#math-and-meta
1 messages · Page 493 of 1
that's a bit of a cheat :p
I think the trick to a Biomass Burner Challenge Run is to overbuild and underclock the factory buildings. If I have enough resources for 10 machines, build 40 and underclock them all to 25%.
Will have to play to find best ratio of machines to clockspeed.
x2 to 50% might be the best ratio
it doesn't matter.. underclocking them is pointless.
😅 It saves power...
underclocking power generation building is pointless.
The main issue would be to gather biomass fast enough
Not undercocking the Burner.
Underclocking the factory that the burners are supporting
oh
I'll edit my post to clarify
mybad, no you're good i'm just slow. lol
Yea, which is why I might not do it until Farming is implemented, and depends on how it's implemented.
There will be a maximum amount of power you can handle and it will decrease over time when you have to run longer distances
Still, if you have to put in the biomass by hand, there is still a limit
a vehicle helps a little though
Yea, exactly. If I have to go to each container and manually feed, then speedrun strats come into play.
i dunno, I think some people have tried liquid biomass and they said it's pointless or not worth it? but liquid biomass has more energy than solid biofuel.. if you make the setup that makes it efficient though, why not?
Would be interesting to know how much biomass energy thrre is on the map
liquid biofuel is only good for buffer as i see it
and vehicles
(jetpack too if we could use it there)
Liquid biomass, also called moonshine/booze 😉
i prefer vodka
I hatte biomass brining so much that I spent half an hour to build a water coal storage for my new coal plant
Oh another concept for the Biomass Burner Challenge without a farming mod is that I could just use Tickets to buy it from the Shop.
I'll still have to manually feed the machines but it does mean biofuel is unlimited.
shop tickets are not unlimited..
I mean they are, but.. you're not gonna be able to produce enough power with biomass to make enough tickets to keep it going for long.
Good point, worth keeping in mind
Biomass burner only sounds so bad, the only biomass only challenge I'd take on is one that allows for liquid biofuel and/or biocoal/charcoal
Yeah, the real turn off for the biomass burner is the manual loading and no storage.. with liquid biofuel it doesn't sound so bad because you can have tanks filled with it, and it'll run until they run empty.
technically burners have a single slot but yeah
i dunno, I've thought about setting up a bullet factory in the swamp or somewhere near there and have it fueled by liquid biofuel. that's about the closest I've come to a biopower challange lol
I'm trying to make my factory more efficient with screw production, I got this alt recipe for screw that only needs iron ingots, but it needs such a weird number that I'm having trouble working around, 12.5. Any tips?
12.5 iron ingots per min, for 12 alternate: casted screw, 50 parts per min
seems pretty good
I just don't know how to get this to be efficient
When you say "Efficient" you mean that you want this to run 100% of the time?
yep
Feed it 13 ingots per minute... Or the right answer is to build a manifold.
If you Manifold your ingot production into these constructors, they'll consume only the listed value (12.5 per minute) and the rest will overflow through the Manifold.
So if you're making 60 ingots per minute
You can run four of these constructors.
60 splits, and 12.5 get consumed while the rest (37.5) continues on.
Then another one takes 12.5 and 25 continues on.
Then the last two take the even split of 12.5 each.
That sounds like a lot of smart talk, but i think I know how to do it
With practice, you'll get the hang of it. It's the recommended way to put your production line to work.
I just tried the Manifold idea, wow it really does make things more compact, thanks!
Glad you got it to work!
The game is a ton of fun, but it feels like I don't have the brainpower to do well in it.
There are tools which can help, check the pins
Well one of the best things about this game is that you can play it at your own pace. Don't feel pressured to make the best system with the best ratios and don't feel intimidated when people talk about their expansive and big factories.
Just sit back, relax, and build some machines. If you want it to be efficient, grab out a piece of paper and a pencil and just start writing down your thoughts. Could help figure out what you want without thinking too hard.
Also I love to listen to Celestial Soda Pop by Ray Lynch while thinking. It's got a nice smooth tune that really helps me focus. I just keep it on a low volume near by and turn off other sounds.
Hello, I have 2 assemblers making reinforced plates. It says it needs 30 plates per minute each. So I have 3 constructors making iron plates, one of which is splitting its 10 off to each of the assemblers however Im seeing that I am making to many plates for some reason?
do you have enough screws?
are the assemblers running at 100% efficiency or is there a clog or the other resources are underfeeding?
I have plenty of screws
so do your assemblers have enough plates and screws to never run out?
Yep
Did you have your Iron Plate constructors running while you were setting up the belts for the RIP Assemblers?
It's possible that the Iron Plates in the constructors stacked up while you were building your factory, and thus your Mk1 Belts are moving 60 Iron Plates per minute because of that burst of 300 Plates (100 plates in a stack for each constructor).
If you clear out the Iron Plates from each constructor and assembler, then the lines should balance out correctly.
are both the assemblers and the plates constructors running at 100% effciency?
Yea, everything is 100%.
I never thought about that though. Ill stop them and see how that goes.
if everything is at 100% including the constructors for the plates then it's likely just that the constructors filled before you set the assemblers up, but that shouldn't impact anything tho
Thats what I though. I may have turned off the assemblers and things just backed up more and more from there. Im going to turn off the miners and let everything run through
no need tho, it's just a visual thing at this point tbh, they don't affect production in any way
It'll make it look like he has too many plates, since all 3 constructors are holding 300 plates, trying to output on Mk1 belts but being unable to merge correctly, filling up the Assemblers too fast and since his production and consumption are equal, the conveyor lines (which act as visual storage) are not increasing or decreasing.
The answer is to just go to the Assemblers and seeing if there's a full stack of plates inside of them and manually emptying it, letting the machine refill.
If it's a 3:2 ratio like he said then one "flush" of iron plates from the assemblers should clear any visual clogs.
And yea, it won't actually impact production. It'll look like there's too many plates but that's because the Constructors themselves are storing some plates too, and that number won't increase or decrease.
I know, I just think its annoying seeing backups even though all the numbers are good
Yea, my friend is very similar to that, which is why I assumed this might be your situation. We had to deal with this a few times ourselves. 😛
I guess I never realized there is no problem having too much stuff
It just looks better with everything smoth
Is there actually a problem with overfeeding from a splitter or something? I figured if you split 60 off of 120 to a machine that needs 20, the rest of the line would just end up with 100/m
yes, that is correct
that is also the general foundation of how a manifold works
okay I see people talking like it might be problematic or something was just curious
i mean, it does split 60 60, but once that the machine that takes 20 gets filled, it will only be able to take 20 and the other 40 will back flow into the original line
I'm the opposite.. I like to see backups on belts feeding into machines, and some parts in their inventory, as long as it's not full and they're running at 100% I'm happy.. means I'm producing enough.
it's a visual indicator to me that I have a problem somewhere if I see empty belts.
Answers to your questions can be found here
Take note the game currently handles numbers with loose precision so expect some rounding errors when the game runs long enough
And but so: I finally got around to re-piping my 300oil->900plastic loop to not attempt to utilize 100% pipe flow (by piping in extra fluid) and the thing looks like it's quite happy now -- machines all at 100%, no dips in quite awhile now, outputting a solid 900/min.
Is there a clever belt compressor setup which is somehow capable of dealing with the inherently bursty nature of those recycled plastic refineries?
I was basically trying to get one solid mk5 (780/min) with the leftovers going to a secondary 120/min belt...
er, and I just realized I could get that pretty easily by just, y'know, using a mk2 belt on the overflows that I've been setting up.
Rather than just using mk5s for everything
Anyway, I was gonna say that the bursts were just occasionally overwhelming the system so that my overflow belt was getting above >120 and the intended-780 belt was having gaps
But yeah, I can just slap down a mk2 in there. Doy.
Or you can just have two belts with 450 each 🤷
shh, let them be happy
If you don't like one production line blocking up the previous level you can always use a Smart Splitter between the two levels... just feed the overflow to a sink. This makes sure the next level is always saturated but never clogs up the previous level.
This is also a great way to feed some "leftovers" of a production level to a storage bin if its too little that its difficult to get out of the belt with splitters
@dusky dust belt compressor is on the wiki, you can use the search function
the compressor is basically just an integer divider:
Split the input so that x number of output belts are full, and leave the remainder on another output belt
I got a specific question for you, McGalleon
oh? me?
It better be Pipes
yeah
well, shoot
I have 10 unpackers at 100% feeding 20 referineries at (supposed to be) 100%
oh, now this is a familiar premise.
Keep talking, let see where this goes....
MkII pipe is connecting all 10 packagers and then leads just downwards to the 20 refineries
hah.
Is it a manifold?
Yeah
Then, im afraid, there is nothing i can do
Why
Ive tested this case with @twin jacinth countless times
at some point, full mk 2 pipes simply lose flow rate
Its an issue with Mk 2 Pipes
here we go again 🙂
And the best way to avoid it is to use as little splits and as little MK 2 Pipes as possible
Last 2-3 refineries are not fed fully while the first 2-3 unpackers do not fully output fuel (canisters are not stuck)
Yeah, its an exact replica of what Gabor had
or very close
There is no solution. Unless Gabor found something.
and I can replicate it (have several setups like that)
Do you know if he did report it to the devs somewhere?
I think there was a post on the QA website that he linked to me. I simply upvoted it. Thats the best we can do.
So what exactly are you doing? splitting fuel to 20 refineries?
Yeah
Oh god, flashback...
ok, this is what I had the best results with:
dont merge the fuel output of the 10 packagers. Merge 5-5 into 2 mk1 pipes. This is 1 part of the "solution". Thje other part is that dont split the fuel in a manifold style to the 10 refineries. Instead, load balance it, by 3-4-3.
so the load balancing really was needed after the packagers?
huh
So.... Manifold for small pipe splitting
and Balancer for Large Pipe Splitting
ok, gonna try that. But do you guys found out if it’s the MK II pipes or rather trying to pump at the limit of 600?
Ye. We had the exact same setup, pretty much. Pipe was at 600
last 3 were starving
NOTHING helped.
To be honest I got VERY tired mentally; so many scenarios were tested that I dont know if it was tested with mk1-manifold splitting. What I know is that the way I described its working and I dont wanna touch it.
Got it 😆
Fair Enough. Im tired of that issue myself
BUT since a reddit post also described this issue and the OP tested the manifold, and result was that manifold is not ok.
Alright, so, if possible, i will recommend people to build pipe balancers when a large number of splits is required
What I can share is that (several) pumps do not help with the flow issue regarding this setup
Neither Pumps nor Valves nor replacing a few segments with mk 1 pipes helped. can confirm
I strongly believe, manifold is something you should avoid. I already converted the feeding of my refineries with HOR to 3-4-3 balanced
Say you had a 600 pipe . Could you split at the start . The manifold the 300 . Then inject the other half of that . Halfway along the line as it’s running out ?
also my water extractor setup.
do you have the Link to your Q+A post, Gabor?
I am thinking of messaging Snutt after the holiday break about this issue
hold, on, ill search for the one i upvoted
https://questions.satisfactorygame.com/post/5fbfd9d23f782a96f4425e79
Im not sure if there are better posts, but this was the one
unfortunately it doesnt have too much upvotes
so if CSS rely on upvotes, then it wont get too much attention
yeah, that's why I am thinking of bringing it to their attention by additionally messaging them
Nah, not good. They dont like that
well, it helped and was no issue in the past regarding blocked train station output while docking
They prefer having it be with the QA site only. Ive made a few posts myself there on other issues.
They are busy with Update 4 at the moment. Maybe then they'll look into other issues
jesus, some of my settings ingame got reset, like fow, invert mouse, wtf. anyway.
sure. But I do think that issue is quite important, sounds worth fixing before Update 4 when a lot more people will found out that these setups are broken
The problem with DM'ing snutt or jace is they have to look through all the discord messages they receive to find out what people even wanted.
I asked this twice in Snutt's stream, but no attention to this question.
and then they have to write that issue down somewhere for Dylan or idk who to look into
in Snutt's own stream? Not the Dev one?
I donno, on the one where Galeeon also asked it, so alltogether we asked 3 times
yea that was the CSS Dev stream last tuesday
So this way:
they don't. they read all posts. the upvotes just tell them how many people have that issue.
Tbh, there's not a lot of visible activity regarding bugs of the Q+A
i.e. feedback from devs' side
Lost a lot of momentum after the initial 4-6 weeks of the new site
anyways, thanks guys. If you're interested I could share with what working solution I come up in the end
absolutely
a lack of visible activity is not the same as a lack of invisible activity
@empty hemlock well, most peaople wont even notice this issue. Im sure everybody has this problem
pretty sure it's a general problem
does anyone know how much storage a Splitter has? I see a splitter with both outputs blocked, but it still collects input...
i think it's 10
Gonna get 1000 splitters for a mass storage
9
thank you... that explains why my new Motor Factory manifold is filling up so slowly
@oblique hollow @twin jacinth I found a solution and I think I know what's the underlying issue
I did just split the 10 unpackagers into 2x 5 and each pipeline of the two feeds 10 refineries (all still MK2)
I think that the reason for the bug is that the pipeline junction does not allow for a flowrate > 300, which be would needed to fill all 20 refineries
give a lot of time for it, several hours
why should a junction allow for more flow-rate than a pipe?
I love how this discussion is completely relevant to why my base just lost power lol
pretty sure that things won't change because I haven't just started things 😄 But I can figure that out
I'm using all mk1 pipes and my refineries starved..
Im just elling this, because I also believed for a scenario, that omg, this is the one, it finally works. Then a couple of hours later I saw, its starving the same way as it did before. Fluids need a lot of time to settle down, like several hours. In the end of my test I was runing them for like 5 hours, because I knew, I cant trust them if I test them only for shorter time periods
I see. I will keep you updated. Just saying that I have been testing/ bug fixing that shit for several days now
just like we did 🙂
@sullen cloud have a look at this. Quite interesting to read: https://www.reddit.com/r/SatisfactoryGame/comments/fai2d7/flowing_oil_to_machines_at_300min/
9 months 🤨
yes
not all comments are that old, and still seems to be relevant. I also had success with the mentioned 3-4-3 split.
I got rid of my mk2 pipes everywhere I could.
well, it looks like my options are hope they fiscit, or rework my tf plant :/
I have a 216 fuel gen setup running at 65% power draw fed by two MKII pipes
So far, these haven’t been drained
I just blew my powergrid... it seems I disconnected the pumps for half of the water, and it took HOURS until it became relevant 😉
@sullen cloud if you are feeding fuel gens, you less likely will see the problem because the fuel gens are not using that much fuel as they are not runing 100%. So thats not a good way to test it.
ah ok
I am testing/ bug fixing with my 100% 600/min fuel setups for plastic/ rubber production
yupyup
my issue shouldn't be the fuel gens, Its where I'm making tf. it is what it is I guess.
@sullen cloud my setup in that regard is: 600 oil -> 1600 fuel (diluted combo) -> 300+300+200 plastic and rubber (not counting the polymer resin because its not interesting from the problem point of view). The problem happens even at HOR split, and also at water split.
I'll try reworking the manifolds and try your 3,3, 4 split and see if it fixes it
3-4-3 ! based on the reddit post it matters, where the 4 is 🙂
OMG... what the hell is a Heavy Modular Frame and why does it require that much stuff? 😉
:p I manifolded the everliving out of my setup though.. so far it's making enough fuel to hold ~90% of it's capacity. It's 80 refineries manifolded with 2 feeds on each end and 1 feed in the center.
okay, Wiki error... Heavy Modular Frame cannot be "Tier 4" if it needs a Manufacturer
Phh... I can delay this a little bit
(I REALLY want Heavy Encased Frame for this)
heavy encased frames, the one's that use pipe are nice.
I thought about adding "Heavy Modular Frames" to my new Steel floor... but without this Alt it would need 300+ Iron (and other things) just to run 1 Manufacturer
Anything that uses steel pipes over beams is good
Just because your steel ingots goes farther
Okay... so no HMF for me at the moment...
is there anything "MUST HAVE" from Steel except Pipes, Beams and Encased Beams?
hmm... I am confused... I need HMFs for a Manufacturer... and I need a Manufacturer to produce HMFs?
Work bench
fun fact nobody asked for: there are at least 132 computers to be found at the drop pods. So you can unlock trains and that leaves you with 82 computers to be used for locomotives, freight/fluid platforms and stations.
(This I discovered on a save where I have not yet unlocked the recipe to build computers)
You can build HMF’s at a workbench for now
It used to be worse. To make a foundry you needed steel beams... they may adjust the manufacturer build requirement, we will see
@glacial hemlock Yeah, I'd tried out the wiki's compressor layout after my own wasn't dealing with the burstiness, but that had the same issue too (until I realized I could just limit either of them with an appropriately-spec'd belt)
@wind spade Hah, yeah, I thought multiple times while looking at it that I should just balance 'em to 450 each, but y'know how an idea can just get lodged in your head... :)
@oblique hollow @twin jacinth @sullen cloud In my own testing, making use of a full 600 (for mk2) or a full 300 (for mk1) was under some circumstance a recipe for eventual losses in the pipe, regardless of how it was piped
Doing a "balancer" style layout into 10 refineries was better than a manifold arrangement, in terms of how long it takes for the problem to become apparent, but after N hours it would start starving refineries, too.
Possibly it's just something to do with the number of splits involved, regardless of layout, 'cause my 6x Wet Concrete right next door seems to have no efficiency loss with a full 600
But nothing I tried over on my oil loop ever worked, in the end (even though it might take hours to become apparent). I'd recommend just piping a bit more fluid over, and not utilizing the full flow rate that's theoretically in the pipe
As I say, I'd seen it with a plain ol' mk1, too, so it's not just the mk2s.
I am not sure how you are doing fuel, but this is the best way
Best to use mk2 piping, but doable with mk1’s
For the diluted packaged fuel step, I like a in-line system.
Packaged water > diluted > unpack
In a straight line with mk1 belts connecting
Yeah, for sure -- those HOR refineries in particular are what I'd spent so much time debugging
You need to pipe in >300/m oil if you want to be sure that the HOR refineries don't end up starving one (or even two) of them, eventually
tbh, I don't think there's such thing as an intended efficiency loss
that's not how the game works
You don't need a lot of overhead, but trying to max out a pipe, whether mk1 or mk2, at least with that many splits (as I say, maybe those things are fine with fewer refineries, like, that 6x Wet Concrete I mentioned seems to be 100% solid to me), will always lead to phantom fluid loss
Oh, for sure -- my bet is that there's some weird bug. And maybe it's just related to my framerate, or how busy my CPU is. Maybe someone on a different (better) computer wouldn't have the problem?
I dunno. I got tired of debugging it though and just upped my fluid delivery, and I'm not maxing out any pipes on the delivery side, anymore. :)
my CPU is utilized at 40%
Yeah, my comp never seems over burdened, but who knows what's going on with factory ticks behind the scenes
I've got a fairly modest rig, is all, so I wouldn't want to say for sure if performance is at all related or not
I already found out that there isn't a loss
it's getting stuck in the preceeding machines' inventory
Preformance hits are mostly from high concentrations of belts especially mk5’s
Because each item is rendered and it adds up
marcnesium - Ah, we might be talking about separate issues then; mine is easily (for me) replicated with just an oil extractor going right into ten HOR refineries. No "preceeding machines" to complicate stuff. :)
Verios - Yeah, so I've heard. :)
well, an oil extractor is also a preceeding machine
Heh, fair enough
But the symptoms of the fluid loss that I'm talking about is an absolutely solid reading of (in the most basic instance) 300/min fluid on the pipe from the extractor, prior to the first split(s)
Like it does not waver one bit
And then, depending on the specific piping layout, all ten HOR refineries function perfectly for anywhere from 40min to a few hours
At which point one (or more, depending on the piping layout) suddenly starts dipping in its input
Again, with absolutely no change in the input flow rate
what is HOR ?
So fluid's just getting lost. As I say, the only thing I've found that actually works reliably is piping in more fluid than you actually need, so that you're not attempting to use the theoretical max of the pipe
Heavy Oil Residue; the first step in the most-efficient oil->(plastic|rubber|turbofuel) loops
all these shortnames. somebody should make a list for them
The one fluid delivery variation I admit I didn't try was feeding the refineries from the top. I'd pretty thoroughly gone through just about every combination of feeding from the bottom + from the same level, though.
The example you're referring to, with the HORs. Is that with MKI pipes?
On the HOR side, I've tried it with:
- A full mk2 which gets split into 2x mk1s right before the HOR step (one half going to a 300->900 plastic loop, the other intending to go to a 300-900 rubber loop)
- A full mk2 which splitsinto 2x mk2s, with a valve set to limit flow to 300/min on each split
- A full mk1 (no splits involved at all)
And I've tried all sorts of variants with extra valves, pumps, and fluid buffers, just in case.
I was seeing the exact same problem with a full mk2 going to 10 Packaged Water refineries, as well, but basically all my testing was on the HOR side since that's so much easier to isolate
so just to be sure. Variant 2) with splitting a MK II pipe was also with 300/min crude oil and 10 HOR refineries?
Variants 1 and 2 were being supplied by a 600/min mk2 (250% OC'd extractor on a pure node), intending to be the sole oil source for both my rubber + plastic loops
They both had that junction which would've sent 300/min to each -- in my original piping I'd just split the mk2 into two mk1s -- one of the first attempts I did, I'd replaced those mk1s with mk2s limited by valves instead
(And then finally I'd dropped it to just a single 300/min mk1, just to remove as many variables as possible)
In all cases, the input into the 10 HOR refinery always showed a super-solid 300/min; no losses there at all.
(and again, it'd take generally nearly an hour for any of the refineries to show even a hint of fluid loss)
well, thanks for the insights. Makes my own testing going forward easier.
Yeah, good luck! :)
The main frustration there is that it often takes so damned long to see a problem start to develop
So it's this endless loop of wait 5 mins, check all the refineries, wait 5 mins, ....
Get some good background music on, is my advice. :)
It's not the first time nailing an issue down in SF (after 1.5k hours in total) 😄
Doing a "balancer" style pipe input was definitely the best of everything I'd tried
Next best was a manifold but slapping a fluid buffer at the "end" (and waiting for that to fill up before letting the refineries process)
but it's one of the most tedious ones tbh
Splitting the input to feed from both ends was far worse than any of the other methods
Unfortunately I didn't actually write down all the things I'd tried. :D
well, my whole setup is 'working' since several days, thus no long wait until things get filled/ satisfied
still a mess though. all of this
at least the empirical data hints that the issue is not sitting in front of a player's computer. that's something
it definitely is some part inside the whole system of pipes. Maybe its the Equation. Maybe its the Junctions. Maybe its a combined issue.
jesus, I took a nap, woke up, and still this? 🙂
How long have you been dealing with that stuff when you ran into it?
I am still in the process of picking up 😉
Funny enough, I prefer manufolding pipes (I used to balance them before valves) and didn't have any issues with it... 😅😂
This is but a ticking timebomb Vencam
I do feel like there's some kind of voodoo which would let you get it working
Like just some quirk of exactly how the thing gets built or whatever.
Wanna know some voodoo?
2 Mk 2 pipes on a slope
And I feel like whatever this problem is is relatively new, 'cause I can't imagine there wouldn't be mentions of it on the wiki if folks had observed this back when the initial 300->900 loops were being discovered/documented
Dunno, man...
In the example I tested (20 ref making HOR) they didn't show any sing of havung oil issue even at 600/min, and it ran well over 30 minutes 🤔
over 30 mins is nothing.
Its 1 test result vs 4+ counterclaims.
But yeah, like: all my fluid-manifolded refineries that are working are build north-to-south, whereas the ones I'm having problems with are all west-to-east
LIke that would be bizarre if that somehow mattered, but maybe it does?
@frosty owl give us a save, where it is working flawlessly.
... i feel like i heard a similar issue before. A looong time ago
Or like maybe my oil manifolds are right on some chunk-or-whatever border, and there happens to be a bit of math weirdness that can accumulate based on that
I agree I am absolutely just grasping at straws here, but I do believe folks when they say they've got working methods.
I'll just send over the one I used for testing. Will link the conversation about it in Math and Meta too
Its not that far fetched. I faintly remember that something in Update 2 or so also had issues when working in one direction vs the other
As I say, the folks initially putting together those 300->900 loops must've noticed this, if it had been a problem with Update 3 dropped
Anyway, off into the Real World I go for a bit. :)
@oblique hollow Imagine we get a save where it is working fine 🙂
eugh
what a fool I've been
😮 this is very interesting
meh, it doesn't work
wait, the default headlift is not 0? 🤔
pipes and buffers actually behave the same, so you know how buffers give their height + a little bit of headlift, so do pipes
and then headlift tapers off instead of being a straight cutoff
@oblique hollow didn't you do some bullshit of getting pipes up 2m ramps without pumps? I know you're always messing with fluids in wizardy, dark magic ways
i did more than that. I bullshitted my way 60 m up, without pumps

most likely its dark liquid magic... 😉
(I am at the moment looking at the numbers for Tier 5 production... Computer creation looks a little bit insane)
ah, the pipe was plugged to the input pipe of the pump instead of the output of the pump
Pipe have a default head lift of about 1.4 m
And Buffers have a default of 0m, actually
so you need to fill the buffer about 10% before it can output fluid
without a picture im afraid i have no idea what you are trying to do xd
you're just at the start of madness 😄
wait nvm it fills up again, wtf is happening
I just like to preplan ahead... but at the moment its more like I am "pre-scratchich my head"
What even are you trying to do
Without Alts 30 computers per minute looks nice... if you ignore the amount of stuff you are dealing with 😉
390 Iron Ore, 2610 Crude Oil and 1470 Copper => 30 Computers... all components running at 100%
duh, this should work without any issues
so the default headlift is like 10m or something
of a full buffer, its 8 m
default is 1.4 m. (Normal, flat pipe)
Full Buffer is 8m
Full Industrial Buffer is 12 m
the pump is off, I think the test is supposed to be if an unpowered pump still resets headlift
and of a 66% filled buffer? 😄
66% = (Volume inside / Maximum) * Buffer Height
So for a small buffer, 66% would be 8m * 66%
so about 5,3m
wait, if I'm right I should get 200/400 if I rise the buffer 2m more
I'm gonna try that, brb
The Pump nullifies Headlift when unpowered, be careful with that
oh, you dont believe it?
Just Put a Pump (powered) behind an unpowered Pump
and then try to have it go over a 2 m rise
empty the pipe system after each try
filling up with no trouble
tried using vertical pipes yet
nvm, you were right about emptying the whole system
took time to fills up but got stuck
the pipe going to the buffer is half full, so about 2m
so between 1 and 2 m
about 1.4, the default
and when at level the buffer is stuck at 255, awesome
the buffer itself will need to have about 50/400 in order to have 1.4m
this gonna be a nice priority system
anyone got a schematic for a 1:25 balancer?
wait, how well does this work?
like if A and B are both completely maxed out (300/mn)
will A flow be 0?
whut? how does that work lol
I feel like I might have been there when you figured this out, and I still don't get it lol
The Valve simply wants to output more than an unregulated pipe
lemme see if it works at 300
wait never mind, I'm dumb and just figured out I can do 5x1:5 Balancers
math 
you mean 2 1:5 chained, right?
lol works at 300 flow
no, a single 1:5 balancer, with each of it's outputs going into a 1:5 balncer
that's a 1:25 Balancer I think
simple but there's definitely a cheaper design I think
adjust clock speeds and do a 1:26 balancer? how bulky is a 1:5 balancer?
The extractor on the right is completely backed up and wont flow at all
so: valve works as priority input
interesting, what's the application for that?
the priority? alumina and acid
oh god no. Underclock the Refinery that produces Acid
Ive seen people ask this kind of stuff so often i know that it just never works out
guess that wouldn't scale up too well if you need >600 water or sulfuric acid, though I guess you could isolate the systems to be 600 or less
It still works with mk 2 pipes
lmao if you put a valve between two half-filled buffers one will empty in the other one XD
basically a pump but with no headlift
.... yep.
Freaking fluid update
valves do have the property of not resetting the headlift like pumps do
i had a full buffer and an empty one. connected both and had a valve inbetween. Full buffer transferred everything into the empty one

physiks
Before the fluid update, everything worked nicely
sorry, *fisiks
flude fsiks
Fluisiks
rounding errors are a bitch, which I'm blaming at least one problem on
btw, that "unpowered pumps nullify previously applied headlift" text seems awfully familiar 😉
plz ficsit fix fisiks
clearly the solution is to use long doubles, or make a long double type themselves 😛
fuck our memory, we can buy more sticks and get 5950x for transfer speed
btw @bleak coral , heres the funny meme pipes
Even worse.... pipecraft!
@oblique hollow I had to put another valve with a 50m3 flow limit to make it work but now everything is alright :D
thanks
huh, ok
Anyone know how to make greenys calc maximize everything? I entered what I wanted and all the outputs were 93.xx and resources not maxed
use tabs 'input' and 'recipes' on left side
That doesnt do anything. All input is at map max and recipes selected. It changes nothing
@dull sable you have to select maximize next to each part as well.
Its under a drop down menu.
when you use the maximize function on everything it equalizes their output, and you have to play with the slider to change the ratios of their outputs
think about what you're asking it to do, maximize multiple things
there's many solutions to the that problem, so you have to give it something more to work with to know what to prioritize first
for example with 90 iron ore per minute and vanilla recipes both 40ppm iron plates + 30ppm iron rods and 20ppm iron plates + 60ppm iron rods are solutions to maximizing the use of ore
there has to some other input to decide on the solution to choose, so the way it does it is with those sliders and relative ppm
how does the math work for trains as far as transfer rate for platforms?
transfers whole inventory instantly, but has ~25 seconds animation during which the platform doesn't accept nor output items
so if I need to move 1620 rubber and 900 plastic a min.. I can just go by belts to platform(s)?
so 4 cars/platforms for rubber and 2 cars/platforms for plastic?
that also depends on how long is your travel time 🙂
travel time is null. lets say it's instant for now for simplicity that's about how it works? realistically, probably 1-3 min travel
instant travel time would mean that the loading animation plays permanently and therefore no items could be transferred 😄
so, if your train line is shorter than 25 seconds travel. it breaks? lol
well no, because the train also waits the 25 seconds there
here's the table, how often does a train need to come to the station to keep up with X belts depending on Y stack size
so that says for 2x mk4 a train has to arrive at station no later than 3m20s?
yeah, that's for 2 full mk4 belts coming in one platform
alright. ty so much greeny
Yeah, for more capacity on the trains, you'd just have to increase your platform/freight-car space
I have observed that at least with sending mk5 belts over a train route, there does seem to be some real tiny bit of inefficiency that the train introduces, even if you've correctly built around the loading/unloading time thing. Like my 780/min belts were getting closer to 777 or so
Pretty small beans, though
you better be careful saying trains are #2 to belts.... that'll get some real heat in chat.
lmao
i disagree
but i use them anyway just for looks
you cant beat belts cuz its a bottleneck into machines.
it all depends on your definitions, but even if you can't beat belts, you're not worse either
the main benefit is simply time spent laying belts across the map
assuming you dont have any issues with all the bugs with trains, thats true
same could be said about belts 🤷♂️
need to do 2 belts of 5km instead of simply adding 1 freight wagon
also, trains are pretty reliable if you know what not to do
tom, you have a train that goes the wrong way sometimes and just stops... thats not reliable
Oh tell me . What are the things not to do ? Please lol
hence I said 'pretty reliable' and not 'perfect'
lol alright
whats the work around?
having a loop after the wrong turn to guide it back towards the correct track
i dont think that would actually work,.. unless its after the station the other train was going towards
cuz it would just miss that junction due to the same 2nd train
that way it wont stop and, even on the wrong track, has a way to get back onto the right track
its a failsafe, basically
its missed the first switch cuz it was right behind a 2nd train, right? and now its still right behind that same 2nd train, so its going to miss the next switch too.
maybe it will, idk
its not right behind it usually
man, I'm trying to get trains to work for me on my save to move some very important resourses.. plz don't tell me about the bugs yet lol
because it will lose speed after taking the wrong direction
which in turn causes the distance between the 2 trains to increase
When you’re saying ‚tested‘ this means being in rendering distance?
yes
but i cant tell you if it was a proper enough test
just that it hasnt happened to me yet since I made the change
the only workaround i can think of, is to not use switches, and no trains share any station. but that sounds very boring.
The most valuable resource of this game (and life) is the time you spend.
@topaz hedge go ahead with trains 🙂 dont let yourself discouraged 🙂 I set up trains recently and they are amazing, its fun to even look at them go brrrrrrr
@topaz hedge trains are 100% worth it just for the fun alone.
Yeah, trains are great. :)
TRAIN cho chooooooooo
There's definitely some caveats if you're putting a train in the middle of a production line, but they're well workable
if someone uses a tool wrongly, it doesn't mean the tool is broken.
lul
I wish somebody would update this freaking website....
idk, I don't feel like machine-level planning is ever needed in satisfactory 🤔
Well, guess my world will join those of the choo.
I mean, I've always thought they were cool, but the whole multiplayer issue (some of which I've noticed were recently fiscit'd) and I'm looking at another 3 mk4 belts for rubber for the new production line, if trains could simply that by having the stations split and balance the belts going to the new line, and old.. that's worth it
@wind spade to me it makes it easier
how so? it's enough to know that you need to 5 buildings, why would I have to place them all down individually, including mergers and splitters
I just prefer to build the system myself rather than have a website do it for me, you have to think of those that would rather do it themselves and see what it would work like for the way they want to buildit
but you still don't see how it will look. It's just a graph visual, not 3D real representation
unless I misunderstood
if my train doesn't move enough because it takes too long between stations, can I just add another train with the same timetable?
sure
and that'll more or less cut the time between stations in half so I'll be under the 3:20 for 2 mk4 belts?
Maybe
Trains still have a top speed. But if it's starting out too slow, another engine may help.
Or if going up a hill it slows down too much, a 2nd or 3rd engine could help that too.
I'm sorta out of room at my factory station.. there's a bunch of stuff there lol I might be able to squeeze in another platform for a 3rd station
2nd* 3rd ain't gonna happen. most of my run is flat.
but I have to have that 960/min coming out of each station lol
And only 2 freight cars?
Oh... I'd run 2 engines minimum if I was you. 1 engine per 4 cars.
Is this a loop or terminal system?
1 per 5 is good for any track, 1 per 20 is good for no hills track
If its a loop system, you can toss any extra engines on the rear of the train and not have to change any stations.
And it'd increase the speed?
They still have a max speed, but yes it would help the same way as if they were on the front.
They still need 1 engine on the front, just the extras can be on the back.
Or middle, or w/e.
cursed train layout:
<>===>>==<=><
there's a few hills. they're not too bad. but it's 7 cars. i think imma go with it and see how it does. it's a loop system.
I mean if you only run 1 engine for 7 cars, you're gonna stall and reverse on a hill of any decent length and probably slow down a bunch even on small hills
there's disagreement on the exact ratio, but 7 is definitely too much for 1 engine
My habit is 2 engines for anything more than 4 freight cars. Maybe overkill, but... 🤷♂️
cursed train layout be like
++++++++[>++++[>++>+++>+++>+<<<<-]>+>+>->>+[<]<-]>>.>---.+++++++..+++.>>.<-.<.+++.------.--------.>>+.>++.
Wtf is that?
I bet at least one of the many people reading this will know 😄
Lol I have about 50 active trains (think) 😄
All are <_> style
Even if its a loop I still add a kabosse engine for...reasons
@wind spade What I'm trying to say is that having them little machines and such that I can place on a grid.... especially with Manifolding makes it a whole bunch easier... that website offers that to a certain point... I just wish that they would update the code to include the now updated items of Satisfactory.
.Your website from my knowledge will not let me place the mines, machines, mergers, splitters, and storage. I just want to be able to place those things to make it an easier representation for myself
I'm not sure I understand, especially with manifold, it's just a repetitive schema, why would I have to put the machines in a grid in that tool, when I can do it ingame
If you wish to build yourself physical topologies, I recommend draw.io
Or any other diagram program if you have access to a paid one
hm
Greeny’s tool is for the logical topology
does the kaboose engine need an empty platform in a loop system?
No but it helps for planning the spacing
Listen I'm not saying his tool is bad, I just want a website capable of the same thing that is Satisgraphory.
That is it.
Closest is SCIM but I dislike that production planner
we know you don't say it. We just ask you what purpose would the schematic placement serve
It is just what I want Greeny, it makes it easier for some that rather manifold.
either you want to actually plan the base and then you need more than satisgraphtory (you need to include machine sizes and belt stuff) or you just want number of buildings
Speaking of greeny's wonderful tool.
yeah, especially for manifold, it's the same thing all over again, I'd say you can do that without planning
I actually don't have anything to add but.. I did run into an issue with it, would you like me to dm you greeny?
You can yes, but it is easier for me to plan on the website with a manifold, which does show resources a minute, miner MK1, MK2, etc...
The only thing you need to plan for a manifold is how the segments will be broken down. Such as my Fused quickwire setups are broken down into groups of 20. Farther broken down into segments 5 each
See.
It is much easier for me to plan in advance though, this ABOVE makes it easier.....as I placed the machines and everything myself.
The number are incorrect on the example, but it just makes it easier is all
As I said closest is SCIM’s production map tool but I PERSONALLY hate it
I will give it a try.
For a physical diagram its convoluted
yeah.. scim is great, but in my opinion it's the wrong tool for production planning
it does have the power useage stat, which is kinda cool but that's about it
@rustic talon
This is how I plan stuff.
Going to use quickwire as an example. I need for example 12000 quickwire for a large project. How will I break this down? Instead of starting at the total I start looking at the best way to break it down into managable chunks
In this case that is groups of 1800 quickwire using the fused quickwire alt. This total needs a easier to understand 750 copper ingots and 150 caterium ingots in 20 assemblers
Basiclly, look for the balance based on the most efficient way you can produce the intermediate items for that product
Based on the above example, this small setup is the cleanest way for a endgame quickwire mass build. Makes it much easier to set it up
Trying to explain a way to go from logic to physical
gd 12k quickwire a min
Very nice, I will try to set one up like this.
My philosophy is to figure out what you want to make. Maybe its an end goal like 60 super computers a min. If you look at a logical map for that its daunting.
Next I would break it doen into each component to make the process less horrible. I then look at the common material. Quickwire, silica, copper sheets, ingots, steel, rubber, plastic, etc and use those as my next main focus. How do I get all this stuff efficiently? Then I use a tool like Greeny’s or Daniel’s to look into that single product. How much will I gst out of a node of copper in the pure alt? How does that total effect fused quickwire like in the example above? Thats how I get to a managable chunk that is as efficient as possible. In the quickwire case, the output is belts of 450 a min.
And just use that strategy throughout the build. Takes forever but the planning really does help make something daunting less so
And hope that makes sense. If not can try to explain differently
I guess I just do better with a logical map.
IT looks daunting to some, but to me it is easier with a logical map.
Yea totals for intermediates in endgame builds is daunting, but if broken down into small chunks it is just alot of repetition
And now that mk2 pipes exist, large scale pure alt builds are alot simpler to setup too
Less having to deal with that 300m3 pipe limit issue
I used the satisgraphotry thing to my current point which is maximizing the efficiency of motors, Automated Wiring, and Versatile Framework all in one build.
I would break that into 3 seperate builds, but keep the total of any shared ingredient
Well I want the three to be in the same build.... which is what I have done for quite a few things... all the way to Stators and Industrial Encased Beams
I mean treat it as 3 seperate builds to keep the diagram size managable
You would have to see my world to understand.
But keep the shared products as the full total
Ah so treat it as separate rather than together, but share the resources between them
Just in terms of the diagram to keep it as simple to follow as possible
Basiclly break it down into segments
if i can make a comment
what would be helpful for layout design if the person ( like my self ) can see what they want to do before building it in game
@torpid robin only thing is you would need to draw up each building through what ever program etc
i mean lets say a draw square and label it specfically to what you want
this program lets you do that
i figured that
its just time consuming. Would be easier for there to be a tool that you just enter the numbers, what recipe what miner overclock or not etc and give you a visual picture than just numbers and words
i dont think there is anything that does everything
I agree, Satisgraphory is a good program to follow.
i use greenys calc to get the basic idea of what goes where. and then manually put it into that program i use. then connect it all up and move things around to suit me
It has not been updated recently, but it was useful until I reached Automated Wiring.
the bigger issue isnt so much production line thats more of a learning process. its how it all will look like how tall how many floors
my aluminum line is the closest to where it looks nice but thats all cramped together due to limited of space due to geography and evironment
sometimes distributing output from one production step to multiple other production steps can also be an issue... I had my Motor factory running amok for some reason, producing lots of Wire but not the Iron Rods so the production stopped and most of the Wire went trough the overflow back into storage, clogging the belt to the storage completely.
not sure I really understand whats going on... I switch priority (by Smart Splitter) from the Wires to the Iron Bars and now I have to wait a few hours to see if things get better
best "advice" I have... never let Wire/Quickwire overflow onto a shared "to storage area" belt... it will just block the whole belt if something goes wrong
or maybe only connect it with a Mark-1 belt... to set a limit how many items can overflow
That sounds like an issue of mixed belts
Never mix belts 🙂
you mean mixed types of belts? I built the whole factory on Lvl-3 belts... and it went crazy.
I think the main issue was to let Wire (hundreds of items per minute) overflow on the central bus without a (mk-1) bottleneck... this fucked up other things
I mean putting different items on a single belt
unless you are making an automated sorting system for your storage, you really should avoid having more than 1 type of item per belt in general
I have an automatic sorter in my warehouse... I ran out of space to get belts there and most still is only produced in moderate numbers.... there are a few special belts for "high number" items, but most of the stuff get merged
aside from concrete and whatever your current belts need to be made, you realistically don't need more than 2 storages of anything, you really don't need to send your entire wire production to storage, it tends to be better to just send stuff straight into sinks if not used and have small amounts being sent into storage for hand use
I cannot see how mixing Wire and Quickwire on MKIII belts lead to an advantage
especially when those belts feed production lines
Brainfuck, btw
ah, I see you're a man of culture as well 😄
Ive made my own esoteric languages xD
I've made my own assembly language for my processor, I guess it counts too XD
below is my solution in brainfuck lmao
You're insane haha, nice to meet a fellow codegolfer. But we're drifting off topic here
If I boost a single nuclear power plant to use 600m³/min water, how many fuel rods /min will be needed for it to run smoothly?
- That depends on how much power you actively use. The more you consume, the more fuel rods/ min it will take in
- At maximum load, you take the normal amount of fuel rods/ min and multiply it with 2.5, since you overclocked it to 250%
Isn't it closer to 2x, with the weird generator OC scaling?
It is almost exactly 2x with nuclear power plants
They actually have different scaling than the other power generators, cause why the fuck not haha
because pipe limitations
oh, right, duh
- no, you multiply it by 2
oh shoot, yea
i forgot again that 250% on generators is 202.5%, or so
eh, 2.5^(1/1.3)
or 1.3th Root of 2.5
oh yea, and also pipe limits
nuclear are 250% -> 200%
others are 202.5%
thats why i added the comment with "oh yea, also pipe limits"
Since Nukes also have their own limitations
I must (finally) admit it seems I cannot handle pipes... I was trying to build two pipes from my water source to my base... but despite the pumps sometimes only have a few meters headlift to work, some parts of the pipes stay dry
is there a good way to measure where to put a pump when the pipes don't go along foundations? I tried to use the blue marks that appear when you place the pump, but sometimes the mark is just not there
What's usually recommended is to use up your fluids right at the source, btw, rather than trying to pipe it all back to base. Helps avoid issues like that
Maybe post some screenshots of your current pipe setup, though? Someone might be able to spot some problems
(I often don't follow that advice re: piping, myself, so no worries if you don't either. :)
not sure screenshots will help... the double-pipeline goes for hundreds of meters slowly up a total headlift of at least 80m.
I definitely don't get the "current water in pipe" measurement... it goes up and down, even with no consumer at the end of the pipe!
shouldn't the pipe become full and STAY full?
maybe I should have dropped the whole "use water" idea until I can use packaged water... much less headache
Horizontal Distance: No Pumps needed
Slopes or Vertical Segments: just put a Pump at the bottom, then it will project a blue ring for you to follow
Hello, I'm new to the server, so I am sorry if this has already been answered. I'm looking for info on load balancing. I don't want blueprints, What I would like to do is learn how to load balance specific amounts. Is there somewhere that talks about the theory behind it, or some sort of formula?
Im afraid that in the most cases, as soon as it is more than 3 or 5 machines, people simply shit on the load balancer and choose to manifold, since it does the same job after a little startup time and doesnt need as much space
As for Formula...... im not sure what kind of formula there would be.
The only formula i know of is the output of a splitter with different Belt Mks at the output
Load Balancers are neat, dont get me wrong, but the effort required for them increases astronomically fast with more machines
I guess I'm kinda looking for, as an example. I have two sources of 100 items/min. I want to split of 5 from one and join it to the other. How would I do something like that when the halfing or thirding doesn't get even.
Or how to split 3 sources into 13.
Specific tiny amounts, I don't know
BTW, both of these situation I ran into, and I just gave up.
you want to turn 100 and 100 to 95 and 105?
but you can manipulate clock speed and add machines to get a number you can actually load balance
Yeah
Thats why people manifold
In that case, you could simply merge the sources and let the machines handle the rest
I did end up overclocking one and underclocking the other, but I was hoping for a different way.
I have only have Mk 2 belts currently.
You can do any kind of division... it just gets harder...
@frosty owl you're a big load balancing person right?
Split by 2/3 is simple... 4 and 6 is just splitting by 2 and then by 2/3...
splitting by 5 is splitting by 6 and merging one of the six lines back into the input...
there's also a 5 split system floating around out there, I don't know how to do it though
most people would simply do this
though that requires higher mk belts
or a load balancer between 2 mk 2 belts
Which I would totally do, but my belts can't handle it.
then use 2 mk 2 lines, but make sure both receive input from both sources
then it should balance
there's also the insertion manifold technique, where you deplete a line until you can merge another into it to add more
Like, I'm all about Manifolding, I think it's more about I ran into these cases and was curious how it would be done. I ended up spending 2 hours sketching out how I would break 3 into 13. And I couldn't figure it out. Then it more because a though experiment.
What the insertion Manifold technique?
let me get a picture, give me a minute
Yeah, but wouldn't that just balance two lines? I want to do the opposite.
it will balance, but once the machines start backing up, the input shifts
Hence the manifold.
yep
its just a balance between 2 manifold lines
which will eventually do the same as the manifolds after it
Since if, say, the upper line starts backing up because the machines there cant take more than 95/min, the extra 5/min will move over to the lower line
The downside, like with all manifolds, is that it takes time
Oh, I see. So it's doing a manifold for two manifold lines. One line will underperform for a bit, but once the smaller line fills, the extra will move over.
Wow, I never even thought about something like that. That's cool.
Theres no formulas needed if one always remembers:
If a splitter cant output on one side, it will try another
I'm fairly new to the game. I played once and steamrolled up to Teir 6 super quick, but wasn't automating anything, and then couldn't keep up with the demand. This is my second game, and i am taking my sweet time.
insertion manifold example to overcome a mk2 belt limit
in this example you could even insert it anywhere after the first machine, but the point is you have a second belt you merge into the first belt once enough of the parts on the first belt are used by machines
That makes sense.
this is the ONLY formula for belts that i know of. Theres a similar one for pipes and junctions
wouldn't splitting 200ppm onto a mk1 and mk3 just endup at a 60/140 split once the mk1 belt backed up?
or I guess wouldn't it be there immediately, cause it can only take 60?
ugh I hate mixing belts
nah, it wont
The splitter would put more on the mk 3 as the mk 1 takes time to move items away from the output port
Thus the mk 3 has more than 3x more time to accept items in then meantime
as I said
Its the exact same when you mix pipe mks or when you use valves
the valves were the reason i even derived that formula
and then i saw that i can apply it to belts too
Tbh rushing higher tiers can be really good just roughly automate things to get going . Get to the higher tier . Then it gives you higher tier belts to be able to start automating things properly
Actually, rushing to Mk 3 Belts is worth it. Mk 2 Belts are in such a damn odd place
Yea lol
reinforced plates? no thank you
And I found mk3 is so@much easier to make
I just rushed mk5 then built a real whory alclad sheet factory
mk1/mk2 is the one place I'll mix belts, cause I'll use mk2 sparsely and split them into two mk1s so I don't need as much reinforced plates
The only place i see for mk 2 belts is in those rare moments when you decide to build some funky Belt Ratio Splitter
mk2 use a slowly-made and (relative to other stuff at the time) resource and space intensive process to make their parts
I just unlocked steel, so my next big project is to get a steel factory up and running, then I can unlock the mk3 belts.
and at a time when you're still building stuff up so it's hard to make a big factory
at least with mk4, which nominally has the same problems mk2 has, you're sufficiently far enough along you have the infrastructure to make a big encased beam factory
Honestly I would be fine if the mk 2s simply used copper sheets + iron plates
yeah I'd be good with that
I also want to take my time so I don't hit teir 7 before the big update.
mk2 feels like it's a different balance from every other belt, they seem like they're made to be used sparingly where as every other belt speed you can just use them for all your belts it's w/e
It actually doesnt matter that much. You can hit the tier without any problems, its just that everything inside T7 and the new T8 will be shuffled around
well I'd build an alclad sheet factory and store a bunch, so you have material for mk5 belts
just keeping in mind it's gonna be torn down and replaced
seems reasonable actually: build a small t7 factory to produce a bit of t7 stuff so you have it easier once the update hits
Any of you nerds have an equation for manifold fill time?
not an equation, but a tool that calculates it
on your site?
me and tomw were trying to figure out a go, no-go limit of filling speed increases with machines
on the old site 🙂
Because if you have 5 machines that need 10/min, you're supplying 50 items/min which will overflow the first machine(100/stack) in 4 minutes.
If you have 10 machines that need 10/min, you're supplying 50 items/min which will overflow the first machine(100/stack) in 2 minutes.
So the question was, at what point does adding machines stop decreasing total fill time
It shouldnt be too hard, but the problem is that varying belt lengths add delays and more fill times
it's not that simple
In a bubble, it is
idc about belt time, i'm working with theory
things instantly get split and instantly make it to where they're going
You would have to make a lot of assumptions and simplifications for such a fill formula
Yeah but a simplified equation is the first step to a general one
if you have 5 machines needing 10 and supplying 50 in total, first machine is filling up at a rate of 15/min (25 input - 10 consumption), but 2nd machine is already filling at a rate of 2.5 (12.5 input - 10 consumption)
I mean, i could.....
I did make a formula for Hypertube Cannon Travel Distance, Output of a Limited Pipe Junction and Output of a Splitter with mixed Belt Mks....
why tho, when you can use the simulation on my website to calculate it exactly 🙂
how do you get your numbers magic man
How exactly did you simulate that greeny
if you're ignoring consumption, belt speed, and belt length then you can just divide the total storage by the parts per minute
because however you're dividing it it's going somewhere
but each splitter puts half into the next machine
simulating the whole thing 🙂
What is your website?
so it's exponential decrease
Then you do have some kind of algorithm
yeah, but it's hardly an algorithm that could be converted into a formula
That's the challenge
https://www.satisfactorytools.com/ is the new one, there's also old one link at the bottom for the old tool, where one of the tools is the manifold fill tool we're talking about
I don't think it's possible, especially if you want to include stuff like different machine speeds and different belt speeds
Oh, that's your site? I love that site.
I could send the .js source for it
My goal is to get a simple formula and work up from there to include consumption, then physical speed
first step is figuring out what happens in a world where it's instant
I mean i could try to squeeze something out of greenys source js xd
then instant + machine consumption
then physical distance related to both of those(the hardest part)
in a world where belts are instant, it does exactly the thing as my tool shows
imma go to your GH, i'll be back
Fair enough
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
ez, never
you approximate 0 delay per new machine as you go toward infinity, but never exactly 0
I'm gonna go to #off-topic-tech with the source @lean horizon @oblique hollow
kk
alright
well @oblique hollow Lets walk this through
It definitely inovles 1/2^x
for the manifold splits
assuming its a standard manifold
unless you have lower tiered belts
F = Fill time in minutes(matching belt feeds)
N = Number of Machines
how do i do that fancy formatting again? xd
minutes instead of seconds is what that note is about
x
ech
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ah, those
```
aaaaah
All this maths makes me wish I had my white board set up.
with one machine, its a linear equation:
Fill time = Input - Consumption / Storage Limit
Variables:
F = Fill time(Minutes)
M = Machines
S = Splitters
B = Belt Speed
C = Machine Consumption(Item/Minutes)
Z = Stack Size
I = Items/Minute supplied
All the possibly variables i can think of
I'm just thinking if you want to do this, maybe make a group chat for it? otherwise it's too much spam here
I mean this is the channel for it unless people have other questions
If this is spam then my ramblings about Pipe computers would have gonne me banned long ago xd
well it's still a lot of messages about a topic that 99.9% of people don't need to read
moderators don't watch #math-and-meta too much 😄
and we can send whatever in a group chat
I'll set it up then, greeny you want in I assume
sure, I'd like to at least read how you're trying and failing 😄
If you do a group chat, I would love to be involved. I may not be much help, but I would love to watch the process.
added all
I use a white board for this game it’s amazing lol
Or so they say... I haven't been much active due to how hard it is to load Disc in these days for me (bad connection)... What's up?
oh someone earlier was asking about how you'd take two 100ppm lines and make them a 105ppm and a 95ppm line
the solution given eventually was just a balancer that would work when one side backed up, but maybe you know a way that wouldn't need to have one side back up first
If he has MK3 belts too, I'd merge them both, priority split into 2 mk2 (1 at 120, the other 80), then split 15 off the 120 line and merge that to the 80 line
But depending on where these lines are going, it might be easier (using less splitters/mergers) to balance one of the lines down the line and base the other on the overflow of the first (kind of like manifolding, only reducing the time by balancing the "not-overflow" one)
ah there's the rub, it had to be done with just mk1/2 belts, he didn't have mk3 yet
and yeah the latter is where it ended up at with this
Ouff. Then balancing it would be quite the pain
Let's see: split 100 4 times: first 100 - > 60/40. Then 40->20/20. Then 20->10/10. Then 10->5/5.
Merge one 5 line with the other 100 line, all the rest merges to make the 95 line. 4 splitters, 3 mergers
haha yeah I guess that works @near gate if you still want to load balance it
Anything less then 15 is quite cumbersome to balance, imo
Of course, if you finally feel like stopping living as a manifolded heretic, just ping me anytime :)
How do you split 4 times? and wouldn't that give you 4 lines of 25? How did you get the 60/40?
you could use a mark 1 belt to limit a line to 60, then cut it 30/30, split one of those lines out to a 15 and then put that into a splitter with 3 outputs, combine two of them back to the original source. what you're left with would be a belt of 5 and you could use that to turn two 100 lines into a 105 95
its complicated but you can do any ratio with splitters if you have patience and space to work with
i dont know who asked the original question so i cant @ them but to who ever needed help i hope that works
I'm assuming you have access to smart splitters, so splitting 100 ubto 40-60 just means sending items on a MK1 belt and all overflow on another MK1 belt (40/min)
Doing that sort of balancing without smart splitters is... I don't wanna even think about it 🙄
i literally just said
omg
you would just have to put a splitter on the 100 line with 3 mk1 outputs and combine two of them. thats 60/40
again, its possible and easy you just have to know how to use the tools at your disposal
I'm pretty sure what you just described would give you 66.66/min and 33.33/min as outputs... 🤔
no
splitter with 3 outputs, all on mk1 belts. if you combine two, it will be limited to 60. the remaining belt will be 40.
Oh, right, I forgot about using "saturated" mergers (I think of it as a bad habit)
Sure, that works too. Of course, smart splitters are preferable, but it gets the job done
i can think of alot of instances where smart splitters would be markedly less useful, again splitters are great if you know how to use them and have a bit of space to work with
I don't think there is any, though
After all smart splitters lack nothing compared to normal splitters, only taking a bit more time to set up of you have to fiddle with the settings
smart splitters only work properly if you can guarantee a certain amount of input in a few scenarios
if you want a lesson on how to use splitters thats cool but im not in the mood to argue
anyone know best setup for alclad sheets with out it back up and stopping the whole factory.
I assume you're talking about having the water bit back up?
If you want a failsafe, you can send the excess water into a bunch of Packagers to package the water, and send 'em to sinks
that is maybe the worst way to get rid of water
yeah and silica
You can try looping back as much of it as possible and just have that as a safeguard, if you add an upside-down U-bend in front of the packagers
As for silica, yeah, you can use a smart splitter on overflow to sink those, as well, if you want
It's generally nice to have some overflow safeguards just in case, esp. if you're not totally sure of your numbers
What I tend to do is get things Basically Good Enough, where the overflow shouldn't happen often
But it's nice to have it there just in case, so you can feel more confident in the setup
yeah so hard to get perfect number with all the . 1.2.3.4. lmao
take all of your excess water and use it to refine anything like iron, limestone, or caterium. set up whatever you're powering with water to also overflow to a regular recipie that doesnt require water so that both works if either overflows
i seriously reccomend you dont take apocalypse's advide
Eh, for someone still getting to grips with dealing with that kind of loop, IMO it's a lot simpler to just sink excess if need be
If you're combining byproducts from production lines, things become much more difficult to debug
Can definitely be a good idea eventually, but someone still getting used to it might want it a bit more straightforward. :)
ok, you're wrong. dont be the guy to confuse new players by giving them bad advice when neither of you know what you're talking about
yeah i did try using water to reycle it but so so hard to keep it perfect
You're just all kinds of salty today, aren't ya? :P
and you're just wrong today, arent ya? ;p
Anyway, obvs. play however you like. :) My recommendation is to try to get the numbers as close as possible, and make sure you've got some overflow handling to sink any excess
And ideally if you do see excess, you can tune your setup a bit to reduce it
yeah thanks
np, enjoy!
im not a new player lol
ok and since thats terrible advice, what i reccomend is that lets say you have 100 water/sec, make a second line that would use lets say water and limestone to make concrete that would use 120 water/sec, and also hook the concrete up to constructors if it would be a problem for that line to stop if you run out of water
just seeing if anyone new a way to make it perfect that was all
using sinks for liquids only works if you dont care about throwing away packages and wasting power
that idea would work for any item with a secondary recipe that uses water
especially since they're about to change packagers
Except that if you're dialing in your resource-recycling efforts within the same production line (as in water+silica for aluminum), your ideal situation is no overflow at all
So if you're relying on excess to drive production lines, you're getting Not Very Much at best, and A Variable Amount at worst
I'm finally stepping into water I have yet to step in by myself.... which is Oil Refining and such...... OH BOY!
Use the excess to dial in your numbers while not having to worry about things actually backing up, I say.
thats not possible, and if you want the most aluminum from your bauxite you would be shooting yourself in the foot to try that.
didn't you have to deal with water on a small scale with coal?
think you all ways have to have some excess to a sink as i cant get number perfect
thats not true carlos
I laid out a small design for someone before, never reached this stage by myself though.... always with friends.
will have to use stuff for other lines so it does not stop alclad line
yes, you would be making sure the alclad line runs at 100% by overbuilding any factory which would deal with its output/byprocts
so that those factories run slightly slow
Haven't finished my water loop yet, but I think the package-and-sink is usually the best option if you keep in mind troubleshooting and such... Then there is always time to expand and either loop the water back or send it to other productions
its ok to be wrong
not sure if your goal is to rile everyone up and cause conflict or if you're just a generally negative person
packaging and sinking is a great starter-friendly way to deal with excess water
lmao tell everyone there wrong or no true but then cant tell the true or right answer lol
What I think is less ok is trying to force one's ideas on other by shaping their own as "right" ones versus "wrong" ones. There are plenty of ways to discuss without the need to put it under a conflictual perspective ("right" vs "wrong" or whatever)
especially because all the pure recipes are alternate recipes
if you want to talk about something thats "starter friendly" and worse, do it in questions and help.
no
this is math and meta, where we discuss the right and best way to do things
there is no objectively right way to do things
and best is highly subjective to begin with
there is, its called meta. thats the definition of meta
in a game without a meta, lol
every game has a meta, and you are in the chat for this game's meta.
example: casual players could opt to use steel rotor alt recipe instead of copper rotor alt recipe, to make motor production very easy
The only scenario where I could agree with this sentence is one where there was just one player or everyone had the same idea of "perfect factory"
yes, but the copper rotor alt recipie would be meta, and better.
not better
because 'better' depends on playstyle
so it entirely depends on how you define 'better'
no, better depends on ratio. easy depends on playstyle
resource cost? sure.
ease of production? hell no
the "meta" way isnt the easiest or fastest, its the best.
meta depends on playstyle
you're confusing meta play with casual play and speedrunning, and doing it in the meta chat.
meta is usually only set in stone in a competitive game, which this is not
This is much more of a semantics discussion then what I think belongs here... Surely more then anything I can enjoy, so Imma head out 👋
meta is set in stone in every game, otherwise this chat would be called "the subjective way you think you should do things based off of what is easy and simple enough for you to understand"
wow only asked if anyone how to make alclad number work perfectly lmao
yeah so lets bring that topic back to discussion
There be days like this...
have you checked greeny's site yet Carlos?
it's great for stuff like this
Yoy may want to check out my setup. I left a description of it, want me to dig it up?
Doesn't take water into much consideration, though
have done it on the planner trying to get work it out as line go everywhere lmao
there is a meta, yeah, but the problem is that to set a meta you have to set what you are looking for say the most production out of a node with the least amount of machines or space or logistics or power consumption
depending on which you are basing youself the answer of meta will change
ok, all of those criteria are wrong.
dunno what planner you used, but this link is usually pretty concise
Dear lord, more of this. Better head out for real
<@&387163995947270144> can you maybe tell LOTJ to chill a bit?
yo chill
dude is basically causing conflict everywhere
meta doesnt describe " least amount of machines or space or logistics or power consumption" it is the most possible output you can get from every node on the map of the highest tier of item, if you break it down to the very basics. in a more circumstantial sense that would be getting the most alclad sheets from a limited supply of bauxite, for example.
meta is subjective the end
its a discussion of semantics that ultimately will lead nowhere
ok, thats not true.
lets just bring it back to the alclad sheet production ?
@jaunty smelt which part are you struggling with ?
yea LOTJ this is a place for learning and discussion not for telling people they're wrong or have the wrong idea
meta is the objective best way to do things
thanks @sand garnet
but the problem is that there isn't just one way to get the best results in an open ended game
@nimble ridge https://www.youtube.com/watch?v=pO9HPW5uqBg
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Work is boring - at least, that's what we've been told. Satisfactory, Factorio, and other logistics...
yes there is, thats would be called the meta.
@jaunty smelt do you have a part of the setup done yet? or still at the planning phase?
just as there is a meta for pokemon black if you want to play it in the most optimized way
and thats what this chat is for, the meta. not the open ended way you chose to solve a problem in an easy and inefficient way
can you finish this conversation in your head so this chat doesnt turn into a dumpsterfire?
lets bring it back to actual math stuff
just as the planning phase to go big i already have small production going so just trying to work out a good options
is your small production working flawlessly ?
if so, you could just scale it up
unless you want to really use ALL the bauxite perfectly
I see where @nimble ridge is coming from
Could it be that just after loading the power consumtion peaks as if everything would be working?
Ahem like some crazy people. Don't recommend
this server does not have a single channel intended to discuss a single playstyle, you're free to choose your own definition of meta, but regardless, this channel isn't solely for the meta, this channel is to discuss the math behind different setup to come to a solution that works for someone, not solely to crunch the numbers to find a perfect solution
no as i was just made to i could get some alclad sheet i had to put some large container in so over a few days i backs up and it only out such a small amount
I both admire and think those people are insane lol
ah gotcha, did you make a plan using greeny's site that I linked above?
Thanks for clearing it up. May I suggest a pin or integration into the channel's description, to avoid possible future confusion?
to be fair, it's never been a point of discussion before
dunno if a pin really matters
no just looking at it now going to go though it tomorrow and see what i can come up with
and yes all baxite will but use lmao
in the recipe tab on the left side, you can enable/ disable any alt recipes you have
IS this a good spot to make a full fledged Refinery???
lmao, what the channel is for is a sidenote. what im saying is that the advice i gave is the meta way, someone else gave a different suggestion which was a worse, inefficient way and said that is better
those will greatly affect how you build stuff
when the meta is the objective most efficent way to do things, and to claim its subjective is idiotic
i use that location for oil rubber plastic
if you dont have alts yet just turn on all the alts to see how the website calculates it so you know which ones to get
@nimble ridge ☝️
im badasbob, i like beating dead memes and joining conversations i wasnt a part of
LOTJ please stop..
This will be the entire area of my Refinery Base
we're trying to actually solve carlos' issue here
Sleep can help coming up with designs!
I'll offer again, since you seem to be interested into maximizing bauxite and all: I made a pretty complete description of my turbomotors design a few days back, would you like me to dig it up for you? The part from allu solution to allu sheets may be of help/reference to you
@rustic talon great spot cloak, if you ever need more oil, have a look at the western ocean
ok thanks i have a look at it tomorrow and let you know how i get on and see what you think lmao
yeah you can message me with it thank you
Indeed Tom, thank you.... I now just have to sum up all the resources and items being produced to fully figure out the total area I will need for the base itself.
thank for you help everyone
@jaunty smelt Oh, btw, in case you hadn't seen it: Update 4, coming in Feb/Mar (or later) is gonna rework the aluminum production line
assuming you have mk2 pipes, you can overclock pure oil nodes to 250% to get exactly 600m3 ( mk2 pipe filled ) out of them
So when that drops, your current lines are going to break in some way
