#math-and-meta
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Ok so my message got eaten by Discord it seems
if I dont have an other chice I will kick the system in with that one machine with 67% at each stage, but I still hope, I can outsmart the stupid infinite 0,666666666
67% should be close enough.
Tbh better to overproduce than underproduce
gonna need to deal with any excess though
its better if you underclock them so they all are at 100% efficiency and then deal with any extra
thats for sure BUT the risk is then the system is shutting down
Solid excess can be sinked I guess
I know i say this very easily and often but...... Packag your excess and sink it or pipe it to an external "Excess Management Site"
and accumulate it in buffers for use in other refineries
"put the problem over there" ๐
Exactly
then you can have exactly One machine in On and Off- Mode instead of multiple ones
anyway. If I calculated correctly, escess will be solid and not fluid, so it the easier variation
well, thats good then
Is it something useful? then store it in a container and sink the overflow
Im so scared. It took a LOT of time to build this shit and Im always unlucky with fluids, especially if there is some kind of loopback
are your pipes properly connected this time? xd
Hey, you and I both know how much trouble that issue gave you last time
Simple question:
If I feed a Cable constructor 30 wire per minute, but it wants 60 wire per minute, I am aware I can underclock it to save power.
Is there a difference in product output (in this case, Cable) from a constructor at 100% but only receiving 50%?
Another way to ask the same question: Other than saving power, what else does underclocking do?
It has slightly bigger startup times, and it still consumes the same power it needs at 100%, just more irregularily, thus increasing the risk of outages
Underclocking Saves you those extra few seconds
So numerical output won't change but it'll be more evenly distributed among the belts?
At a slower clock speed your machine of course produces more slowly, which is why you need more then
Right but if it only recieves 50% input then it'll produce 50% at most
So whether I underclock or not, I'm only getting 50% from this constructor
Whenever a machine receives insufficient items, it enters a "Standby Mode", which increases the time until it produces again once it has enough items
You can actually test this stuff ingame you know:
Build 2 Constructors, one at 100%, one at 50%
And then count the output inside 2 seperate containers after like 5 minutes or so
Good point. I usually tend to just ask first incase someone knows the answer already
Do refineries stop outputting fluid in their reservoir when they are in standby?
Nope
Otherwise you wouldnt be able to empty them when their output is full either
Actually, its more an "Idle" mode
since Standby is triggered by the red switch
So my aluminium plant is driving me mad. I have the alumina solution machines in manifolds, the max output form which should be 595m3/min. However, some of the machines keep backing up their reservoir and going into idle. until the flow in the manifold drops enough.
But this means that the amount of fluid reaching the second stage isn't consistent.
I managed to do an alu config which is mathematically correct:
Left red refinery is on 96% and drinks only the loopback water of the uper 2 refineries. right red refinery is on 80%. Everything else is on 100%
i think that you are overthinking this, if you only have enough HOR to trigger 6+2/3 machines, the extra 1/3 of a percent will never kick in unless it magically makes more HOR to trigger it
your line wouldn't be able to make the decimals on the first place
only thing that will happen is that periodically, the 7th machine will turn off due to having that decimal of underfeeding
Im definitely an overthinker type guy, so thats very correct ๐
as I calculated, there will be overfeeding but with solid material which can be sinked, so I will see
I assumed this was because when the refineries went into standby they stopped outputting their reservoirs, then take a few seconds to come back on again.
is the electrode circuit board alt any good?
seems way too much effort for what its worth
Very oil heavy.
there can't be any overfeeding, if the initial HOR input is unable to create more than the right ammount on the first place
I guess it would be ok if i had too much oil. But i dont
I guess it might be nice to set up a circuit board factory on an impure oil node, then just train the circuit boards back. Neat and tidy, but wasteful.
@sinful vale Prolly Im wrong but the overfeeding will be at the packaged water input. To much water is coming for the amount of HOR.
yeah, there will be that decimal of packaged water overflow, but if it has to wait for the HOR residue, it will be meaningless, at most a water packager and a water extractor might occasionally turn off for a few secs, but the line will be ok
i guess you are technically eating a bit more power than the theoretical perfect amount, but it would be the amount needed to make 0,2 packaged water per min, which is basically negligible
yeah Im not afraid of this part of the story, Im rather concerned about the fact, that the canisters for the first water packager stage come from the 2nd water packager stage. So this little problem affects the whole system, and whats scary is that I dont know how ๐
And I just realized, that I also have to inject manually a lot of empty canisters to make this shit even start, which I also have to remove somehow afterwards I guess
i still don't see how this has any draw back, only scenario where this could potentially have any complication is if the water is coming out of an aluminum plant, in which 'case rather than a water extractor occasionally turning off, it would be the aluminum line
Wish I stayed at the simple crude oil-> fuel combo which needed only a few machines ๐
if you are using the packaged water to make diluted fuel, you can just cycle the canisters back once that the fuel gets unpacked
yep, thats what Im planinng to do
once that you throw enough canisters in the system, they will just cycle there till the end of time
yup, ok, so I have to also build an injector storage
i mean, simplicity is cool and all, but i would rather watch my 445 fuel gens dancing
absolutely ๐
once you build it, its cool and all.
The Empty Canister injector storage
how many empty canister do I have to inject?
nvm, I will play with it ๐
Depends on how you have it set up. I start with 200 per packager, then see if any of them are running low on canisters.
hmmm, so that would be 5400. Hmm
1 industrial container is not even enough for that
this is gonna be exciting
Hah, yeah. Have fun!
Actually, you have 27 packagers?
I assume for 600 crude -> 800 Heavy Oil Residue - > 1200 Fuel?
yes, 27. For the moment, Im just doing the 600 oil -> 1600 fuel conversion
jesus christ you just caused a heart attack
I thought I messed up the math and so the building
Sorry man!
no, basically everywhere Im forced to split to 3, so 600+600+400
Then you're good, cos you'll need to have 3 injection points.
I kept this split even on the solid part lanes as well eben though, there could be 780, but it was easier to stick with 600
hmmm
thats a lot of injector canisters then
Well, your 600+600+400 would be 10+10+7 packagers, so 2,000 + 2,000 + 1,400 canisters.
yup. ah so alltogether 3 inject points, with amounts of 2k 2k 1,4k
Yup
I see I see. Im just setting up an offline standalone canister factory quickly
Probably a few more, I have an oil plant split into lanes of 6.5 packagers per lane, and each of those gets 1800 to keep them happy.
Yup. My first factory is called Botstrapville. It's a bit of a mess but in theory I can make anything there by messing around with the conveyors (except super computers and turbo motors). This is the sort of thing it gets used for now.
yeah its soo god when everythiing is automated. I have even supercomps and turbomotors
That's my current build. Once factory that makes a little bit of absolutely everything. I'm still plumbing the resources into it for the turbo motors though.
if that's for diluted packaged fuel, I recommend doing 1:1:1 setups, you can then put just a few canisters in each packager because it's closed loop with 1 building only
too late ๐
in general, i work with 250 per packager when dealing with diluted fuel
Also, the number of canisters needed depends on the number of packagers AND the length of the belts connecting them (e.g.: shorter belts means less canisters to inject)
in general, i tend to consider that maybe 50ish canister will be on conveyors at all times, so having around 60-70 on each step seems enough to prevent anything to go wrong
how would the production plan for the max turbo engine look like when power also needs to be factored inn ?
the max production is ez
it's arguably faster to build 1:1:1
Agreed, cause 100 canisters per 1 : 1 : 1 set should suffice, vs the like 400+ you need per set on a manifold setup to make sure each manifold is full and working
it is, and I do. But it's much slower to break it all down and then rebuild it all again in 1:1:1. ๐
I guess that's true
OMFG I messed up my stupid diluted system
nope, no no no no, its fine. heart attack
panic atacks aren't rare when working with lines of more then 3 steps
I have to say, its mesmerizing
how the lots of stuff are going all over the place
So at the manifold I used smart splitters with overflow, so each machine gets stuff only if the previous one is full. I donno why I did it this way, I have never done this before, I just used normal splitters. Is there any downside of usnig smart splitters for this purpose?
don't think the difference would be any relevant time
Takes a lot longer for the factory to produce at full speed
And extra cost of smart splitters and setup time
@abstract copper he's talking about manifold with smart splitters vs manifold without smart splitters
Right where machines farther down the line only get overflow right? Instead of getting 50%?
So with smart splitters, machine input buffer is like 100-100-100-100-29, etc. With normal spliiters, its something like 100-100-85-40-20-10.. etc. I mean this is just a snapshot example
Or is there a fancy piece of the design I'm missing?
jsut the normal smart-overflow
normal splitter vs smart splitter in manifold has no effect on the time it takes to start working at 100%
Wouldn't it be more like 100 100 29 0 0?
yes. more accurate example
actually I donno, the math between distribution
so it was jsut a wild guiess from me
So the startup time becomes linear instead of a curve
use whichever splitters you want, it won't make any difference
Ho do I know if I injected enough empty canisters? After the recommendations, I went for 250 canister / packager rate
You'll reach 90% faster with simple splitters but you'll reach 100% at the same time either way
I think....
you'll reach 100% with same time and anything in between doesn't matter, because in the end you'll produce the same amount of resources over given time
hmm I think I know, and it seems to be not enough I guess. Initial packagers are starving at the end of the manifold line
It matters if you're setting up turbofuel and you're really close to your current power capacity
in that case you want smart splitters because you want to minimize number of machines running
but you shouldn't ever be in a situation where you need more power than you can produce
always overbuild power ๐
what does the ficmas gift do?
smart vs normal splitter: A little bit easier to monitor the ramping up part. I mean you can see exactly, where you are with stuff by checking that exact machine, where buffer is not yet full
just did some math and figured out depending on the relative parts per minute of the last and 2nd last machines a smart splitter can help, hurt, or do nothing to the warmup time.
For cases where the last machine has less 1/3rd the ppm of the 2nd last machine, the excess ppm going to the last machine after a 50/50 split would be greater than the excess ppm going to the 2nd last machine in an overflow situation. A smart splitter would hurt the warmup time.
For cases where the last machine has more than 1/3rd the ppm of the 2nd last machine the opposite occurs. In this case a smart splitter would help the warmup time.
For cases where the last machine has exactly 1/3rd the ppm of the 2nd last machine the excess ppm is the same in either scenario. A smart splitter wouldn't change the warmup time.
For cases where the the last two machines have equal ppm the warmup time is done when the 3rd last machine is filled, so a smart splitter hurts the warmup time here since it makes the 2nd last machine fill up when it doesn't need to.
I don't think any of the other smart splitters are doing anything to help or hurt the warmup time since the splits don't make the ppm go under what the machine needs, like can happen with the last split.
And also both machines at the earlier splits need to be filled up, as opposed to only 1 or neither of the last two machines.
I think having smart splitters will slow the windup time, wont it?
Big word, me no like, show graph plz
@sand garnet for normal cases - no, it doesn't do anything about windup time
just the last splitter (that splits to last two machines) should be normal always, otherwise you hurt the windup time a bit
(assuming closed manifold)
it can, but it can also help, depends on the relative ppm of the last two machines
@wind spade wouldnt it cause less machines to run early on?
because instead of dividing stuff and giving later machines also a small piece of the input, the internal buffers of the first machine etc will fill up entirely before shoving items to the next one
so I'd assume the output of those machines takes longer to start
Time for a project.
simple logic - manifold of X machines needs to fill X-2 machines with items. Since input is constant, the items can't dissapear anywhere
lets assume a machine needs only 3 items to produce something
if it doesnt get even 3 items ( because internal buffers fill up first ) it wont produce anything
you have constant amount of items that are "lost" in the buffers, but all other items get processed to final products
if the amount of filled machines is the same for smart and normal, then the time isn't changed by changing splitters
if the last two are the same clockspeed though, then smart splitters hurt the time by adding another machine that needs to be filled
my brain hurts trying to comprehend lol
and if one of the last machines needs to be filled because they're different clockspeeds, depending on the relative clockspeed a smart splitter could help or hurt the warmup time
lets take an example, say the last two machines need a total of 40ppm
if it's split where one needs 31ppm and the other needs 9ppm a smart splitter would make the 31ppm machine fill up at a rate of 9ppm from all 40ppm, as opposed to a normal splitter which would split it to be 20ppm to each machine so the last one would fill up at a rate of 11ppm
if the split is 30ppm and 10ppm, both scenarios fill up one machine at a rate of 10ppm: 40 - 30 vs 20 - 10
if the split is 29ppm and 11ppm the smart splitter wins because it's now: 40 - 29 = 11 vs 20 - 11 = 9
if both need 20ppm then neither machine actually needs to fill up, since a normal splitter would split the 40ppm equally, and the smart splitter would hurt since it makes the first machine fill up needlessly
@oblique hollow no words, just numbers ๐
Yezzzzz very gud
Me like funney square paper with numberz
Iz like art: little words, much meaning
and if it's buzzy-zappy numbers in lots of squares, they make more numbers
Honestly this is all just a fun exercise. I am one of the people that argues warmup time doesn't matter in 99% of cases. So, this information isn't that practical because once the warmup is done it doesn't matter which splitters you used.
i mean, unless you are trying to manifold supercomputers, in which case they take ages to overflow, even thinking about this whole thing would take longer than just placing any splitter and waiting for it to fill
Good ratios for Iron Ore : Coal with no alts? Should I just look for numbers divisible by 45?
Depends on what you produce
And you can always underclock, so it's usually not required to have any kind of specific ratio
everytime i try to join my friend it says connecting host then restarts the game after some time how do i fix it?
That moment when you're like: "ok, I with this I fitted all the machines I needed in this area. Now I just need to add copper and... Oh wait, that's another 200 refineryes... FU....."
Pure copper needs double speed
So.. do mergers or splitters slow down belts? I have a manfold arrangement of 12 mfgs making computers and the total rubber required is exactly 480/min. (40 computers a min) 10 mfgs at 89% and two at 88%. I could be wrong but I'm pretty sure it's 480/min and was fed by 1 mk4 belt and they ran out of rubber?
mk 4 is 480/min. How long have you given it for it to build up?
And are you sure that the 480 is at the maxiimum 480/min, and maybe it's just short of it?
manifolds need a little bit of time to level out, but eventually they should work if you are doing careful belting like this.
Plenty of time. I put a few in the row on standby to fill the end of row. I mean, it could need 480.01 or something silly like that
Definitely could be. Running stuff at 88% andd uneven numbers like that tend to mess with how many are actually being made per minute, and how much is actually requiredd
Upgrading it to a mk5 belt fixed the issue, but kind of left me feeling more confused
That's confusiing me as well lmao
Check your mfgs and see what they are producing per minute, and if there are decimals, your requirement per minute is probably a bit above 480
which is actually why making it a mk 5 belt is fixing it
Satisfactory tools reported it as 480/min too and I just said hey that's one belt. Never one belt again lol
It's never just one belt
I'm a bit confused why you are putting all of them at 89% and then two at 88%. Try and put as many as possible at 100%, and have that final mfg be put at a really low rate. Manifolds work perfectly for this kind of settup
It's probably a hair above, although it didn't take maybe 5 miuntes for those machines to run low. I'm definitely going to keep this in mind for my next factory.
with that 88%, 89%, it'd actually be more effective to use a perfect split, rather than a manifold.
Well, I figured I'd use less power by making it even. It's not a straight manifold, it is, but it's center fed so it's 3 machines per manifold
Idk how to explain it. I cut it in half and halfed it again
Technically, it's not less power. by running one of them at 67% (I'm looking at the online calculator) you'd be using the same power, as well as making it effective for a manifold with the 480 rubber
That 67% mfg will need a tiny bit more than 30 rubber per minute, whiich means that yes, your 480 line needs to be put on a mk5 belt to fill out the manifold
manifolds work for any setup and underclocking all of them is less power without harming anything
also for the belts, the game itself isn't really good at decimal precision, so you'll usually see like 1% off in your production lines
Really? I've always thought it better to try and keep machines at 100%?
I suck at this game. I figured it would work out better, if they were all clocked down, but even so once they fill up, they should have evened out. BUT I can't test that now because they're already hooked up to make supercomputers
and lower FPS make belts transport less items than they should, so that may be an issue as well
They use exponentially less power when downclocked I know that
You're automating super computers. You're doing better than a lot of people
My PC is pretty good, I doubt that's an issue
Yeah, it's done now! Freaking month later and idk how many hours and head scratching.. I have 20 supercomputers a min falling into a sink lol
example: need 450%:
4 constructors at 100% + 1 at 50% -> 17.32 MW
5 constructors at 90% -> 16.90 MW
keeping machines at 100% and underclocking just last one is easier regarding time spent building, but uses slightly more power
But I'm asking because my next project is turbomotors.. and I don't want to repeat some of the issues I have
I've always managed to overdo my power whenever I need moore of it, so power is never too much of an issue for me
I'm going to say have because there's a problem with quickwire, and plastic, that I bandaided by building a small factory to supliment it. 6700 quickwire and 1000 plastic a min ain't no cakewalk
easiest is to never fill belts to max
(except when going from miners)
basically never use a merger to make a max belt
Yeah, moving forward I think I'm going to try to only use belts up to like 75%
Why not?
well more power = more resource consumption to make fuel = less resources available for other projects
I think the safe number would be like 95-96%, but sure
Honestly the map has an abundance of resources unless 157? Turbomotors a min
^
But why should one not use a merger to max a belt?
it can still be difference between using a resource that's near and having to transport it from the other end of the map
This is true
because it's usually the reason behind all these max belt issues
Transporting stuff across the map isnt an issue because i build multiple factories that are closest possible to the resources they require. The transportation comes in by bringing the end products all back to one spot
I mean, to each their own.
sure, but for me the game is about building the most efficient setups, so I'll resort to whatever is best ๐
I'm doing multiplayer and we're trying to avoid trains and other things that can randomly kill a client
im in a singleplayer so skytrains galore for me rn lmao
I'm in multiplayer and trains are barely an issue for us. I'm not the host, so I do have a few bugs here or there, but I haven't died at all and I can still use the trains somewhat. Definitely worth the time and effort even at the cost a few bugs.
That's another issue for my game though, it's become hilarious how the client can just be simply walking, not on a mk5 belt or nothing and and they just die
Yeah. The game ran great until we decided to build a supercomputer factory. Other bugs include connecting belts going opposite directions to each other. Really werid stuff
So in light of all that, no trains for us ): I've learned quite a bit from my first giant factory, hopefully the next one won't kill multiplayer, and I can use some of the things I learned
Trains aren't so killer, but the client still can't set them up or ride them.
Trucks are a bigger cause of client crashes imo
We don't have those either! Lol. Just a hundred km of belts
As client, I was able to ride a train. I could drive it if it wasn't on autopilot and I could hitch a ride if autopilot was on. I didn't try to interact with its autopilot schedule though. The only issue was the train model was stuttering across the tracks.
Ah, didn't realize you could ride it if it was autopilot. You just can't drive it or edit its schedule (you can try but it doesn't save it)
Can anybody recommend a site that has clear visual plans for highly efficient factories?
Support greeny!
Support.greeny.dev (fixed xddd)
it's greeny.dev (and I don't have that website set up yet anyway xD)
lazy dev confirmed
is there a non-lazy dev?
we're not lazy, it's called being efficient
It's one of the best attributes for being a developer
Is it like common knowledge that you can make computers without ever having to use oil? Cause this is like blowing my mind
idk all the recipes in the game, but i'm confident that you can get all the milestones that require computers just by exploring crashes, but i don't think that is what you are referring
You mean the crystal computer alt?
Yes, combined with silicone circuit boards you can make computers without oil. Its not the best alt tho imo. Thst crown goes to caterium computers.
I'm currently bout to staart work on my Electronics Factory (AI Limiters, High-Speed Connectors, Crystal O's, Circuit Boards, Quickwire, and Computers) All in the area that's just a bit north of the Rocky Desert Starter area
I've been able to get a lot of good numbers by just planning stuff out using only the materials that are nearby, which is a bit limited because I only have access to a single pure caterium node, which means 480 line needs to split to all of those resources.
pure caterium ignots with refineries is your friend. there's a pure node in the gold coast area as well, if that's avaiable.
You not gonna try to go all out like I did and shoot for 20 supercomputers a minute right? lol
24 AI p/m, 20 HSC p/m, 10 CO p/m, 30 CB p/m, 11.25 Computers p/m, and then whatever I have left over for quickwire
That is for my own personal use of all those items
My supercomputer will be somewhere else on the map, using the caterium computer recipes for sure for efficiency
I did my sc factory in dunes, one day I'll post screenshots.
damn 10 crystal oscillators a min. without running any numbers, I'm assuming you did, you could probably get by with one pure node and a mk3 miner overclocked
It was a pure node, mk2 overclocked
20 sc/m isn't too bad
Here I'll share all the links
AI Limitier https://www.satisfactorytools.com/production?share=NxpPsRuoBW3hAZGOhiyz
HSC https://www.satisfactorytools.com/production?share=NxpPsRuoBW3hAZGOhiyz
CO https://www.satisfactorytools.com/production?share=CxY4JScMQyeOzjzeYZ2m
CB https://www.satisfactorytools.com/production?share=39BjOsz8uCY9zgtKafyE
Computers is just taking 32.5 CB p/m and 10 CO p/m (tool won't do it for me ๐ข )
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
ah, yeah it's up to you, using refineries and pure caterium alt would let you go a little further, are you trying to avoid the use of oil?
Yes (Rocky desert is just real far from oil)
sort of is.
Im in the area north of it, and Im using all four of thsoe nodes for somethiing else
there's no oil in the biome itself.
Theres no bauxite either. But it isn't far.
Rocky deserts only real issue is the coal nodes for early power aren't super convenient because your mobility is not great yet by then
But even that isn't bad
it looks like a very interesting, computers and hsc without oil.
I haven't built anything in rocky except for hub to have it far away from my large factories, my main base is on the gold cost, and my friends is in northern forest
I started in Grasslands to create my basic medium factory for starting materials. I'm in the process of moving my HUB and central storage unit to the large lake north of the red bamboo forest
it's not as big as you think. i think I built my turbofuel plant there. lol
I'm building it really hiigh in the sky, above the terrain surrounding it
It's just right above that lake
Ah. Skybases. :/
this area?
yes
I built my plant just above the water, there was plenty of room still for ~100 refineries or so
It's high in the sky because my traains are skytrains, in order to get around all the terrain and jjust let me build a completely straight bridge
granted I squeezed them togeather pretty tight, it only uses a fraction of the area
I thought about doing underground trains. I still might
Underground?
ahhhh
I remember this from a certain video by a certain maniac
I thought it got patched
You've been able to clip through environment since day 1
so you can build inside mountains or whatever. well there's an abyss in grasslands that's a pretty good starting point. I've thought about starting there and doing everything below the map right at the edge of the barrier and bring it up. probably won't ever do it
I'm too much of a sissy to even attempt that
it's a chore. my bauxite for my goldcoast base comes down through the mountain.. it took a good minute to accomplish that.
the person I play with loves skybridges and skybases. I'm not really a fan. but I understand the appeal, that terrain is down right difficult to build on. or impossible. not to mention the stingers.
Is it an ok idea to eventually set up aluminum sheets and things over in the swamp?
My arachnophobia is the main reason (Also no I don't play with the option on, those cats terrify me even more)
the swamp is outright nasty as far as wildlife goes
Once you start building there they all will stop spawnjng
There's only one area on my map that creatures still spawn in
but there's bauxite, copper, i think there's quartz and whatnot so off the top of my head the swamp has everything you need to make alclad, there's oil nearby if you need it as well.
my only sky base is on the red forest, i really couldn't be bothered to deal with the amount of invisible stuff there
not only that.. the giant trees cant be removed
I found out the hardway when I was trying to clear it to build my fuelgen base..
really? i decided against building there before i started trying to clear it
Yeah, I was going to build a skyplatform pretty low to the ground, and go back later and add supports so it wasn't floating. well, I'm still doing that, but not in the red forest lol
that is relatively recent, they killed that somewhere in the middle of update 2 iirc
you used to be able to cut most of that stuff down
Hopefully they'll bring it back. Some of the trees clip through my pipeline and it irks me lol
Which is the best place to dump my water byproduct in aluminum production?
- Bauxite refineries (but would make the whole allu/baux loop to start up slower)
- Copper sheets refineries (would delay the heat-thing production)
- Load it on train and be done with it somewhere else
just feed it right back into the water feed really close to the alumia solution refineries you don't even need valves
Because I would need to wait for the allu refineries to pump out water before starting some of the bauxite refineries.
But if all the baux ref aren't on, the allu takes even MORE to start and so on... So I fear it would take ages to reach 100% without injecting water in the system
So (1), right? ๐ค
yes
and it doesn't start up slower or take ages to reach 100%
you can even adjust your water extractors to account for the 60/min going back into the system, although i never did and it works fine
that stopped working as well in fluid update
you may want to go add a valve to your system.
This is how my aluminium station works
Consider I want my water extractors to run at 100%
Are you saying to just let the extractors produce the right amount then ubderclock them once water starts coming from the allu scraps, @topaz hedge?
What stopped working?
putting water back into a system that is already full
Water extractors just stop extracting water when the system is already full
Valves can now be used to force an input priority, but i do not recommend it
I had to add valves, it broke my ghetto bauxite
... Why would that work anyway? O.o
I'll have to check my al production then
if it doesn't work anymore it almost sounds like it's a bug?
@frosty owl it was taking new water from the extractor over closer water coming out of the refinery.
even though the extractor is at least 400 meters away
Ohhhh... I thought that was obvious, didn't think someone would rely on that xD
it used to fill with output before turning the extractor back on
now it just turns the extractor on regardless
Which makes more sense to me, unless you have a priority pipe system
I do not recommend priority pipe systems
I mean, we don't have circuitry in this game. the only way that the 400 meters away extractor should know that it needs to put water out is there is empty space in its pipe
well, first off, fluids in satisfactory don't behave like real fluids. so remember that

Why not, @oblique hollow?
the way that fluid works, it goes between individual pipe segments.
that 15 segment away extractor shouldn't get to fill before the 1 segment away output.
I mean, that's just gravity.
In-fighting between the connected machines
Its not stable
I don't get it...
but it's easy enough to just add a valve, but this is def new behavior
same. im confused. I understand what you're saying but I'm trying to understand how and why
some of my pipe prioritization stuff broke this patch too
Quite, based on headlift to prioritize, right?
yes
nah. its just that valves can force liquids into a pipe
compared to a non-valve pipe
High-level nerding right here xD
luckily the only things that needed that prioritization were turbofuel.... and the odds of my turbofuel setup running at max capacity... well let's just say the odds of my computer catching fire are much higher
This part I don't understand
that's fine, I'm one too. just sleepy and should probably be sleeping. but now I want to check my al production..
you can do the same thing with an unpowered pump
Yep
Oh, I might've missed it...
We should hire someone to make clips of those convs too xD
makes sense a valve would do it too assuming it's a one way flow control
Theres 2 prioritiy systems: The Head Lift overflow one and the valve one
So pretty much, the pipe with the shorter segment takes priority in filling up the junction?
no. just fluids are bidrectional til they're not
No. The Pipe with the Valve takes priority
so the fluid coming from source B just can never go backwards
but the fluid from source A can.
While A can back up into a Water extractor
And that's enough to prioritize flow from B...
well, the fluid from B will be filling pipe A also.
Ah...
but fluid from A can't fill B
Gotcha, thanks
thus B is always going to be preferred until the system is at equilibrium
Can't say I like it, though... Doesn't sound reliable...
once it reaches equilibrium it likely will be identical
Right, I think I'll just send my water to the copper prod... Don't wanna deal with priority headaches...
Dear lord, I'd need a backup brain for this...
Priority Splitting is easy. Priority Merging is a mess though
Urgh, no please! ๐
I don't need a full suite like ficsit networks, but a tiny amt of circuitry in this game would be excellent
Why would I ever priority merge ever again...
there's a lot of good reasons to priority merge
including things like, say, silica recycling in aluminum production
@fresh elm 
a lot of people (as ill advised as I try to warn them it is) use a main bus in this game
I'm currently into that, but I don't see any need to priority MERGE ๐ค
so if you were to, say, hook up to a bus full of silica...
you'd want to use the silica from your production first
before touching the silica from the bus.
you can work around this problem in a lot of diff ways, I know.
Use byproduct silica from refinery to keep it running, else use other silica
I'm just saying why you'd want the ability is understandable
Ohhh, yeah, in that scenario it'd make sense...
this sort of problem is why I try to tell people I don't like to use a bus in this game
Im still working on finding a way to make Pipeline Logic usable.
The NAND Gate has a reaction speed of 30 seconds xd
Yeah, mine is in a local loop. I just import "silica needed - byproduct silica"
That's a minus up there
sure, and like I said there's clearly a lot of ways to skin this cat
Leave the cat alone, skin a lizard doggo
Why not just split before merging, thought...?
hold on I hadn't seen that one lol
oh it's not got a doggo head in it
sad
I was hoping
Hannah much?
ah yes, Hannah "Lizard Doggo Meat" Burger
I hate how much the Pipelines resemble normal electronic circuits if you break them down enough
Also, nice screenshot coming in 2 min. Would love to see your stations to steal ideas take inspirations and compare <3
well, Love-Hate i guess
I get the love, but why hate xD
Buffer is Inductor
Pump is Diode or Amplifier
Valve is Resistor / Diode
And this drives me up the wall. The fact that this is possible
@fresh elm heres your Transistor
You mean it doesn't work in the end?
So IRL it doesn't? xD
of course not. Valve at 0 is closed
I mean the MOSFET
IRL you could not build a MOSFET with Pipes like you can here
The fact that i can make a freaking Transistor with pipes makes me crazy. Excited.
I still don't see why you're so stumped by this.
Sounds to me that it'd only make you more likely to win a nobel over this
Same :D
It only works with 1 type of fluid but nontheless. I can control one machine via another
just how many diagrams about fluids do you have?
nice
see, if only you could control a programmable splitter
That would be nice
well, I mean
with your single fluid you can do something like make a single container
and then switch the container to any number of buildings
programmable splitter is just Smart Splitter inside smart splitter
mate, that folder is starting to look like some subscription sorta magazine
like i said, the packager is probably the important converter here
you could have a row of these transistor and switch them on.
oh god no, not a DA Converter
you could do memory using containers
.... I can merger multiple smaller flows into a bigger flow..... using the transistors
clearing the output in a bit (storage bin) woudl involve pushing liquid in so that a container falls out of the bin
adding a bit to the register would involve pushing enough plastic (via pushing oil) to make a single container
unfortunately you'd need all your belts to be uniformly sized like an eniac
otherwise you'll get bad readings all the time
not to mention that a single NAND gate takes like 30 seconds to react to an input change
oh yeah, this is NOT a fast computer.
well you would obv shard every machien in the system to be 250% too
See, this kind of discussions is why I love that we can make transistors in game (goes grab pop-corns)
cut as much latency as possible lol
You would have to come in with a very high flow
testing was done with only like 100.
the problem is having to drain the gate
cause thats the only way to reset the head lift at the valve (just like a real MOSFET)
Why is that an issue, doesn't packaging take care of that?
i ain't sure if my brain is gaining or losing wrinkles by trying to read this conversation and failing miserably
okay so how do you make a clock then
what can we read to make an oscillator
because we will need that to time resets
Oh yea, the Comparator
We did just get oscillators, though...
Compared with the 30s nand... seems appropriate
oh man, you could use a pack/unpack loop as your oscillator I'm dumb
Hmm... maybe
Or any production loop, really, but yeah
no no, you just make that entire thing long enough to clear the passage
It was easier when i was dealing with the analog world. Flow Rate Interpolator, DOLA, Equalizer....
This is digital and its a mess
but hey, at least we got Low-Pass Filters
Its a lot of electronic analogies. Which makes it very hard to understand. I dont blame you
Next year we'll be trying to encode messages in pipe systems from one side of the map to the other in multiplayer
oh god Multiplexers xd
That's not a thing... yet... right?
not yet.....
Not Yet
Even if I usually like to talk and do nothing more, I would probably USE one of those... Way too many actually useful appications for it
Begging for comments #screenshots
just wanted to show that real quick.
(begone image)
They technically NEED to take a few of our jobs, though xD
As pioneers I mean ^^
Oh, the message I wanted to answer to disappeared... sad
the day the Factory becomes sentient is when Ficsit will fire us
That implies we're currently getting paid....
nah, if the factories became sentient, they would demand raises
At least they havent incinerated us
who says they haven't? they can just respawn us at will after all
(to use as fuel for the Biomass gen of course, Ficsit doesnt waste)
That brings up a must-do quote:
"I don't think my minions understand what I pay them for" [Frieeza]
"You don't pay them, sir..." [Zarbon]
"...allow them to live for..." [Frieeza]
[Credits to TFS]
heh. It probably is like that
makes sense, we do have something that allows them to make us drop dead instantly
...drugged coffee?
We have a freaking Respawn Button. A Killswitch
if it was like that, i would be dropping dead all the time, i was referring to the whole respawn button deal
Use it so rerely I even forgot about it
use it or not, it's still there
Petition for CS to delete the button for better Ficsit Emplyees welfare?
Change Respawn to
"Mom come pick me up im scared"
ah, yes, i remember my school days when i would drop to the floor and appear in my house after a loading screen
I just noticed, but how come you don't have any roles on the server yet, @oblique hollow ?
idk
I remember just the floor part... :\
who da boss in dis ting
Her
da channel or the server
da server fam
Still her
check the roles on the right
Thnutt and Joice

Still on the More thing....?
I think it was fair xD
boom thanks for that 
๐
are the game devs here?
Sometimes...
@frosty owl how come you have a wiki and translation role
I think the most active in discord is probably Ben
well i only got the game last night. I just wanted to say its cool as shit
At least on the server
if they have an orange or purple name, they work in css
#satisfactory would welcome your comments :)
we do boring math in this chat
Because I got in the Translators channel?
dis channel is for boring math and big brain Pipeline Logics
well ill come back here when im about to lay some pipe bro
or just stare at the same message for 30 secs before concluding that i know nothing about electronics analogy
i want my wiki role too ๐ข
A actually just pointed out how you can't snap any station or freight station to rails (unlike what said in the description). Still dunno how that mistake was still there up to now...
huh
Your material is already used in the wiki, right? I don't get why you don't have one already o.O
Then I added how you cant place a freight station just anywhere, you have to connect it to a train station first.
If i started to list all the things i found i would be banned for spam lul
I was like: should I point it out? Nah, it's too stupid of a mistake, I'm sure there's a reason for it I can't understand.... right....?
Go make some posts on the Q&A then! Work work!
For a better game :D
Oh i did
xd this is a screenshot i made for some of the distant LOD stuff. The title kills me every time. I dunno if it was fixed
https://imgur.com/a/f8dAg3F
lmao that actually made me laugh
Thoughts?
I wanted to have balanced outputs, so the ISC would fill out at the exact rate the machines are taking parts so I would be able to tell if I'm importing enough or not by seeing how full the ISC is when the next car comes ^^ (without having materials building up in the machines)
whats with the funky feedback loop on the splitters / mergers
It's the balancing. The first on right for instance limits flow to 600/min (MK 4+mk2)
Exactly ๐
wait. Blue are the mergers, right?
Yes
ah ok, i see
The real issue will be the 388.6 line, though... I can only limit that to 290 :/
Thatโs a bad number. Why is it 288.6? Can you find a way to bring it down to 270 maybe?
or up to some other integer
Iโm thinking 270 cause then you can use a mk3 belt
That's how much it takes :/
It's a maxed out build
390 is handy as it's MK3+mk2
330, mk 3 + mk 1
Sorry, it's 388
Issue being that the extra would still go into the last machine, starving the rest before the next car comes in
All the other machines can be balanced easily as they are even numbers (90 or so)
@sand garnet how much wasteful in space do you think this design is? 
Looking at teh math .. it says 15 Water Extractors can provide 40 Coal Gens .. my question is will it actually or will the last gen end up flaking at max power?
you just need to build 5 setups of the default 3:8 water extractor: coal generator thing
im dumb and need math help
what type of equation is y=(1/5x)+17 (preferrably just show me how)
(;-;)
uhh, this is not channel for helping you with math homework
Ik
Iโm just asking how to do it because Iโm really stupid.
;-;
..?
Mind explaining why your being a dick, frito?
whats going on here
not really the channel for that though
I know
this is specifically for satisfactory still
then move to appropriate channel ๐
Fair.
it will work, but as Tom said, easiest is to just build 5 setups of 3:8 rahter than merging them all
Not even sure what I did wrong ;-;
coal is just about copy and pasting the same 3 extractor 8 gens 120 coal set up as many times as you need/want
@dull roost looks like a parabola to me
Thanks
I may be wrong but I think thatโs what it is
Joust is wrong, it's just a line passing through (-85; 0) and (0; 17)
For more, ping in #off-topic-general
@zenith apex I don't understand the screenshot's description o.O
o.O
I changed
I can't even tell what the "exit things" are, am I just missing context?
Ohh, ok. Yeah, perfect ๐
Thank you :0
Can be more space-efficient, but it's details xD
Oh, I see, I'm trying hard to improve my building skills :D ty
you might want to read up on manifolds and see if it's something that appeals to you: https://satisfactory.gamepedia.com/Manifold
load balancing energy producing buildings is sorta a waste of time considering that they will pretty much never run at 100%
thank you
@dull roost if you insist, this is hyperbolic equation. The asymptoe is at y = -17, x = 0 and the y axis is scaled to 20% due to the coefficient 1/5๐ almost 12 years after my last homework
@wispy cradle your equation... is it correct?
@frosty owl are you sure it is just a straight line
I read that as (1/5)*x
My bad
1/5x = (1/5)x = ( 1/5)*x != 1/(5x)
Isn't that x/5? Lol
Yes
Nvm let the person doing the homework to choose the solution (or his teacher)
Wolfram alpha has the answer, just copy and paste there.
I see you added parentheses there
This is more of a semantics issue then a math one at this point, really, but it sure is a handy site
Hmm, without parentheses, it is still being treated as linear
without it we get the same answer
I just pasted his equation (which had parenthesis). I knew it was a line, but we can make mistakes, so it was an independent proof
For all we know, he could've meant 1/(5x)
I can't read minds at distance.
Would be amazing if you could
@fierce ruin
Math time!
Standard recipe uses 22.5 quarts per min to make 37.5 silica.
cheap silica is 11.25 quartz and 18.75 limestone to make 26.25 silica a min.
So, to make 37.5 silica a min using the cheap silica we first devide the silica output by the cheap silica output. 37.5/26.5 = 1.42.
The means that to make the same amount of silica using cheap silica we need 1.42 Assemblers.
Next we multiply the per minuet inputs of cheap silica by 1.42 we get 16.07 quartz and 26.79 limestone.
So, to make 37.5 silica per min using cheap silica you only need 16.07 quartz per min. Where as the default recipe uses 22.5.
Limestone is abundant, space is abundant and power isn't really an issue. Thus I'd say, cheap silica is better.
it depends on available space, power, resources, time and type of factory you want to build (quick/temporary/proper/...). You can't say one recipe is better than another. It's always situational
i thought both only use 3 quartz
cheap silica is more resource efficient when comparing weighted resources, which you should always do
but resource efficiency isn't the be-all end-all
no one is using the whole map
plus you need silica for other stuff
I mean if you're talking best use of silica because of resource scarcity, using silica to make aluminum is the best use because bauxite is so rare
that extra 3 when comparing both at the same speed that extrs 3 can be transport else where either to use or storage
what extra 3? cheap silica uses less quartz
im talking about the amount of silica you get
I spent literally minutes writing my post breaking that down. :(
sorry i see it differently
Per 37.5 silica a min the cheap silica uses 5 LESS quartz a min.
and? that's all you can make with quartz
are you thinking we're talking about fine concrete? we're not talking about concrete
that's literally the only two things you can make from quartz lol
I'm more confused than before
our point:
quartz is used just for two things (quartz crystal and silica) and both have an alternate recipe that decreases amount of quartz needed in exchange for some common resource (water and limestone respectively). Unless you have a specific reason for it, using these recipes will make you able to produce more products
unless you've got some mod installed that you're confusing for a vanilla recipe
Also, you need a damn lot of Silica for aluminium production.
I think the extra 3 he/she was talking about is that the cycle time of the first is half that of the alt. So they were doubling the first recipe to match cycle times.
(Not agreeing with them in any way, just trying to figure out where the 3 was coming from)
7 + 7 = 14
not funny, does not belong in this channel
i apoligize
opinions on the canister alts? are they any good?
Lund did all the math a while back.
400-500 materials to sink a full 666 turbofuel set up.
I think.
I still have all those tabs, but I can't get into it right now, but tldr coated canisters is really cheap and makes it appealing for stuff where you just want to sink it without much fuss
I'd say they are pretty meh, since you usually don't want to produce canisters
for most setups you mostly recycle canisters
if you are for some reason producing packaged stuff tho, they are decent
better to use than petrol if you need to choose
iirc coated canisters are superior to base, but then again there isn't much reason to produce canisters in the first place
like even though the alts are arguably better, I still have to produce them elsewhere before bringing them to my oil refineries
The only reason I see to produce cannisters is jetpack fuel. Which is what I am currently doing with some of my excess plastic and HOR prouction. Filled up a bin and am sinking the rest of it
Well, you'd need initial production of 'em to fill up your diluted fuel loops, if you're doing any of those, and it's nice to have a healthy backlog in case you want to spin up more in the future
And occasionally you might want to set up some fluid overflow into some packagers, if you're worried about looped fluid systems backing up
For filling up loops I'd just use vanilla, two refineries and some slugs on an unused oil node is good enough for that
You could always just set up a temp factory for cannisters, then feed an excess amount into the system. If it's a loop, it should work perfectly from there.
It's not like it needs to stay
You can overfill a manifold loop system and clog it. I wouldn't automate filling it, I'd still fill it by hand.
Of course after my experience woth manifold loop I also wouldn't do it again, and just do 1:1:1.
I'm all for just overloading it with cannisters so then they are never an issue
You can add too many though
How so? With a loop, they would circle through the system and saturate all the machines, as long as you supply more than the amount required.
I probably shouldn't have said overload
fill
During heavy loads the containers fill up paat the point of no load
They can back up into the unpackagers.
oh true
Yup that
didn't think about that
I have a fairly short run for the return line. During low load I get maybe 20 containers before the water packagers. During heavy load ill get 100 or more in the container.
You want the belts between the water pacakagers and fuel unpackagers to be empty enough to not stop empty canisters from leaving when it unpacks fuel
So maybe just 5-10% more than the required amount would work?
For me personally. I removed all load from the system and let all the machines and belts fill up. Then introduced just enough on the return line to reach part way to my container.
I'll be honest I'm pretty sure my loop is fine, but I'm still gonna watch my power for fluctuations because I'm not 100% confident in it
I attached a buffer, and let it run until it filled up and watched for any irregularities and then added or removed canisters as needed
Thats the easiest way. During my test runs I realized that the return belt is at its lowest during no load. And basically fills up during high load.
@deft lichen this is my preferred solution for packaging excess turbofuel for sinking/storing: https://www.satisfactorytools.com/production?share=1I6VX283hV3WV1p1pTGV
It avoids using extra refineries and makes use of the polymer resin efficiently. It also doesn't add extra oil or coal. You can do more weighted resource efficient versions by using steel-coated plates, pure recipes, and steam copper sheets, or some combination thereof. But I figured the point of doing is to not add a bunch more refineries, so this is what I like.
This is also not a bad one if you don't mind adding 33.3 coal to take away a little bit of copper and 173.55 iron ore. https://www.satisfactorytools.com/production?share=VkIkSnTfk7slTcW49dEf
An example situation where you could use the new coated iron canister.
I was interested as the canister alts are not in the list of alts on the wiki, so I wanna know if they fall into good/niche/bad
I would say good as both remove the need for plastic?
i come bearing somewhat bad news
Yeah, I'd personally class 'em as Good
who here has had trouble with pipe manifold that are at least 20 splits large
Heck, I've been having problems with pipe manifolds of just 10.
I'm glad we got a Christmas event to take my mind off it; I'm just letting that part of my factory sit in the corner and think about what it's done, while I'm off having fun.
I used to have a turbo fuel manifold that fed 4 groups of about 37 gens. Didnt have any issues even under a full load.
mk 2 pipe?
Nah, that was pre-3.5
aight
cause mk 2 pipes dont like more than about 15 splits or so
i have 3 - 4 random machines drop to 92 - 98% efficientcy from time to time. And that was after i limited every single pipe with a valve
Hmm. My current set up has 20 in a single run. A main branch feeds 4 groups of 20 machines. And that's using a mk2.
I have however noticed issues with maxing out a pipe.
yeah, this pipe is maxed out
Yeah, it still feels to me like there must've been some update at some point which introduced some maxed-out-pipe issues. It's confusing; some of my factory seems totally fine, but my attempted 300->900 platic setup has been unable to run at 100% due to fluid delivery issues
My case was using 10 refineries to process oil into heavy oil. The last machine just couldn't stay running. The oil would slowly drain.
The thing that fixed it up best, and seemed to let me run the thing for a good while without problems, was ditching the pipe manifold and doing a sort-of balancer on it instead
I have yet to try re-outfitting the whole thing like that to see if that does do the trick for me
Best as I can tell, the fluids need to fluctuate to maintain levels in the whole manifold. But when you max out a pipe. It can't do that much. Using a mk2 pipe in place of my mk1 pipe having issues immediately fixed the problem for me. I also saw a 300 line of oil spiking to around 350-375 frequently.
(Which I'd prefer not to do, but at least I'm hiding delivery stuff under the floor, so the "main" level wouldn't look awful)
large pipe manifolds (at least, in the case i tested with @twin jacinth, which was 20 ), nothing can be done to achieve 100% flow but to limit every single pipe going to a refinery. And even then, some will turn off periodically
Mine was only 10.
with a maxed mk 2 he managed to get the first 17 refineries, which needed 30, running
but his last 3 constantly had issues
i tested the entire setup together with him. Even tried my own tricks
My only solution i found was splitting the manifold right at the start, and running it down to the end.
I still saw some iffy supply st the middle but everything was running 100%
now all 20 refineries are at about 98% efficiency
actually: after calculating the average: 95%
Even with this setup (I saw someone mentioned this 3-4-3 split on reddit that its 100% with 10 machines.) the result is not 100%, not even with a pump at the main 600/min line:
wait, it actually failed?
yes, after x hours. Well, this setup still had the best results so far
@twin jacinth Ah, boo, I was hoping that that, at least, would end up doing the trick
I'd only let my test of that go for maybe ~30min or so (by which time basically all my other attempts would've started dipping below 100%)
There has to've been a change at some point which caused this to sort-of break. That, or those 300oil->whatever loops never actually ran at 100%
u'll never get too 100% without some "buffer" cos we are talking about a game, game engine, down to 0/1 technically ๐ so i would add one more extractor, split it, and add it after the first split from 600 to 2x300 or even later on
I know that someone (Bando?) had mentioned they'd seen issues like that even prior to the fluid update, so it wasn't that.
This is a serious problem. Right now its impossible to work with fluids. Im not sure about at what point it stops working with 100% so I can imagine, that one single 50% split would be fine, but that doesnt help, more splits just kill the fluid distribution.
well it is kinda real ๐ cos in real life it happens too xD
I mean, AnotherAlex's suggestion would theoretically be enough. Just make sure you're not maxing out your pipes, which might just mean running more water
Which is something I'm not eager to do, but I was thinking about doing that anyway
I just keep coming back to those 300oil loops, though. Those have to have been working properly at some point, right? There'd be notes on the wiki about not being able to actually run them at 100% if they've been like this forever, don't'cha think?
my ones are always full with water and coal and they are running with ~50% efficiency but who cares as long as everything is working an running... perfectism ok, ye ๐ ...but im too ol,d for this i have no time lol
I understand that explanation-suggestion-workaround but its very hard to accept it. It should NOT be a problem for the game, to handle this.
what about accepting it as a "real life simulation factor"?
its just impossible to run at 100% efficiency in real life so why should it work in a game?
FICSIT's got the nanites to make 100% happen. I believe in 'em!
Well, I would turn this to the opposite. Since its not real life, it should be able to run at 100%. But this is not really about the percentage. Something is wrong (I dont want to call it a bug at this point). So its not like thanks to the flawless programming, they managed to simulate the nonperfect fluid behavior. Its more like something is not ok with the fluids.
i kinda understand your point ๐ 20 years ago i would think maybe thr same ๐ but i learned to ignore such little things hehe ๐
The game is called satisfactory for a reason!
oh ye... i guess my son learned better math and ratio calculations with satisfactory than with normal school methods lol
95% efficiency when your math says it should be 100% is not satisfactory
Yeah, I'd thought I was going crazy when I ran into this myself. Assuming I was doing something boneheaded.
even your car does not work with the numbers the munfacturer tells you, also not your phone, your bicycle and much more stuff ๐
something is just too strange for me. How is everybody working with fluids? Sure, there are a lot of ppl who just dont care about machines with yellow indicators, but there must also be a lot of ppl who care about this. Yet I dont see this complain anywhere, apart from some random reddit posts.
and yes, if you calculate them ๐ the real numbers would also differ
Gabor - In my recent experience, it's not something that happens all the time
We can also ask this way: Where the hell is the fluid that is missing in those not 100% machines?
vaporized by rounding errors in mk 2 pipe calculations
Like I'm maxing out some pipes to do Wet Concrete, Pure Copper, Steamed Copper Sheets, and Aluminium, in my new base, and all those seem to run at 100% no problem
It's only in my 300->900 plastic loop that I'm constantly hitting this inefficiency for some reason
No no no no. I refuse to believe this ๐
are those mk 2 pipes @dusky dust ?
Yep
something something recipe broken?
But yeah, this 300->900 plastic loop that's literally right next to the other stuff, being pulled using the same methods from the same water-harvesting area, just fails to get to 100% for some reason
I'll have to check to make sure I really am maxing out the pipes on that concrete/copper/aluminum stuff, of course
Perhaps I've got some bits left over that I'm not remembering
Been so focused on trying to figure out the Plastic loop stuff that my memory's a bit hazy. :)
any idea for a steel layout? i dont know how to do it
whats a good late iron factory production ratio?
im producing 2275 iron ingots/min
and dont know how to divide the production line
As much as you need
Does anyone have a 1-10 balancer blueprint?
1 to 10? Isn't that just 1 to 5 twice?
Could you do a single line splits to two, and each of those individual lines are a 1-to-5?
unless its fluid..
I do fluids in manifolds.
I would, but I have never liked manifolds, I prefer having each output being 1/10th of the input, just personal preference.
No issues with fluid manifolds unless the pipe is maxed.
Can you describe your fluid manifold with more details? Any drawing or screenshot?
Here's one.
I also have 8 rows of 19 fuel gens each, split into 4 groups, bring fed by 2 shared mains.
I dont have a picture of that.
I also had 4 rows of 37 fuel gens each before my turbo rebuild.
Those refineries are connected beneath the picture. I just split it jnto 2 because the pipe inputs don't line up.
how much fluid do you have in the main line?
My current set up flows 333 turbo through each side. Which then goes into the 4 sections of fuel gens per side.
That one in the picture has 200 in each pipe I think?
The main oil feed is 300. I had to move that to a mk2 pipe because the last machine in the manifold wasn't being fed properly.
i just completed testing inside Gab's save.
With Mk 2 Pipe manifolds, as long as its not 600 flow, the refineries will fill
If its exactly 600, then you lose 1% of the flow
shows why they were reluctant to implement pipes that could do more than 300 per min
yea
math just breaks at some point
Not only do they fluctuate a lot, but they lose flow at max
When doing Mk 2 Manifolds with 600 flow, make sure to keep the manifold as small as possible
then theres still hope of it working
with water, 10 splits still seemed to work
but 20 splits with fuel? nah
Viscosity also might play a role here, but im not sure
I'm pretty sure viscosity isn't modeled in game.
math question since its been a while since college
could you model your output in this game using a linear program?
i figure recipes could probably be defined as constraints easily, with the variables being either the number or proportion of materials going into each recipe
would be very interested in seeing solutions to production that optimize for different aspects
Greenys calculator does weighted resources in how it decides what recipes are best, assuming you give it free reign and allow it to use all recipes.
oh dope, yeah this is close to what i was looking for. the calculator on satisfactory-calculator seemed to require a specific level of output when i was more concerned with what the maximum output actually is
I think he's sleeping, otherwise I'd ask. But I think if you lower availability of resources in the items tab. It will change the weight of them.
the one thing iโm super curious about is what a factory might look like if you optimize for machine efficiency, which iโm unsure how to solve for generally
As in lowest number of machines? And lowest power draw?
more like, use up every resource on the map, and keep all machines as close to 100% efficiency as possible
or even more interesting, maximize for awesome sink points
i suppose minimizing power usage might be the same thing as maximizing efficiency
Greenys gives you 100% efficiency. Shows both number of items needed as well as amount of machines. Even listing the partial machine as a decimal. Like 15.45 refineries.
I dont think you'll ever get 100% efficiency without clock adjustments. Some of the ratios get weird.
oh for sure, itโs impossible
but itโs super interesting to try and reach the maximum possible
So I managed to do a 100% efficiency 600 -> 20x30 fluid distribution after 2 days of experimenting. Ive been monitoring it for 2 hours by now and its still working 100%.
The solution seems to be that the game cant handle 600/min fluids, not even with mk2 pipes
570/min is ok According to the tests done by McGalleon, but above that it just doesnt work, machines will be starving
The only solutiuon which worked for me is avoiding 600/m fluids completely. For example if I have 10 packagers outputting 10x60 fuel, then I cant merge those into 1x600 mk2 pipe. Instead, Im merging the output of 5 packagers to a mk2 pipe with 300/min, and the other 5 packagers into an other mk2 pipe with 300/min. So the 600/min fuel is transported in a 2x300 split which the game can handle. That 300 can be then split to 10 refineries in a 3-4-3 setup resulting in 10x30
Would it be feasible to cut all liquid consumptions and productions by half, and make Mk2 pipes 300/min and Mk1 150/min
If the underlying problem is units per tick
good question. I think its a good idea, however it depends on the coding
The problem is not unique. I even found it here: https://questions.satisfactorygame.com/post/5fbfd9d23f782a96f4425e79 and also on reddit here: https://www.reddit.com/r/SatisfactoryGame/comments/fai2d7/flowing_oil_to_machines_at_300min/
I also tried a lot of variations. Pumps, valves, fluid tanks, prefilling.
The 3-4-3 distribution that was described in this reddit post definitely helped. But that is only part of the solution. So this setup is quite good with the 3-4-3 setup, but not 100% good:
Could it be passback between t-pipes? Mindustry has similar problems with router/junction chains. A manifold with overflow gates (that donโt re-route and passback, wasting throughput) flows more than double the items/second vs a manifold with routers.
Did you try the 3-4-3 with valves immediately after each cross pipe output?
This is the 100% working one which I endud up with:
I was trying valves only when I was using a manifold that had 600/min input and split to 20x30. I tried the valves with limit of 30
I didnt try the valves on this 3-4-3 because it was simply not necessary
And valves already didnt work in the manifold setup
as far as I know, CSS confirmed that there will be no mk3++ pipes, simply because the algorithm the games is using for that is already pushed to its limit with the 600/min of mk2
(Correct me if Im wrong)
I'd try valves here
edit: and a third between the inital cross pipe and the center 4 refineries
What algorithm are they using? I certainly hope they aren't running with actual fluid physics...if that's the case, it's no wonder there are so many frame dips when running around.
Yes, definitely a good and logical idea, however Im 95% sure it wouldnt help. This is the same logic as putting 20 valves with limit of 30, so math says, all refineries should get its 30, but in practice its not happening
In that reddit post OP says, 3-4-3 works with 300/min incoming fluid. And this is exactly what I experienced.
My first draw.io picture us using the 3-4-3 split BUT with 600 fluid input.
it's 100% with 300/sec, but not quite with 600/sec?
Also, for those factory-planning pictures that the two of you posted, which website/software are you using?
Thank you!
Ah. What I meant then was this
It would be an interesting question that if I only have 300 fluid in the mk2 pipe, would it work with mk1 pipes as well? I dont know the answer. Its jsut a few mouse clicks to downgrade the pipes to mk1, but Im VERY tired mentally, Ive been dealing with this fluidbullshit for 2 days already. Now I have a working solution, I dont even wanna touch it. I mean I will dismantle everything because this was just an experiement, its ugly, Im gonna rebuild the same nicely.
To be honest, I dont know if that would be working or not. My logic says of course! but I dont know what the gamelogic says
If it's a working factory, by all means leave it alone ๐ I assumed it was in a testing save with creative building mods
nah, it was my "live" save.
This was my manifold setup. I even started decorating it when I realized, its not working correctly because of the 600 fluid error:
so now back to the design phase. I know what to build now, I just have to design it in a nice way
havenโt had full attention on this chat, what exactly is the error? mk2 pipes arenโt actually hitting 600m^3/s?
oof that is unfortunate
solution is not using 600/m fluid, well, its rather a workaround
solution and workaround are two very different things
i never had a real issue with mk2 pipies
i am attempting to see how it goes with my aluminum factory on 1 water generator
as all mk2 pipes
1 extractor can only fill a mk1 pipe
@fierce ruin Try to split fluid with manifold system into 10 and you will see. Im not sure if this is with all fluids.
I would be VERY happy if it turned out, we are wrong and its possible to do it. I dont like this 3-4-3 splitting method at all, its ugly.
with mk1 pipe, any problem with 10 junction manifold?
I dont know, I stopped testing at the point where it was finally running without flow issues. And that was: 10 machines, 300/min flow rate, mk2 pipes, fuel. I have the save, where I could jsut replace the mk2 pipes with mk1, but Im way too tired of this. Each test has to be kept running for a long time. I wasnt in the mood for doing yet an other iteration. Im gonna test it later on, but now I want to continue building because I was just testing this for 2-3 without any progress with my factory
there are way too many scenarios to test. But yes, it would be good to know, what the problem exactly is. Like the 600 flow rate? Its too high for the game? Or you just cant fully utilize the capacity of any pipes? In this case mk1 wouldnt be good either, but I have the feeling, they would be fine. My guess is that issue is rather with the 600 fluid rate.
wait.
Actually there are two issues. One is the manifold, and an other with the 600/m flow rate. I was concentrating on the 2nd problem.
My guess is that you will have problems with 10 junction fluid manifold probably even with mk1 pipe.
I think they said they are running some mashup version of bernoulli, euler or maybe navier - stokes, but heavily simplyfied
Gabor, my thought on a mk2 pipe is less piping good for oil production
the thought is on my testing of just using 1 water pump is that the aluminum solution also produces water
Scenario is very different at Alu, at least iin my setup. No manifolds, and no high flow rates, so none of the problems (manifold - 600 flow rate fluid) appear there
the only issue here is that mk 2 pipes at max flow rate seem to lose like 1-5% in their math, even though input still reads 600
yeah, i learned that after setting up my plastic line, once i changed it to 2 mk1 they worked just fine, idk tbh
mk 2s work just as well as mk 1, as long as you dont hit 600
i was using them to save up doing 2 300 lines, so mine was running (or at least trying to) at 600
Ive tested Gabor's Plastic Recycling Setup personally together with him. I even tried a few of my own tricks. Nothing. 20 splits and the last refinery would always struggle
I will mention it in the wiki to warn peoples
Its a really odd case
just to be sure, consider mk2 more like up to 550 flow rate to save you some nasty surprises
570 is still save
Imagine opening the chocolatebox which supposed to have 10 chocolates and you find only 9 and a half in it.
it really be like that
Hi, does someone know how much extra width/length you have to add (to the values in the wiki) when planning a factory layout?
To building dimensions? Those should be accurate to the collision boxes used for adding buildings. Are any not?
I believe the dimensions of buildings are rather exact if you build using foundations. Except Manufacturer - it collision box is noticeably smaller than actual 3D model.
I noticed that when I place the buildings on foundations side by side they seem to be a little bit further away than they should... have to experiment a little bit more.
I don't mind double checking the numbers, never bad to be sure they're all up to date
maybe its just that I wasn't able to place them dense enough together. I thought there might be a "minimum distance" between two hitboxes
nope, on foundations you can place them right next to eachother
there's a different hitbox for building placement though than the actual models
I will try again... thank you for verifying that the problem is most likely on my side of the screen ๐
just managed to get a few coal power plants up and running and thought "hey lets clean up this mess over there"... that was a few days ago ๐
oh, yeah if you're messing with coal generators I could see the confusion coming up, they have a weird hitbox for building placement
it goes all the way to the top of the smokestack, even though you can stand on top of the building
no, its a new "iron" factory... one that should produce both Reinforced Iron Plates and Motors...
The coal power plant is half a kilometer away from my main base, directly at the water and close to the Coal Node.
What should I use to plan my factories? So far itโs just been confusing on pen and paper
https://satisfactory-calculator.com/ looks nice
Satisfactory helper to calculate your production needs.
Thanks
If you can make good sketches of your factory design in paper, it means your plan is detailed enough to be put in practice
What I'm saying is: drawing design on paper is hard ๐
I'd be curios to see what you drew so far ๐คฃ
pen and paper is a pretty good place to start though
flowcharts on paper are a great way to get it mapped out
At what point in your playthrough did you start drawing stuff?
when I wanted replate and rotors on the go lol
I drew 20xA4 sized paper full of designplans by pen ๐
Geeeeeeeez
How much factory is that?! ๐
I had a good plan... it just didn't fit together because of the belts ;)
the idea is to take 120 iron ore and make then to 5 ReinforcedIronPlates and 4 Rotors... and some IronPlates as left overs... should run at 100%. But I would like to make it "compact"...
like I said, this was a few days ago... I have practice in taking down lots of stuff now ๐
120 iron ore does fit very neatly into something like that plan
I'm up to 1 page and a half for turbomotors. It's such a mess I'm always surprised I can actually figure what everything is everytime xD (I'm more used to digital)
I use a flowchart website for bigger stuff now
the satisfactory tools site does it all for you but I actually like going through the numbers
I have a good starting point... I just lack a little bit free space, so I am building upwards...
there's always space somewhere :)
@mild wind The pins in this channel have 2 other calculators. Check them as well. The one you where linked gets cluttered during large plans.
"There is always space upwards!"
@frosty owl I just draw factory segments, build designs, floorplans. Lots of calculations, math, numbers. Paper is always my 2nd stage of a project. 3rd is drawing it in drawio. 4th is ingame, experimental build, ugly, not that accurate. 5th is when things get serious and I start to build it only to realize something is wrong. 6th stage is fuck it, imma rather watch youtube. 7th, ok, enough, lets get this done.
Because manifold < balancing
Duh ๐
Wow, that's a lot of steps! Should make for some good organization!
I usually just think about it, make a sketch of the buildings and items needed then spend time running around think where to actually place everything 
Balancing < manifold, takes less effort
Effort in balancing is always paid back!
Balancing where it does not need too much space, manifolds where necessary...
that time is time i could spend doing more productive things, like watching a 15min vid about conspiracy theories
If you lack space, you haven't planned carefully enough 
But yeah, it is quite tricky on space if you want to make things compact xD
... Or waiting for the manifold to finally feed all machines as intended ๐ค
how do you balance rates like 5.625 / min ?
i'm usually doing both at the same time
I never tried yet,but... For that I'd overflow the leftover from balancing
you don't, you manifold it and leave it
5,625 * 8 = 45
at most i tend to balance stuff up to sets of 5 and manifold it from there
What do you mean?
I know, it was sarcastic question ๐
Ideally, I'd (not sarcastically) do as Henning pointed out
But I don't have a calculator with me now xD
the size difference between the different machines (e.g. Smelter and Constructor) is always a pain when you think "I will make it really compact"
wait whats the diff between a manifold and a balancer
i tried looking it up but that made me more confused
manifold is the low effort one where you just put a bunch of splitters in a row and wait for it to balance it self out
Manifold is easy to set up but takes time feeding all machines the right amountbalancing takes more space but divides the input between all machines equally from the start
ohhhh
balancing is the one for people with severe OCD where you split and merge until every line has the perfect input
About that, I just realized how you can stack in a nice fit a manufacturer in top of an assemblers or even foundry in the same height as a refinery
Very nice for aluminum works ;)
manifolds exploit the machines get full and backlog... so you can feed the first machine too much, after some time it will backlog and anything not used will move along the manifold
It's not about OCD (it's harder to have a "clean" layout like with a manifold) but more about how you control the flow of resources, I'd say
wait so do i just merge everything then split and backlog?
imagine just a line of splitters
let me who you a screenshot
ohhhh like that
first splitter puts half into the first machine and only have into the rest of the line... but as soon as the first machine is full, it will only take what it need from the line
so i couldnt rlly put a line of smelters then manifold into constructors could I?
Can you still call it manifold if you do like in your screenshot but with valves on each refinery? ๐ค
@hot ginkgo
Yes, one row of mergers for the smelters, one row of splitters for the constructors. Easy-peasy
problem with manifolds, you might need a belt that can hold the stuff for ALL attached machines
I mean you could. A few factories I worked at had valves for temperature control to each production line. And we still called it a manifold.
Well, with valves it makes no sense to balance pipes without a many fold ๐คฃ
(i have mk3 belts) so id merge 8 smelters then have 1 line out into constructors?
Hey guys and welcome back to another guide and this time we're going back to the basics in this manifold guide, the reason for this is that with the new layout series, I feel this will be a good edition so that new players can come to here to see how manifolds are built rather than having to explain it in every video.
In this video we cover wha...
Quite ๐
oh that is gonna make my factory SO MUCH more compact
i can just have 1 tile between each type rather than like 4 for mergers and splitters
So you divide the input and feed it to arrays of manifold?
yeah
sometimes you need two lines... one line of mergers to collect everything, one line of splitters to feed the next group of machines.
not a 90 degree angle... so sadge
Funny enough, I do the opposite ahahah
Balance in arrays and often feed them by manifold
OR you make a subterrain floor for belts management and always leave just enough space for a conveyor lift ^^
that would get super annoying as my entire factory is hanging off the side of a cliff
sometimes you can balance like a manifold by using MK1 belts... e.g. when you split up lots of resources into chunks of 60
Fun fact, most real world factories use manifolds for everything. Because of the cost and simplicity.
also should i use smart! mod to build foundations ive been trying to stay away from mods but foundations succ
Doesn't that means you have all the space for it? ^^
i have space but building is so irritating

