes in those flowcharts but I'm pretty sure they make encased frames even more of a winner, yeh
it doesn't really even save much
Hey, Im trying to plan out my first nuclear power plant and am wondering how many fuel rods they eat per minute
!wikisearch npp
The Nuclear Power Plant is a power generator building that generates power by burning Uranium Fuel Rods, Plutonium Fuel Rods or Ficsonium Fuel Rods. The former two produce Uranium Waste or Plutonium Waste respectively.
One Nuclear Power Plant produces 2,500 MW at 100% clock speed.
perfect thanks I think Ive narrowed down a plan for what I need, just gotta figure out how I wanna build it now.
Anyone know how to figure out how many fuel generators ya need for a certain amount of fuel?
I'm producing 10.8k rocket fuel with my setup and dunno how many generators i need
iirc each generator shows how much of each type of fuel it consumes (should be a little icon somewhere in the menu)
but i can tell you that nearly 11k rf is gonna be a few thousand generators
Not really, closer to 2600
where the comparison btw flex frame and encased frame becomes more apparent is in realizing that one takes less mod frames per heavy momma. the largest portion of an HMF factory is actually the mod frames, so heavy encased really wins by a large margin
the trade-off with encased is that it requires gobs & gobs of concrete which is logistically tricky to marshall into your build
Divide by the consumption of one generator
Oh dear god, that's 2.5k gen ...
Trying to now find out how much rocket fuel is used per minute when overclocked to 250%
2.5x more than at 100%
That's what I'm trying to figure out xD
Help an idiot out a bit ๐
๐
4.166667 x 2.5?
10 5/12 per min per gen
or 10.41(6)
Or 1036.8 gens at 250%, assuming you have exactly 10800 RF/min
If you have enough power shards for that
Oh yeah that's more than half of the slugs
Thanks for the help, after like 2ish hours of optimising my setup to produce that amount of RF, i ended up a bit brain dead, but after ya said that, i think imma gonna nerf my production a bit, i don't have the power shard production unlocked yet so that's gonna limit me a bit xD
It's not, you can still just build generators without overclocking them
Make a decent stackable blueprint that auto connects pipes, build a stack for each pipe of fuel you have, easy
slooping the slug squishing doubles them, so that isn't that tall of a task
plus the second you get into phase 5, they're essentially free to make in a box factory
might be a dumb question but how would i split the 80 from the 480if each one makes 30 wire per min? https://www.satisfactorytools.com/1.0/production?share=5Fm9vljmTGsB6kjXPyd2
clocking
or use a manifold , it self balances
can i show you my current setup?
nah mk 3
then you'll at least need 2 belts for the 400 and 1 belt for the 80
clock machines to put those numbers on belts for you
clocking solves almost all your problems
How would I do the 2 belts for the cable in that constructor manifold
The small one
clocking
clock like 2 groups of constructors making 200 wire each pm
fits on 2x mk3 belts
always clock. clock clock clock. ABC
Always Be Clocking
where?
thats not the one im doing its just the automated wire i abandoned that one
idk if i sent the right link
probably not
its just automated wire i built the smart plating factory seperate
thats the one
do you mean 6.66666 constructors?
ye\
depends how you do the belts before hand
if you do 2x 200 wire pm belts, you make 2 groups of constructors that use 200 wire each
@timber python keep waste and fresh split, very reliable
Im not noticing any issues with them being together yet. And i do not see how it possibly could become an issue
it's not impossible to inject them together but it's unreliable and depending on your set up could break later.
and it's 'possible' because pipes are bi directional
they aren't belts
good luck with it
Well, yes, they are, but exactly the same amount of water is used up as is pumped in.
... pipes are bi directional.
they can back flow and stutter the system
exact amounts don't matter to that
But I have given you the information and warning. Good luck with it
So far working great.
Both water extractor and refinery 2 are completely empty of water, while refinery 1 is supplied. Of course i have a smart splitter for the aluminium, backlog there would of course throw it out of wack
Im working on it rn ill show you when done
Worst case one could still add an additional pump between the mixed water and the consumer (refinery 1) but that does not appear to be neccessary
there definitely hasn't been 4 years of tons of people mixing waste and fresh water on this server having tons of issues with it, it's true
Oh, i absolutely think people did
Hereโs the completed factory
i'll chime in and say that i regularly build aluminum with a mixing of fresh and wastewater. if you know all the pitfalls, it is quite possible to get it working properly
I think that less safe is the word instead of unreliable
there's a lot of gotchas, but if you get it running, and ensure it never, ever stops, it'll keep humming for 100's if not 1000's of hours
^^
They run the same in the end
Mixing could possibly be more annoying to fix if the whole system goes down for whatever reason but thatโs it
yeah, the real issue is aluminum is such a complicated process that you're pulling in resources via truck/train/drone and if any of those things hiccups, everything goes out-of-kilter
But awesome sinks at the end of every important belt to get rid of overflow fixes that
yeah, sometimes though it isn't just the output sinks but the fact that you're pulling in silica from quartz purification which is pulling in limestone via truck and the truck runs out of fuel or some such
I do that anyways. And conveyor throughput sensors before the sinks so i know how much excess i have of something at a glance.
what Cobalt is advocating is a better way overall unless you really know what you're doing, and even then, you'll be flushing pipes when things inevitably do something unexpected
train deadlocks are another thing that'll just screw ya over
I dare say itโs inevitable youโll run into piping issues thatโll slow the thing down either way but those are issues that will happen with both methods if you donโt know what youโre doing
Yeah its just conveyors.
yeah, i think in just about every playthrough i've done, sometime in phase 4 the factory reaches a critical mass where you spend about a week just running around slapping bandaids on things
just the nature of complexity and interdependency
Blueprint for bringing ores to factory
I hope you plan to put lots beside each other
Im praying this works so badly
A single big stack of belts is gonna look horrendous
I think it looks pretty cool ngl
i just use one steel belt
Well, for now im gonna be busy setting up iron and copper processing anyways. Ill need some heavy frames which i havent made yet, what i found brought me all the way up here to bauxite processing
that's what i'm working on. its a project ๐
the thing that always kills me with hmf's is rounding up the concrete
ill be building it from the ground up. Iron and copper ore. I have the pure recipes for them now, so my grassy hills factory, ill still take occasional materials from, while here out over the western ocean im building my new factory
yeah, the pure recipes aren't all they're cracked up to be for iron & copper
the alloy recipes are quite a lot nicer
Those are really helpful when you have more of one than the other while having an excess of the other i suppose. Anyways, heres my line of pure iron refineries
Those should spit out about 1365. A bit less i think, the last is going to be only partially utilised iirc, once its running ill see.
Well actually i know, just not from the top of my head
Oh, right. 1337 Iron ingots and a decimal.
But i also unlocked diluted fuel, will boost my energy production for now really.
does anyone have a suggestion for an alternative to modeler? I'm trying to plan out my nuclear plant and keep getting stuck on a broken diagram that only puts out zeroes or tries to calculate itself forever
pen and paper :p
I've tried, but it tells me it can't calculate any result if I add plutonium or ficsonium fuel rods, even with all recipes/machines enabled ๐
Need to add waste as input
Sounds like you didn't "build" the plan correctly ^^
As you probably noticed with SFTools, already, each planner has its "quirks" for you to learn
I've been reworking it for a couple of weeks and it either borks or needs more SAM than is available or than I want to spend
Modeler also has multiple calculation methods, so things can get a tad confusing on that side
If you share screenshots of the parts giving you issues, we might be able to help you correcting them (assuming there actually are issues) ^^
I can make microadjustments and rebalance sloops all I want, but that's not going to prevent it from needing a very specific mix of recipes to sort itself out properly
it calculates properly if I disconnect the splurger merging all of the dark matter residue outputs from the splurger merging all of the dark matter residue inputs. I'm trying to use other recipes to hopefully balance it out properly (which would also help feed the currently disconnected alien power matrix factory, and is an experiment), but that one connection is keeping me from having a workable plan
at this point I'm trying to get it to output the waste values so I can try again in SFTools, but the process up until now has been to change something, let it run overnight, and if it's still calculating in the morning decide it's incalculable and try something else
do I need a threadripper? /j
... You normally don't need to wait more than a few seconds got the planner to spot out a solution, so there's definetly points of improvements xD
It sounds like you may be using the "full" simulation mode?
if that's the calculator option under general settings, yes x.x
I don't recall the name, but I'm referring to the third simulation mode on the list, the most expansive one
I suggest swapping to the second on the list ("manual" iirc).
It still does tons of calculations, but needs more user input and removes a lot of possible "calculation loops" that can stump the other simulation mode
that fixed it instantly. thanks ๐ญ
Finally, if all issues aren't magically fixed with just that, you can try taking some screenshots of the parts of the plan that don't work as you want them to and we can work on those
Pro-tip (only useful with "manual" simulation mode though): you can connect a storage containers to a splurger (connecting them to low-priority input input and Overflow output) and use them as a way to check for excess/deficiencies in inputs and outputs.
Eg: if the nodes fed by the splurger lack Dark Matter, they'll "pull" it from the input Storage, which will show "-X Dark Matter/min" (so you know how much you're missing); conversely, if you're making too much, the planner will push excess to the output container, showing you how much excess you have without affecting the other production nodes...
I've been doing that in less workable ways with splurgers and depots, so that'll help a lot here. I can definitely keep working on it now. tysm >w<
both of these tools are going to take some tweaking to get a workable result, but I'm no longer looking at a brick wall xwx
sorry, I forgot to remove the response bit :(
Tools tend to work better/be easier to use when you're not trying to add many details or use different recipes in your production plan
On the other hand, over a certain level of detail or complexity of recipes choice, Modeler can get you to the solution faster (even becoming the only choice in extreme situations)
I'm trying to use all of the uranium ore and not sink any of the plutonium rods. the current 12213.5 bauxite/m out of 12300 possible bauxite is kinda scary, and I was suggested power shard encoders as a more efficient way to make dark matter residue (still testing, though that would feed the alien power matrix factory), but I can probably work the two out between tools and modeler and reduce the resource inputs to workable values with careful slooping (30 of which are already reserved for augmenters x.x)
@wind spade can I make a request? ๐๐
With Sloops you should have enough SAM to convert all Plutonium Waste into Ficsonium (so long as you make the least amount of Plutonium Rods that you can make from the Uranium Waste you have), but still... It's a lot of SAM ๐
Which one?
I'm personally planning to convert just 600 Uranium all the way into Ficsonium. Anymore nuclear will get the Plutonium-sinking treatment
I posted in the suggestions chat of your server. I'm hoping it isn't too much, given how complicated coding can be and how complicated this game already is
sloop the ficsite ingots to cut down both on aluminium ingots and sam ore
i've mathed out a lot of this and where you want the sloops, unfortunately, is in the ffr encoders to kick out double the DMR (and fics rods!)
when you do so, the DMR needed for the ikea lamps is the same as what the rod step makes. if you don't do this, you run out of sam
at 4 sloops per encoder, you're looking at a max of 25 encoders you can support
technically you can support 26 if you don't research sloop scanning
You should be able to boil it down to "SAM saved per Sloop" for easy comparisons 
the thing is that you end up in a choice as to what endgame power source you want, and going all-in on one and then seeing whatever's leftover probably makes the most sense. all-in on APA's & matrixes will give you 4x the power of everything else, all-in on fics rods will double what plut power your making, all in on ion fuel, ehh, i don't see a really compelling story there.
tangibly, the 4x power from the APA's is probably the best you'll do
Slooping the ficsonium rods doesn't really reduce Sam cost a whole lot. You wanna sloop the ficsite ingots
when you are looking at a steep dmr deficit and need to make it with converters, it does reduce sam
Didn't say it doesn't reduce. Said it doesn't reduce much
Compared to saving 6000 sam ore/min with the ingots
And 3000 alu ingots
you're not looking at the full picture
it isn't about making things less expensive, its about fitting everything you need into the available resources. peephole optimizations of 'this is cheaper than this' don't get you there.
i've done the math, and i've build the thing
ok
regardless which refinement path you take on plutonium, you will end needing more sam ore thats available on the map
slooping the ficsite ingot step will reduce the sam need the most
now you can do ficsonium rods also
without sloops the ingots need ~12000 sam ore, and the rods need ~4500 sam ore. sloopign ingots costs 20 sloops, reduces it to 6000 sam ore. slooping rods takes ~72 sloops and reduces it down with 4500 sam ore
my generators havent quite manifolded out properly yet however my power boost alone is higher than my consumption
Do you think there should be more SAM on the map or at least a very very expensive way to make it? I feel like in big saves it would be helpful and if you aren't going very big then just don't use it
you can make more sam with the all pure setting :p
Like it would be very nice cuz i think if you make a maxed out nuclear plant going all the way to ficsinuim the amount of SAM used is so much it only leaves a bit for other stuff and also I know you can sloops
and using sloops on every step involving it
It kinda feels limiting like sloops are these very OP iteams meant to used on everything not just for SAM the 2 feel like they are meant for each other
I know the point I am making is kinda "vage"
An option for detecated people would be nice
you have options, game modes. all pure, rng - advanced materials
Like using idk a phase 5 iteam + like nuclear pasta to make SAM
That changes the entire world not just SAM
Wait what? New info lol
Meh idk it's just an idea
well if you wanna change something, you have options to do it, its your game, play it as you like :p
How below 100 are we? Is anything backing up?
The top left refinery of the 6 is the only one to get fresh water. The other two are using recyled water from the 3 on the right side.
why is the refiner that gets fresh water stalling
50, 30, and 42% ._.
Do you need to merge the alumina solutions together?
merging alumina helps with distribution
In that diagram it says yes
technically should work out numbers wise though if not merged
And to McG's point, is alumina backing up in the fresh water refinery?
Or is it short on water
it was full sending cause it was straight connected to the first refinery
why is this one stalling
because that example pic is from my "left over" set.
Also BTW side note love the color coding both as design and helps so much in these situations
I just wanted to show how everything is connected.
That set is just there getting the remains from the 6 previous sets.
then send a more recent image of the actual refineries
like, which refineries ARE stalling?
I agree that theoretically the numbers should work out but...
in practice, a set like this will stall for a long time because it takes forever for enough water to accumulate to run the other 2 refineries
assuming you dont have too much water
Correct
I usually sloop the water to give it an initial boost
Let it fill the pipes like wild then yank the sloops
i usually just dont care and let it sort itself out
That's also valid
I know it will work once it sorted itself out
and the stalling is just for some time
might be 30 minutes but whatever
Im too anxiety driven for that. I gotta see it working fully before I can walk away
No matter how many times I did the math
I gotta wait now
I am sinking all the scrap currently just to see if the refineries will sort themselves out
Good idea
you should always be sinking the scrap. or consuming it
if the refineries dont run, especially the ones that use the alumina from the recycled water refineries, you WILL lock up on water
recyled water is still bottlenecking somehow ._.
too much water?
ya
This ties into the previous question: have you NOT been sinking all the scrap this entire time?
what % overclock are these refineries
250 250 125
250 250 125
why didnt you check this beforehand
I keep forgetting pipes are only 600.
just add a second pipe
how though
you just connect it around the other side
it will sort itself out
you basically make a big pipe "loop" for the byproduct water
that goes both sides around the refineries
that way, no "side" will move more than 375/min water
you just an another pipe, but going around the other side
and it connects to the junctions near the input of the refineries that only get byproduct water
ignore the clipping ;-; gotta readjust things now
but you are saying this is gonna work? fluids are weird as hell
it works...what the actual hell are fluids man
theyre ass
it works because the fluid rate gets split along both pipes
so instead of forcing 750/min through a 600/min pipe (and failing), you now force it through 2 pipes
so it gets halved
fluids feel so realistic
Junctions are splitters and mergers
Like maybe that is just how you gotta imagine it?
its a bit more realistic than most other pipes you'll find elsewhere
but the main magic trick here really is that the junction can split and merge at the same time
so you effectively just split the flow in half on one end and then recombine it on the other end
it no worky-
I am still backlogging on recyle water .-.
flush
I did
also the alumina?
if water backs up, so does alumina
if alumina doesnt get cleared, water issue stays bad
the solution is holding fine
im so fucking over this
im belting in limestone and just sinking wet concrete.
or just grab a coal gen
using recyled water is way to much hassle for this bullshit
you already have coal
not any to spare
DM me the save file while you are at it and i'll take a look
no ;-;
my world is a mess and I don't want to share that
I am flushing my entire systems and belts and do like a full reset
i dont care about messes, ive seen absolute messes and still looked at it to figure out pipe issues
Its just what i do
but if you arent comfortable thats fine
the other solution that disposes of water which often requires less belting is to burn it in coal power planets.
starting to think my best option is to redo this entire factory >.>
belting in like 8k limestone is a bitch
coke can also be used, but i'm not paying too much attention ๐
i don't think that's good
whats the ratio on the standard turbofuel recipe?
because my refineries are making 1200 units per minute but the turbofuel recipe is so awkward for per minute
everything involving fuel makes more sense when you go up to a size 9x what you actually want to build
Which Fuel recipe are you using?
Because Fuel : Turbo on the base Turbo recipe is just 6 : 5
tyty
FFR -- if you open it in the codex, it shows the "per minute" numbers, but it also shows the "per cycle" numbers, which give you the ratio.
genuinely how am i supposed to deal with this
routing my waste into plutonium; making 450 pellets/min would be 36 plutonium cell assemblers
I donโt understand the problem?
absurd amount of machines
Build a smaller system
Or overclock
36 assemblers really isnโt much though
Do it on multiple floors if you like
Compacts things a lot
the beltwork haunts me
You have mk5 belts by now. You could do it with 1 belt for pellets
You could probably sushi it if you wanted to
Hell, just have 1 machine making pellets feed a few assemblers
Make multiple groups of them
Are there any better websites for mapping out stuff than satisfactory calculator?
scim is the only game in town afaik
i find the in-game map pretty good once you have the map covered in radio towers
So, as far as I've seen it, efficiency is basically machine uptime, right? The amount of time it's actually running and outputting, for example, a smelter that smelts 60 ingots per minute only smelt 30, that would be 50% uptime, or 50 efficiency. Right? RIGHT?
What I want to do is basically just overload all of my machines with resources for 100% efficiency?
they also pause if their output backs up
God damnit
So I technically want to keep my machines at 50% capacity then? So they always have material but always have space for more input?
With that I can get my stuff to not back up
Or maybe I can just spam storage
or just plan and math correctly
Do you mean factory plans? Satisfactory tools has a much better UI
If you mean actual map, then not really
100% uptime is easily done by having in = out. if you can't make the numbers add up, then overflow sink solves it
Yea
Like for planning production lines
Googling "Satisfactory caclulator" or "Satisfsctory planner" should bring up more results, but the most widely used atm are SFTools and Satisfsctory Modeler
Ight thank you
Thank you
@lapis osprey
any reason in particular why this sushi belt keeps on getting jammed up?
it is well within the item/min limit that a mk4 conveyor can move
is the end overflowed to a sink?
82.5 concrete + 135 steel pipes + 37.5 encased steel beam + 30 modular frames = a number that i cba calculating but it is definatley less than 480
i was told that was unneeded if the input numbers are just right, which i have duodecuple checked
you hve to over flow to the sink until the system balances out
ive done it before but i almost immediately stopped it because it was bleeding A LOT of items
is each of yoru splitter a smart splitter set to ITEM and then overflow forward?
i thought this works
no, one end over flow, 1 ITEM
ratiod?
at every smart splitter
set an awesome sink at the end of hte system, reset all teh smart splitters to ITEM and Overflow
it's like this at the very end (the red conveyor belt you see leads to the sink)
ok you still need to change the rest as mentioned
Middle should be any undefined (and overflow with a programmable)
You only need over flow
do not use any undefined
do i gotta use programmables?
no not at all
i could unlock and remake my whole factory to use em in theory but it would be a massive pain to do
this is a basic sushi belt
Believe they more reliable from convos I've seen since you can set any undefined and overflow on same port.
Every smart splitter
ITEM and Overflow forward,
final overflow to sink until it balances out
that's it
any undefined doesnt help
does that mean i gotta reset any for these ones?
over flow already send anything not going to the side forward
yes the one going forward needs over flow
if you put ANY then the ports don't fill up and you get clogs later on
these are set up for assemblers
kk
the way basic sushi lines work is the first slots get filled up first and THEN over flows
otherwise the whole thing clogs
now there's things called sushi load balancing, or single input sushi belts, but those are different set ups
its set up like so
seems fine
personally, i quite like the idea
yeah sushi can be very convenient
so kinda like manifold?
just more streamlined?
I mean it is a manifold. Just a sushi manifold
i see
more 'stream lined' I think depends on persepctive.
if you have any given system, if you make it sushi you'll probably need multiple manifolds but smaller since you're putting al lthe throughput on one belt
where as you could have 1 bigger manifolds with multiple belts for each item
it's often much more tidy ? especially with manufacturers?
really just up to personal preferences
well waht i meant by "streamlined" is that the first slot gets 50% of the items, the second gets 25%, third gets 12.5%, fourth gets 6.25%...
i dont really like that because it takes FOREVER for the first slot to fill, especially if it is a high-stack item like wire
ehhh on a normal manifold that just speeds up the spin up time.
Which is kinda meaningless because you're not just going to stand around and wait for it to spin up, you go do other things
it is streamlined bc slot 1 gets 100%, then slot 2 gets 100%, then slot 3 gets 100%...
First machine is always the fastest to fill
It's the 3rd to last one that takes the longest
It's a bit faster if you use smart splitters to fill one at a time
yah but i like to watch the brainchild that is my factory come to life
gives me a sense of pride
3rd last???
that's my point - even then, you gotta wait for all the other machines after that
hand fill them, or literally just build another section of factory or explore instead of waiting 10 minutes staring at a screen
The farther down the manifold you are, the slower it is to fill
But the last two don't have to be filled, once they start getting full flow, they're running at 100%
So the 3rd from the end is the slowest
oh okay
Tiny disadvantage of smart manifolds: they need to fill the second-last machine too before the last machine can run
they don't actually
you can just use a normal splitter for the last one
and it's gonna be like 30-60% faster, depending on the length
Yeah, but then it's not "just" a smart manifold.
Ie: if sushi is running through, you might need to add a separate overflow belt before any normal splitters are used
can a belt ever stop rotating in this game ?
or well, the items on the belt
when youre feeding a sushi loop for example
If you have a loop, items should keep going along the loop forever (though, this may lead to a stall of machines connected to it, if no items are consumed and no new items can make it into the loop)
But if there's not, then the belts can back up whenever overflow isn't managed
But... but... prefeed?
I really didn't know you could make sushi belts in satisfactory
using that system, the merged belt breifly stutters for a fraction of a second every time an item goes in. is that normal?
Smart splitters are a pathway to many abilities some consider "unnatural."
might be just visual , the way you check is if the producers are backing up. Might need to still let it overflow to teh sink more
i dont think it matters due to the max throughput of the conveyors being so much greater than the actual throughput
still a good idea to visually check your producers , you might have a sneaky low mk belt hidden somewhere
take some images using photomode, P , in the day light, hard to see here
Problem A
I mean yeah valves but really need better lit images and angles overall
I'll come later, I have something to do. Sorry
I'm guessing valves + no looping is the root of it all.
likely. I'm going to bed shortly though, if they get some better images maybe you can give them a few pointers
im confused
hi confused im dad
how do i get 225 pipes to go west (the direaction that im directly facing) and 135 to go the other way (where there isnt any concrete)
do i gotta use programmable splitters for this?
you could build a rate limiter
how would i go about that?
oh damn
is there a way to create those kinds of flowcharts?
like a software or something?
it would be really useful
What are your splitter settings?
it was just a smart splitter that had any going the direction of the pipes and concrete and steel pipes going the direction of just the steel pipes, but it doesnt matter now bercause ive torn it down in favor of a subterranian load balancer
Ok well, next time, if you actually want to fix it, ping me. ๐
hmm?
"actually want to fix it"?
is there something wrong with load balancers?
i just assumed it was the only way
No. I'm saying I understand how smarts and poggers work fully because I use them more than I use regular splitters.
So depending on what exactly you wanted, it may very well have been possible with 1 splitter instead of needing to build an entire balancer.
well tbh im not ecstatic about making an underground system
i kinda liked the idea of making it a complex system of conveyors that you can all see at once, so hiding a portion of it kinda ruins it
so if youve got an alternative, throw it my way
would a top-down view of the surrounding area help?
So you had "Any" as the west setting and "Pipes" as the forward setting?
correct
And what were you trying to accomplish with the split exactly?
I don't know how to read that.
225 pipes to encased beams, 135 pipes to encased frames
you could also have 11.5 machines going to the 225
and 9.5 to the 135
tho, probably less reliable
and still in need of a rate limiter
And the Concrete part?
the left part of the box is the input and the right edge is the output
and the number is the amount of machines i need
Tools is so much easier...
No, I'm just grasping the whole thing.
So you want a 225/135 split of Pipes AND all the Concrete going only 1 way?
Or are you trying to split the Concrete too?
Because you can do this easily with a smart or pogger.
that was surprisingly easy
mabye i should switch to tools
hold on
i think a bird's eye screenshot would help both of us out
Nope, just 2 things.
1: Yes, switch.
2: Does the Concrete need to split too or can it all just go one way?
@robust tulip
the concrete needs to also go to the encased industrial beam, but i just put in a splitter at the very front of the factory so you dont need to worry about it
Huh?
Simple yes/no:
At the specific splitter in the first screenshot, does the Concrete need to split?
no
Ok. The north direction that needs just pipes -- is that a sushi line at the machines or is it just pipes going directly into the inputs?
it is a sushi line
Then yeah, what you want isn't possible in a simple fashion at that location.
You need to split the pipes before adding the Concrete and then have both lines running the amount the need to have.
If the end point of the pipe-only split is mono, you can do what you're trying to at that location.
it goes onto a belt with a modular frame belt (MF = blue, SP = brown)
so i am guessing that i cannot keep this system in place? @median heath
You cannot do this unless the north-bound line stays mono.
what does "mono" mean in this context?
"not sushi"
so all of this would be rendered useless?
@median heath
Again -- it is all dependent on the north-bound line.
If you want pure sushi, you need to go all the way back to where you split the Concrete, split the pipes there, and combine both lines at that point to make them exactly what it is needed.
this is a ratio splitter, not a balancer
a balancer with 1 input and 2 outputs is just a single splitter
rate limiter :3
The valves were missing. I added them because the system was malfunctioning.
Valves are for decoration only.
I'm trying to generate 144 kW of energy from 600 crude oil. But the pipes aren't working properly.
144 kW wouldn't even power a Constructor...
i have 576 generator
Are you confusing kW with MW?
sorry i am confusing
Or, given 576 Fuel Gens --- GW?
144000MW
No.
576 Fuel gens at 100% clock speed is 144 GW, or 144,000 MW.
In kW that is 144,000,000.
sometimes 2 rafineries dont work. Could you help me?
Well, we can go back to this:
I'm guessing valves + no looping is the root of it all.
Because the "no looping" is the issue.
I removed the valves
Because the "no looping" is the issue.
what does it mean looping issue?
Should I raise the pipes 1-2 meters higher?
Pretend these generators are Refineries:
LOOP as in circular.
As in not a straight line.
You need the ๐ด so the fluid can move around.
Instead of hitting the end of a straight line and slosh backwards.
I think I understand. I need to draw a second line from the top and connect them. right?
That is one way, yes.
The point is to never think about pipes in terms of belts, because they are not.
Fluid needs places to go so it doesn't back-pressure itself.
That's why I added a valve.
Thanks. I didn't know that. โฅ
๐
technically they do functionally do stuff, but the stuff they do only ever causes problems
Hopefully they'll fix this in the 1.3 update. :D
looping the pipes helps in your case, but having built similar to use a full 600 oil, i find that if you use 8 refineries at 250% instead of 20 at 100%, you don't have the same sloshing effect
i also like raising my pipes up 2 meters so that the machine split-offs are downhill
(also increases walkability)
It's not really a bug tho
hate to intrude but is this setup necessary? i always just did the single pipeline with a junction, is it an efficiency thing or something else?
How much are you trying to shove down a single pipe?
Here, I didn't need to use any pump to transport the turbo fuel. Is this a bug or not?
you can somewhat brute force with a pump if you dont wanna loop, but looping does remove the bigger pain point
i think 600 but ill have to double check
i know its upwards of 400
Then yes, loop.
If 400, you're fine.
ah ok ty
is it correct?
that could work, definitely not the most stable design though
wait they're purely cosmetic?
i never really played around with em but i assumed they could cut off certain pipelines or something like that
kinda like a power switch but for fluids instead of power
They are akin to buffers.
They either cause issues or do nothing.
So their use-case is cosmetic.
Buffers, however, do have an actual use in train logistics.
If you want to be in charge of manually opening/closing them. Sure? But treat them like an on/off switch and either fully close or fully open them.
i thought buffers were cool
They are cool.
Cosmetically.
they're obviously supposed to be the fluid counterpart to storage units
and storage units are like top 5 most useful non-production/non-power buildings in the game
Storage units also have a function in train logistics. ๐
Buffers have the same use in terms of end-storage of fluid if you want to go that route.
In both cases the IFB and the ISC should not be in your production lines.
ig storage units are kinda better because i put them behind DDs
because i'm not going to be constantly using up every item type in my DDs
I think we define behind/in front in completely opposing ways ๐
oh right good point lol
Anyway it is past midnight so I would like to sleep ๐ญ
ok goodnight
๐

it has been a while since you've been up, considering i've had a whole sleep between this convo and our last convo about load balancers
on the subject of valves, they do what is advertised, but clamp flows to a % of what is currently flowing, so when the pipe isn't at max fill, they clamp flows lower than you expect and that causes worlds of problems. Additionally, the flow setting on the valve is rather imprecise so rarely, if ever do they do the right thing
yeah, i'm a little sketchy on the details of what the code does, but it represents the flow as x/256's of 300 or 600 which just doesn't have enough precision
they'll work if you're using them as an on/off switch for a lbf power plant or similar, but really they can't be used to meter wastewater or help fuel manifolds
oh shoot
i'm not amazing with computers, but could they not simply change that to x/512 or even x/1024 to make it precise?
you'd have to ask the devs for specifics
my guess is that there's some tradeoffs they've made to make the simulation fast and that is one of them
true
that kinda sucks, they seem like they could be a powerful tool if they did as advertised
anyway, the game would be better off if they removed the buildable
oh i see what you mean
imo i think it would be better if they made it just an on/off switch
yeah, but i can really only think of a few use-cases for that
the most useful of which is a liquid biofuel power plant, and that isn't super-useful
i've never made one myself, but i guess if you REALLY needed a moderate amount of power (~1,500MW) for a few minutes, you could use it
afaik that was changed, but that wasn't always the biggest problem valves have either
yeah, well, i'm not going there any time soon
i've heard mixed reports about all of that, and well, just don't use them, lol
they kinda do what they advertise, but they don't really have any reasonable use
counterpoint: i fw the green colour it has
i'm sure there is some situation where they can actually be of use somewhere. there most likely is some unit test in the game that verifies their function for something
ig it might be attractive to a new player that's experimenting
i think it would be cool if turbo-late game there was a way to reliably and automatically make biofuel
there kind of is
there is?
valves do what they should (let flow pass only in one direction, limit the flow)
the problem is:
- limiting flow in one direction would be great, if you could apply it globally on all pipes. But since only valves can do it, any pipe section can still have fluid flowing backwards, which can cause issues if handled improperly
- limiting amount of fluid in a pipe could be great... if machines didn't already do that. You can hook a full 600 pipe to a machine and it will only take what it needs, so no reason to add valve for it
critter bits turn into a crazy amount of biomass
i've honestly been thinking about that in my current run using 5x power cost
true
sounds brutal
assemblers costing 275MW sounds like hell
*manufacturers
i've got 10 APA's running which give me 2x the power output. besides that, you're building power more frequently and prefering high-yield builds over ones that seem good but cost a lot. besides that, you play some games with clocking things down. all in all, it isn't too bad, but progress is slow
you know, the game really needs a better item counter
be nice with one which could do low thruput :p
hello I am kinda new to the game, would you take the time to explain me what app is this, or if it's a known technical thing that i can google to to find out how it works and learn about it?
the ap is satisfactory modeler on steam and you can use it to optimise your factories but there is alot of web site that do pretty much the same
and here in my screen i basically made a oil energie prob but to be honest i don't really know if it really optimal like that ^^'
isn't this technic an ingenerring stuff?
not really it's more like that make the math in the game easier
ok ok thanks for your time ๐
np ^^
no idea it's got no lables on any of the recipes or what you're doing
I highly recommend this planner - you can create a whole plan in literally 2 seconds https://www.satisfactorytools.com/1.0/production?share=xhWH6Y0bk1ay2RgoorZd
wait wait what ? i didn't understood you meant which craft i used ??
there's zero lables on any of the recipes you're using and it's a spaghetti mess
oh i see
that planner is shockingly bad for asking questions or trying to convey information
hmm so satisfactory modeler isn't that good :/
It takes ages to do anything and you can't relaly read it
you seem to be trying to make 1200 rf? https://www.satisfactorytools.com/1.0/production?share=7JrBWONJtOQcJeil5m7H
not sure if these are the recipes you're using
literally just put it together now though
ah wait , I was using SAM
here we go
changed the whole chain in 2 clicks
this one i should use or the last one for a oil energie prod ?
use the one without SAM
k ty
you just have to turn off SAM as the conversion recipes are considered base recipes
well... they are
I know. It's just annoying.
not really much to do when the two categories you work with is "alt" and "non-alt"
yup. it'd just be convenient to have them in in a different category. I don't know anyone who uses them much. Thankfully I haven't had to do much with SAM planning and having to turn them off manually
Even thought they are base recipes, it would be nice to have them off by default like the alts.
typically, i do blended tf/rf like this; what you do with the compacted coal afterward is a separate question
i find with that build, if you instead do it in 3 sections taking 200 sulfur+300 crude (and clock things acordingly), you end up with a much more easy to build factory that allows you to take down sections for maintainence/upgrade
Thoughts on this phase 3 dessert factory?
I also have the Turbo Heavy Fuel alt recipe to turn the byproduct fuel into T-Fuel
but that needs heavy oil, not fuel
Hi guys, just started playing. This is my first factory game and I am loving it. I am on phase 2 of the space elevator. Generally speaking, what output ratio do I want between reinforced plates, rotors and modular frames? I cannot tell how best to balance them based on what is to come... 1:1:1? 4:2:1?
then just do the best with the info you have right now
most people wont have this info either
you can do whatever ratio you want really.
Once you have uses for those parts, THEN you can figure out if you need a new factory for those parts
if you have no other uses other than for personal use, then theres no general ration that you can really aim for, like Henir said
I am overthinking this, huh... by the time the ratio no longer matters my current output will be outscaled by the future unlocks, wont it
its kind of an issue of how fast can you expand
by the time you get future unlocks that require those parts you will likely also have better ways to build factories
as you said, you wont know in which ratio you will need them
and once you need more parts, just build a factory for those parts.
Its not that hard really.
investing more time now might not be worth it because there sure are other things for you to automate that are more important
my general strategy is to look at what rate satisfies the next stage of product and overproduce by a bit for building material, belting into that next production line and overflowing to sink/storage
(often i spend some time tweaking numbers in design to make that work and become easier to build)
Alright I will see how 1:2:2 does for now, ty
later in phase 3, you unlock a better recipe chain for rips and they end up going mostly toward mod frame->hmf which is a pretty chonky build. the other place rips get used (besides elevator's smart plating), is with the default oscillator recipe which isn't very good. The point of what i'm sharing is that after the initial phases, most of your rips are going to end up being made in your hmf factory with better recipes, as such, spending too much time early on design is less effective than just getting something cooking.
Should i got bigger
it looks like a pretty good size
Yeah its more than enough for phase 3 and even a pretty good start to phase 4
However I could get more resources nodes from my train network
its a good place to be for a 30/30/30 phase 5 delivery goal
Nice
This is my current railway system, all 2 directional
Planning to build in the dessert
you probably will end up doing something different at that point for hsc's, oscillators & computers
Yeah fair
in phase 3, i always end up a bit logjammed between the steel & electronics components, needing both before they're all built. As such, corners get cut
they're a meatball, lol
Lmao
i'm taking the time to do a proper hmf build that'll scale into phase 5
i only have 480 belts atm, so everything is running at 40% of design
Noice
Which site / app is that
it isn't a solver, but a planner. you need to know what you want to build in order for it to be useful
there's some rough edges in the tool, but it works well for my needs
And it's made with love~
anyway, the build is over the halfway point, and coming along
Any diagram tools you recommend?
not really, the game is the best layout tool i've found ๐
depends what do you mean by "diagram"
machine-level planning is indeed best done ingame
i personally find the flow charts on sftools, modeler, etc unuseful.
how i sort of figure out layouts is just build the machines and figure out where the belts need to go
stuff like this is all blueprints just getting connected together via simple belt splits i run by hand
about drones and fuel: I read this reddit (https://www.reddit.com/r/SatisfactoryGame/comments/1fndgco/i_tested_all_the_drone_port_fuels_so_you_dont/) and a few others, are there any other references for drone numbers? tl;dr: I'm spinning up 5400 rocket fuel / minute and and wondering how much I should split off for drones. given that efficiency varies based on distance and without knowing exactly how many drones I plan to have and all their exact distances, I'm trying to ballpark it as "that should be enough, and if it's not I can train the rest". I'd just like enough to have a handful of drones. and for the far ones (far away from the fuel factory) probably means dedicated refuelers. does "fuel/minute" on this post mean actual fuel or the packaged form?
On my last playthrough, my rocket-fuel-consuming drones were using about 2.5/min per drone, on routes which were in constant use (ie: not waiting for cargo unload at a full port)
2.5/min of fuel or 2.5/min of packaged fuel?
The exact number varies, of course, and the average world depend on the average distances and such, but IMO planning for 3/min per drone would give you very comfortable overhead
2.5/min packaged rocket fuel
ack. Thank you!!!!! so as an example if I wanted 20 drones i'd need ~60 packages == 240 actual fuel per minute
(my own average for battery-fueled drones was also almost exactly 2.5/min, actually; technically it should've been a bit worse, but maybe those routes were a bit shorter than the RF ones, on average)
RF is only a 2x compression for packaging, btw
shit. i would've not realized that until it was too late lol
ok so 60x2=120 then, which is better actually
But otherwise yes, with the caveat that those were only my own numbers. I think that was an average for something like 40 drones though
heard. I have plenty to give myself headroom, as you suggested, so I'll fudge the numbers a bit and not worry much otherwise ๐
really appreciate the input though, and the callout on 2x ๐คฆ
I also have a couple of notes on the numbers you can get from the Drone Port control panel, btw, with a couple of caveats:
- Last time I checked this was v1.0. I haven't seen any notes about if these have been addressed since then, but it's possible they could have been
- Also I was only looking at batteries, so it's possible other fuels might behave differently
First, you can't actually fully trust the "fuel per minute" that the drone port gives you. In my experience it was always reporting too high, but never at a value that I could figure out. (Like I could never understand how it was arriving at the number that it was)
The numbers which did seem reliable were "fuel per trip" and "round trip time," though I believe those can end up getting rounded a good amount in the display. You can use those two to compute the actual route's round-trip time.
If you load your save in SCIM, the port info shown in SCIM does do the math correctly, so you can always do that
But that also leads me to a second bug: when the game saves, any drone in flight stores a value for how long it's been in the air. The saving process makes this number way too high
oof
When the drone next docks at a port, it's that value that's shown in "round trip time" and used to compute other stuff, so in general, the very first time a drone docks after loading a save, you can't necessarily trust the numbers. Gotta wait for a second docking. :D
(so if you do want to use the SCIM numbers, make sure you've let the game run long enough for the drone to dock twice. :)
interesting. maybe i'll just fudge the numbers a biiiiiiit more then just to be safe lol
drone ports are pretty tricky to get a read on the fuel use of... you need to factor in the frequency with which the drone makes trips to get an accurate number, and the game doesn't help you figure that out
does anyone in here know how the hell you can build perpendicularly out of ramps? this is being such a pain in my ass none of the math adds up in here
i went on desmos and the game still dosent add up
can you not extend the ramp up with more ramps and build the beam along the edge?
its a slope of 1/2 and i cant find any ramps with a slope of -2 for perendicular
and when u line up the pillars on the adequet foundations its still off
if yo uwant a slope of 1/2 a 4m ramp should do it.
it's 4m high 8m wide
follow along the edge of them with the beams , use beam connectors if you have to
it happens xD
its very flush and perfect now, thank u
Does modeller have a way of setting a max belt speed?
or do i need to just change the max output of things to match that speed
I feel like this is another reason Tools is better.
ask in the modeller discord
I dont like tools because it just blurts information out, i enjoy planning out the factory how i want it rather than messing w all the checkboxes in tools lol
Oh i didnt know it had one, thanks
Tools just gives you numbers. It doesn't tell you HOW to use them
Compared to needing it to tell you belt stuff.
Completely forgot about the 600m^3 per second limit and don't want to repipe everything. Should this be fine or should I move pink over a bit left?
Per SECOND?
Thats exactly the reason why i said i preferred modeler lol
I built a 900gw nuclear facility in my last save and planned it all through modeller, i hardly had to do any thinking while i was doing the actual placing of buildings
except you need to rebuild the whole thing if you want to swap out recipes , and do so manually
Its just preference at the end of the day
when you can get a plan in a few seconds and just create your own layouts in game as you like
your image suggests you're only feeding 270 fuel pm?
oh right you ahve another feed there
I have 270 from the bottom row and 570 from the top two
you really want to avoid thigns like this with fluids
Like I said, I completely forgot about the pipe limit
they both have pros and cons its just preference, maybe because i was still learning i appreciated the planning modeller enabled. tools was p overwhelming lol
I also mean about merging systems and making branches like this
avoid merging and avoid branches
This is literally my first time making a turbo fuel plant
yup people's first fuel power station is usually where you learn pipes the hard way
have fluid going from point A to B , no splits or merges
it's not that it's impossible to have branches or merges but can really cause havoc
I already have a normal fuel plant running fine after figuring things out
Anyway, that's not what I am asking
smaller flow systems tend to be more resilient to those sorts of things
I'm asking if I should move the pink pipe over to avoid throughput issues
Mmm, gimme a second than
also try to get rid of that lone fuel gen in blue
that's an extra branch you really don't need
All the green are overclocked
to 250%?
I have it all mathed out for 100% usage of output
Yes
Blue one
after you've done that
under clock a cuople generators in each system to like 50% to flood the systems , full pipes are more stable
you're still merging 3 systems together
up to you though , there's lots of ways that are not impossible to do pipes, just massive pains in the ass
basically theres more and less reliable ways to pipe
I would to basically redo my entire setup down to the HOR refinies
no at worst you'd only have to add/remove a few generators to each line
Going to start firing them up and let it run while I clean the floors
The belt lifts hurt my soul.
Good
for example , just clock the 2 lines of generators to feed off this one pipe
lower flow pipes are also more stable
I try to err on the side of "feed down into systems"
yeah feeding from above isn't a cure all to this sort of thing
otherwise that would have been the solution I'd have given you at the start
I also try and keep things elevanted to give room for building under if need be
Yeah, I learned pretty quick that sloshing is a symptom more than an ailment
Okay, pipes to the gens is fine. It's my HOR pipes I need to redo because I have the IQ of a fish.
Rebuilt some pipes. Really good sign as it refills
fingers crossed
Getting maximum throughput on MK2 generally means no sloshing or other issues
yup, gotta wait until it stabalises before yo ucan tell though
Yeah, made sure to prime everything before spinning it up
Next time I do this, going to split things up more
it's a good idea for even belt systems to more easily trouble shoot things, but really something you should focus on with fluids
Oh, totally. I'm still fairly new and it's all a learning experience for me
Couple minutes in, HOR seems fine. Just the usual gulps
I...
were you not pumping out the oil yo uwere expecting?
"Drake, where's the Power Shards?"
Gonna take a break before my brain becomes even more smooth.
Decided to make a small chance since it wouldn't be much effort.
In fact, all I had to do was throw down two gens at standard clock speed and lower the clock speed of another.
yup
Oh yeah, that's real pretty.
getting there
@nova kraken pinged here cause its kinda meta and i cant post images in #satisfactory-consoles
they still haven't fixed that?
its not a bug
this is just how valves work
most people expect valves to let flow through unimpeded and then cut it of abruptly once it reaches the flow limit
nothing in the game suggest likewise either
its ONLY description is "Limits Pipeline flow rates"
and the belt analogue falls flat because pipes do not act equal to belts
exactly my point
I and apparently you would argue most people expect this feature of pipes to work differently, more analogous to belts
there is an implied expectance of behaviour
Imo, its an absence of description that causes this mismatch
the valve arbitrarily imposing additional constraints on top of that stands out as the outlier
if you build mk6 belts, do you expect it to carry 1200/min items, even if you don't provide that much?
People expect a cut-off valve, not a pressure regulator valve
?
I fail to see what that has to do with what we are talking about greeny
I suppose so
that "max possible flow" and "actual flow" may be different
Imo, they should just update the description
and add that the valve is "sensitive to pipe fullness / pressure"
I would also argue that the graphic shown to the user when they interact with it heavily suggests it being a cut off valve
I wanna say yes. It would be an easy addendum. But nobody reads the description
people expect valve to force fluid into the pipe at that rate
yes but not out of nowhere obviously
same as splitting mk3 belt from full mk6 belt, people would expect it to be full
that is another big reason why people fail at pipes initially.
cause nobody reads about head lift or that pipes have flow limit
Actually, not even just descriptions. Reading in general tbh
speaking of nowhere, I gotta go. But since we are on the subject of pipes: Do you have a compact priority merger build for pipes?
no
:/
with pipes best is not to merge/split and instead have isolated modules
VIP is still the best analogue there is but its technically stilla bug
that is my observation, too
but occasionally the issue arises where it does indeed make sense to cross the beams so to speak
excessive splitting and merging just leads to interconnected systems
imo it never makes sense to prio merge pipes
and honestly, even with belts, thats just fundamentally not ideal when you wanna troubleshoot
I hate it when my systems interconnect
you WANT seperated networks, you WANT to be able to fix one and then not have to worry about it breaking another network
(as an offtopic - this ^ was kinda weird to me at first as well)
I just placed an auto connecting blueprint which auto connected a bit too much and whoops I had iron ingots on my iron plates belt and off it went at mach 6 into the factory
wait, what
it's not?
mk6 belt -> splitter -> mk6 belt
mk3 belt from one output of splitter
won't be full
oh yeah of course not
if the mk 6 is full then i would expect a full mk 3 belt
it won't be
odd. is it timing related?
mk6 delivers each 0.05 seconds while mk3 only takes every 0.222 seconds
ok so timing related
so every time something comes into the splitter it needs to move it into one output buffer
and then timing comes into play, exactly
or just use overflow splitter
Splitters have buffers to it should fill the belt
for overflow setting that works afaik
anyway, good observation greeny
but not for normal splitter
good thing to keep in mind
i guess the trouble is that the buffered item can just as easily be grabbed by the output mk 6 belt, isnt it?
since normal splitter can easily output anything into mk6
because thats "in sync" with the input mk 6
Doesn't it have a buffer for each port?
i dont think so anymore
afaik not, but maybe it changed since I last checked this
thinking is overrated anyway
i believe its only an input buffer nowadays
what WOULD work is an output mk 6 on both where one transitions to mk 3 right after
or at least thats what i think would work
It adds a buffer so probably
Sync doesn't matter if there's a buffer on the output
Which is why imo it should have a buffer on each port
Because then you definitely won't have timing issues (assuming the splitter doesn't have a speed itself)
yeah, sync isn't really the problem, it's because the mk3 output gets skipped (since there's not enough space for another item), and by the time it is picked again, there's a gap between previous item and possible new item
the mk 3 gets skipped because of timing tho
Well, no, with a buffer, the mk3 belt takes out the next item when it's ready to do that
And because it's less than half the input, the buffer has to receive an item between one mk3 belt movement and the next
i have a theory....
is the output on the mk 6 belt around 980/min and on the (unbuffered) mk 3 around 220/min ?
I'll be home in 10 minutes so I'll set up a test
Expect results in an hour or 2, I'll have to record and integrate the damn belt monitor curve
Though I guess item counting in containers would work too, if slightly less accurately
ten minutes worth of container items should be enough
@wind spade @oblique hollow
got 2955 items in the mk3 belt container, 10165 in the mk6 belt containers in 10:50 ~ 11:00 minutes. this is roughly 270 for the mk3 belt and 930 for the mk6
Another thing is the ratio. 10165 / 2955 = 3.4399, while (1200-270)/270 = 3.4444.
The belt monitor on the mk3 also stayed steady at 270
the ratio is slightly off, which I can't really explain, but it's under, which would mean the mk3 got more than it should've.
wasn't checking either the input or output mk6 belts so it's possible they got a small blip below what they should be
May be that they changed something undocumented then
Tbf, belts have it easier when it comes to isolating production areas, even if they have dependencies, because you can always "just sink" to keep things running (fluids make that much more complex)
... Is there a way to check that in game, other than eviscerating the related code? 
Not that i would know
... Maybe if the input was a constant pattern of items rather than always the same item, we could be able to tell if and which items exactly do end up getting buffered and for which output 
I'm a bit too tired to think about the details now ๐
@neat crest how did you make 196 iron into 8 smart plates? mind dropping the schematic?
i saw your post in #screenshots and it got me lowk pondering
Do you have a cast screws recipe?
Nvm you don't need it
@robust tulip
That's how you do it
I think you can get even more with alt recipes
Imma check with cast screws
Nah stays the same
mine is exactly 8 hold on
196 iron to iron ingot
ingot to 48 plate, 133.333 cast screw, 48 wire, 16 iron pipe
You can make nearly 10
https://www.satisfactorytools.com/1.0/production?share=LZUgpUux13JyvLHIBK2J
plate and screw into bolted reinforced plate, wire and pipe into steel rotor. 8 each, 8 smart plate
I basically don't do plans with decimals that are too ugly. and those are very ugly
Numbers are numbers ๐คทโโ๏ธ
some numbers are very bad ๐ก๐ก๐ก
don't get me started on irrationals
under some circumstances, i can tolerate recurring numbers
fortunately there's no Q's in Satisfactory
ฯ/min 
cake is a lie
Please give me 2-3i/min Nuclear Pasta
all you have to do is rotate the accelerator to be on a tilt to change its phase
calculating the angle is left as an exercise for the reader
Oh god stitched plate recipe
stitched plate is by far the biggest creator of Bad Ratios haha. next is anything with quartz crystals
They work the same as non-decimals

