#math-and-meta

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fierce ruin
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so i have 458 biomass and have 16 biomass burners how much should i feed each?

sand garnet
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take out a calculator and divide 458 by 16

obsidian sluice
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convert biomass to solid biofuel, throw a stack of 200 into each biomass burner

fierce ruin
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my brain not working well today so i didnt think of that

obsidian sluice
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refuel as needed

fierce ruin
#

convert biomass to solid biofuel, throw a stack of 200 into each biomass burner
@obsidian sluice dont have it yet

obsidian sluice
#

you can do it using a constructor! or on the craft bench

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or have you not unlocked tier 2?

fierce ruin
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no

obsidian sluice
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ahhhh

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I'd encourage you to unlock obstacle clearing? solid biofuel's way more efficient, and the chainsaw lets you cut down trees for wood, which is more efficient than leaves

fierce ruin
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ik

obsidian sluice
#

but like until then I guess it's 458/16

#

actually hang on, why do you have 16 biomass burners?

fierce ruin
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for my power

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i didnt calculate anything just put them down

obsidian sluice
#

that's fair

fierce ruin
#

hmm

obsidian sluice
#

I asked because I wasn't sure why you'd need 480MW

#

you could get away with deleting a few, but honestly it doesn't matter, because your biomass burners throttle down if you're not at max capacity

hot ginkgo
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@obsidian sluice I know I'm hours late to this party. But one unique thing about the bio burners is the more you have, the more solid bio you can store in all your burners. Longer initial fill. But also longer till the next fill.

glacial hemlock
#

Thats why i always build up to 30 biomass burners during the speedrun

stark bronze
#

You have to lift water at least 1250m to make packaging cost less power

Math:
A full pipe is 300
A refinery can pack 60, unpack 120
To pack and unpack is (300/60)+(300/120)=7.5 refineries
7.5x30=225MW

Pumps takes 4MW
225/4=62.5 pumps
62.5x20=1250m

hallow girder
#

Doing some reorganizing in primary base, would this be ideal?

2 Iron Miners
|
Merge
|
Split:
3 Smelters + conveyor to Foundry (with coal)
|
Merge
|
Split:
Plate | Iron Rod | Iron Rod | Iron Rod |
Plate | Screws | Screws | Iron Rod |
Storage | Storage | Storage |
Splitters for later
Reinforce Plate | Rotor

keen patio
#

@hallow girder That.. does not sound right.

Note; without numbers, (PPM), its very hard to give you an answer on that.

#

General rules of thumb;

  • Miner->Splitter#1
  • Splitter #1 into Smelter #1, and into Splitter #2
  • Splitter N into smelter N, and into splitter N+1...
hallow girder
#

Looking purely at layout. I'm still trying to get used to the idea of underclocking before I mess with the exact numbers.

keen patio
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For the most part you will only overclock miners and oil extractors.

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The max amount will be 780, or 26 smelters off of 1 pure node. 20 for a normal node, 10 for an impure node (at the end game)

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To start; this is usually 1 miner into 4 smelters, as you get mk2 belts pretty quick

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From there, you would merge those 4 smelters onto a single 120 belt of iron ingots, and go from there..

hallow girder
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First game setup before I was even aware of exact match and numbers was a thing
2 Iron Miners
3 Smelters
Ingot > Plate
Ingot > Rod
Ingot > Rod > Screw

keen patio
#

Now if you are working off impure nodes; you can start with 2 smelters, as you'll either overclock or get mk2 miners (to bring an impure up to 60/min) pretty quick

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I need the iron miner #s, eg; 30, 60, or 120/min?

hallow girder
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MK2 miner pure

keen patio
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sorry mk2 pure; thats 240 per... so are you on mk3 belts*?

hallow girder
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Defaulting to mk3 belts since I have a ton of steel beams

keen patio
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I assume you mean Steel beams

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so each miner can support 8 smelters (240 iron ore a minute = 8 smelters worth at 30 per minute per smelter)

hallow girder
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In that first time layout, Industrial containers were full of plates and rods, but I was nowhere near enough screws without overclocking

keen patio
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Screws are always a pain; Do your best to get away from them via Hard drive (Crash site) hunting.

hallow girder
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Tried out Ingot to Screw but that felt even slower

keen patio
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its faster; it pulls the rods out of the equation.

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So; general building tip; usually you want to either 'set aside' an amount of ore (a multiple of 30), or a mining node, to a specific part

hallow girder
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Plate, Rod, 2 Screw?

keen patio
#

this allows you to sectionalize things a bit easier.

hallow girder
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Hmm, thanks. Just need to figure out how to read the numbers and all. ๐Ÿ˜…

keen patio
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Numbers in Orange = # of constructors/smelters etc..

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The smelter number is odd due to the ingot demand; The concept there is to build 8, but 1 of them is set to 83%.. hence the 7.83

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Note; I used the casted screw alternate in that example.

hallow girder
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Alright, I suppose I'll figure this stuff out eventually. Thanks for the advice.

fluid quarry
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What is this sorcery in here

swift robin
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i have been working with a big main smeltery that i just retool to produce different space elevator parts and it works fine, but I have had to rework things a couple times...

neat light
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Really bugs me the space elevator parts arent utilized in end game recipes. If they had a shared use we could build factories for getting tech levels and glide into end game without dismantling everything associated with elevator parts once unlocked

frosty sail
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You can sink elevator parts right?

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Iโ€™ve never tried Iโ€™ve just gone with the destroy option

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Or the ignore option

neat light
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I dont consider the sink a "use" it's more a last resort

frosty sail
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You get tickets

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Which can be handy

neat light
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I think it partially bugs me from a lore perspective too. All items besides elevator parts serve multiple uses and purposes, usually to build higher end items. Are the elevator parts so specialized they cannot be utilized elsewhere?

frosty sail
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If you look at them they have a very different look to them that to multi use parts

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They look very modern in comparison

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Also yes they would be specialised

signal sky
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Yea, like, why isnt the modular engine used for making turbo motors or something, makes sense no

neat light
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Exactly

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Or frame parts could be used for vehicles?

frosty sail
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You never know what they have planned for the game tho

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Still EA so things can always change

neat light
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That's true, I'm not like pissed about it lol

frosty sail
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Nothings final

neat light
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But I know the devs read this occasionally too, maybe that will see it and I'll get my wish :)

frosty sail
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You never know

neat light
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Also I like discussing stuff like this cause I admit it's possible im crazy and the only one to feel this way ๐Ÿ˜‹

signal sky
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I'm lowkey glad they arent cause they take so much stuff to make lmao

neat light
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They are a pita, maybe that's why they are separate. The tech should be hard to unlock, the challenge level atm is on point

glacial hemlock
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True, until now the purpose of the space elevator is still a mystery

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We only know it unlocks higher tier, but nothing more

signal sky
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Space elevator will eventually take the engineer off world to planet 2 mb
I know they said that's not gonna happen, but still, could be cool

fierce ruin
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No more a mystery than the Sink, that "stress testing" malarky doesn't ring true, what do Ficsit get out of it?
Is it just makework?

signal sky
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If you can deliver the space elevator parts in a timely manner then the planet is resource plentiful enough to be worth mass exploitation?

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oh about the sink, lemme think

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The sink is the real goal for going to planets, to get people to build a bunch of sinks to get the real wanted thing - Glitter

fierce ruin
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glitter?

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LoL

neat light
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Makes sense. The sink has a large spinning grindstone thing not dissimilar to shredding machines. What do you get when you shred something fine enough?.... glitter

signal sky
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This is also why more complex things give more points. They have many different material types, which lead to different colors. Rainbow glitter is preferred

neat light
#

Ohh no. It's some 5 year old kids birthday party. Unsuspecting parents want to amaze their kid so they rig glitter to rain from the ceiling. Too late did they realize it was actually metal shavings...

fierce ruin
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Including Uranium shavings!๐Ÿ˜ซ

neat light
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Poor timmy

fierce ruin
#

Or it could be Kenny!

oblique blade
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my mega turbofuel project went up to 2000turbo fuel/min, and i need 444 fuel generators to run this project :DDDDDDDDDDDDDD WASSUP BRO

neat light
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I'm hesitant to build anything huge rn with the fluids mini update due soon

hallow girder
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Yeah, I see all these screenshots of rows of refineries and get nervous thinking about the power draw ๐Ÿ˜†

young rover
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They will probably introduce mk2 pipes with 600 cubic meter capacity... no big change for existing setup. Where I think there will be a change is the packaging / unpackaging ...
If you used refineries for that you might need to adjust things in your base

last wadi
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hey i think i remenber looking at a belt balancer calculator online a while ago but i cant find it anywhere anyone got tips on that

hallow girder
#

Going through a full reorganization of all my bases

On Oil Island would it be better to have

  1. Polymers to process at main base
    Oil > Fuel
  • > Polymers
    

Oil > Plastic > Canisters > Package Fuel

  • > Residue > Fuel
    
  1. Or have Plastic and Rubber made on site?
gaunt pollen
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"Oil > Fuel

  • > Polymers"
    

i use that one

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is good u can put 6 or 7 fuel generators on 1 oilpump in max (250%)

hallow girder
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I think my first time setup was
Oil >
Plastic > Canisters > Package Fuel
Plastic
Rubber
Residue > Fuel
Residue > Petroleum Coke

But I wasn't making residue or fuel fast enough to fill the large buffer so I used another and have now unused polymers
Oil > Fuel

  • Polymers

gaunt pollen
#

it's good to, but that is enough to suport all that u need of fuel?

hallow girder
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Fluid buffer was draining away quite quickly though which made me think everything was too slow

gaunt pollen
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can also be

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is that in my base I use these generator sets as a secondary resource

hallow girder
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Do I go with fuel and polymers only to deliver to main base for processing? Or have it all made on site by attempting a closed system? ๐Ÿค”

gaunt pollen
#

you will have a lack of rubber but this I think with another oil pump you can solve this

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I can print for you if you want

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...

hallow girder
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Still trying to figure out this numbers game ๐Ÿ˜…

gaunt pollen
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ok

#

it's a closed system anyway.

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i don't transport the rubber and the plastic

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to anywhere

hallow girder
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Initially it was deliver all to main base with autopilot tractor
Fill industrial containers with rubber and plastic
Empty packaged fuel to fill buffer for fuel generators
Sink the overflow

gaunt pollen
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my system basically depends on the oil pump sending oil to the two refineries and these two refining on fuel ... which is sulfinciente to run 6 or 7 generators simultaneously (that all on max upgrade - 250%)

hallow girder
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Alright, guess I'll try some things out tonight

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Ah damn, I still need at least one Residue for Petroleum coke

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If I have a bunch of fuel refineries I guess this could work?
Plastic > Canisters > Packaged Fuel
Residue > Petroleum Coke

gaunt pollen
#

I made a factory that takes the oil and turns it into rubber from the 6mยณ of Residue you can try this if you want

hallow girder
#

Polymer can become either plastic or rubber right?

gaunt pollen
#

I'll check

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yep

hallow girder
#

If so, I guess I could move towards delivering to main and processing from there

gaunt pollen
#

do you have a central transport station?

hallow girder
#

Transitioning from tractors to trains

gaunt pollen
#

like use the train or anything

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Transitioning from tractors to trains
@hallow girder like that

hallow girder
#

At the moment, three remote sites

gaunt pollen
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I use the train for transportation it is the best means of transportation if you compare speed

hallow girder
#

Oil Islands
Coal and Sulfur
Bauxite

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Probably a fourth when I get to uranium

gaunt pollen
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u need the Coke for the aluminiun?

hallow girder
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Yes

gaunt pollen
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where is your site of the map?

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"u can send prints if u need"

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on DM

hallow girder
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Yeah, I'll send a few screenshots

gaunt pollen
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u have unlocked the map yep?

hallow girder
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Yes I have

gaunt pollen
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u know where is this?

hallow girder
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Yes that's the same sites I have

gaunt pollen
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try this mines it's the better set

hallow girder
tardy crescent
#

when building megafactorys, for production, whats the optimal ammount of walls i should have between each floor?

signal sky
#

Well you need 7.5 for refineries
So you could do 4, and then have the occasional double height floor for refineries

nova orchid
#

i'd say walls are for aesthetics

signal sky
#

My go to for almost all factories is to have a 8m tall space between each floor, so that you could put a 1m tall foundation on the top and bottom of that to act as the floor and ceiling of the floors it separates, and then have all your beltwork underneath the machines

dusky dust
#

Yeah, that's what I was planning on doing with my next

drowsy plank
#

In the long run, is a Pure copper ingot alt recipe or a copper rotor alt recipe more worth. Or the pure caterium ingot alpt recipe better

signal sky
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Limited Caterium is a hindrance in the late game, but i'd say pick whatever is more useful now

glacial hemlock
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You will be able unlock all recipes eventually

signal sky
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yea, you'll have them all eventually, so I say go for the most immediate one first

drowsy plank
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Im not sure lol Its a tough decision

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I think Ill just go with the copper ingot stuff

signal sky
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Pure copper ingots are p baller

young rover
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Alloy ingots are quite nice too

drowsy plank
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Screw production will be my downfall until i revamp my entire system

hallow girder
#

I have a ton of solid biofuel. Is it worth liquifying and packaging for vehicles?

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Also, why are color cartridges more valuable than all the other fuel besides Turbo, Batteries, and Nuclear? Maybe I'm thinking too realistically. ๐Ÿ˜›

chilly wigeon
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Idk, but they are limited (if not counting doggo farming)

neat light
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I would save at least a few stacks of solid biofuel. It's useful for chainsaw fuel if you need trees removed, and it's great as portable fuel for unlocking hard drives as a lot of them require some amount of power. Easy to just place down 4 bio burners and hook em up quick to unlock. Well, easier than other power sources or long wire lines

fierce ruin
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You may need the non-solid bio fuel as well for making fabric if you don't have the alt recipe for making it out of plastic.

mint lion
#

small question
I have 120 raw quartz per minute coming into a storage unit, and from there it gets divided for 4 constructors, two of which make silica and two quartz crystal
everything is at 100%
the constructors supposedly use 37.5*2 + 22.5*2 = 120 raw quartz per minute, but for some reason they keep filling up with raw quartz and the numbers in the container go up
anyone know the reason?

fierce ruin
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The output belts aren't backing up are they?

mint lion
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no, they're running smoothly

fierce ruin
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How about the outputs of the constructors?
How fast do things fill up?

mint lion
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last I checked silica and quartz crystals weren't stacking inside the constructors

nova orchid
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are they hooked up correctly?

mint lion
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I think? I'll go recheck everything again

nova orchid
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take a screenshot while you're at it

mint lion
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mm the silica seems like it's getting delayed after it exits, when it joins other materials to be dumped into the awesome sink

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I'll recheck how much of everything is going

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ah yeah, found the problem

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I had written 25 quartz crystals per minutes as the output instead of 45

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so when adding everything to 270 for the belts it was in reality 290 and it got stuck

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thanks guys

granite glen
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Is turbo heavy fuel worth the effort, or should i stick to turbo fuel/ fuel

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havnt seen the numbers yet for the heavy fuel, just unlocked it last night

keen patio
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@granite glen in general the viewpoint is that Turbo Heavy Fuel is the 'laymens' best turbofuel.. as its a bit easier to make, requires less work/setup.

However, efficiency wise, and most bang for your buck (oil #), normal turbofuel is the better one, assuming you use the diluted fuel loop.

fierce ruin
signal sky
#

If you have the direct to HOR, using Turbo Heavy Fuel can be ok
Or using hor from plastic/rubber production.
But the best for turbofuel is the diluted package fuel method
Adds a few steps of refineries, but turns 1 crude into 2.22 turbofuel

clever osprey
#

I'm a duck, moo

glacial hemlock
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good to know.

pale marten
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Is there anyone that has an aluminum layout for 1 pure node?

#

Refinery wise

hot ginkgo
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Not exactly the pure node size. But easy to scale from there.

errant wing
#

guys what item you suggest for sinking

fierce ruin
#

What have you got?
Go down the list on the Wiki Sink page and see what you get.
At endgame Turbomotors seem to be the thing.

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Basically I'd say the most complex stuff you can make, but also, any resources you aren't fully using just sink the excess, but if you can set up a few constructors to upgrade it before sinking the so much the better.you can make several sinks.

hallow girder
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I usually think about sinking if I max out storage containers

#

Some stuff is low value like cable and concrete but if you have a lot of it and it's made quickly, might be worth considering

fierce ruin
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Yeah, when my containers get full I stick a splitter on the belt to send the excess to a sink. Sometimes I even set it up to send half to a sink even while the container is filling.

bleak coral
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You can just stop thinking about it once you get smart splitters

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Just stick set it up so all the overflow from storage goes to a splitter

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Everything I make ends up in the sink once storage is full

errant wing
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@fierce ruin everything, but i'm looking for most effective one

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for example quartz is 15 points, i can put 1 miner to sell 750 quartz / minute and get 9k points

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or i can sell radio control units 1 item = 98k points

obsidian sluice
#

most effective? most of the community thinks turbo motors are the best, but I think adaptive control units are a decent second

#

realistically, a smart splitter sending overflow production into the sink lets you build a surprising amount of points over time

errant wing
#

tnx

glass nebula
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Rigor Turbo motors can output a massive 1.3 million points/minute per factory, followed by normal turbo motors at ~870k

#

Radio Control Systems come in 3rd at ~370k

upbeat tide
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That alt uses super computers so id hope it makes alot of points ๐Ÿ™‚

hot ginkgo
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Sink everything that you dont store or use directly for a next process.

Also the parts always make the same points per part. Regardless of what alts are used to create it.

upbeat tide
#

Think the difference here is the alt makes more per machine

wind spade
#

the difference is that alts usually make more from the same amount of raw resources

neat light
#

That qualifier usually is important since there are some horrible alt recipes lol.

This isnt a complaint about the game, there def should be some bad ones

wind spade
#

I don't think there are clearly bad recipes

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every recipe is good in one way or another

sand garnet
#

biocoal tho lol

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although its not necessarily bad, just not that useful

bleak coral
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Could be fun to use it in a biomass power only run, but otherwise I don't see the point of it

frosty sail
#

Explain how a form of coal could be used in a biomass burner

bleak coral
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Not a biomass burner only run, just a run where all energy has to start as biomass stuff

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So it'd include biocoal and liquid biofuel

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oh my god why is liquid biofuel so bad, you get more energy turning biomass into coal

worthy copper
#

quickwire stator

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thats the bad one

bleak coral
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????

worthy copper
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alt recipe that basically trades wire for quickwire to save a bit of steel

bleak coral
#

it makes them faster so you don't have to make as many machines, so it's not strictly worse

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just not something most people on here want

frosty sail
#

Iโ€™d rather extra quickwirrr

worthy copper
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hmmm i suppose the speeds alright, though it still isnt as good as the other fast/inefficient recipes imo.
I just have a vandetta against that particular alt lol

bleak coral
#

mine is crystal beacon, which makes them faster, but because of the complexity added I'm pretty sure it's actually a net negative in both footprint added and power used

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so it fails at accomplishing the one thing it's supposed to do

signal sky
#

Any of the recipes that introduce rubber into the mix are p awful

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Like coated cable or layered reinforced plates or rubber concrete

wind spade
#

Not really true

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Coated recipes are technically the most raw resource efficient recipes

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Coated plates

glacial hemlock
#

True, but usually oil runs out quicker than iron...

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Unless weightage are included into the calculation

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Well, 27 oct, hopefully oil production can be buffed

wind spade
#

Weighted calculations are indeed included

bleak coral
#

honestly 90% of oil's use is in alt recipes not vanilla recipes, I mean what's using up all the oil? turbofuel?

#

personally I'm put off by them because of the added complexity, but that's a different thing

worthy copper
#

oh yeah crystal beacons pretty bad too, but imo thats more because of how good the base beacon recipe gets with other alts that let you make it from nothing but iron

ruby kayak
#

This is gonna be a noob question, but for early game I want to maximize power efficiency as much as possible. I had straight line until I started making smart plating. I've got my main assembler making it at 50% so 1/m. Further back the line I'm having issues with ugly percentages causing decimal variances that are choking up my power line. Has anyone cracked a way to do it where I'm not using numbers like 42% or 63% in messy ways? The main problem stems from the rods into screws, since the 5 surplus causes it to scale down differently when I'm underclocking the screws too

My main focus is power efficiency, not production speed. Trying to keep power usage low and consistent

worthy copper
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there's no way to clock to fractions of % unfortunately

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but if you have it as close as possible that will still level out your consumption

ruby kayak
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That's what I thought, but I have 3 machines in the line slowly bleeding in a surplus 0.3 here and there, and within ten minutes of running I noticed my nice flat power line is bumpy again. Would I be better off making a larger system? I really want to avoid overclocking as much as possible but I'm open to doing up to 150% tops

worthy copper
#

if it's bumpy down that's fine

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its if the bumps are going up that is a practical problem.
Expanding the system is another way.
Tbh I'd just go for more power and automate solid biofuel production, by the time i set up coal i had 20 or so biomass gens

outer wolf
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just go for some nuclear and no more problems

ruby kayak
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I'm not even at T3 yet. Still building my space elevator. Trying to start the game efficiently right off the bat so it's a little easier to maintain late game so less things to redo. I also want power efficiency, not surplus. If I can bring my usage to 0.1 below what I'm producing and have a flat line, I'm happy.

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I'm on 5 biomass generators and I can make it work until coal, I just need to flatten my line while I get there. These smart plates are doing me in and I cannot get how to do them at peak efficiency. Maybe I'll have to scale up but I'll need more power which I wanted to avoid

bleak coral
#

automated power makes it impossible to have a flat line because power production is scaled to power used, so you'll have the machines running power turning off an on all the time

outer wolf
ruby kayak
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You can use sinks to force things to run constantly. If I can get my power production to be as close as possible to my usage I can make it work

bleak coral
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@worthy copper didn't you have a discussion just yesterday or something about how it's impossible to get a truly flat line

#

like yeah you can minimize variation, but a true flat line isn't possible

ruby kayak
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The calculator says I need to split at rates of 9 and 14.25, how do I get a split for that rate? I don't have smart splitters yet

hot ginkgo
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As long as the sum of all machines on that belt equals what you're putting into the belt, the machines will balance them selves out.

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Also called a manifold.

nova orchid
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The calculator says I need to split at rates of 9 and 14.25, how do I get a split for that rate? I don't have smart splitters yet
manifold

ruby kayak
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That's what I was doing already, but I'm still having the issue where I'm getting some problems with percentages. Like 0.03 variance for a few machines and I can't figure out how to resolve that

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I wish we had a way to set flat production rates and the percentage broke down to decimals to accommodate, instead of the other way around

worthy copper
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@bleak coral dont think that was me

ruby kayak
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I've gotten a flat line before

edgy vault
#

You can't get a truly even and equal consumption and production, you can only ever aim for consistent hysteriasis

light acorn
#

how many coal generators for 2 water generators

wanton axle
#

8 coal for 3 water

fierce ruin
#

5 and a bit generators for 2 extractors.

light acorn
#

thanks

fierce ruin
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1 extractor can provide water for 2.66 generators (if it isn't overclocked.)

nova orchid
#

If there's a better way to produce them pls let me know

snow girder
#

best encased industrial beam production with all alternate recipies?

signal sky
#

All alts?
Then probably pure iron ingots + solid steel, wet concrete, and the recipe that uses pipes instead of beams for the encased industrial beams

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Tho I haven't done much looking into using coke steel instead of solid steel, just seems like there's more better to do with oil than make coke

swift robin
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me using coke for power because i dont have alts ๐Ÿ‘€

bleak coral
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Eh if the HOR is just a byproduct it's a quick way for some energy without much fuss, and is better than sinking it

swift robin
#

it's a pretty nice use, you can get a lot of coal gens on coke easily. the only problem is my oil area ended up 3x bigger than i expected because of dozens of coal gens lol

bleak coral
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Lol but at least it's almost self powered

swift robin
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i'm pretty sure it produces more power than it uses actually

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underclocking the refineries to 70% helps

glacial hemlock
#

@nova orchid looking good!

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@bleak coral oil goes into turbomotor and supercomputer if you decided to sink them

winged dagger
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start off sinking them to keep the refineries going, then use the resin later for fun stuff

#

I just used the resin I was sinking from a Gen-1 fuel power plant to kickstart a gen-5 turbofuel power plant's empty containers

glacial hemlock
#

@oblique hollow any feedback would be much appreciated.

stark bronze
#

The buffer headlift is only when its completely full

oblique hollow
#

Yes, of course, it scales with fill height

#

I guess the red arrow is the limit in doubt

#

But the Buffers being able to apply a head lift greater than their height seems a little counterintuitive thinking_helmet
I really gotta look into that, but again, im waiting for that Fluid Update

glacial hemlock
#

@stark bronze buffers still output maximum head lift equal to their building size, but strangely, the head lift is calculated from the pipe center, not the base. So it can fill a pipe up to 2 meters above.

stark bronze
#

I hope this is what they are trying to rework

bleak coral
#

I thought it was reduced past 20m, did your tests prove otherwise?

granite glen
#

didnt know buffers had headlift, that'll sure be a help!

young rover
#

if you put a buffer every 4 m fundations you do not need any pumps then ... LOL

obsidian sluice
#

buffers require headlift to fill though right? so a buffer should only be able to raise fluids up to its own height?

hot ginkgo
#

@obsidian sluice it cant. If you come straight out of a machine that only has 10 meters of lift. Youll only fill 10 meters of the buffer.

#

That's only really a problem for the industrial buffer.

bleak coral
#

since their headlift is dependent on how full they are too, it's less that the buffers give that much head than they restrict headlift to that after them

fierce ruin
#

How do you define "after" given that pipes are bidirectional?

#

What happens if you have a pump on a pipe with a junction and a buffer off to the side?
Is the headlift at the end of the pipe 20 or 12 meters?

sand garnet
#

gravity.

obsidian sluice
#

"after" should be contingent on the flow direction? I would presume that the game splits a stream of liquid entering a junction into its outgoing pipes equally, before using the pump to add 10 meters of head lift to it

sand garnet
#

up = after

obsidian sluice
#

headlift isn't additive too, so chaining 2 pumps back to back doesn't double the headlift, it just adds 10 meters to the last pump's height

fierce ruin
#

20 meters!
10 meters is for extractors.

#

Oh, this would be the same as in the exploit with a single extractor at the top of a cliff increasing the headlift of all the pipes coming from the bottom isn't it?
So in my example the headlift would be 20 meters?

#

@obsidian sluice I think a pump adds 20 meters to it's OWN height doesn't it?
It cancels any remaining headlift and makes the headlift 20 meters,

sand garnet
#

it just adds 20m from that point, yes

obsidian sluice
#

oh it has a 20 meter lift! my bad

#

must have mixed it up with refineries

sand garnet
#

so if your first pump is at 10m, but your second pump is at 15m, it will push it to 35m height

fierce ruin
#

Right!

glacial hemlock
#

@bleak coral pipeline pumps fully functions up to 22 meters

fierce ruin
#

Is that reliable?

glacial hemlock
#

The base point of a pump is near its inlet (its butt), not the center point. Yes @fierce ruin the result is repeatable

sand garnet
#

I think the last 2 meters are unstable

#

so best to just play the 20m range for 100% success

fierce ruin
#

It's a nice even number. Easy to work with.

fluid leaf
#

What is 10 x 10?

#

I didnt finish elementary school

dull bolt
#

Last time I used calc.exe it was 100.

edgy vault
#

Thank you @glacial hemlock, that absolutely explains the weird behavior I was experiencing when trying to build my oil overflow system

oblique hollow
#

I feel like i should clarify:
1: Buffers require head lift in order to be filled, a normal production building like the refinery could be struggling to fill an industrial buffer (12m buffer > 10m applied head lift)

2: Buffers dont transmit previously applied head lift until they are full, and i mean full
Got a pipeline pump connected before a buffer and a 20 m wall after the buffer? Have fun waiting until the buffer is full

fierce ruin
#

But if you split the pipe from the pump and put the buffer on a side branch what happens to the pressure then?
Wouldn't that be the same situation as the exploit with one extractor at the top of a cliff giving it's headlift to a whole bunch of pipes from the bottom of the cliff?

oblique hollow
sand garnet
#

based on that though

#

if red = pump

oblique hollow
#

Ah, thats a good one

sand garnet
#

will it fill to the green line? or all the way to blue?

oblique hollow
#

Green line

frosty sail
#

another one of toms magical drawings

sand garnet
#

alright good to know

#

yeah before I forget: @hot ginkgo I've reverted to MSPaint!

frosty sail
#

wrong one lol

#

i aint bando

sand garnet
#

nope, right one

oblique hollow
#

Its funnier when you try to connect 50 buffers in series and have 1 pump at the front: it will fill all the buffers, but its gonna take an eternity

frosty sail
#

oh

#

alot of people mess that up

sand garnet
#

he was disappointed in me making actual screenshots for my examples lol

hot ginkgo
#

I see you realized the error of your ways.

frosty sail
#

MS paint ftw

sand garnet
#

I have.

oblique hollow
#

Since a full buffer propagates pressure as if it wasnt even there

sand garnet
#

yeah buffer is just very large pipe

oblique hollow
#

Yep

hot ginkgo
#

Giggity.

frosty sail
#

hey bando btw

#

name brother

hot ginkgo
#

Oh hey. I'm off again. Back to Halloween decorations.

sand garnet
#

have fun!

frosty sail
#

me not celebrating Halloween at all cause of the annoying people trick or treating at midnight while im trying to build a factory

oblique hollow
#

Give them Spaghetti instead of sweets simon_smile

frosty sail
#

i prefer to not open the door

oblique hollow
#

Even better

#

Dismantle the door

frosty sail
#

then theyd just walk in?

oblique hollow
#

Obviously when you remove a door it leaves behind a solid wall

#

The Sims taught me that

frosty sail
#

ah yes

#

so just block myself into the house

#

ill give that a try

oblique hollow
#

๐Ÿ‘Œ

pastel oxide
#

anyone think an endgame goal of 1 780 turbo noted belt is a bit much?

tranquil siren
#

100% not enough

pastel oxide
#

shit you right

tranquil siren
#

get 10x that

#

idk what it is

#

but get 10x of it

pastel oxide
#

I feel like thatโ€™s still not enough

tranquil siren
#

idk what anything is cus im still doing tier 1 and 2 lol

pastel oxide
#

lol

tranquil siren
#

finally got among us on steam

chilly wigeon
#

780 turbo motors

#

downloads map modder to get more pure nodes

sage sparrow
#

I need help figuring out these ratios, and ive tried so many trees of splits and merges but I cant get it down

sand garnet
#

considered just using manifolds?

fierce ruin
fierce ruin
#

Aha, I was reading that the other way, with items flowing from outputs at the bottom to inputs at the top.
Just in case I'm right and because I've already got it figured out here's how I think that could be done.

#

that can work only if your cconveyor are good enough to merge everything

wind spade
#

@sage sparrow you can always use a manifold - merge all outputs and then split for each input.

--S--S--S--S--S
  |  |  |  |  |
  X  X  X  X  X
fierce ruin
#

@fierce ruin Your second solution is exactly the same as your first.
And you're still assuming that the flow is from top to bottom, which may well be correct but I was working on the assumption that the flow was from bottom to top. (Three machines on the bottom outputting 5 each to be sent to 5 machines at the top using 3 each.)

#

And if the numbers are items per minute than even mk 1 belts would suffice.

glacial hemlock
#

@pastel oxide it is too much.

#

@fierce ruin your example has throughput issue

#

@fierce ruin yours are good, but they are not true balancer

fierce ruin
#

my exemple keep the balance (if input are balanced, output will be; and the question seemed to be like that from the numbers).

#

and imo numbers here just give ration,not total number of item passing, so we still have problem with merging everything

#

yes

#

Unless the inputs are maxed out max tier belts in which case one would need to start with splitters.

glacial hemlock
#

@fierce ruin you can easily spot throughput issue, if a merger is placed on a belt that could be full.

fierce ruin
#

every conveyor goes up exept the one with an arrow, and put merger on the 5 line up to be ok.

#

@fierce ruin nice synchronization for the same result !

#

But your diagram is a lot more readable!
Of course you left out 5 mergers! (Just from the diagram! It's obvious that they're implied.)

#

but anyway, i would suggest using manyfold; it's way simpler

#

I concur, but this is kinda fun and perhaps educational.

#

belt balancer/compressor are interesting to think about, but what i don't like is when i have to build that diagram ingame: it's either not clean or take too much space (unlike manyfold)

glacial hemlock
#

Belt compressor is ridiculously simple to make compared to belt balancer

sand garnet
#

belt compressor?

fierce ruin
#

it's some splitter/merger used to reduce the number of belt you use, if you want for exemple go to 5 lines to 3 lines

neat matrix
#

Thatโ€™s in Update 4 @sand garnet your packing worker that makes use 20 of the item to make a pack of the item

sand garnet
#

ohshit, you're a dev that knows stuff about update 4?

#

tell us more! ๐Ÿ˜„

neat matrix
#

๐Ÿ˜‚

sand garnet
#

packaging in update 3.5 or riot

neat matrix
#

You know that there is an packing processor in 3.7

cedar mica
#

Is there any calculators that calculate power draw?

sand garnet
#

not sure, i know that greeny's calc doesnt have it yet

wind spade
#

๐Ÿ˜ฆ

sand garnet
#

is the guilt-tripping working yet?

glacial hemlock
#

@cedar mica i think embetterer does

sand garnet
#

the problem is it might not use the same recipes as greeny's calc for example so depending on what route you take to get to your build your stuff may be skewed

obsidian sluice
#

you could calculate the upper limit for power draw by just adding everything up, without considering underclocking?

#

most players just produce a massive amount of power and hope for the best

#

this is incredibly wasteful and probably not a great idea, but isn't it possible to create a resource outpost where raw materials are trucked in to a central factory, and the trucks are powered by nuclear fuel rods

sand garnet
#

you could, but you now also have a vehicle on autopilot that can randomly kill you if you get too close so....

obsidian sluice
#

trucks work as long as you're not staring at them though

#

idk, this was mainly a thought because part of me wants to turn the grassy fields into a radioactive nightmare

sand garnet
#

its not so much staring at them,
it's more about being in range of them

#

there's a range where the vehicle will just teleport from node to node, and a range where it actually drives

obsidian sluice
#

yeah it's probably more feasible to power it with batteries and to send a shipment of batteries down every week

#

instead of sending a car of NFRs every month

sand garnet
#

technically, you can have a vehicle teleport back and forth across the map lol

#

all you need to do is record the whole path across the map

#

and then delete all the nodes inbetween
then stay out of range so it'll teleport from point to point

#

massive amount of work but could be fun for shits and giggles

obsidian sluice
#

yeah it sounds like I could set it up, then flip a switch and get the fuck out

sand garnet
#

I wonder what that does with fuel..

#

would it just calculate fuel based on distance? or would it actually just need fuel for the driven part at the node

obsidian sluice
#

according to the wiki, trucks will only be refueled every 138 hours

sand garnet
#

link to source?

obsidian sluice
#

you could probably eke out a few more hours by coasting down hills, but there's no need to

sand garnet
#

yeah but im curious what happens if there's only 2 nodes

#

because if it's just time-based, and not distance based, that would mean a truck would be super OP for item teleportation lmao

#

just make it so that the first node is covered by 4 loading platforms exactly

obsidian sluice
#

I'd imagine we could set up vehicles to travel back and forth between miners and the factory inputs? might have to pave over the entire grassy fields for this

sand garnet
#

so you get the quickest loading of the truck possible

obsidian sluice
#

I might consider doing this once I'm done with my mega-factory? but I might wait til update 4 in case the devs revamp any game mechanics

sand garnet
#

dont expect vehicles to be touched anytime soon

obsidian sluice
#

tbh I think allowing vehicles to use nuclear fuel and not produce nuclear waste might be a bug or an oversight

sand garnet
#

its not really practical in any real way though

#

if you put in more than 1, you'll take damage while driving

#

and if theres more than 1 while autopilot is active, that means you'll take damage if it drives past you

hot ginkgo
#

You'd have to find a way to extract that waste from the vehicle. Which is 100% doable. But not worth the effort IMO. Similar issue if vehicles produced empty containers from packed fuel.

pearl kite
#

I just read this on the wiki: "Engineers are immune to Radiation damage while inside a vehicle."

#

Is this accurate? Anyone tested?

signal sky
#

yea, you can take a train right beside a uranium node and be fine

pearl kite
#

Powering trucks with nuclear fuel rods somehow seems to be an interesting idea for me ^^

#

Trains are different because you dont get any damage.

fierce ruin
#

the problem is when you are close to the truck you will take damage

pearl kite
#

Sounds funny

signal sky
#

You have to have a vehicle to take you to the nuke vehicle, so you minimize the amount of time outside

pearl kite
#

Factory carts ftw!

sand garnet
#

train is different from a vehicle though, imma test it

#

welp, radiation has no effect either yea

#

so im guessing radiation is coded like the damage barrier, where poison gas is not

glacial hemlock
#

all sorts of vehicles provide radiation protection.

sand garnet
#

yup I stand corrected ๐Ÿ˜›

glacial hemlock
#

I guess the particles hit the vehicles instead of the engineer ?!? and thus shielding it

sand garnet
#

if thats how it works poison should work too

#

but it doesnt

#

which actually makes 'fixing poison gas damage in vehicles' not that hard

#

they just need to change how the damage is applied: through the damage barrier mechanism/ radiation

glacial hemlock
#

either is broken. Players should equip hazmat suit in vehicles to prevent damage. I guess that is overlooked in coding

#

interesting stuff
@sand garnet btw, long belts of quickwire doesn't seems efficient

sand garnet
#

when you're in a vehicle, the game unequips everything

#

thats why you take poison damage

#

but since that happens, but you dont take radiation damage, poison and radiation are coded differently

#

so they just need to yoink the damage code from the radiation thing and apply it to poison

glacial hemlock
#

I think, when you are in the vehicle, you are the vehicle and you inherits its equipment stats, but vehicle lacks the ability to equip the gasmask

sand garnet
#

yeah but then why doesnt it get affected by radiation?

#

because you normally need a hazmat suit to prevent radiation damage

glacial hemlock
#

yeah, probably coding overlook

empty hemlock
#

the game doesn't unequip everything when you enter a vehicle. vehicles are characters you take control over and relinquish control of your on foot character which gets disabled for the duration

#

you used to take no damage from poison aswell in the alpha, but people complained that it didn't make sense you were immune to poison gas while standing on the open back of the tractor

glacial hemlock
#
Satisfactory Wiki

Head lift determines how high fluids can be pushed up: only the vertical distance, or the difference between the elevation of starting and ending points matter; it does not depends on whether the Pipeline's shape is vertical, slanted diagonally or even a U-shaped. A 1 meter ri...

#

The page is more or less cleaned, feel free to add / edit your findings jace_smile

quartz perch
#

So all in all straight up uses less resources is what your saying?

glacial hemlock
#

lol, that is one of the point, but not the main

willow igloo
#

The main point is that you can do anything horizontally, head lift only affects your vertical

elfin crag
#

If you put a huge initial head on a pipeline and then arc it back down to the ground, you could conceivably run the pipe absolutely anywhere and over any terrain without loss of flow.

bleak coral
#

@sand garnet since you've been testing pipe junctions, could you tell me if this works (cloud is a coal plant & star water extractor)

sand garnet
#

i dont get that picture

#

where does the 225 come from

bleak coral
#

water extractors earlier, I just didn't want to draw the full layout, just the possible chokepoint

sand garnet
#

still confused lol

young rover
#

I donโ€™t get it neither

bleak coral
#

ok, so like say you've got 225 m^3/min coming into one side of a junction, 120 m^3/min coming in from another, would it be able to supply a pipe needing 300 m^3/min and another pipe needing 45 m^3/min

sand garnet
#

yeah but in what setup do you have 225 per min? or is that an arbitrary number

bleak coral
#

it's an arbitrary number

young rover
#

That would exceed the max pipe limits

#

Even the junctions are limited

bleak coral
#

that's what I was wondering

young rover
#

So you would get in the pipe going south 300-45 = 255

empty hemlock
#

if you use a 2x2 grid of crossings it should work

bleak coral
#

but weren't you supplying 600 in your buffer test from one junction, Tom?

muted crypt
#

what's this about 600 fluid in a pipe?

fierce ruin
#

Not in a pipe, in a junction.

#

You can have 2 X 300 m3 going into a junction and 2X 300 m3 comming out.

#

@bleak coral I'd say that should work.

muted crypt
#

๐Ÿค”

#

I see

fierce ruin
#

300 + 45 = 345 m3 per minute going out in two separate pipes, so that's ok.
120 + 225 = 345 m3 per minute coming in in two separate pipes, so that's ok.
Total in = total out. Looks perfectly fine to me.

frail compass
#

Maybe you need for thepipe to be lowered for it to fill first

#

Or it might split evenly, but it definetly will fill the lower pipe first

sand garnet
#

@bleak coral ^

#

thats how it went

#

blue lines = input of junction from stars ( extractors )

#

red box= pipeline junction

#

red line = output from junction
green = fluid buffer

muted crypt
#

paint mathโ„ข๏ธ

#

my favorite, I'm so proud

sand garnet
#

the best kind lol

muted crypt
#

however, I've grown more mature

#

and by that I mean

#

I have a class that's making me use adobe illustrator... so I can make things look a bit nicer than in paint

#

so my shitty paint diagrams can become not-so-shitty illustrator diagrams

sand garnet
#

use illustrator to make mspaint style art

muted crypt
#

honestly I still do

#

but at least lining stuff up is easier

sand garnet
#

excuse me.. shitty paint diagrams?!
I'll have you know this is the finest art there is ๐Ÿ˜›

muted crypt
#

factory floorplans will be so much easier for me to design that look good

#

cue copy of mona lisa made in microsoft paint

sand garnet
#

spraycan art galore.

#

but Lund, I hope the diagram was clear?

bleak coral
#

yeah, that makes sense thanks!

sand garnet
#

good stuff

swift robin
#

how tf do u draw such straight lines in paint? my lines look like they were drawn by someone with raging Tourette's syndrome

sand garnet
#

line tool lmao

#

I could probably draw straight lines normally though, but with a mouse? nah

swift robin
#

oh yeah they have a tool for that...

muted crypt
#

line tool is nice

#

in illustrator you can give a line a specific angle with the horizontal and it's fantastic for people who want to draw diagrams but have OCD

#

then again, draw.io does the same thing... but I need illustrator for more than just satisfactory diagrams, soooo

ivory bison
#

@sand garnet since you've been testing pipe junctions, could you tell me if this works (cloud is a coal plant & star water extractor)
@bleak coral It will not. The junction itself can't handle over 300 mยณ/min. It will become a bottleneck on your setup. BUT, you can use a SECOND junction. The first one for you 225 -> 45, the second one for the 120 -> 300, and a pipe connecting the two junctions

bleak coral
#

y'all keep saying that, but that's clearly not the case by testing

hot ginkgo
#

According to toms testing earlier you can flow 300 into 2 sides of the junction, and 300 will come out of 2 sides.

#

Essentially giving 600 through the junction. But not out any single pipe.

bleak coral
#

yeah I repeated it just to be sure, so junctions don't have a 300m^3/min limit it looks like, just the pipes attached to it

glacial hemlock
#

Great to know

#

So, that answered the very first question by @bleak coral

vast prawn
#

tom is mot

near fractal
#

quick question, how many rubber/plastic we should produce at endgame?

dusky dust
#

Depends what you're producing and what kind of alts you're making use of

near fractal
#

true, but i need to know it

#

i use the recipes everyone uses mostly

sand garnet
#

its the wrong question to ask

#

you dont ask someone 'how much does a house cost' without giving that person an idea of what kind of house you have in mind

#

you can technically live in a garbage bin, but you could also want to live in a 5million dollar mansion

#

what you want determines what you need

hot ginkgo
#

Don't make 1000 rubber because you might need it. Make 1000 rubber because you do need it.

With that in mind. My needs might be very different than anyone else's.

near fractal
#

well, i do want to produce a bit of everything

hot ginkgo
#

Decide on how much of certain finished goods you want. Work your way backwards.

near fractal
#

as, im kind of preparing for the next update, if we dont get a factory reset

#

k

sand garnet
#

it's very unlikely

#

it never happened before

near fractal
#

oof

hot ginkgo
#

The worst that happened was them changing the basic item recipes. Which didn't reset. Just broke everything.

sand garnet
#

pipes changed a lot of the core game mechanics, but it never reset any factory

fierce ruin
#

if you just want a bit of everything 200 rubber and 200 plastic can be enough (i have a factory running with that, producing all items), if you want a bit more... well i have another factory using more like 3000 or 4000 of each. So that's up to you.

hot ginkgo
#

But producing an intermediate product in the hopes that you might need it tends to be an ineffective way to do it

sand garnet
#

there's going to be a small update regarding fluids around november, we dont know yet what will be in there though

#

just build 100.000 iron plates rolljace

hot ginkgo
#

156 turbo motors with no alts. That should give you a bit of everything.

sand garnet
fierce ruin
#

can you produce that much turbo motor without alt ? i think it's the limit if you use alt, but i guess the limit without alt should probably be lower

sand garnet
#

wtf?

#

thats with zero alt recipes btw

hot ginkgo
#

Thats really interesting.

sand garnet
#

almost cut in half by a single alt recipe not being used

#

thats kinda wild

fierce ruin
#

you use way less heat sink with the alt, and that's the main limiting factor (as it's the part that really use bauxite)

#

10.6 heat sink/turbo motor without alt, and 5.5/turbo motor with alt, if my math is right (assuming you use the radio control unit alt)

gloomy stratus
#

I'm really interested in the update to fluids, right now, it's very hard to get them balanced right in huge overflow systems+

near fractal
#

^

#

i though they would start teasing it this week

hot ginkgo
near fractal
#

thanks

glacial hemlock
#

@near fractal there is only so much oil in the map. Use majority of them to make rubber and use a small part for plastic.

#

tbh if 600/min is allowed then I would need to recategorize all of the alts that involves oil.

sand garnet
#

its a fake 600 though

signal sky
#

I think they mean "if" regarding potential mk2 pipes

sand garnet
#

because it's 300 from 2 connectors and it was measured into 1 buffer filled from 2 sides

#

ahh

gloomy stratus
#

how come everybody is speculating on mk2 pipes?

sand garnet
#

its a logical next step

magic shadow
#

mk2 pipes would be nice

dusky dust
#

(plus they said that the next update would include updates to fluids, so something's forthcoming. mk2 pipes seem like a not-unlikely assumption)

magic shadow
#

yup

hot ginkgo
#

Or a fluid packager. That would be amazing. Or a fluid mixer.

signal sky
#

And we know pipes were originally supposed to have 600 flowrate

bleak coral
#

maybe they'll just upgrade the current pipes, no mk2s

#

with 600 pipes though they'll need to buff fluid freight again

sand garnet
#

mk2 freight wagons hype lol

bleak coral
#

lol, they just stack another box on top and make it taller

sand garnet
#

that would probably break the system though, at least visually

glacial hemlock
#

the current state of the fluid wagon is already defying the law of physics, fluids were compressed ridiculously.

sand garnet
#

we have to go further..

bleak coral
#

solid storage makes no sense physically, why should liquids?

#

game balance > logical sense

sand garnet
#

pocketdimension freight wagons, problem solved.

glacial hemlock
#

Pressurized Fluid Wagon: stores 5000m3 of fluid. Description: An improved version of Fluid Wagon, capable of storing more volume than the normal ones. How the fluids are compressed? Only Simon knows.

loud python
#

what tool is being used for production spreadsheets? @sand garnet I've been needing a good one instead of constantly using calculator math when looking at my factory

sand garnet
loud python
#

cool, thank you!

weary sphinx
#

I wish there was a tool for splitter calculation. Have a number of inputs where the user provides the number of items per minute on each input and then the user defined the output as whatever the want and then it'll try to do the math to figure out how to do it. The user would also have to specify what belt levels they have and if they have smart splitters or not.

hot ginkgo
#

Most of the folks that do those tools are fully behind the manifold designs. So most of them don't see it as a high priority tool.

wind spade
#

exactly

#

we have manifolds, we don't need balancers

rich hedge
#

what exactly do you mean by referring to manifolds?

hot ginkgo
wind spade
#
--S--S--S--S--S
  |  |  |  |  |
  X  X  X  X  X
rich hedge
#

ok, ty

#

even though I'm using sort of balanced trees for the midgame

hot ginkgo
#

Nothing wrong with that. I prefer manifolds because it's much simpler and quick to set up. Time is short.

rich hedge
#

what about liquids and oil? Is it meta to preprocess oil to plastic and feed that into the manifolds?

fierce ruin
#

i don't know if it's meta; but i prefer to do that to have less liquid to deal with: just process oil where it is and just keep plastic/rubber/other material to feed to your factory.

#

but i still use manifold to distribute oil and stuff in my petrol factory

bleak coral
#

you can manifold liquids, easier in fact cause pipes are bidirectional and junctions are merger/splitters combined

#

so injecting more stuff into a manifold is easier

rich hedge
#

but its still 300 water/min capped isnt't it?

hot ginkgo
#

It is.

cedar mica
#

We dont really need bigger pipes, just more outputs on the oil pump and more inputs on the nuclear reactor... Way less work

nova orchid
#

i disagree

#

it's way easier to make new pipes with more capacity using a similar model of the current ones instead of creating another 3d model of the oil pumps and nuclear reactors with another output

cedar mica
#

The reason they didnt give us higher pipes to begin with, is that they had issues with the coding for it. Hence why its easier to fix the 2 models, as you just need to add the code for 2 outputs on the oil pump

oblique lake
#

does anyone have a spreadsheet with what inputs you need to produce a certain amount of X per minute?

#

nvm i scrolled up and saw link

hot ginkgo
#

@oblique lake the spread sheet with all items thing is somewhat useless because of the alternative recipes changing things alot. Also we have a wiki with every item listed.

I'm hoping you found greenys calculator.

tawdry olive
#

Hello !
so I had this formula for train math:
InputSpeed * TrainLoopTime / (32 * ItemStackSize) = NumberOfWagons (round up)
But not sure if I can tweak it to answer my need :
I need 2205 items per minute ( 32 x 500 item stack size)
My looptime is 300s
Input 2 x 780, output 2 x 780
Which formula can help me figure how many wagon I need to achieve that please ?

#

(ping me please)

winged dagger
#

@tawdry olive I think you're in trouble, if the stack size is 500 it takes 10 Minutes to load a freight platform with 2 Mk5 belts with 16000 items... https://satisfactory.gamepedia.com/Tutorial:Train_Throughput

Satisfactory Wiki

This is to help figure out how to best utilize trains to transport items while maintaining a stable production throughput.
The idea is that the rate that you load a particular item on one train station persits on the receiving station's end without interuption. In other words,...

tawdry olive
#

Thanks @winged dagger. Well I guess it can be solved by adding more and more wagons

winged dagger
#

...but wait... the round trip is like 300s so you'll only get 300 s of load time ... with 2 Mk5's that's 7202300/60= 7200 items on a half full car... but 7200 items every 350 seconds (2*25 second load/unload freeze) is 7200/350 items per second 20 items per second or 120 items per car per trip... I guess that checks out... you may need 2 or 3 trains staggered running 2 or 3 cars each

tawdry olive
#

the load/unload was counted in my looptime

winged dagger
#

I try to smelt/ore/refine/compact before I load the train to increase the throughput... I just built my turbofuel factory fed by train but need to rewire it so it stays up when the grid fails...

tawdry olive
#

You think 1 train with 5 wagons could make it please ?

glacial hemlock
#

@tawdry olive rule of thumb: 1 wagon per belt, always below 4min06s. If longer than 4m6s, use 2 wagons and so on

#

You don't want to deal with the 25sec of down time during train unloading animation. That will screws up the throughput

tawdry olive
#

With the ISC I buffer so the unloading/loading don't affect it.
I'll try to get under 4min

glacial hemlock
#

@tawdry olive if you use 2 belts, you have to keep it below 2m 3s, subtract 25 sec which is 1m 38, which is quite unpractical

#

For 1 belt you don't have to consider the 25sec downtime because you can doublelink the freight platform and ISC to even them out

tawdry olive
#

So you mean 1 belt as input in the ISC, and 2 belts between ISC and Freight Plat ?

glacial hemlock
#

Yes

tawdry olive
#

Sorry I have a hard time understanding why having a higher input can be a problem. It seems to me that it can only be better or useless, but not worse. Can you quickly clarify it please ?

fierce ruin
#

it's worse mainly in term of planning: having a highter input in your ISC will not necessary mean a highter input of your train, as your limiting factor will be how much your train can take (and a full container is filled, with mk5 belt in 4min6sec, so i guess kwjcool want to have just 1 belt of input to make that the limiting factor is the input, not the train).

tawdry olive
#

thank you @fierce ruin I understand better now

fierce ruin
#

guys i have that traditional 8 coal generators power system but today something strange happened my power system fused so i go check out whats wrong than i saw that the production writes 600 mwh it must be way too higher than that you know

#

what can you say about that situation ?

#

i mean what must i do

hot ginkgo
#

@fierce ruin did your consumption go over 600MW?

If it didn't, do you have the pipes set up properly? Feeding enough coal with mk2 belts or two separate mk1s?

glacial hemlock
#

@fierce ruin

  1. if you follow the wiki guide to construct the golden 3:8 generator setup, it will never fail
  2. if still fails anyway, that means your power is not enough, just build more copies of them
#

Most people fail the coal generator setup because either
A) they have yet to learn the pipe mechanics
b) they do fancy pipe setup which deviates from the guide (but yeah they are free to do so, just need to add pumps)

fierce ruin
#

Bro im sure that i made it properly

#

I removed some sink machines

#

It all works again but it shows 600 ne production

#

Mw*

glacial hemlock
#

You know the generators are failing if: power capacity is not a straight line.
you know the power is not enough if: the power consumption peaked over the capacity line

fierce ruin
#

Yea i checked ever single one of them

#

Feed is %100 efficient

#

Both coal and water

#

But i dont know what's wrong

#

what's the problem if it shows 600MW ?

glacial hemlock
#

@fierce ruin share the screenshot of your power graph here?

jade osprey
#

Is this way stupid? I can not figure out if my flow will be weak because of it :(
A cool soul who can answer this? thinking_helmet

stark bronze
#

not a cool soul but as long as no headlift is involved the shape of pipes wont weaken the flow

sand garnet
#

the first 10m are free of headlift issues anyway so this is perfectly fine

fierce ruin
#

@fierce ruin Coal generators produce 75
MW, 8 x 75 is 600 so if that's all your power generation then 600 MW is absolutely correct.
So you should build more generators.

glacial hemlock
#

@jade osprey heavy oil takes lots of refineries to be processed into other products so it may be simply because you have insufficient refineries to do so

#

For super early stage 5 i will just build 10 or so buffers then flush them into oblivion

fierce ruin
#

@fierce ruin i thought i got more power than that but if you say so then its ok, i may have forgotten that ๐Ÿ˜„

#

time to put some more coal gens and more work then

glacial hemlock
#

it is very easy to go over 600MW even at tier 2 tbh

wanton axle
#

especially if every machine is running at the same time

fierce ruin
#

i automated quickwire blackpowder and modular frame at %200 production rate so my cute coal setup cant handle it anymore

#

gonna' do it again

glacial hemlock
#

the burning Smell of overclocking. That's it

wind spade
#

just don't overclock, you're wasting power ๐Ÿ™‚

wispy cradle
#

I'm new here, and I have a quetion, possible a repeated one. I'm using a mk3 belt(270) with 240/min item flow and using a spliter with side speed belt 60/min and a central overflow with mk3 belt. The point is. If I use a smart spliter the process occurs exactly as I expect, but if I use ordinary spliters I have some inconsistencies. with less than 60/min to the side.

#

Is that a bug, or exact control just works with smart spliters?

sand garnet
#

it'll just send whatever items you need through the central line

keen patio
#

@wispy cradle The first example you listed isn't working because the standard 50/50 split that the splitter tries to do (when only 2 exits utilized) doesn't work properly due to the 60 speed belt being 'jammed', and so this will create gaps.

To avoid this, if you MUST have a 60 speed belt limiter... , use a SHORT Mk3 270 speed belt out the side, then put a 60 speed belt attached to it, this will ensure the 60 speed belt gets filled the moment each opening becomes available.

wispy cradle
#

@keen patio , I will try it now

#

It worked, thank you. I'm waiting about 5 minutes and no overflow, thanks.

#

Now I can get correct spliting without smart ones.

edgy falcon
#

i need a way toautomate my leaf collection for biomass

winged torrent
#

You can't, maybe if you pay your friend some pocket change he will do it for you

edgy falcon
#

none of my friends have the game:(

#

im close to getting coal

hot ginkgo
#

Are you automating the creation of the solid bio atleast?

cedar mica
#

Early game, you are spending plenty of time waiting for resources to be made, so lots of time to gather biomass

#

Time you are spending hand crafting, is time you can spend automating and gathering biomass

edgy falcon
#

yes

#

@hot ginkgo

#

ok

swift robin
#

all your friend needs to do is find an unbreakable tree and abuse it all to hell ๐Ÿ˜„

elfin crag
#

@jade osprey In that photo you sent earlier, it looks like you have a pipeline pump on a horizontal pipe in the background there.

glacial hemlock
#

The pump serve no purpose if there is not enough refineries to convert HOR into cokes

frosty owl
#

I've been wondering...
Is there a way to get 100% efficiency on turbofuel production refineries (for power) without storing the excess? ๐Ÿค”
Is "exact packaging" the only solution?

fierce ruin
#

you mean producing exaclty the right amont of turbofuel without storing any, with machine at 100% ? if it's that, i guess your only possibility is to package the overflow of turbofuel and sink it.

cedar mica
#

If pipes fills, machines stops. So in that sense, its auto 95% effiecent (start time)

frosty owl
#

you mean producing exaclty the right amont of turbofuel without storing any, with machine at 100% ? if it's that, i guess your only possibility is to package the overflow of turbofuel and sink it.
@fierce ruin
Exaclty. But even if you package, unless you have a stable power draw, it's impossivle to package EXACTLY as much as you overflow so the packagers still get less then 100%
Such a headache...

fierce ruin
#

well, packager won't run at 100%, but you can package all your overflow

frosty owl
#

It's the 100% that bothers me, though ๐Ÿคฃ

#

Otherwise, I prefer to underclock the turbo fuel and convert the excess fuel in more plastic/rubber. It's fun to see the rubber production spike up when the power draw goes down

fierce ruin
#

well, you can't have everything alllways at 100% to produce something that varies with time.

#

so your only other choice is to allways use 100% of your power too

frosty owl
#

well, you can't have everything alllways at 100% to produce something that varies with time.
@fierce ruin if you say it like that, it sounds like you COULD, by adding some storage and carefully underclocking... ๐Ÿค”

fierce ruin
#

that won't really change the prbblem; you would still need to use allways the same amount of problem.

#

just adding 1 machine would, in the end, use too much energy and make everything run of.

#

that's seem way worse than wasting a bit on turbofuel

cedar mica
#

There is a simple way to solve it. Package all the turbo fuel, then unpack what you need and sink the rest.

glacial hemlock
#

There is an optimal way to solve it, overflow all the excess turbofuel and only pack the excess then sink them.

fierce ruin
#

the unpack wouldn't run at 100% either.... you can't really have erything run at 100%

cedar mica
#

There is an optimal way to solve it, overflow all the excess turbofuel and only pack the excess then sink them.
@glacial hemlock And how do you overflow just the excess?

glacial hemlock
#

There is an optimal way to solve it, just ignore all the excess turbofuel production, because why care about it?

cedar mica
#

Havent seen a smart splitter, for pipes

glacial hemlock
#
Satisfactory Wiki

The Pipeline is used to transport fluids between structures in a similar manner to Conveyor Belts. It can transfer up to 300 m3 of fluid per minute. In order to transport fluids vertically, a sufficient amount of pressure has to be reached. A 1 meter climb equals 1 pressure. P...

hot ginkgo
#

An slightly raised pipe handles it.

cedar mica
#

Thats not an exact science, as even at 100% power usage, pipes will be full...

hot ginkgo
#

The overflow pipe will only take excess. At 100% load it will dry up.

glacial hemlock
#

at 100% load it will neither fill up nor dry up, only when 100.0001 it will start to dry

#

"when its dry, let it dry"

frosty owl
#

An slightly raised pipe handles it.
@hot ginkgo
I second that. Works wonders for my rubber production (using excess from unpackaging fuel)

jade osprey
glacial hemlock
#

nope

frosty owl
#

Thats not an exact science, as even at 100% power usage, pipes will be full...
@cedar mica tearichally, if you have an exact power draw, you could unpack (or pack) only the exact amount you need. And store any excess (if you have less the 1 excess you'll take tend of hours to fill a storage anyway). But you can't work it without a light overflow unless you have exact numbers or you end up with no power

hot ginkgo
#

The upper pipe is overflow.

frosty owl
#

Kinda like this @jade osprey (anyone correct me if wrong)
Orange's the input while red's the excess going out (2x300 in, 300 max excess)

#

You sure it works even when that compact, @hot ginkgo?
I might steal that ๐Ÿค”

hot ginkgo
#

It does. That particular picture isn't mine. But I have systems that are similar. And the person who made that I fully trust.

sand garnet
#

fluids are affected by gravity

#

bottom fills first

#

if bottom is full, then top gets filled

frosty owl
#

It does. That particular picture isn't mine. But I have systems that are similar. And the person who made that I fully trust.
@hot ginkgo Right, I didn't notice he didn't raise any pipe after the split. That makes sense

elfin crag
#

Yeah @jade osprey. You don't need that pipeline pump there.

glacial hemlock
#

engineers first build a thing that works. Then remove extra components one by one until they barely works.

naive ingot
#

Engineers first build a thing that works, then remove excess modes of failure until it works reliability... Then they are pressured by salesmen to remove excess material to make it cheaper until it only barely works reliabily.

#

Back on topic I agree with Niro, that pump isn't needed.

odd flume
#

i saw a picture post showing whats each machine head lift ratio

#

it was on this discord ill try to find it back

#

it realy helped me at some point

keen patio
#

@odd flume I know what you are referring to... but I forgot to favorite it; basically if you assume its 8m from every 'exit pipe' from a building you'll be fine..

#

its supposed to be 10m from every building.. but 1 of them was 8m... and a few were 12 and 14.

odd flume
#

not realy

#

the pump is max 24

#

bunch of other storage is 8

#

some are 12

#

its actualy in fan art

fierce ruin
coarse ermine
stark bronze
#

Left right bus

glacial hemlock
#

A spaghetti can't trigger OCD if it can't be seen. Build belts freely and close the front wall.

zealous dock
#

So im experimenting with storage setups, i got this one with the minimum possible overlap between the conveyor belts, its 1x5x5 (25 storage units). I could probably optimize this for aesthetics , but i think its pretty good rn.

glacial hemlock
#

man you gotta unlock conveyor lifts first.

zealous dock
#

And this is my most efficient setup iยดve figured out, not caring about overlap.

#

man you gotta unlock conveyor lifts first.
@glacial hemlock You mean mergerlifts?

glacial hemlock
#

hmm....

zealous dock
#

Oh i got those lifts.

#

Havenยดt thought about using them, but the way i see it, it would make things difficult to separate different storage units, i would have to make one of those for each kind of item i want to separate.

#

With that forst setup, i know more or less exactly where everything goes in the end.

glacial hemlock
#

ok, i see

zealous dock
#

But thanks for the tip, you gave me some ideas.

#

I could use the stackable poles as well.

lyric tangle
#

Soo... If i use storages in a conveyor, they technically are instant transportation, right?

hot ginkgo
#

Yeah, but they still need to be connected by conveyors. Which will limit it.

lyric tangle
#

yeah

zealous dock
#

@glacial hemlock you were right, the lifts solved my problem. lol

glacial hemlock
#

@lyric tangle instant? Yes. But they are more expensive than a normal belt

lyric tangle
#

Depends on the mk

neat light
#

Would it be ridiculous to try and draw conclusions about the speed of the pac-it from the speed it operates on the teaser vid?

keen patio
#

@neat light The problem with that is; Lets say you DID identify the speed.. and even identified it correctly... 3 possibilities:

  1. Its the same. No change... Does this mean no pipe capacity increase? Does it prove it 1 way or the other?
  2. Its faster. Does this prove a pipe capacity increase? Or did the recipe just change slightly?
  3. The same as #2 in reverse

And we won't know any of the 'whys' either.

peak basalt
#

I would imagine the speed is unchanged from the refinery to the pac it

glacial hemlock
#

From what i see, it is much slower. Water is packaged at 1item/sec at current refinery speed

stark bronze
summer field
#

Rest in Pac-it.

stark bronze
#

I hope they can flip the model

#

If it were to break any builds its the alignment

oblique hollow
#

Doesnt seem that bad

stark bronze
#

Maybe it is still thin enough to fit just in there

summer field
#

Or just move the machines. Flipping the model would cause issues too with that setup.

oblique hollow
#

I really dont see an issue here

summer field
#

Not exactly sure how large it is either, there's just too little info to go on right now. And it's not like updates haven't broken setups before.

oblique hollow
#

Right now it seems more narrow than a refinery

stark bronze
#

Thanks to the support rods refieries are wide af so hopefully my concerns are invalid

oblique hollow
#

From what i can tell it is really tiny, it is tall, but not very wide

#

Yknow what, once i get time, ill see if i can make estimates on its size compared to the refinery

glacial hemlock
#

Might be 6 x 10 x 12?

frosty sail
#

Is this just what this chat is now lol, I get why itโ€™s cool as itโ€™s a new machine but in theory itโ€™s just a resized refinery

#

Maybe with different rates but still

glacial hemlock
#

It could means packing now cost less power

frosty sail
#

Yes there are lots of little things Itll change which will make life easier but itโ€™s technically a small more power effective refinery

river night
#

you could make that argument that we should just haev a single machine for everything since they are all just machines that do stuff, having them specialized and thus smaller and more power efficient is the key to everything ๐Ÿ™‚

#

refineries for (un)packing are pure power guzzlers, and waste space like no tomorrow

hot ginkgo
#

It might make packing before shipping a little more viable.

stark bronze
#

For climbing maybe, but not likely for trains

wise hamlet
#

does anyone know a good way to setup a pure iron ingot factory?
I am limited to mk4 belts, and want to use 8 full mk4 belts of iron ore (3840 iron ore/min)

hot ginkgo
#

Build 8 manifolds of 16 smelters each.

#

Ohh wait.

#

Pure.

#

That comes out to 13.7 on each manifold.

If you ready have the belts separated into those 8 mk4s. I would just keep it like that and do a manifold per line.

wise hamlet
#

it's a little unsatisfying because i cannot seem to get it at 100% efficiency

hot ginkgo
#

Underclocked machines will achieve that for you.

wise hamlet
#

but never exactly

hot ginkgo
#

Clock each machine to only take in 32 ore. That's exactly 15 machines. Should be able to get close to they.

dense spindle
#

so any smart ways to belt this puppy? I'm open to suggestions
@coarse ermine When it's the same resources attach splitters at the bottom of the lifts and belt right through there

wise hamlet
#

thanks! i'll see if that works

#

@hot ginkgo unfortunately that strategy messes up the output

charred ledge
#

my old coal gens

#

still running

frosty sail
#

Lol

charred ledge
#

i have two of these

#

and they are messy

#

building pipes on water is hard

frosty sail
#

I would show you my pure iron factory but it took 3 days to make and idk if you have time

heady zealot
#

I need a bigger water source

#

All Iโ€™ve found is some ponds

charred ledge
#

are you on greenlands

hot ginkgo
#

@wise hamlet the output is going to be massive and you wont be able to manifold the same machines on the output side.

heady zealot
#

Iโ€™m on first map which is green

frosty sail
#

I had one 780 belt in and 2 730 belts out on my setup

hot ginkgo
#

@heady zealot there is only one map. Just different locations.

frosty sail
#

I think I had 16 730 belts in total of iron

#

So almost 12000 a min

heady zealot
#

oh that is interesting

#

so just different spawn points depending on what you choose

hot ginkgo
#

Yup. Eveeyone plays the same map.

charred ledge
#

jak

frosty sail
#

At the start of creating the world you wouldve seen 4 locations

charred ledge
#

im going to send you a image

#

but give me your save file

frosty sail
#

They are points to spawn on the map

#

Basically if itโ€™s your first play through go grass lands and itโ€™s easy to get the basics

#

Then Iโ€™d say move somewhere challenging

#

Like desert for a more difficult start

#

Then I went back to grasslands for a more difficult ending

#

And the node purities are awful in grasslands so you have to expand far to get big

wise hamlet
#

yep

#

i want to redo it, to make the belts and pipes look all neat and semi hidden.

#

at the same time, I want to make it more efficient - full belts in - full belts out, and no over- or underproduction

heady zealot
#

should I move all my base stuff to not green area for better ores

frosty sail
#

I was gonna say

#

How long did it take you to complete that cause I made a tower design with I think 190 -200 ish inside and it took 3 days

#

Iโ€™m wondering if I shouldโ€™ve went with the flat way

#

Cause the pumps for water were a pain in the ass

wise hamlet
#

it takes about 1.5 hours

#

but i used area actions to achieve it

#

then a vertical build would take the same amount of time

frosty sail
#

that took 1.5 hours? ๐Ÿ˜

wise hamlet
#

AA doesn't yet copy belts/pipes and their supports

frosty sail
#

yes ik i have the same problem

wise hamlet
#

also doesn't copy electricity

#

the wires anyway

frosty sail
#

it was the first build i have made without using AA

#

hence why it took longer

wise hamlet
#

i can't do it without that mod

#

honestly though

#

it's a must have

frosty sail
#

i think i had 5 floors with 42 refineries on each

#

im glad ive done it but it took a long time

wise hamlet
#

I am going with a vertical design too - at least it must be vertically scalable

#

so I probably only have capacity/need for 1 floor now, but if i want to double production, all i need to do is copy paste an extra floor on top.

frosty sail
#

gimme 1 sec ill show you the pain i went through lol

#

@wise hamlet left one is iron and right is copper
copper is about half the size of the iron but it looks huge here cause angle and that

#

i believe its around 12000 iron and 3900 copper

wise hamlet
#

damn, that's quite a lot

#

I haven't even started on copper

frosty sail
#

i only have that for mainly ai limters

#

with the quickwire copper alt

#

and then sheets

wise hamlet
#

do you make the reinforced plates with iron wire?

frosty sail
#

yea

#

the stitched plates

#

with iron wire

#

keeps it simpler for me

#

as only one resource

glacial hemlock
wise hamlet
#

right. I found the ratios for stitched reinforced plate + iron wire a bit hard to equalize (full belt in - full belt out)

frosty sail
#

i just got close to a full belt out

#

idk what it is exactly but its around 700 i think

#

idk

lyric tangle
#

can you sink a hard drive? lol

sand garnet
#

nope

obsidian sluice
#

what are your thoughts on using iron wire vs wire for SIPs, if you have the copper to spare?

#

iron wire's great for iron-only RIP production, but copper isn't that uncommon?

sand garnet
#

I'd personally just use copper

#

I'd only swap to iron wire if I really needed the copper for something else

#

and it would be easy to swap out the copper wire for iron wire later on if I figured I'd need the copper for sheets instead

signal sky
#

iron wire is only really worth it if you're strapped for copper
Since usually you need a lot of wire for recipes, and iron wire doesnt provide that

frosty sail
#

Iโ€™m using iron as all my copper basically just boosts quickwire and sheets for Ai limiters and some other stuff

obsidian sluice
#

if I have the caterium to spare, I actually prefer fused wire over wire

#

just to minimize the number of refineries I use for pure ingot production

frosty sail
#

well i have plenty to spare

#

but im saving myself going to get more in the future

tiny galleon
frosty owl
#

If one wanted to efficiently use all the ores on the map, would it be better tu use copper only for wire and sheets or use it to make quick wire too? ๐Ÿค”

glacial hemlock
#

@frosty owl the latter

obsidian sluice
#

caterium is less common than copper, so you'll wanna use copper to reduce caterium consumption

frosty owl
#

caterium is less common than copper, so you'll wanna use copper to reduce caterium consumption
@obsidian sluice I thought that too, but at the same time making quickquire requires 4 times more copper then cat and you still need plenty of sheets ๐Ÿ˜ฉ

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Maybe it makes more sense to use only part of the copper...?

obsidian sluice
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I use pure copper to increase copper ingot production too!

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I use pure caterium and pure copper, then I use both fused quickwire and fused wire for my quickwire/wire needs

frosty owl
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I use pure copper to increase copper ingot production too!
@obsidian sluice a man of culture, I see! Efficiency first!
I thought of doing the same, but then I realised that making quick wire took an unholy amount of copper and got doubts... But being that you get more copper ingots out of a node then you do for cat, your strategy might be the most sensible one...

obsidian sluice
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I think it might be worth looking for other caterium nodes if you're running out? my base uses 1 pure and 2 normal nodes, but I'm building an outpost that processes 3 pure nodes to produce all the caterium ingots I'll need for the foreseeable future

frosty owl
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I think it might be worth looking for other caterium nodes if you're running out? my base uses 1 pure and 2 normal nodes, but I'm building an outpost that processes 3 pure nodes to produce all the caterium ingots I'll need for the foreseeable future
@obsidian sluice I'm just planning a way to use all the nodes efficiently ^^ (I mean ALL of them)
Thanks for the help, even just talking about it really helps! Ahahah

obsidian sluice
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this guy's trying to do something similar, to use all the nodes to maximise awesome point generation

obsidian sluice
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I have a question: my turbofuel plant has 4 manifolded rows of turbofuel refineries consuming 1440 compacted coal/min, and I'm bringing in 3 freight cars of compacted coal every trip

I plan on constructing a 3 to 2 balancer then split it into 4 equal outputs, but is there a better solution to this?

sand garnet
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manifold.

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split it to 2 and then manifold those

obsidian sluice
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each row has 24 refineries :/

sand garnet
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although I guess the splitting already happens at the station

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i dont see the issue

obsidian sluice
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true, it's just loading the refineries that takes time

sand garnet
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time is irrelevant in case of automation though

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connect it and just go do other stuff while it fills up

obsidian sluice
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I think the main issue is that 1440 compacted coal is coming in per minute? so I can't combine all 3 freight stations and manifold it from there

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I could inject each station into the manifold, but I'll have to figure out when to do it so I don't overwhelm my belts

sand garnet
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you can merge them into 2 mk5 belts and then manifold those

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or more mk4 belts

obsidian sluice
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I'll probably experiment and see how much compacted coal each car brings? if it's horrendously unbalanced I might build a 3/2 balancer to even things out

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but otherwise the plan's just to manifold it

signal sky
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it'll fill up eventually and work perfectly

obsidian sluice
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oh the solution I came up with involved 5 splitters and 2 mergers! and a lot more spaghetti

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it's fine, I plan on entombing this part of my train station anyway

neat light
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Manifolds. All the time. Every time.

obsidian sluice
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manifolds whenever I'm running <780 items/min ๐Ÿ˜›

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I considered building a balancer only because I couldn't be sure where I should inject each car's output

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and I didn't wanna sit down and calculate where I should do it

rustic briar
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connect it and just go do other stuff while it fills up
@sand garnet That should be the name of this game. Anyone else plays it like an idle?

glacial hemlock
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scenic matrix
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dam Tom, you're hogging the glory here too

strange ibex
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Who is steve who broke that page

glacial hemlock
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@pallid pendantblimp

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opps, well nvm

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the spreadsheet seems ok

celest knot
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Between storage.1 and storage.2 there are 40ish belts, each from a freight train. The belts vary, but they contain ore from either normal (600/min) or pure (780/min), none of them are organized. If I didn't want to have to account for the throughput of each belt, whether that be 600 or 780, would a system like this work?

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planned to pull the ore out of storage.2 on lines of 700 ore each

fierce ruin
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it's all the same ore, but you wan't 700/line everywhere ?

celest knot
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ya, 20 refis per line of iron ore = 700 ore/min

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makes the math easy since my refi lines are 120 long

fierce ruin
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that probably wouldn't work.

celest knot
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hehe, have a reason why

fierce ruin
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if you have too much 780 belt in the begining, you would reach max throughput and block

celest knot
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so i'd need a way to move the material from the front of the storage.2 bus to the back

fierce ruin
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(and i guess it's 700/line in average when refinery start to fill, like a manyfold, and you don't look for a true balancer?)

celest knot
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ya, manifolds on my refi line

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i've never worked w/ balancers

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at least, nothing complicated

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have any idea how to accomplish what i'm after?

fierce ruin
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and also, you at least need a belt that come back to your last storage to your first (left right, not nb1 nb2) else if firt one is 600/min, it won't get more items).

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i don't have a good and easy way to do what you need; but as a "ugly" fix, you can just add another layer like what you have with your storage 2, but instead of sending excess to the next one, send them to the 10th after them; that will strongly decrease the chance of not working if too much 780 lines are together (you would need 20 in a row instead of 10 in a row, i think)

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or even just sending the other way, it would be easier

celest knot
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if i did organize the belts between storage.1 and storage.2, placing all the 600 belts towards the front (or right side of the storage.2 bus) and the 780s at the back, i should be ok then, right?

fierce ruin
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if you keep this system, i think it would make thing worse (but it would be easier to construct a system that work if you know what belt do what)

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with your system you want 600 and 780 to be well mixed up i think

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but if you have 8 600 belt in a row, you won't be able to feed all of them (even if the first one get an 780 additionnal input)

celest knot
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how do you balance 600 and 780 lines?

glacial hemlock
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I will build a belt compressor between storage 1 and 2

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@celest knot

fierce ruin
glacial hemlock
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if you can have 780, then make 780, no need to go for 600

fierce ruin
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but if you don't want exact balance, but just it too work in the end, you just need to group 5 780 lines and 4 600 lines together in a system like your previous one and your are done.

celest knot
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@glacial hemlock not sure what you mean. the 600 and 780 lines are input lines from miners

fierce ruin
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you have some exemple of belt compressor on the link i put. Basically it reduce the number of belt you have by using full belt (changing your 600 belts to less 780 belts). That way you would have only 780 belts (instead of only 700)

celest knot
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ya, think i just need to go back and redesign this

oblique hollow
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After analyzing the trailer again, from what i can tell right now, PAC-IT machine seems to be 10m long, 8m wide and 16m tall

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so smaller than a refinery, which is 20 x 12 x 30 m

neat rose
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still curious why a bottling machine can be that high. Somehow I'm under the impression it's roughly the size of a smelter

oblique hollow
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its that liquid tank on top

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height might actually only be 14 or 12 m, my reference unit of length was a bit wonky

sand garnet
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want me to do my own test?

oblique hollow
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though definitely taller than a smelter

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you can you you want to

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i, of course, only used the best tool to analyze it:
MSPaint

neat rose
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mspaint is actually quite good for its size. only thing it seriously lacks is transparency

oblique hollow
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it has transparency for selections, so thats good

vague mirage
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MSPaint is dumb, but so effective. I actually used that to do QA work in the past. I still use it to this day as an alternative to buying Snagit