#math-and-meta
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exact opposite behaviour
and unfortunately, yes, this only allows single fluid types
physically a valve shouldn't tramsmit lift
yet they do, which is funny
no I mean irl
I understand why it does in the game, it's just a bug
but lift is sort of hacky anyway
Yep, realistically, at 0 flow there shouldnt be any head lift
or rather: it would be proportional to flow
it just sort of has the appropriate properties in 95% of cases
imagine if valves could also scale head lift
i would welcome that..... others probably not
@oblique hound
Impressive. If it controls oil flow, could you make an oil generator start/stop for your interaction?
Wait there's an internal storage on the generators. That would slow your clock speed to a crawl...
In this case, you could make 2 oil extractors or any other 2 buildings dependant on each other (as long as they produce the same fluid type)..... Not that useful but eh
i saw a little challange and took it
It is from such humble beginnings that the ability to play Tetris in-game is born
imagine xd
Yes please
Minecraft Calculator but its Satisfactory
Oh yeah
i currently have only like 6 pipeline "circuits" that are at least somewhat useful, none of which are anything with logic
... the most "Logic" one i have would be.... the Comparator, which is basically just overflow. and the Variable Flow Divider (if one pipeline is full, output to the next)
wait, u can make and gates in satisfactory?
what about nand gates?
if nandgates, brb making cpu
haha, that would be hilarious
... i think i kind of made a NOT? it has 2 inputs and 1 output since you still need a supply to power the not
he's making logic gates
Pipe Logic Gates
oh neat
aaaaand it works
no i would only need to combine AND with NOT and we got ourself a NAND
and then the crazy computer freaks can go build Hydraulic Calculators and whatnot
problem is you need like a dozen packagers to deal with the accumulating fluids
hah
wait
i did an oops
Now its correct
applying A will not let A flow through, it simply switches S
so basically, this is a Toggle Switch
if you want true NOT, you only use the Y one and sink the NOT(Y)
its still a total mess though when you build it ๐
Neat. Moreover even I understand it like this ๐
Seems to work
You already tested it?
yep
i also did an AND gate
just gotta make the diagram
and then, if you put these two together.... you get NAND, the fundamental Block for mathematics and all other logic
god, imagine building a freaking Fluid Multiplexer
At that point nothing would stop someone from trying to reproduce a simple CPU with pipes and run calculations with it LMAO
i mean. remember the Comparator that Oscillates?
You set 2 valves' limit to express your numbers, then wait forever to read the output's flow
we even got Clocks like that if we use those
Yeah, no, I was kidding but not kiddingjust need someone crazy enough to actually put it in practice ahahah
well.... the fluid Not gate acts as a toggle switch
but that you could do with smart splitters
The memory is a bit of an issue right now...
without a transistor, the application of these gates is neat but not practical
Practicality is really not a concern in this sort of things, I believe ๐
the only way to have communication between the pipes and solids right now is packagers
my factorio and shapez games are littered with circuitry doing things
I mean, come on, whoever got up to the task of trying to reproduce a CPU with pipes wouldn't care about it being practical... I think...
Dear lord, the size of a "circuit" like that...
Perfect for Klep
Space isn't a huge issue
We're talking about circuits taking tens of MW here. Just your everyday device
the game has a ton of free space
Does that seem reasonable Klep? converting pipe logic to belt logic?
and with over 1TW of spare power I don't really care
you could then even mix different solids
and use smart/programmable splitters to sort them
I didn't point out issues, I'm just saying it sounds nuts if you take it out of context
@oblique hollow maybe. the problem is getting it to actually trigger something on a separate line.
I guess you could do something with fuel, plastic, rubber
maybe even HOR
and you can make a trinary system for the output
No, I was thinking more actually making decision trees
you need more bits.
so I'm already like 10 steps ahead of what you're talking about
See, I'm trying to think "how can I use this in a practical way"
no, I would probably do it completely differently.
A crude way to "initiate" a belt would be some sort of "priority merging system" where the main belt acts as a stop for the other belt by saturating the merging with its items. Said items would be them split to free the resulting belt and go to packagers. If the packagers CAN package the fluid, the belt starts running again, otherwise it's stuck
but the idea is interesting.
why not suck water in at one end, and package it the other end and sink it
the world's first water-cooled water computer
Water and Oil are the easiest choices
Fuel is handy since you can use that to directly influence solids, namely plastic and rubber
I already trademarked it ๐คฃ
Unfortunately every scenario I think of using it for I could just do it faster with overflow belting
We have left the realm of practical times long ago with pipe logic
if you could toggle power on a power pole that would make it 100% worthwhile
it's not about the efficiency, it's about making a point
I'm not talking about efficiency. I'm talking about actually having an application of it.
well, you can toggle the fuel into them
idk what the point is yet, but it certainly says something about us if we make it
XD
Unfortunately, you cant make fluids cross-communicate
even if it's idk, a proof of concept adder
Once again, the NOT toggles the flow of the S- source input
I think it could make for some interesting paper's headlines
I bet I could do this with belts too.
that would actually be effective and easier to debug at runtime
and belts allow for a lot higher bw comms
Mk 1 belts! ferrying limestone ore around at the speed of meh
Yea but what logic can you do with belts? i guess NOT or OR
smart splitters add a lot of flex here
i didnt deal that much with belts
all i remember is that i made an overflow with smart splitters before overflow was real xd
whats going on here?
Logical Computation with Pipes xd
crazy fluid logic gate shenanigans
the prelude to the video 10 years from now titled "Doom Running in Satisfactory!"
no.
Satisfactory running in Satisfactory
lol so you can set 2 CPUs on fire a once
(Klepdar's save) ยฒ
2025 pioneers: Your factory is a starter base if it doesn't even run Satisfactory with no lags
Your Base only qualifies as a megabase if it can run Minecraft
come to think of it, this hypothetical fluid computer won't be the slowest computer in existence
True endgame goal: TCP/IP stack in pipes
the supercomputer running this satisfactory savefile would be slower
Wait, I thought it'd be Klepdar running it. Who else?!
we'll run the first few proofs of concept on Klepdar's computer
but once we scale up, we're just gonna name the supercomputer after Klepdar because it's gonna have the same frame rate
24 seconds per frame
the Klepulator
damn it i messed the diagram up again xd
there, for REAL this time
whereas A determines the flow for the AND gate
which shouldnt change over the course of all this
if you want a NAND..... use the Y from the AND as the A input for the NOT
SO every NAND will have 5 connections: Source, A, B, Y and then the unused NOT(Y), which will need to be drained
Now GO, MY BRAVE PIONEERS, GO AND BUILD THE ULTIMATE FLUID CALCULATOR
you're... expecting me to put in any actual effort?
not you
lol you know me well
go on then
prove your worth
now all i gotta do is find a way to store "data" and convert it
the only conversion we got are packagers and refineries ๐ฅฒ
My months of pipe research have come to fruition...
I can die peacefully now
sorry for the ping but here you go, a NAND gate xd
no way
yes way
By being observant with pipe mechanics for a looong time now, and my background in engineering (and electronics)
Cant wait for the literal "Pipe Logic Circuits" Wiki Page 
@deft lichen when is pipe research enough to create an entire Wiki Page with Logic circuits
By nerding too much
Of course he just knows because he's big brain and very interested
and at the same time is too much detail to be included on the main pipeline page
what I'd do is create a subpage
Pipeline/Logic for example
sounds good to me
"McGalleons in depth ramblings"?
it still has to be in wiki style though
I'm just being cruel, it's very interesting stuff :3
"Incoherent ramblings of a mad plumber"
can wiki pages be hidden?
i dont want anyone to see the unfinished product
to some extent maybe
you can put it to your user page first
where noone will judge you for what's there
ah ok
the main issue is still what you can do with this logic right? cause at best you're manually starting/stopping water/oil extractors to turn refineries and packagers off/on following some logic
what can be done with that?
God now i have to refresh my freaking lessons on Logic and work with a dozen NANDs 
if you use Packagers, as final outputs/inputs, you could influence different parts of your factory
i will look deeper into practical applications
Satisfactory apparently is turing-complete
I dont want this to be just a novelty
Should you put a veil on it to prepare an unveil?
Prepare for Logic guides near 1.0
even if you can get a novelty working, like a basic calculator like 3 extractors on one side + 3 extractors on another = 6 packagers outputting, that'd be insanely impressive
That's pretty easy to do, though... ๐ ๐
in theory, the NOT itself can be used as a way to toggle distant fuel generators, for example
if you use one generator and 1 power line per pipe connection....
oh boy
Also allow fluids to get into factories as soon as the fluo reaches another distant place so you can start machines together
@oblique hollow about the user pages, to create one, navigate to top right corner>my user page>user page, then edit the url to add your desired subpage name (anything, like Pipeline logic) and once you're there, you can create the page
keep in mind they're just as public as everything else, even other people can edit the user page, but you do not oblige any wiki styling rules
ok
I am still trying to figure out belt math in this game, and one problem I seem to run into a lot is this...I have one mk 3 minor with mk 5 belts on a sulfur node sharded to pull 600 sulfur for minute. It is feeding 24 compact coal machines, which require 600 sulfur total. I have 2 rows of 12 machines and the sulfur is split to feed down the line of the 2 rows of 12. My last 2 machines on both rows are starving for sulfur. Could someone explain to me why in the end I don't have 600 sulfur actually going to these machines from that node? Do splitters mess it up?
how are you splitting it up? using precise splits or just a splitter in front of each machine?
a picture would be helpful if you can
Yeah I will post a picture going to try to get a good one for you
This is how I am splitting them into the two rows of 12
I am going to post one of how I am splitting them into machines one minute I am slow lol
This is how they are being split into the machines. Note, one of the lines of 12 is being fed by a separate machines, so ignore the one that looks fed
that looks like 36 machines? are they all compacted coal, I see sulfur going into all 3 rows
Yes, but 1 of the rows is being fed by another impure node sharded to 300, and that row works great. It is the two rows that I have split sharing a 600 machine that is starving
are all the machines filled up yet?
not with sulfur
all the machines before the last one need to be filled up before it runs at 100% efficiency using that kind of splitting which we call manifolding
each splitter will split by 1/2 until the machine and belt going to it is full, then it will only take what the machine needs
so if the ones before the end never fill then the last ones will starve?
about an hour
and it's the last two in each row that are starving?
Is the first machine in the line full?
the first 9 machines are full the last 3 are starving
If you look at the 9th or 10th machine you should see it very very slowly filling
So just wait another half hour or so and the last machines should be fine then
okay cool thanks I will watch it
So I wonder if I fill all the machines up manually to full if that would keep it from starving at all, they will continue to be full after that?
I have two other thoughts:
- you might have missed a small section of mk4 belt somewhere, which would be making it 480ppm from the miner which would feed 18 machines plus turn the last 3 on and off (cause the next split after nine would only have 15ppm going to it split between 3 machines)
- your fps is really really really low, which can somewhat affect belt speeds, but 3 machines starving seems liked it'd be too big for that. I'd more expect just 1 or 2 machines at <100% efficiency if that was the case
#1 sounds very plausible
I built it with mk 5 belts, so maybe I did, but it would be a stretch. I could look on the interactive map maybe to see if there is a small section of a slower belt.
How do you know my fps is low?
I don't, it was a guess, low fps can affect belt speed, mostly mk5 belts, but it shouldn't affect it this much
it's more of a long shot guess
I have it set at ultra, so maybe there is a lag, but I don't know what it is. This happens to me more than this situation though, so I am trying to figure out what my error is since I must be doing something wrong.
Maybe I will try filling the last ones to make them all at max and see if any starve after that.
logistically the way you set it up is correct, so it's either an error like a missed mk4 belt or a bug of some sort
I think with an exactly even input/output you should see all but the last 2 machines eventually reach full, and the last two machines in each line would get just barely enough to keep running consistently.
actually the fact that the coal is fine definitely lends me to thinking there's a rogue mk4 belt somewhere, cause if it was lag it should affect the coal too
okay I am going with it and really inspecting my belts to see
i have a impure completely overclocked and its keeping one fully overclocked assembler full and a normal assembler
I'm going to re-run the lines and start filling the last one first. Maybe that will fix either issue.
Anyone know where i can find a program or something to plan out production lines for satisfactory?
in the pins
Thanks
For a good coal setup, how many extractors does one need
enough to cover all the power consumption that you have ๐
3 extractors to 8 generators
for example like this:
G G G G
E--+--+--+--+
E--+
E--+--+--+--+
G G G G
...i'm gonna need alot of rotors aren't i.
(because the pipe only allows 300m3 and 3 extractors generate 360m3)
i should probably start by making the base.
well in this game you always need resources, it's a good thing to automate anything you can
this setup needs 120 coal/min
you can, if you have fast enough belts
well then you need to use two separated belts ๐
i do have mk2 lol
since you have two groups of gens, you could easily just hook each group to one belt doing 60/min
two mk2 belts get combined
and then I have a belt of 120.
or is it two mk1 belts of 60 and then 1 mk2 belt of 120
ok one last question
does the belt of 120 feed every generator? @wind spade
yeah, 120 coal/min is enough to feed 8 generators at full capacity
how would it work?
what do you mean?
you use splitters
daisy chained?
for example like this
--S--S--S--S
| | | |
G G G G
it's pretty much up to you how you hook them up
it'll always self-balance after a while
especially for generators, since they don't use all the coal unless running at full load
gotcha
@wind spade probably using the worst location but maybe I can make this work. the extractors work.
do coal generators have to be anywhere
Best to keep them close to wate to avoid pumps,, but they CAN be anywhere you want them.
is this good enough?
That will work. If its good enough is your call.
the only problem I have is the coal generators. the foundation needing to look right.
I've shown you already here https://discordapp.com/channels/370472939054956546/558721941410807812/780967966657085480
do I need anything to accelerate it
Id run your pipes just a bit off the ground, so you can run your belts underneath it
The extractors have a headlift of 10m
If you go higher than that, then you'd need a pump.
so.. i dont need to have accelerators. k
Based off the pic, I'd say no.
That'll work
you sure?
Run your pipes, put on your junctions,.. run your belts and splitters. Then jump start it with a few biomass burners and your good.
dont i need to split the pipes
Yep, with junctions
can i raise junctions
Id run the main pipe first, then snap the junctions onto the pipe where you need them.
ok.
i have 6 smelters producing 180 iron ingots, and I used "manifold" to make 4 constructors for plates and 4 constructors for rods, which is (30*4)+(15*4) = 120 + 60 = 180 -- so all my iron ingots should be feeding into the constructors equally -- but the constructors are getting too many ingots still. Why is that?
Like the overfilling of ingots is clogging the smelter's production.
that's how manifold works, it fills first building and then overflows to second one, etc.
apart from last one or two machines, all others should be filled up to max
though this may vary based on your setup
yea but i thought it wouldn't fill up the smelters themselves. The math works to dilute the ingots to all 8 constructors, but it somehow seems like I'm overproducing ingots still
sorry i can't take a screen shot (diff computers) so its hard for me to describe.
I'll just try random things and see what happens. ๐ฆ
as long as it produces, it's fine imo
i agree but i want to split it off to make more (upgraded my miners so now I want to "double" my production) and I'm not sure where to extend my factory ๐
I'm probably overthinking
is it possible to not use Manifold system and have a splitter only go in a certain direction if it's overflow? (I guess I could ask this anywhere, this was just the channel I had open)
you need smart splitters, in the caterium tree of the M.A.M.
there's an overflow option on smart splitter
but if you're overproducing for any reason, smart splitter won't help you with that
they only need tier 2 materials, so no need to put them off if you don't mind going and finding a caterium node
I just tried out a part of the newest water pipes I added. 2x300 extractors going into 6x100 refineries. Each refinery's pipe has a valve limiting to 100
Works like a charm as they all fill up at the same time, meaning the system is balanced enough for my standards :3
@oblique hollow
Sure, nothing groundbreaking, but it's important to verify even small things, ain't it? xD
I did try it out previously with some buffers, but seeing it "in it's natural habitat" is another thing
Pretty much, exept the junctions and input points are kinda manifold: 1 entry point for all 6 junctions
yea i mean the concept is pretty much the same
Quite, which is part of why it's convenient. If you lack fluid you can just hook up a new pipe and call it a day. As long as the valves are there and you give enough fluid, it works the same
Next step will be reproducing it for the Aluminia solution. That'll be a bit harder as there is a specific overflow to manage (30 each pipe), but I'm confident valves should handle that too the same as before
I mean, they SHOULD, right? ๐ค
I don't wanna build a "height overflow" system for that afterall
well, you can try the Flow Divider. It acts as overflow too
well, depends, do you need many overflows or only one collective overflow
are all the outputs connected?
Many. Each of the previous 6 refineries outputs 80, so it's 480 each solution pipe. Those go into arrays of 5x90, leaving 30 from EACH pipe
and why not use the 30 from each pipe?
It's a maximized bauxite project, so the numbers are big
What do you mean?
I plan on converging and using them in the last arrays (the ones that are NOT in fives)
oh
ok, well then using a manifold with valves should work
just set the last one to 30 and it should be fine
just make sure the sum of the limits matches the input
Right! I forgot I could use the last junction too xD
For some reason I stubbornely kept trying to split it at the source (where the pipe comes into the building) and had issues with space because of that ahahah

Also: making a system this big without calculators finally required me to get myself some paper to sketch on xD
But it's fun :3
ez pz
Exactly what I'm doing now, exept the 30 valve is on the left ahah
Will have to fix that. I don't like having a "return pipe" just for that, but it's better the making contraptions that are hard to read and walk by due to little space :\
if they all add up, you can merge all the 30 into a pipe
which runs parallel to the rest
which is probably what you are doing, i guess
Oh yeah, there's plenty to merge up.
It's more then 16 pipes, so the OF should provide for more then one array of 5
Though there IS a 0.4 or something OF in the end that I'll have to store... :
That sucks
Even if they were more, I would still merge only up to the point of having a full 450 pipe before separating the rest
I find it more convenient. Also I think it's best to avoid having 600 in a pipe if possible ๐ค
Just in case ๐
mk 2 pipes are funky anyway
none of my flow stabilization circuits calm the flow inside them down
Hopefully that'd be fixed.
Our future SatisCPU will be even slower if we can't use mk2 in it :\
ill see if i can build an RS Flipflip with the NAND gates. If you wanna find out what that is, its basically just a switch that saves its current state. Google will give you more info in that
I did get some info on those at school... But I can't say I still remember that ๐
Youโre doing max bauxite? Where are you setting it up at?
Luckily very close to both the HUB and the Baux deposits. Do you recognize the area?
Are you also maximizing it?
I want to start on it yea. I just got done maximizing the oil coast for rubber
Figured maybe Iโll just start on a massive turbo motor build
I know everyone wants to use all the bauxite on the map to make turbo motors, but I try to remind people we will 99% likely need bauxite for other things after this.
98% for turbomotors (still) and 2% for alclads, should be enough
No, I mean, for more things that are not in the game yet.
I fully expect to need more bauxite when update 4 comes out.
those can wait until they actually in the game, map may be modified for such additions too.
the nodes don't get changed that frequently.
I mean, it's everyone else's games you can do whatever you want.
you can have mk.6 by then. So the difference between 1200 and 780 should be enough for the new things
you must be a bus person
Given how few things (although important) that aluminium is used for, itโs a fair guess itโll be used a ton later on
building with a main bus in this game is not very optimal
it was doable before the sink, if silly since belts are so slow
I dont recall massive node additions in the past tbh
@sand garnet update 3 added a bunch of stuff around the dune desert. update 1 added bauxite
(and moved the existing bauxite)
did it add stuff or move it around?
3? well there's a ton more land mass now, so I would think added
but I don't remember tbh
2 just moved a bunch of stuff
there's def more coal in the dune desert than there was in the similar area in u2
(almost certainly because it was designated a starter area and they wanted you to make coal generators there)
Didn't 3.6 change some nodes too? Just purity but still
did purities change?
I don't remember that.
if anything got downgraded I should probably make sure nothing broke
Some people reported mismatch between online maps' purity and what was in game after 3.6 came out. Not sure if that was verified as a change or as a tooling error.
well, if you're using some of the old old map sites they're def all wrong ๐
I don't even remember which one (s). I don't often use them myself.
I def do these days, its' hard to remember what nodes are or aren't tapped
The area I highlighted on the map actually fit my turbomotors production too (a few short of the max to still have some allu sheets left)
So if you'd like to build there you have my word that you'd have a good scenary and enough space to fit it all. Also water and coal close-by ^^
turbomotor basically uses everything, so place it towards the center of the map can be highly beneficial.
Is that area in the red forest? Iโll have to check it out when I get on next time. I was planning to do the alum somewhere up there
It's just outside of it, sort of a flat plateau with a few lakes
I know exactly where that area is actually now that Iโm looking at the map again. I had a coal plant up there on an old save.
so i just managed to unlock coal power before i ran out of biofuel, so far ive only found 1 pure coal where i am, im close to water in the forest to cliff area, if i were to make coal gens from that single pure coal node, how many coal gens would i need?
Coal generators use 15 coal per minute, the wiki has all the fuel burn rates
b..my brain capacity is too small to understand
i just want infinite power before my brain melts into goo
Divide the rate at which the miner is making coal by 15, the amount of coal generators use at 100%
@frosty owl NAND works, but it has a 30 second reaction time xd
god this is painful
you're insane
this is a single NAND gate. now imagine 4 or so for complex gates and stuff
wait, are you trying to programm with the fluids?
Building A Better Ingame Calculator With Fluidsโข๏ธ
McGalleon: I expect a fluid-based calculator which respects order of operations by this weekend. Chop chop.
just stand by a full pipe and press N on your keyboard
he said one that respects order of operations
NAND Fluid Memory
this thing has a reaction speed of 10 to 30 seconds
the memory part is the reoccurring nightmares of setting up the NAND Fluid gate
i would probably need to try build a NAND-based RS Flipflop
and that needs at least 2 NANDs

I have a pipeline im trying to figure out the actual flow rate for.
the pipe claims its flow rate is 30, while the valve on the same line claims the flow rate is 60
which number is it?
dont trust valves. pipes are more reliable
if you trust neither: disconnect your pipe from its destination and connect it to a fluid buffer with a pump. then check the pipe before the pump
value fluctuates slightly, but claims 30
looking at the pipe segment before the pump
this value is half what i expected ๐
like this
yah.
by "the valve claims".... do you mean the limit? or the actual flow
actual flow
yes, though that shouldn't make a difference?
i cant help with that. It might be a mod issue
I can only truly solve vanilla pipe issues
the mod is the thing im trying to test, my question is entirely which number from vanilla should be trusted
because the various flow measuring devices from vanilla all give different numbbers
usually, the value before a pump should be reliable. you can also check the net flow on the buffer
you can try setting up a flow rate interpolator before the buffer. Dont let the name scare you, it just reduces the jumpyness, ill send a picture of it shortly
leave one of these 2 buffers away if its too slow for you
where would i measure from?
output
the output pipe of this should be very calm
it takes a while to get up to the final flow rate
output reading 60
huh
input reading 30
then i think this is an issue with the mod fluids
im suspecting the mod isn't outputting a constant flow, but every other factory tick...
i ran some vanilla fuel through this interpolator with a valve set at 30/minute and im seeing 30/minute out the other end.
i also suspect its the mod. You are better off heading to the modding discord
yep.
Good luck
thanks for the help.
you're welcome
most vanilla power will only produce what is required, its normal to see graphs like that where production matches consumption, where both are lower than capacity.
yeah thats definitely a modded issue lol
the flow irregularities is why RP stuff is postponed @unkempt glacier
fun times.
Methinks i know why too, but we can take that to the mod's discord ๐
This can be a lot, but i think the valves are to blame too. Ive been having issues with them at certain points
ok so I did 3 water extractors -> 8 coal generators, but the math seems off to me.
If three water extractors pump 120 meters cubed per minute, that totals to 360; and the coal generators divide evenly. Nice.
However, i can clearly see that the pipelines only accept 300 meters cubed of water. So when I merge my pipelines, all 360 water ends up flowing into the same pipeline and should be capped at 300 water, right? And thus, it wouldn't divide evenly into the coal generators.
But I currently have it set up and working, so what am I missing?
if you do it in one pipeline 1 extractor goes on one end of the pipe and 2 on the other end, or you just split one extractor into two different pipes which are attached to the other extractors
also power generators use resources proportionally to how much power you're using, so you're not needing all 360m^3/min yet
oh so since I'm not using enough power, the 300m^3/min when the pipes merge is good enough to support; but once I start using too much power, then there won't be enough water to go through? This actually explains my situation pretty well. I was watching the power consumption and knew I was getting close to my 600 power limit. So I built one or two more machines, checked if I was getting close, and once I got around 540ish, then my capacity dropped. I now understand that its because a coal generator wasn't getting enough water through the 300m^3/min pipeline, despite my 3 extractors.
Thanks, that helped me understand more about the pipelines.
That's exactly it
Do you get why putting the extractors on opposite sides of the pipeline helps?
I think it's because water takes time to get there? I'm not sure.
It's because water can come in from both sides since pipes are bidirectional, so the two flows can meet in the middle and by the time they do some generators have already used up some of the water so for any one section of pipe the flow is never greater than 300
G G G G G G G G
| | | | | | | |
240->>>195>>>150>>>105>>>60>>>15>>45<<30<<<75<<<-120
Ah, by weaving them through the generators before they reach each other, some water will be consumed before hitting the 300 cap. I see. The help is much appreciated, thank you!
No problem, happy to help!
2 common coal gen setups showing just the piping. Belts not included.
Belts can be on the ground, under the pipes if you raise them. Its quite systematic. Also, 1 pure coal or 2 normal is enough to feed 8 generators. (Miner mk-1, mk-2 is not needed if you have plans to go to another source of power, and the 600 power you get from this is enough for a long time.) Also another tip, for each side (on first one) you can use Mk 1 belts for supply. Helps if you wanna save up your heavy metal plates.
Also, if you use the pure coal with miner mk-1 you can split the conveyor right after its mined, so you dont need to use the heavy metal plates for a mk-2. You just stack the 2 mk-1 belts on top of eachother on the way to the generators.
"heavy metal plates" ๐ธ
What do you expect? Im sitting in class
Is the turbomotor the most complicated recipe? According to Greenys calculator its not too scary
Turning on alts will spawn in a raw resource called water that connects to almost everything
But i think i can manage without it
well adding water to everything is highly beneficial for you
In terms of resource efficiency, cant argue
cant believe i actually found a proper analogy for this mess i built..... They are MOSFETs! they actually behave like transistors. And they need a drain for the gate in order to reset.
Jumbo has joined the chat.
God has left the chat
@oblique hollow what i understand is, headlift can be transmitted as 1 / 0 signal without something physically actually being transmitted?!? Am i right?
in this case, with Valves, yes
Though you still need a flow at the input (source)
in order to actually transmit something
Maybe you can use short statement in your chart to state which infomation is being manipulated, and by what means. Else these redstones can be overwhelming for dum people (like me ๐ )
Also, rotating both left and right figures so that they can be easily compared side-by-side
Fluid NAND and real CMOS NAND comparison. Good luck xd
The bottom diagram don't have their inputs labelled 
yes yes
one moment
better?
If A and B are supplied, NOT(Y) is active, in any other case, the current / liquid flows through Y
and P is responsible for resetting the Gates
Breaking this down so anyone can digest it is gonna be hard. But this was just a "proof" that it actually behaves like the real thing
I think adding informations about the various flows would be good. In particular I'm a bit confused by the amounts the different Ps discharge as I don't know the volume of the inputs
With alts you can make about 3 times more with the same baux, right?
It's been a while since I made the comparison...
Over 6x the amount with just vanilla recipes: 25.78ppm vs 156ppm
without alts turbo motors actually get bottlenecked by oil
and have over 4000 heavy oil residue waste
many people just use the online tools available to us
check the pinned messages in this channel
Personally I also wouldn't download files from a public discord like this one, so sharing excel files is probably not the best way to share your work.
wait... are you guys saying you can use the pipe system as a logic gate system?
it's technically possible, but pretty much useless anyway
right... cause everything pretty much works autonomously anyways
technically possible. if you use packagers, you could probably affect something
the exact effects of this are yet to be determined
This area is to big brain for me
the moment someone figures out how to implement a turing machine in satisfactory, next thing you know someone will build an implementation of satisfactory inside of satisfactory ๐คฏ
(the amount of data required to describe the game is actually probably too large to fit inside of constructibles within the game but i can dream)
I don't think anyone's made a JVM inside Minecraft yet (using redstone)...
I can only image the lag on that one
what is JVM... I did see a guy that built a "working" computer... you could click on like one thing with a "mouse" also some guys have made digital clocks and full blown calculators... I don't know what a JVM is... I'm sure if you are familiar with minecraft what nots you've seen the old video about the bat cave... that thing was packed full of stuff
have you seen the episode of Because Science on youtube where they turn Magic the Gathering into a turing machine?
JVM = Java Virtual Machine, what Minecraft (the Java version of it at least) runs in
If I wanted to process all the ore in a biome in pure ingots with water does it make more sense to load water into trains and take it to a central area where the ore is belted, or load all the ore into trains and take it to where a large water source is? Or just use smelters?
Push all the ore out to the ocean. Easier to send goods out to the water than to bottle or pipe or train water to a location.
2 rich caterium nodes take 66 refineries, for example. (Well, 65, but it'd be two rows of 32.5 and well, might as well just make them even at that point.)
no but i have seen a video where someone implemented Conway's Game of Life inside of Conway's Game of Life (basically you zoomed out far enough and you could see the board with giant macroblocks of cells turning on/off following the same rules as the base game)
Nifty
Is there an optimal place to do that?
Hello just a quick question, Is there a way to get to end game factorys fast?
Speed run it
if i have 10 coal generators and 4 water extractors, that's 480 production and 450 consumption.
Is there a benefit to creating an 11th coal generator and underclocking it so that it only consumes 30 water? This would evenly divide my 480 water production but I have no idea how relevant it is to underclocking power generators...
Or have 8 generators with 3 extractors, unless you are desparate for that extra 150MW
Desperate? Nah; Have the resources? Yup.
How though
Nodes spit out perfect amounts that are multiple of 15 and 4
Or you mixed them with steel
I mean, I have produced the contents needed to build the buildings, and there are four coal nodes next to me and an enormous body of water, so I kinda feel pretty safe on making a bunch of generators. I just don't know if that 11th at 75% is even worth it
If you are uncomfortable with a hypothetical supply excess then yes
But keep in mind that the generators will always eat less than max consumption if you are not utilizing the full capacity, so you still cant avoid water extractors stopping constantly
Yw
anyone know a setup for coal power? itยดs my first time using it
@last moon #math-and-meta message
#old-questions-and-help message any of these setups will work
ty :3
I have a mk3 miner on a pure copper node, how many refineries can I place to feed that one node for copper ingots?
question about fluid mechanics:
I have pumps set up that pump exactly 600 L/s through a pipe (mk2 pipe). They lead to refineries which alltogether need 600 L/s to be 100%efficient.
However, now my refineries do not produce what they should produce, where they to get the amount of water calculated.
The water supply is setup as a manifold.
What goes wrong? where do i lose water/waterpressure?
can we get an image? @wise hamlet There can be many things happening inbetween the production and consumption line
oof, there is quite a bit of distance in between.
throughput is steady throughout the whole line at 600 L/s
or is it L/m?
it's 600 anyway
we mostly use the mยณ/min
and those dont convert to L/min or L/s easily
(in fact, 1 mยณ/min is 1000 L/min, so we use mยณ as that involves smaller numbers and is used ingame)
I had a manifold/grid setup for pure caterium ingots that consumed 600m3/min as well, and I had 3 refineries going dry. That was BEFORE the 3.5 update though so I was using two mk1 pipes that had to be connected somewhere because 300m3/min is enough for 7.5 refineries (and I had 15). What I'd suggest would be to add something like 30m3/min at the other end of your main pipe
Oh yea, your Refineries at the end will starve until all the machines before them have filled their internal storage with water
I'm starting to see more reports of starved machines at the end of manifolds that are full when the manifold needs the full pipe's worth
I think @hot ginkgo was the first one to mention it
I'm going to try and get a video of it. I first saw it during the devs vacation.
I havnt read above. But consuming and supplying 300 fluid into a manifold causes the end of the manifold to starve.
I wonder if it's some weird combination of low fps, floating point errors, and fluctuations leading to the average flowrate being just a bit too low
At that time I was experiencing a lot of thermal throttling. I've since fixed it. So well see if it still happens.
Now at 60 fps solid with all medium.
tbh i blame the Mk. 2s. They are still heavily fluctuating
My specific occurrence happend before mk2s.
the mk2s have probably made it worse though
I tried again after 3.5. Still happened with mk1s and supplying 300. Replacing all with a mk2 fixed it.
oh I think I know what's happening, because of the hard limit it can't average out correctly
say for 3 ticks there's a tick with 300, one with 206, and one with 394
And that is shown with mk2 pipes. When supplying 300 oil with a single extractor. I saw huge fluctuations. Far above 300. And far below.
that'd average out to 300, but because of the limit it'd be 300, 206, 300 which would average out to about 269 isntead
I feel like I recall seeing the lower fluctuations with mk1s only being around 290. And very rarely.
Placing a buffer inline only shows an input of 301.
so I guess for now the solution to starved machines on a system that should be working is to double end it if there's a problem
so the liquids can freely fluctuate and average out to the right flowrate
That helped my end machine starving. The middle of the manifold struggled a little under full load. But fluid levels remained constant, but low, for the few minutes I watched it.
do I understand correctly that manifold is when delivery is always divided by two, or, evenly down the line?
A single feed thats split right infront of each machine.
Anything in real world factories use it on water systems.
Or any liquid really.
you can have single-sided or double-sided manifolds both for splitting and merging
@hexed forum like this.
Yeah, feeding from both sides didn't actually solve it for me; just sort of moved around which machines were having the issue
So I guess the question is what that means for a mk2-fed system that's getting max'd out...
Sounds like its time for a QA post.
'cause you wouldn't be able to have those periods of over-flow, like you would when using a mk2 to supply 300/min
I like having overflow options for production but not energy
We're talking supply issues and probably underlying math errors when maxing out supply and consumption of pipes.
300mยณ/m of supply, and the same consumption in a manifold for some reasons starves the end machines.
With mk1s.
I'm assuming the same problem with mk2s.
do you have a supply buffer to make sure the belt is feeding propperly?
Shouldn't need it. A buffer is basically a large pipe. Wont change anything.
No, it just prevents interuptions
So I suppose in the interim, if I want to max out these things, it's just running mk2s for 300/min of fluid (so: double the amount of pipes coming in)
I wonder if this is a newer problem? Maybe since the mk2 introduction or something?
I had it before 3.5.
'cause it feels like otherwise all those 300/min oil loops that folks've been making for ages would've had a real hard time operating at 100%
Unless they were doing something other than manifolds for the liquid, anyway
Thats the part I dont get. Everything else was perfect. No hills, 300 supply, 300 demand. Straight shot. Why has no one else seen this issue until what feels like the last couple days?
Yeah
Pretty much why I'd been assuming I was just doing something stupid, even though I couldn't see it. :)
I'll play with it tonight. Try and get a good video.
Give me a good chance to test some undervolting.
Anyway, I'm off. Back to making dinner.
Thx for checking that out, btw! I was happy enough to just soldier on with it myself
(though I admit it's been enough to have me take a bit of a break from factory-building for a bit. :)
Coal Generators consume fuel depending on how much power i'm using, but can they take more than 15 coal per minute? Or is that their limit?
Cuz thats what I've been doing my math around but have never been sure.
15 is the limit unless you over clock.
cool cool
You wanna know what would help even more? ๐
Also, I personally never had this issue even before valves. I didn't use to completely "balance" fluids, but feeding a 9 line through 4 junctions never had my machines failing once those pipes fill up properly
I did another test set up last night. Seems to have worked. Even after letting it run for 30 minutes. I'm not sure what I fucked up before.
I'm running a pure oil -> 8 refineries who give me 120 residue. I'm running all 120 into Petrolium Coke... How many coal factories can 360 Coke / Min power?
or another way to ask is how many units of coke is consumed via Coal generators per minute?
A single coal gen uses 25 coke/minute.
25 per min... wait thats like 14 coal generators
wait thats way more than I thought we were gonna get
@exotic ledge
I guess I just underestimated them so much that I forgot 360 Coke is still a lot of coke
@exotic ledge, Try wait fuel generators.
o-o? Still working on it XD
Question - Outsider of miners, are powerplants the best thing to use crystals on?
'cos it seems that whilst assemblers and such increase power use, all power plants do is increase their speed by 50%
and consumption
@rain spruce nah. Just built more. 250% overclock only gives a 200% incrase in power.
Ah.
Essentially wasting a shard.
And meaning that you're using 250% fuel for 200% power
Nope. Resurxes always make the same power no matter what.
Then why are you only getting a 200% increase in power?
Because that's how the math works.
Wait, so you mean it's using 200% resources, producing 200% power, but using 3 crystals?
Thats what it would boil down too.
Fair enough.
There's always a lose somewhere with overclocking.
Also, kinda finding that turbofuel is just... You need to fill SO much space with fuel generators.
I still try and make my factories look kinda good but I can't possibly imagine a way to make 150 fuel generators look good.
Considering the best aesthetic solution might be to just turn a chunk of the desert road into a driveable chemical plant zone kind of vibe
Loads of smokestacks, but with lots of pipe spaghetti, industrial tanks, etc.
I built mine off in the north shore. Lots of space.
Yeah, I just hate doing giant square platforms.
Hard to do any stacking because of how tall they are. Mk2 pumps make it a little easier.
I enclosed the turbofuel production in a building with cut outs on the roof for the refinery stacks, and a multi level roof thing. Then opted to leave the fuel gens in the open.
Yeah, the big problem is the height.
Yeah, I just couldn't build that.
I dont have enough time for pretty. Just close it up and get it built.
Yeah. I think I'd lose interest in the game if I started building like that, is the thing. Would just feel like I was grinding out another identical cube.
I think I'll just turn the whole desert road into the chemical plant zone.
Keep the road there. Put some hecking loopdeyloops in.
I can see that point. I find more joy in the mechanical set ups and all the logistics.
this game was indeed made to be played how you want so go nuts
Less about the buildings.
I mean, my biggest factory has a factory cart skateboard park on top of it XD
oh yeah, totally not saying you're wrong to play like that, just figuring out the best way to stick 140 fuel generators in a way that ISN'T a giant deathcube
Not a math conversation tho so
i very much enjoy setting up logistics
I know I have a small fuel factory that looks like a giant v8 engine
Designed it to just look like a big hot rod engine.
What is 4+4?
44
Now you're doing math like a true FICSIT employee
Do you need big steel beam production?
Apparently, encased steel pipe alt is more efficient and I don't think it's used in other intermediates.
if you use a lot of steel beams, then yes
So, probably just enough to top you off between construction projects.
depends what you're talking about, for my production lines every line produces only items to storage, so I don't need too many steel beams
hard to tell maybe but i have pipes and beams overflow to be encased as well as make stators for motors then overflow again to sink
if some other production lines requires steel beams for something, it makes them onsite
I don't have one central production of all steel beams for everything
I have 2 nearby coal nodes, and use it to process local iron ore into steel. I wanted to dedicate 1 to beams (=> encased beams) and another to pipes (=> stators and heavy frames), but RNG gave me encased pipe alt and apparently a full deposit worth of steel beams would be overkill.
I plan for a given output I want, rather than to use 1 full node
So, i'm currently trying to wrap my head about how to divide the steel processing industry.
Well, nope, forgot that beams are needed for versatile framework. A LOT of beams.
Always need MOAR steel
I'm thinking about switching to fuel gens instead of coal, build a train to that big-ass coal deposit (the one with 4 normal nodes) and smelt everything into steel.
1+1 ?
Or just explore further coal deposits and leave that coal place as absolutely massive power plant above the lake.
@odd ember I believe the answer is 100,000,000
WOAH
yea what about 100,000,000,000,000?
Should be fine till we move off planet ๐
@wind spade
2+2 ?
@wind spade
1/(s-a) ?
9+10?
so how do you guys use the calculator thingys... I am not sure that they allow for like an overall build of the factory do they... just one item output at a time kinda thing
So if I put in a total number of all my input materials... and want 5 different products to come out of the factory... it's not going to split them up between the five right?
@near sorrel which calculator do you talk about?
I have mostly used the satisfactorytools.com calculator
but if any of them do work... I will start using that one
fair enough
well that one allows you to calculate multiple items at the same time (and also have multiple tabs)
As well as allowing for maximize calculations
I totally missed the part where it said to add new items to that particular tab
but I don't know how optimized it actually is... I have some excess resources from me trying to rebuild everything... so I put that in there and it acts like it wants me to create stuff I don't need... and do nothing with it
Fun fact, greeny also made that site. In my opinion. Its hands down the best calculator site we have.
Can you share the plan you have? I'll take a look and see what you're looking at.
Yeah I don't know how I missed it... but the option to add stuff to the factory just completely hid itself from me
I think that's how that should work
but I have two industrial storage containers full of cable and copper sheet... figured to make sure everything would run together I would need everything running as I built it
the multiple maximize equalizes their ppm, you can use the slider to change how much they make proportionally
I see what you did.
You put an input of cable and copper sheets. But you're not using all of it. So the excess comes out as a final product.
oh...
yeah just choosing maximize for everything is not very useful
Well when I said two... I meant two each on the industrial cable
try doing one at at time and switching them to items/min after
what do you mean
I personally tend to make plans based off common inputs and do smaller factories. Decide on outputs and gather whatever inputs are needed.
Instead if limiting my self to whatever is nearby. If I need more I get more.
I am just trying to make the most efficient one I can with what I have available... I got 3 normal iron nodes next to each other at my main location, 2 normal copper nodes, and a limestone node... by my coal nodes of which there are 4 about... 800 meters away from my main base I think... that part doesn't matter too much because I have built a conveyor from there to my main base... most of which is still standing after the optimization
and by the coal nodes I have 1 pure iron node
then I have 1 regular and 2 impure oil nodes next to each other about 500 meters from my coal nodes... I am on tier 6 I need the stuff to get to tier 7 and 8
and to finish up the train milestone
of which I mostly need the computer and the H Mod Frames
honestly a calculator can't plan your factory for you, it can just do the math
you need to decide how much of each of those to go to the separate end products
but for 7 and 8 it's versatile framework... modular engines and adaptive control unnit
or how much ppm you need for each end product, and if you don't have enough raw resources go get more
so if I want 5 computers a minute... I plug that in and then plan around it? that makes sense I guess
exactly
i know where one other pure iron node is... it's not too close and it's on a cliff... but I can probably make it work
or the other way, if you have 600 iron you want to use, decide how much you want to allocate to each product and plan from there
And while you're making those computers, also consider making circuit boards and other things involved for storage.
well that is what I am trying to figure out... what is the best way to get the most out of what I already have
for the things I need
But setting a goal seems more strategic
I only consider what I want to make. And gather whatever I need.
I am not used to a game that does so much stuff automated like this... I have played tons of ark and minecraft... ark is pretty much not automated at all and minecraft can be... but it's a pain and a half to figure out how to make it work even a little
so when it comes to something that just spits products out... it's like... well I need this so I need to build these and I need this so I need to build these here and there and then I am out of resources
automate all the things
https://www.satisfactorytools.com/production?share=r913NvFPHuxl2YML7zR8
This for example is my steel factory. Common items with common inputs. I have a separate iron factory that is complete self contained.
and then automate the automation when they get signal logic XD
and I wind up with a mess of spaghett with very little meat ball
you should have mk2 miners and mk2 pipes right?
oh your resources are way too low in the calculator, you have more available from what you listed than you've put into the calculator
overclocked miners
I don't remember if I do off the top of my head
I have mk 2 miners, mk 4 belts
about 1 thousandth of the amount of power shards that klepdar has
if not less
He aslo has 80 doggos.
lol
yeah I don't even know where mine went... i had like 3
they are around somewhere I hope
Gotta keep them in cages.
Ohh yeah. They probably fell off a cliff and died somewhere.
oh... didn't know that was an option
lol... guess they will be working on that for future updates
do you guys have a safe way to farm doggos?
Since they are giving me more radioactive stuff than usual.
Most extreme pet handlers have an emergency storage container in the pet enclosure, so they can quickly toss stuff into it, then have it belt out the back end of the storage all the way out into the endless void into another storage container.
Ah yes, the corner of the map that will never fill up ever, until it does
You just build enough containers so that it won't fill up in a reasonable amount of time
@fierce ruin 1 or 2 nuclear waste isn't that bad tbh. Just make a container out of your base to store it in. You can either belt it there or take it by truck.
where is the best place to put 100,000 nuclear waste?
edge of the map that you don't use for your factory / high in the sky
though 100k waste only radiates ~28 foundations far, so you can put it pretty much anywhere
either top left or top right corner of the map, then elevate them to about 2km high to be safe
well considering that you only need ~200 meters of distance from them, that seems like an overkill
Yeah I don't see any reason to make them not ground level
I mean, heck, my entire nuclear plant even has a pretty well contained region for radiation
I mean, it's a BIG region but it works very well
There's enough void holes in the map ... build a stair down there and put containers just above the dead line. There's even some "breaches" in the rocks, you can put the containers below the walkable ground without glitching yourself under the map.
honestly i dont recommend using the void holes
better to go far away horizontally or UP vertically
instead of going down
there's only 200m below height 0 before reaching the damage barrier, but there is 2km above height 0
so lots more time before radiation starts affecting anything in your regular play area
void hole doesn't seems to be a good idea, you know, they are too small to contain the radiation. (the emission of radiation cannot be shielded by any entity)
240m to be precise.
TBH I don't regret building my waste storage in the northern ocean
it will never reach the shore from there
at least, not without the math changing
"Engineers take damage beyond Z:-244 (underground) and Z:1997 (sky), measured on the foundation the engineer is standing on. It is not measured whether the z-axis border is at a uniform height."
so 244m to be EVEN MORE PRECISE :p
thanks tom ๐
So ... build the foundations to be walked on at Z -244 and from there go 8m (2 foundations) further down, actually not go but build and plop your containers on the surface which is at Z -252 -> et voila
Oh, actually do that away from any walkable ground, like the void in the southmost part of the map.
this is still significantly more work than is required to deal with nuclear waste
even with 472.5 reactors running full time 24/7 it would take me quite a while (6-7 months iirc) to even worry about my containers filling, and that radiation will never reach the shore
@wise grove if you careful enough not to take damage, you can build at -343m (while standing on -244 when building)
Does anyone still have the 3d visualization tool link?
I haven't played with it in months but kinda felt like it
Well, yeah, I think I could achieve that. But I didn't bother to set up a nuclear plant yet ๐ so I still have some time to practice until I need to use this "skill".
@fresh elm https://github.com/ficsit-felix
I believe this is in fact what I was lookin for thanks
let's see what happens when I load my save
okay yeah this is pretty cool
and it works mostly for viewing my save too
i think this isnยดt the best design for iron and subproducts
its neater that what i have done
okay math question 6 copper + 4 water = 15 copper ignots then going another refinery that 3 copper ignots + 3 water = 3 copper sheets what would a good ratio of refineries
1 ingot refinery to 5 sheet refinery?
you got it
if that builds one of each subproduct then just leave it for your stockpile replenishment. then pave over it and start building your real factory. one cool thing about a sub level is middle and late game you can rig it to make things like your beacons and ammo
Hi guys, could you please help me with math? If i need 13.33 supercomputer manufacturers, how to count underclocking for 14 of them?
You can simply divided the total clockspeed by the total number of machines, then round up so you don't underproduce
in this case 13.33/14 ~= 0.952, so 96% for each machine
@bleak coral neat! Thanks a lot!
if you're not load balancing, it's more efficient though to do 13 100% clock speed machines and one 34% machine
because of rounding errors, by rounding up 14 machines from ~95.2% to 96% you get an excess of ~10% vs just the extra 0.7% from rounding from 33.33% to 34%
I think the spread out clock speed still ends up more power efficient, but they'll turn off and on more so the power will be less stable
whatever you want more though, I doubt it's that big of a difference either way
Oh! I see. Cumulative error is higher than one machine error.
yes
Och my gooood!
https://www.satisfactorytools.com/production
WHYYYY Tell me WHYYYYYYYY i found it after i make biggest excel table in my life....
Good job
One has to learn math before using calculator, not the other way round.
that sheet itself looks more like a drawing of a factory than a spreadsheet
I'm trying a modular factory, so I needed to make sure the building footprints were within each cell
Organized, much like the directory we often seen in the ground floor of an office building. Neat.
Attempting to allocate a certain area to something is not a good idea though, most setup will have different footprint
that's the challenge :)
Don't worry, I had written a script to do the math for me for production lines before I found that there were online tools...so at least you aren't alone in "wasted" time ๐
I have a thing for using excel to automate tasks and calculations, but I've yet to come up with something that hasn't been done yet
which kinda just means I should get around to learning an actual programming language so I can do more
I'm building a factory like that at the moment, separate towers for different secions. It's actually not to bad since the footprint is largely defined by the largest machine in the tower. So constructors/smelters are 3 wide and multiples of 1 long, up to manufactures which are 7 wide and multiples of 4 long.
A little bit of planning in advance and it all tesselates together pretty much spot on.
i wonder if it is mathematicly possible to have a full mk5 belt with turbomotors ?
it's not, since there's not enough resources on the map
current maximum is 156/min, capped by bauxite
@obsidian basin
technically it's possible to have 2x however many ISCs you fill up full mk5 belts for about 1 1/2 minutes ๐
alternatively you can just fill a container, and have a belt that goes from the output to it's input and enjoy the carousel
infinite full turbomotor belt haha
is this really the max for the entire map?
Yes
dont get me wrong 156/m turbo motors does sound crazy
yeah, there is not that much bauxite in comparison to other stuff
once that you use it all, there is no way to expand your turbo motor production
well in the real world we dont use copper heatsinks because of cost but this is satisfactory maybe i should ask for copper heatsink alternative
Copper heat sink is the alternative. :P
(though yes, copper does go into the Alclad sheets)
if you really want to drain the map: https://www.satisfactorytools.com/production?share=TlIogYWLDdU1fRQkHqeA
@proven sphinx the max HMF I mentioned in #off-topic-tech
70k iron ore per min
that's all of it, all the iron ore
that sounds like a logistical nightmare big enough to kill my pc way before i finish it
I'm pretty the only things it doesn't max are sulfur (and just barely), quartz, bauxite, and uranium
I would delete satisfactory, leave the server, and drink to forget it not even 1/10th of the way through that project
oh and I guess it leaves caterium pretty well alone, it's still like 1/3rd of it
BTW, is it worth producing space elevator parts after unlocks for points?
Still tho ..1 belt is what ? 780? Thats about 90 belts just with iron ..
I feel sadness knowing that after i build the infrastructure for them and churn out the needed amount I'll just scrap everything.
maybe, here's the list by points: https://satisfactory.gamepedia.com/AWESOME_Sink#Points_generated_per_item
the first ones are probably not worth leaving up forever, but they make a lot of points relative to other stuff at the time
it's worth the points, yeah, but in all honesty, there is always somewhere more useful to throw the resources than a sink
So, just to get enough resources in to the facotry , you need a total of 180 mk5 belts.. even before you start making anything
@late swan I've kept those lines in place just 'cause I figure maybe Tier 8+ will end up using them
@bleak coral exept nuclearwaste
Or that they might end up being needed for other Tier unlocks or something
there's also some mods that use them, if you want to check those out
I wouldn't if it's your first playthrough though
Yeah, I bet tier 8 would include component that uses previous ones as ingredients, according to established pattern. But I don't think T9 would come in the near future.
Im just hoping mk6 belts and next rier drills is around the corner, so we can go from ... "nah my pc can't handle a factory this big , to"oh sh** my house is on fire "
i don't think mk6 will come until tier 9 rolls around, considering that mk5 are unlocked at tier 7
so we will have to wait a good while
The only thing I know for a fact is that mk6 belts is gonna get released on tuesday
Im not saying wich Tuesday or wich decade... but I know it will be a tuesday
we don't know even that
what if it doesn't get released on a tuesday?
Isnt that what they kept on saying for the last big update?
All we know is that we will release it this tuesday or the next.. or the one after.... im pretty sure thats what i remember from one of their streams ๐
i don't think that tier 9 will be released along side tier 10 and 1.0
so it wouldn't be the last big update
Isnt the max speed of conveyors internally like 2k/min? Should we expect to actually be able to use those sort of numbers eventually?
@sinful vale i ment the big update that we got now .... the most recent one with pipes
i wasn't around before update 3, so i can't confirm or deny those claims
it's a pretty confident guess that there'll be at least a mk6 belt to be able to max out pure nodes with mk3 miners, but beyond that who knows
there's some technical issues belts run into the faster they go, which are made worse by lower FPS
i doubt that there will be anything besides mk6 belts, unless they for some reason decide to add mk4 miners and mk7 belts on tier 10
unless they improve overclocking in some way to reduce the number of machines even further and maybe with more power efficiency, I don't see the point
we can already push the game to its limit with just mk3 miners
or truthfully beyond its limit
@edgy vault it is 1.2k/min, i forgot the source
so yeah, we will stop at mk6 belts and mk3 miners
I was thinking the internal limit was 2k also. The unreleased mk6 on the wiki has the limit of 1200.
But it is pretty pointless to go beyond 1200.
lol add mk6 and an extra node for uranium and make it pure
truthfully though I feel sulfur is in a bit of a weird spot, it'd be nice to have a bit more of it and tweak some of the compacted coal stuff to be more efficient
I'd like to be able to say compacted coal for power plants and steel is good, but there's just not enough sulfur and the burn time / resource use isn't good enough for that to be true
@bleak coral i am sure uranium is not the bottleneck, it is the sulfur
Math puts 1800 uranium at a 3105 Sulfur usage, once you have made 94.5 Fuel Rods
i create a turo fuel plant from a single oil node (600mยณ) 2 sulfur nodes 2 coal nodes it isnt much but the refinery and the 296,296 (i use 300) engines are the struggle
@cedar mica oops, i see
Even if they donโt add Mk. 6 belts, It would be nice to just have a second output on the Mk. 3 Miner so you could get that full 1200
I think it will be very likely that mk. 6 belts happen, and if so the final throuput for them will be enough to take a mk 3 miner at 250% overclock. Its what they did with pipes (If i remember that right)
mk6 belts will only happen if they figure out how to prevent throughput issues like the ones that currently occur at very low FPS
I'm not sure why everybody wants mk6 belts when pretty much nobody yet maxed out the map
speeeeeeed
to not have to have 2 nodes instead of 1, not because the nodes don't produce enough, but rather because there is no belt fast enough, i hate to think about that, at least i don't have to worry about it with oil anymore
what's the difference, if you have enough nodes anyway
at least it pushes you towards more separate factories, which is always a good thing
the same logic could apply to 'why add anything beyond mk3/ 4' though
Because of the "Only Use One Node Per Resource" challenge.
the main reason would be 'because people dont want to use the whole map in pretty much 90% of cases lol
ok so if I say "no iron challenge", I need to shout at devs all the time that they need to add a way to craft everything out of copper?
A challenge needs to be able to be beaten, you know. ๐
One Node Per Source can be beaten.
but still it's not the intended way of playing the game, so the game doesn't need to be adjusted to such a way
LOL It's not the reason why people want fast belts.
"because I play the game differently than you intended, I want you to make change X" is just not a valid argument
I never ever said that.
You said "Why" and I answered with one reason why. It's a reason why I want fast belts. But I never said they HAD to change anything for it.
I think mk 6 belts would be a neat addition, but I understand it can be a little impractical in Satisfactory's current build.
for me, the reason would be that mk3 miners cant be fully utilized and it just seems like flawed design
its why mk2 pipes made sense as well, as they now match the max capacity of pure oil nodes
i get really annoyed at the fact that i have this mk3 pure miner, and i know that it produces enough to feed my factory, but i can use it 'cause the belts aren't fast enough, same deal with mk2 pipes and pure oil nodes
jesus this is driving me crazy. How am I doing exactly 400/min output iif I have 7 machines each outputting 60/min at 100%. This is 6,666667 so it would be 6 machines at 100% and 1 machine at 66,66667% but Im afraid this will mess up the system. Is it even possible to make exactly 400/min output !? So maximum there are 7 machines to play with.
if the input/output of both of those steps is hardcaped (not enough input for more than 400/the output can't take more than 400) so that the output will only work as 400, then it should balance it self out if you put the 7th at 67%
There is even a loopback in the system, so to be honest I cant tell what will happen if I cant make exactly 400
This stupid 2/3 is there in the system in 3 different stages
so I really want to make 400. Not jsut me, but also OCD queen
it shouldn't matter how many steps in a row you have, if at some point, either the input/output caps, then it should be fine, it will only take longer to balance itself
if you have 20 steps, if 18 are at 66.66, as long as the input or final output of them combined caps it, it should be fine
so it should the nearest integer percentage that is ABOVE the desired value right? so If I want 2/3, which is 66,67% then I have to set 67% and not 66%, right?
yes
so. Im making packaged diluted fuel. That needs 30 HoR and 60 packaged water per refinery. My Hor Input is exactly 200, which is enough for 6,666667 refinery. 6 will get 30 and 1 will get 20. If I set that one refinery to 67% then it will need 20,1 but it receives only 20. On the other input 400,2 packaged water is coming, so 6 will get 60 and the stupid refinery gets 40,2. But the stupid refinery will be limited by the 20 HoR which is paired with only 40 water. So it accepts 40 water but it gets 40,2. So packaged water will be backing up. I dont know, I calculated only till this point
Do I have to set that nearest integer percentage above the desired value at 1.) the eater extractor, then at 2.) packaging machines stage1, then at 3.) refineries, then at 4.) packaging machines stage2? So all along the chain ?
Wait, where exactly along the line is that one percent happening
I need 13,3333 water extractor. 26,666667 packager, then 26,666667 refineries, then again 26,666667 packager


