#math-and-meta

1 messages ยท Page 505 of 1

zealous tide
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What am I missing

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All belts are mk1 for this example let's say

oblique hollow
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alright

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go on

zealous tide
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You have max of 60ipm coming out of the first merger

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You try to split the 10 that is 1/6th back in

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Coming into merger is also 60

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So you have 70 total ipm going into the first merger while it can only output 60

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Am I doing it wrong somewhere?

oblique hollow
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all fine so far. its onle the merger logic that gets you caught up

zealous tide
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There are 10 extra per minute that the merger can't grab

oblique hollow
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yep. but, the 10 that trinkle in happen so rarely that they dont back up

zealous tide
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60 from input, 10 from feedback. Which does the merger grab from where?

oblique hollow
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1 from one side, 1 from the other, if it can

zealous tide
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How does it not back up, the merger is already maxed

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It can't grab the additional without missing others

oblique hollow
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because it forces one side, then the other, it cycles between inputs

zealous tide
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It has to back up just slowly

bleak coral
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because it alternates back and forth, at the exact moment that they're merging the 10 is going through the merger with an available bandwidth of 30, since it alternates so the bandwidth is split 30/30, so it never gets backed up

zealous tide
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No it's 60 bandwidth

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60 in 60 out

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+feedback

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I thought the input was maxed?

oblique hollow
zealous tide
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Yes it splits from each and both belts back up

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You are saying neither would back up

oblique hollow
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it cycles between the sides

bleak coral
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the merger can merge the 10 faster than 10, so it can't back up. Because it doesn't give priority it just goes back and forth

oblique hollow
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and that means that one time momentarily stops being accepted

oblique hollow
zealous tide
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You guys are saying that 70 items are going into the merger and 70 are coming out. On mk1 belts

bleak coral
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no

zealous tide
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I guess I'm retarded then haha

oblique hollow
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How about another thought:
60 output limit
2 sides are used
the maximum speed at which any side can input, at an equal priority, is 30. if they try to go faster, they back up

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makes sense, right? 30 + 30 is 60, no backing up

zealous tide
bleak coral
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Think of it in the moment not the average. In the moment when those 10 items come back to be merged the input is not going at 60ppm during the merge, it's going at 30ppm until those 10 items pass. So the 10 items pass easily and that line doesn't get backed up. It averages out to 10/50, but that's not how it acts during the moment of the merge.

zealous tide
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So the input backs up

bleak coral
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Yes

zealous tide
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So feedback line on merger in effect is getting priority

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Even if not technically, that's the outcome

frosty owl
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Let's see if I got this right: the merger wants to take from A and O equally (A is source, O is overflow or the 1/6). But since A comes in A LOT FASTER then O, O has time to be emptied out each time it tries to require entry to the merger
Example with A bringing 6x the items of O (like the example). Each line is one item to the merger from A
-Items come from A and O. A goes through
-New Item comes from A. O goes through due to priority
-Item passes from A
-Item passes from A
-Item passes from A
-Repeat

oblique hollow
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How about i say it like this:
Mergers have sort of a input priority: the lowest item input speed wins, because that wont back up

zealous tide
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But it would only get priority up to 30 items per minute

oblique hollow
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10 wins because 10 is below 60/2

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30 is the max speed if you use 2 sides

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with 3 sides, 20 is the limit

zealous tide
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Right. So the smallest line gets merger priority up to 50% of max output speed

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Or 33% if 3 lines going in

oblique hollow
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yea. so 20, 20 and 20 get merged equally

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but so do 30, 30 and 30, but they all back up, of course

zealous tide
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Okay you guys were saying it's not priority but it really is essentially

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That's where I was getting thrown off

oblique hollow
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technically, but its basically a speed priority

zealous tide
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The logic might not give it priority outright but you can manipulate it to

bleak coral
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Well it's not, that's the wrong word for it. They take turns. And while they're taking turns the bandwidth is split, and the merge back line is under that reduced bandwidth.

zealous tide
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Yeah that's true

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Different way to say it is better

oblique hollow
zealous tide
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Which belt speed does merger split by?

oblique hollow
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now what? speed is 780, but one side only has 60 items/min coming in

zealous tide
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Or is it still half speed of each belt

oblique hollow
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depends on the output belt

bleak coral
zealous tide
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Right

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Output belt makes sense ofc

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Fuck I knew I didn't want to get involved in this voodoo

frosty owl
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Lemme rephrase my example as I think I actually got it @zealous tide (each line is 1 item requesting to enter the merger from source A or feedback loop F)
-1 item try to get in from A and F. F is allowed, next will be A
-1 item passes from A
-1 item passes from A
-1 item passes from A
-1 item passes from A
-1 item passes from A
-Item comes from F and already has priority (repeat cycle)

oblique hollow
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as a general rule, this statement should be safe:
the lowest of all the input speed wins out

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because its cant back up that easily

frosty owl
zealous tide
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Up to 33/50% of max output depending on the belts coming in?

bleak coral
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The whole restricted bandwidth thing while merging is also why mixing belts can be tricky. If you don't end the line in a sink or make sure that all incoming lines are inputting at under 1/2 or 1/3 constantly (no backups at all to make them sometimes go faster), the mixed items will jam the line.

oblique hollow
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approximately

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so 10 wins out over 60 , because 10 is less than 50% of mk 1

zealous tide
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Makes sense

oblique hollow
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i think this "rule" should make things easier

frosty owl
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Anyone willing to certify wether my example is right or wrong?
I'm still unsure wether I got it right or not with no comments ๐Ÿค”

bleak coral
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Yeah it looks right to me.

zealous tide
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Yep

frosty owl
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Thx much. Glad I got it

zealous tide
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As long as line F is < 50% of output belt

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Or 33% if 3 coming in

oblique hollow
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sometimes, even the slower side will back up once in a while, because the merger cycles through all inputs, but that barely affects things

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its a very brief pause

frosty owl
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*why it has 6 lines

zealous tide
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Yes but it has to be <50% of what the merger is outputting

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Or exactly

oblique hollow
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inputting things like 30 and 40 gets more complicated

zealous tide
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Nah the 40 would just back up 10 right?

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Or you're saying 30+40+feedback

oblique hollow
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perhaps. ill see if i can test that

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its hard to say rn. since 30 is exactly the limit

bleak coral
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And if you're just doing normal merge stuff (2/3 lines to 1 line all of the same item), as long as it's not more than 100% total it's fine

zealous tide
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Right

frosty owl
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Nvm, me be dumb and read wrong

zealous tide
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I guess its not important to know though still

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Because feedback will always be under the 33/50% limit of the merger

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Oh wait that's just in the 1/6th example actually. There might be setups where that could come into play idk

frosty owl
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I can't actually imagine that unless it's a feedback from another loop or the outputs get full (so the feedback gets full too)

zealous tide
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Right, because you will never need to split off more than 33% because one single splitter can do that

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And you can do 4 with 2

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So the most you'll ever need to split off with a feedback loop is for a an even 1/5 setup or higher

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Which would only ever be 1/6th of merger output total

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Ergo I just said a bunch of shit for no reason

oblique hollow
zealous tide
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That's interesting to know

tawdry swallow
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alright im home and have the screenshots

oblique hollow
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just had to build a 0.5 balancer for the mk 1 belt and a 0.333 balancer for a mk 2 belt to get 30 and 40

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aka 1/2 and 1/3 balancer

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no wait

tawdry swallow
oblique hollow
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egh, lets just call them output reducers

tawdry swallow
zealous tide
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Jesus h

tawdry swallow
oblique hollow
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could be worse

zealous tide
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Oh my fuck

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How long did that take haha

tawdry swallow
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like 3 hours

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the side piping was the worst part

zealous tide
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I build fucking slow then

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I would think unconfuckulating where your lines are supposed to go in that setup would take 3 hours alone

tawdry swallow
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i would be happy never to see these pipes again

frosty owl
oblique hollow
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ill be honest, this seems to be some of the most research invested into belt balancers and Limiters since forever

zealous tide
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I actually enjoy playing with belts and stuff. Most of the common designs like manifolds and stuff I figured out on my own

oblique hollow
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With an entire map dedicated, im sure you could make some nice puzzles

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like "make the output exactly X"

zealous tide
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That'd be fun

frosty owl
zealous tide
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I'm going to make a jetpack course, fucking around with flying precisely has helped me when bored or feeling overwhelmed by a design momentarily

oblique hollow
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make a X to Y balancer

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and after belts, we go on to pipe manifolds

zealous tide
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Ye those are same concept though mostly right

frosty owl
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But pipes have valves...

zealous tide
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Except with fuckiness in 4 ways

oblique hollow
zealous tide
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Ohh fuck

oblique hollow
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i worked out the math for that, its quite easy.
also, the same formula works with splitters with different belt mks on the outputs

frosty owl
oblique hollow
zealous tide
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Limit this pipe to 100/min?

frosty owl
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Oh, that'd make sense ahaha

oblique hollow
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limit this output to Z by only using valves with value W, X or Y

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something like that

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a harder but more easily enforceable example: limit the output to x by only using Mk1 Pipes, Mk2 Pipes and Junctions

bleak coral
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that'd be really hard because of pipes bidirectionality and the fact that junctions are both mergers and splitters

frosty owl
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Allow to use valves with no limit set?

versed violet
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Could allow unpowered pumps, they block one ways methinks

frosty owl
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Yeah, but they also stop headlift. Since valves still block one way but don't block headlift, that'd probably be the best choice

versed violet
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Could always build downhill. No overflow pipe tricks

frosty owl
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Could always use valves... xD

winter matrix
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someone please help with refineries, i have the basic setup down but when it comes to the alternate recipe where i can triple my output my brain panics

torpid robin
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Break it down into smaller numbers . When you need more . Replicate your 1st setup and just scale it up

sinful vale
winter matrix
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just google greeny's tool?

torpid robin
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Satisfactory tools

winter matrix
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found it, thank you

oblique hollow
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@bleak coral ive been thinking about that 50% / 33% merger priority input rule....
In theory, you can indeed have a merger priority that way, but its only supplementary..

bleak coral
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hmmmm, perhaps you could use it as a sort of balancer? Like use a prime merge-back and a smart splitter to force a certain ratio on a mixed belt?

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although I guess whatever gets merged back might just get stuck? I don't know it seems like an interesting thought to explore.

oblique hollow
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The only limitation is: it is at max a 50% dilution priority

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Meaning you can make another line slow down to 50%, at max

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Or 33%

vast jungle
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Not sure about this, especially if you use a multi stage merger to dillute things

oblique hollow
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thats exactly what im about to find out

vast jungle
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What do you want to accomplish? A 75/25 merge?

oblique hollow
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i just took i belt and split it in 3, then merged it into 3 mergers

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how much does this reduce the original input?

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by a factor of 8

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add another and you get 16

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so i now have 7.5 to 52.5 input ratio

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If CSS ever adds Priority Mergers, which is unlikely, the only way to implement them would be to make them have a large internal buffer for the priority sides

vast jungle
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The three belts are full?

oblique hollow
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yep

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both sides back up, but the second input only looses 1/8th

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while the first one looses 7/8ths

vast jungle
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Makes sense

oblique hollow
vast jungle
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2^3 is 8

oblique hollow
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Mk 4:
left is reduced to 60, bottom is 420

vast jungle
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As expected

oblique hollow
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add another merger and you get 30 to 450

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its all like the old overflow splitter arrangements, just the inverse

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.... yes, i could feed 1/3rd from both sides

vast jungle
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Yes.... Maybe I will use something like this to extend my new warehouse with a "mix of everything"belt

oblique hollow
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to effectively get 1 to 27

vast jungle
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I would like to have a "mix of everything" train

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Hmm... Would the back merging strategy help to get other ratios?

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By slowing down one of the input belts in advance

oblique hollow
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wait.... what if i backmerger part of this

vast jungle
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My idea is (at the moment) to group items by stack size, merge them symmetrically and then do a weighted merge to get a similar number of stacks from everything I want

oblique hollow
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ah. as expected, input only got halved again, or so

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but yeah: i can now make anything below Mk 5 take priority over any other input

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with 1/xth extra from the original being added

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so for mk 4: 480 + 60 = 540

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yeah, after a search on reddit: someone else repurposed the old overflow splitter design too. but they didnt add the smart splitter for full bottom belt usage

torpid robin
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buuuut whhhyyyy

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seems such a complicated un needed thing to do?

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or am i missing something here

vast jungle
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I want to make a "base building items" train... where I have a similar number of stacks for everything I need... which means I need a weighted merging system... I think what McGalleon is doing is similar

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its a tool for the "belt-handling" toolbox...

torpid robin
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oh

vast jungle
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hmm

torpid robin
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i was just gonna run a seperate belt for each of the items i want to go to my train like that ๐Ÿ˜‚

vast jungle
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I don't want my train to need a single wagon for each item type... at least not with this train

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when I am building something new, I don't want to build a 20-wagon trainstation first ๐Ÿ˜‰

torpid robin
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you only need the station. nothign else. yopu just need somewhere for the loco to go

vast jungle
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hmm... stack size for "useful" items is 50/100/200/500... which would translate into proportions 1:2:4:10... the first 1:2:4 is trivial...

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all my train stations are currently 4 wagons long... I would like to keep this, prevents them from getting even larger than they are

torpid robin
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i guess all this just comes into the challeneg you are setting yourself with the smaller trains

vast jungle
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yes... but currently it works out quite fine

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and still, at most of my factories the train station is as large as the factory

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imagine, a train wagon full of Quickwire ๐Ÿ˜‰

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wait... *looking back
there are only four relevant stack sizes... I could use one train car for each of them

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then I only need a "balanced merger" for the items in each category...
on the other side, the "500 stack size" wagon would look quite horrible ๐Ÿ˜‰

torpid robin
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you would be surprised at how fast i can go through a container of quickwire lol

torpid robin
vast jungle
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hmm... what would you do with it? 16000 Wire/Quickwire is quite a bit

oblique hollow
oblique hollow
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top is normal, bottom is full priority

vast jungle
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nice design

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16000 Quickwire would be enough for 320 Fuel Gens... okay, I see the "issue" ๐Ÿ˜‰

oblique hollow
torpid robin
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fair enough.

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cant argue with that logic

vast jungle
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could this be used for a manifold with a single shared belt? Making sure you already have the right proportions on the belt?

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this way the shared manifold would properly block

oblique hollow
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the only downside here is you get full priority on the bottom, but with 1/27th extra on top

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for mk 4, that 480 + 17

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you can sort the extra 17 off though, with an overflow splitter at the end

frosty owl
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That's the only kind of balancer I never bothered learning. Somehow it just doesn't look appealing to me ๐Ÿ˜…

minor orchid
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how do i split 60/min ore so 45 goes to left and 15 to right?

balmy warren
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spilt into 4, combine 3

minor orchid
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but how do i split into 4

balmy warren
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feed 2 of the outputs of a splitter into another 2

vast jungle
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single splitter splits into 2 or three... cascades of splitters split into multiple of 2 and 3... e.g. 2x2=4

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if you consider taking some of the outputs of the splitters and merging them back into the belt that goes into the first splitter, you can split with any integer value

minor orchid
balmy warren
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yes

minor orchid
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ok, thanks

vast jungle
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this a split into 2*2 = 4 times 25%... and then merge it into 75% and 25%...

oblique hollow
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Or just be lazy and do the classic overflow, aka manifold

minor orchid
oblique hollow
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How

minor orchid
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remember, Stay Efficient!

oblique hollow
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Its not inefficient

minor orchid
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i have mod that changes stack size to 500

oblique hollow
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Then grab a stack and chuck it in

minor orchid
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it would take loong until it would balance itself

balmy warren
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every item on a belt is a single item

vast jungle
oblique hollow
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Aplle is talking about the stack size of the items inside the machine storage

vast jungle
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stack-size-500 mod... facepalm

oblique hollow
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The mod increases that, it seems

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Just get yourself a stack and put it in there

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Otherwise: you could simplify that splitter setup to just 2 splitters and one merger

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Splitting 30 to 15 just to recombine it is useless on the left side

vast jungle
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its a good idea to get the "full split" first.. but then if you notice you combine ALL of a splitters output in the later merging, you can simplify it

minor orchid
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it is efficient so its good either way

oblique hollow
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That 500 stack size mod is going to bite you in the ass later on when your factory gets big

minor orchid
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why?

oblique hollow
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Balancer size increases ridiculously fast with more machines

vast jungle
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and the delay gets worse

minor orchid
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so remove it?

oblique hollow
vast jungle
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sure... increased stack-size is orthogonal to the manifold/balancer issue ๐Ÿ˜‰

oblique hollow
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Stack sizes are good for storage but terrible for production

frosty owl
vast jungle
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we are talking about building perfect balancers

oblique hollow
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More like balancing balancers

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You cant manifold balancers that run at maximum belt capacity

frosty owl
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Example: 780 copper for pure copper. Why balance the whole thing? Just balance so each balancer gets 60 or 120 input, and you can balance-manifold it all

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(It's 52 refineries for that)

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You still fill each belt only with the needed materials (balanced system) but feed them along a line (manifolded balancers)

frosty owl
vast jungle
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Like you I sometimes mix balancers and manifolds... but you could also build a "pure" balancer, which tend to get quite large especially because of all the belts

frosty owl
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Yes, pure balancers scale badly. Which is why it seems logical (to me) to just manifold smaller balancers. The only difference between a pure balancer and a manifolded one is that the pure setup will all start at once, while the manifolded one will have "chunks" starting at once. But in the end, the last machine of the manifolded one will turn on in the same time it takes for the pure one to turn on

vast jungle
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or balance multiple manifolds...

frosty owl
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Eh... seems less effective then manifolding balancers... You still need a lot of time to fill the machines before everything works properly, that way

vast jungle
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Balancing gets horrible when your lines of machines don't have the same length... e.g. one line with 15 machines and two with 14 machines

frosty owl
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What gets bad about it?
I think it's just cumbersome when you have weird numbers of machines, like 7, 11... any prime number bigger then 5 really

vast jungle
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Bonus horrors if some of the machines are OC/UC

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7 lines of machines with 17 machines each? ๐Ÿ˜‰

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and the 17 belt line needs a full belt? ๐Ÿ˜‰ ๐Ÿ˜‰

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okay, that would make the balance/manifold on top useless

frosty owl
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I would probably make those lines shorter (possibly an even number too) and send all the overflow to the last line

frosty owl
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E.g.: Pure caterium at 125% takes a convenient 30/min as input

fierce ruin
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i dont like using the calculator online

wind spade
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if you used some of the calculators online, you'd figure out that you can make 666.66 turbofuel out of 300 oil ๐Ÿ™‚

fierce ruin
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i dont get that one though, can you show me in a simpler way @wind spade ?

fierce ruin
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that is a lot clearer then the calculators ive seen, thanks

wind spade
fierce ruin
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still putting it on paper xD

wind spade
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it's up to you, but you can check your numbers there ๐Ÿ™‚ not forcing you to use it, just suggesting an alternative ๐Ÿ˜‰

fierce ruin
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very much appreciated

forest minnow
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arg its so small

naive ingot
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Well, it's handy and little.

forest minnow
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i mean it works so oh well

nimble hinge
chilly pilot
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oh dang, I need that alt

vocal folio
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@forest minnow You should define the extraction based of belts since Mk3's and Mk5's have higher speed than the extractors could handle at 100%. You can utilize it and make your factories much more efficient by using the 100% produce. Since, you are not limited to using multiples of 50 as overclock (unless you hate any number other than them), you should fully utilize the shards and put in exact numbers. Use it if you like it or just ignore me.

forest minnow
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interesting

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i shall consider

abstract thorn
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@wind spade I finally did the thing and it's working well! thanks for the diagram

hazy birch
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hey guys, does anyone know if a excel/text-friendly database of all the recipes ingame exists anywhere? im looking to make something in excel that lets me pull and compare all the recipes and id rather not write them all up manually from the wiki/ingame when, presumably, all the factory planner tools have a similar db in the background

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i figured this is probably the best channel for this sort of nerd shit

frosty owl
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Ask @wind spade if he's willing to share his data (of it's in the format you're looking for)

wind spade
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I have JSON data if that helps you

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(and it's public licensed, so you can use it ๐Ÿคทโ€โ™‚๏ธ )

hazy birch
wind spade
tribal matrix
#

Hmm... the Move Fences mod is crashing the game ๐Ÿ˜ฆ

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Annoying because I quite liked the fences with the gap in them.

wind spade
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that should go to modding discord

tribal matrix
#

Oh, there's a modding discord?

wind spade
nimble hinge
#

May I present my latest creation in the search for a clean, globally sustainable energy source.

The Cochrane Cannon

Named after the great Zefram Cochrane, this cannon may attract warp capable species, so please use at your own risk!

With a Hyper Tube Cannon of 23 entrances or greater, aimed with a 45degree inclination out of the playable area, a player may enter into a relaxed state of unresponsiveness while accessing previously unknown dimensions. During this activity, any offerings to warp capable species carried will be taken as tribute removing them from the map entirely. They seem especially fond of nuclear waste, and given its abundance, this symbiotic relationship appears beneficial for both parties.

This combination of Hyper Tube Cannon, and successful removal of nuclear material is known as a "Cochrane Cannon"

-Husky

nimble hinge
#

Can confirm when checking the save file in an editor that there is no sign of the crate or the nuclear waste. While this doesn't confirm the waste is gone (I don't know the workings of the save file reader) I'm thinking it's fairly likely. While the devs in the past have mentioned that driving a vehicle off an edge while full of waste will not delete the vehicle, I don't think this falls into the same category. I think there's a unexpected user interaction here the devs haven't accounted for; as for the effect on your game, only they can know, but so far I've not seen any issues like memory leaks from it. I haven't done that much more testing on it so others feel free to. The bug could be due to entering the cannon via a belt, could be due to the cannon being the last contact with the ground, could be due to the cannon speed putting the crate outside a defined area and so being deleted, could be an error in creation of the crate causing it to fail. Whatever the reason, atm it seems to work, it's clearly an exploit so it's your call where you draw the line on vanilla gameplay (you could just delete the waste in a save file editor of course).

vast jungle
#

Perfect to get rid of doggo-nukes

wind spade
#

let's report it to QA site so that they can fix it

nimble hinge
whole goblet
#

@vocal folio. Thanks for the mining beltspeed diagram

vocal folio
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I am glad it helped someone

wind spade
#

damn I haven't finished watching that

near imp
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@mystic moon it brings in raw ore and the biggest problem is that i mixed the inputs so i use a smart splitter but it clogs up easily so it takes some time for the waste system to clean it up

mystic moon
#

Oh, makes sense.

torpid robin
#

Easy solution . Donโ€™t mix them

midnight mantle
#

Hey guys, where i saw table with time to fill one Freight Car with different stacks?

sand garnet
#

Always 25 or 27 sec

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Forgot which

midnight mantle
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yes but mean with conveyors ๐Ÿ™‚

sand garnet
#

Oh

midnight mantle
#

conveyors time + load time

sand garnet
#

Dunnoabout the freight stations

midnight mantle
#

Here is some time for filling, but idk why this time is there
https://satisfactory.gamepedia.com/Electric_Locomotive

Satisfactory Wiki

The Electric Locomotive is a vehicle used to transport cargo and engineers along the Railway. Connected Freight Cars can be loaded or unloaded via Freight Platforms. The Electric Locomotive can be automated, by setting a list of Train Stations for it to stop at.
Multiple cargo freight cars and locomotives can be chained together to form a single...

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because:
Freight_Car - 32 slots
Example:
Stack size is 100.

32x100 = 3200

Speed of mk5 conv is 780 items per minute.
It mean 3200/780 = 4.1
4.1 to minutes = 4 minutes and 6 seconds.
4 min 6 sec + 25 sec = 4 min 31 sec....

Why there is 0:06:09

vast jungle
#

"why there is" ?

midnight mantle
#

sorry, fixed ๐Ÿ™‚

#

Och, fu...... undestand... if's for Freight_Platform no car one...

#

But i saw that someone posted here some better table..

carmine aspen
#

pure ingots are insane

#

4 pure iron ores you can get 1755 iron ingots a minute without overclocking, with just 8 shards you get 3510/min, with 12 shards you get 4,837/min.

2 pure copper nodes can get you 1120 copper/min, 200% miners and you get 2240/min, 250% the miners and you get 2800/min. I haven't gotten to Tier 7 yet, but I hear that copper is important in making alclad aluminium sheets

midnight mantle
#

Miner MK3 on pure node gets 480 ore/min... so 2x = 960 man, but not 1120 ๐Ÿ˜„

midnight mantle
frosty owl
carmine aspen
#

ihg yeah

#

iM talking about mk2 miners

#

forgot to clarify

midnight mantle
#

mk2 miner on pure node without overclocking - 240 items per minute ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

carmine aspen
#

yes

#

I am not in tier 7, I said this already

midnight mantle
#

so 4 pure node with mk2 miner will give you 960ore/min

carmine aspen
#

yes, and then overclock

midnight mantle
#

"4 pure iron ores you can get 1755 iron ingots a minute without overclocking" what the f..... , how you get 5 on 4 ores? ๐Ÿ˜„

carmine aspen
#

pure iron ingot

#

65/m per refinery

midnight mantle
#

30 iron ore = 30 iron ingot ๐Ÿ˜„

carmine aspen
#

27 refineries

frosty owl
carmine aspen
#

I trust that you know what pure iron ingot alt recipe is

#

35 iron ore/m + 20water/m = 65iron ingot/m

midnight mantle
#

So ๐Ÿ˜„ You wanted to say:
4 pure iron ores you can get 1755 iron ingots
using: 4x MK2 miner
27 refineries
using alternate receipt
"35 iron ore/m + 20water/m = 65iron ingot/m"
and how much water pump?

carmine aspen
#

the copper one is 15 copper ore/m + 10water/m = 35copper ingot/m

#

well

frosty owl
#

Funny how once you start using pure you're suddenly swimming in ingots

carmine aspen
#

Im using 3

#

wait lemme check

midnight mantle
#

Wel....

frosty owl
carmine aspen
#

it is

midnight mantle
#

Copper Ore
15 / min
+
Water
10 / min

Copper Ingot
37.5 / min

#

๐Ÿ˜„ OMG

#

48 MJ / item

#

Wrost alternate receipt ๐Ÿ˜„

frosty owl
#

If you lack power, that is :P

carmine aspen
#

I mean 2400 mw of power for 32 refineries

midnight mantle
#

"35 iron ore/m + 20water/m = 65iron ingot/m"

  • 27.69 MJ / item
frosty owl
#

Though, I wish it was at least 30/min on the input side... -.-

carmine aspen
#

yeah

midnight mantle
carmine aspen
#

cuts power usage to 1200 and ingot production to 560

#

atleast with my setup

midnight mantle
#

For iron, man can have 70380 iron ore items/min..... do you really need build 27 refineries ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

carmine aspen
#

no

#

but I dont have computers autoed yet

midnight mantle
#

Going sleep.
Check alternate receips, maybe other one will be better?
https://satisfactory.gamepedia.com/Iron_Ore

Satisfactory Wiki

Iron Ore is a basic type of ore which is abundant in the world. It is smelted into Iron Ingots or alloyed into Steel Ingots for further processing. Its Resource Scanner is unlocked after the engineer leaves the drop-pod.

carmine aspen
#

so I cant use train power to get iron

frosty owl
#

Refinery = material efficiency

midnight mantle
frosty owl
#

Pretty much all alt recipes using refineries are the ones that give you the most items out of your ores

carmine aspen
#

yup

#

I mean 30 copper ore is 30 ingots with smelters, with refinery 15 copper ore + 10 water is 37,5 ingots

midnight mantle
carmine aspen
#

yah?

midnight mantle
#

Place...

carmine aspen
#

You can get a fuck ton of it with turbofuel

frosty owl
#

Coughs in nuclear

midnight mantle
#

True but then you will not have a lot of plastic and rubber...

carmine aspen
#

I'm setting up my turbofuel rn, and it should be around 18000mw

#

i stg

midnight mantle
#

Going sleep. Bye bye guys.

carmine aspen
#

crude oil = 40 oil residue & 20 polymer resin/m

#

that's a lot of fuel you can get with dilute fuel

#

and then turbofuel

frosty owl
#

And any excess fuel can be turned into even MORE rubber/plastic

carmine aspen
#

exactly

#

I havent gotten the fuel + rubber = plastic alt yet

#

but I am gearing up to search all of the alts in the map

#

my plan is really simple

#

get auto computers, but the issue is getting there

#

needed more plastic for circuit boards, liberated some oil and working on that, realized I could make my factory a lot more efficient with correct alts, and then am making packaged fuel for ye olde explorer

#

wait can you buy packaged fuel with tickets

#

since my oil production is wacky rn

sand garnet
#

Waste of tickets

carmine aspen
#

it is

#

but i have like 90

dusky dust
#

If you think there's a chance you might want to go for the Golden Nut statue (or even some of the other cheaper ones), you won't want to buy resources from the shop

#

Tickets get more and more expensive with each one, exponentially -- it's already a hell of a lot of points to afford the Golden Nut

#

If you're sure you'll never care about the statues then indeed, it's not too difficult to run out of other things to buy in there. Keep some tickets around for when stuff gets added in future updates, though. :)

wintry aurora
torpid robin
#

Come on decor . I need even more things that distracts me from actually building my factory

zealous tide
short gyro
torpid robin
#

Ok so weird question . Whatโ€™s the easiest way to calculate gradients . Thatโ€™s easy to remember .

#

As in I have a 1 in 40 fall over 600 how far down is it

#

I know the answer . And I know a way to work it out . But is there something thatโ€™s easier to remember

#

1/40=0.025 x .6 = 0.015 is this the easiest way ?

#

I know off topic but this is the clever people chat

vast jungle
#

@torpid robin: just to confirm with a specific example... you have an incline that goes up by 1 in a distance of 40... you want to know how much it goes up in a distance of 600?

torpid robin
#

yea

vast jungle
#

then I would suggest using the "rule of three"... because its just a linear equation...

torpid robin
#

dafaq is the rule of three

vast jungle
#

your include is 1 over 40... so the incline over "1" is 1/40... so the incline over 600 is (1/40)*600 = 600/40

#

"rule of three" is just a "linear scaling"... scale down to a common divider (if necessary to one) and then scale up

#

in case of 600 and 40 you can skip the downscaling at all... because 600/40 = 15... so your incline should be 1*15 (over a distance of 600)

#

I hope this makes sense

torpid robin
#

thats so not easy to remember ๐Ÿ˜‚

vast jungle
#

thats why I like the graphical explanation... scaling something by a factor (like an image) is easier to imagine

torpid robin
#

i know there is multiple ways to figure this out. and for some reason my mind blanks on it most of the time

torpid robin
#

and i know there are graphs you can use to

carmine aspen
#

Autoing computers for trains, and then going to "liberate" all of the oil in the map

vast jungle
#

just imagine it as triangle with a right angle

#

x-axis of your incline is 40, y-axis of your incline is 1 (1 over 40)

now increase the size of the triangle to blow up the 40 up to 600... the 1 will increase by the same factor

torpid robin
#

i think il just stick with dividing them then multiplying by distance lol ๐Ÿ˜‚

vast jungle
#

thats (as graphics) "scale distance down to one (divide by itself), then scale to new distance"

torpid robin
#

in my job changing measurements like that can just lead to mistakes

vast jungle
#

it only works for things that scale linear

torpid robin
#

thats all fine with nice easy number. but when you are workign with somethign like a 1/12 with a distance of 23,450

#

that makes it . amess lol

vast jungle
#

yeah... but the idea "shrink to 1, expand to 23450" stays ^^

#

and the pocket calculator takes care of the rest

carmine aspen
#

ok should I like, use different belts to make 100% efficient machines ?

#

I'm just now realizing how much there is to learn about this game

vast jungle
#

you don't need to, you can just use the best belt everywhere and still get 100%

carmine aspen
#

ah alr

vast jungle
#

100% is just about feeding a machine enough so it can work continuously... it doesn't drop if the belt blocks because you feed "too much"

carmine aspen
#

idk i heard some people talk about that and I got so confused

wintry aurora
#

I just use the best one available.

carmine aspen
#

yeah same

wintry aurora
#

Well, other than MK2, that one needs to have the materials rebalanced.

vast jungle
#

yes, just for simplicity (and logistics) using the same belt everywhere is a good idea

carmine aspen
#

huh +

wintry aurora
#

It needs reinforced iron plates, which are expensive resource wise and the belt itself is expensive.

carmine aspen
#

yeah

#

when you get mk3 you never need mk2 ever again

vast jungle
#

same when you get mk4... or mk5

wintry aurora
#

Whereas mk3 (iron beams) and mk 4 (encased beams) are relatively easy to mass produce.

carmine aspen
#

yup

vast jungle
#

still, having the ability to get 120 out of a resource node is very nice when it happens ๐Ÿ˜‰

wintry aurora
#

Doesnโ€™t MK5 need aluminum which is harder to produce?

carmine aspen
#

It appears to be a simple recipe

#

just requires a lot of things, and from where I am I already have it all relatively close

vast jungle
#

aluminium is quite challenging...

wintry aurora
#

True I guess.

#

On simple recipe.

carmine aspen
#

North of the 3 lakes , in that canyon with 4 pure iron, 2 pure copper, 2 pure limestone and 2 pure quartz with 1 pure coal

#

all like 200m from eachother

vast jungle
#

yes... but resource density is not everything

carmine aspen
#

ik

wintry aurora
#

The canyon north of the northern forest?

carmine aspen
#

There's a small

vast jungle
#

the space to build there is quite challenging... migth force you into some strange design decisions you have to fix later (I am speaking from experience)

carmine aspen
#

I just built up

#

ok I didnt actually build up, but I made a floor 36x36 foundations

#

and that's space'a'plently

#

how do I explain this... It's East of the Northern forest, in a fjord

#

I dunno the English word for fjord

vast jungle
#

I know the place

wintry aurora
#

Ok

vast jungle
#

I build my first base between the four iron nodes on the cliff

carmine aspen
#

yeah, that's where I started too

wintry aurora
carmine aspen
#

alr

#

I use those nodes combined with pure iron ingots rn

#

and I don't think I'll need more

vast jungle
#

Fjord is also German... nice word

carmine aspen
#

very good word to describe a fjord :p

wintry aurora
#

I thought it was a Swedish or Norwegian word? Those are Germanic languages anyhow.

carmine aspen
#

its both

#

danish too, and german apparently

oblique hollow
#

oh also @torpid robin i guess

vast jungle
#

as long as you scale linear, it works for all sorts of problems

oblique hollow
#

just wanted to draw it. makes understanding it easier

vast jungle
#

yes, definitiely

#

I was too "lazy" to make some good sketches

frosty owl
vocal merlin
#

can someone check my math on this,
600 oil/min -> (10 ref) -> 200 rubber,200 plastic,300 HOR/min 250 coal,250 sulpher/min -> (10 ass) -> 240 compacted coal/min

300 HOR/min + 240 CC/min -> (8 refine) 240 Turbofuel/min

frosty owl
#

I think it'd be quicker to ask the production planner itself (if you're OK with using those) ๐Ÿค”
||Checking recipes now||

frosty owl
frosty owl
carmine aspen
#

it just seems a lot worse than the reg recipe

#

atleast to me

vocal merlin
carmine aspen
#

ah alr

#

theres only a max of 7.8k sulfur/min right ?

wind spade
wintry aurora
#

Heavy turbofuel alt is probably good if you placed it somewhere without good access to water or you don't want to use diluted fuel.

carmine aspen
#

yup

#

searching for some hardrives

forest minnow
#

@wind spade do you have a tool to calculate power production?

carmine aspen
#

I mean you just take how many turbofuel/min you produce, divide that by 4.5 for the usage of the gens and then times that by 150 for the power production

forest minnow
#

i dont even use turbo fuel im still trying to figure out coal dad

carmine aspen
#

:kappa:

#

15/m/coalgen

#

one mk1 miner on a pure coal node will get you 8 generators

#

one mk2 miner pure coal node = 16

#

and mk3 miner pure coal node = 32 generators

forest minnow
carmine aspen
#

yes

forest minnow
#

alright

carmine aspen
#

pure coal with mk1 miner for you

#

or normal with mk2

#

split that 3 times for each gen

forest minnow
#

how many water extractors would i need for 8 generators?

carmine aspen
#

4 at 90%

#

75*

#

75% not 90%

wind spade
forest minnow
#

๐Ÿ‘

#

thanks guys

carmine aspen
#

I hope my writing is readable

forest minnow
#

so 1 extractor for every 2 gens

carmine aspen
#

long sticks are coal gens, circles are miners and water things set to 75%, lines are pipes and belts

#

set them to 75%, you can do it with 3, but that's just harder to split

forest minnow
#

fair enough

carmine aspen
#

plus splitting with 3 into 8 is just a pain

forest minnow
#

i just gotta make sure my pond is big enough to accommodate 4 succy bois

carmine aspen
#

pond :o

#

also good luck in making sweet, beautiful pollution!

#

working on making turbofuel gens myself, and then I can make some awesome things

forest minnow
#

my pond and planned building area

carmine aspen
#

ooo, thats a smol pond

forest minnow
#

yes very smol but i think i can squeeze the pumps in there

vocal merlin
#

@forest minnow @carmine aspen
I think ive got 4 or 5 mik1 miners feeding this beast:


forest minnow
#

oh wow

#

how much does that make?

magic shadow
#

much

carmine aspen
#

30 x 75 = 2250

#

pretty good

forest minnow
#

dannggg

carmine aspen
#

ahh helllll

#

casted screws or gunpowder

magic shadow
#

flip a coin

carmine aspen
#

both seem good

vocal merlin
carmine aspen
#

lul

#

12,5 iron ingots/m for 50screws/m or better blackpowder alt ?

#

actually nvm it wasnt fine black powder casted screws it is

#

btw is steel rods useful ?

magic shadow
#

fairly

#

but steel screws are better

carmine aspen
#

what do you use rods for except screws ?

magic shadow
#

modular frames and rotors to start with

carmine aspen
#

nothing else ?

#

I have steel screws, I just still rely on coal for power

magic shadow
#

it is the basis for most construction

carmine aspen
#

it is

#

but I have a chest of around 30k iron rods

sand garnet
# forest minnow

go straight north from that pond and you'll find a big-ass lake at the bottom of a cliff with 4 normal coal nodes right next to it

#

can also recommend doing a standard 3:8 setup for coal power

#

3 water extractors feeding 8 coal gens with water

#

you need 120 coal per setup

carmine aspen
#

4 coal nodes next to it, a pure close by too, right?

#

Pure Iron node*

forest minnow
#

@sand garnet when i need to expand my power grid, i will take that into consideration. as for right now though that seems like an unnecessary project

sand garnet
#

3:8 is really easy to set up, I'll find you some setup screenshots

#

#old-questions-and-help message here you go, build any of these setups and just hook up 120 coal to the whole thing in any way you want and you're good to go.

zealous tide
#

It's very easy. Just loop the extractors into two pipes that make a loop and feed your gens

forest minnow
#

so not using a evenly split system?

sand garnet
#

click my link

#

those setups work 100% guaranteed

#

no overclocking or anything.

#

each 3:8 setup gives you 600MW power

zealous tide
#

You don't need to evenly split power gen unless you want it to look pretty. Overflowing the coal and water works just fine.

forest minnow
#

thats true

#

thank you guys for the help

sand garnet
#

have fun

zealous tide
#

No problem. Just keep in mind that if you build a loop it's limited to the total water going into the system

#

So even though you can only flow 300pm if you have 360 entering the loop, 180 each side, it will work fine

#

As you play around with it you'll figure out how that works

forest minnow
#

alright :)

zealous tide
#

But at the same time, if you build a loop but only have two extractors feeding it, it's not going to be sufficient

forest minnow
#

i will update you guys when it is complete

magic shadow
#

haha nice trek ref @nimble hinge

zealous tide
mint hull
#

Gg

oblique hollow
vast jungle
bleak coral
#

yeah unless they're changing all the empty canister models, I thought they talked about that before but I can't find anything on it now

oblique hollow
#

ah

oblique hollow
bleak coral
#

I might also be misremembering them saying gas needs its own canister though lol ๐Ÿ˜›

oblique hollow
#

also, at the very end, you can see a constructor making those gas bottles

#

seems to be either iron ingots or aluminium ingots

wispy abyss
#

aluminum into gas bottle maybe?

oblique hollow
#

i kinda doubt aluminium though

bleak coral
#

interesting, yeah that's not a recipe we have

vast jungle
#

I would guess Steel bottle

oblique hollow
vast jungle
#

but gases are only introduced in T7/8, so aluminium would be okay

#

and it would give Aluminium more usage... if there is a usecase for the packager

bleak coral
#

steel sounds plausible, it's more complicated than just an iron ingot which is seems too simple for a T8 recipe, but doesn't eat into the little aluminum you can make

oblique hollow
#

you need the packaged nitrogen for the cooling unit, probably

vast jungle
#

the only valid usecase for (un)packger is fuel-dilution in my opinion

wispy abyss
#

also the ingots in the background are silver-ish like aluminum not dark like steel

oblique hollow
#

could be iron though

bleak coral
#

packaging/unpackager is a logistics solution because solids have higher throughput than fluids, so you exchange power, resources (if you don't loop), and space for higher throughput

#

it's not strictly necessary, but is an interesting option to have

wintry aurora
#

Iron is also bright and shiny though.

vast jungle
bleak coral
#

train is the bigger jump

#

solid trains have much higher throughput than liquid trains

vast jungle
#

the fluid train is better than the "packaged fluid train"

#

no, they have not... unless you throw the empty containers away

bleak coral
#

yeah you would

#

I never argued it's an efficient solution, but it's one available

vast jungle
#

I would like to see your "more efficient design" that produces and throws away hundreds of empty containers per minute ๐Ÿ˜‰

wintry aurora
#

You can always ship the empty containers back.....

bleak coral
#

I literally never said it was efficient lol wtf is that quote

#

lies and slander ๐Ÿ˜›

vast jungle
#

I think even with throwing them away Fluid trains are better... with all the space you need to package/unpackage stuff, you might easier with a second train station.

crude monolith
#

lmao, just loop the containers back. Which kind of defeats the purpose.

vast jungle
#

yes, but looping them back doubles the train station... which means one solid-item train goes against TWO fluid trains... which means the fluid one wins

wind spade
#

it's still one train

vast jungle
#

double train length means double space for train station...

wind spade
#

I guess but space is infinite

wintry aurora
#

INFINITRAIN FTW

crude monolith
#

Once you get high enough. ๐Ÿ˜„

wintry aurora
#

Though really, that'd be a belt, no?

vast jungle
#

with infinite space trains and belts have infinite throughput, so there is no comparison.

wintry aurora
#

infinity=infinity

vast jungle
#

comparison makes only sense for things like "same space" or "same power"

bleak coral
#

solid cars hold 2x the amount that fluid cars do

crude monolith
#

I've been messing around with my train system, expanding it and what not. I assume one day we're going to get collisions and signals. It'll be a nightmare to rework my factory to accommodate those changes, so I'm trying to get them going in a way that won't be an issue in the future. I spent most of the afternoon yesterday yelling at a dumb train not using the proper rail.

Trains ftw!

bleak coral
#

so actually 2x fluid cars is the same throughput as 2x solid with looping, and less if you're not looping

vast jungle
#

don't forget the space to pack/unpack

#

might be more space-efficient to just add more train fluid terminals

#

I would bet that even without looping the containers the fluid trains win... because (un)packaging fluids at the limit of a train station costs more space than doubling the size of the train station.

#

and there is also the space necessary to produce the containers (if you plan to throw them away)... its not for free either at the belt/pipe limit of even a single freight terminal

bleak coral
#

I don't think I'd even do it myself, I prefer processing liquids at source and then transporting them

#

I was just pointing out a use for them

charred ledge
#

its untidy so starting a new one

forest minnow
#

well, good thing about this game is that you can always build up

charred ledge
#

plus everything is broken since i had a 500 item stack mod

#

i removed and added only a 500 stack of concrete one

#

so everything doesnt break when the game gets updated and i play it without mods

#

i say the same biome*

forest minnow
#

are you planning on starting a new world or just moving biomes

forest minnow
#

well im not a veteran in this game or anything but i hear the desert has some nice flat land

charred ledge
#

it has but water is a pain

#

and any other resource

#

plus feeding biomass

#

pain until i get tier 3,4

forest minnow
#

then maybe start in the northern forest, its close to the desert biome but still has resources

charred ledge
#

kk

forest minnow
#

personally i dont like making large multipurpose factories so space is not a huge issue for me

charred ledge
#

well ill have to find the same spot again

#

since it had 4 pure iron nodes

forest minnow
#

you should use the map website

charred ledge
#

im not new as i said

forest minnow
#

right

#

i wish you luck

charred ledge
#

ty

#

2 pure quartz and 4 pure iron

#

along with oil visible from my base and coal near

forest minnow
#

oooh a very rich spot

charred ledge
#

it is

naive ingot
#

It's pretty much unanimously considered the richest spot on the map, so lots of people build there.

charred ledge
#

i suggest the starting spot of iron

vast jungle
#

the main issue with this space is the rough terrain

naive ingot
#

Indeed, but it's some pretty looking rough terrain.

vast jungle
#

yes, it is... my "old" mainbase sits between/on-top of the 4 pure Iron Nodes...

#

but I became unhappy with the belt-mess around my base

naive ingot
#

I like that there's enough space down in the valley to place your space elevator so that it's down out of the way.

frosty owl
#

Just beware of the manta~

naive ingot
#

He doesn't come that close to the particular cliff, he makes his turn to buzz the valley about 80m east of the two pure copper nodes.

frosty owl
#

Yep... And yet I'm pretty sure it's not that ubcommon to clip with it~
BTW, it does pass right over the iron nodes too

naive ingot
#

Ah, I guess you're right, but he has some decent altitude in that part of the flight path.

frosty owl
#

"Decent" as long as you don't try to stack too many refineries there ahah

naive ingot
#

Well, okay yeah.

#

I for one like building my stuff a little closer to nature. (With a few exceptions.)

frosty owl
#

So do I. But... Pure recipes ๐Ÿ˜…๐Ÿ˜‚

#

Made 2 floors of refs for the 4 iron nodes right above, manta BARELY passes 2meters over the chimney of one on the top floor

#

It'll probably be eating some smoke when I turn that on

naive ingot
#

Even if I was to go that way, I built most of my water-drinking refineries down in the valley, just for practicality.

zealous tide
#

Is it possible to kill the manta?

naive ingot
#

No.

#

There's not even a way to slow it down.

vast jungle
#

the manta nearly flies directly over the lake near the two/three Sulfur-Nodes

naive ingot
#

That's where I built my first manta ride pick-up/drop-off station.

zealous tide
#

Lmfao. What happens if it runs into your stuff?

naive ingot
#

It just clips through.

zealous tide
#

I've only had it get within a meter of my space elevator

frosty owl
naive ingot
#

Point.

frosty owl
#

@zealous tide much fun when it clips through a building and you're still inside doing tyour things ^^

zealous tide
#

I still vote for the fuzzy alien monkey with four eyes jumping out of storage containers to scare you randomly

#

But he doesn't hurt you

naive ingot
#

Or when it flies 3m over your head from behind while you're building a skybridge.

#

Good for a spot of adrenaline a 2am.

vast jungle
#

the Manta killed me nearly once... only the jetpack saved me

naive ingot
#

It does suck getting shoved off a bridge.

vast jungle
#

or off a refinery on a high platform... I think it would have been 70 meters to the ground... shock of my life

zealous tide
#

I will never play this game without jetpack agane

#

Unless I start a new save. In which case I will be rushing jetpack asap

oblique hollow
#

blade runners are nice n ok. Also Parachutes are heavily underused

zealous tide
#

I always have a couple parachutes on me, I agree

#

As an avid hypertube cannon wingsuit flyer they have saved my life and prevented my items from being stranded somewhere desolate countless times

#

Imo a parachute upgrade for jetpack should be in tier 7

#

One parachute if you run out of fuel

#

Epic

nimble hinge
zealous tide
#

What y'all think, is iron wire + stitched plate best in my encased pipe/frame HMF factory?

sand garnet
#

probably, unless there's copper close to you

zealous tide
#

Was trying to reduce complexity mainly

sand garnet
#

if theres enough iron around you, then iron wire is good yes

zealous tide
#

I guess it uses more iron then obv, Ill have to double check the iron supply

sand garnet
#

I'd go with copper, personally

#

alternatively, pure iron ingot or iron alloy ingot recipe

topaz hedge
#

I wish you could unlock and build geothermal sooner.

sand garnet
#

that would discourage other types of power generation

zealous tide
#

Hmm I don't think that iron wire and solid steel ingot helps me accomplish what I'm looking for xD

#

Building count is twice as large with both of those recipes

topaz hedge
#

I don't think so. I think it would smooth the transition from coal to oil power...

sand garnet
#

solid steel is god tier though

#

dont worry about building count IMO, saving material for other uses is a better thing to focus on

topaz hedge
#

Maybe unlockable shortly after alternative fluid transport? I guess it's not at a bad place in the tree. but with U4 changing things, if supercomputers are higher tier I hope they'll adjust geo power accordingly

nimble hinge
sand garnet
#

sure, thats definitely true

nimble hinge
#

I'm glad they mentioned refineries specifically when they were talking about why they completely reworked the higher tier stuff. Because late game does get too refinery heavy imo

sand garnet
#

but in that case I'd just build a big powergrid, use the same recipes as before and overclock existing machines to max

#

still better resource use in the area, and you have the benefit of localized setups

nimble hinge
#

yep that's exactly what I'm doing now, looking to overclock before expanding. I've made every material manufacture modular and stackable, so if it isn't enough I can boost it, then add a new layer only if needed.

#

but I've not done remote manufacture stations. I gave it a go but didn't find it too fun given the size of train station it ends up making.

zealous tide
#

Yeah but for this project I just wanted to get the building count as small as possible to make a decent amount

nimble hinge
#

I think low building count is a valid factor and I'd put it in the list of "what makes a recipe good"

zealous tide
#

It's looking like the advantage is to the tune of ~4-5 more HMF per minute while requiring 50 more buildings haha

#

And double the power ofc

#

~11 HMF per minute vs 16

empty tusk
#

how can i split 300 crude oil to 10 refinery ?

sand garnet
#

manifold

zealous tide
#

Run a long ass pipe and connect all of them to it with a 4-way

#

Ezpz

empty tusk
#

but it wont split equally

zealous tide
#

Why

sand garnet
#

manifolds fill up where needed

nimble hinge
#

build a tiny pipe out the front of the refinery, as short as you can. then delete the pipe support leaving just a pipe. Finally attach a pipe intersection to the end of the short bit of pipe, it should now snap. Do it for each one and then hook all of those up.

empty tusk
#

will try it

#

but the last one will have low rate

zealous tide
#

The first one can only take so much, the rest will overflow to the others

#

The last one will have low rate until the system fills up then it will produce identically

nimble hinge
#

the refineries will use what they need to, leaving the remainder in the pipe for the other ones. As long as there is enough fluid being pumped into the pipe and the pipe isn't exceeding it's flow rate it'll be fine

zealous tide
#

Provided you have enough entering the system in the first place

empty tusk
#

okay thank u guys will try it

sand garnet
iron flicker
#

are t6 conveyors coming in the new update

sand garnet
#

as long as the input matches what the refineries need, you just need to wait

sand garnet
iron flicker
#

oh ok

#

i want to be able to use overclocked t3 miner

nimble hinge
#

with the manifold system, the last refinery will be the lowest priority to get fluid, but once the others are filled it won't matter anymore.

sand garnet
#

youcan overclock it

#

to 163% lol

nimble hinge
iron flicker
#

wait wdym double output

zealous tide
#

Actually shocked they didn't already do that

sand garnet
#

double output seems viable for mk4 miner if we ever get that

nimble hinge
iron flicker
#

what?

#

sry im new to satisfactory

nimble hinge
#

two output ports

iron flicker
#

oh i thought it was already in the game

#

mb

nimble hinge
#

the mk3 miner only has one output port, which our current belt rates can't keep up with if overclocked

iron flicker
#

got it

bleak coral
#

Only way I see a double output on mk3 is if they give up on mk6 belts, which would be unfortunate.

frosty owl
nimble hinge
#

I only use the small ones directly on the refinery, that still bad?

empty tusk
frosty owl
nimble hinge
frosty owl
#

Ignore the arrows. Even half height would be OK, though

nimble hinge
frosty owl
#

Yeah, I think having that little buffer can increase your chance of seeing issues when using max flow from a pipe

empty tusk
#

i need the max flow cz am running 10 refinery

nimble hinge
#

Hmm, I've never noticed a problem, I tend to run all my pipes max flow all the time. But then I've never inspected it that closely, or had any reason to worry over a missing unit per min or anything.

#

what kind of issues can the small buffer cause?

frosty owl
#

The loss isn't over 2 or 3 units/min, as far as I've seen, so not everybody cares xD

nimble hinge
#

Just rounding errors then

frosty owl
#

Pretty much. Not an issue in particular with the buffer, it just makes the existing problem a bit worse

#

At least as far as I've seen

nimble hinge
#

So something like, if the refinery asks for an amount of fluid that exceeds the volume available in the pipe, the pipe provides the full fluid volume available rounded down and then wipes the content of the pipe? I thought the pipes worked in floating point, not integers.

empty tusk
frosty owl
#

Rising your pipes to the pole's max height can make long enough pipes to have a decent buffer, IMO

frosty owl
nimble hinge
frosty owl
empty tusk
#

need to divide it into 5 and thats the problem

frosty owl
nimble hinge
#

sorry, wrong reply there

empty tusk
#

and how can i divide 150 to 5 ?

nimble hinge
#

oh! you don't need to, just pipe it all down the line and have an intersection at each one. It's called a manifold

frosty owl
empty tusk
#

ummm u sure the last refinery will work ?

nimble hinge
#

refinery 1 fills and stops accepting fluid, so it all goes down the line to 2, 2 fills so it goes to 3, etc

empty tusk
#

u think i need a pump at the start ?

nimble hinge
#

Absolutely positive it'll work as long as you put 300 oil into the pipe and use 300 in the refineries.

frosty owl
#

Once all pipes have filled up yes. That is WHY I suggest the buffer, as if yoh full that up first, it will be able to provide 300/min to the 150/line for when you boot up the refineries the first time

nimble hinge
#

pump would only be if there is a height difference, the oil platform gives a starting pressure

empty tusk
#

yeah i got a big buffer

frosty owl
#

With MK1 pipes 2 small are best then 1 big in this scenario, as they provide more flow rate

empty tusk
#

maybe put a buffer on each side

frosty owl
#

It IS overkill, meaning you don't NEED it for the system to run, but it is cibcenient to have

empty tusk
#

anyone got a cool factory i can join and take a look ?

nimble hinge
#

so... Do smart splitters really store an item... This is really odd

unkempt grail
#

well, all splitters store items

nimble hinge
#

Why on earth would they do that though

zealous tide
#

Yeah they have like a buffer internally. 7 or 9 items or something

nimble hinge
#

but why do they hold onto the buffer and not purge it immediately when possible

#

I made myself an item sorter, and it just helps itself to some items until the next batch come along

zealous tide
#

Oh you're saying it's stuck inside?

nimble hinge
#

wait no.. only half of them hold onto stuff. Yeah 100% stuck inside

zealous tide
#

Someone else described that as a bug the other day iirc

nimble hinge
#

Give it 100 plastic, get 97 back

#

sorry, 93 back

zealous tide
#

Delete and replace and see if it still happens

nimble hinge
#

give it 100 iron ingots, get 93 iron ingots back plus 7 plastic xD

zealous tide
#

I think someone described it as getting stuck holding items after something happened lol

#

Wait wtf lol

#

It purges it if you put a diff item in?

#

Build a new one next to it and see if it has the same behavior haha

nimble hinge
#

yep, it likes new things apparently. got a fricken gold digger for an item sorter

#

gonna feed it other things

#

wait what. Now I've really confused. I gave it 100 copper sheets, which it actually has a sort position for. It sorted the copper plates and then output some stuck iron and plastic xD

zealous tide
#

Wdf

nimble hinge
#

it's getting stranger. I tried to purge the whole thing by just feeding in a ton of aluminium sheets, it cant sort those so they end up in overflow. Then I put another non sortable item in. Got a bunch of sheets back, but there was still plastic in it XD

#

Put 100 coal in, 1 sheet, 96 coal and 3 of the other item. Sooooo broken lol. I'll figure this one out tomorrow me thinks, bed time for now.

frosty owl
nimble hinge
#

but in this case it's only got set something like "Iron plate" "none" and "overflow" and it's being given coal... So why is it holding the coal with no blockage of the belt, and then why does it swap that coal out (sometimes) when a newer item comes along.

#

I always get the correct number back, but of items that may or may not include previously stuck ones.

frosty owl
#

Although with different rules, as there is no filtering complicating things, even normal storages show this when their outputs fill up
E.g: even if you take out input, once the output of the splitter is full, once the output clears up the splitter will still output 7 or so items from its storage. Those may still stay stuck inside the splitter of they were qued on a specific output

nimble hinge
#

yeah so they aren't spitting out those items.

#

and their output isn't full either, it's an empty belt

frosty owl
nimble hinge
#

not happening here at all. It can take hundreds of items passing through before they might give it up. And then it's just swapping the item out for one of the new one being fed to it

#

It means there is likely an amount of items that primed the system the first time I used it, which all got stuck, since then it's just been slowly swapping those out at seemingly random times.

#

initially it was looking like a repeatable 7 items held of the new and 7 returned of the previous. Given I have 14 splitters in the row this seems significant. Perhaps when one takes and item from the belt it leaves a gap, meaning the next one doesn't encounter the same issue, but the following one will? I'd need to rebuild it in a nicer area not tucked under the floor really

#

for now it's bed time, feel free to play with that headache ha

zealous tide
#

Yeah the problem is the output belts are empty

#

And the items are staying inside the splitter

#

@nimble hinge I think it's not default behavior but something caused your splitter to get stuck in some condition that causes that, have you tried on a new splitter or deleting that one that's sucking up items and replacing it?

nimble hinge
#

I'll have a go tomorrow, it was brand new fresh out the box though.

zealous tide
#

That's fffff'ddddddd

nimble hinge
#

After some testing, it appears to be a bug with the overflow function. I'll make a bug report for it, but in the mean time, if you're using overflow for a splitter just be aware it'll keep hold of some stuff most likely. You can see what it has inside by hovering the deconstruct tool over it. I resolved it for my sorter by using "any undefined" instead which has no issue.

jade minnow
#

But you have to be careful that the path where you are sending the defined items doesn't get full. If you only use "any undefined" and not "overflow", the whole belt will get stuck if it can't send any defined items to the next belt

#

Because in regular gameplay you always have something running over your belts, it doesn't really matter if the splitter has a buffer inside

#

it's like you make the belt go a little detour, in the end every item will get to its destination

cold snow
oblique hollow
#

6 x 600 into 780?

#

Hmmm

#

Best i could think of is a merger-splitter-manifold

#

Hang on, ill draw something up

cold snow
#

so bottom left of the picture?

oblique hollow
#

Not quite

cold snow
#

on the right you have 300+300=780 ๐Ÿ˜

oblique hollow
#

well thats because i was too lazy to add another text field

cold snow
#

so you mean it should balance itself out and i dont need smart splitters?

oblique hollow
#

yeah, usually splitters can do that

jade minnow
#

That's pretty much the way overflow manifolds work

oblique hollow
#

aye, this is pretty much an injection manifold with multiple injection points

wind spade
jade minnow
#

If the first thing is not taking any more items, they will be sent to the next belt

oblique hollow
#

otherwise you could replace those normal splitters with overflow smart splitters

wind spade
# oblique hollow it was my best guess

look at the second belt from left. It initially splits 300/300, the 300 that goes to left side gets merged with 600, so it'll merge in 300/480 ratio, since mergers try to take as equally as possible. So the leftmost belt will be limited to 480

magic shadow
#

what do you use to make that @oblique hollow

oblique hollow
oblique hollow
wind spade
#

I guess, but from what I've heard, game is crap at doing this and you'll end up with lower numbers

oblique hollow
#

this is one of the few cases where mixing belts on splitters results in a nice output

#

i can test it and see if it works if you want

cold snow
#

๐Ÿ™ˆ i would need to find the materials for those low tier belts first ๐Ÿ˜…

#

completly forgot that you can use those slower belts for such things

oblique hollow
#

mk 2 is reinforced iron plates

#

dont tell me you dont have RIPS

cold snow
#

i just dont know where in my starter factory those are ๐Ÿ˜‚

oblique hollow
#

shame. constructors need RIPs to be built too

cold snow
#

5 minutes of searching should be fine

jade minnow
oblique hollow
#

more like "mixing belt tiers on splitters causes weird stuff"

#

but i know my output ratios.

wind spade
jade minnow
#

What if you use an industrial container to merge 2 belts? Does that work better? Although it would take a whole lot more place lol

oblique hollow
wind spade
#

that's what I heard ๐Ÿคทโ€โ™‚๏ธ

oblique hollow
#

well, time to verify

wind spade
#

also not sure if this was due to some specific setup

#

or just in general

oblique hollow
#

i know belts have issues with the numbers, framerate affects them, etc

wind spade
#

but I remember at least one user timing exactly one minute on video and showing that he got less than 780 items in a container

#

(merged from two full containers)

oblique hollow
#

when was that?

jade minnow
#

But many ppl mentioned the mk5 belt being a little buggy, gotta try that some time myself ๐Ÿ˜›

cold snow
#

reminding me that mk1 belts exists also makes figuring out how to get 720 lines to 780 lines ๐Ÿ˜„

#

will be fun to combine the 40 belts ๐Ÿ™ˆ

wind spade
#

I don't get people who want to combine belts into slightly less belts

#

why not just use the exact amounts that are on the belts? ๐Ÿ˜›

cold snow
#

makes the factories the stuff gets transported to by train neater to plan ๐Ÿ˜› having 780 belts only is simpler than 720 belts

#

i mean i got a 5 floor, 440 refineries iron factory in progress atm, so fewer belts is nicer ๐Ÿ˜„

#

tho there are lines of 22 refineries, meaning there are going to be some ressources to spare at the end of lines which also need to get collected

oblique hollow
#

wait a minute

#

im an idiot

#

600 + 120 is NOT 780

#

aaaagh

#

@cold snow shame on you for not telling me either

cold snow
#

well, i didnt notice either ๐Ÿ˜ฌ

oblique hollow
#

we both get an F in Math

cold snow
#

this is math with numbers, a rare thing for me

#

well i guess smartsplitters it is or some extra weird belting which i would need to plan

oblique hollow
#

your best bet is smart splitter with overflow, yes

nimble hinge
#

on a more serious note, people want to reduce the footprint of the build, hence less belts. Less lag, less building, less etc

oblique hollow
#

but in trying to do that they build overly complicated merger splitter arrays that take up an entire hall

#

and then they cry "CSS pliz gib smart merger"

#

ill be honest: a smart merger seems to be the only way to proberly make an integer belt divider that takes x belts in and reduces em to y belts

wind spade
oblique hollow
#

btw greeny, i tested mk 2 and mk 4 on a merger

#

no issues dividing /merging 600 there

wind spade
wind spade
#

but I don't remember even what I had for breakfast, so I may be wrong here

nimble hinge
#

cornflakes

cold snow
#

oh well, i will see if i just build another 20 refnieries at ~30% or collect the excess from the belts

nimble hinge
#

If you know the rates the factories are putting out onto the belts, really it isn't too hard to merge them into a smaller number of belts.

oblique hollow
#

and output is full

wind spade