#math-and-meta
1 messages Β· Page 490 of 1
.... Wouldn't that LITERALLY cap some fluids at les then 600 then?
Doesn't sound very smart o.O
Ok, wrong wording: it seems that Viscosity increases the acceleration time
Which sort of is ok as an interpretation for viscosity. Honey could flow just as fast as water. But quick changes? nah
My little knowledge of fluid simulation helps me following you this time xD
Yay
Hey @oblique hollow you see my stencils?
I saw the assembler one. Did you make more already?
But if viscosity only affected acceleration I don't see how that would lead to the 600/min issues...
Manifolds are dynamic systems. Lots of constant changes
These are just the ports, there will be stylized building images they'll be pasted onto, to form each structure.
https://i.imgur.com/49WVST4.png
The blanks space under the ports will be used for structure name, and the space can be used for a power symbol
So not having enough acceleration doesn't let the manifold reach its "ideal state" and keep oscillating?
maybe
Mhh, doesn't sound implausible, but sounds trivial enough the Devs would think about it π€
I might be putting them on too high a pedestal here xD
manifolds are great for small scale when your supply is greater than your consumption. But when you start having tight tolerences, it's better to go with branching systems
Like a branching manifold?
Aka balancers
Thats the goal to find out here: Are Pipe Balancers superior to Manifold?
I found merging balancers and manifold to be the most effective way of doing things. Although it's kinda... All balancing at that point, I guess... O.o
Answer: Im not even sure at the moment
conveyor design boils down to serial vs parallel
..... I havent thought about Injection manifolds, though....
"Pipe balancer" meaning a manifold with valves or an ACTUAL pipe splitting system?
Ugh I HATE THIS PROBLEM ALREADY
Hah, yeah, it's pretty soul-sucking to debug and investigate
Nah, I think the best is to use both when appropriate and mix ^^
fluid buffers help :)
Takes so long sometimes to find out if something's working or not
Not always. They dont help with Mk 2 Pipes at max flow
THAT'S WHY I BALANCE!!! π€£π€£π€£
(Part of why)
I've been happy to have FICSMAS lines to distract me with; hoping I'll be a bit refreshed when I get back to my debugging. :)
Pipes are way too complex to just say "Just use [Valves / a Buffer / Pumps] tehe :)"
('course I'll probably finish that up just in time for U4 to drop and break all of it. :D
I wish I could finish my turbomotors in time for U4 ;-;
If you put a set of fluid buffers (or industrial buffers for mk2 systems) - and let them fill up before you start draining, and have that set with multiple inputs on a manifold, and a manifold on the back side with multiple taps, it'll balance out the quantity nicely. It's still prone to issues of supply vs demand.
But that's how I deal with water and oil lines
the buffers just give me the ability to merger different quantities into a single pool to tap for different quantities - and provides a backup system if I need to do any pipe work, or the power goes out.
Also, just thought about it other day, but we could use a looped conveyors with 1 input and 1 output to "count" or give the "results" of the operation of circuits @oblique hollow
E.g.: packager sends 1 packaged water on the belt. The splitter dojng as "output" of the belt is connected to a full belt, so as long as that belt is full, the number of items on the belt relate directly to the amount of fluid received by the packager (or packaging it received, whatever)
Just some random thoughts
The test rig i had had a buffer at the base of the manifold. CONSTANT 600 in, 600 out.
Result? 2 refineries were starving and the buffer was filling up. And dont ask "what about using Pumps/valves?"
I even prefilled all the refineries
Which refineries were full and which not?
Wasn't it just because some kept demanding too much? (I'm Naive, I know)
PIpes have issues, that I can't repeat. I've had to destroy and rebuild pipes to get them to flow.
There you have it, if only I sent my message 1 second later...
When i used Valves on every single refinery, ALL OF THEM had around 95% efficiency
And without, only the last 2 - 3 had trouble
Did you check for leaks in your pipes?
Something else I noticed, when I build longer pipes with less sectioning, my pipeworks work better.
the more sections, it seems the more flow rate issues I have
Yeah, Dylan said that lots of sections increase calculations and slow everything
Makes sense to me. Also demolishing junctions placed on pipes tend to ruins the pipe segment
yeah, don't do that lol
Omg, my spelling is horrible today. I'm suffering
I was watching a youtuber, and - though I read it on screen, never realized it - the R to change build type. Love the vertical. No more sectioning to build nicer layouts.
Pipes would benefit from the Hypertube's Noodle mode
Remember, the vertical part is from the LAST part you connect the pipe to. The first part is always horizontal
I've been up for way to long and I'm not sure if this is right or not..
The calculator made it, so why should it be wrong? π€
I mean, if you can hook .25 belts and .75 machines up to something, lemme know bud
Epic
Also, what's a .25 belt?
One belt split in 4 or...?
^ idd
yeah. Take 3 splitters and its easy. Set one splitter up on a belt and split it in two. Now take each of the two resulting belts and split each of them in two. Now you have 4 belts, each carrying exactly 1/4 of the material on the original line.
Just some science for solving problems at merging side of conveyor manifolds:
it's an issue of merging to max belt, if possible, try to avoid merging to max
You say both problems I described is because of merging to max belt?
Anyway, I had to apply both tricks and now finally its running smoothly
often merging to max is an issue
I leave the picture as it is, because the two symptoms are a little bit different.
but neither of them actually hurt your production rate
when the buffer gets full, the building stops
just for a moment, but still
And I just discovered, that not just the last building is backup up, so its not enough to use mk2 at the last merge. Items in last-1, last-2 buffer is also accumulating
or maybe not, still testing
manifold
thanks Lund
it works for splitting a line to two factories too, once the one needing 75 backs up, the other factory will get 225
also that is an easy load balance if you want to do that: split 225 into 3 and then merge two lines into 150
I think I just vomited a little after reading the words 'load balance' π
lmao
I'm going to do a Modular framing blueprint next.
i had no problem with output merging, but my max was mk4 belt(480)
Conveyors > Trains, Tractors, and all vehicles used to transport materials once set up
The problem is, you can't have a max belt before any merger. you have it in your diagram.
I might play with trains just to have a train, but yeah... dialup is still better than hughesnet. Steady stream is better than large drops.
Power connectors (again, for diagram software object stencils)
https://i.imgur.com/06CG132.png
Thoughts?
@wispy cradle of course I have. I cant avoid it if I want to merge the 540 with the 60.
the problem is before it. In the second image you are merging a mk4 belt with 480 throughput.
Use just mk5 in all your scheme and it will work.
and for testing, you can use low tier belts just before maximize it.
where is this problem in the diagram? I Wanna correct it
I don't see the issue either, the moment the belt connects to the merger it's taking it it in at 480 but leaving at 780
just try it.
I'm saying your diagram looks fine
how are those an issue?
why are those wrong
where'd you get this rule that you shouldn't merge a full belt? that's only true if you don't mix belts, the belts are mixed
I would use mk1 for the first few, mk3 for the next, and mk5 for the last few.
I mean this all seems unnecessary because the behavior you're describing as a problem shouldn't be happening with all mk5 belts
the inputs will compete for output and they dont have any room for errors. We get small errors
If anybody could show me how you can merge with manifold 10x600 into a 600 line, I would be very happy.
This is the closest I could get to a faultfree merging
Just use all mk5
I don't agree with the merger limit you're describing, but yes just use all mk5 it's fine
or fix what I just pointed
thats not working
It is like my first problem here @bleak coral .
where my main line was mk3 and I was spliting side of mk1
I was getting just a bit less than 60 on sides. Weird, but it was happening.
a simpler solution, would be to use the next lowest belt for the output to manifold. It'll help prevent the mergers from prioritizing manifold traffic.
So far I was using MK5 everywhere. But in that case, buffer of first 2 building is filling up.
There is no merger limit, but belts have been known to be funky when FPS drops too low
so where the manifold goes to mk3, use mk2 for input belts
So if you are seeing an issue, load a test world and check there. Plenty of ways to get creative going
Jesus, how is FPS affecting the behavior of the belts !? Is this a thing??
There's no limit, but there is, because of math.
If you put a mk5 into a splitter, and a mk1 on one output and mk4 on the other, and you send 4 items at a time down the mk5 - 1 item will end up on the mk1, and 3 on the mk4
the FPS has to be really low and the belts really fast for us to notice, that's why we don't have mk6 yet though
Something to do with FactoryTick needing a certain FPS, to work properly, I think
It's honestly not uncommon for internal game math to rely in part on framerate.
mk6 belts could cheat - be covered belts that you can't see the items. Then the items don't even need to exist, and so it's just math.
the math would still be affected by fps, but there's less items impacting fps
It's less common nowadays, but games can even have problems when folks push framerates too high, let alone too low
Scrhrodingers belts
basically, yes. meouch
Thats a thing in this game as well. If you slide jump with too much FPS, you can go flying off the map
think of it more as a "cabled teleporter"
Anyway, it would be awesome it somebody could draw a faultfree 10x60->600 manifold merging drawing then
then mk7+ would be possible, with just design changes to the cover :D
that's assuming all the fps problems are related to items on belts, which they're not
Thats not an issue, since only belt that can handle it, is the 780 MK5...
@twin jacinth - I described it already. Where your mk3 manifold belt is, the merger before it is being fed with a mk2 manifold belt, and a mk1 input belt. Change that mk1 to mk2. Then, at the merger that feeds the mk4 belt, use mk3 belts to feed that merger.
@cedar mica I know it shouldnt be an issue. But in practice there is problem with it!
Oh, the things comes out at the exact same rate, so merger stops a little to switches between...
also, just using mk3 input belts to a mk5 manifold belt should be enough.
@tender compass this way?
Yeah
and where is the other modification, I dont get that
because the lower speed belts are fighting for placement from the much faster belts
all merger inputs should be the same belt speed?
Like I told before,
when your merger outputs to the next higher mk belt, the input belts to that merger should be the same.
So, merger feeding a mk5 belt should be fed by mk4 belts,
mk4 fed by mk3
mk3 by mk2
hmm ok, Im gonna try this, I havent tested this variation
@wispy cradle if they're all mk5, it's possible for backups to occur
The merger switches between the belts and does it X amount per sec. So if 2 belts sends resources with the same timing, the merger has to choose between which belt gets draw. Probably a math issue
Wait how Iβm kinda new to this game that makes no sense
Yes @cedar mica - exactly. Same thing happens for splitters and mergers, just opposite directions
no.
I have to politely disagree with your opinion with observations.
I would agree that it could cause small backups on the belts, but nothing that would back up into a machine.
@tender compass I tested a lot with mk4 belts, no problem. Just if mk5 are different
I don't have a gimp PC. Ryzen 1700, 16GB DDR4 3200mhz, 980 Ti
and IMHO, it's not over powered enough to cause any issues on that side.
So, again, mine and @twin jacinth 's observations are that at some point, too many mk5 belts on a manifold will cause backups to the machines
Correct now?
@twin jacinth that should work.
Im VERY curious. I will test it later on.
I mean if you want truly fault free though, you'll do a balancer design
how do you do fellow math nerds
Doesn't it take both, if its internal storage is empty?
THAT right there hits the head on the nail!
The internal storage will be filled up more quickly by the higher speed belt if there's a big difference between speeds.
Quite, simple math π
But will be emptied just as fast by the high speed belt, surely?
I think in the end you won't have backups in manifold UNLESS you stop the output for even a moment for some reason
E.g.: producing 780 screws minute, even the last merger should still balance out fine with no backup (not keeping FPS issues in account) as long as it's MK5 output never clogs up. It's internal storage should be enough to manage any small fluctuations in item flow due to the number of items outputted every production cycle
Dunno if I explained what I mean properly
If it clogs up even for a moment, those materials will kind of stay there forever, unless you stop the production
"stay there" as in they get constantly replaced by new ones, so there is always a certain extra amount on belts or in storages
You do get the thing that each tick is different for each machine part. I get this with fused quickwire (or Fused Quckwire). They output 12 units, all at once, every 6 seconds, so depending on when the machines start you get a lot of material swamping the belt all at once, then clearing through.
So there is a momentary backup.
@tender compass Shall I do the same equalization at splitting side at the splitter's outputs similarly? or there it doesnt matter?
if you've got tight tolerences, you should use a balancer for output
it's more splitters, but it's more reliable
Balancers are freaking awesome
π π
wait so what are the objectivly best alt recipes for efficiency?
i know casted screw is rlly gud cuz it cuts out a set of constructors
but other than that i know nothing
Wise words
I have come across some alts that are more complex and even take more (but different) resources.
but if you havn't got enough of one resource, that alternate may be the only way you can build the thing
what diagram stencils should I work on next? I've got all the conveyor and pipe connectors, and the power connectors too.
OH! Actually, I don't! I need input only (for machines) and output only (for generators)
Depends what you mean by "efficient". The recycled rubber, recycled plastic, diluted fuel and heavy oil alts are amazing for getting the most out of your oil nodes.
But the set up is pretty complex and uses a crap ton of machines.
There's tradeoffs for most alts
I have a set up that gets 1800 plastic and 1800 rubber from two pure oil nodes. But it's something like 180 refineries and draws 10GWh of power
Precisely this.
wtf
more resource efficient, more time efficient, more power efficient, different resources, more/less complexity for factory setup
You'll be amazed how quickly you get to this point. Once you've built your first mega structure it becomes easier.
This, by the standards of a lot of the people here, is pretty tame tbh. π
ya ik abt the diluted packaged fuel thing and i plan to make that my main fuel source once i finish tier 5 and 6
Solid shout.
that way ill be prepared for the tier 7 rework and tier 8
@oblique hollow this is the setup I'm testing now. 600 oil in, all made into HOR (600+200 pipes) then into fuel
I'm letting it run to see how it goes, is this good enough? (If the screenshot isn't here already it means my sucky internet is still loading)
I'm not thinking about that. I just got my main aluminium plant working correctly after 3 re builds, a day before they announced the T7 rework and the aluminium change.
ouch
Nvm, I'll have to wait for a while. Internet's too bad, isn't even sending it properly now
Lucky you... I'm still halfway done on my TMs and still need at least 30/40h to finish belting and decorating :/
Ooof.
I was just about to start on TM's and Supercomputers. Now I'm just going to build something quick and dirty and start stock piling them.
I hate everything I build and tend to rebuild endlessly.
I don't mind rebuilding stuff, I hate tearing down the old stuff. Takes so long, and I always end up having to play "hunt the box of shame" as I do it.
Yea, after several tear downs I gave in and added the Area Actions mod. I donβt use it for much, but mass dismantle is awesome.
Tempted to install area actions when T8 drops to make that process easier.
How does it manage the resources you get back?
It offers to put it in a box next to you
Lol
Yeah, might look into that. I have my first proper base which I am not too happy with any more as well. This would be useful there too.
I have never reached the Refining stage of the game....
Just gotta push through at some point
I just mainly help people in their worlds now....
Like building and organizing and such.
Anyways I did my blueprint layout for today, now to play some games.
I have a small issue playing with others. I'm an engineering project manager IRL, and apparently I sometimes forget it's a game π
Good luck
Good luck mate!
@rustic talon American?
Indeed
@rustic talon It's a great thing to serve your country, to potentially put your life on the line for the values, prosperity and pride of your nation. As a fellow American, I thank you from the bottom of my heart for stepping up to protect this country.
I really appreciate it, although I have not done much, I will, and that is what counts
btw, MEPS will drive your insane. Don't let it bother you. And, don't eat a big dinner the night before if you're anywhere near max weight. You can get weighed 3 different places, all say you're 190lbs - MEPS will add 10 to that. lol
they gotta patch the box meta
i legit transported my factory from grasslands to desert
so useful thoooo
what program/website do u guys use to set up ur factories?
like plan layouts or actually build?
Most people use either www.satisfactorytools.com or www.satisfactory-calculator.com
I quite like https://daniel2013.github.io/satisfactory/calculator
But it doesn't store you builds in the link so it's harder to share them.
Alright, I made it.
Sorry for the double ping @oblique hollow
Oil works like a charm, no issues there. Of fuel, only the last refinery of the 600 HOR manifold line gets slightly starved; with a double manifold (600 -> 300x2) the loss is about -0.5/minute, a bit more with a normal manifold.
so there is a loss
Unplayable.
Dogshit game, uninstall
Oh, btw, earlier you said having fuel as a byproduct never works. That was false. By making the main products overflow into an AWESOME sink you don't have to worry about those backing up, and I really don't care if the production of those items scales with my power consumption
But you can pet dog
best way of petting
With this setup (double manifold again, 7.5 refineries for each pipe, plus 5 on another pipe) there is a SLIGHT accumulation of HOR in some refineries: the HOR seem to pile up in one refinery, then unload and make another one pile up, so it's hard to keep track, but I'm pretty sure there is a slight backing up, maybe less then 1/min
If you fill all the refineries up first, it would start showing issues after ~50 mins
I had refineries filled with fuel starting to show issues after like 20 minutes
In the end, the issue (in this example) would be solved by making 2x400 pipes or anything else that doesn't require a full 600 HOR pipe. Even 580 would probably be fine
570 pipes are safe, can confirm
But we can agree: Mk 2 Pipes at max flow have loss. Its a bug
A normal manifold shows the issue faster. Dividing 600 in 2 300 pipes alleviates the issue by... a factor of 2, maybe even 3
@twin jacinth did multiple tests with different manifold and even 3-4-3 balancers and other variations. Many had issues
Not quite. I think it's more about how refineries unload the HOR
Notice how the oil works perfectly
How refineries unload OR the lenght of pipes connecting junctions. Haven't tried much about it yet, but having a bigger buffer (as in pipe's own storage) may mitigate or even avoid the issue
Maybe Oil works fine because it has a different viscosity? Wasnt the goal here to also see if viscosity could be an influencing factor
Then again, this was a single test with single results performed by you.
The only way to really confirm is to gather many different results
I believe the problem is mostly with strong fluctuations in some parts of the pipe system that the 600 can't handle well. Could be viscosity, but I think having longer pipes and using as little full MK2 as possible (only when mergine 2 identical lines, for instance) can help. As long as you merge even numbers, the flow seems stable enough to not encounter issues
Took me a while to phrase this, but it might be an issue of excessive fluctuation of the flow. Or the derivative of the flow's function, if you will... Which can be quite spiky if you think about how flow can change fast, ESPECIALLY with mk2 pipes
Would you call this an issue?
Yes, as when those spikes occurs, there are errors in the movement of the fluid, making the pipes missbehave
Parond my bad english, I'm not great with technical terms
Alright. So, in the end, we can agree that there seems to be an issue
Absolutely, I'm just not convinced the issue lies (mostly) on viscosity. It may play a part, but I think the fluctuations are the biggest culprit
It is nontheless part of the fluid math
and its brought about mostly through mk 2 pipes. No?
I can't completely exclude this CAN'T show with mk1, but we don't have any example of that so far, so I think it's fair to point the finger against mk2 only
So far, whenever i saw someone report some inconsistent filling, somehow, mk 2 pipes were related, in most cases
I dunno. I'm not sure this game does math for viscosity... I do have a plant that uses mk2 pipes and it does have issues, it could be the pipes but I think I just set it up wrong.
Usually as long as you stay below 570 fluid/minute you're good
Oil pipes may be an exception
Theres a reason why i asked Snutt if that old Update 3 Interview with Dylan was still available: in that stream, dylan talked alot about some of the pipe mechanics, a few of those were:
- supposedly, fluids have viscosity (tested this months ago, seemed right, in some way)
- the pipe calculations are pressure systems that work on a per-pipe-segment basis. Its a mix and match of different fluid simulation methods
- Fluids transmit pressure when the pipeline is completely filled and they generate gravitational pressure
- there are frictional losses (not yet confirmed. Maybe these problems are friction losses?)
@frosty owl I could've sworn I was seeing roughly the same thing on a mk1 @ 300, but I'll have to load up my game again later to confirm/deny
Also: adding valves makes the issue worse in my example (tried on the HOR going into the 10x fuel refineries) as they all fluctuate rather then staying at 100%flowrate
Then again, balancing MAY delete this issue and still allow to merge up to 600/min safely. As I said, as long as you merge SIMILAR flows, the issue doesn't seem to show
If you can confirm or deny at anytime, it'll be much appreciated :)
Yeah, I'll load it up tonight. My FICSMAS Village is done until the 11th anyway, so I have no excuse. :)
I never noticed frictional losses... Where would those show up? In headlift loss in long pipes or something?
@jolly thunder If your highest fuel pipe is at height x, you put a junction on it and rise it up (even 1 meter), you end up with an overflow pipe. Everything at the level or below x will be filled first, any fluid that doesn't fit will go the the new pipe you made (highest fills up last)
Even if you bring said pipe back down again, it will still be filled AFTER the generators or whatever is below x
Clear enough?
something like that
black pipe goes for another product, but the black pipe have to stay at this height or can I put it down to the floor?
It can go down as long as it starts high
It just has to have a hump that is that high, can be lowered down afterwards
That'd work
ohh ok thank You very much for help, let's try π
Always welcome :)
Good luck!
one more what is a good number of speed connectors for automated wiring, super computer and nuke rods later?? 50, 100 per/min?? I'm doing some planing right now and I wandering how much
Depends how much of those you want to produce. :)
worst thing now is, I don't know :/
"How much you want to produce"/min is a good number
Just turn max 3/4 of your items in next tier items, so you don't run out of them but still make as much complex stuff as possible. Then expand where needed
Good enough as a plan?
Everyone have their own need after all
Should I make a super computer blueprint xD???
I'm on 6 tier now
First go build your first damn refinery setup, dammit!
WHY!
You may end up doing schematics extremely complex to lay down due to practical inexperience xD
Integrating verticality is especially important in late game productions or big builds
Well, "convenient/cool" rather then important
Is this a good Refinery setup xD
I made a layout for it... just have never reached the tier to actually do it lol
Works
ok I'm go to sleep, done for today, ty for help, good night everyone
I wonder if you can make a layout for my factory shown in #screenshots 
Huh... Thinking more about it, this could be quite the challenge...
Trying to make a layout (more or less detailed at preference) just from looking at the map editor of a save
Multifloors would e quite hard unless each floor is the same, but any flat layout could be guessed precisely π€
if i'm doing the residual rubber-plastic loop, do I get any improvement in the number of machines if I manage do bring the polymer resin from power factory? So I start the loop with 400 polymer resin.
The more polymer resin you have the more plastic/rubber you can make, so why not?
You'll need more machines for it, though (polymer resting isn't very efficient in making rubber/plastic)
Im asking about the loop iteself, disregard the polymer -> rubber part
I don't get what you mean then... When I made that loop I separated the polymer resin from the fuel/rubber-plastic loop, so I could just process that independently
In the wiki we have 300 oil -> 900 plastic.
If I add more 200 polymer from somewhere, does it decrease the number of refinaries in recycled plastic or recycled rubber?
No
In theory you could make less plastic and rubber, and reduce the amount of oil used, but topping up with the byproduct from the power. But the amount that loop makes is always 3x the amount of fuel it's making.
You might be able to get more output by injecting additional plastic/rubber from another source, but that's be tricky from a power plant because you're not always making the same amount of by product. And if you're using another node, you're better off just creating another loop like the one you posted.
I probably explained that badly. It's 2am here.
My power plant is using overflow for HOR. the output is consistent.
The output from your power byproduct is determined by the amount of power you're using.
I'm aware
Wrong reply.
You can use the excess polyresi if you want, but you need an overflow into a sink just in case it backs up
Meant to reply to rcanjos.
Prolly need extra refineries tho
No worries
Mase has answed for me
Okie doke then.
hump->petro coke-> sink.
back to main subject. I was just trying to figure out the best use of the polymer of my power plant. I guesss I should just produce plastic or rubber in place and send where I need it.
Stocking up on fabric may not be a bad idea either if you have the recipe for it
I use it to make fabric (alt) and canisters to make packaged fuel with the unused fuel from the generators, then sink the overflow.
Neither are needed at a reliable rate, but they're useful to always have around.
Ya, I would use it for plastic/rubber or maybe fabric. Then have that overflow to coke then sink as a backup
I mean, the conversion to plastic is so bad... I feel like it's a waste to set up plastic refineries with the polymer...
It goes all into fabric for me. Leads to more coupons in the end
My point was to try to use it somewhere, but have the sink as a backup
Good point
For both the solid and liquid
they're component pieces for diagram stencil objects
I don't get why making it simple should be done but ok
Are the last 2 the machines' and power generators' power connections?
Yes! :D
Then again I suppose many of us, me included, could use stencils since not everyone can draw digitally as well as you.
@daring mesa I'm using Clarisworks 5.0
A program originally written for WIndows 95/98
Maybe a small label tab could be useful for those who cant recognize a machine by it's inputs and outputs
There will be
Ah great
that's what the lower empty space is for
10/10 then
If you had an error seeing these graph, you'd probably have a seizure seeing my sketches xD
but several of these will be re-used with multiple objects, and so those details won't be evident until the full object is made
Also, @daring mesa diagrams should be somewhat simple - both for human readability, and for image loading purposes. The more detailed the images, the less images you can have in your diagram before it starts to crawl
I wonder if I can stencil the lines
Also, thanks for remembering. Very cool :3
having diagram lines that look like conveyors and pipes would be cool
Quite
Mmf, so I was thinking that I was maybe just imagining things, re: having pipe manifold issues even on a mk1/300 pipe, but now at around the 40min mark, I'm starting to see two of the refineries in here dip a bit
At ~40 at their low point now, we'll see if they recover.
is their a website where i can see the most efficient and compact designs?
Even brought 'em all up to input-level just to make absolutely sure that there wasn't any gravity in effect (have a pump just before, as well)
Just ask me, I got them all
Jokes aside, the wiki have a pretty good archive and Cloak seem to be working in many more examples
@vast maple
Now gettin' into the mid-30s
i only realy need teir 4 designs
So long as they recover before they hit 0 that may not be problematic, of course
Let me get this straight: manifold feeding oil to refineries, last refinery of the row is slowly starving a bit?
Last two, actually
They were super solid for nearly 40min, though. Immediately hopped back up to 50 after producing
Input pipe continues to just read a solid 300
Of they keep losing some each cycle, they'll keep going like that until 0 most likely
Yeah, that's been my experience too - I wasn't optimistic. :)
Into the upper 20s now. :D
That's how it should be ALWAYS. For the example I showed earlier today I fed 20 ref with 600 oil in normalanifold. No issues even after an the hour mark
I agree with you re: always. :)
I should go check the numbers on my other fluid-using bits in here -- as I say, I'm pretty sure I'm maxing out some other pipes in here and I never saw this issue with them.
My last message was to point out that if you have issues in an oil manifold, it's probably not the game's fault π€
Heh, yeah, I'm with you on that, really.
Manifold from refineries' output is more problematic
@frosty owl can you share a efficient coal design?
"Coal design" for what?
I don't think I can now, though, especially since I'm on mobile, but I might be able to point you in the right direction...
View from the top -- the oil is coming from belowground, but there's a pump right after the extractor and another pump right there, even though I don't actually need either
Too often we do those mistakes...
coal meaning a layout for coal gens that works at 100% efficiency
(Behind that, I'd prepped a split mk2 pipe which was intending to be my next test, if this mk1 actually worked)
Still hanging on, but into the mid teens now. Will be hitting sub-100% soon enough
Coal generators always work at 100% efficiency
Water extractors and miners connected to it cannot, though, unless you manage the overflow coal and water separately
I could share my save; maybe I am running into something relating to FPS + factory ticks?
I was thinking about some way to integrate color into the stencils, to indicate the type of fluid or material.
If you've got a more capable system than mine, perhaps that's why you'd found mk1/300s to be solid
(You'd have to promise not to laugh at my amateurish builds though. :D
Eg: you provide the exact amount of water and coal, it use only 50% of your power capacity. You end up consuming only HALF coal and water, so you can redirect the other half to different production areas
(I kid, laugh all you want.) β€οΈ
Ryzen 1700, 16GBs DDR4 3200MHz, NVMe, 980 Ti - and pipes are often issues for me. @dusky dust - I had to complete re-do my water pipeworks when I upgraded them to mk2 :(
Down below 10 -- not much time now!
I strongly doubt that I have a better system, but I'd be interested in giving it a look
I'm always up when it comes to seeing other worlds ||and laugh at them for hours and days ||
@tender compass Ryzen 2600, 32GB 2133MHz, still just HDDs (omg loser), GTX 1060 6GB, fwiw
Tips updated today: don't merge refineries output up to 600/min, go for 570ish max
Aha, there we go. 55min in, and I've dipped below 100%
You all are just trying to shame my 8GB system...
I'm using like 7GBs... and I have a whole lotta stuff open.
Did you fill all the refineries with oil before having them all run?
No one's intentionally shaming an 8GB system. It's perfectly capable of running Chrome, that's an accomplishment.
I am so triggered....
XD Of course, I jest.
Pre-loading your pipes, buffers and machines the best you can before running your machines is best idea
@frosty owl Ish -- they were already running when I re-piped 'em, and they all immediately got up to (or stayed at) 50 when receiving the new pipes
You can turn your machines on and underclock them down to like 10% until everything is full
As I say, they were all solidly at 50 for a good 40 minutes
Seeing how it actually goes to blue screen as soon as I open more then 4 tabs on Edge, I'd say running chrome is a decent accomplishment... π
Edge is just Microsoft's molested and bastardized Chromium.
Oof...
Chrome is Goog's
best browser: SeaMonkey
Reminds me of Netscape Navigator fawns
I don't quite understand how could all your refineries be full RIGHT AFTER a repiping even if they kept running all the WITHOUT overfeeding them o.O
Anyhow sounds like the kind of issue that needs to be seen in person. I'll take a look tomorrow and let you know if you want
honestly, sounds like a pipe code issue
I mean, only happens on a specific website but still...
When I realized the bug I was like: Microsoft WTF
@frosty owl you have any train stuff?
I forgot all about trains. Don't know what connectors they use LOL
As proven today, it is possible to manifold large numbers of refineries using oil, so I think there might be a piping issue somewhere
Ya know... I was gonna keep my computer at 16 GB for a while. But hearing that... and hearing that my buddy's comp I just made for him is eating up 11GB for Chrome...
@frosty owl Well it was only the little pipe from the junction to the refinery that needed to fill up
As I say, nearly all of them were already at 50
2 inputs, 2 outputs for each fright station (both for fluid and solid). Only the station has a power connection
And they'd been connected to my previous oil source while I was filling them up
looks like they might be under/over?
N N
O O
?
So at first, 1 of the 10 was getting the full new 300 while the other 9 were sharing the original 300
Then 2/8, 3/7, etc.
Yes, I've already got 2, even though I shouldn't really need 'em
One right after the extractor, and one once I bring the pipe up to the same level as the refineries, just before the manifold
They're side by side, so
IN OUT
IN OUT
ahh, great! Thank you Vencam
Ah, yeah, so for instance - like literally the next row over, I've got six refineries doing Wet Concrete, and that was solid
I'll really have to see for myself before commenting anymore. Also need sleep by now...
I have never had a problem with that dipping below 100% (its sink is currently sharing space with some other resources so they're not currently at 100%, but they were solid)
Yeah, and the next row after that, a bunch of pipe manifolds feeding Alumina Solution, those have also been super solid despite maxing out a mk2 pipe
sure you have enough supply?
So these pipe manifolds are even working just fine like six foundations away from these dang HOR refineries
(though admittedly with fewer splits, since those are taking 100 each)
HOR?
And possibly that's the key?
tired, can't think what that stands for
Heavy Oil Residue
ahhh thank you
*fluid
Other then that, seems perfect
lol thanks
whats the smallest i can make a reinforced plate factory?
I think that having small pipe segments between junctions and having many junctions can make the issue worse
Also, a good rule of thumb is to build the whole pipeline with biggest segments possible THEN add the junctions
craft bench
@dusky dust yeah, build your pipes as long as possible. Use the R key to change to vertical building if you want to get some better shapes
technically you could do it on 3x3
but a big tower
@vast maple seriously though, there's a guy on youtube that makes compact factory buildings. Pretty amazing how small he gets them.
is it scalti?
maaaybe
he makes gud vids
2 constructors feeding 1 assemblers (if you don't include smelters). You'd have to fiddle with the clock to reach 100%
Alt recipes are great to find new and better combinations though, the standard one isn't great
https://www.youtube.com/watch?v=JDfOwvVytTg this is his rplate vid
This is my guide to building a clean and modular factory that produces 20 reinforced iron plates per minute.
Input Requirements:
240 Iron Ore
Power Requirements:
At least 116 MW
What you'll need:
2x MK1(@100%) using pure nodes
8x Smelter
16x Constructor
4x Assembler
Check out my 100% efficient Rotor Factory Guide here:
https://youtu.be/fHUA...
@frosty owl Yeah, that's what I've been doing, re: placing pipe first, adding junctions second
this is the smallest i could make a basic iron factory
yes, that guy!
also, my dog is telling me it's bed time.
so, see ya'll later :)
see ya
2x3 wouldn't suffice?
You can fit 2 constructors on 2 foundations
damn
I shall follow suite. Good night π
waves
... on the ocean of dreams...
Well, 100 minutes on a setup like this, instead of doing a pure manifold, and things are still peachy
Though I have noticed that I've now got two refineries whose refill times seem to be getting a bit longer
Most of the machines just zip right back to 50 right away; these two sort of take their time getting there...
Wonder if that's just something that's gonna start compounding
Oho, yep
It's officially not hitting 50 on the upswing, now
i would have made 2 manifolds of 5, rather than 2 of 3 and 1 of 4, i don't like to look at uneven amounts of manifolds
Okay, yeah, all of the 4 nodes in the middle are lagging now
The sets of 3 at the ends are both fine.
Yeah, I dunno what I'd do "for real" if I were to do this; I'm just trying to figure out if I can actually count on a full pipe flow for these 300oil->(plastic|rubber) loops
This is with a plain ol' mk1 pipe
So mk2 isn't a factor here
Input pipe, as always, is showing a super-solid 300 flow, without ever wavering
But fluid's getting lost.
Took nearly 2 hours for the loss to start happening, as opposed to 40min while doing a "pure" manifold, but it's still there.
I don't suspect a 5 + 5 would fare any better, in the long run.
I think I'm gonna have to resign myself to just not utilizing the full capacity of these pipes, and run more pipes instead.
I wonder if there's, like, clock/timing glitches which happen around autosaves, etc.
Like each time you get a big ol' engine "freeze" like that, it introduces some small amount of error, and it just piles up.
(I suppose that's a very wild shot in the dark -- could be anything introducing tiny little errors which eventually pile up. Dunno why I necessarily singled out autosaves there.)
Oh, now that is interesting... I'd been assuming that a full game restart (if not a main-menu restart) would clear it up, and then they'd slowly get bad again, but reloading in seems to've kept the slow-refills on this thing.
I was just about to ask you to update the save you uploaded...
I'll check it out later :)
Maybe someone will sooner
I'm just gonna rejigger my stuff to not max out pipe flow, at this point it feels like that'll be less work. :)
I don't think sharing saves is allowed here π¦
Delete and DM?
Oh, isn't it? Sorry -- would it be okay for me to put 'em up elsewhere and send a link?
Or i could just DM, yeah.
I thought it was not encouraged rather then prohibited
yeah just DM anyone who asks for it
β’ Sharing save files in this discord is NOT allowed as we cannot verify the links. Do not post them here.
I guess makes sense
Yeah, not a problem, won't do it again. (Makes sense as a rule, too)
I mean I don't have a problem with you sharing it, just don't want you to get into trouble for it π
so i have a question and I'm sure it's way below your plain of understanding, when energy comes out of a generator and there's extra power is that power being wasted?
energy on conveyor?
Energy out of conveyors...?
π€¦ββοΈ sorry
oh lol, no generators scale their consumption and production with usage
But no, power generators don't produce EXTRA power: you use half? Half fuel is consumed
also no, everything is 100% power efficient, so whatever your question was, power never gets wasted. You can overclock to use more power than normal, which can be considered wasting, but energy and power never "dissapear"
I assume it's machines starting and stopping
Satisfactory server, the only place where people fight to help others π€£
when they have full output or empty input
that's something you can avoid later in the game with the right setup, but if you're really early I wouldn't worry about it
ok cool i really have no idea what I'm doing if you saw my joking perfect setup in screenshots
things turn on and off, be careful, if it gets too out of hand, the peaks may be a problem
is there some way i could mitigate this?
early game? spam a bunch of biomass generators
however you spell it
make sure your machines don't stop
lol, the perfect line screenshot is just a scene of a perfect case scenario, it will never happen in a bigger scale factory
i have them at max overclock
gives you more storage for biomass too, and it won't waste any fuel
that's not a good idea early/mid game
in general, DON'T overclock anything besides miners
what for
overclocking causes machines power to go up more than their production
overclocking a building at 200% will always eat more power than making 2 buildings at 100%
so two machines at 100% use less energy than one machine at 200%
building more machines is easier on power than overclocking them
so what your saing is, quanity not quality
yes
yeah, you overclock machines to save on space when you have excess power
that's why it's good on limited buildings, cause you can't just build more of them
overclocking is more of a trade, you save space, but eat more power
right
but only nice for space saving on buildings you can just build more of and take up more space
unless there is no possible way for you to squeeze more buildings, try to avoid overclocking
ok noted
only exception being miners and oil extractors
also where would one find oil
simply 'cause unlike buildings, you can't pop more of them into existance
and how would one find oil
don't worry 'bout it for now
power generators overclocked aren't technically inefficient, but they just make the numbers not nice so you'll probably waste some fuel by overfeeding them to compensate for the decimals
alright lol
once that you get into oil tech, you will find it
try to avoid getting to ahead of yourself in your first playtrough
yeah, take it easy, there's nothing rushing you
it ain't worth worrying too much about how to set up a megafactory to produce everything you may ever need if you are still playing the leaves collecting sim part of the game
"i want train" lol
train after oil, you still got a long way to go
only advice i can give you for now, is to start building in foundation grids as soon as they are unlocked
and to rush the tiers up to coal power asap(unless you enjoy playing the leaves collecting sim deal)
coal tier 3
ok cool
tbh I'm not a big fan of building foundations everywhere. If you want to just have fun, you can easily put buildings on the ground and only use foundations when bridging a gap or something. They are nice, but definitely not required
are there coal outcrops or only the nodes
A guy managed to do it (with early game setup) today too. Always nice to see
satisfactory indeed
i think only nodes
O still have yet to see that straight power draw line after T2...
dreaming is free
Then I'll just go to sleep π€£
me too
i have a miner hoked up to storage, that is split and sent to separate furnaces, one is crafted into rods, the other crafts steal plates. the rods turn into bolts and both meet at the combiner. in each side of this process copper and cement are stored.
that's what i have (and it sucks) lol
Thanks!
Hmm... I am not sure I am getting this blueprint... what are the group of two assemblers doing (the one before the final assembler)?
A Modular Frame assembler only need 3 reinforced plates per minute, that's a single assembler on 80% output
Just for the record... the input rates of Modular Frame production are awful π
Which plastic recipe should i use for plastic?
It is designed to make more than average, it has 30 rods coming in and 10 reinforced iron plates, you can double the assembler rate
For the final assembler of course @vast jungle
Your picture has only a single final Assembler... is it overclocked?
I started a week ago... don't worry...
There are a lot of VERY good resources out there... don't worry about "efficiency" and "compact" until you get the basics build up.
In my case this was getting Coal from Tier 3 (no collecting leafs for power anymore ^^)
@rustic talon : What do you think about this rates?
Input:
- 120 Iron Ore
Output: - 2 Modular Frames
- 2 Reinforced Plates
- 10 Iron Plates
- 20 Screws
- 28 Iron Rods
4 Smelters, 8 Constructors (2Iron Plate, 4 Iron Rods, 2* Screws), 2 Assemblers (1* Reinforced Iron Plates, 1* Modular Frames)
all running at 100%
I have a build just like that, I forgot to add the over lock percent to the blueprint
I usually run a rotor production and reinforced iron plate production side by side
Then have modular framing desperate
Separate
I have a "10 Reinforced Plates/min" Line running... 120 Iron Ore comes in, 10 Reinforced Plates go out... all 100%
Rotors are still missing for me π¦
I have a blueprint where you can combine the two
10 reinf plates/min are good as a standalone, but you'll probably want just as much to make smart platings or other materials
I have already delivered the first batch of Smart Plating, so I have "free time" at the moment (and just try to ignore the 4-digit number I need later ^^)
Next thing will be a "90 Iron Ore => 8 Rotors Line" I think
That or a hunt for hard drives
Should I design smaller blueprints for items individually?
I feel as if I should go really in depth with it
I think the most useful ones for beginners are the most basic arrays you can make, like in your reinforced plates example: all leading to 1/2 asseblers going at 100%
Indeed, but maybe I should make each of the smaller blueprints to then build up to those more advanced points
Iβll see if I can find a way to really amp production for those smaller parts
I might just make linear designs for the smaller ones.....
Also @vast jungle did you see the linear designs I made?
Is that what you meant by linear?
fun fact, if you use alternate recipes and add 31.85 water, you'll reduce the iron ore usage to 55.74 only
Yes, that was what I meant... it helps to demonstrate what Manifolds can do π
Awesome, just wanted to check!
has anyone ever build a manifold that is feed on one side and delivers on the other side... by alternating splitters and mergers as tight as you can?
I don't think it's necessary for anything that goes through only 1 assembler. Modular frames or higher tier items may can benefit from it (modular frames are 2 assemblers after all)
Balancers are bestest
I don't really see the point in having the output come back to the same line as the input... π€
Hey. I'm trying to figure out the Satisfactory Tools website.
I want to produce Modular Frames at 10/min and I've been trying to go over this recipe, however I'm confused on the orange bars (like '7.00x Constructor').
What the devil does this mean?
Alright, thank you for the clarification. Also that's an insane number of constructors for one resource. Just saying.
But.. hmm.
and if it says 4.5 assembelers, you need 5 assembelers, with 1 underclocked to 50%
Got it, thank you.
also, if it gives a whole number, but splits it into 2 areas with weird amounts, build an extra one and have 2 of them underclocked
What do you mean by that? Could you give me an example?
like if it says 7 constructors, you might need to build 8, have 1 underclocked to 87% and the other to 13%, that way you can split the parts between the 2 in the next step in the correct amount
or other %s like that
Alright.
let me go see if i can make an example
you would make smelters, underclock 1 to make 11 ingots per minute, then run it to the assembeler, then youd have 2 underclocked to produce the rest heading to the other 2 assembelers
Rotor Factory is done... now I need a GOOD plan for Modular Frames...
my last plan for a 100% factory had 4 by-products π
optimal factory design
oh hey same
just did reinforced iron plates and rotors now im doing modular frames
but at least everything else is now delivered into my personal storage area... π
haha
Welcome to Screw Hell - First Level guys
Steel Rotors and Stitched Plate alts FTW!
One of the biggest level ups for me in this game was realising that I could completely remove screws from all my production lines.
"Screw this!" I thought.
screws arent as bad anymore as before U3
What changed in that regard?
Screw alternates are much more effective and for some items you can't get rid of screws at all.
what items are there that you can't make without screws (except for screws?)
can't think of any
except for equipment stuff
everything else is possible to make without screws
Aye, computer, reinforced plate, rotor and heavy modular frame all have alts which don't use screws. I think they're all slightly less ore efficient but not by much, and I'll take that over heaving to deal with all the injection manifolds.
i would rather use steel screws alt so that i deliver small amounts of steel beams to the manufacturers and drop a few constructors to turn the beams into screws
Makes me wonder, what is more CPU efficient π
More belts with screws and fewer production machines, or more production machines and fewer belts π
5/min beams to 260/min screws means having less overall amount of items flowing through conveyors in your factory so probably this
Makes sense, particularly the ones which use wire I end up with a huge amount of constructors making all the wire. Particularly when I use the iron wire alt. Making steel screws would be way fewer machines.
When you scale the factory up though, you can't fit thousands of screws on a belt, so you'll need multiple belts running screws
So, makes me curious π
i always look for things that convert low #/min into high #/min so that i can have less machines or more strategically placed machines
For smaller factories, I'd agree with minimizing machines
1 belt can carry 780 steel beams/min and 5/min beams converts to 260/min screws so just split the beams a lot put constructors at the ends
thats a lot of screws resulting from 1 belt
Makes sense. For me I'd rather have more machines in my larger factories, and avoid having to have loads of belts of screws.
lol 780 beams = 40560 screws
yeah you can just put a constructor next to any machine that wants screws
a mk1 belt carrying 60 beams is carrying enough to supply 3120 screws using the steel screws recipe
thats a lot of belts
Aye. Not massively keen on the way that looks, but it works from a logistics point of view.
foundry with solid steel ingots recipe makes 60/min, exactly the right amount for steel beams (15/min) which makes enough for 3 constructors to make 780 screws. all of the machines in this chain are going at 100%
also the split to 3 constructors is perfect for 1 splitter. it's all 100%, its automatically load balanced, there is no waste, the input belt and final output saturate belt capacities. i like it all very much π
That does sound smooth actaully.
the problem then is what am i gonna do with exactly 780 screws/min lol
6 computer manufacturers?
oh!
... yesss π
Or 2 HMF if you're using the flexible frame alt - needs rubber though, so I've never been keen on that one.
see i would normally do crystal computers, so i didnt even see that as a possibility
I do caterium computer myself, but I've recently started a new save with a friend and we haven't unlocked that alt yet.
13 standard reinforced plate assemblers should do it too for that matter.
the wiki is funny
if i'm going to the trouble of making screws from 2 alternate recipes i probably wouldnt want to use the basic reinforced plates recipe
Yeah, seems kinda redundant doesn't it.
i usually do bolted iron plates because of the yield. saves time, space and power requirements
90 plates + 250 screws = 15 RIPs/min
Jeez, you really do love your screws don't you? π
never seen someone that actually prefers to use screws....
no i hate them because of the balance. i like the RIPs recipe that wants 250 screws but i also like the screws recipe that makes 260 screws
I mean, they're not just any screw. they're satisfactory screws.
Not much better than a satisfactory screw.
i suppose if i make 1 assembler with the default RIPs recipe it will take 60/min screws so i could use up the 10/min extra from each of 6 bolted iron plates assemblers and all 7 of them would have the same 2 ingredients: screws and plates
it would require 570 plates
thats... a lot
yes a lot but it makes 95 RIPs/min
daaaamn
and if i am already using steel to make the screws, i can use stel to make the iron plates
It's also 29 constructors of plates.
stitched plates are most ore efficient, heavy encased frame is also most ore efficient, caterium computer as well
so only for rotors it's most ore efficient with screws (copper rotor)
Using plastic to make iron plates....? Na, sorry. I'm out. π
i would need 63.33 plastic to feed 13 assemblers lol
it's technically most resource efficient
yeah this idea is done. it's over.
actually wait, coated iron plate recipe is pretty fast
I knew about heavy encased frame, stitched plates I always use with the iron wire, which is slightly less iron efficient than the standard but saves the copper which is more useful IMHO. Caterium computer may be more efficient, but uses caterium, which is rare af.
well I use weighted calculations, so it takes that into account and it's still more efficient π
I guess it doesn't use very much plastic, I just get through a lot of plastic in other projects.
there is a spot NW northern forest with quartz, iron, copper and not far from some oil
so that's why i like crystal computers
theres also a bit of caterium near there. the only problem really is the terrrain, so i build foundations over the iron nodes and northwards over the cliff. there is some limestone there to take excess steel and make reinforced beams. oh yes and some coal to make the steel.
My mate and I have our main base there. We've just paved from the top of the cliff with the quartz all the way over to the cliffs on the other side. job done.
https://satisfactory.gamepedia.com/File:Priority_Splitter_schematic.png Found this in the Wiki, can somebody explain me what it does? Wouldn't be one smart splitter be sufficiant?
@high seal yes it would. I think this design was meant to fill in that use-case before smart splitters were added to the game.
I see, thx.
I'm big dumb.
A near-priority splitter built with Splitters, Mergers and Conveyor Lifts. This setup can be used >>>before<<< the Smart Splitter is unlocked.
honestly though, before smart splitter is unlocked, there is no need to sink excess. just let it back up all the way to the mine and automatically shut it down to save power
and the awesome sink so early in the game is just wasteful IMO
unless youre building it specifically to farm coupons
i mean, ladders and double ramps are life, ladders and double ramps are love
trueeee
β€οΈ ladders
I needed Wall power sockets. and conveyor holes for walls. I like my stuff in factories
even if many prefer just a big flat space and put it full of machines.
yeah i dont like big flat factories. so boring π¦
sometimes i make buildings around miners so theyre completely self-contained
First built it tho for the factory car. But i got to the truck faster.^^
@frosty pawn there are a lot of users editing that wiki, so redundancy may occur from time to time, and the case you have seen above is not the funniest yet.
I just edited that out. It seems funny to me too
Ladders are a great thing to get up... but horrible to get down...
I have stopped counting the number of times I killed myself trying to get down the ladder and just fell down.
@vast jungle have you tried walking backwards onto the top of a ladder?
Yes... but when walking backward, sometimes you just miss... but I bought stairs from the shop, so I have a good way down (without needing to respawn)
Ladders is supposed to reduce the chance of fall kills, lol I dunno how you die
ok well, when you get the jetpack ladders can save your fuel on the way up and jetpack can save your life on the way down lol
Dismantle the ladder infront of you -> free fall -> see the next ladder -> press W to catch it -> repeat
you can skip up to 3 ladders at once and utilize the mass-deconstruction for even quicker fall.
if you don't wish to recover the material, just fall until the bottommost ladder then cling onto it before you touch the ground
theres usually something i can land on between floors to break my fall and prevent taking damage
like, cybertrucks?
pretty sure cyber planes don't break the fall 50% of the time
I mean, press enter when you fall to the ground, but just before it, so that you enter the vehicle instead of dying
What would you say is the distance where you should drop Belts and go for Trucks? I want to move to "Basic Steel", but the only coal is 400m away (and the next one 600m) and the terrain is a bit steep ^^
you should move to trains
also, there's really no distance that's "best". It all depends on whether you want to build long belts or whether you want to mess with unreliable trucks
I am just unlocking Tier 3... and I just got the worst harddrive EVER as the first harddrive
400m is nothing really. You also don't have to build everything in one place
which do you think is worst?
Charcoal, Wet Concrete and Biocoal... WTF?
wet concrete is decent
I don't need anything of this and two of them are Biomass stuff, which I dropped when I moved to coal power ^^
ok
(I have more concrete than I need at the moment, but at least it COULD be useful)
No steel near the coal, so building at the single (pure) coal Resource is not really an option
it's double yield by just adding water
but so much more power cuz of refinery
and pumps
and water extractor
Wet Concrete's a lovely recipe
Lots of gains for very few refineries
I'm looking at you, Pure Copper Ingots.
wet concrete isnt that good as a first hard drive though....
casted screw is probably the best first hard drive
is stiched any good without iron wire though?
wasn't it at 500m where it would be cheaper to make trains than to make 2 belts?
it's better to deal with copper wire than base screws recipe
well trains cost power, but they are pretty good
fair point
but there's no exact value at which they are better
i was always told 500 m is a good sort of cut off
around there you can pick but really any further trains are bettre
In the end, there's plenty of personal preference which goes into it
I think you probably hear 500m just because before that point, all the extra effort+logistics which go into maintaining throughput on a train line just isn't quite worth the effort
well, the more you use trains, the cheaper they get, as oppose to belts that get more expensive
Rather than "at 500m, trains are better"
It's just that they become less attractive once you're <500m
Personally I tend to belt out to ~1km or so
Once you've got a decent alclad line up, mk5 belts might as well be free. :)
okay... I will get my 40 coal back to base with a belt... thank you
how many reinforced iron plates do you guys manufacture per minute?
20 but its not nearly enough
Just wondering, since i always built my factories in a whole other style
what would you prefer it to be?
i got no idea, i have a spare impure node that i keep making basic iron stuff, ie rods plates and rip
I usually try to make 20/min MORE then what I need to produce for other items (If I need 80 for items, I make 100 and so in)
i cant even get my factory running atm just started using coal and everything had died xD ..... before that tho i was getting about 14
the odd thing is, i want to make my factory run at 100% efficiency without overclocking but i'm starting to realise that it's unavoidable
Undercloking is pretty unavoidable after tier 1
IF you want to have 100% efficiency, that is
whats underclocking ?
it's more power efficient, overclocking just allows you to build less machines at the cost of extra power
In Russia building underclocks you!
underclocking is so you can match input/outputs
or save energy by building more machines, but that's not as commonly used
Less powa babeh=Less Frustrations
In Italy, clocks overbuild you
I also use underclocking to make stuff more symetrical, like if I need 6.7 machines and I want to do two lines I'd do 6 machines at 100% and 2 at 35% instead of 6 at 100% and 1 at 70%
in america you eat the clock
First steel pipes... Miner Mark 2, I am coming!
Ok in all seriousness, what will be the best:
Smelt ore first then distribute or distribute then smelt? How do you guys build that part?
And blame it on trump
I usually transport the processed items as they are less/min. But there are exceptions (like quickwire or screws)
unless you plan on using pure recipes(thous making more ingots than ore) it's better to process stuff on site and ship the products
Where did you set up your factory? I'm doing a 2nd overhaul of my factory and i want to build it as good as i can.
I build close to resources then in the middle of all that
But I also choose those spots carefully in advance...
So for a ovrhaul... Northern forest? Has the most abundance
So it's more efficient to build small factories, other than building one mega factory?
That's the usual advice, yeah
Feel free to ignore it if you like, of course -- I continue to go against the grain for a lot of stuff. :)
Though it helps to know that you're the one causing your own pain in circumstances like that.
it's more efficient and easier, yeah, doing a megafactory to produce all in it tends to take more logistics, time and gpu than building multiple spread out factories
Sheesh, the amount of change this game has received XD
The first test weekend was WAY simpler, but this is WAY more enjoyable tbh
I think that TECHNICALLY, the most efficient desing (as in using as few machines, conveyors and space possible) is one that has most low-level productions made locally (close to resource) and fill the space between those small factories with higher tier productions, leading to using as few trains and conveyor buses as possible
Problem is, i wanted to challenge myself and now i'm in the dessert... XD
doing a megafactory tends to start more from the pride of looking at it knowing that it does everything rather than pure efficiency
Build a freefall tower, they are fun!
fastest way down in the game π
Heh, can't wait to finish mine to prove you wrong ahahah
lets be honest, we do cool looking stuff more from pride and bragging rights than pure efficiency
Well, guess i'll go destroy my megafactory dream then...
(or at least that is what someone that has no sense for aesthetics tell himself)
Also screenshot and the satisfaction of having things work how you expect them to
again, bragging rights and pride
seems about right
It just sounds terrible worded like that :(
Do you guys have any ideas for storage you prefer?
I know the: Storage first, factories second
i mean, those are their names, idk how else you may call them
Just a (large) storage container per item type with a small conveyer belt to display the item...
i just have a tower acting as central storage storage with smart splitters to send stuff to their place
Approximately how large did you make the base of it?
depends on the Tier (because the amount of stuff increases)
if it gets too much for a linear corridor on both sides, a cross might be an options to decrease running distances
the tower can fit in a 30x30 square, i can't be bothered to calc how much space that would be with a circle
great moment when you discover that your mark-2 miner is useless because you have no mark-3 belt π
at least it's set for the future
@elfin magnet 1 industrial storage / item is enough. just concrete needs 2
i would say 2 of each, and 3 for concrete and plates
yeap, concrete needs more than that, 10 will most likely be almost enough XD
while you build, it refills.
If you don't need 10 industrial storages, you're not building fast enough...
I disagree.
I'm just messing around, 3 would be my maximum even though i would probably never even reach close to that capacity's necessity
for concrete: whenever you find a spare limestone node, make a small concrete line, that way you have concrete handy pretty much wherever you go
I do a concrete output station at my storage. whenever I need, I create a train just to pick it and bring to me to nearest station, or temporary station, while keep building.
im currently in the process of building out my storage facility, but once itβs done my plan is to keep a train station beside it so that i can pack a train manually with whatever i need and take off
automating that is harder without better tools, it would be nice to be able to tell a train to go back to my main base and bring me 2 stacks of computers
A train station dedicated to bringing common resources on demand. Thats a fantastic idea.
Just have a train with a car for each item. 1 engine on the front, and as many engines as needed on the back.
Thats what I do
Realistically it wouldn't be crazy huge. Some work setting up. But definitely worth it in the long run.
Need more computers? Just call the train in.
but the best you can get there is an individual station per part
i guess one freight platform per part but thatβll require some coordination
More basic components like beams, pipes, quickwire, concrete and stuff.
yeah for sure that stuff can work here
So how many smelters does what I need if I have three pure Mark 3 miners giving 480 resources per minor a minute
is there a mod for circuitry logic? iβd love to be able to build a system that could potentially load a train with a specific number of resources remotely
There is. Ficsit networks.
A single smelter with iron uses 30 per minute.
480*3=1440
1440/30=48
Alright. Then find out what the production and consumption rates are and do the math.
If you're in game press X to bring up the codex.
The codex is a list of all items you have unlocked.
Easiest way is to take 2 of your 480 belts and manifold them into whatever machines you want. Then take the 3rd belt and split it directly in half. Leading to more of whatever you want to make.
It really depends on how much of what you're making.
I highly suggest using one of the production planners listed in the pins.
Yes, I think it take much less effort than a lot of factories, like a turbo fuel power plant.
idk if im giving the right amount of info but i need 4 coal per 8 seconds, how much coal do i need in a minute
60/8 x 4
aka 60/2
fair point
dude idfk what im doing when it comes to coal gens, im trying to make them 100% efficient in the since that my coal mine coal gens and my water gens never turn off.
im to young to be playing this game lol
coal gens is simple
im trying to find the image that i learned from gimme a minute
it's a mater of repeating 3 water extractors, 8 coal gens and 120 coal per min set ups, and repeating them as many times as you can/want
ok so
thanks
manifold it
make the coal belt enter form one side, and have a splitter into each gen
thats just taking one input and having splitters in front of each gen, and relying on backing up
yeah i dont want backup
mmm
only thing that you have to do when working with coal gens is making sure you don't merge the 3 water extractors outputs before you fed at least 2 gens
manifolds are way easier than load balancing
i was also thinking of just splitting the coal into half for gens and other for steel
you can try to load balace but for coal gens manifolding is easier and just kinda better fro that specifically
by the nature of power gens, it will fill up, they will never be running at 100% consumption, just set things up for a situation where they will be working at 100%, not much else you can do
if you try to cut corners there, chances are that it will backfire 10 times harder later down the line
doesn't that fuck up my power graph tho
ok cus im doing a chalange where i keep it straight
no, the power capacity never should change, only the production, which will always match your consumption
if it flows, it's 'cause the consumption is flowing
im talking about power consumption, im doing a chalange where this vv is going to stay like this through out the playthrough. #screenshots message
Won't happen. As your use increases, your extractors work harder and your miners spin up more often.
Don't use trains ever.
it won't fluctuate due to your production, if it fluctuates, it will be because of your consumption, which is a different story
ok
Best you can do is set up a second power plant specifically to power your miners and extractors for your power plant, and accept that that one won't be flat.
Or just underclock your miners and extractors to meet the demand of whatever that specific one is supplying.
i hate how it doesnt tell you how much coal the intake needs like the constructors and smelters
Well they throttle resource usage based on demand.
just... look at the machine?
15 for coal and 45 for water is base usage with no overclock.
I see what was meant earlier. The machines feeding the generators will fluctuate.
sorry im at this weird stage in my life where i cant seem to construct a proper sentence
I've been at that stage for all 30 years of my life.
What do you think the age range for this game is?
I mean, my 4.5 year old loves playing it for the trains and "evil pigs"
And building simple stuff.
But if say if you're capable of simple math, you can play it.
i would say from "being able to understand that line has to go from blue to orange" to "i don't feel so good mr stark" situation
load balancing go BRRRR
If you're still on coal, you can set up an overflow system to deal with the excess coal. Later on you can deal with water too, but for now you can only get coal mkners to 100%, not the water extractors (unless you clock them accordingly each time your power draw changes to keep the excess at a minimum and store that, if you keep the excess under 5/min it'd be great)
Nice challenge btw!
@vast maple , you can use trains, but in other network to keep your challenge. You can connect trains and the machines you need in your power plant. And the output of power plant to the main grid.
im tier 4 rn but in the future i will
Fuel is much harder to draw balance then coal...
By "draw balancing" I mean making sure that all the machines involved in the power production go at 100%, thus preserving your flat power draw
Beans... Tick-whale-creature... Many names really ^^
BEANS!!!
how many refiners do I need if my iron runs at 720ppm
im calling them that
ping or dm me with anser brbafk
I wouldnt overclock that much. Power increase isn't linear.
oh than run 24 normal
I think this question requires more explanation π€
Refineries for what? Pure iron?
@vast maple just as an example, 250% overclock uses around 430% more power.
Once you have enough overhead i agree to an extent.
but it really comes down to their problems
Sry not refiners but foundries
For making steel
Wait that's not what I got, I got 720/3=240
bruh...
it has to be 30, not 3
Why 30
it's 24 smelters
720/45 = 16
same thing
How'd u get 45?