#math-and-meta
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You have max of 60ipm coming out of the first merger
You try to split the 10 that is 1/6th back in
Coming into merger is also 60
So you have 70 total ipm going into the first merger while it can only output 60
Am I doing it wrong somewhere?
all fine so far. its onle the merger logic that gets you caught up
There are 10 extra per minute that the merger can't grab
yep. but, the 10 that trinkle in happen so rarely that they dont back up
60 from input, 10 from feedback. Which does the merger grab from where?
1 from one side, 1 from the other, if it can
How does it not back up, the merger is already maxed
It can't grab the additional without missing others
because it forces one side, then the other, it cycles between inputs
It has to back up just slowly
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
have you seen what a merger does when you apply 60 on both sides, with a 60 limit on the output?
Yes it splits from each and both belts back up
You are saying neither would back up
it cycles between the sides
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
and that means that one time momentarily stops being accepted
10 faster than 60, you mean?
You guys are saying that 70 items are going into the merger and 70 are coming out. On mk1 belts
no
I guess I'm retarded then haha
the merger tries to, but it cant
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
makes sense, right? 30 + 30 is 60, no backing up
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.
So the input backs up
Yes
So feedback line on merger in effect is getting priority
Even if not technically, that's the outcome
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
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
But it would only get priority up to 30 items per minute
10 wins because 10 is below 60/2
30 is the max speed if you use 2 sides
with 3 sides, 20 is the limit
Right. So the smallest line gets merger priority up to 50% of max output speed
Or 33% if 3 lines going in
yea. so 20, 20 and 20 get merged equally
but so do 30, 30 and 30, but they all back up, of course
Okay you guys were saying it's not priority but it really is essentially
That's where I was getting thrown off
technically, but its basically a speed priority
The logic might not give it priority outright but you can manipulate it to
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.
this is where problems start to happen.
i could also do a mk 5 and a mk 5 on both sides of the merger, but then feed one of those mk 5 belts with a mk 1
Which belt speed does merger split by?
now what? speed is 780, but one side only has 60 items/min coming in
Or is it still half speed of each belt
depends on the output belt
2000ppm, artificial hard limit so it's restricted by belt
Right
Output belt makes sense ofc
Fuck I knew I didn't want to get involved in this voodoo
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)
as a general rule, this statement should be safe:
the lowest of all the input speed wins out
because its cant back up that easily
This is for a 60/min as input and 1/6 of that as feedback, like in our example
Up to 33/50% of max output depending on the belts coming in?
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.
yep. above that, its equal intake
approximately
so 10 wins out over 60 , because 10 is less than 50% of mk 1
Makes sense
i think this "rule" should make things easier
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 ๐ค
Yeah it looks right to me.
Yep
Thx much. Glad I got it
sometimes, even the slower side will back up once in a while, because the merger cycles through all inputs, but that barely affects things
its a very brief pause
The example is for a 1/6 feedback (which is why it repeats 6 times before cycling)
*why it has 6 lines
inputting things like 30 and 40 gets more complicated
perhaps. ill see if i can test that
its hard to say rn. since 30 is exactly the limit
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
Right
Nvm, me be dumb and read wrong
I guess its not important to know though still
Because feedback will always be under the 33/50% limit of the merger
Oh wait that's just in the 1/6th example actually. There might be setups where that could come into play idk
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)
Right, because you will never need to split off more than 33% because one single splitter can do that
And you can do 4 with 2
So the most you'll ever need to split off with a feedback loop is for a an even 1/5 setup or higher
Which would only ever be 1/6th of merger output total
Ergo I just said a bunch of shit for no reason
right, after testing: it seems yes, 30 wins over 40
That's interesting to know
alright im home and have the screenshots
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
aka 1/2 and 1/3 balancer
no wait
this is the over complicated coal plant (80 gens)
egh, lets just call them output reducers
Jesus h
could be worse
I build fucking slow then
I would think unconfuckulating where your lines are supposed to go in that setup would take 3 hours alone
i would be happy never to see these pipes again
I was gonna point that out
Calling them balancers is confusing since it sounds like you're dividing x lines into y lines
ill be honest, this seems to be some of the most research invested into belt balancers and Limiters since forever
I actually enjoy playing with belts and stuff. Most of the common designs like manifolds and stuff I figured out on my own
But balancers/output reducers with different speed belts...
https://c.tenor.com/sSduiXpvPfgAAAAM/scared-heavy-creepy-sir-space-cow.gif
With an entire map dedicated, im sure you could make some nice puzzles
like "make the output exactly X"
My love and passion
That'd be fun
Balance challenges. The next step after the XbyY challenges?
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
Ye those are same concept though mostly right
But pipes have valves...
Except with fuckiness in 4 ways
im talking about puzzles like these
Ohh fuck
i worked out the math for that, its quite easy.
also, the same formula works with splitters with different belt mks on the outputs
I don't get what is one supposed to resolve 
bad example, this one is more of a math challenge. the real puzzles would be giving you only certain valve values to use, like 300, 200, 100
Limit this pipe to 100/min?
Oh, that'd make sense ahaha
limit this output to Z by only using valves with value W, X or Y
something like that
a harder but more easily enforceable example: limit the output to x by only using Mk1 Pipes, Mk2 Pipes and Junctions
that'd be really hard because of pipes bidirectionality and the fact that junctions are both mergers and splitters
Allow to use valves with no limit set?
Could allow unpowered pumps, they block one ways methinks
Yeah, but they also stop headlift. Since valves still block one way but don't block headlift, that'd probably be the best choice
Could always build downhill. No overflow pipe tricks
Could always use valves... xD
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
Break it down into smaller numbers . When you need more . Replicate your 1st setup and just scale it up
greeny's tool might help you getting a better picture of the numbers to break it down into individual steps
just google greeny's tool?
Satisfactory tools
found it, thank you
@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..
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?
although I guess whatever gets merged back might just get stuck? I don't know it seems like an interesting thought to explore.
The only limitation is: it is at max a 50% dilution priority
Meaning you can make another line slow down to 50%, at max
Or 33%
Not sure about this, especially if you use a multi stage merger to dillute things
thats exactly what im about to find out
What do you want to accomplish? A 75/25 merge?
i just took i belt and split it in 3, then merged it into 3 mergers
how much does this reduce the original input?
by a factor of 8
add another and you get 16
so i now have 7.5 to 52.5 input ratio
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
The three belts are full?
yep
both sides back up, but the second input only looses 1/8th
while the first one looses 7/8ths
Makes sense
2^3 is 8
Mk 4:
left is reduced to 60, bottom is 420
As expected
add another merger and you get 30 to 450
its all like the old overflow splitter arrangements, just the inverse
.... yes, i could feed 1/3rd from both sides
Yes.... Maybe I will use something like this to extend my new warehouse with a "mix of everything"belt
to effectively get 1 to 27
I would like to have a "mix of everything" train
Hmm... Would the back merging strategy help to get other ratios?
By slowing down one of the input belts in advance
add a smart splitter with overflow and a final merger and you get the full bottom belt plus 1/8th from the other side
wait.... what if i backmerger part of this
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
ah. as expected, input only got halved again, or so
but yeah: i can now make anything below Mk 5 take priority over any other input
with 1/xth extra from the original being added
so for mk 4: 480 + 60 = 540
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
buuuut whhhyyyy
seems such a complicated un needed thing to do?
or am i missing something here
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
its a tool for the "belt-handling" toolbox...
oh
hmm
i was just gonna run a seperate belt for each of the items i want to go to my train like that ๐
I don't want my train to need a single wagon for each item type... at least not with this train
when I am building something new, I don't want to build a 20-wagon trainstation first ๐
you only need the station. nothign else. yopu just need somewhere for the loco to go
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...
all my train stations are currently 4 wagons long... I would like to keep this, prevents them from getting even larger than they are
i guess all this just comes into the challeneg you are setting yourself with the smaller trains
yes... but currently it works out quite fine
and still, at most of my factories the train station is as large as the factory
imagine, a train wagon full of Quickwire ๐
wait... *looking back
there are only four relevant stack sizes... I could use one train car for each of them
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 ๐
you would be surprised at how fast i can go through a container of quickwire lol
you mean. wire.and quickwire lol
hmm... what would you do with it? 16000 Wire/Quickwire is quite a bit
there, compactified
fuel gens ๐
top is normal, bottom is full priority
nice design
16000 Quickwire would be enough for 320 Fuel Gens... okay, I see the "issue" ๐
it was basically just a task for fun
could this be used for a manifold with a single shared belt? Making sure you already have the right proportions on the belt?
this way the shared manifold would properly block
the only downside here is you get full priority on the bottom, but with 1/27th extra on top
for mk 4, that 480 + 17
you can sort the extra 17 off though, with an overflow splitter at the end
That's the only kind of balancer I never bothered learning. Somehow it just doesn't look appealing to me ๐
how do i split 60/min ore so 45 goes to left and 15 to right?
spilt into 4, combine 3
but how do i split into 4
feed 2 of the outputs of a splitter into another 2
single splitter splits into 2 or three... cascades of splitters split into multiple of 2 and 3... e.g. 2x2=4
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
like that?
yes
ok, thanks
this a split into 2*2 = 4 times 25%... and then merge it into 75% and 25%...
Or just be lazy and do the classic overflow, aka manifold
cant, it would be too innefficient
How
remember, Stay Efficient!
Its not inefficient
i have mod that changes stack size to 500
Then grab a stack and chuck it in
it would take loong until it would balance itself
every item on a belt is a single item
overflow is as efficient as balancer
Aplle is talking about the stack size of the items inside the machine storage
stack-size-500 mod... facepalm
The mod increases that, it seems
Just get yourself a stack and put it in there
Otherwise: you could simplify that splitter setup to just 2 splitters and one merger
Splitting 30 to 15 just to recombine it is useless on the left side
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
yes i removed left splitter
it is efficient so its good either way
That 500 stack size mod is going to bite you in the ass later on when your factory gets big
why?
Balancer size increases ridiculously fast with more machines
and the delay gets worse
so remove it?
Same for manifold, but thats another topic
sure... increased stack-size is orthogonal to the manifold/balancer issue ๐
Stack sizes are good for storage but terrible for production
Not really, at some point you're just manifolding multiple balancers pretty much
we are talking about building perfect balancers
More like balancing balancers
You cant manifold balancers that run at maximum belt capacity
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
(It's 52 refineries for that)
You still fill each belt only with the needed materials (balanced system) but feed them along a line (manifolded balancers)
I don't really get how one could make an "imperfect" balancer ๐ค
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
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
or balance multiple manifolds...
Eh... seems less effective then manifolding balancers... You still need a lot of time to fill the machines before everything works properly, that way
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
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
Bonus horrors if some of the machines are OC/UC
7 lines of machines with 17 machines each? ๐
and the 17 belt line needs a full belt? ๐ ๐
okay, that would make the balance/manifold on top useless
I would probably make those lines shorter (possibly an even number too) and send all the overflow to the last line
On the flip side, you can OC/UC JUST to have nice numbers ;D
E.g.: Pure caterium at 125% takes a convenient 30/min as input
if you used some of the calculators online, you'd figure out that you can make 666.66 turbofuel out of 300 oil ๐
i dont get that one though, can you show me in a simpler way @wind spade ?
that is a lot clearer then the calculators ive seen, thanks
it's my tool, you can check it out here ๐ https://www.satisfactorytools.com/
still putting it on paper xD
it's up to you, but you can check your numbers there ๐ not forcing you to use it, just suggesting an alternative ๐
very much appreciated
Well, it's handy and little.
i mean it works so oh well
@chilly pilot
oh dang, I need that alt
@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.
@wind spade I finally did the thing and it's working well! thanks for the diagram
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
i figured this is probably the best channel for this sort of nerd shit
Ask @wind spade if he's willing to share his data (of it's in the format you're looking for)
I have JSON data if that helps you
(and it's public licensed, so you can use it ๐คทโโ๏ธ )
See if the one mentioned in Reddit post works for you: https://old.reddit.com/r/SatisfactoryGame/comments/f6kova/my_indepth_analysis_of_the_new_update_3_alternate/
yes please if you dont mind - how would i go about getting it?
https://github.com/greeny/SatisfactoryTools/blob/dev/data/data.json
it's pretty large file but contains all the info you need. You can send me a DM if you have issues navigating that file and finding proper data
Hmm... the Move Fences mod is crashing the game ๐ฆ
Annoying because I quite liked the fences with the gap in them.
that should go to modding discord
Oh, there's a modding discord?
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
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).
Perfect to get rid of doggo-nukes
let's report it to QA site so that they can fix it
I won't ask where that is, I'll go look for the links :P Edit: https://questions.satisfactorygame.com/
@vocal folio. Thanks for the mining beltspeed diagram
I am glad it helped someone
damn I haven't finished watching that
@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
Oh, makes sense.
Easy solution . Donโt mix them
Hey guys, where i saw table with time to fill one Freight Car with different stacks?
yes but mean with conveyors ๐
Oh
conveyors time + load time
Dunnoabout the freight stations
Here is some time for filling, but idk why this time is there
https://satisfactory.gamepedia.com/Electric_Locomotive
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...
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
"why there is" ?
sorry, fixed ๐
Och, fu...... undestand... if's for Freight_Platform no car one...
But i saw that someone posted here some better table..
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
Miner MK3 on pure node gets 480 ore/min... so 2x = 960 man, but not 1120 ๐
4 pure iron with MK3 miner and MK4 belts will give you 1920 ore per minute man.... your calculations is really wrong ๐
Max belt speed is 780 though, so you can't extract more than that from a node~
mk2 miner on pure node without overclocking - 240 items per minute ๐ ๐ ๐
so 4 pure node with mk2 miner will give you 960ore/min
yes, and then overclock
That's 600 at max overclock
"4 pure iron ores you can get 1755 iron ingots a minute without overclocking" what the f..... , how you get 5 on 4 ores? ๐
30 iron ore = 30 iron ingot ๐
27 refineries
Only in the smelter 
I trust that you know what pure iron ingot alt recipe is
35 iron ore/m + 20water/m = 65iron ingot/m
So ๐ 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?
Funny how once you start using pure you're suddenly swimming in ingots
Wel....
That one is soooo slow...
it is
Copper Ore
15 / min
+
Water
10 / min
Copper Ingot
37.5 / min
๐ OMG
48 MJ / item
Wrost alternate receipt ๐
If you lack power, that is :P
I mean 2400 mw of power for 32 refineries
"35 iron ore/m + 20water/m = 65iron ingot/m"
- 27.69 MJ / item
Though, I wish it was at least 30/min on the input side... -.-
yeah
For cooper - not using this receipt....
For iron, man can have 70380 iron ore items/min..... do you really need build 27 refineries ๐ ๐ ๐
Going sleep.
Check alternate receips, maybe other one will be better?
https://satisfactory.gamepedia.com/Iron_Ore
so I cant use train power to get iron
Refinery = material efficiency
What do you mean?
Pretty much all alt recipes using refineries are the ones that give you the most items out of your ores
yup
I mean 30 copper ore is 30 ingots with smelters, with refinery 15 copper ore + 10 water is 37,5 ingots
Yeah but.... Electricy...
yah?
Place...
You can get a fuck ton of it with turbofuel
Coughs in nuclear
True but then you will not have a lot of plastic and rubber...
Going sleep. Bye bye guys.
crude oil = 40 oil residue & 20 polymer resin/m
that's a lot of fuel you can get with dilute fuel
and then turbofuel
And any excess fuel can be turned into even MORE rubber/plastic
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
Waste of tickets
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. :)
Yea, thereโs apparently a whole bunch of stuff coming in update 4 for the ficsit store, either that or Jace was trolling us in the UI video.
Come on decor . I need even more things that distracts me from actually building my factory
I'm in like the exact same spot as you
Are you playing in experimental? If so, at what tier did you unlock the alternative recipe?
Ok so weird question . Whatโs the easiest way to calculate gradients . Thatโs 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 thatโs 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
@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?
yea
then I would suggest using the "rule of three"... because its just a linear equation...
dafaq is the rule of three
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
In mathematics, specifically in elementary arithmetic and elementary algebra, given an equation between two fractions or rational expressions, one can cross-multiply to simplify the equation or determine the value of a variable.
The method is also occasionally known as the "cross your heart" method because lines resembling a heart outline can be...
thats so not easy to remember ๐
thats why I like the graphical explanation... scaling something by a factor (like an image) is easier to imagine
i know there is multiple ways to figure this out. and for some reason my mind blanks on it most of the time
I am playing on EA, Tier 6
and i know there are graphs you can use to
Autoing computers for trains, and then going to "liberate" all of the oil in the map
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
i think il just stick with dividing them then multiplying by distance lol ๐
thats (as graphics) "scale distance down to one (divide by itself), then scale to new distance"
in my job changing measurements like that can just lead to mistakes
it only works for things that scale linear
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
yeah... but the idea "shrink to 1, expand to 23450" stays ^^
and the pocket calculator takes care of the rest
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
you don't need to, you can just use the best belt everywhere and still get 100%
ah alr
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"
idk i heard some people talk about that and I got so confused
I just use the best one available.
yeah same
Well, other than MK2, that one needs to have the materials rebalanced.
yes, just for simplicity (and logistics) using the same belt everywhere is a good idea
huh +
what
It needs reinforced iron plates, which are expensive resource wise and the belt itself is expensive.
same when you get mk4... or mk5
Whereas mk3 (iron beams) and mk 4 (encased beams) are relatively easy to mass produce.
yup
still, having the ability to get 120 out of a resource node is very nice when it happens ๐
Doesnโt MK5 need aluminum which is harder to produce?
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
aluminium is quite challenging...
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
yes... but resource density is not everything
ik
The canyon north of the northern forest?
There's a small
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)
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
I know the place
Ok
I build my first base between the four iron nodes on the cliff
yeah, that's where I started too
Fjord is Fjord in English, I donโt think thereโs an English word for it.
alr
I use those nodes combined with pure iron ingots rn
and I don't think I'll need more
Fjord is also German... nice word
very good word to describe a fjord :p
I thought it was a Swedish or Norwegian word? Those are Germanic languages anyhow.
the inverse works too: how much distance horizontally do you need for going 600 m up?
so 600/1 turns to 1/600. with the previous slope of 1/40, this just becomes: 600 : (1/40) = 24000 m
oh also @torpid robin i guess
as long as you scale linear, it works for all sorts of problems
just wanted to draw it. makes understanding it easier
I used to say the same to teachers, when they asked why didn't I show all the steps in math/geometry tests ๐
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
I think it'd be quicker to ask the production planner itself (if you're OK with using those) ๐ค
||Checking recipes now||
The compacted coal is 1-1 with coal/sulfur so you make 250 not 240. Thus you need 312.5 HOR to turn it all into turbofuel
Of course, the numbers are nicer for 250 (and I agree), so just remember to deal with the 10/min extra comp. coal
i follow you
ooh you're using the heavy oil turbofuel
it just seems a lot worse than the reg recipe
atleast to me
It's all i got until RNG blesses me and i get more HDDs lol
use normal turbofuel
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.
@wind spade do you have a tool to calculate power production?
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
i dont even use turbo fuel im still trying to figure out coal 
: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
this is assuming im using mk 2 belts?
yes
alright
pure coal with mk1 miner for you
or normal with mk2
split that 3 times for each gen
how many water extractors would i need for 8 generators?
you can check the codex pages, but it isn't a tool (yet)
so 1 extractor for every 2 gens
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
fair enough
plus splitting with 3 into 8 is just a pain
i just gotta make sure my pond is big enough to accommodate 4 succy bois
pond :o
also good luck in making sweet, beautiful pollution!
working on making turbofuel gens myself, and then I can make some awesome things
ooo, thats a smol pond
yes very smol but i think i can squeeze the pumps in there
@forest minnow @carmine aspen
I think ive got 4 or 5 mik1 miners feeding this beast:
much
dannggg
flip a coin
both seem good
yup, it was never run at max before i got Fuel Gens up as well, so it stockpilled huge amounts of coal ๐
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 ?
what do you use rods for except screws ?
modular frames and rotors to start with
it is the basis for most construction
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
@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
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.
It's very easy. Just loop the extractors into two pipes that make a loop and feed your gens
so not using a evenly split system?
click my link
those setups work 100% guaranteed
no overclocking or anything.
each 3:8 setup gives you 600MW power
You don't need to evenly split power gen unless you want it to look pretty. Overflowing the coal and water works just fine.
have fun
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
alright :)
But at the same time, if you build a loop but only have two extractors feeding it, it's not going to be sufficient
i will update you guys when it is complete
@oblique hollow
haha nice trek ref @nimble hinge
YES FINALLY
Gg
teaser seems to confirm: packaging nitrogen will need its own "canisters"
already posted in screenshots ^^
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
ah
didnt see that. thx
I might also be misremembering them saying gas needs its own canister though lol ๐
also, at the very end, you can see a constructor making those gas bottles
seems to be either iron ingots or aluminium ingots
aluminum into gas bottle maybe?
i kinda doubt aluminium though
interesting, yeah that's not a recipe we have
I would guess Steel bottle
hmmm
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
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
you need the packaged nitrogen for the cooling unit, probably
the only valid usecase for (un)packger is fuel-dilution in my opinion
also the ingots in the background are silver-ish like aluminum not dark like steel
could be iron though
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
Iron is also bright and shiny though.
you would really consider replacing a mk2 pipe (600m3) with a mk5 belt (780) ?
train is the bigger jump
solid trains have much higher throughput than liquid trains
the fluid train is better than the "packaged fluid train"
no, they have not... unless you throw the empty containers away
I would like to see your "more efficient design" that produces and throws away hundreds of empty containers per minute ๐
You can always ship the empty containers back.....
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.
lmao, just loop the containers back. Which kind of defeats the purpose.
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
no, just double the train length
it's still one train
double train length means double space for train station...
I guess but space is infinite
INFINITRAIN FTW
Once you get high enough. ๐
Though really, that'd be a belt, no?
with infinite space trains and belts have infinite throughput, so there is no comparison.
infinity=infinity
comparison makes only sense for things like "same space" or "same power"
solid cars hold 2x the amount that fluid cars do
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!
so actually 2x fluid cars is the same throughput as 2x solid with looping, and less if you're not looping
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
I mean that's what I literally said from the get go haha
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
well, good thing about this game is that you can always build up
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*
are you planning on starting a new world or just moving biomes
new world
well im not a veteran in this game or anything but i hear the desert has some nice flat land
it has but water is a pain
and any other resource
plus feeding biomass
pain until i get tier 3,4
then maybe start in the northern forest, its close to the desert biome but still has resources
kk
personally i dont like making large multipurpose factories so space is not a huge issue for me
you should use the map website
ty
also this is my area
2 pure quartz and 4 pure iron
along with oil visible from my base and coal near
correct pic @forest minnow
oooh a very rich spot
it is
It's pretty much unanimously considered the richest spot on the map, so lots of people build there.
i mean the pure nodes are insance
i suggest the starting spot of iron
the main issue with this space is the rough terrain
Indeed, but it's some pretty looking rough terrain.
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
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.
Just beware of the manta~
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.
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
Ah, I guess you're right, but he has some decent altitude in that part of the flight path.
"Decent" as long as you don't try to stack too many refineries there ahah
Well, okay yeah.
I for one like building my stuff a little closer to nature. (With a few exceptions.)
So do I. But... Pure recipes ๐ ๐
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
Even if I was to go that way, I built most of my water-drinking refineries down in the valley, just for practicality.
Is it possible to kill the manta?
the manta nearly flies directly over the lake near the two/three Sulfur-Nodes
That's where I built my first manta ride pick-up/drop-off station.
Lmfao. What happens if it runs into your stuff?
It just clips through.
I've only had it get within a meter of my space elevator
Lucky you, I already have stations and more refs there.
You know how I didn't mention where did I smelt the pure copper nodes? ๐
๐
Point.
@zealous tide much fun when it clips through a building and you're still inside doing tyour things ^^
LMAO that would be a hilarious jump scare
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
Or when it flies 3m over your head from behind while you're building a skybridge.
Good for a spot of adrenaline a 2am.
the Manta killed me nearly once... only the jetpack saved me
It does suck getting shoved off a bridge.
or off a refinery on a high platform... I think it would have been 70 meters to the ground... shock of my life
I will never play this game without jetpack agane
Unless I start a new save. In which case I will be rushing jetpack asap
blade runners are nice n ok. Also Parachutes are heavily underused
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
@shell thunder 100 comp per min from https://www.satisfactorytools.com/
It's nuts
What y'all think, is iron wire + stitched plate best in my encased pipe/frame HMF factory?
probably, unless there's copper close to you
Was trying to reduce complexity mainly
if theres enough iron around you, then iron wire is good yes
I guess it uses more iron then obv, Ill have to double check the iron supply
I'd go with copper, personally
alternatively, pure iron ingot or iron alloy ingot recipe
I wish you could unlock and build geothermal sooner.
that would discourage other types of power generation
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
I don't think so. I think it would smooth the transition from coal to oil power...
solid steel is god tier though
dont worry about building count IMO, saving material for other uses is a better thing to focus on
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
Until "The Lag" gets you. I nuked a lot of stuff recently just to make it more enjoyable to play.
sure, thats definitely true
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
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
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.
Yeah but for this project I just wanted to get the building count as small as possible to make a decent amount
I think low building count is a valid factor and I'd put it in the list of "what makes a recipe good"
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
how can i split 300 crude oil to 10 refinery ?
manifold
but it wont split equally
Why
manifolds fill up where needed
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.
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
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
Provided you have enough entering the system in the first place
okay thank u guys will try it
it just takes a bit of time for everything to start working fully
are t6 conveyors coming in the new update
as long as the input matches what the refineries need, you just need to wait
we dont know, they havent said anything about it
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.
I wish they'd put a double output on it at least, it looks the perfect size. That'd give you enough bandwidth to belt it out at max overclock I think
wait wdym double output
Actually shocked they didn't already do that
double output seems viable for mk4 miner if we ever get that
like the freight platform
two output ports
the mk3 miner only has one output port, which our current belt rates can't keep up with if overclocked
got it
Only way I see a double output on mk3 is if they give up on mk6 belts, which would be unfortunate.
@empty tusk I suggest against using the smallest pipe segments possible, especially if you're trying to use a full pipe of anything (300/min in MK1). Give your pipes some more "buffering room" close to intersections
I only use the small ones directly on the refinery, that still bad?
do u have any picture of it so it will be clearer please ?
Send or linka Pic, so we can compare
Like that, tiny nub pipe on the refinery, main line is mk2. obviously I just tossed this on the ground for the picture
Yeah, I think having that little buffer can increase your chance of seeing issues when using max flow from a pipe
i need the max flow cz am running 10 refinery
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?
The loss isn't over 2 or 3 units/min, as far as I've seen, so not everybody cares xD
Just rounding errors then
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
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.
if i have 300 oil coming it will be 150 on each side so i have 10 oil extra on each side
Rising your pipes to the pole's max height can make long enough pipes to have a decent buffer, IMO
How's that 10 extra?
150+150 is 300
I guess the only way to really know if there is a fluid loss would be to build a complete enclosed system and leave it running.
I'm not sure about the math behind, but I think it has more to do with how the suddenly empty pipe make the fluctuations in flow rate too sudden, leading to errors
well each refinery need 30 oil how am gonna divide that 150 ?
need to divide it into 5 and thats the problem
Done ๐
I didn't register any loss with 600/min crude making HOR, but did notice a loss of less then 1/min in the HOR going to make fuel
300/2 = 150 per side
30 oil each x 5 refineries = 150
sorry, wrong reply there
and how can i divide 150 to 5 ?
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
You just manifold the pipes, as soon as they fill up with oil the outputs will balance out and provide 30/min to each. Making a buffer before the 150 lines can help you a lot in tracking how filling speed and such work
ummm u sure the last refinery will work ?
refinery 1 fills and stops accepting fluid, so it all goes down the line to 2, 2 fills so it goes to 3, etc
u think i need a pump at the start ?
Absolutely positive it'll work as long as you put 300 oil into the pipe and use 300 in the refineries.
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
pump would only be if there is a height difference, the oil platform gives a starting pressure
yeah i got a big buffer
With MK1 pipes 2 small are best then 1 big in this scenario, as they provide more flow rate
maybe put a buffer on each side
It IS overkill, meaning you don't NEED it for the system to run, but it is cibcenient to have
anyone got a cool factory i can join and take a look ?
so... Do smart splitters really store an item... This is really odd
well, all splitters store items
Why on earth would they do that though
Yeah they have like a buffer internally. 7 or 9 items or something
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
Oh you're saying it's stuck inside?
wait no.. only half of them hold onto stuff. Yeah 100% stuck inside
Someone else described that as a bug the other day iirc
Delete and replace and see if it still happens
give it 100 iron ingots, get 93 iron ingots back plus 7 plastic xD
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
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
Wdf
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.
If you set the splitter to plastic right and overflow middle, once rught is full, the splitter will store plastic up to its max capacity, that will be "stuck" there until the right belt can take out the stock plus all incoming (refilling such stock)
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.
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
yeah so they aren't spitting out those items.
and their output isn't full either, it's an empty belt
I'm sure they can "hold onto" items for a few seconds (kind of an output lag) but they should empty their stock if their belts and qued items allow it 
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
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?
I'll have a go tomorrow, it was brand new fresh out the box though.
That's fffff'ddddddd
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.
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
https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/d/df/Belt_compressor_schematic.png/revision/latest?cb=20200602073827 is there a cheaper/simpler way to compress 6 600 belts into 780 belts? need to do the same later with 720 belts but that would take a lot of space this way
6 x 600 into 780?
Hmmm
Best i could think of is a merger-splitter-manifold
Hang on, ill draw something up
so bottom left of the picture?
Not quite
heres what ive been thinking
on the right you have 300+300=780 ๐
so you mean it should balance itself out and i dont need smart splitters?
yeah, usually splitters can do that
That's pretty much the way overflow manifolds work
aye, this is pretty much an injection manifold with multiple injection points
don't think this will self-balance
If the first thing is not taking any more items, they will be sent to the next belt
it was my best guess
otherwise you could replace those normal splitters with overflow smart splitters
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
what do you use to make that @oblique hollow
you could enforce 120 to 480 with mk 2 and mk 4
I guess, but from what I've heard, game is crap at doing this and you'll end up with lower numbers
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
๐ i would need to find the materials for those low tier belts first ๐
completly forgot that you can use those slower belts for such things
i just dont know where in my starter factory those are ๐
shame. constructors need RIPs to be built too
5 minutes of searching should be fine
You mean the "more than one time splitting" is calculated inaccurately by the game?
more like "mixing belt tiers on splitters causes weird stuff"
but i know my output ratios.
I mean that game isn't 100% accurate in maxing a belt with mergers, that usually results in slightly lower than max numbers
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
smh really making me run satisfactory now
that's what I heard ๐คทโโ๏ธ
well, time to verify
i know belts have issues with the numbers, framerate affects them, etc
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)
when was that?
But many ppl mentioned the mk5 belt being a little buggy, gotta try that some time myself ๐
reminding me that mk1 belts exists also makes figuring out how to get 720 lines to 780 lines ๐
will be fun to combine the 40 belts ๐
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? ๐
makes the factories the stuff gets transported to by train neater to plan ๐ 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 ๐
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
wait a minute
im an idiot
600 + 120 is NOT 780
aaaagh
@cold snow shame on you for not telling me either
well, i didnt notice either ๐ฌ
we both get an F in Math
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
your best bet is smart splitter with overflow, yes
What they need are good ol' fashioned balancers!!
on a more serious note, people want to reduce the footprint of the build, hence less belts. Less lag, less building, less etc
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
I don't talk about specific value, with underclocking it's always simple to design a factory that eats exact amount
btw greeny, i tested mk 2 and mk 4 on a merger
no issues dividing /merging 600 there
if you want to reduce footprint of some stacked belts, use a train ๐
I think the issue was merging two 780 belts together and not getting 780
but I don't remember even what I had for breakfast, so I may be wrong here
cornflakes
oh well, i will see if i just build another 20 refnieries at ~30% or collect the excess from the belts
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.
seems fine to me. 2 mk 5 in one mk 5 out, both input belts back up
and output is full
that's not what they measured. They measured in the output container if you get 780/min
