#math-and-meta

1 messages Β· Page 479 of 1

sand garnet
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because its a cannon

wind spade
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they are able to transport you both ways iirc

sand garnet
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they are, but thats not what a hypertube cannon is

wind spade
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I'm talking about hypertube launchers

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not cannons

sand garnet
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thats what that is

wind spade
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the thing where you spam entrances to get more speed in the tube

sand garnet
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yeah thats what that is

bleak coral
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hypertube cannons into hypertubes take a ton of resources and time to set up, but they don't get you across the map instantly like a proper cannon

wind spade
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but not launch youself, you build the tube

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to the point where you want to go

bleak coral
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if you've built one of those you've already explored the entire area between entrances

sand garnet
wind spade
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I talk about >>>==================================<<<

bleak coral
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I don't see a problem with really fast hypertubes

sand garnet
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if you're building it to where you need to go, then how is it bad for exploration

bleak coral
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I just the issue you're having with cannons themselves

wind spade
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it's bad for transportation. Too easy

sand garnet
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you need to actually walk all the way to that other location building the whole thing

bleak coral
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it's just as easy as laying train tracks

wind spade
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you nullify the distance between two points. Distance is no longer a thing. You forgot something on the other end of the map? no problem, I'll be there in 10 seconds.

sand garnet
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the distance between those 2 points is no longer a thing

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meaning that setup is useless for exploration

bleak coral
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actually harder cause over long distances you'll need boosters

wind spade
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stop taking exploration in this, I've said several times that it's the transportation element I'm unhappy with

bleak coral
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it's the same thing as why you can't have jetpack + legs equipped at the same time. They are trying to balance exploration, so that you have to work for your meal. Same should go for transportation. If something is FAR, it should take LONG to go there, not 10 seconds because you spammed launchers
@wind spade you brought up exploration

sand garnet
wind spade
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no, I've said it's the same thing, that they are trying to balance it

sand garnet
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'those are all affected by hypertube launchers'

wind spade
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@sand garnet read it again. "There are other factors, like X and Y"

bleak coral
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whatever, this is pointless, I'm just gonna leave it as we disagree

sand garnet
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for transporation between factories I dont see an issue with it, sure there could be a speed cap to not make it as insane as it is right now, but limiting it to near-pointless speeds is bad IMO

wind spade
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I also don't get why are you trying to convince me. I said that in my opinion, hypertube launchers (which is the part where you have multiple entrances, doesn't matter if there's a cannon or hypertube after it) are too OP and weird and I'd like to see the hypertubes changed in some way. I also suggested such a way - speed cap + faster entrances + boosters as inline building that you can put on the hypertube, but you still can't go over the speed cap

sand garnet
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a speed cap, regardless of whether it just says 'if speed >= X, speed = X' on the current system or by a new design with boosters etc is ok with me

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but it should definitely be a lot higher than 1 or 2 entrances

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as default speed for hypertubes is very underwhelming and people should be rewarded for creativity

wind spade
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game mechanics should also be clear, which hypertube launchers aren't

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nowhere in the game it says "build more entrances to get more speed"

sand garnet
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thats because they're an exploit

wind spade
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which would be solved by having a dedicated booster thingy

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if devs want to keep that ingame

sand garnet
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mario 64 also does not explain how to do the backwards longjump

wind spade
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well on the other hand, SF is in-development EA game, as compared to M64 which is released finished game with no futher updates

sand garnet
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those that want to use it will find the method via external sources

wind spade
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so SF still can have that fixed

sand garnet
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if the devs intended for speedboosts in the hypertubes I'm curious why they didnt just straight up add booster tubes

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kinda like the pipeline pumps

wind spade
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devs didn't intend to make speedboosts

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and yeah, that was my suggestion

sand garnet
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right, which is why the boosts arent explained in the game and those that use the launchers will know how they work because they rely on external sources

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my assumption was the devs dont want to include it natively and just expect people that look for such a feature to use mods or exploits

wind spade
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yeah, but now that devs know they are a thing, I suggesteed an alternate way that would both make the mechanics more understandable for people and make the hypertubes more balanced

sand garnet
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the problem is that making it a vanilla feature also encourages such gameplay which may not be what the devs want considering their vision of the hypertubes as it currently stands is one without boosters

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inb4 next week's teaser includes vanilla hypertube boosters πŸ˜„

wind spade
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yeah that's why I suggested a speed cap of 1.5-2 times the normal entry speed

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would be slightly faster, but not too much

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and the boosters would just set the speed to max (so you can do uphill parts easier)

sand garnet
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remind me tomorrow to test the speed

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I have a cannon setup to launch through the water volume to get to my underwater factory

trim geyser
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well, if you dont like hypertube cannons or launchers, dont build them. its that simple

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dont wait for devs to fix things, because we all know they take their time

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but yea, i also dislike the launchers

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i just do the accelerators because i really think the tubes are way too slow

glacial hemlock
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When I build factory outposts, I use cannons to yeet between them. I can't imagine the gameplay without cannons.

wind spade
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@trim geyser well my suggestions are targeted towards more balanced and consistent gameplay, you don't have to agree with me, but it's not really about my own gameplay (considering I last played Satisfactory somewhere around May 2019)

neat light
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Not everything is balance and consistency tho. The fun factor in yeeting yourself across the map is a tangible factor to be considered. I havent used any mods yet but if tubes were nerfed I would def look for a mod to maintain the current level of yeet

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As it is now, we have both. Win-win. I dont see how it would detract from someone else's gameplay experience if im using cannons

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I do support adding an in-line booster tho as they are a bit slow. But am squarely against removing the mechanics that make cannons possible.

wicked drum
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I'm not sure if I agree with @wind spade or not. While it is true the hyper cannon requires the players to exploit the game to access the fastest form of transportation, maybe we should allow it to exist because without it long range travel is completely awful. If you forgot fucking rods at your first base you'd have to go ALLLLL the way back. Maybe that would encourage more planning and logistics before going to build something, but I don't think most players want that to happen. If you don't want to use the hypertube, you don't have to. Maybe they should just add a literal Hyper Cannon building that does this. If the exploit's in the game now then the developers might as well make it into a real building. Then they can remove the exploit and lock fast travel until late game

nova orchid
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or just could call it a feature rather than exploit and forget about it lol

keen patio
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Just catching up on the hypertube stuff.. altho I dont think devs check this channel much (Per snutts comments about #math-and-meta scaring the bejesus out of him)

I'm definitely against leaving it as is. Its WAY too fast.

My short list of preferred changes would be:

  • Gravity doesn't effect hypertube speed (You go up inclines the same speed you go down them)
  • Acceleration mechanic; The longer you are in a hypertube without pushing any controls, the faster you should go. ((Edit; Or, holding 'forward' while facing forward accelerates you.. rewarding those who don't AFK in hypertubes.))
  • Minimum speed = the current 45 degree downward speed should be the minimum! Note; This is while WALKING into a single hypertube entrence. Not running, no bladerunners)
fallen gull
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Hypertubes are fast NOW. When teleportation arrives they`ll will be slow.

wanton axle
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<<< will be Satisfactory's version of Dr. McCoy - tubes are too much fun LOL

wind spade
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Hypertubes are fast NOW. When teleportation arrives they`ll will be slow.
@fallen gull if teleportation arrives

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and also, they will be always fast. they can be faster than trains which are later tier

trim geyser
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maybe we should take this to the QA website. I dont think this discord channel is meant for this. Or is it?

wind spade
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well it was just a discussion

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I don't really want to do this as a vote or something, most people don't like the good stuff being taken away from them, even if it's just for balancing reasons

signal nimbus
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Not sure if this is the right channel for this, but does anyone have any experience with trip resistant power grids? I had a few ideas, but if someone tried it and it didn't work or even work well, I'd rather not waste time in the game.

signal sky
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You'd have to build a secondary power plant and factories to solely power the factories that power your main plant

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Which means the power could still trip, but you'd always be able to start it back up immediately

bleak coral
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You can avoid trips completely if you only build enough generators for resources you're providing and send all overflow to the sink to flatten your usage as much as possible

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That gives you the best readings to know when you need more power

signal nimbus
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Okay... a variation of the first was one of my ideas, and I like the second. The other idea I had was to build more generators than the fuel production could technically support, put storage between the primary and secondary, and even though the readings would be off, it would be able to handle spikes above the real max without tripping.

fresh elm
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yeah, all you really need to do is send it all to the sink.

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if all your machiens are always running, they'll never trip the power πŸ˜„

bleak coral
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Spikes are a result of the way you built your factory, you can minimized spikes to the point that they're not an issue

signal sky
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Just always build a fuck ton of power tbh

bleak coral
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If you have spiky power, you can build around that

fresh elm
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or, you can just build a power plant using all the uranium in the world, and never run out of power.

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I pretty much guarantee the game will hard lock (not crash) before I use all the power at my disposal

signal nimbus
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Lemme get back to you on that when I get over 10 GW... still early on.

bleak coral
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I think a dev will break into your house and take custody of your poor, abused game if you try to use all your power, klepdar πŸ˜†

fresh elm
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the game has stopped crashing for me at least

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I'm taking a break until 3.5

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I'm not a huge fan of factorio, but I've been mucking around in it til then

signal sky
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Even my first fuel gen setup didn't make that much power
Turbofuel is where things actually get efficient for oil

fresh elm
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I've got a little over 1.2 TW of power

signal nimbus
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...I think I need to pick up the pieces of my mind being blown by that one.

fresh elm
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if you want to play with it, you have to sub to kibitz on twitch because I threw it in his save sharing thing as a member bonus lol

bleak coral
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Fuel is pretty meh with vanilla recipes

fresh elm
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it has my ridonkulous oil processing facility too

signal sky
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Yea, my first adventure into oil made 300 plastic and 300 Rubber/m and gave like 6500MW or something
Not a lot

signal nimbus
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I dont have the computer for that...

fresh elm
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I don't even know how much I'm making

signal sky
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With no alts or anything

fresh elm
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but I bet scim will tell me

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my save file is 25 megs

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to give you an idea

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my anonymous crash reports are... not so anonymous

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although I guess they are now

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since a bunch of people are loading it now lol

wind spade
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Not sure if this is the right channel for this, but does anyone have any experience with trip resistant power grids? I had a few ideas, but if someone tried it and it didn't work or even work well, I'd rather not waste time in the game.
@signal nimbus best trip resistant power grid is such one that can't trip, so you produce more power than you consume πŸ˜›

fresh elm
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I'm producing about 5500 plastic and rubber / minute

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no, sorry, I shouldn't scan. 5000 rubber, 5500 plastic

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I am using 178k m3 of water / minute

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taht's a fun stat to know lol

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(and people wonder why I just power shard all my water extractors instead of building more lol)

fallen gull
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That’s a lot of water, how many extractors?

fresh elm
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657

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I don't use area actions

fallen gull
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657
@fresh elm then you really use a lot of shards for water hehe

fresh elm
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I use 3 in every extractor

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I have thousands spare

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(just the nature of having a doggo farm)

gleaming marten
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Math nerds, I beseech you. How do I get 100% efficient concrete out of a 240/m limestone belt?

fresh elm
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240 / 3

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make that many constructors

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or whatever

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hold on

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it's not / 3

gleaming marten
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well it would be 240/45 but that's 5.333333

fresh elm
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yeah, then set some constructors to 33%

wind spade
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34*

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5 constructors at 100% and one constructor at 34%

gleaming marten
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thank you

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that's kind of what I thought but I am ultimately kind of bad at math

wind spade
signal nimbus
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Total side note that makes my math brain happy: 6.4 Compacted Coal Assemblers and 8.4 Water Extractors perfectly fuel 22.4 Coal Generators. 9 of the above system perfectly mimic the exact Compacted Coal use of a Turbo Fuel Power Plant generating 60000 MW, and generate 15120 MW, which is enough to power the Turbo Fuel factory that fuels the generators.

...yes my backup generator is also my staircase generator.

wicked drum
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How many items per minute does a tractor transport vs a conveyer belt

wind spade
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depends

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on how long the route is

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also which belt are you talking about

wicked drum
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how do you calculate this

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any belt, i just want to understand the speed of the tractor vs a given belt

wind spade
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basically because vehicles are limited by belts peed anyway, belts are always better

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vehicles are nice if you want to play with them, but trains are the best anyway and vehicles can behave weirdly sometimes

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if you want to calculate it anyway, just take the total number of items vehicle can carry and divide it by number of minutes it takes to do the full lap and you'll get items/min throughput

signal nimbus
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Trucks might have an advantage in that they dont need to stop to fill up or dump, but what stops me from immediately jumping on board is that trucks require fuel and trains require electricity. Belts require neither.

dusky dust
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On the other hand especially if you're dragging resources halfway across a map, it's a lot easier to scale up train throughput than belt throughput

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Just add some more cars, and/or more trains

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Not that you couldn't lay like six mk5s from one corner of the map to the other, of course, but especially if you already have a rail network, IMO it's often a more attractive choice

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Though I admit that there's use cases for all three options, of course. :)

signal nimbus
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This is very true.

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I may or may not be building a base that can justify an internal subway system...

dusky dust
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heh

signal nimbus
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What's the usual use case that justifies trucks?

dusky dust
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Hah, honestly dunno, I don't really use 'em personally.

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I've got one little miniscule trailer run in my current base for a resource which thanks to placement would've been annoying as hell to belt, and not nearly enough room to train, so I've got a little trailer going the long way around. :P

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I know some folks like using 'em for transporting oil products early game?

signal nimbus
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Interesting idea...

dusky dust
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For a value of "early game" which admits "oil products"

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I suppose "mid game" would be a more appropriate term

signal nimbus
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Early-mid game/coal-oil transition period?

dusky dust
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heh

signal nimbus
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I'm in that awkward place right now.

bleak coral
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there's nothing truck stations can do that belts can't do better

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and adding new stations and trucks/tractors is at least as labor intensive as adding another belt

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more likely more

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and you totally have to have trucks wait at truck stations to fully load/unload

signal nimbus
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Line up the truck stations and drive the truck through without stopping. TotalXClipse showed this in one of his test videos.

bleak coral
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it might grab one load, but it doesn't grab everything in one animation time

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so it'll be setup dependent

signal nimbus
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True, but if you drive it through three or four and each grabs a load, then you're unloaded without stopping.

bleak coral
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lol I guess that's an overly-complicated way of doing it

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trucks are for-fun (IMO) anyway, so might as well go as extra as possible

signal nimbus
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Exactly.

bleak coral
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do you know how many stacks it grabs in one go? I just know it's not all of them

signal nimbus
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Not off the top of my head. Haven't looked into transportation as much as I have production and resource efficiency.

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That I looked into enough to make a decent case for Turbo Heavy Fuel.

bleak coral
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vs diluted fuel -> turbo fuel?

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turbo heavy fuel only wins if you don't have turbo fuel, or if you have heavy oil residue but not diluted fuel

signal nimbus
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It's less efficient by every metric, dont get me wrong. That said, it's almost as sulfur-efficient and takes up a relatively small fraction of the space.

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Also, you get more of the energy you produce.

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So, if you have a certain design in mind or just dont want to spend the time, you could justify it as the second-most resource-efficient option and one of the more time-efficient options.

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My designs:
Turbo Heavy Fuel
In: 1350 Crude Oil, 1440 Coal, 1440 Sulfur
93 Refineries, 57.6 Assemblers, 320 Fuel Generators
Out: 900 Polymer Resin
Net power (excluding miners): 45741 MW

Turbo Fuel
In: 900 Crude Oil, 2400 Water, 1440 Coal, 1440 Sulfur
246 Refineries, 57.6 Assemblers, 400 Fuel Generators
Out: 600 Polymer Resin, 240 Fuel
Net Power (excluding miners): 55446 MW

slender patrol
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The amount if refineries 😣

glacial hemlock
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84, take it or leave it

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@k14m

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ok he is not in the server, nvm

glacial hemlock
fierce ruin
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@glacial hemlock the math doesn't seem too complex. the only little problem i see are: some calculus are kinda shown backward (i'm thinking about the "Overclock the Miner" part, where you show that 150% and 225% overlock work on your exemple, but the interesting thing is more to be able to do it the other way: says you want an integer ratio, and calcul how much overcloak is needed). And the other thing that bother me is in the begining of "Fractions and decimals", the formula: "60 / 45 = 1.333 or 1 1/3"; it's probably linked to how we write math in different language, but seen 1 1/3 writen is strange to me; i would wrote 1+1/3 or 4/3 to make it clearer).

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Both of these thing are minor corrections, overall i think this page is really clear.

sullen cloud
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@sand garnet hey tom. have the devs commented on the 'level of detail' issue in the last months? Like, as the different chunks of the map are loaded now I frequently have the issue that critters are only 'spawned' / shown when I am already in the chunk of the map and they directly stand in front of me. I get that this is more efficient regarding loading the map details but the gameplay when exploring is kinda frustrating compared to former times.

sand garnet
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thats normal and no they havent commented on it

sullen cloud
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But isn’t that very different to before? Like I enter a chink with a spitter, walk like 10-20m, chunk is β€šdeloadedβ€˜ and I am no longer able too see the spitter tho it should be very close

sand garnet
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its more important for performance to be good than for exploration to be amazing

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factory gameplay is the most important part of the game

sullen cloud
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kk, thanks. but you observe the same behaviour in your saves?

sand garnet
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yea

glacial hemlock
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@fierce ruin thanks for comments! I will look into it

trim geyser
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for ppl wondering about trucks, for anything longer than 1km, it is much cheaper to setup a truck station than to setup a long mk3 belt.
That is the only advantage i can see

glacial hemlock
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that's true...

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trade simplicity with reliability.

sand garnet
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trucks etc are just 'oh i want a fun alternative'. they're not very practical right now

hazy wren
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Currently i have like 6-9 (nice) mk3 conveyor busses on one tower being connected no matter how far it is, but i plan to move from the grasslands to the desert for richer resources and more building space

quick gorge
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So who knows the dead middle of the map?
Erm math because Triangulation... yes, sure

sand garnet
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just teleport to 0,0

quick gorge
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Now that just feels like cheating... hmm

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Well it's legit a pile of rocks.
What's that mod that allows me to remove "unbreakable" rocks and trees?

sand garnet
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dunno, check the modding discord

glacial hemlock
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the middle of the map is located at the mini swamp at lake forest. You can use online map to find it easily

quick gorge
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It's a pile of rocks lol

frosty owl
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Now, this isn't something I calculated, but ratye an opinion out of experience...
I bet that if one where to build on a single floor, using only alternative recipes and covered all the nodes, he would actually make enough machines to cover more then 2/3 of the map
Agree or disagree? πŸ€”

wind spade
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disagree

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1st problem - just covering 2/3rds of the map with foundations is impossible due to entity limit

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and I haven't calculated it either, but I've seen people do the 150 TM/min and just having a relatively small coverage even if it's just one floor

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it would probably depend on how well you work with space, but I think if you put it close together, you'd use max of like 1/6 of the map

quick gorge
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It also depends on if you have walkways or you just play Tetris... and making it hear impossible to move around.
Having a million walkways though everything does add up space wise

stone vigil
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Isn't the purpose of trucks game performance for heavily built worlds?

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Because they programmed in performance stuff for them when you're far away, they use less processing power than the equivalent number of belts once you hit a high distance?

quick gorge
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I've... never used trucks after alpha.
With all my trucks going into the void I'm content with belts or trains.

dusky dust
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Ah, I suppose I've heard that too re: performance

sand garnet
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trucks still require pathing etc if theyre nearby and they dont scale well with a large factory

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as they dont have any collision avoidance and proper pathing

stone vigil
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Right, I'm talking specifically about far off low-travel areas, like just collecting resources from the corners of distant zones

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as opposed to just kilometers of belts

hot ginkgo
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I use them to bring distant nodes to a central spot like a train. The 3 bauxite nodes at the east end of the red forest get collected by a truck. Which then drops it off at a train.

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Convience in my head. No need to clear out areas for belts.

stone vigil
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Yeah, that's my plan I think too, just tricky getting the right number of trucks to make sure you're not capping your throughput

sand garnet
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for long distances, trains are just better

stone vigil
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I'd appreciate it if there was a centralized guide somewhere on how strongly things factor into killing performance, there seem to be some things that people have suspicions about but it's very hard to test

dusky dust
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'course that's a bit tough 'cause the game's still getting performance-tweak updates, etc

stone vigil
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Complicated train networks seem to kill performance too, and are harder on the entity count

dusky dust
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So your centralized guide would need regular maintenance

stone vigil
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Yeah, it's awkward trying to do that for something that's going to be updated in 3 weeks and then again in a few months

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And the testing time is just.. prohibitive

dusky dust
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(gasp, not maintenance)

stone vigil
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Like, I've heard that using a train system that focuses on A-B routes instead of a huge network that causes more intense pathing calculations is better

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but like.. trying to test that is a massive pain, because you have to rebuild a train system someone probably spent.. 20+ hours building? more if it's super complex?

young rover
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would be nice to see what people have done with trains

sand garnet
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mine break, so not fun to watch

dusky dust
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Yeah, you'd need to do the work to set up a set of "testing" saves and then run benchmarks or whatever on 'em, with every release

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And of course an update might break the old saves in some way. :D

stone vigil
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The best we'd probably do is like a coders perspective from someone familiar with the source, saying like"having a train system with 10+ pathing options increases calculation time exponentially" or like "each section of belt takes up this much calculation relative to a distant truck" etc, but unless a hobbyist can even look at that it's a little pointless for devs to spend that much time on it this early

dusky dust
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In conclusion, we need to spin up an alternate universe where we've all got sufficient free time and motivation to do all this. :)

stone vigil
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I wonder if they've even bothered with that internally to try and decide what is worth looking at optimizing

dusky dust
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And then find a way to tunnel information from that universe back to us for reporting

obsidian sluice
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this is unrelated but I just had a thought: how fast do liquids travel in a pipe? I know throughput's 300m^3/min, but I never actually considered how long it takes for liquids to travel idk, 1km?

stone vigil
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The only other thing I'll say because maybe someone has heard from the devs regarding this, because it confuses me: people say doing remote factories is less performance intensive than one massive factory, because the game doesn't fully load all the visual models and stuff (one reason why modded buildings can negatively impact performance, because they're always fully loaded), but then why do distant belts hurt performance? Especially if they're fully maxed out, their underlying calculation should be super easy until it hits a splitter

obsidian sluice
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I usually turn on the tap and walk off, so I never actually thought about that

sand garnet
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not sure, also not sure if gravity affects it

stone vigil
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Pipes are all constant diameter, so for any length of pipe with a 300 m^3/min flow the velocity is constant

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Wiki has them at 2m diameter, so the area is pi m^2, so for 300 m^3/min, 300/pi m/min is the velocity (~95.5 m/min)

wind spade
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calculations are not "super easy" @stone vigil

stone vigil
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I used one specific example that maybe is hard to identify in realtime for the code, so it's fair to point out that I'm oversimplifying

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Lots of the systems are complex, but I was just saying that on the surface it could be the case that the performance requirement for a belt that is fully maxed out consistently, the length of the belt should not be a factor in the performance requirements

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performance usage* not sure about correct term

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I don't know if the game can look at it like that, I'm just expressing confusion about two ideas of 'performance factors' maybe being a little contradictory, unless I'm missing something - I was hoping someone was aware of something a dev said about it, since it's hard to know otherwise

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I get that people come in here and think optimizing performance in a game is easy, and it's absolutely not, so I could have used better phrasing, my bad

obsidian sluice
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no worries! I tend to assume good faith for most of the people in here

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and yeah, there isn't an agreed definition on a lot of the game-related terminology we toss around when we talk about the game from a more meta perspective?

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so most of us just use words that intuitively make sense to us

wind spade
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depends on the actual implementation, but I think it's basically something like

find every item that's in the game
  if the item is on a belt
    do math to figure out where to move the item
repeat this every tick (60 times per second)

ofc there may be some optimizations in place (for example, having the list of items on belts ready and add/remove items from that list), but it's A LOT of math per second. I know processors can do even more math, but even if it's simple math, it's sheer amount means that it takes some time to do the math

neat light
#

I'm currently running tests to see how many belts will cause my pc to make fire. So far at 300km of belts, only slight smoke, no fire

obsidian sluice
#

wasn't there someone on the subreddit with 9999.99km of belts or something like that?

#

dude's computer was running at 24 seconds per frame or something like that

neat light
#

Maybe. Belts seem pretty damn effecient. I've actually been trying to test how bad the difference is between belts with items, belts without items, and belts with moving items. I'm still setting up my test bed and likely will be for another couple weeks

obsidian sluice
#

godspeed

#

I personally run mk 5 belts on everything, and mk 1 belts in my manifolds if the machine takes <60 items/min

neat light
#

Same

obsidian sluice
#

I don't actually know if mk 1 belts make a difference to anything, but it's a habit

neat light
#

I think it helps with the spool up time on manifolds but not by a huge degree

trim geyser
#

yeah i would be curious to know if using mk1 belts over mk5 belts would have an advantage performance wise in situations where you dont need the extra speed. And how about using multiple mk1 belts vs a single mk5 belt to achieve the same speed?
Probably something only the devs can answer though.

glacial hemlock
#

@obsidian sluice first time i see spf instead of fps.

obsidian sluice
#

yeah lmao dude was literally playing on powerpoint

#

I remember him regretting his life choices

obsidian acorn
#

I'm just trying to use satisfactory calculator to figure out how to make a 15 rotor per minute factory and I get all this wtf

bleak coral
#

That's cause it does the logistics for you, that's all the machines, mergers, splitters and everything

hot ginkgo
#

Check out greenys or Daniel's for a little simpler lay out. Links are in #welcome

obsidian acorn
#

thank you

muted crypt
#

links are also here in this channel's pins

vital sandal
#

if im doing my math right a full water pipe can support 6 coal gens right?

#

inconvenient formula because trial and error```
thin stump
#

Yes it can

vital sandal
#

thank youu

thin stump
#

45 times 6 is 270

vital sandal
#

yeah, i was doing it step by step until i overflowed

thin stump
#

You could hook up 7 if you underclock one of them

vital sandal
#

thats why my math is funky

#

my mental arithmetic is shitty too jace_smile_2

hot ginkgo
#

The best system is 3 extractor to 8 coal gens using 2 pipes. Perfect numbers all around without any need for clock adjustments.

ruby violet
#

nice

signal nimbus
#

Need some help with... basic/advanced (not sure which) fluid physics in the game. I have an extractor hooked up to a lot of pumps (I think 50) horizontally. The pipe travels for maybe 480 m (60 foundations) or so horizontally, then 240 meters (60 wall segments) straight up. The head lift capacity of the system should be 1010 based on the math I know, so it should make it up the vertical rise no problem. What I'm seeing is that it stops after filling the first pipe segment about half full or so. What's the big, obvious issue that I'm completely spacing on?

bleak coral
#

pumps aren't additive

#

the headlift is 20m after the latest pump

#

@signal nimbus

vital sandal
#

the bottom 3 and top left lines need to be 30/m

#

i have 4 smelters i need to give 30/m

signal sky
#

Manifold

vital sandal
#

manifold?

#

im new to making things optimized, my last factory was a spaghetti bowl and just kinda added stuff when i needed more

signal sky
#
Satisfactory Wiki

Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method...

vital sandal
#

ah, i could do it that way but for some reason i have my mind set on not having a build up time

bleak coral
#

you can manually deliver some ore to bypass the warmup time, and also turn things on as you build a whole system so things are warming up while you're building

signal sky
#

Build up time for 4 smelters isn't too bad :P
But if you want load balancing
Just have it go to one splitter, have 2 lines coming out of it, each of those go to it's own splitter, each of those having 2 lines coming out

vital sandal
#

............oh my, im heccing stupid

#

thank you XD

signal nimbus
#

...non-additive. Thank you, that solves everything.

bleak coral
#

at least you built it straight up, it'll be easier to place the pumps than if you were going diagonal

#

just every 5 walls

signal nimbus
#

Yeah... is there a channel for pictures of things built here?

hot ginkgo
signal nimbus
#

Thanks! Just gotta clean up the scaffolding a bit before I take it.

wind spade
#

if im doing my math right a full water pipe can support 6 coal gens right?
@vital sandal yes, but it's better to not max pipes and rather do the 3:8 ratio for better numbers

signal nimbus
#

The only situation I'd see that in is if you're working with 180 Coal/minute. In that case, lining up 5 extractors to fill 2 pipes exactly and using those two pipes to fill 12 generators should, I think, keep the pipe clutter to a minimum.

fierce ruin
#

Or even 13 generators.

signal nimbus
#

I'd only do that for a surge protection system with water storage between the source and the last generator.

fierce ruin
#

Why?

#

600 m3/min is enough for 13.33 generators full time.

signal nimbus
#

pauses to re-math

#

You're right.

fierce ruin
#

Though it could be slightly more cluttery.

signal nimbus
#

At that point I might just find another 90 coal per minute and run 20 with three full pipes.

#

Unless my math is off there too...

#

*+120 coal, not 90.

#

The water tower ate my math today.

#

I do like the reactions to my screenshot, though...

keen patio
#

Get compacted coal early.

I think I have 36 coal gens running on a single mk3 belt of compacted.. running on 14 (13.5) water extractors)

signal nimbus
#

Literally why I built the water tower, actually.

wind spade
#

I'm not sure how's your water tower supposed to work, but I don't think it's a good idea

#

you can ofc build whatever you want, but it just doesn't seem to help you in any way

signal nimbus
#

Ever take a look at Totalxclipse's guide on pumpless water systems?

#

By creating an artificial high point, I think I can connect it to completely filled pipes and push as much water as I want up to that same level without using 2000 pumps.

wind spade
#

well for one I think that's kinda cheaty and wouldn't be surprised if that got removed. And second, I'd usually put the stuff that needs water somewhere near water, so I wouldn't have to use pumps at all πŸ˜‰

silent mortar
#

Horizontal distance means nothing to pipes, so you can carry it from one end of the world to the other without ever using a single pump. Its just vertical is the problem. And unless you want to make everything just flatly drift out into the sea like I did with my caterium refinery, you either have to burn a lot of energy on pumps, or just energy on a single line of pumps cross connected to the entire pipe network. πŸ™‚

glacial hemlock
scenic matrix
#

supposedly there is a bug where if you put a pump at the highest point of a pipeline, all additional pipelines will share it's headlift lol

#

but prob not the best idea to become dependent on it cuz likely that'll be removed eventually

signal nimbus
#

Oh no, that's not the physics I'm abusing. There's pumps all the way up to the water tower.

#

I just copied a real-life concept

wind spade
#

just in real life ALL the water goes through the water tower

signal nimbus
#

True.

glacial hemlock
#

But flow rate doesn't amplify, the head lift irl should only apply to that amount of flow

#

In satisfactory, headlift is copied to the entire pipeline regardless of the flow.

fierce ruin
#

space elevator^^^

wispy cradle
fierce ruin
#

Links to calculators are at #welcome
@wispy cradle you mean to say I wasted all that time xD

wispy cradle
#

No, you trained your pacience, trained basic math and got a lot of knowledge about the game.

fierce ruin
#

I was planning on doing a full space elevator costing spreadsheet 😦

wispy cradle
#

how did you go so far without calculators?

#

about to unlock tier 7.

fierce ruin
#

My head... Brain, just setup full efficieny factory for all production types nad automated all parts at full efficiency and fed straight into elevator

willow igloo
#

If you press n you get an in game calculator. Just have to know 780 / inputs needed for craft and that how many machines in a line you need to to eat the full line

#

For a perfect top down factory design, a browser based calculator works fine

fierce ruin
#

N brings up quick search for me?

neat light
#

It's also a calculator if you type in an equation

wispy cradle
#

The calculator operates last operations first, LOL

#

like: 100/2*4=12.5, but the correct is 200

signal sky
#

someone took pemdas a little bit too literally

fierce ruin
#

like: 100/2*4=12.5, but the correct is 200
@wispy cradle you got a point

glacial hemlock
#

@fierce ruin i see. Pun intended

fierce ruin
#

@glacial hemlock i dont see, whoosh over my head

fierce ruin
#

@wispy cradle just completed tier 7 now πŸ˜„

willow igloo
#

When you type in multisteo equations into the search bar, use parenthesis

abstract copper
#

Is bunny hopping still faster than running with blade runners?

sand garnet
#

no

timber arch
#

I'm looking into doing a No Factory run of the game, and I'm trying to calculate the total ore needed for the run. Are there any calculators/tools that could assist me in getting this math done? I've started off a spreadsheet but I dread having to manually fill it if there is already a tool out there that can tell me how much raw resources are needed for a given part production..

sand garnet
#

you need oil so you need a factory

#

and aluminium stuff needs water too I think

timber arch
#

The rules for oil is one extractor to one refinery, no automated extraction from the refinery

#

Aluminum isnt needed for the space elevator, and the goal is to unlock all stages of space elevator

wind spade
#

well you can just put what you need in the calculator and you'll get the amount of ores needed πŸ™‚

timber arch
#

Yeah, thats the idea, But i dont know what calculator exists to give me the info i need

wind spade
#

any of them

#

you can try mine for example

timber arch
#

All of the calculators I have, and have found, are for production lines, not raw resources needed

wind spade
bleak coral
#

Just ignore the per minute part, it's the same calculations

signal nimbus
#

...all in favor of making water extractors snap to grids?

timber arch
#

Ignoring the parts per minute on greeny's calculator still doesnt tell me total raw resource requirements

bleak coral
#

Yes it does, put in 1000 HMF all vanilla recipes and look at the ore needed

timber arch
#

That doesnt translate to english to me..

#

What is HMF ?

bleak coral
#

Heavy modular frame

#

It was just an example

timber arch
#

All i am getting is factory layouts.

bleak coral
#

ignore all that, it shows how much ore you need

timber arch
#

Okay, where then? I'm not seeing this number 😦

bleak coral
timber arch
#

Ooooh okay, that makes better sense now.

bleak coral
#

just have to make sure to only use vanillas and no alts, cause that's all you can use at the bench

timber arch
#

Yeh. This is going to be fun as heck to plan out, but terrible to execute.

#

Just to unlock rotors, i found i neded to manually make 1225 iron ingots

bleak coral
#

gonna need to find something to put on the spacebar or make a macro that can hold space

#

cause I doubt you want to hold a button for literal hours

timber arch
#

I have an old candle that I've been using.

#

Through my NORMAL playthrough lol.

bleak coral
#

lol

timber arch
#

This should tide me over until update 4

glacial hemlock
#

Maybe you can unlock nuclear at 10 years later

jaunty gulch
#

I use tape because i bound it to a mouse button, but there are definitely times when you have to do that

elfin garden
#

Just wanted to check my math here, make sure I'm not forgetting something.
480 coal/15=32 Coal generators which produce 1800 MWs/ minute

wispy cradle
#

2400 MW

elfin garden
#

I'm glad I checked. Thank you.

forest minnow
#

so, im planning on upgrading to coal power, and i wanna know how many generators i should have for one mk2 miner

#

im bad at math so i wanna get this right the first time

sand garnet
#

depends on the node

forest minnow
#

hmmm

sand garnet
#

basically, divide your miner output by 15

#

because each generator takes 15 per min

forest minnow
#

alright

#

thank you

fierce ruin
#

the easy "basic" thing for coal is for 120 coal (1 pure miner mk1, or 1 normal mk2 for exemple) you can use 8 generators, that use 3 water extractors.

steady jolt
#

my current setup for plastic and rubber is making 400 plastic/min, 200 rubber/min and 1200 coke/min (all going into sinks). How decent is that?

cedar mica
#

1200 coke, is 48 coal gens or 3,6GW of power, that you are just sinking. If you are worried about backup, use a smart splitter with overflow to a sink

steady jolt
#

right, thats what i was planning on doing, I just need to find a good source of water

#

the sinks are definitely not permanent

pseudo thistle
#

whats the most low effort way to unlock everything legit

hot ginkgo
#

Automate everything.

pseudo thistle
#

lower effort

#

i also want to build the minimum

hot ginkgo
#

I guess hand crafting. But that seams like even more effort to me. And boring.

Either way you still have to automate the space elevator parts.

pseudo thistle
#

ive been trying to design a filter system that just.... has exactly 1 input for each material, and exactly 1 end plant for each end product

#

and just... slowly fills 1 cago of each end product at a time

#

its just one line of factories... and 1 resource buffer

hot ginkgo
#

Can't really do that due to the different resource needs from many things.

pseudo thistle
#

well you can

hot ginkgo
#

Its not going to be the one single line of machines I feel like you're looking for.

pseudo thistle
#

hmmm maybe im not exaplaining

#

its 1 input

#

feeding 1 seperate line for each end product

#

so 1 pipe line, 1 plate line, 1 screw line

#

then when you go up a tier, the reinforced plate line also has its feeder materials in the same line, not pulling from the original plate/screw line

signal nimbus
#

I think I get the concept. You'll want Smart Splitters as early as possible for that.

pseudo thistle
#

its like 1 factory for each end product, but all fed from a single resource input buffer

hot ginkgo
#

I understand.

signal nimbus
#

Actually never mind... that last line threw me for a loop.

pseudo thistle
#

so like eventually the line runs out, but . eventually the earlyer factories brick up and cant produce more, freeing the metal to travel further and further up

hot ginkgo
#

Remove the buffer from it. No need for a buffer in production when you know exactly whats being produced.

pseudo thistle
#

think producing verything from 1 resource node for each resource

hot ginkgo
#

Ohh.

#

I mean that'll be slow. But an interesting challenge.

pseudo thistle
#

so i only have 1 input for each resource

hot ginkgo
#

Especially at lower tiers when you're limited to slow belt speeds.

pseudo thistle
#

so tier 1 has to basically brick up and fill a cargo before t2 even gets resources

hot ginkgo
#

That is doable. Youll be waiting a while for later tiers to build up. Especially with only one node per resource.

pseudo thistle
#

yeah

#

so eventually you oveclock the miners and upgrade the belts

#

to speed up the later tiers

#

but yeah its just a basic shopping mall filter production

hot ginkgo
#

Even maxed at 780. That's not a lot of you only have 780 for every thing.

pseudo thistle
#

yeah

#

but once you build it.... you just go do seomthing else and eventually if you need something you can find it there

hot ginkgo
#

Have at it. I have central storage that's filled from multiple dedicated production lines. Everything is always running.

pseudo thistle
#

im terrible at this game

hot ginkgo
#

We all started somewhere. My early stuff was a complete shitshow. Now I've got my preferred style down and things usualy look half way decent.

#

It took me 150 some hours before I really got a good jdea how I wanted to build.

pseudo thistle
#

OH so that cool little car can transport 1 stack right? anyone make a factory that only uses those fucked up mini cars?

#

just put the factoryies on the outside edge of a giant bumper cars arena and just.... see if anything gets made

hot ginkgo
#

Someone did yeah. Practical? No. Hilarious? Hell yeah.

pseudo thistle
#

aparently vehicles teleport if your far enough away

steady jolt
#

yeah, in order for the game to run optimally, when you are a certain distance away, belts, vehicles, machines, etc. dont run at 60 fps

#

because of that, some stuff will basically teleport. Vehicles will never mess up their paths if you are far enough away. For example: if 2 vehicles intersect in their paths, they would not collide if you are far away

pseudo thistle
#

is there a certain number of end product/min you aim for when building a plant?

hot ginkgo
#

20-30 depending in the product.

#

Concrete is around 100.

#

Things like super computers 2 machines.

glacial hemlock
#

@pseudo thistle it has to be 94.5 or 156

#

Or 42

fierce ruin
#

Why do we make pipes out of copper

#

Im not expert but im pretty sure steel is not only more structurally sound but easier to produce.

#

Then we wouldn't have such pathetic flow rates.

signal nimbus
#

Easier to bend.

#

We should be making pipes out of PVC aka plastic, but that's why you'd make pipes out of copper instead of steel.

fierce ruin
#

But copper is so weak... and prob why our flow rate sucks

signal nimbus
#

Honestly? Yep.

fierce ruin
#

We need more oil to make plastic

signal nimbus
#

You can get better flow rates with higher pressure, which you can get with stronger pipes.

fierce ruin
#

But FICSIT blesses us with pathetic flow rate, not enough plastic, and then more bad flow rate

#

Bruh turkeys oil pipeline transports more oil than us

#

Without the need for massive pumps

#

They just weld internal pumps into the inside of the pipes

#

I guess FICSIT isn’t very big brain

oblique hollow
#

Flow Rate is not dependent on how soft your material is. It depends on pipe diameter, smoothness and flow velocity of your liquid mass.
Material is important when considering how much pressure they need to withstand.

#

The good thing about copper is its corrosion resistant.
You can safely move sulfuric acid through it

#

Secondly: copper melts at 1085 Β° C, most plastics turn soft at 80+ Β°C and start melting at 200+ Β° C.

#

While PVC is resistant to sulfuric acid, fuel could dissolve it, depending on the additives

wind spade
#

Flow Rate is not dependent on how soft your material is. It depends on pipe diameter, smoothness and flow velocity of your liquid mass.
Material is important when considering how much pressure they need to withstand.
@oblique hollow iirc stuff like viscosity affects it as well

oblique hollow
#

Yes

#

Reynolds Number is what you're thinking of probably

#

Laminar flow experiences less reduction in average velocity.

#

Good luck moving Heavy Oil at high speeds without major losses

#

Which is where Copper Pipes come back into play: if you heat Heavy Oil up, the viscosity reduces. The best way for moving it in pipes would probably be:

  1. Preheat it
  2. Transport it inside Copper Pipes that have been thermally insulated on the outside (probably with plastic!)
  3. If needed, heat the Pipes section up from the outside via Induction heating
glacial hemlock
#

Sometime, the legislation also controls which pipe material to use

#

Like porcelain for sewage pipes

#

Copper is now being replaced by stainless steel

oblique hollow
#

Fortunately we dont have to worry about country rules and norms here

brittle viper
#

what

deft lichen
#

@pulsar stratus I've noticed the "roads" overlay is missing/outdated for the dune desert, is there any way I could help contribute to that (e.g. by lining the paths with beacons)

pulsar stratus
#

I believe it was send as a transparent PSD but never got updateed

#

You'll have to ping @crude pike :p

crude pike
pulsar stratus
#

Oh yes please!

deft lichen
#

uuu awesome!

sand garnet
#

make sure you painted some roads that lead off a cliff >:D

deft lichen
#

there are some roads in this area that should be marked with the thinner line, I can mark them if you wanna

crude pike
#

@pulsar stratus On the way... πŸ™‚

crude pike
#

@deft lichen Yeah, I tried to reduce my roads to "real roads". Because of clarity. There are many areas you can go (esp. with the explorer), but many of them aren't roads per se. And that's the case with the dune desert. Dunes and rocks...

deft lichen
#

the one I marked is a very flat road, but I understand that decision

#

there are a few minor things that could be adjusted too, if you want me to list them

crude pike
#

I did send the psd to Anthor. If you would like to improve the roads on his map, get in contact with him. He can send you my road layer. You have the permission to make it better. πŸ™‚

wispy cradle
#

I did not know about a map of roads.

#

I'm thinking about to transport almost everything by roads

sand garnet
#

theyre not actually roads

#

its more like.. dirt paths

wispy cradle
#

I know it, but if you build a road or rail on that, the path would be more natural.

dusky dust
#

yeah, that map was quite helpful in building out my passenger rail network. :)

wispy cradle
#

@crude pike , does a train fit the underground paths?

crude pike
#

Most of them yes.

dusky dust
#

Though I bullishly built through the red bamboo area regardless. :D Honestly didn't require much pruning at all, though there's definitely nothing like a natural road in there

crude pike
#

@wispy cradle actually... all of them.

wispy cradle
#

Nice. Thanks Roge.

#

I was about to connect 2 first 2 factories , But I did not want just to create jus a floating path between them.

pseudo thistle
#

i just discovered underclocking

#

and im in love

shy mason
#

yeah, helps out plenty pre coal when you're making every kilowatt count

bleak coral
#

Good post coal too so that you're not having stuff turn on and off when you don't need a machine at 100%

silent mortar
#

I must gird the entire sky in platforms so all my disparate bases connect to eachother instead of being half or quarter foundations off.

pseudo thistle
#

Yeahhhh

fierce ruin
#

i just discovered underclocking
@pseudo thistle what is that?

empty hemlock
#

once you unlock overclocking you also can underclock machines. which doesn't cost any powershards and is very useful early game when you are still on bio power to run more machines as underclocking makes them more power efficent

fierce ruin
#

but how to underclock, literally all my power structures have triple overclock shards in

hot ginkgo
#

Thats just a waste of shards. Nothing is gained besides using less space. And theirs so much space in the game.

fierce ruin
#

@hot ginkgo im just worried about losing power

empty hemlock
#

Then build more power buildings

#

has the exact same effect except you don't lose 3 power shards for no reason

bleak coral
#

Overclocking is the exact opposite thing you do if you're worried about power, overclocking makes power consumption go up faster than production

empty hemlock
#

not for generators

#

those just scale linearly so you use shard for no change in numbers that a second building wouldn't already give you

stone vigil
#

I remember thinking that's not quite true, I think there's a penalty for overclocking?

#

I remember trying to use shards while unlocking hard drives and having to use more than expected

#

Yeah, there's exponential scaling for over/under-clocking generators

empty hemlock
#

there isn't

#

the efficency is always the same

stone vigil
#

Oh, the fuel efficiency sure, but the power capacity is what scales

empty hemlock
#

at 250% you have i think 202% of the capacity. just build a second generator. you are not wasting 3 shards

stone vigil
#

Right, and there's no real point to building excess generators at lower clock speed

#

Even though 2x50% generators is more capacity than 1x100%, because the burn rate also adjusts (which is good game design), otherwise people would want to build a ton of biomass generators so they wouldn't have to collect as many leaves

empty hemlock
#

The conversation went:
Underclocking buildings is good
all i've done with clockspeed is power buildings
don't do that, it's a waste of shards.

#

Noone talked about underclocking power buildings

stone vigil
#

Yeah, I misinterpreted and then just started expanding, I thought it was a capacity issue not efficiency

#

To be fair HKB did mention underclocking and power buildings in the same sentence

wind spade
#

Neither burn rate or fuel efficiency is adjusted. Only power output is changed

bleak coral
#

Also I misunderstood you were talking about power buildings

#

I thought he was overclocking all his buildings

wind spade
#

You'll still get 300MJ from each coal no matter how under/overclocked is your generator

stone vigil
#

Oh, this is a semi-relevant time to bring this up because it doesn't seem to be common knowledge, I did some math, and if your goal is to use the minimum number of production buildings without overclocking, but you don't need full use of all of them (IE, you need 3.6 assemblers worth of X), it's always more power efficient to underclock all of the machines equally (in this example to 90%) as opposed to having 3x100% and 1x60%, which I've seen more commonly

bleak coral
#

Oh we know that, we're just too lazy to do it

#

Especially when that number is like 46.7

wind spade
#

Yeah, it's just that once you start doing 50 buildings, you are tooblazy to change every one of them

bleak coral
#

If I could copy-paste a building's settings I might do that

stone vigil
#

Yeah, it's really only significant with small numbers of machines and like <.5 on the last one

#

or if you do something modular and do like 2.5 water extractors

oblique hollow
#

see? at the end of the video, there was ANOTHER pipe mechanism

#

the weird thing: at all points in the video, the Flow Indicators were at max size

#

but then how could the mk1 pipes, with 300mΒ³/min max, fill out the (possibly) 600mΒ³/min Mk 2 pipes

wind spade
#

maybe it goes down instead of up?

oblique hollow
#

no, the black/yellow striped side is up, always

wind spade
#

or rather was

olive latch
#

maybe the new pumps have a greater force requiring less?

oblique hollow
#

and the Mk 1 pumps at the beginning had their pistons face up too

wind spade
#

may be changed πŸ€”

glacial hemlock
#

less power, like, only 3MW for 40 meters lift?

pseudo thistle
#

@fierce ruin the goal of underclocking is to use a not so valuble resource (space) to save on power, as you can create factories that produce exactly the same amount of resources as a normal factory or an overclocked factory but using a fraction of the power, overclocking uses exponentially more power, and underclocking uses exponentially less, so you can take a 100MW factory and make it cost 10MW but produce the same amount of resources just by having more but underclocked factories

olive latch
#

I wonder if pumps mk2 will be power shardable

oblique hollow
#

or the mk 1s. but that would defeat the purpose of the mk 2s

glacial hemlock
#

you could just build more

oblique hollow
#

Unless pressure still doesnt stack

pseudo thistle
#

always better to just build more

glacial hemlock
#

if it can be overclocked, it can be underclocked. Yeah low-power pumps!

oblique hollow
#

also @wind spade have you forgot that the flow indicator rings expand in the direction of flow?

pseudo thistle
#

60 factories underclocked to produce 1 per minuite costs less power than 1 factory clocked to produce 60 a minuite

#

i love underclocking

glacial hemlock
#

you need to own a very beefy PC though

#

since there will be 60 x the buildings running

pseudo thistle
#

its futureproofing, dont need to rebuild a factory if you did the math and underclock it for t1 belts, then just upgrade an ramp up their power usage as you gain the upgrades

wind spade
#

also @wind spade have you forgot that the flow indicator rings expand in the direction of flow?
@oblique hollow you act like I actually play the game and know how it behaves πŸ˜›

oblique hollow
#

oh what a fool i am

bleak coral
#

on the mk1 > mk2 pipes: they could've filled it from the top-down and then placed the pumps for the video

oblique hollow
#

pumps still move liquid

glacial hemlock
#

@wind spade <- creates super powerful tools about everything in the game.
Also greeny: never played the game.

oblique hollow
#

no wait, i checked the video again ,all is fine, the pipe rings dont expand as much on the mk 2

wind spade
#

nah, I played it.... twice... in May 2019

#

have a whooping 30 hours on it

olive latch
#

just double checked the pipes flow upward

oblique hollow
#

i forgot that the width of the flow indicator shows how full the pipe is

glacial hemlock
#

@oblique hollow because it is only using a portion of the capacity of the max flow, that's why the rings don't expand as much.

oblique hollow
#

yea, i forgot about ring size and only considered the indicator ring distance

#

a shutoff valve, probably

bleak coral
#

an indicator of where to place the next pump, it's in the same spot all the other pumps were

signal nimbus
#

@winged birch I happen to know the area you put those plants in. There's one more average coal node near the others for a total of 240 that could fill another 4 generators.

sand garnet
#

@wind spade dont forget to update your calculator for the mk2 pipes next week when we know their limits πŸ™‚

dull bolt
#

I want it to be updated 1 second before the real patch is out... πŸ˜›

glacial hemlock
#

RIP all coal generator tutorial.

hot ginkgo
#

I think the basic 3:8 coal gen is still valid. I bet by the time you're rocking mk2 liquid stuff you'll be well into tiers 5, 6, or even 7.

signal sky
#

yea, we have no idea what mk2 pipes will take to build

sand garnet
#

by the time you have coal gens, its unlikely you'll have mk2 pipes so yeah

#

my assumption is mk2 pipes will be around oil tech

#

to fully utilize the oil extractors

hot ginkgo
#

Pure iron and other similar recipes just become a lot more attractive.

signal sky
#

30 refineries from one pipe, 2 and a bit pure iron nodes with OC'd mk2 miners

hot ginkgo
#

Some of the coated basic parts recipes might be a good choice as well now. Coated plates/cables and such.

#

So many possibilities.

signal sky
#

2400/m more oil available now, p sweet

bleak coral
#

Oh yeah that's gonna change the weighted resource cost

sand garnet
#

yeah but i dont think by much tbh

#

although it might affect stuff like circuit boards and computers

signal nimbus
#

RIP Kib's nuclear plant.

foggy forge
#

may i ask some help with setting up an efficent alluminium plant?

sand garnet
#

tried greeny's calculator yet ?

#

it's pretty useful

foggy forge
#

i have now active 18 rubber refineries and 27 plastic refineries, that means i have (18x20) 360lpm + (27x10) 270lpm, for a total of 630lpm of oil residue

#

630/40 to create petroleum coke i need at least 16 refineries to burn all the heavy oil

#

but that also means i get something near 1920 ppm of petroleum coke

#

isnt that a little too much?

#

never tried this calculator

silent mortar
#

Oil gets a bit silly. You can run 148 fuel refineries at full blast off of one oil node through alt recipes.

hot ginkgo
#

22GW!

foggy forge
#

im running that oil plant with 4 nodes at 300lpm

#

so i should just use what i need and sink the rest?

silent mortar
#

There is an alt recipe for steel that uses coke instead of coal, or more coal generators to burn it, but yeah. Sink the overflow so your plant doesn't just randomly stop and seize up.

foggy forge
#

i can't use coke on coal generators, right?

silent mortar
#

You can use coke, coal, and compacted coal on regular coal generators. They all produce the same energy per second, but it takes 25 coke per minute per plant, as opposed to 15 regular coal per minute, or 7.14 compacted coal.

foggy forge
#

so i can sink it or produce power

dusky dust
#

If you use it for power, just make sure that you've got a steady supply that won't dry up due to production-line bottlenecks. :)

#

Otherwise you won't be able to trust your power readings

foggy forge
#

that's the problem

#

my problem now is that i have that 1920lpm of heavy oil to burn somehow

dusky dust
#

It's not hard to do so, really, you've just got to make sure to overflow all your oil products so that the machines making it are guaranteed to run at the rates you've set it up for

#

Just an extra step of logistics

dull linden
#

i mean you can always turn the heavy oil into regular oil

winged birch
#

@winged birch I happen to know the area you put those plants in. There's one more average coal node near the others for a total of 240 that could fill another 4 generators.
@signal nimbus
I'm only using 2 of them at 120 (240total.) I would use more but I only have MRk 3 Convayers and I want to keep it to one line. I'll soon be upgrading it though as it seems that the system can hadle more.

foggy forge
#

for now i have only 2 recipes that use heavy oil residue, and it's petroleum coke and residual fuel

#

i didn't expect to have so much, so my power plant runs on normal fuel

signal nimbus
#

@winged birch Keeping it to one line, I can respect that. Neatness is important. Btw, if you build vertically to expand it, you'll end up needing 10 wall segments up to get above the smoke stacks.

foggy forge
#

i can try converting it to residual fuel, then sink the production overflow to make all the refineries work and produce heavy oil, doing that i can divide by 2 the production of coke, and sink the overflow while using it for aluminium

winged birch
#

Thanks @signal nimbus, I will keep that in mind.

icy pumice
#

can someone help me with a perfect modular frame layout (the normal ones)? my iron ore is 120 per minute

bleak coral
#

on that one at least, you can set the iron it's able to use at 120 and ask it to maximize

#

and can turn on all the alt recipes you have, if any

icy pumice
#

okay yt πŸ™‚

bleak coral
#

it solves for most items on maximize, and least amount of resources to use on items/min

icy pumice
#

yeah I did it now I have to build it with all numbers right itll be a fun time... not lol

hot ginkgo
#

That ain't bad.

icy pumice
#

have to split it to 52.5 iron per minute xd

hot ginkgo
#

Nah. Just manifold it.

bleak coral
hot ginkgo
#

The machines only take what they need. The rest will simple back up and flow where it can.

#

You can't over supply a machine in this game.

bleak coral
#

can you underclock machines yet?

icy pumice
#

yes, but I quickly have to make a plan for my question

#

wait so If I understand manifolds correctly I can just use v2 to get 15 items / min on each?

#

my art skills are insane

fierce ruin
#

Yes, assuming the machines use 15

icy pumice
#

lets go rebuilding my complete factory lol

fierce ruin
#

And it takes a while for the first machines to fill up and send their overflow to the last.

icy pumice
#

yeah okay

#

im so dump

foggy forge
#

how do i do a one way valve on pipes?

icy pumice
#

didnt know that before xd

fierce ruin
#

@foggy forge pumps, and they don't need to be powered for that.

ripe sigil
#

Yeah with 4 only 6,25% of the V2 resources will go down the 4th machine

#

Until the first gets filled

#

and then the second

#

and so on and so on

icy pumice
#

ohhh right its simple math

foggy forge
#

they act as a one way, so i can be sure of that?

icy pumice
#

lol

bleak coral
#

@icy pumice hook up and power stuff while you build, and then one section can fill while you work on the next

ripe sigil
#

Yeah it just splits

#

sorry 12,5% in the 4th

#

the 3th and 4th are the same

icy pumice
#

okay tysm for ur help all πŸ™‚

neat light
#

@foggy forge yes a pump is a one way valve, even unpowered it will behave like this

foggy forge
#

thanks

wispy cradle
#

@icy pumice , you can have a floor for plates and other for rods, split the source and send 1 branch for each floor. After the rods have full input, and the belt too (before the split), the split will occur in the right proportion you see in the calculator.

#

for a mk2 input belt.

icy pumice
#

omg my modular frame factory is finished

#

@icy pumice , you can have a floor for plates and other for rods, split the source and send 1 branch for each floor. After the rods have full input, and the belt too (before the split), the split will occur in the right proportion you see in the calculator.
@wispy cradle yeah I did it like this

#

now Its filling up

void coral
#

@icy pumice I tend to keep this handy

glacial hemlock
#

But why? (Jontron voice)

sturdy stump
onyx lintel
#

if you have the alternate for aluminum scrap, you can squeeze another 15 or so alclad per min

sturdy stump
#

I don’t have it yet but I will redo it with the best alternates

#

I haven’t built it yet

glacial hemlock
#

I am amazed by how much you wrote on such small papers

signal nimbus
#

So... at this point I've done three playthroughs, all fails that I lost interest in.

#1: Just learned the basics and why you should have foundations.
#2: Spread things out too much and the running around sucked.
#3: Went for WAY too big of a megabase, and had trouble advancing through the tiers fast enough.

So... I'm gonna be trying #4. Here goes nothing, and hopefully my noob mistakes pay off this time.

idle mist
#

I layered this 5 times, worked out really well

glacial hemlock
#

Graph looked neat. Resource wise, there are margins for improvements

#

@signal nimbus yeah gratz for you. I first playthrough stopped at coal and 2nd stopped at oil. My 3rd is the first to complete all milestones. (Back then each hard drive got their milestone)

#

I disagree with foundations though. You can go big even without them, just very difficult

gleaming marten
#

That sounds like masochism

glacial hemlock
#

I can go without them at least until tier 5.

signal nimbus
#

I... yeah, my OCD does NOT allow that.

onyx lintel
#

ooof no way I could do coal without

gleaming marten
#

the worst challenge run: nuclear power but you can't place a single foundation in the world

fierce ruin
#

would it be bad to reroute my friends trains to unload into my stations and then reroute other trains to bring nuclear waste...

onyx lintel
#

i need an 8-man chainsaw team for that boss

fierce ruin
#

I just trying to think of a mathy way to do it

frosty owl
#

i need an 8-man chainsaw team for that boss
@onyx lintel how about a 1-man Nobelisk Army?

swift talon
#

Once i discovered i can clear the foliage with explosives things were never the same

ionic thunder
#

Hey guys, quick question on how you make factories :
1)aim at X resource/min, and decompose it in elementary resources (I want 10 stator/min, so i’ll need to provide this factory with X iron)
Or 2) have a central belt from which you take elementary resources, and output refined goods (there are 500 iron ore/min coming on the main belt, so i should split it into 200 screws/min+200 plates/min, then split those into reinforced plates and rotors and so on)
3) or something else ?
This is a question I can’t find a good answer to, and this keeps me from fully going into the game (and experimenting both would be way too long)
Hope my question is understandable πŸ˜…

bleak coral
#

The first, alternative recipes gained through hard drives makes the second undesirable

neat light
#

Do whatever feels right, realize you will probably fuck up, be ready to dismantle and rebuild everything. I know this doesnt work for everyone, but seems pretty normal for this game

dense cobalt
#

Option (2) is general considered bad practice here (compered to factorio), but option (1) is not the only other way to do things, and I would recommend that you to experiment to find how you want to play the game

bleak coral
#

Belt bandwidth makes option 2 really unwieldy, so I'd only do it if you think it sounds fun

#

It's logistically more work intensive than option 1

hot ginkgo
#

Never enough explosives. I tend to just go around exploding nature as I travel.

lament saddle
#

ight

#

nobelisks or rocket launcher

wispy cradle
#

@ionic thunder , you can do like a mix of 1 and 2. Example: smelt iron ores near nodes and transpot ingots to the places where you need. This way you are still in the style 1.

dull linden
#

is it better to just smelt the iron there and then or should I build a beeg smelting plant

dusky dust
#

For some ores you might need to process them in more than one way

digital nacelle
#

Depends if you've got any of the alts.

dusky dust
#

Like the vanilla steel recipe requires both iron+coal ores

#

So you'd need to get those two together somehow

dull linden
#

im planning on going on a CRUSADE to get a lot of the alts

dusky dust
#

But smelting right at the miner isn't a terrible idea usually

#

Caterium especially is more efficient to process near the miner, 'cause you need so much more caterium ore to get an ingot out of it

digital nacelle
#

I'll count the belts needed to decide which way. Normal receipes, typically at the miners. However, with the alts where you can get a higher output than you put in, so you'll need multiple belts for the ingots vs one for the ore.

dusky dust
#

Ah, I suppose, yeah

#

Though all the Pure alts introduce that water dependency, so you might be best off belting your ore near water, and then belting the results away. Or something

#

logistics, itellya

dull linden
#

i mean i doubt ill need like 140k iron a minute

#

where I am now i think just the regular iron will be fine

wispy cradle
#

@dusky dust , if you are already smelting near node, and decide to go to pure recipe. Could you transport water to node?

dusky dust
#

You could, sure, though the logistics of fluid transport are a lot harder

#

You're likely to be burning extra energy to either pump or package it, to get it there

#

I mean, you do you, of course. :) I pig-headedly piped oil like 2km from its source to my main base rather than process onsite, so I'm not exactly qualified to recommend one way or the other. :P

dull linden
#

so it sounds like i wanna make a big off shore plant if i want to do the pure recipe

dusky dust
#

But it turns out i was able to do it with just one pump per line, so not a lot of power wastage. Just ugly pipes down the beach

#

Having an ocean right there definitely makes the Pure alts easier

wispy cradle
#

I was thinking about it because packing/unpacking will become cheaper in next update

ionic thunder
#

@ionic thunder , you can do like a mix of 1 and 2. Example: smelt iron ores near nodes and transpot ingots to the places where you need. This way you are still in the style 1.
@wispy cradle alternate recipes and foundries make it less productive to do so imo

obsidian sluice
#

one consideration is the ratio of inputs to outputs? for example, I always produce quickwire using fused quickwire on site

#

45 ingots produce 90 quickwire, so it's usually more efficient imo to transport ingots instead of quickwire

wispy cradle
#

but its is better transport ingots than ores.

obsidian sluice
#

oh definitely! I process my ore on-site, and I transport them around via trains

wispy cradle
#

The only recipe I saw that produces more item from ores is Copper Alloy Ingot.

#

All others produce less.

#

and for steel, you can use Solid steel later.

obsidian sluice
#

if I'm not wrong, pure ingots can produce more than their inputs?

bleak coral
#

they do

#

still it was just an example, and it does work if you're smelting

wispy cradle
#

I wasn't thinking about pure. Because you need to transport ores to water anyway.

bleak coral
#

and it applies to anything you can do onsite and then move to another factory that lowers ppm

wispy cradle
#

In the pure case, I think you will transport the ingots anyway because you won't just build your factory near water

bleak coral
#

that is not really the same as a BUS though, where you have everything in one giant conveyer stack/mass that you pull off of and put back on

wind spade
#

but its is better transport ingots than ores.
@wispy cradle not true, you usually have more ingots than ores

#

and yeah, why not build factory near water?

bleak coral
#

maybe he played subnautica and it scarred him πŸ˜†

young rover
#

Only caterium is better Ingot then ore ... all the rest ore is less then the ingot

pseudo thistle
#

im having alot of trouble calculating underclocking power comsumption

#

i feel like thers a potential to break power consumption by underclocking low enough

#

is 1% the lower bound?

bleak coral
#

yeah, and no decimals only whole numbers

pseudo thistle
#

does power consumption round at some point?

#

would .00016 just round to .01 or .001?

bleak coral
#

I don't know

pseudo thistle
#

im trying to figure out just how much underclocking an entire production line to 1% and scaling upwards in number of factory parts can go

bleak coral
#

also, yes, technically if you run everything at 1% that is the most power efficient thing to do, but do you really want to build thousands or tens of thousands of buildings for every step in a factory

pseudo thistle
#

kinda XD

#

seems interesting

bleak coral
#

gonna have to do calculations yourself then, cause all the calculators either solve for max ppm from restricted resources or minimum resources from a desired ppm

#

none solve for minimum power as far as I know

pseudo thistle
#

XD nobodys trying to produce fromt he least possable amount of power XD

bleak coral
#

not really, there's lots of available power in the game

#

it's only a potential bottleneck in theoretical 100% resource usage, and I think the problem that's trying to be solved there is to not tie up too many resources in power not make sure there's enough left over

young rover
#

I was not producing nuclear waste fast enough ... so I overclocked as much as I could and made like 100 trains running

#

I wanna produce as many barrels as I can to waste this world

hushed moon
#

Ficsit does not advise wasting land

young rover
#

I am a rebel

glacial hemlock
#

The most power you can use is around 0.5TW, but up to 1.18 TW can be generated

young rover
#

You can have billions of train to consume more 🀣

bleak coral
#

where'd you get the 0.5TW? I didn't think there was upper limit beside what you could physically fit on the map

glacial hemlock
#

By using up all the resources and create the most of everything. Yeah it is 0.5

stone vigil
#

Uh, I got like .63 using the guy who posted linear modeling's equipment to max resource sink points

#

I'm kinda curious what the extra oil will make more optimal in order to get more points

wind spade
#

does power consumption round at some point?
@pseudo thistle not ingame, only to display to user, but game uses the non-rounded values

dull linden
#

do machines use power even when they aren't doing anything?

hot ginkgo
#

.01

#

I'm sorry.

#

.1

silent mortar
#

But their initialization takes a little bit of draw over what they normally use, so when you grab a pile of rods from storage and your entire iron foundry tries to boot up.... fun times.

hot ginkgo
#

Set smart splitters woth overflow and sink once the bin is full. Then all machines keep running.

uncut solstice
#
  1. Belts should improve performance (over trucks and trains), correct?
  2. Building foundations over belts improve performance, but also increase save time, correct?
  3. Removing foliage improves performance, but increases save time, correct?
steady crypt
#
  1. Trucks should improve performance for very long distances. Once a route is set, I believe the truck simply teleports between the nodes when it's out of the render range. (That's what I've seen my do in the distance)
  2. Making it to where you can't see the belts will help in that your GPU won't have to render more objects, will probably increase save time by a bit.
  3. Idk about the foliage, but that would make sense to me. You won't have to render the tree, but I wouldn't think it would affect the save time much.
  4. How long does it take your game to save? Mine saves in almost no time at all.
uncut solstice
#

3-6 sec lately it seems, annoying for auto save, but I don't want to turn it off

#

re 1) it shouldn't have to render belts at all though? or would it teleport to supports?

steady crypt
#

I believe it still renders the items on the belts. It might jump a little, but that's a lot of things for both your GPU and CPU to keep track of, especially as you get faster belts

onyx lintel
#

3-6 sec lately it seems, annoying for auto save, but I don't want to turn it off
@uncut solstice wait til its closer to 10-15 seconds, and i've heard of people even longer than that

uncut solstice
#

right, thats precisely what I am trying to avoic

glacial hemlock
#

My 40 turbomotor factory takes about 20 to 30 seconds to load, I have Rx5700 XT and 5930k

#

and my whole PC is on SSD M.2

mighty wave
#

hi, ineed help with spliting efficiency, how do i split 12 smelters into 9 foundrys and is there a tool i can use online for this , thanks

sand garnet
#

manifolds are the go-to solution in most cases

glacial hemlock
#

@mighty wave you can think of merging 4 into 3, then repeat 3 times

meager anvil
#

I never like manifolds because if the input is not completely saturated, the machines at the end get resource starved.

#

I had a problem early on with my steel ingot production, where I had 4 smelters. I just got coal going and coming in, desperate to get off of bio fuel too, I setup a manifold and found the smelters at the front got too much, and smelters at the end got too little. Setting up a tree of fair splitters evened out the distribution better.

hot ginkgo
#

Then something wasn't set up right. I have 6 manifolds that run 780 worth of iron smelters. Nothing is starved. Because the machines at the front back up.

#

Something very very important to keep in mind.

You can not over feed a machine. They will only take what they need. Nothing more.

#

The rest will always back up.

mighty wave
#

4 into 3 helped a lot, but im was trying towork it out correctly soo im not relying on the overflow method as i always have issues with it if the input isnt high enouhg

hot ginkgo
#

If the input is exact you'll always have issues.

#

500/min worth of machines needs that much worth of input.

meager anvil
#

@hot ginkgo I think I setup a bleed of coal to a 2nd series of coal generators at a strange place really close to the smelters though. I think I prefer an even distribution over greedy distribution of manifold.

hot ginkgo
#

And that's perfectly fine. Many people prefer one or the other.

#

I like manifolds because they're quick and easy. With my limited play time, id prefer to just get the system running.

#

But just like a load balanced set up. I'd you sont supply enough. You still will have machines starved.

sand garnet
#

my preference for them is just because im an idiot and they're idiot-proof lol

#

easier/ less time consuming to set up and figure out

hot ginkgo
#

We call it lazy building.

sand garnet
#

less error-prone and if there is an error, its easier to fix because each part of the setup is identical

#

i dont want to think when I play the game, and manifolds allow that πŸ˜›

wind spade
#

I never like manifolds because if the input is not completely saturated, the machines at the end get resource starved.
@meager anvil the same issue is for balancers tho, if input is not completely saturated, then all machines are resource starved

glacial hemlock
#

Yeah, when the input is insufficient, new resource nodes should be explored instead of staying there and do the balancing

fierce ruin
#

im boared

bleak coral
#

I also like manifolds cause they handle arbitrary inputs/outputs, load balanced can only handle nice splits.

fierce ruin
#

im really upset i cant piss off a cliff

#

i mean come on

#

you cant tell me you arnt tempted

obsidian sluice
#

there's a toilet in the HUB but it's completely useless

#

my immersion is ruined

oblique hollow
#

Sit on it to feel like poop

spare wagon
#

the poster in the toilet room is big interesting tho

sand garnet
#

it's a reference to 'The Cycle'

#

it's a game by devs they're friends with

meager anvil
#

@wind spade I think that assumes a stable input. My coal input was stable for other reasons, like preferring to use coal for coal generation using upstream splitters. I think my preference for a balancer was more due to my specific factory setup, which was likely not the best.

hot ginkgo
#

Generators i feel are a bit different due to them throttling resource use. You're basically guaranteed to be backed up.

glacial hemlock
#

you could use separate coal nodes for different purposes.

dull linden
#

I am very angry at how hard it is to make a lot of reinforced iron plates

onyx lintel
#

i know, i generally skip from mk.1 to mk.3 belts

obsidian sluice
#

imo Mk 2 exists to remind you that you should upgrade ASAP

#

procrastination's fine and all, but once you upgrade, you rarely want to go back

hot ginkgo
#

Just wait till mk4. Those are just as bad, if not worse then mk2 materials.

onyx lintel
#

yea eww EIB

hot ginkgo
#

Every other belt materials is slow as hell. So it stands to reason then if/when we get mk6 belts, they'll also be slow as hell.

worthy copper
#

heatsinks thinking_helmet

fierce ruin
#

mk 4 aren't that bad, by the time you get there you should have things automated properly.

hot ginkgo
#

I'm just talking about production rates per machine.

#

Steel beams are quick. Encased beams are not.

#

Alaclad sheets are pretty quick. Ignoring the massive support equipment.

fierce ruin
#

If you need them right now you can build them by hand, if not they add up.

#

I mean, sure mk 5 is better in every way.

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But I've built km long mk 4 belts across (a large part of) the map before I got to alclad.

signal sky
#

mk4 belts arent that bad tbh

#

just have 5 double boxes of EIB at all time and you'll never use enough to deplete it completely

ebon basin
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Should i make a long pipe system or fluid train

wind spade
#

neither. Build factory where fluids are

ebon basin
#

o

fierce ruin
#

it depend on how long of a pipe, how much you have to climb... but usually if you can manage it's better to avoid to move too much liquid and focus and moving the rest to the liquid. if you really want to move, i would usually prefer pipe to train (especially for water, often you can find water not too far)

glacial hemlock
#

@dull linden you mean you don't know how to setup reinforced iron plate production lines?

nocturne gate
#

no

wispy cradle
#

WTF!

nocturne gate
#

its not his i assume

#

he probably is sharing his friends phone number...

glacial hemlock
#

<@&387163995947270144>

onyx lintel
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public holiday tomorrow, so gonna build this to get things rolling towards tier 5-6

keen condor
#

How many fuel generators (with 3 power shards) can one refinery (with 3 power shards) fuel at max?

onyx lintel
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i know 300 crude oil can fuel 148 turbo fuel gens with everything at 100% (provided you can get a belt each of sulfur and coal)

wind spade
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How many fuel generators (with 3 power shards) can one refinery (with 3 power shards) fuel at max?
@keen condor it's better not to overclock stuff.

Anyway, which recipe in the refinery?

glacial hemlock
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Overclocked generators generally run at 2.02x speed, so it would support 148 / 2.02

wind spade
#

Well 2.02 is rounded value, so it would be slightly different value

glacial hemlock
#

Yeah. 148 itself is probably another rounded number

wind spade
#

Also he still didn't say which recipe he's using

glacial hemlock
#

Well for nuclear it would be 2 (horray for nuclear overclockers)

#

We assume he will use the most efficient recipes

wind spade
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For what? Fuel? Turbofuel? Biofuel?

glacial hemlock
#

Yeah, his question is not specific

keen condor
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@keen condor it's better not to overclock stuff.

Anyway, which recipe in the refinery?
@wind spade the standard liquid fuel recipe (sorry my wording didn't suggest it was just "fuel")

ionic thunder
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@keen condor it's better not to overclock stuff.

Anyway, which recipe in the refinery?
@wind spade why is it better not to overclock ?

wind spade
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@ionic thunder overclocking refineries/manufacturers/etc. makes them use way more power than if you'd just built more. Overclocking generators doesn't lose you any power, but they don't work at 250%, only at roughly 202% (and that also makes the numbers not being so nice anymore)

ionic thunder
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I didn’t know that last part

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What about miners ?

sand garnet
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same as the first section of buildings greeny referred to

wind spade
#

miners are same as buildings, although it's a bit more justifiable to overclock miners, as you're limited by amount of nodes

ionic thunder
#

as you're limited by amount of nodes
@wind spade
Hence the question
I’d rather overclock a miner than have to deal with tractors or what

wind spade
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well yeah vehicles suck, trains are much better

#

but as I said - overclocking miners is fine-ish

#

but for other buildings you generally want to avoid overclocking unless you know what you're doing, have enough power and are fine with wasting that power

white parcel
#

sometimes you are better of underclocking pog to make it easier to split/merge etc

signal nimbus
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Underclocking machines does work out pretty well in a lot of situations. It makes them more power efficient and doesn't make them spike up in energy use as much/often if they're resource-starved.

frosty owl
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It's also the only way to get 100% efficiency out of a Miner MK3 on a pure node. Just saying πŸ™„

#

By the way, which scenario you guys think would be easier to control with the SMALLER NUMBER OF CONVEYORS? Imagine refining iron to get 720 ingots and 5 ore as leftover
A) merge the ore with the ingots and split it when needed (as to merge with other excess to be used)
B) Merge the ore with the excess from other buildings and send it to where needed

oblique hollow
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@alpine forge that could either be your machines shutting off or not producing at the same time. if they all are running at the same time and not idling, then i can offer this circuit:

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if you raise the output pipe 1 or 2 meters into the air first, that could improve the output of this circuit

glacial hemlock
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8MW though

oblique hollow
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meh, you should have like 100 mw anyway. if that doesnt help i can think of something else

#

its just my go-to thing

glacial hemlock
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@frosty owl don't mix items, merge the leftovers with other leftovers of the same type.

alpine forge
glacial hemlock
#

looks like an art.

#

imo all refineries already come with 50 input and output buffers so I see no reason to use further buffers, other than train-related setups.

alpine forge
#

It's the decoration of my building, I want it to be moving so it looks nice (I hope XD)

glacial hemlock
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@alpine forge btw you can remove your pump there

#

refineries output at 11 meters head lift so you just need to slightly lower down your vertical pipe

alpine forge
#

It didn't work at first so I had to put it there, but maybe now it's working it isn't useful anymore

frosty owl
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@frosty owl don't mix items, merge the leftovers with other leftovers of the same type.
@glacial hemlock eh? Why not?
Mixed belts are so nice to see

glacial hemlock
#

@frosty owl that's great idea.

alpine forge
#

The final system is hight than this setup

oblique hollow
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@glacial hemlock if you remove the pump you need to wait for the buffer to fill completely or else the refineries cant push through

glacial hemlock
#

@oblique hollow that's why I asked him to remove the buffers first πŸ˜›

alpine forge
glacial hemlock
#

the 8-shaped pipes near the corner is satisfying to watch.

oblique hollow
#

so the pipes are just meandering through the walls

frosty owl
#

@frosty owl that's great idea.
@glacial hemlock am I sensing some sarcasm? πŸ€”
I just figured I preferred mixes belts over pure ones once I got into manufacturing inputs (for which I use mixed belts)

alpine forge
#

so the pipes are just meandering through the walls
@oblique hollow going inside the factory connected to the other pipes that are outside, if that sounds logic

frosty owl
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It's the decoration of my building, I want it to be moving so it looks nice (I hope XD)
@alpine forge you could use the pipes as "flow indicators" to know how other pipes inside the buildings are doing πŸ€”

glacial hemlock
#

@frosty owl your idea is completely fine if you have mods that help you to handle the sushi belts. Else it is just same as mixing belt without smart splitter / signals in factorio -- it can never be worse

alpine forge
#

@alpine forge you could use the pipes as "flow indicators" to know how other pipes inside the buildings are doing πŸ€”
@frosty owl oeh, good one

frosty owl
#

@frosty owl your idea is completely fine if you have mods that help you to handle the sushi belts. Else it is just same as mixing belt without smart splitter / signals in factorio -- it can never be worse
@glacial hemlock I didn't play factorio, nor am I using mods. Is there anything I particular that makes it bad? I didn't have any issue other then throughput and (obviously) figuring out the proper splitting

glacial hemlock
#

the issue lies in the keyword 'proper splitting'. Items' flow rate can fluctuate s lot in satisfactory, any backlog can mess up the entire system.

#

that's why sushi belt (mixed belts) is greatly not recommended in vanilla game

#

overflow smart splitter can control the issue by some degree, provided you burn all excess items in the sink.

bleak coral
#

If you can keep everything moving mixed belts are fine, but if the belt dead ends somewhere you risk different items blocking where another item needs to go

frosty owl
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the issue lies in the keyword 'proper splitting'. Items' flow rate can fluctuate s lot in satisfactory, any backlog can mess up the entire system.
@glacial hemlock Ohhh, ok!
I feared it might had something to do with smart splitters taking too much CPU or something and got worried...
Yeah, those issue I had to work with when setting up the automatic storage system anyway (and liked figuring it out) so I thought why no be ambitious and actually try make a full logistic system like this πŸ€”

#

But I agree, it's quite complex to nail and can cause huge headaches

bleak coral
#

Why do have 5 extra ore per minute anyway? Why not just slow the ore down?

frosty owl
#

If you can keep everything moving mixed belts are fine, but if the belt dead ends somewhere you risk different items blocking where another item needs to go
@bleak coral If I think I haven't calculated well enough, I usually just split any possible overflow on an extra belt. That solves the issue easily and lazily

glacial hemlock
#

I am actually looking forward to signals in satisfactory, let's say smart storage that allows you to split (functions exactly like smart splitter, but have storage of 24 stacks instead of just 9 items), that way, we can loop mixed belt around, with the storage doing the overflow burning.

wind spade
#

sushi belts are not recommended even in Factorio

#

they look cool and can work, but it's just tons of extra work for the same result or even worse result

frosty owl
#

Why do have 5 extra ore per minute anyway? Why not just slow the ore down?
@bleak coral It's for iron setup. I don't wanna slow the ore because I still want to take as much as possibleand waste as little as possible
If you like math, I'd gladly share the specs of the system for some help to make it better. Right now the best is: 777.6 ore in 2 different buildings. Each building has 12 pure iron refineries at 92%, leaving about 4.6 iron unused

obsidian sluice
#

there usually isn't a reason to mix items on a belt, because it runs the risk of gumming up the input to a machine?

wind spade
#

add extra refinery that processes the 4.6 ore

obsidian sluice
#

but please do share your factory build! maybe it'll help clear things up

frosty owl
#

add extra refinery that processes the 4.6 ore
@wind spade That's what I combine the ore for (got 4 of these setup so it's 20ish ore total) but don't have space right at the iron refining area

wind spade
#

or just make one or two refineries work at 93%

frosty owl
#

there usually isn't a reason to mix items on a belt, because it runs the risk of gumming up the input to a machine?
@obsidian sluice but you use less belts overall :3

wind spade
#

I'd have to do the math to work it out how much you need to add

#

belts do not cost power, so it doesn't matter that you use more belts

frosty owl
#

but please do share your factory build! maybe it'll help clear things up
@obsidian sluice screenshots are fine for that, right?
Imma log in in a few minutes anyway

wind spade
#

or here, that also works

frosty owl
#

Thanks, I'll share some when in game. It should be clear that way :)

#

or just make one or two refineries work at 93%
@wind spade I might just be wanting too much at this point... But that would throw off the perfect balancing I did to feed the refineries 🀣

bleak coral
#

Just set the miner to 161%, that's precisely the amount of ore you need

#

No extra even

wind spade
#

first - you don't need perfect balancing, manifolds work nicely
second - even if you leave the balancing there, it would still work as well

obsidian sluice
#

tbh if you're terribly concerned with efficiency and perfect balancing, you could just set up an overflow sink at every stage of production

bleak coral
#

Again, you're also just overfeeding it, just overclock to 161% and no higher, your numbers work out that that's precisely as much ore per minute as you need

#

You can split it however you want afterwards

obsidian sluice
#

any backing up gets redirected through a smart splitter into an awesome sink, so your factory is perfectly balanced at every stage

#

on a more meta level, should we come up with an explanation on the ways satisfactory isn't like factorio?

#

because I get the feeling a ton of players come in trying to construct buses and balancers when they don't need to

bleak coral
#

3D building means logistics is different, and our belt speeds are relatively lower than facotrios, besides stuff like splitters and inserters being different and not having logistics bots and blueprints

#

Infinite resources also means we don't have to move stuff once it's been built, and we don't have blueprints so modularity is optional and only ok if you want to just add more later by hand

wind spade
#

most simplest reason - satisfactory nodes are infinite and fixed speed

#

so you don't need any balancing, you can easily just use what you have on the belt, without fear that it'll be less or more in the future

bleak coral
#

As far as I know balancers also fix the two sides of a belt being uneven sometimes problem, and our belts aren't double-sided

frosty owl
#

because I get the feeling a ton of players come in trying to construct buses and balancers when they don't need to
@obsidian sluice For reference, I haven't played Factorio (I'm not answering the other pints now due to lack of time)

obsidian sluice
#

ahhhh don't worry! this isn't targeted against you

#

we do get quite a lot of people coming in from factorio, and I kinda never understood why?

#

because I didn't play factorio too

#

I kinda just bought the game and messed around til I got to T5/6 before joining the discord

oblique hollow
#

i cant believe i havent noticed this before:
in the teaser trailer, the Mk1 pumps have had their power connectors moved. looks like they are on the front side of the pump now, somewhere near the ficsit logo

frosty owl
#

No extra even
@bleak coral But that'd mean less coupons
As a side note, if I gather all the extra from that particular production area I can have about enough to power a refilling iron-parts storage area while leaving all main productions untouched. Quite handy imo

tbh if you're terribly concerned with efficiency and perfect balancing, you could just set up an overflow sink at every stage of production
@obsidian sluice That was my first thought, I just have a hard time fitting in so many so I decided to move to a (maybe) smarter but more complex approach. I'm building in the forest so spaces are often quite tight (and belting becomes cumbersome in tight spaces) so I try to keep track of all "loose ends" and make the best use of each one of them

first - you don't need perfect balancing, manifolds work nicely
second - even if you leave the balancing there, it would still work as well
@wind spade I have enough beltspace for balancing so I'm not worried to build compact manifold arrays; also, honestly, I don't like seeing unmoving belts/parts. I prefer to let the belt "spread out" in splitters to be able to see properly how the input is flowing so I use manifold only for the outputs or manifacturers inputs (since the extra in manif. prod. is stuff that still flows to sink/storage so the belt isn't still)

wind spade
#

still doesn't change my point that even if you have balancers, you can have different building speeds

obsidian sluice
#

is this the bit of forest with indestructible trees?

wind spade
#

especially if it's just 1%

glacial hemlock
#

@obsidian sluice ??

wind spade
#

you could just set up an overflow sink at every stage of production
only at final stage

muted crypt
#

tag me in coach, tl;dr me

obsidian sluice
#

@glacial hemlock what's up?

frosty owl
#

Manifacturers first floor. 1 belt for caterium, 1 for everything else needed for engines, computers, supcomp, mod frames. Excess and produced products go to next floor on the left

#

Top view of the allu sheets input "sushi belts". Silica/copper/coal coming from the bottom and mixing with the all scraps as soon as the belts empties out enough to feed everything (bauxite input is a standalone). All the excess+produced products go to sink/storage and fit on a mk3 belt

#

is this the bit of forest with indestructible trees?
@obsidian sluice No, the "normal one"

still doesn't change my point that even if you have balancers, you can have different building speeds
@wind spade Sorry, I don't think I got what you mean. With both manifold and balancing you can achieve 100% efficiency, it's just that balancing achieves that much faster and shows the belts off more as far as I understood

wind spade
#

sure, my point is that you said "I can't change one refinery to 93% because I have a balancer", which is false. You can change it and it'll still work at 100% efficiency after some delay

frosty owl
#

Ohhh. Yeah, I see now what you meant and I agree. But that would ruin the whole point of balancing everything out to me

wind spade
#

well then you have to decide. Either you're gonna use 100% of your miner or you're gonna balance everything and not use 100% of the miner πŸ˜›

obsidian sluice
#

I guess the problem with satisfactory is that the machines rarely form nice ratios? especially if you're trying to build multiple things at a time

#

the closest I got was turning 810 oil into 1800 turbofuel? the ratios on all my machines at every step (bar one) were perfect integers, but you can't get 810 oil from oil nodes without overclocking/underclocking

frosty owl
#

well then you have to decide. Either you're gonna use 100% of your miner or you're gonna balance everything and not use 100% of the miner πŸ˜›
@wind spade I wanna use the max the miner can take out without going over 780. Which is 777.6 for pure nodes. And the best I could divide that was with 2 sets of 12 ref. I found handy that the excess was little enough to just make use of it without having to build something huge for it and went for it xD
But real talk, I find it a pain when I have to check each machine to know how much one building produces. And having different clocks forces me to do that (unless I write down everything)

wind spade
#

why not going over tho?