#math-and-meta

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native scroll
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Anything after ingots and up

bleak coral
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there's some stuff that's intermediate only but more complicated, you don't want those either

wind spade
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some items are not used for any building nor research

bleak coral
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@cedar mica why do you need to fill the storages in parallel rather than in sequence? it's the same total storage either way

fierce ruin
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hey quick question, how much coal per min does the coal smelter require

bleak coral
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the foundry? for steel?

fierce ruin
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no like the coal power plant

bleak coral
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15 per minute

fierce ruin
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k thanks

frosty owl
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Coal smelter LMAO

glacial hemlock
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Burn coal with coal and boom, you got compacted coal. Stonk. (jk

swift ice
bleak coral
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well that chart still works with mk2 pipes/pumps cause it doesn't work out the logistics for you it just gives you the numbers

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and you can just replace the refineries that are packaging/unpackaging with packagers, the recipe didn't change just the machine

swift ice
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yea I am aware but there might be a new and modified version of some sort idk

bleak coral
swift ice
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with oil stuff the bottleneck is not really the amount of oil... for generators its sulfur

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for production its space ๐Ÿ˜„

craggy tinsel
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^ wisdom (no irony/sarcasm)

fierce ruin
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is 1+1 two?

ornate ridge
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@swift ice what tool makes those graphs?

bleak coral
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that's anthor's calculator, third one in the pins

wind spade
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nope, that's not Anthors

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that's daniel's

bleak coral
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oops read that wrong

wind spade
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but yeah it's the third one

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and yeah checkpins for all the tools

frosty owl
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Looking for comments/suggestions/critics about my pic in #screenshots
I hope someone will honor me with some ideas before finalizing that production area xD

reef ermine
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Is there a design that puts a specific amount of items into multiple conveyor belts from one conveyor belt?

frosty owl
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Is there a design that puts a specific amount of items into multiple conveyor belts from one conveyor belt?
@reef ermine Maybe any sort of "balancing" design can help you with that

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There is a whole section on that in the wiki

reef ermine
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I should be more specific

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I have a line that's transporting 162 parts per minute, and I need it to split into 2 converyors that transport 90 parts/min and 72 parts/min

frosty owl
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Make a smart splitter set to "x item" and "overflow".
The "x item" output goes to a normal splitter with a mk2 belt. From there you split the 120 in 60 and 30 and merge them, merge back any leftover with the original 160 and the "overflow" should have 72/min

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Actually, you can merge leftovers WITH the overflo

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You know how to split to 30, right?

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@reef ermine

reef ermine
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Yes

frosty owl
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Yes
@reef ermine
Does my explanation makes sense, then? ^^

reef ermine
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After a while my brain will have processed it, but yeah I think so

frosty owl
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I can make a smiple drawing if needed, that's why I asked xD

reef ermine
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Yeah I think I need a drawing

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There's a few parts that I can't make out

bleak coral
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you can also just use 1 splitter, it'll split 81/81 until the side that needs 72 fills, then that side will only take 72 and the rest will go to the other side

frosty owl
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Oh, is @bleak coral already on it..?

bleak coral
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nothing complicated needed

frosty owl
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Oh right... manifold as usual... what else could I expect... hmpf ๐Ÿ˜ซ

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(Trolling, no offense meant!)

reef ermine
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But complicated things are cooler

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anyways, thanks

frosty owl
naive ingot
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Elegant...

frosty owl
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Not quite, IMO, but I hope it's enough to get the job done xD

reef ermine
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Would that even need a smart splitter?

naive ingot
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Yeah.

frosty owl
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You would NOT need one if you had 180 coming in. In that case you could use a normal splitter with mk2 and mk1 outputs @reef ermine

naive ingot
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Well, really, the Smart Splitter makes sure that any number of input above 120 gets 90 pulled off of it.

frosty owl
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@naive ingot Would you mind checking out my pic in #screenshots? I'd love to hear something from you on that, if you like judging designs ^^

naive ingot
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I mean, you have a decent amount of space between machines for belting, it's just a matter of doing it...

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I'm probably not the best to ask about effecient belt setups, I'm more a super-compact style of builder (except for when ai go full spaghetti)

frosty owl
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I'm probably not the best to ask about effecient belt setups, I'm more a super-compact style of builder (except for when ai go full spaghetti)
@naive ingot
Oh, that is TOTALLY the kind of builder I need advice from!
I generally try to fit as much stuff as possible in a building to skimp on walls and coveyors, but I really like the look of compact designs... No wasting, even in space xD

naive ingot
frosty owl
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I wanted to comment "buy win rar" but I'm lacking an "r"...
It's impressively compact!

naive ingot
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I figured that, it's a bit... Compressed.

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I actually used a bit of an exploit to cram them together harder than would normally be possible.

frosty owl
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I actually used a bit of an exploit to cram them together harder than would normally be possible.
@naive ingot Yeah, I don't quite get how you managed that... o.O

naive ingot
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When you're holding ctrl to place a Constructor or Smelter adjacent to another constructor, it doesn't check for machines more than 4m above its base.

frosty owl
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Ahhh, I see where you're getting at... xD

naive ingot
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I've tested similar situations with other machines, but it only seems to work with those two.

frosty owl
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I mean, refineries let you clip them quite hard

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Especially the exhaust part

naive ingot
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Yes, and that's apparently intentional.

frosty owl
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Huh...? Never heard of that. Know why?

naive ingot
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I wish they'd tweak some other building models to be a little more like the new Refineries, but I know they don't have resources for that.

cedar mica
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They are slowly working through all the stuff, to make them more optimized and such

naive ingot
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The exhaust being allowed to clip is a really nice aesthetic choice when placing the refineries inside a building, so your building can have the smoke stacks on the outside where they make sense.

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I guess if there's a time to tweak models, it's before optimization.

frosty owl
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The exhaust being allowed to clip is a really nice aesthetic choice when placing the refineries inside a building, so your building can have the smoke stacks on the outside where they make sense.
@naive ingot I guess so... Maybe I should change my preconceptions on clipping. Always have been damning evey saint in existance any time I made an 11 walls high building for refineries (9+2 for conveyors/pipes) because it felt like a waste of vertical space ahahah

naive ingot
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Even before the new refinery, I've seen some great indoor fuel plant setups that use the down corner ramp foundations for the ceiling so the smokestacks of the fuel plants can clip through to the outside.

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I'm a strong proponent of intentional aesthetic clipping.

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(I might be one of the few proponents of it.)

frosty owl
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Dear lord, so many of my designs would have to be reworked if I allowed you to convince me, @naive ingot ... it scares me :(

fierce ruin
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if something requires 270 parts per min to work and i use 300 parts per min will it still run at full efficiency

naive ingot
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Be careful then, I'm good at making convincing arguments...

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But in this case I won't.

frosty owl
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if something requires 270 parts per min to work and i use 300 parts per min will it still run at full efficiency
@fierce ruin Yes, but the machine producing those 300 may will get clogged up in time

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So that one will stop producing at 100% eventually

fierce ruin
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okay thanks

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would it be better then if i ran i only used 240 part per min

frosty owl
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would it be better then if i ran i only used 240 part per min
@fierce ruin You could still do what you said before if you just put the extra 300 in a sink or storage...

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*extra 30

fierce ruin
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true thanks!

frosty owl
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Most welcome

fierce ruin
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What's a reasonable goal for turbo motors/minute

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I'm going for 20 right now

dusky dust
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0 โ‰ค x โ‰ค 156

wind spade
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reasonable goal is anything you can finish in a reasonable amount of time

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so ask yourself how much time do you want to spend ๐Ÿ˜›

fierce ruin
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Honestly satisfactory is one of the only games I'm playing nowadays

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Times not an issue just dunno if I should be going overboard

hot ginkgo
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Well for the moment you only use them for MK3 miners.

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So you don't need a ton.

fierce ruin
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Yeah fair enough honestly

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Gotta say im pretty amazed how big a difference adding some water to caterium ingot production (pure ingots) makes

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Went from 480/minute to 720/minute

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Took a good hour or so to set it up but damn

rich heart
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I feel like this is a fairly simple question, I just cant wrap my head around it. Would there be any way to feasibly split/merge one conveyor belt into four?

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equally

signal nimbus
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Split it into two, then split the two into two again. 3 splitters.

rich heart
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I am not smart

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thanks lol

signal nimbus
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Yw!

foggy jay
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Hey this has probably been asked before, but has anyone calculated how to get the maximum points per minute from every node on the map?

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Using alternates and stuff

bleak coral
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The vast majority of the points is from max turbomotors, but that alone is such a massive project I'm not sure anyone has figured out the best thing to do with the rest of it

plush dove
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156 turbo motors, 146 supercomputers and 750 HMF is the biggest project ive tried. halfway through my computer caught fire and jumped out the window.
never checked how many points that would be

glacial hemlock
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impressive, and you left almost nothing for additional alclads for something else

muted crypt
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greeny's calc says 156 turbomotors, 156 supercomputers and 156 heavy modular frames is possible...

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as well as 0.01 iron ingot, 0.01 cable, and 0.03 plastic lol

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oh and 0.02 aluminum ingot and 0.03 alumina solution

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with all this production you can stop paying for extra heating for your living space, just use your computer!

bleak coral
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oh we can go even further beyond: 94.5 nuclear fuel rods, 153.48 turbo motors, 30 alclad sheets, 128.8 super computers, and 904.59 HMFs

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just pull back on the HMFs and you could produce like 30 of the rest of the building materials and still be able to build stuff

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although I guess by that point what's there left to build?

muted crypt
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not your sanity, that's for damn sure

bleak coral
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yeah that's shattered and in the garbage by the end for sure

glacial hemlock
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I am sure you can go over 1000 HMF

bleak coral
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not while making the rest of that stuff

muted crypt
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using maximize on greeny's calc makes 1922/min lol

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bottlenecks are crude oil, sulfur and coal simultaneously

bleak coral
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and iron and copper

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it uses basically everything

muted crypt
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oh shit you right

bleak coral
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it even dips a good bit into caterium to make more wire

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ohp and limestone and most of the quartz to make more cement

fierce ruin
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Whats the meta for computers

frosty pawn
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threadripper

glacial hemlock
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@fierce ruin silicone circuit board + caterium computer

foggy jay
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Yeah I'd say caterium or crystal computer, they're both good

wispy cradle
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at the wiki, I see the recycled plastic rubber loop starts with rubber, any reason for that?

thorny grail
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156 turbo motors, 146 supercomputers and 750 HMF is the biggest project ive tried. halfway through my computer caught fire and jumped out the window.
never checked how many points that would be
@plush dove Jesus thats a lot of refineries for the caterium

peak basalt
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@wispy cradle the recycled recipes just allow you to burn fuel to produce more plastic or rubber.

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They are really good recipes to use if you have all the ones needed for the 300 oil to 900 plastic/rubber setup.

wispy cradle
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I know that, but why start with rubber, is it more energy efficient or was it an arbitrary choice?

glacial hemlock
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@wispy cradle plastic or rubber loop both start with rubber.

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Because that maximizes the resin efficiency

ornate ridge
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what causes power to fluctuate like this? Im pretty sure my goal and fuel generators are getting enough items, unsure

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seems to be mostly flat, sometimes fluctuates

hot ginkgo
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From the looks of the graphs. The pulses happen as your power draw increases. So you're definitely starving some gens.

ornate ridge
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hmm could be yea

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might add an extra water gen I think

hot ginkgo
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How much is the fluctuations?

ornate ridge
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ah I think I found out actually

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my fuel generator is stuttering for some reason

sand garnet
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thats an issue with underfeeding

ornate ridge
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but Im pretty sure I mathed it correctly

sand garnet
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computer says no

ornate ridge
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same input as output , rounding error?

sand garnet
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same input as output? what do you mean

ornate ridge
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sec I'll provide maths

hot ginkgo
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Follow the system back and check all the pipes for anything being low. Machines not running properly. Anything like that.

ornate ridge
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this is what Im using rn

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480 fuel split into 32 fuel generators

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should work?

hot ginkgo
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Mk2 pipes?

ornate ridge
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yeah

hot ginkgo
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And 2 pipes from the heavy oil?

ornate ridge
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just 1 because its a pure node

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overclocked to 250%

hot ginkgo
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Heavy oil residue.

ornate ridge
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yup

hot ginkgo
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Youll need to go over the entire system. Its possible a pipe/belt got missed. Or a wire didn't land in the right spot.

ornate ridge
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no Ive checked it defintely worked before no fluctuations, havent touched the factory since

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no idea why its doing it now

hot ginkgo
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Those fluctuations only happen at high power draw.

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Because something isn't being fed

sand garnet
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could it be the manifold issue people are talking about ?

ornate ridge
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whats the manifold issue?

hot ginkgo
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Maxing out a pipe in a manifold doesn't always feed the very end machines.

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Its an issue specific to liquids from what I've seen.

ornate ridge
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that could be it yea

sand garnet
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not even at max though, someone said 450 was needed and they had to supply 480 to compensate

ornate ridge
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ooer

sand garnet
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so its something wonky with the math in general if this issue is an actual thing

hot ginkgo
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When I had the issues I needed to check over the entire system. Found a few machines not fully being fed.

ornate ridge
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I'll look into adding a few more fuel pipes I guess seems weird

hot ginkgo
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It may not necessarily be the fuel pipes.

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It could be the pipes before it.

ornate ridge
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so what I did was 480 fuel split in a manifold for 32 fuel generators (15m3 p/m no overclock)

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and the last two gens are struggling now :/

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it doesnt distribute equally yea

hot ginkgo
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Are all the machines making the fuel actuslly getting fed 100%

ornate ridge
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they are

hot ginkgo
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Did you look?

ornate ridge
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maybe I need to add more pumps? seemed ok though with mk2 pumps

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Im using ECM mod to check the input/output stream, seems good to me

hot ginkgo
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Alright. But axtuslly look at the machines interface.

sand garnet
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check to see if theres no mk1 pipe somewhere

ornate ridge
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there isnt mk1 pipes

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I checked with the map editor

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its defintely some funky rounding or something to do with manifold splitting

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no worries though I'll just add a few more refineries making fuel I guess

sand garnet
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I'd check ingame, map can be more difficult sometimes

ornate ridge
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I think the map is best way to see, you can clearly see which pipes are being used when you zoom in, unless map editor is wrong

hot ginkgo
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I will just say this. I've only had issues with a maxed out pipe manfold. Anything less and everything flowed well.

ornate ridge
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no mk1 pipes

hot ginkgo
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Dunno.

ornate ridge
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I guess current work around is to slightly over produce the fuel to avoid manifold problem yea

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math :shrugs:

hot ginkgo
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It should would. Works for me right now.

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I still think a mschine isn't producing right.

ornate ridge
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if you want my save you can have it if you want to have a look

hot ginkgo
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Just because ECM says so, does it check if the machine is running?

ornate ridge
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Im 100% sure its piped correctly

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yes because ECM shows you what you're inputting into the chain as well as outputting in real time

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I reckon if I remove maybe two fuel gens it'll even out again

subtle marsh
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@ornate ridge with the new update, you could work with flow limiters for each branch of your main pipeline, to ensure nothing more than 15mยณ/min passes to your machines.

ornate ridge
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Thats a great idea will try that ye

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Could be that yeah

subtle marsh
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It could prevent the overflow issue of fuel stacking up in machines?

ornate ridge
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Yea

sage stirrup
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i have a setup that makes 145 stators per minute for that one nuclear thing , how many ai limiters per minute do i need to fully satisfy that ?

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(i dont have any alternate recipies)

hot ginkgo
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@ornate ridge I just verified with the mod author. ECM counts machines with defined recipes. Powered or not.

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Was a good thing to know. As I wasn't sure either.

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So it doesn't take into account actual production. Just theoretical.

frosty owl
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Mumbles about balancers' superiority over manifolds and walks away sulking

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i have a setup that makes 145 stators per minute for that one nuclear thing , how many ai limiters per minute do i need to fully satisfy that ?
@sage stirrup Divide by 3 and multiply by 2

sage stirrup
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thanks

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96.666666666666

frosty owl
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It's simple math, if you want an explanation @sage stirrup
You're welcome, anyway ^^

sage stirrup
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yeah i just wanted to make realy sure i got it right before spending 8 hours building something to build ai limiters

ornate ridge
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@hot ginkgo I checked my machines and added some valves (didnt set limit), seems to work now confused lol

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they were all working, so none were unpowered

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backflow maybe? idk

frosty owl
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yeah i just wanted to make realy sure i got it right before spending 8 hours building something to build ai limiters
@sage stirrup Good thinking ๐Ÿ˜‚

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they were all working, so none were unpowered
@ornate ridge Could their pipes and/or storages have filled up in the meanwhile?

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Ok, I finished reading the conversation... @ornate ridge how about halting part of your non-fuel production to let you stock up on fuel in some buffers before connecting those buffers to the generators and then turning everything back on?
With that you should be able to fill up all the generator's storages and from there it should run smoothly

ornate ridge
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ah so building it to input the same as it outputs without a buffer is bad?

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might try that ok

oblique hollow
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Oooh Pipe issues, my favourite simon_smile

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Time to read up i guess

hot ginkgo
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Even with buffers. If you're not producing enough it won't matter. A basically just large pipe.

oblique hollow
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Hey @ornate ridge, mind summarizing your issues again, pretty please?

frosty owl
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ah so building it to input the same as it outputs without a buffer is bad?
@ornate ridge It's not BAD without buffers (I think) but if you FILL UP a few buffers, those should fill up your generators quickly at 600/min. Once full, they will ALL SURELY take 15/min each or less, and since the pipes should be full too any issue should disappear

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Even with buffers. If you're not producing enough it won't matter. A basically just large pipe.
@hot ginkgo That's why I suggested stopping production elsewhere to relieve the generators

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At least until the buffers fill up

hot ginkgo
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The original issue is gens shutting down for under supply.

oblique hollow
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Use an Injection Manifold?

frosty owl
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The original issue is gens shutting down for under supply.
@hot ginkgo I thought the supply was enough and the issue was with manifold not distributing correctly, did I understand that wrong?

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By "supply" I mean how much fuel is being PRODUCED

hot ginkgo
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He didn't check the machines. Do I dont know. He relied on a mod to check it.

minor cradle
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lol take modded game to modded server

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i will say if you use the heavy oil residue and diluted packaged fuel a 600m3 pipe of oil will produce 1560m3 fuel and will feed 104 fuel gens

wispy cradle
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@ornate ridge , when underclok generators, dont round. floor it

frosty owl
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He didn't check the machines. Do I dont know. He relied on a mod to check it.
@hot ginkgo Ohhhh.... The eff. checker huh...?
Handy, but terrible of you get too reliant on it xD

ornate ridge
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I did check the machines they were all on

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I used tools site to calculate the exact amount also, unless the calc is wrong

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also using heavy oil recipe not diluted as I dont have that recipe yet

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if that wasnt clear

frosty owl
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I used tools site to calculate the exact amount also, unless the calc is wrong
@ornate ridge There could be an issue in any of the machines, the calculator can't tell you that

ornate ridge
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well it was working fine earlier, and now not, so still troubleshooting rn

frosty owl
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E.g.: one refinery not having enough HOR would still show 100% output with the tools you use

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well it was working fine earlier, and now not, so still troubleshooting rn
@ornate ridge First check if you actually DO produce enough fuel

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Because that maximizes the resin efficiency
@glacial hemlock Am I the only idiot who didn't think of that and just used it all for fabric? ๐Ÿ˜…๐Ÿคฃ

minor cradle
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so your usin the HOR alternate then residual fuelalternate?

ornate ridge
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the math is solid, I only overclocked the oil node nothing else

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all mk2 pipes

hot ginkgo
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E.g.: one refinery not having enough HOR would still show 100% output with the tools you use

This is essentially what I'm getting at. Everything I've seen so far says it should be right.
That doesn't mean it is. Efficiency checker doesn't care if the machines are on, or even powered.

ornate ridge
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480 p/m should be enough to sustain 32 gens but it isnt

hot ginkgo
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So axtuslly look at every machines interface is the only way to make sure this isn't a pipe rounding error.

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And if it is, you should report it on the QA site.

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I dont think it is though.

ornate ridge
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I think I have done a hacky fix for now and siphoned off my current fuel factory to unpackage spare fuel

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might as well I guess

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turbo fuel would be nice lol

minor cradle
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600m3 into 20 HOR into 13.33 res fuel will make 520 fuel can run 34.66 fuel gens at full load

frosty owl
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480 p/m should be enough to sustain 32 gens but it isnt
@ornate ridge I'm more inclined to believe, like Bando, that it IS enough, you're just having an issue either with transporting the fuel or with producing enough

minor cradle
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recommend searching for diluted packaged fuel recipe as it effectively turns water into fuel

frosty owl
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Making sure your production is OK is the first and most important step in understanding what is wrong

ornate ridge
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Im using 540m3 btw

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not 600m3

minor cradle
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i know but why

ornate ridge
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because my other oil factory is using the same pipe

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which is using 60m3

oblique hollow
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Should i link my Pipeline guides again ๐Ÿค”

ornate ridge
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valve added

frosty owl
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Should i link my Pipeline guides again ๐Ÿค”
@oblique hollow Is it not in the pins, already?

sand garnet
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implying people read the pins lel

oblique hollow
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Nope. Honestly, i should ping a mod and ask if they wanna pin em

sand garnet
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<@&387163995947270144> any chance you can pin McGalleon's pipeline guide? it's a welcome addition

nimble ore
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Link?

sand garnet
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do your thing McGalleon, post 'em ๐Ÿ˜„

nimble ore
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Actually @weary ravine can just include it in his pin

oblique hollow
weary ravine
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rawwwr Who pings me double on mobile?

nimble ore
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๐Ÿคš

weary ravine
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Ahh wait give me a bit

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There

oblique hollow
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Yeee simon_smile

nimble ore
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Maybe remove the amp. subdomain

frosty owl
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implying people read the pins lel
@sand garnet ๐Ÿ™„
I did... That's why I knew it wasn't there... Totally...

oblique hollow
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Yeah, the mobile subdom is kinda crap

glacial hemlock
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@oblique hollow great infographs! Do you want to update those on wiki too?

oblique hollow
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Oh damn, yes

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And i need to correct that one statement about "fluid buffers in series wont fill simultaneously"

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Im definitely gonna enjoy editing the Valve page

cedar obsidian
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I just realized how Great it would be to have a Splitter/Merger with two Inputs and two (maybe even programmable) Outputs

oblique hollow
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you fool why would you use CAD software and not the glorious Draw.io or even Paint

cedar obsidian
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Dark theme

sand garnet
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paint is best.

frosty owl
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PhotoShop is bestest

sand garnet
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paint > nothing for a long time > everything else

glacial hemlock
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your arrangement of schematic is highly inefficient.

frosty owl
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I mean, it's CAD after all.... ๐Ÿ™„

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Yeah, having been forced to learn some left quite the bad impression on me about CAD ๐Ÿ˜…

glacial hemlock
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when facing a situation where there are a lot of parallel lines for long distance, you can either rotate the graph, use break lines (A'-A') or group them into typical (denoted as TYP)

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btw, are those water extractors? their shape looked interesting

cedar obsidian
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in theory you are 100% right, but in reality i'm able to forget absolutely everything, so I connect stuff together just to make sure i can retrace it later

oblique hollow
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hey @glacial hemlock remember that one comment on the wiki you pointed out to me? About how consecutive buffers fill at the same time but i said they dont?

#

Guess what: That case only applies if you were to put a pump between every consecutive buffer

frosty owl
#

Seems obvious enough...?

#

If you put pumps the last in row should fill up first, right @oblique hollow ?๐Ÿค” (The last being the farthes away from fluid source)

oblique hollow
#

not necessarily

#

if you have a pump at the very first and the very last buffer

#

then its up to the Liquid equations which one gets filled

#

ive just set up 4 consecutive ones

#

and the fluctuations here are astonishing

frosty owl
#

Wouldn't that just make the last fill up first and all the rest (with no pumps in between) to fill up together thanks to backflow?

#

Oh yeah, I bet there's plenty of fluctuation. But they OVERALL fill up together, right?

oblique hollow
#

i mean,technically, yes

#

the last one is the first one, if it has a pump
But only then!

#

any other case is up to "Fluctuating Communicating Vessels"-Stuff

#

It goes like this: The buffer with the least liquid volume inside will get preffered over buffers that are more filled. And once it shoots a bit above the other buffers, then another buffers with the lowest liquid volume gets filled.
And that bounces around until they all are full

glacial hemlock
#

@oblique hollow you don't need pumps in-between buffers. When filling them naturally, the first one get filled a bit faster but all of them got filled up about the same rate

frosty owl
#

That's actually pretty much how I thought it works xD
Exept I didn't expect these many fluctuations... I think in the end it the fluctuations' fault if we have issues with full 600 lines...

glacial hemlock
#

the implication is the head lift won't propagate as much, head lift still propagates, but it is proportional to the head lift stored in the last buffer.

oblique hollow
frosty owl
#

@oblique hollow you don't need pumps in-between buffers. When filling them naturally, the first one get filled a bit faster but all of them got filled up about the same rate
@glacial hemlock the pumps were just for the purpose of backflow in this example. Could use valves as well

oblique hollow
#

im not sure, remember, pumps cancel head lift, valves dont

#

so then the last buffer is at the mercy of the previous buffer's head lift

#

and that is at the mercy of the one before that.
and so on

glacial hemlock
#

true, since power is not free, minimizing the usage of pumps can be a great idea.

frosty owl
#

I don't quite get what you mean... Unless you DON'T power the last pump, putting a valve there should be the same in this instance, right?

cedar mica
#

A buffer has the headlift, equal to its height. So in theory, you can add 1 or 2m up for each buffer and keep the headlift going

glacial hemlock
#

@frosty owl a non-powered pump will reset the head lift to 0 at the point of discharge and reset to 22/55 meters when powered, regardless of the previous head lift.

oblique hollow
#

Wanna know the current volume inside them?
250, 130, 160, 170. The 250 one was at 80 before, and while it was filling to 250 the others werent filling at all

#

sometimes they even empty instead of simply not filling+

glacial hemlock
#

@oblique hollow nothing is weirder than the filling of multiple buffers. I guess there is some issue with the calculation sequence. Perhaps due to optimization, they don't get update as much

#

i am referring to the head lift calculation lags behind the current stored volume

frosty owl
#

You can fill them up nice if you do it in parallel rather then sequence. Calves work great for that as long as you provide the right amount

#

And yes, I did test this

oblique hollow
#

Fluctuation in Head lift and Vessel-to-vessel communication

cedar mica
#

Still, the current best way to skip pump power, is to send 1 pipe up with pumps, then mix it into all the other pipes. Even 1m3 from the pumped pipe, should give that pipe headlift

oblique hollow
#

i had the last buffer filling while a 150 and a 300 buffer next to each other did nothing

cedar mica
#

Unless they patched that

oblique hollow
#

Ive got to test that shared head lift exploit, good point

glacial hemlock
#

I got the exploit works for me. (And thus the article was written on wiki). But I am not the first to discover this, I watched Xterminator's totalxeclipse video and learnt that

frosty owl
#

I got lost at what CrazyOdd said... Would any of you be so kind to explain further for me too? ๐Ÿ™

cedar mica
#

With valves, that exploit, just got a whole lot better

oblique hollow
#

Head Lift is shared through a whole system

frosty owl
#

Sure

oblique hollow
#

so if you connect rising pipelines at one point, then they all share the same head lift

#

so you only need one line with pumps going up and then connect that in parallel to the other lines

cedar mica
oblique hollow
#

and voila, free head lift

cedar mica
#

They added it in, so we could do the pump towers and then have free headlift up till that point. Like in real life

#

The exploit, is just us taking it 1 step futher

frosty owl
#

Meh a tad too cheesy for my likings ahahah
Sorry, the wording at first got me confused, thanks for explaining

#

Does a closed valve block headlift?

cedar mica
#

I perfer the pump tower version. Puts all the pumps in 1 place, instead of spread out

frosty owl
#

Does a closed valve block headlift?

oblique hollow
#

also, nope, doesnt block head lift

frosty owl
#

Then we got a recipe for completely free and endless headlift, don't we...

oblique hollow
#

yep

frosty owl
#

As long as one puts a storage with a valve and lift it high enough...

#

Damn, so cheesy

oblique hollow
#

well, not completely free.
Cost is some rubber, some steel beams, copper sheets and modular frames

frosty owl
#

...............

weary ravine
#

Exploits?!

#

๐Ÿ‘€

oblique hollow
#

This is old stuff

#

But now with Valves!

weary ravine
#

Ah wait I see it

frosty owl
#

Quite so. To the point pumps are useless ahahah

weary ravine
#

Yeah the valves are new

#

Thought you found something new

oblique hollow
#

Actually the pumps are needed to prime the left buffers

frosty owl
#

Thought you found something new
@weary ravine New just to me, apparently...

oblique hollow
#

but once they are full you can remove them

#

I freaking hate it nontheless

frosty owl
#

I won't be using that, for sure... A single MK2 pump can do the job in 80% of my pipelines anyway

oblique hollow
#

Fun fact: Mk 2 pumps are 25% more efficient than Mk 1 pumps

frosty owl
#

Make it 50 as they also look better xD

glacial hemlock
#

@oblique hollow wow you discovered the 3rd and ultimate head lift exploit

oblique hollow
#

Infinite POWAAAAAAAH

#

guess ill make a diagram of that and add that to the wiki

#

for some reason visual editing doesnt work for me, i can only Edit Source

muted crypt
#

What's this about a headlift exploit? ๐Ÿ‘€

oblique hollow
#

you know the one where you connect multiple pipes in parallel and then need only pipeline with enough head lift? @muted crypt

muted crypt
#

oh yeah

#

lowkey didn't realize I didn't have a ping here

oblique hollow
#

its the same exploit, but you can do it with a buffer set up high and a valve set to 0 mยณ/min

#

that way you dont even need any pumps

bleak coral
#

so you like preload the buffer, and then connect it to the other pipes with a valve at 0 so it never empties, but the rest of the pipes get the headlift?

muted crypt
#

i-

#

wtf, that's amazing

bleak coral
#

that was a question lol, I only half followed them figuring it, wanted to make sure I got it right

muted crypt
#

I mean after reading what they said and then seeing your clarification they seemed to both line up

snow pulsar
#

What's the math behind hypertube cannons? I want to get a cannon going to launch myself from one end to the other, but I want to know how many sections I need for the distance I'm at.

glacial hemlock
#

Build 15, save, yeet yourself until die, reload then add / remove 1 by 1 accordingly

snow pulsar
#

I asked for the math specifically so I don't have to do that.

hot ginkgo
glacial hemlock
#

As far as i know currently no one has come out with a formula (yes it can be measured, just nobody has done it)

peak basalt
#

I dont really think there is a formula tbh. Your speed going into the launcher will vary unless you make a belt entrance. Even then its not 100% the same, just really close.

bleak coral
#

it's a program so there's some math, some formula that uses the starting speed as a variable

#

never seen anyone try to figure it out though

peak basalt
#

True, but I'm saying there's currently no way to tell how fast your walking/running AFAIK, and without that, theres no formula for your cannon.

bleak coral
#

fair enough

peak basalt
#

If you have a belt entrance, you can get it closer, but rarely exact

iron latch
#

Theoretically you could measure it out on a platform, but I'm 90% sure that it's not really intended play, so the math is going to be messy as hell

oblique hollow
#

I mean technically Hypertubes are also pipes so i coooould calculate this

frosty owl
#

I mean technically Hypertubes are also pipes so i coooould calculate this
@oblique hollow Gonna need a looooot of pioneers to calculate flow rate properly....

oblique hollow
#

Flow Rate? I was talking about hypertubes

#

And their acceleration

#

Specifically for Hypertube Cannons

#

Also @frosty owl i already have a really solid formula for calculating flow in junctions with or without valves

frosty owl
#

Flow Rate? I was talking about hypertubes
@oblique hollow Yeah I know. The irony was wasted this time ^^

oblique hollow
#

Im sure i can find an approximate formula using some simple launch distance test and the parabolic trajectory equation

oblique hollow
#

Great news: I think that by the end of the day, i may have an equation for hypertube cannons

peak basalt
#

I really don't think you can accurately have an equation. The speed at which you enter the hypertube is too difficult to repeat and will affect the distance you travel.

hot ginkgo
#

Well if you give a baseline of just walking. Then it's easy to reproduce.

peak basalt
#

Thats only part of the equation then

hot ginkgo
#

Since most things are done in grids. You can easily say so many entrances of x length will toss you so many meters when entered at a walk.

#

Which I'm assuming is what McGalleon is going.

oblique hollow
#

lol actually the entry speed isnt affecting it at all

peak basalt
#

It does tho...thats what makes cannons possible.

hot ginkgo
#

Maybe the difference between walking and running doesn't.

oblique hollow
#

also yes Bando, thats what im doing. enter x amount of hypertube entry points and then measure horizontal launch distance

hot ginkgo
#

But using a bounce pad will.

oblique hollow
#

By Entry speed i mean whether you run into it or walk into it

hot ginkgo
#

Yeah. That difference is so small.

oblique hollow
#

currently, it looks like some very specific exponential function

peak basalt
#

Its going to matter more and more with each additional entrance

oblique hollow
#

well, possibly. since the equation for parabolic trajectory includes Velocity^2

#

in the end, the thing that i will possibly get is an equation that estimates distance and then ill simply see how much your own entry speed affects that

frosty owl
#

in the end, the thing that i will possibly get is an equation that estimates distance and then ill simply see how much your own entry speed affects that
@oblique hollow Seems precise enough
Why limiting the entry speed to walk/run, though? Isn't it worth adding it in as a variable? Like when you use a jetpack/jumpad/HT-cannon to lunch yourself into another cannon

oblique hollow
#

ill see into that, but i cant guarantee for anything since then i would need to require the player to know their exact velocity

#

which is a ridiculous requirement

lyric tangle
#

soo i neeed to transport oil through 3000 meters anyone knows how to send it to the sky efficiently

#

i am thinking of setting up a temporary factory for oil all the way out there and then i will unlock mk2 pipes and pumps to use those to build the transport

hot ginkgo
#

Yikes. I would process the oil on site and just move the solids.

lyric tangle
#

ok

#

i am using the oil in the beach so i was thinking of moving to the desert in that place

oblique hollow
#

thats always the better choice. dont transport it out ridiculously far, process it immediately or package it for transportation

lyric tangle
#

ok

oblique hollow
#

But as ive read, you dont have packaging unlocked right now,

#

so try to process it and then transport the product

lyric tangle
#

**

thats always the better choice. dont transport it out ridiculously far, process it immediately or package it for transportation
@oblique hollow should have told me that before i transported quartz 2000m**

oblique hollow
#

Quartz isnt a liquid. thats ok to transport on belts or trains

#

pipes are NOT fit for long distance transport, however

lyric tangle
#

i think i need to open a multiplayer i am quite stuck with one single factory section that is super small

#

so maybe i will open a group because i am really clueless onwhat to do

oblique hollow
#

are you on Early Access or Experimental?

lyric tangle
#

ex but i might go back

#

i have done nothing in ex yet

oblique hollow
#

Yea, dont do multiplayer on EX right now

formal rock
#

I just build my quartz conveyor too around 1000m ๐Ÿ™‚

#

I just finished it*

lyric tangle
#

i did a 2.5km mk3 one with a hyper tube next to it

oblique hollow
#

It is very unstable and prone to crashes rn

lyric tangle
#

so should i go back?

formal rock
#

Oh my 2.5 km ๐Ÿ˜„

oblique hollow
#

EX in singleplayer is fine, but not multiplayer

lyric tangle
#

so i think i will go back to be able to play multiplayer

bleak coral
#

You're not getting anything from being on experimental right now anyway

formal rock
#

Is it better to max out all the available research in the MAM before moving to tier 5-6 and higher?

bleak coral
#

It's a performance improvement for multiplayer, but it breaks multiplayer

oblique hollow
#

Is it better to max out all the available research in the MAM before moving to tier 5-6 and higher?
@formal rock it doesnt hurt to do a lot of caterium research or maybe sulfur.

night jay
#

@formal rock I did literally almost all the research possible that didnt require oil before I hit tier 5. It was kind of a drag but it was worth it I think

formal rock
#

I see I see, today I bought two huge lines back to my bas (catherium and sulphur) will do some of their research soon

lyric tangle
formal rock
#

Yeah I think that makes sense, its not good to rush I feel

oblique hollow
#

could be worse lol

cedar mica
#

I would say at least half is T1-2, then 1/4 T3-4 and 1/4 T5-6. For MAM. Only 1 require T7 (Based on memory)

formal rock
#

Ohhhhhhh

#

I am so overwhelmed at Tier 4 right now, cant imagine tier 7

night jay
#

Honestly, it gets better. The earlier tiers are definitely trickier cause you are kind of limited

molten lintel
#

Nah

#

Higher gets worse xd

frosty owl
#

ill see into that, but i cant guarantee for anything since then i would need to require the player to know their exact velocity
@oblique hollow Maybe just a few "steps" like walk/run/jumpad/falling from x walls? ๐Ÿค”

molten lintel
#

All the numbers you calculated for previous resources thinking it was all you were going to need, they go to hell

oblique hollow
#

i will allow run / walk but i cant account for everything. Most people enter a hypertube cannon by walking/running into it anyway

formal rock
#

To manage the efficiencies is a very dangerous dance moving forward I can imagine

night jay
#

@molten lintel Actually that's kind of a simple problem. There are so many nodes, if you plan out that like the impure and normal nodes in a certain location are for early game, you can save the bundles of pure and normal nodes for late game stuff

frosty owl
#

Honestly, it gets better. The earlier tiers are definitely trickier cause you are kind of limited
@night jay I disagree with that xD Maybe 'cause I tended to rush tech, but I was always quite intimidated by the new machines and recipes combinations

molten lintel
#

Yeah but you know that once you played the higher tiers

night jay
#

alright true, going into higher tiers for the first ttime is scary

molten lintel
#

When you are fresh in the game you just use whatever you have nearby ๐Ÿคฃ

formal rock
#

^_^

#

The biggest step was reaching coal power, no more hunting animal and leaves for biomass

frosty owl
#

I feel for all the people who get to T7 without even knowing how to mass-dismantle. Since at that point you usually have dismantled at LEAST a couple factories xD

#

The biggest step was reaching coal power, no more hunting animal and leaves for biomass
@formal rock That's when you finally feel like you can just sit back and relax!

night jay
#

reaching coal power is a big step. It's your first version of automated power, which is really helpful

formal rock
#

Yesss ๐Ÿ™‚

night jay
#

I think I may try and hold onto coal power with this new playthrough, and just sort of straggle until I create a giganti turbofuel factory

cedar mica
#

Biomass is not that hard. Just double the amount of burners. Lower % power use, means biomass last longer and so longer between refuels

formal rock
#

Wait you mean you will skip coal power entirely?!

night jay
#

No

#

I am currently on coal power. I've got like 32 generators set up rn

#

I'm going to skip regular fuel and just create a gigantic turbofuel power plant

#

if I can last that long

formal rock
#

Ohh wow

#

Im sure you will

cedar mica
#

You can produce everything on the 3.6GW of Geothermal power. Meaning your personal building materials, dont need a big ass factory.

night jay
#

Ive just finished 3 mini-temp-factories for the space elevatorm, so once I hit tier 5-6 I will rush plastics and rubber, then turbofuel

#

@cedar mica geothermal is very late game

cedar mica
#

I know, but even if its 3.6GW of Coal power, the point still stands

formal rock
#

Oh scout are you on tier 4? I am on tier 4 atm waiting to max it before pushing forward

night jay
#

@formal rock I had a game where I hit ttier 7, but then I restarted right as 3.5 was released

#

I have been a bit busy so I havent got as much hours as I wouldve liked recently, but yeah im tier 4 rn

formal rock
#

Woah I see, did you choose a different starting location in your recent playthrough?

night jay
#

yeah. my tier 7 playthrough was started in northern forest, but I decided to start this new playthrough in grass fields, since I never actually started a game there before lmao

formal rock
#

Aha nice nice grassy fields is pretty dank, but tbh I havent even visited the other 3 zones yet

night jay
#

Starting area didnt really matter to me because im building a central storage at like the middle of the map.

cedar mica
#

Downside to Grassland, is long distance to decent amount of water, for coal plant

night jay
#

@cedar mica true. I just like to head over to the 4 normal coal nodes near the crater lake, set up 32 generators inside of it

formal rock
#

Central storage seems like a great idea

night jay
#

@formal rock it is

formal rock
#

Wait where is the legendary crater lake?! in the middle of map?

cedar mica
#

In context to the grass field, its probably the water next to snaketree forest

fierce ruin
#

Is there a map that has every resource node?

night jay
#

its got every node, every hard drive, every slug, everyhting

fierce ruin
#

Thx

frosty owl
#

Wait where is the legendary crater lake?! in the middle of map?
@formal rock Oh hey, that's right where I got my turbomotors factory(WIP)! :D
Very nice and tranquil once you clear out the fauna

formal rock
#

Wow looking at that spot on the map lake is HUGE I'm currently working by cramming 5 water pumps in a pond hahaha

sand garnet
#

Coal lake > Crater lake

#

fite me.

oblique hollow
#

Oil Lake > Normal Lakes

#

CSS give me me my release valve i want to make a HOR lake

frosty owl
#

Which one are the coal and oil lake?

sand garnet
#

Im assuming oil lake is the blue crater?

#

coal lake is the one north of the grass fields spawn

oblique hollow
#

to me oil lake is the one northeast of grass hill spawn

frosty owl
#

The one with so many spitters and all blue flora?

oblique hollow
#

the one with all the funky mushroom-like rocks

#

and yes, spitters too i guess

sand garnet
#

yeah thats the easy

#

east

oblique hollow
#

inb4 Nuclear Spider Cave is the best cave

sand garnet
#

also no, doggo loot cave = best cave

oblique hollow
#

Screw Doggos, im gonna chill with the face-eater boys

sand garnet
#

i dont care much for doggos, but free loot is free loot lol

frosty owl
#

I was just about to finish editing a screenshot... But yeah, thanks for it Tom xD

oblique hollow
#

Free Loot, free HEADLIFT

frosty owl
#

Meh, gotta say I quite dislike the blue crater for some reason...

sand garnet
#

MSpaint ftw lol

oblique hollow
#

Ive come to call it my second home, its where i test all my Pipe Stuff

sand garnet
#

im not a fan of it either personally

oblique hollow
#

Just cover it up with Walls and Floors then you dont have to look at it

frosty owl
#

MSpaint ftw lol
@sand garnet I prefer the integrated capture system in Windows, a bit more flexible ^^

sand garnet
#

oh yeah thats what I used here ๐Ÿ˜›

#

win shift S

frosty owl
#

Just cover it up with Walls and Floors then you dont have to look at it
@oblique hollow That's... well... I like to have some good greenery to look at while building or from windows xD
I think the terrain's texture itself is not really to my liking. Makes for an atmosphere I find gloomy somehow

molten lintel
#

win shift S
@sand garnet wait how didn't I know about that ๐Ÿคฃ that's so convenient

frosty owl
#

I've been using it for years and yet found our about it only now...
I'm too lazy to memorize the shortcuts xD

oblique hollow
#

i just always hit the windows key and search for the tool lol

sand garnet
#

you're welcome lol

muted crypt
#

also no, doggo loot cave = best cave
@sand garnet facts

lyric tangle
#

anyone knows hw to use the headlift properly like the thing where you use no pumps

oblique hollow
#

you mean the head lift exploit where multiple pipelines are able to go up with nearly no pumps?

lyric tangle
#

yeah

oblique hollow
#

Depends. With what i found yesterday, therer are 3 variations to do it

lyric tangle
#

ok

oblique hollow
#

https://satisfactory.gamepedia.com/Head_lift
Check the lower section of this page

Satisfactory Wiki

Head lift determines how high fluids can be pushed up. Only the vertical distance, or the difference between the elevation of starting and ending points, matters; it does not depend on the Pipeline's shape. Each meter of head lift can lift the fluid by 1 meter vertically. Flui...

#

if you want the 3rd variation (which i think at least i sort of discovered) then i could tell you how to do that

lyric tangle
#

ok thank you

frosty owl
#

What are the "tick types" mentioned in the last patch?

oblique hollow
#

tick rates? bascially the frequency at which machines do calculations, i think

frosty owl
#

Ty

hot ginkgo
#

@frosty owl check the EXP channel. Ben spent some time with us. Answered some random questions and talked about the tick rate.

fresh elm
#

short version though - if you have a massive factory, today's patch helped your performance a ton.

#

it doubled mine, but my world is a bit bigger than most

frosty owl
#

@frosty owl check the EXP channel. Ben spent some time with us. Answered some random questions and talked about the tick rate.
@hot ginkgo Ohh, too bad I missed that. Thanks, I'll check it out

#

it doubled mine, but my world is a bit bigger than most
@fresh elm How many machines, for reference

#

short version though - if you have a massive factory, today's patch helped your performance a ton.
@fresh elm Does that affect RAM usage too? ๐Ÿค”

muted crypt
frosty owl
#

Guess I should check that out before making anymore questions ๐Ÿ˜…

muted crypt
#

I'm curious to know what's in the one crate... @fresh elm

fresh elm
#

oh, concrete

#

it's just in the water where I deleted some foundations

#

ram usage is the same

#

but I have 64g of ram so I don't care about that

#

sorry I guess discord isn't sending me notifications for some reason

#

my fps in most places is double what it was the other day

#

the game has become playable for me again, basically

#

if you're curious what my save is like, I put up a dropbox link

#

it's about 25 megs

#

there are 3 things to the size most people would call a "megabase" in it, plus the 473 nuclear reactors

#

which make a really rather pleasant canal system

#

there are some broken things in here from where I didn't actually turn things back on correctly

#

but most of it can be fixed with a couple of emptying of bins

#

(fluid update broke my garbo aluminum setup)

oblique hollow
#

This one is for all you Hypertube Cannon freaks. Its not perfect, but a good approximation

oblique isle
#

I'm curious to see how you came up with that.

oblique hollow
#

testing

#

i shot myself countless times

oblique isle
#

Im talking about the math and constants

oblique hollow
#

and graphed the distance over the number of entrances

sand garnet
#

input velocity matters too though right?

oblique hollow
#

then simply applied a trend line

sand garnet
#

because if I jam myself into a hypertube with a belt slide boost, I go much further

oblique isle
#

It makes sense that it exponentially increases with every Entrance.

oblique hollow
#

yes it does, but thats way too extraordinary to calculate

#

i used a jump pad and and almost got deleted

sand garnet
#

all im hearing is 'I, McGalleon, suck at math and am lazy' ๐Ÿ˜›

#

I need numbers, good sir, numbers!

oblique hollow
#

Listen, if you wanna be the Hypertube Cannon math guru, go ahead

sand garnet
#

not that I'll ever use them, but gimme numbers lol

oblique isle
#

Theres also a lot of factors to take in. Like how long were the entrance and exits placed, how long were the tubes inbetween, how did you measure, etc.

oblique hollow
#

10 entrances + 1 jump pad at 8 m from the 1st entrance = Stratosphere

oblique isle
#

20 entrances + 1 jump pad at 8 m from the 1st entrance = Heaven

oblique hollow
#

btw, this is just for a 45ยฐ launch angle

#

here, funny graph

#

the start velocity is the estimated launch velocity of the hypertube cannon

sand garnet
#

actual math in this channel? it's been a while

oblique hollow
#

i got a second formula

#

using sin and the planets gravity constant and velocity and angle

#

for the starting velocity, i can give an approximation formula that gives you the velocity you get from multiple hypertubes

bleak coral
#

did you mix , and . as decimal separators, or is that 16 bigger than I think?

oblique hollow
#

Oop, sorry

#

Yea mixed em, its a 16

bleak coral
#

ok, was confusing me haha

oblique hollow
#

16 comma 6356

#

The 11,85 on the second equation is Massage-2 AB (B)'s gravity

bleak coral
#

game numbers get weird if you think too hard about them, cause that's more than earth gravity but even unassisted we can jump higher and fall slower

oblique hollow
#

Yep, but it still checks out for ballistic trajectories

bleak coral
#

the fall slower is what gets me, I can handwave jump higher as "sci-fi genetic augmentation"

oblique hollow
#

If you want you can try and build a hypertube cannon yourself and then see if you really get launched that far

austere pawn
#

whats 1+1

weak pulsar
#

9

austere pawn
#

ill give you a 0

iron latch
#

@oblique hollow Dude, thanks for the formula!

glacial hemlock
#

@oblique hollow you deserve a Nobel prize with the equation. Would you like to add your fomula into the wiki?

muted crypt
#

this is what happens when you have a lot of time to spare. props to you, @oblique hollow ๐Ÿ‘

abstract copper
#

I thought launching from a jump pad into a hypertube was a bug/exploit that got fixed?

oblique hollow
#

@glacial hemlock guess ill add that onto the hypertube section, but with a disclaimer that its not 100% accurate, but very close.

glacial hemlock
#

You can make that 100% by setting yourself entry with belt mk4

#

Not sure if running speed is equal to mk4 or mk5

oblique hollow
#

the second formula would be much better, though for that you need the second equation to calculate the velocity the entrances speed you up to

glacial hemlock
#

Running is 48km/h with blade runners on

#

@oblique hollow satisfactory has a terminal velocity of 40m/s downward so simple parabolic equation won't work

oblique hollow
#

v =12,39 * e^(0,184*x) to get the velocity, then input that in vยฒ * sin (2a) / 11,85

#

it does

#

Terminal velocity is downwards, not horizontal

glacial hemlock
#

I mean, the horizontal component is fine, but the vertical component when descending will be maxed at 40

oblique hollow
#

if it also applied to horizontal then you would never be able to go faster than 40 m/s

#

I specifically tested that equation for accuracy

glacial hemlock
#

Well, if the formula is compared against the measured data then it cannot be differ too much. As long as it works

oblique hollow
#

you can go ahead and test it yourself if you wish ๐Ÿ˜‰

glacial hemlock
#

Actually there is a way to cheating: as you can only build an integer numbers of entrances, a simple tabulated data is good enough.

oblique hollow
#

well, not really. Projectile motion is also affected by launch angle and starting height

#

if you were to assume constant 45ยฐ angle (the angle for maximum range) and level terrain, then it should work

#

which is kinda the assumption i made for the first exponential equation

glacial hemlock
#

Wow.

#

So an equation that works for a variable of circumstances can be much more useful

oblique hollow
#

so the first equation is perfect for maximum horizontal distance, but not vertical

#

though usually people want to go far, not high up

#

For the normal cases, the left equation is enough. For specific cases, i recommend the right one

sand garnet
#

high up is pretty pointless anyway because the vertical distance you can go is 2200m from very bottom to very top

oblique hollow
#

if you want to go high up, just use a jump pad before the cannon and you get yeeted

glacial hemlock
#

X = some equation. Y= another equation

oblique hollow
#

Z = Both equations

#

im joking

#

for verticality, you would use ( vยฒ * sinยฒ(a))/ 23,7

glacial hemlock
#

@oblique hollow btw, the gravity value in the 'world' page is measured by me simon_smile

oblique hollow
#

oh nice

#

well, it works pretty alright, so it must be right in some way

glacial hemlock
#

Must be something right and something left it seems.

frosty owl
#

@sand garnet I just tested this, works fine from A to B or 1 to 2 ๐Ÿคทโ€โ™‚๏ธ
(Apologies for the bad calligraphy, but I didn't take any lesson of that in school...)

#

And yes, the middle part is a single piece of rail

#

Must be something right and something left it seems.
@glacial hemlock Well, if your value is right, I believe there is none left...

#

900 IQ jokes, only in math-and-meta

#

@sand garnet I just tested this, works fine from A to B or 1 to 2 ๐Ÿคทโ€โ™‚๏ธ
Should I test for A to 2 and B to 1 too?

sand garnet
#

yeah go for it, test all options

night jay
#

I've been trying to combine a ton of different recipes and this is the best result I've created

sullen cloud
#

It is

frosty owl
#

I've been trying to combine a ton of different recipes and this is the best result I've created
@night jay Seems good to me. Did you use the tool to find the right combination?

hoary geode
#

Ok, so maybe I don't understand the way by which this works, but if someone can explain the math/mechanics of it, I'd appreciate it.

I have 2 water extractors @ 100% clockspeed (120mยณ/min water) flowing into flat pipe running into a pump that pushes the water up onto a flat platform where it then gets distributed into 6 coal generators running @ 87% clockspeed (40mยณ/min water). 40 * 6 is 240, which matches the combined output of my two water extractors.

My question is why does it seem that I have more water to work with? The pumps are turning on and off and because of the amount of water in the pipes not being consumed at an equal rate?

dusky dust
#

Remember that power generators only use resources proportional to the amount of energy they're supplying

frosty owl
#

@hoary geode Simple engough reason: power generation reduces to match power draw ^^

dusky dust
#

So they're only going to use that full 40/min of water if they're at 100%

frosty owl
#

Just like apoc said

hoary geode
#

Oh, so they're not full on using 40mยณ/min of water...because they don't need to? That's neat.

night jay
#

@frosty owl Yeh I used the tool. I just disabled and enabled a ton of different recipes to see the best way to use 300 crude oil, and what the maximum production of turbofuel can be

dusky dust
#

The same also applies to stuff like nuclear waste when you get to nuke plants, btw, so your waste generation is nearly always gonna be slower than the listed max rate

frosty owl
#

Oh, so they're not full on using 40mยณ/min of water...because they don't need to? That's neat.
@hoary geode With this logic, it doesn't matter how many biomass burners you make (as long as they are enough), they will complexively all consume the same amount of fuel ^^
E.g.: 10 biogenerators consume 10/min producing 200W, 20 would consume the same if the powerdraw is still 200W (numbers are purely for example)

hoary geode
#

So it's rather negligent to try and plan for a target fuel consumption rate unless your power consumption is always 100%.

It's better to plan for capacity and let the resources overflow? If that makes sense.

frosty owl
#

Quite

hoary geode
#

Very good, thank you.

frosty owl
#

Most welcome :)

paper yacht
#

@frosty owl interesting way of having two back-to-backs sharing the same rail just close your eyes when they phase through each other๐Ÿ˜‚

frosty owl
#

@frosty owl interesting way of having two back-to-backs sharing the same rail just close your eyes when they phase through each other๐Ÿ˜‚
@paper yacht
I feel like I'm missing some context ๐Ÿ˜…
What?

paper yacht
#

I was referring to your discussion with Tom up above with the back-to-back trains on one and two and a and b or did I read something wrong and you were discussing something else

#

Only train setup I have used since they came out is back and forth on the same line I've been too nervous to Mix any of the lines

frosty owl
#

Oh... It was about wether that sort of intersections work with only 1 rail piece in between or not. If my next test works, maybe I can drop a mic on tom's head xD

#

Only train setup I have used since they came out is back and forth on the same line I've been too nervous to Mix any of the lines
@paper yacht Wha... Why no trains? All conveyors all around?!

paper yacht
#

@frosty owl you don't get me I do use trains I just don't mix or cross any of my back-to-backs that are spread all over the map

#

@frosty owl prior to update to I was a belter i belted everything everywhere and brought my game down to a crashing halt at 1 frame per second, and too many short pieces of belt causing the game to process into Infinity

#

So if that works and I can share lines that will definitely help I just don't want cars or product to say switch between cars as they're phasing through each other

frosty owl
#

So if that works and I can share lines that will definitely help I just don't want cars or product to say switch between cars as they're phasing through each other
@paper yacht Yeah, I agree with that. Generally I try not to make them clip too (unless I'm making a rough job, ofc). That pic was purely for the example's purposes ^^

paper yacht
#

@frosty owl I haven't tried it since the last update the big update the summer but there used to be this bug that if the trains crossed each other that product would get mixed into each train and then you'd have a cluster Frak of a mess

frosty owl
#

@frosty owl I haven't tried it since the last update the big update the summer but there used to be this bug that if the trains crossed each other that product would get mixed into each train and then you'd have a cluster Frak of a mess
@paper yacht That got fixed, the cars no longer "leave" the locomotive ;)

paper yacht
#

And another thing that is always just made my head hurt is when you're using a train for the first time whether it's on a loop or a back-to-back just because you put the product in the back car doesn't mean it's going to be in the back car on the other end of the network I never seem to be ever to remember that

night jay
#

I think a neat idea for nuclear waste could be that yeah you could send it into an Awesome! grinder, but it'll give you negative points
Like it will take you down negative points until you reach 0 out of whatever your next ticket will cost. It's a win/loss situation to get rid of nuclear waste

sand garnet
#

thats super easy

#

just dont build a sink until you have a lot of waste

#

store it until then

night jay
#

I'm beginning to realize how easily you could abuse this system, nvm lmao

hot ginkgo
#

And once you get to a certain point, coupons are useless gameplay wise.

#

So ill happily take that negative once I have my useful stuff from the store.

ornate ridge
#

how many foundations long can a pipe be horizontally before you encounter the sloshing mechanic? and how to mitigate it?

frosty owl
#

Sloshing mechanic? I must've missed one of @oblique hollow 's talks about it... Hopefully he will fill us in or someone will in his stead ^^

ornate ridge
#

ye I heard pipe fluids get a bit wonky if you pipe too far horizontally like the fluid cant get there or something

#

unsure though, just heard about it

frosty owl
#

As far as I know there is no issue with the fluid not reaching...
But you could have flow issues on LONG pipes until they all fill up properly

ornate ridge
#

can valves block the headlift of pumps?

frosty owl
#

No

ornate ridge
#

ah ok

oblique hollow
#

Sloshing..... No, not really.
Oscillating flow (aka "sloshing") mostly occurs in systems with buffers

#

And as far as distance is concerned: if your pipeline is very long and has very little flow rate and it is not flat on the ground, you are free to place a valve or pump along the line

frosty owl
#

To avoid oscillating flow aka sloshing?

oblique hollow
#

yea

#

usually it doesnt happen, only if you
a) have a very slow flow (sub 50 or so)
b) have sloped pipe segments
c)have a buffer with no valve or pump on its input / output

#

@frosty owl @ornate ridge

frosty owl
#

All those or just one of them is enough?

#

And thanks for answering :)

oblique hollow
#

one or all

#

or any combination

frosty owl
#

I'm a bit confused by the C
Do you mean that the buffer tends to "slosh" its content into the connected pipes?

oblique hollow
#

yep, buffers are terribly sloshy

frosty owl
#

I always put a pump before the storage, so I never noticed (or even the extractor acted as pump)

oblique hollow
frosty owl
#

So it becomes apparent only when headlift is really low

#

Is the picture pinned, by the way?
I don't know how to link it to people when they ask :/

oblique hollow
#

yep

#

its in the pins, the reddit link

frosty owl
#

Oh great!

oblique hollow
#

recently managed to get a moderator to add it

#

well, me and a few others

#

You can see this when you build a setup like this:
Have an extractor at 150 or so, connect it to a pump and then to a buffer, then check the flow rate and head lift on the pump

#

you will see that it jumps up and down quite a bit

#

Even if you build a Flow Rate Equalizer before it, it still sloshes around

#

thats why i always encourage to build a valve or a pump before and/or after a buffer

#

before to avoid backflow / oscillation towards the producing machine and after to avoid it from flowing back into the buffer

frosty owl
#

I guess the biggest reason I didn't have much issues (before MK2) is that I just always had enough pumps and pioe/length to avoid sloshing ๐Ÿค”
Lucky me...

#

pie length, sure...

oblique hollow
#

Long Pipes usually dont have that issue since you most likely want those at like 300 mยณ/min

frosty owl
#

Exactly what I do

oblique hollow
#

and pipes at their limit cannot slosh

#

it usually only happens with slow flow rates, and it gets worse the slower it is

#

300? nothing
200? eh, probably nothing either
100? still ok, might slightly oscillate
< 100? most likely gonna get messy

frosty owl
#

There's nearly the opposite issue with 600, though ๐Ÿคฃ
Gotta say it's been a while since I did pipes, so I don't know if those issues are still there

oblique hollow
#

i should really do more stuff with mk 2 pipes, though usually they are also well behaved. at least for me

#

Then again, i always follow my own Building Guidelines

frosty owl
#

Ahahah, fair enough!

oblique hollow
#

Not to mention that i like to slap one of my own circuits in there from time to time, which have been designed specifically to deal with some of these issues

#

The Flow Rate Equalizer is honestly the best one for these situations, if you combine it with a pump at the output

#

i think ill nickname them FREqualizers xd

sand garnet
#

are they FREe of errors

oblique hollow
#

yes

#

FREe and non-sloshing

sand garnet
#

Fookin' Rage Emitters because i dont understand fluids

frosty owl
#

Testing done @sand garnet
Red arrows show the direction in which I connected the rails
Train can go from each station to each station with no issues (except A-1 as there is NO WAY for it do do so)
But the train doesn't like going to Tom...
The route "A-2-B-1-2-Tom" worked fine but stopped at Tom, so I think we can conclude that Tom is the only one that cannot work, all the others do just fine

#

I know, the level of imagination I have for names is over 9000...

#

By the way, the rails going to the right from Tom are just for placing the locomotives/cart, it's a dead end

#

And the central piece of rail is still one single piece, the first one to be laid down actually

#

In case you are unsure what a F.R.E is
@oblique hollow Does this have an upper flow limit? ๐Ÿค”

sand garnet
#

yeah the > < junction is borked

frosty owl
#

I expected that too, but better be sure

sand garnet
#

might want to try with >-< and also >--<

oblique hollow
#

@frosty owl in theory.... no

frosty owl
#

Right now it's >-< Tom

oblique hollow
#

since the buffer has no flow limit, the whole circuit has none

sand garnet
#

i dont see a single piece of rail in there between rthe junctions Vencam

#

can you hover over it with dismantle

frosty owl
sand garnet
#

yeah that first junction from left to right needs to be changed

frosty owl
#

since the buffer has no flow limit, the whole circuit has none
@oblique hollow I tried it once when I was complaining about how I couldn't get 600/min in a pipe and it worked
Though that's not quite enough to be considered testing... ๐Ÿ˜…

sand garnet
#

can ou adapt it to both my suggestions to see what happens

frosty owl
#

I think it should be exactly like you described now, though. B-2 are connected by >-

sand garnet
#

nothe junction on the left is an ><

frosty owl
#

Same for 1-A, and the middle piece is shared

#

All yellow lines are a SINGLE rail

sand garnet
#

yes

#

what i mean is that you should break up the thing on the left

frosty owl
#

Oh, the loop?

#

Why?
By the way, it worked even without the loop, I added that to test for 2-B routes

sand garnet
frosty owl
#

You want to test it like this?

sand garnet
#

yes

frosty owl
#

Back in the game I go...

sand garnet
frosty owl
#

I just noticed one of the station-to-middle segments was a double one, redone the thing and checking

#

-< works just fine, now I'll test >--< without then with loop

frosty owl
sand garnet
#

if you're feeling up to the challenge, you can try to solve my mystery issue with trains ๐Ÿ˜„

frosty owl
#

Yep, just finished @sand garnet, works in every and each scenario we considered

#

Can also use the loop to reach other stations

sand garnet
#

if you want my save let me know

frosty owl
#

I just saw the video, but you don't mention where "smelting sands" is ๐Ÿ˜…

sand garnet
#

rocky desert

#

its all there

#

it shows the other stations I think

frosty owl
#

Oh okay, now I see
Did you already try to rebuild the whole railway (just the part between the 2 stations, leaving other junctions alone)

sand garnet
#

yea

frosty owl
#

Damn

#

Send the file, I'll check it out tomorrow ๐Ÿ‘

peak basalt
#

@sand garnet just based off what I can remember, im thinking your issue is caused by 2 trains on the same rail at relatively the same spot, 1 flips the switch to go left while the other wants to go right. Then it just doesn't know what to do after that.

#

Just bad timing on the trains.

#

If/when train collision was to be implemented, this wouldn't be a problem anymore.

frosty owl
#

I never saw that happening. Are you sure that happens?
I wouldn't put my hand on the fire, but I'm pretty sure my trains never did such a thing, despite being quite close toghether

peak basalt
#

Iv seen train miss their turn because they were too close together. Thats the only way I can explain why.

#

At work atm, but I can do a few tests when I get off work to see for sure one way ot the other.

frosty owl
#

At work atm, but I can do a few tests when I get off work to see for sure one way ot the other.
If you do, be sure to ping, please
I'll probably be sleeping so I'll check it out tomorrow

peak basalt
#

Will do

#

Unless somebody else beats me to it

frosty owl
oblique isle
#

In terms of making it or power output?

#

Probably turbo heavy fuel

#

I never played around with it, but it just sounds like itll do much more

frosty owl
#

yeah thats what I thought too, I'll just run the math honestly
@thorny grail No need, just trust us

#

:It's better :)

#

You can actually find each fuel's energy value (in Joules) in the wiki
Even if you're not familiar with Joules, you can still compare the numbers

#

Ohhh

#

They burn the same, but one costs less HOR, thus less oil

#

The tradeoff is complexity of production and bigger number of machines needed

#

Then that's made for it!

#

*you

#

Quite. But you can look up the recipe and start building in the meanwhile ^^

#

Be efficient!

frosty owl
#

I usually scan them WHILE searching for more hard drives
I just can't resist doing so on I noticed I could just build a MAM wherever and scan/finish researches there

#

I feel your pain
You may want to wait until you have jetpack and hypertubes / convs mk4 so you can go around the map quite faster

#

Well, just use those to fling yourself around and jetpack to destination xD
I usually bring with me enough to make a HT cannon and biomass burners to fling me back home once I'm done exploring
Or use some belts if I don't feel like leaving materials behind

#

I've got mk4 and hypertubes I'm just super retarded in how I build out the factory
@thorny grail For help with the factory...
You know where to ask ;)

torpid bridge
#

Structure design issues: How to priority merger?
My oil refinery output 2 belts:

A : 600 rubber

B: 200 rubber

So I have a total of 800 rubber output.

A is made from the complex process ( Heavy Oil Residue, packaged fuel, etc...), so it means higher power consumption.

However, B is a simple process by the byproduct, polymer resin, so lower power consumption.

My question is that if my main factory only use little rubber, like 100 the byproduct production is enough so I don't need to work on belt A. I want to completely use the from belt B and nothing from until the requirement above 200.

Another example, if the requirement increased to 300, I would like to arrangement run out belt B and 100 from A. If I simply using the vanilla version of the merger, it would use both 150 rubber from A and B, that does not optimize the power consumption.

(suppose polymer resin is infinite because 1 store 14 boxes of them)

thorny grail
#

@thorny grail For help with the factory...
You know where to ask ;)
@frosty owl thanks man I just work slowly but I'll keep that in mind โค๏ธ

frosty owl
#

My idea is that the best you can get is by following @oblique isle 's recipe: merging 200 from B and 100 from A, saving 500 from A ๐Ÿค”

oblique isle
#

cough, I drew it out cough

torpid bridge
#

yep I gets from idea from @frosty owl @oblique isle , thanks for them but I would like to find whether there is a great solution exit

frosty owl
#

I figured, but wanted to avoid someone coming up with the same solution again
Good luck ๐Ÿ˜

glacial hemlock
#

@torpid bridge a simple merge AB will do. In case you worried, split B into 2 (lets say, b-b), then merge Abb. And make sure you sink all the overflow B to prevent deadlock

#

Complete priority merger doesn't exist, but you can use the same arrangement from priority splitter then flip it around. More on wiki

torpid bridge
#

@glacial hemlock how to flip it around... ?

glacial hemlock
#

Swap splitter with mergers, all output belts change to input belts

#

Then reverse the conveyor lift direction

torpid bridge
#

still dont get, could u draw a simple draft? @glacial hemlock

torpid bridge
#

how could u swap splitter with merges ?

wind spade
#

reverse belt directions

bright elm
#

In terms of making it or power output?
@oblique isle Normal 600 crude oil turns to 26 gens. Turbo fuel can power 66

torpid bridge
#

welp I think I get it

#

thanks

night jay
#

I'm trying to set up a computer factory, and I've come to a blueprint that will use 255 crdue oil per minute, and 261 caterium per minute, which through a ton of buildings will eventually produce 7.5 computers per minute, 76.67 fuel per minute to power 5 fuel generators, and 10 packaged fuel per minute for my jetpack. I don't think there is any other ways to make this more effective as it stands now.
https://www.satisfactorytools.com/production?share=F8KM1oJWZshSP2gK0vD7
https://www.satisfactorytools.com/production?share=VrcadVQSBFNhvyVzcMxh

#

Looking to see if I missed something to better optimize this

signal sky
#

tying power production to a line producing something is generally not advised, as eventually most lines will back up and shut off production, and with it, your power

night jay
#

I'm thhinking cause it's only 7.5 computers per minute, I'll be going through them fairly fast, and it not be until pretty late game that it gets backed up

#

by then, i'll have some other huge power plant set up and 5 fuel generators won't matter too much

#

but I do see your point

frosty owl
#

As long as you sink stuff properly, that should not be an issue

night jay
#

^

signal sky
#

I usually try to balance based on what the inputs are, vs the outputs
cause otherwise you end up with weird numbers like 255 oil and 261 caterium
it also works the other way tho, your fuel production, unless you're using 100% power all the time, will back up eventually, and stop your computer line

#

and its harder to sink fuel unless you wanna build some bottling stuffs

frosty owl
#

You got me at "balance"

night jay
#

yeah I may just try and rethink this whole bllueprint to optimize inputs. I forgot that if the fuel backups it's going to back up computers. crap

signal sky
#

idk what your bottle neck is, but I'd say increase the base numbers by more to a standard amount, and get more computers

frosty owl
#

and its harder to sink fuel unless you wanna build some bottling stuffs
@signal sky That's why the packaged fuel is convenient! ๐Ÿ˜
Just store/sink the excess packaged fuel and keep feeding the loop canisters from some extra plastic you have

#

Or use the extra fuel for rubber/plastic production

signal sky
#

dont gotta use plastic anymore for canisters, which is nice

frosty owl
#

Oh right, that too!

signal sky
#

And if theyre working on a build to make 7.5 computers, i wouldnt think they have the alts for recycled plastic and rubber yet

night jay
#

correctamundo @signal sky lmao

frosty owl
#

Then sinking the packaged fuel would be the best way, IMO ๐Ÿ˜
Also good to keep a trickle going to storage for jetpack

#

Although... You COULD just not care and set it up so that it just fills up a couple ISC of computers and then stop for overflow (by setting up buffers for the fuel) ๐Ÿค”

frosty owl
#

@night jay with your numbers (the conversation belongs here) I think it'd be easier to just calculate by yourself. I can surely help with that if you want
(I always do my math by myself, I use the tools only to check my numbers after)

night jay
#

Maybe

frosty owl
#

In your example (having 100 fuel and turning it into recycled rubber/plastic) it's pretty easy ti figure nice numbers out as the recipe is a 1:1 for fuel/plastic and a 2 for the output

#

So you can get 200 of either plastic or rubber or 100 of each. Keep in mind that for each, you need HALF the amount flof the other just to produce it (so if you make 100 plastic and 100 rubber your overall output is just 50 of each as you'd be taking 50 from your previous production to start the recycling)

#

Clear enough?

night jay
#

Yeah, that's pretty clear. I posted what I've been able to get the calculator to do, and how Im just trying to make it put all three of the outputs into the alternate recipes to increase the production

frosty owl
#

Eh, I can't really help with that ๐Ÿ˜…
As I said, my experience with calculators isn't that extensive...
Good luck though! ๐Ÿ˜
And of course, ping if you need ๐Ÿ‘

hot ginkgo
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That is the best you'll get

night jay
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I dont need to produce fuel, and also I'm thinking that since ill be using one of the pure nodes out on those oil beaches, Ill have a ton of water, so I might as well use it. This iis based on your idea earlier, I'm just splitting it up to make 450 of both instead of 900 of just one
https://www.satisfactorytools.com/production?share=OHpS5f7smfjSOklOJTt9

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sorry for causing a ton of headaches lmao

hot ginkgo
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No worries thats the best way to do it.

frosty owl
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The best setup (IMO) is to get 300 oil into 400 HOR, discard the polymer (or do what you want with it, I make fabric) turn the HOR ALL into fuel and then turn ALL the fuel into plastic rubber. Specifically 400 of each
You'll need to loop back 200 each for the recycling, so you'd be left with 200 each from 300 oil
How do you like this, @night jay ?^^

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Also, no need to apologize, we're here 'cause we have fun in figuring these things out ahahah

hot ginkgo
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Check the link I posted Ven, its pretty close to that. Specifically you use the diluted fuel alts. Recycled rubber/plastic alts. And even turn the leftover resin into more rubber/plastic.

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900 from 300 oil and no waste.

night jay
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I think the one I posted might be the most optimized. Itโ€™s 450 of each instead of 400, plus no extra polymern

hot ginkgo
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Err. I didn't post it in here.

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It is.

frosty owl
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Oh, my apologies, I didn't check the last one out, Party
Yeah, works perfectly! ๐Ÿ˜

night jay
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when you just realized that blueprint required 56 refineries

hot ginkgo
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I just finished working ib my tuboplant. Basically the same start set up.

real haven
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Hello folks. Just joined this discord and it's absolutely astounding to see other people actually mathing things out for this game. Since you are on the topic of oil and fuel, I have a question and haven't found an answer via google: is there a way to "sink" unburned fuel? I'm hesitant to use oil for fuel because i need the HOR production for plastic and such, and if i don't use all the power I produce, it won't burn fuel as fast and won't generate HOR as fast.

hot ginkgo
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Seperate production.

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Keep power and products seperate.

signal sky
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Only 56 refineries

sand garnet
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@real haven package it

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use some of the packaged fuel for the jetpack, and sink the rest

real haven
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So I could package it, send it to be unpacked for actual power plant usage, with a smart splitter sending overflow to be sinked. that makes perfect sense. Thank you Tom.

frosty owl
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Hello folks. Just joined this discord and it's absolutely astounding to see other people actually mathing things out for this game. Since you are on the topic of oil and fuel, I have a question and haven't found an answer via google: is there a way to "sink" unburned fuel? I'm hesitant to use oil for fuel because i need the HOR production for plastic and such, and if i don't use all the power I produce, it won't burn fuel as fast and won't generate HOR as fast.
@real haven there are 2 ways I like to do that

  1. Use the excess fuel for plastic/rubber production (needs alternative recipes)
  2. Package the fuel and store it for jetpack while sinking the excess (like Tim said
    The 2 can even be combined! ๐Ÿ˜
oblique hollow
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@frosty owl help, i found something even more effective than a FREqualizer

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its a Slowpass Equalizer

frosty owl
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So I could package it, send it to be unpacked for actual power plant usage, with a smart splitter sending overflow to be sinked. that makes perfect sense. Thank you Tom.
You can pack ONLY the excess fuel if you want. @oblique hollow will gladly explain how to manage overflow from pipes ๐Ÿ˜
Also, welcome to the community, @real haven ๐Ÿ˜

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What do you mean "more effective"?
Bigger range of possibilities? ๐Ÿค”

oblique hollow
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Its even more dampening

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So much so that it doesnt allow fast changes at all

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I had my extractor set to 300 and then i set it to 60

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and this. freaking. thing. does linear interpolation between

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I set it to 60 like a minute ago and its still at 100, going down

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this things is the absolute mega-lowpass filter

frosty owl
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Hoho.... That sounds interesting!

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But please don't tell me it required more the 1 buffer.....

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๐Ÿ˜…

oblique hollow
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its exactly 2 buffers LOL

frosty owl
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Knew it XD
Scren and/or diagram?

oblique hollow
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its a symmetrical Flow Rate equalizer.
diagram in 30 seconds

frosty owl
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Ohhh, so you just double it all?

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But with only 1 valve?

oblique hollow
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yep

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i set my extractor from 60 mยณ/min to 300 mยณ/min 3 minutes ago and its still just at 295

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good god is this thing slow and smooth

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i think i will record with OBS

frosty owl
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I'll have to try it out and play with it a bit. I gotta admit I don't understand WHY it works, right now xD

ornate ridge
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what are peoples thoughts on using heavy turbo fuel recipe vs normal?

frosty owl
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Needs more machines, but uses less resources ^^

ornate ridge
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so more lag? xD

signal sky
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turbo heavy fuel is ehhh

oblique hollow
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I'll have to try it out and play with it a bit. I gotta admit I don't understand WHY it works, right now xD
@frosty owl i also dont quite understand. All i did was playing around with the usual FRE design when suddenly this thing came to be

frosty owl
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so more lag? xD
@ornate ridge If you already have issues, yes xD

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Well, if it works.... @oblique hollow ๐Ÿคฃ

ornate ridge
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my multiplayer friend is already complaining on how big I build things xD

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time for super lag energy ๐Ÿ˜‚

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is there a limit on how many nobelisks I can stick to my friend?

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after 200 my screen was at 15fps lol

frosty owl
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@oblique hollow The valve is set to how much?
Also, do the buffers fill up much? Shouldn't right?

oblique hollow
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they are basically empty

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highest they went to is about 70 each at 300 input

frosty owl
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@signal sky I especially liked the copper facility. Clean, glassy, shiny... And very walkable ^^

signal sky
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its too bad those all have to be redone lmao

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that's from before I even got steel going

frosty owl
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highest they went to is about 70 each at 300 input
@oblique hollow I'll definetly check it out. But first I gotta stop hanging here and actually do things so I can free up some time ahahah

oblique hollow
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check out the video i linked too

frosty owl
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its too bad those all have to be redone lmao
@signal sky It's just a chance to make them even better!
Please do ping me if you make a screenshot of it, I really like the design and I'd love to see it updated :D

abstract copper
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And now you have to tear up the floor in order to redo it?

frosty owl
oblique hollow
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yep

abstract copper
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It's very nicely aligned at least, maybe my friend isn't lining up with the catwalks properly. And is a space between the machines (within a single row) needed? I can't tell

frosty owl
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Yeah, that was what I referred to, Galleon :D

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It's very nicely aligned at least, maybe my friend isn't lining up with the catwalks properly. And is a space between the machines (within a single row) needed? I can't tell
@abstract copper Depends on the machine, really. Constructors don't need it as they align well, but you may want to leave some side space for refineries and assemblers so their input/output align properly (e.g. can fit directly into double conveyor walls)

abstract copper
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The trench sorry that looked unnecessarily cluttered. Aren't those just packagers?

signal sky
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well, idk what I have to do to it yet, since it doesnt really make anything but wire, cable, and sheets to be stored

frosty owl
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And yeah, takes some time to learn how to place machines leaving space for walkways xD

signal sky
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so we'll see what I need first

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might just have to belt up everything and output it to a new building and not redo everything

frosty owl
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The trench sorry that looked unnecessarily cluttered. Aren't those just packagers?
@abstract copper I gotta agree with you there xD
@signal sky Have you tried setting them up in 2 rows in front of each other? Then they can share the pipes ;)

signal sky
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they are just packagers yea, but i didnt redo any belts or pipes from when they were refineries

abstract copper
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I should convince my friend to convert to the "sunken building" look at least

frosty owl
signal sky
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the way it work is there is 1 refinery running to 2 packagers, no combining pipes

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so the building theyre in is very empty looking

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since it was built to hold refineries

frosty owl
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I should convince my friend to convert to the "sunken building" look at least
Once you go sunken, you never go back!
Jokes aside, is VERY convenient