#math-and-meta
1 messages · Page 531 of 1
I would assume it's not, but we also get pure recipes starting as soon as we use water, so
So no need to combine sulfur and coal together
according to the wiki it just needs the first sulfur research and bauxite refinement
So then you need at least teir 7?
you need to have the blender accessible to you
that goes for both diluted fuel (not the packaged one) and for turbo blend fuel
@oblique hollow re: conversations about instant scrap, I forgot that sulfur could also be used for steel with compacted steel because I hate that recipe so much lol
I guess we found a new recipe that uses sulfur to demonize xd
oh I'm way ahead on that lol
I have a good metaphor for it: using compacted coal for steel is like saving on copper costs for wiring your house by using gold instead.
Its one of those alts that could use an alt itself
*caterium
Use SAM for wires
yeah I guess you could say the same thing, but not be metaphorical, about Fused Wire 
Daniel vs the cooler Daniel
fused wire is the best 
that's another good comparison
fused quickwire is the best, fused wire is situational at best
Its the quick that matters 
add compacted coal to the sulfur tree? that feels right actually
I just realised I only posted 3 memes in #satisfactory-memes
need to step up my game a bit
also increase its energy, I want to stop telling people to not use compacted coal in coal factories
it's a good urge, and a cool idea, until you run the numbers
Yeah definitely. Turbo is the only alt that needs an alt
Its like an alter alt
I wouldn't mind turbo in the sulfur tree either
honestly, yeah, put them both there, they're not alts they're new items!
and then you can properly lock them behind certain stages of progression
@oblique hollow when you edited the hard drive page I think you edited an earlier one and undid some stuff
Oh, really? Damn
yeah I'd already gotten rid of all the EX tags like two days ago
Ah, oop. Well, can you copy my change and add it to the new one?
I just undid the edit, what were you trying to add?
I moved the instant scrap recipe from "useless" to "situationally useful" and changed the description of it
Do you want me to do that? Or do you just want to do it again now?
I added it near the very bottom of the situational recipes. Im not on my pc rn and i will NOT dare to make edits on mobile xd
It'd be real great if you could readd it for me
If I'm using Sam for wires it better be like 1 ingot for 500
1 for 0.1 xd
well we don't know if SAM is going to be an ingot, it's just inferred by the name being an acronym for "Strange Alien Metal"
I'm just waiting for Sam to have some omega God tier use
grey goo, let it become anything
@oblique hollow slightly modified it, this sound good:
Although it requires Sulfur, its bauxite efficiency is tied with using both Sloppy Alumina and Electrode Aluminum Scrap for most efficient. Also increases power but decreases number of machines. Also allows for a slightly more simple setup than one using Alumina Solution; can setup the Sulfuric Acid 1:1 with the Instant Scrap Blenders.
just having higher amounts needed to make a more complex part
If it's anything like the old stuff, its gunna be good
Sounds good!
I'd love some Teleporters actually.
if I had to take any guess at all, it might have some use with the parts we got as teasers with FICSMAS
Get around the map quickly.
tooltip description of them in game
Ah
meant to spoiler it, mb
Then yeah it'll be cool
Make some Teleporters, maybe some like instant transmission freight.
Telepoorter
A crystal? Hmm. I think sam ore might be involved.
Send something into one box, it teleport into another box
Everything is SAM magic
Would be great
Alternatively, SAM could be reinfused into nuclear waste to make it useful or something.
Final tier is just using SAM to go to the food court.
My take on how that could work is something like ||a conveyor lift that connects via a specific signal (denoted by some kind of decimal system) and specifying load/unload, connecting machines/containers together "wirelessly"||
I'm now curious about the use of Sam ore primarily because we're on version 0.4
If 0.5 or 0.6 is next tier, or they really delay SAM to 1.0 like they said
I dunno what we'll have in the meantime.
inb4 Satisfactory becomes an idle game and SAM ore is used for resetting with bonuses 
Coffee has yet to give us any real time line for launch, much less next update
Which they hope is before end of year.
weren't they saying they wanted to also try something before their vacations?
define small
maybe not whole new tiers, but... train rework, and any drone changes they wanted to make?
Something for UI or QoL
This sounds good
I can see the round trip time being calculable for trains in their UI similar to how it is now with drones.
I'd also like the UI update to change fuels for jetpacks
that's not UI, that's QoL lol
They mentioned in a dev update it's limited by their UI layer
oh interesting
Cause they don't got a window or menu system that can do it atm.
For selecting fuels
But yeah I'd love a train and drone QoL for calculating estimated throughput
Assuming you unload an entire freight station in time for the next batch.
if there's anything in this game that's mathematically and functionally confusing me, it's liquids. like when it says it produces 6 fuel is it 6 units or 6 m^3?
6 cubic meters
it just happens to be that one "unit" of a liquid is a cubic meter, lol
that was not very well disclosed in the game but I'm glad it's not more complex than that ❤️
but what about pipes? I've seen people referring to number of pipelines when making grandiose project
Pipes can move a maximum of 300m^3/min for mk1 and 600m^3/min for mk2. So that's part of what's being discussed when people talk about number of pipes.
It's the same as talking about how many belts you'd need to move material
so if the total m^3/min consumption exceeds either mk1 and mk2s, I'm gonna have to make more spaghet?
more or less, pipes are different though in that they're not movers, they're just containers that allow flow
so not all your liquid needs to moving in the same direction in the same pipe
so you can do stuff like make double-ended pipes where there's stuff coming from both directions and as long as there's consumers between the ends the flow from both sides can go over the limit cause no one section is over the flow limit
tbh, when I can't see what funky stuff's going on in there, it's a bit odd trying to plan stuff out. Like, I've been scratching my head for a good bit now trying to figure out how to expand my coal power plant without breaking anything
do you know what insertion manifolds for belts are?
I don't think so, no
lower right one, injected manifold: https://satisfactory.fandom.com/wiki/File:Manifold_Schematics.png
You can do that with pipes too to overcome pipe flowrate limits. The idea is some of the items/fluid gets used up by machines then there's room for more throughput/flowrate to be "injected" in the belt/pipe.
The only difference is with pipes you don't need a separate merger, you can just add it to a junction.
huh, i think "manifold, output mirrored" and "manifold" should be switched
I'm gonna have to sleep on this one, getting late over here
I'm glad I'm not the only one thinking this
yeah that's kinda weird 
oh wait, no the more I think about it, it makes sense, having a hard time articulating it though
...asking because I can't find it on the wiki for the life of me. How much water do nuclear power plants use?
nah, its only mirrored in the sense that it's output is mirrored to the first one in the diagram
300m3/min
Perfect, thanks.
the first one is rotated, not mirrored
also how the hell did you manage to not find it lel
oh youre thinking in terms of how the belts are directioned?
i was thinking in terms of where the external connections are
oh, yeah I was thinking direction
...I checked both the wiki and calculator. For whatever reason, and i may be blind, it didn't say.
the direction is what matters so 🤷♂️
...I think I found the problem:
I'm on mobile and don't have access to my PC.
in any case, i think that the "output mirrored" manifold should be the one that has no extra adjectives on it, if that makes sense, like, the default manifold
ah, mobile might screw with it
Yeah it looks like there's a LOT less info there.
shrug The more you know?
mfw when mobile browser bad
mobile is broken for the wiki, all the subsections are gone
oh no wait, they're in the contents side panel lol
something got fucked
Guess so.
wait is it just nuclear power plants?
What items are meta for sinking?
some combination of the final elevator parts
I'm not sure if anyone has found a perfect balance yet
Early game, having a setup making either raw quartz or silica while you go about your normal play is great for some extra tickets at the start.
Mainly because it takes you a hot minute to get anywhere where you will need the materials in the first chunk of play.
And drop pods, never hurts to gather goodies from drop pods.
I look forward to the day when this game will have no meta because the better question is "what kind of super-factory would you like to build?", and not because we just haven't done the math yet.
Or it gets complicated enough that we don't have time to do the math before the next update comes out.
I mean we know the like 3 items that are good for points, but I don't think we know in what combination it makes the most points. And that's only if you're building for points.
Right. If nothing else because the ratios and algebra are crazy. But, that math will eventually be solved and we'll know.
I don't think that will be the case
There will always be some math to do
And there will always be some meta
Can someone double check my math here...
On the coast...2 pure and 2 normal Oil nodes. Power shared out the whazoo...so 1800 oil total oil in 3 pipes, 600 each...
Each pipe feeds 20 refineries making the Alternate Heavy Oil Residue recipie. (Assume polymer resin is sinked...)
Each set of 20 refineries produces 40 m^3 of heavy Oil residue a minute Each for a total of 800 m^3 of heavy oil residue, split across 2 lines.
In total these 800 m^3 will in turn be used in 27 refineries (one running at 66%) to make Diluted packaged fuel.
Because they make 60...correct? 60 packaged fuel a minute...and the packager can unpack them at 60 as well, I end up with 26.666*60 or 1600 ish fuel.
Fuel Generators run at full tilt now...so at 60 fuel per minute yes?
Meaning that I will be powering...27 * 3 or 80 generators for 12000 MW of power....correct? Am I crazy here?
This is my first foray into Oil and I'm immediately building at scale. I have residual recipies for plastic and rubber, I just want to know if I'm doing this right.
For the last 120 hours I've been playing and running my entire world off of 4 to now 40 coal generators making 3000 MW.
When in doubt, plug it into a calculator
Make sure you set the correct alts based on what you plan to use.
But fuel generators consume 12 fuel per minute, not 60. Key detail there.
@rustic lagoon
If I can make a recommendation, however, I'd wait until t7 and get diluted fuel instead of diluted packaged fuel. You skip the package/unpackage step but maintain the same overall conversion ratio (1 HOR + 2 water -> 2 fuel)
Thanks....I guess I need the power now however...
And I tried the calculator but it was confusing and I wasn't sure how it was taking in inputs. It also didn't allow me to power shard machines
Doesnt that need a blender'
Cause getting to t7 is a bitch without alot of power
Some sub stations like this are handy, gets some temporary power and gets resources where you want them later.
Plus, 40 coal gens isnt too bad for a chunk of power.
Planning on making a massive thermal propulsion rocket factory (aiming for AT LEAST 30/min) are there any alternates you would recommend for this purpose specifically?
Or do you know where I can find a good table where I can check out some of the possible alternate recipes?
SatisfactoryTools
just a question , is a mathtool directly in game (and ifyes how canwe open it)
ok thanks !!
it solves right to left though, so use parenthesis if you want to do anything more complicated than one step
Anyone got a blueprint for the aluminum production ?
use online calculator in #welcome
is there any math on how much batteries a drone needs for x km ?
how much aluminium u need?
Hey friends! So did anybody did calculation, on whats the new turbomotors are for points?
242 720
But did you calculate it? 
Any good plan i havent started aluminum yet so anything would be good will try the online calculator if its updated
aluminium ingots?
Hi. Speaking of aluminium production. I set up inital production with 2 refineries using sloppy alu + 2.67 refineries using electrode. But the water line keeps getting clogged.
There is also one water collector providing the remaining 120water/min that the 2 sloppy alum. refineries require.
theyre gonna get clogged anyways because theres no way to do input priority
i have two refineries running off water input and another two running off the water that all four output meaning i always use all of the waste water
i can try to get the numbers for you in a bit maybe but someone else here probably does it better
There are ways to not have byproduct water clog up. Having it used ALL by some production (without mixing it with EXTRACTED water) is one of the easiest and most reliable ^^
ok, so then send the waste to first refinery and combine the rest with water collector pipe for 2nd refinery could solve the issue?
had to do calculus to get my numbers lol not sure how others do the math
I just did my math and feed the water back in. And my water extractor input is limited
Divide the production in refineries using waste water and refineries using normal water
Generally, it's a good idea to have a big buffer on the waste water side, to check flow, check if water backs up and ease of flushing
Mother of vertical pipes...
Diagonal!
"Not 90"
Also i only use 2 pumps but 4 pipes upwards
But its parallel so its pretty
ocd is happy
Preference, I guess 😅 😆
Its always fun when the non-90° setups turn out pretty too
And it looks better than pure vertical tbh
here is my almuminum setup, hasn't clogged yet, consumes 480 bauxite
what's the meta for generating power in update 4 these days?
I'm pretty sure there is enough sulfur on the map for max nuclear and a big turbofuel setup
I could be wrong, however. I don't know the numbers for max nuclear
Depends on how many batteries you want, pretty much xD
I'm pretty sure the "big turbofuel" you mention sucks up as much if not more sulfur than nuclear 
My turbofuel plant sucks up 1800, I'd be content never building another one of them
Guys
Math check please:
To make 4 HMF/min, I need 2 manufacturers.
Those manufactuers need a total of 20 encased steel beams("ESB")/min
20 ESB/min need 5 assemblers
5 ESB assemblers, using alt recipe need 140 steel pipes/minute
do you have a question?
no its fine
go to http://u4.satisfactorytools.com/production and plug those numbers in, selecting your alternate recipes as desired
i dont understand
1 refinery, feeding fuel for 6 generators 120 units per minute, overclocked
still 2 gens are constantly without fuel, no overclocked gens
this wasnt this hard at the previous builds
what fuel recipe are you using, residual?
normal
so crude -> fuel
yes
I'm curious how you're making 120/min with one refinery when the recipe produces 40/min at 100% clock lol
regardless... are you mixing any pipe types? i.e. are there mk1s and mk2s in the same system?
shit, im stupid
forget it
my resin output was stuck
well that'll do it
Would it be simpler to just package this nitrogen gas back home lol
some of these nitrogen wells are really out of the way
t r a i n
or build the factory next to the nitrogen well 😛
Train. Fluid cars are easiest.. if you just need a little.. if you want to move the whole well your going to have to setup a package/ unpackage train.. which isn't too bad
I mean, one overclocked nitrogen well at 250% isn't any more than 6 or 7 packagers IIRC. And condenses 4x the amount of nitrogen
Yeah I was wondering what liquids and gases become denser with packaging
Which at that point then asks the question as to why we need fluid freight.
Not many liquids/gases transport better as a solid. Nitrogen right now is just an insane conversion imo. Too good to transport as a gas.
why the devs thought it was funny to put a slider for the overclocking is beyond me
and now it's doom eternal for logistics workers
Why not just type in the desired output?
It will auto adjust the overlock for you if you do that
that's what I'm saying!
But that feature is there
Don't use the slider. Once I discovered you can type in the exact number you want I've never used the sliders
Yes
Yes
.... my life's been a lie
See! You will never use the slider again
You can also calculate the percentage yourself, which you usually wind up calculating first anyways
You can also copy paste the numbers if you plan on using the same number for multiple machines.
And adjust that numerically
You can also type in the exact target production number you want, not just the percentage
I feel... so dumb now for not thinking about left clicking the % number XD
The per minute output is correct, regardless of what the machine looks like
Well yeah, was just wondering if it's in bursts of like double the amount, then idle half the time
Or if it's a constant output
You can get more exact target production by using the number and not the overclock percentage
And don't... I found out that same information here in this discord before I thought to click it and manually type it
I would say that from here on things are gonna be ok
but me heading into late-mid game
I'd be lying to myself
Still wondering bout this part.
Inspect the pipe and watch flow rate?
In the grand scheme of things, why does it matter?
@loud heron
Cause one of them is 300/m3
But if it's a burst of 600 followed by 0
Then I'll need a MK2 pipe
The pipe has volume
Oh I see now. That still won't matter though. Because the pipe will still transport it all, the machine will just empty into it
Won't it bottleneck itself cause it can't get it all out?
Meaning I get less per burst
If the machine says 300, the mk1 pipe will carry it all
No because of it did burst at 600 but produce 300 overall the pipes volume will transport all 300
The machine has an internal buffer
Which will make up for it.
My concern is if it bursts at 600, the resource extractor will block itself cause of lack of pipe throughput
Is it large enough to not be a concern?
But that isn't how pipes work and how machines work
Yeah
IF it worked in bursts it can buffer enough
Like Soransis said, if the machine says 300, a 300 pipe will work.
I think that they're just meaning each production cycle.
I see.
I was looking at the resource extractor and it seems to only output when the resource well finished its piston cycle
All fluid machines produce a certain volume per production cycle.
Which means either the node itself makes 300m3 when active (so realistically it's NOT 300m3) or it makes 600m3 and its idle half the time
If the refinery makes 40m^3/min of fuel, but makes it 4 at a time, then you will get bursts like that.
it basically just outputs 10 m³ every second
and that equates to 600 / min
most fluids transport better as packaged, as a freight car can hold 3200 m3 vs 1800 fluid, at which point the regular tables apply. however, none of them compress as much as nitrogen, as a traincar full of packaged nitrogen is 12800 m3 vs 3200 for any other fluid, and 1800 m3 for a fluid car. Not all fluids are as easy to pack/unpack either. as they all have different rates, water is 60, fuel is 40, etc. nitrogen is 240, or 600 if you overclock the packager to 250%
So tldr, nitrogen has a compression ratio of 4x when it's packed, and it's the fastest packing/unpacking recipe currently.
Most fluids transport better as fluid*. If you transport them as packaged, you have to transport the packages back
Battle between complexity and number of cars
pretty much^ Transporting packages back is easy.
of all the reasons to not ship packaged fluids, I don't think having to bring empty canisters back is that big of a deal lol. more like the factory of packagers/unpackagers you'd need to move 1800 oil across the map just for the sake of a shorter train.
You need extra car for them, or two extra stations
probably worth it for nitro gas
At that point you would use more power just to transport a solid
oml.
At that point do the trucker thing and have a backload for something near your nitrogen extractors.
What's an extra station? and nah, nitro is better transported as fluid. I'm not moving an entire 3000/min well of nitrogen across the map with 6 freightcars, nope (:
if you have the infrastructure, you have it 🙂
you could have extra stop ater unloading, to load empty canisters into same car, then extra stop at nitro plant to unload them before loading full ones. Or just extra wagon and do both at same station
gimmi a bit and I'll share my nitrogen packer in screenshots
What’s a safe bet for the amount of batteries needed to support 40 drones flying various lengths?
Alright, it's in #screenshots. That station handles the whole of the rocky desert well, 1920 m3/min of nitrogen and brings it to grasslands, with 4 freight cars, two for packaged nitrogen, 2 for empty cansisters
Probably 5 batteries/drone/min
Thank you
that gives you 200/min batteries. I'd probably try for 240/270 batteries just to have a few extra.
I was going to set up my storage in the middle of the map where I already have my hyper-tube hub and have it just be a massive drone port so I didn’t have to set up infrastructure to transport stuff to there
And then I needed just a few extra around the map as well
even though I'm splitting things up to make up for the lack of conveyor belt speed, I'm still stuck with the same output from the first belt from the miner, right?
Yes
oh the pain of not being able to overclock to 600 per min when the belt only carries 480 ;w;
Don't worry. It will be replaced by pain of not being able to use pure node full potential because highest belt only goes to 780
The devs had said they implemented a feature to pool buildings together or some such thing to reduce the building count in the game. Has anybody figured out how much it was reduced by?
You guys will be happy to know that @oblique hollow is working with me in my world to do various fluid experiments to figure out more about the scuffed mechanics in this game
im having a blast
you're like a kid in a candy store rn I swear
im like a kid in a sandbox
glad I could provide a playground for you 😄
I'm a little jealous. Speaking of, does having a pump here apply headlift to the segment without the pump?
applies to bottom first
once bottom filled up, it will go to top
so unless the bottom half is full, no head lift will be transmitted up
this is assuming we're looking at a side view
So, as long as the segment below the junction can fill, it will apply headlift
you could say that's a topdown view lol
or you're looking at it from above.. those pipes will be horizontal. I noticed one of my water sources coming from a well doesn't have quite the headlift I'd like, and since it's only 150/min I need to add more to it anyway.
but, thanks XD
Oh this is flat ground
Yeah then it will apply head lift no problem. The pipe still needs to fill to transmit that though
purrfect.
Also @muted crypt now has one row of 100 turbofuel gens with ridiculous flow rate
400ish when the whole system of 100 gens is supposed to get 450... and none of them are starved
400 ish means 450 input and 450 at the end
I'm still smol brain after watching galleon work with the pipes for 2 hours
oh pipe stuff, I may have a save for you to play with, trying to fix my turbo power tower, it was getting starved at the top with mk1 pipes even though it was full on load
i replaced everything with mk2 pipes and pumps and let it fill, bout to turn it back on and see if it helped
it was maxing the mk1 pipes before
Sounds like fun. I could do the same with you as i did with maroon and just join you in MP and do some ✨ pipe magic ✨
hopefully I've fixed it and not missed any mk1 pipes, I don't really want to figure out how to run a pipe to the other end at the top..... checks....... 160ish meters up
Once dedicated servers are a thing i think ill just... Try to get a server and open a Plumbing School
it's a-me, Mario
Its a me, WAAAHrio
Wario's school for Petty Fart-Based Revenge & Plumbing (name pending legal approval)
But really, cloosed loop manifolds with feedback are ridiculously op
Somehow, if you prefill all gens, theres a flowrate greater than 0 left over at the end. If you feed that back to the input, it will accumulate over time.
It feels like it generates flow out of nothing but i dont think pipes are that broken
I think this is working, but I've got to let it go for a bit to see if it can keep up and isn't just burning through the turbofuel refinery buffers
The drawback of my method is that you need to have pipes that are not near max flow.
Else all you can do is split input and feed it to the end
Also I still had unstable power when all the power tower's generators were off, which means I have another generator system that's not working. I'm pretty sure it's not the coal I check one of them and the other is a 1:2 direct to generator from extractor setup that doesn't even need pumps and only does like 90m^3/min in each system. So I doubt that one is bad. Unfortunately that means it's probably the other turbofuel system which I thought I had made robust enough for this.
I'm gonna go check that one out, and give this one time to show any flaws
@oblique hollow well I've got a fun one, it's a double-ended fed system that starving some in the middle, I suspect issues because of pumps prevent flow in both directions (there's pumps between the machines because of how I've made it)
however I can't invite you to multiplayer cause the save is modded, and I think that's still broken even if you downloaded the same mods
yup, I've seen that. solution is to feed it in the middle :3
both sides, and center feed.
I've run into that one quite a bit, even with 2 mk1 pipes feeding both sides of 8 machines that're using exactly 600, the middle of the row will starve
Picture for reference
ohboy
I.. don't know what to tell you lund.. are you already using mk2 pipes?
if not, you could upgrade the whole thing and hope that fixes it.
damn and the power tower isn't stable too, aw fuck it I'm not dealing with this more today
two of the referiners are backed up and it's still slowly losing turbofuel at the top
I've had issues with double ended feeding even 360 water.
man this may make me quit again for a while, I thought i was coming back, but if fluids just aren't stable unless flat I'm not gonna have fun
no quitting.
addiction be like...
we will fix™️
it's just pretty fustrating to nominally do everything right and still 🤷♂️
injected manifold?
No
I wonder if the issue is thats the pipes are not designed for manafolds, but rather more direct setups
it might just be a precision error
This might not be that bad to fix™️
manifolds still have the least amount of junctions, and other methods are just manifolds with extra junctions anyway because of how fluids work
the first setup though.. that's one of them that I'm like.. uh.. send save and wait a week lol
yeah.. I'm fine with people that balance belts.. but balancing pipes 
I think the problem I'm running is I've got pumps in-between generators, which probably messes with the double-ended solution mcgalleon came up with
but it's a bit hard to avoid that when you want to build tall for the aesthetics
wait..... they're emptying now
Out of curriosity, have you checked the pumps? I found that the pumps needs to be a bit closer together then the blue snap thingy suggest
if the refineries are full, check there for issues first. you're overproducing turbofuel a bit too right?
they filled up when I was away..... and the other setup was stable when I was near it.... 
So background render vs forground render, bug?
maybe?
Well the background rendering, does a bit more simplified math, to reduce load, from what I understand
I think it might've been a coincidence bug
I'm using mk2 pumps that are ~32m apart
last time I checked it works
ring breaks anyway in these kind of setups, if you're not just going straight up but have horizontal sections or spiraling it disappears before you get the fat ring
nevermind on the away thing btw, they emptied a little bit then filled back up
I am not, but producing more turbofuel wouldn't help because I've already got two refineries not running at 100%
Maybe we are just trying to be too clever, for how the devs set the math up.
fuck clever I'm trying to be pretty 😛
Same thing, in most cases, as you are cleverly trying to make it look good
I'm done messing with it for now anyway, cause the next solutions are stuff that I really don't want to do and don't feel like doing them today
Hm, check the refineries first. I haven't really experienced or seen anything you can do on turbofuel manifolds besides exceeding 300/600 that'll make it not work; since the fuel gens only use 4.5.. it's pretty forgiving
the next step for the tower is to tear out the pipes and redo them, and that's...... ugh
Yeah, I'd assume the tower is good until proven otherwise. :3
it's still possible I missed a mk1 pipe somewhere, but at this point it'd be itty bitty and really hard to detect cause it's inside a junction or something, so it'd just be better to tear it out and start again
well, when you feel like talking about/dealing with it again, lemme see how you setup your turbofuel leaving the refineries
alright, will do
Dont the calculator allow you to mass upgrade and downgrade pipes? Can be worth a try
^ yeah it should. Ia few people have sent me their saves with turbofuel setup issues. they all had issues getting fuel out the refineries into their main feeds. and I've had it happen to me quite a bit too.
one of these saves the guy had balanced pipes into his fuel gens, it was like 900 junctions, but it still worked lol
I'm almost starting to wonder if the issue is the MK2 pipes and pumps. Like how MK5 conveyor dont always work proper
maxed pipe manifold fed from just one side is known to be problematic
mk5 belts always work as far as I'm aware. it's the splitter/mergers that cause the problems.
but most issues are resolved by feeding the manifold from both sides
I think it was tested that just mk5 belt breaks too (breaks = has slightly less throughput)
but I'm not 100% sure
only way i can think of to test that is to feed it from a miner straight into a sink and see if the miner backs up
as there's tons of people doing tests on this and it all blends together 😄
I think there was some testing with two containers and a stack of items and measuring the time
ah well.
If MK5 was working perfect, we probably would have had 1200 belts by now. Just a hunch
enter a programmable splitter rework for ratio splitting instead of item filtering
i know how to make infinite energy
battery plugged into a battery?
no
any self-sustaining power grid?
yes
I mean since we have infinite resources, infinite energy is pretty easy
welcome to tier 3
first you put miner in coal mine and you put a burn energy into it
alright here's my test lol
have fun
but you need to have the miner output 780 right
exactly @topaz hedge
162.5% clock speed would be exactly 780 output
alright and here's my condition, if this belt is moving exactly 780, then this miner should stay with 1-2 coal in it's buffer
oh I'm gonna forget about it for a couple of days playtime lol
so, update in... a week.. a month/whenever i remember ahah
set an alarm on your phone for a week from now
I mean, yes, but you need water too
but congratulations, you're becoming familiar with basic automated power structures
when you say burner, do you mean a coal generator?
no
because you don't get power out of a resource sink.
because coal generator needs water
ok i will make a plan to put water
but then you should discuss this on modding discord
now that sir is some fine paint artwork
Remember to have it on its own circuit so it has continuous power and avoids the spikes you (still?) get when you open the save due to nuclear and water
Just in case
@frosty owl yeah but if i put battery
... What? 
my grid is stable ^^ my powerstorages do a pretty good job at holding it up when i load my save.. and well, during normal operation now which is uh
Be sure not to turn off the power on accident then. I'm interested in the results 😆
it should be safe. I am too. I've been preaching it's the splitters is why a mk5 won't move 780 forever now.. about time I tested my own hypothesis lol
I'm glad you're taking your time to do so :D
Especially since you got a big save to test it on
I can test on my save as well if you'd like, just for more sample data
mine is nowhere near as large, of course, but maybe lag plays a factor
i.e. once you get to a point where full throughput is needed, your save is probably big anyway
I will set it up later tonight, preoccupied for the next several hours
Same, I wanted to do a few more tests, with splitters and sinks.. but pure nodes in grasslands are kinda hard to find.. and pure nodes that arn't being used are even harder lol
spent like an hour trying to figure out what was wrong with my water pipes for my reactor only to realize that i only built like 6 pumps thinking they were producing 300 each
They do if you overclock them to max xD
Oh hey, @frosty owl @muted crypt I saved and reloaded my game.. it's been a few hours too.. looks like my mk3 feeding a sink it's still holding it's 1 coal in it's buffer
will report again next week lol
Set up a second system with a pure node being split into two sinks
To test your theory if it's the splitters
two probably won't do it.. I was thinking about 8~16 lol
or I should say 1 split won't do it. I'll have to figure how how the fine balancing folk to their thing lol
Perfect.
that way 780/60 = 13
split it off to both sides, so you'd have 6 total splitters: 6 on one side, 6 on the other, and one down the middle
I did something like this to test
You could just place a sink instead of having it loop back into the container, I guess?
https://cdn.discordapp.com/attachments/558721941410807812/814739298893037619/Screenshot20210226-06210200000.png
I'm not sure that's the best way, if the goal is to make it have a problem, then a single sided feed is most likely to do it
I think the 13 belts one would be the best one to test (the more the better)
What if you just set up like what Ven showed but with 13 total splits instead of what looks like 4 here
The split in my screen is just a 480-120-120-60 since I use that split often
||And was too lazy to make a 13 split one||
Typical ven laziness
It held up well enough, but behaved weirdly... Flow was inconsistent, number of items fluctuated quite a bit in the container (though it seemed to stay the same overall since its a loop)
Search for the Pic here for the discussion and details
Seeing "Ven" still grabs my attention from back when I used to play MapleStory 2, as it was what people in my guild would call me because of my character name... so it's awkward for me to see it even if the game shut down like a year and a half ago
... What was that name? 
Venali
That means "veiny" in my lenguage 
I was stronk priest
alright, I turned on the miner and filled the belts like you would a real manifold, and then powered up the sinks and cleared the miners buffer
Hay wolf
What are you trying to see
If the drop in throughout is belt or splitter ?
Pretty much. for the curiosity of everyone including me.
God I wish machines would speed up midway into shoving power shards into them
flick it in and out of standby
that won't do it... reset the recipe
whoa.. This ones going into 13 splitters...
and here's the one feeding a sink..
I had both of these setups with 1 coal in the miners buffer when they were started.. the one directly belted to a sink was setup first, The one being fed through 13 splitters with mk1 belts in a manifold has only been running for a few hours, and is already backing up
I'm making aluminum, and if I don't sink all outputs, the water backs up. I don't want to package it and sink excess water, wasting all that plastic. Is there a setup that causes the water extractors to stop before the refinery water backs up?
Interesting
Granted, you'll need coal or oil nearby for it to be practical, but it's a pretty easy way to use it and get a nice little power boost
Or, if there's iron/copper/etc nearby, you could use it to make pure alts, then use those for something.
I'm overflowing the petroleum coke into the burner. Seems to help. If the system is backed up, there will be excess coke.
I wish the burners had inputs on both sides. My belts/pipes were nice and clean, but to get the burner in there, it gets ugly
Valves
Your loop should either be self sustaining or lacking water, which your pumps should provide
put smart splitter on aluminum output with overflow into a sink. your setup never stops, and you get points if you don't use it all. win-win
So I know maxed flow rate pipes have issues due to rounding, so I have a question: When overclocking oil extractors on a pure node, is it best to overclock a tad below 250%, or would something like a junction-fork mitigate the rounding issues(assuming input is bottom pipe)?
ye
Ive solved rounding issues using fluid buffers lol
If they go positive or negative in the slightest, the buffer will take care of any lack of throughput
a simple junction into 2 mk1 pipes will suffice, no valves or buffers necessary
you should still design your setup to use slightly less than 300 oil perside though.
Thats the plan; this is specific to getting the oil from extractors to processing.
although, it really depends, sometimes a setup that uses exactly 300 oil will run fine, or it won't. :/
I havent had a problem with facilities at the peak pipe throughputs so far
For full consumption, I've found a fluid buffer just before manifolds helps significantly in getting the last machines their fluid
Whether they back up in the future remains to be seen, but after days and days
fluid buffers do just fine to keep them all at 99.999%
not sure why, just seems to help from my own experience (as Han suggested)
I doubt theyll ever reach 100% properly cause of the fluid rounding
But realistically they'll probably be fine for weeks
I still plan to under consume a tad just to offset those rounding errors
I have a giant fuel plant for like 266 generators
the fluid buffer for turbofuel is still like 10% bouncy
around ish
If anything they might not be consuming fast enough lol
I just figured out I was generating twice as much water as needed for my aluminum setup. It's not backing up anymore, heh.
I’ve built my refineries a few meters higher than the water extractors. So now the refinery has the higher head and its water has priority over the water extractor’s regardless of the amount of water I’m generating
Oh ive tried that. They backed up. Until i realized my water extractors were producing too much
Once i underclocked them, the top refineries stopped backing up
That gravity priority used to work, as far as ive heard, but after the fluid update, it stopped
That's a lot of pumps
Now its stable
1
Oops, the rest are valves
And that pump is part of a Flowrate Equalizer
Gravity used to work, just having your water extractors further away with more segments between them than your recycled water used to work too. It was pretty forgiving
normally it is the Valves at the top and four pumps at the bottom
If I wanted to make a hybrid fuel factory that produces plastic/rubber and electricity, I would have to go crude oil into polymer resin and oil residue? cuz, boy the numbers are not in favour for electricity if I go rubber/plastic into fuel
I have an issue. I am trying to run 80 Coal Gens, using 40 Water Pumps. The way i have it set up is 4 rows of 20. My issue is I can't figure out how many pipes per row is needed and at what volume. Any suggestions on this?
but that would exceed the 300 cap on the water pipe
120 per extractor and at 3 thats 360 so do i run the third at 50%?
E+----
E+
E+----
That setup will not overflow the pipes
45x8=360 which is 3 extractors at 100%
okay will try it thanks
@topaz hedge I'm curious to hear if you've done anymore testing of the belt limit
Would be cool to have radiation shielded conveyers
But then you cant radiate your factory
one thing that I didn't get was the flow rate, in this situation the flow rate of 300 wouldn't let some generators without water at some point?
Anyone got a rule of thumb for making Alclad sheets vs casings
After a few hours and a restart, the single miner connected to sink was still with just 1 item in inventory as should be
He then added another miner connected to 13 sinks with a manifold and MK1 belts
(This was yesterday)
No single section of the pipe will ever have more than 300 and that’s the limit
nah if you're producing 360 you either need two pipes or one pipe mk.II
300 is the max flow rate not the max capacity
yeah that's what I did
yeah my power plant has 6 extractors split into 4 pipes, works perfectly
you can also feed two extractors into one end and a third into the other end for a row of eight generators
but I already saw some very long pipes for those situations
that's why I got confused
yes that would work too, but i think it's easier to just split 1 extractor and merge it into two separate pipes
I also did it
and I think it's easier to deal with the pipes in that way
ty guys
Right, I saw that. I was wondering if he tried any other configurations
Is this correct? Or any golden rations for this setup. I just unlocked this two recipes.
why 225 specifically?
the ratio is 3 refineries doing HOR feeding two 1:1:1 setups for diluted packaged fuel
also why input canisters? just leave them to be looping in there?
you scale up depending on exactly how much crude oil you're making
yeah, for diluted packaged fuel you feed the canisters back into the beginning
3 refineries feeding four 1:1:1 setups
yeah my bad, the diluted package setup uses 30 HOR i think?
or you could set oil to 300 then set the mode to max
i got used to the non-packaged version which operates on different ratios
then set it back to the # that it outputs/min
300 makes 800 fuel
you can also find the ratio between inputs and multiply by the lcm of the denominators
like this? I am really messed up atm. Its like 3 am here. lol.
in this case it's easy since oil is way more inportant to get a nice # for than water will ever be
there fore your really only accounting for "one" input
you're still outputing containers odd
the overall ratio is 3 HOR refineries, four 1:1:1 diluted packaged fuel setups, two water extractors (assuming no overclocking)
Hahaha i am really messed up fixed it thanks for the tipss
packaged liquids? WATER THOSE!
shoutout to @oblique hollow for being a pipe wizard

he's piped about them
he got the grid to stabilize for the turbofuel plant
https://cdn.discordapp.com/attachments/833480270245658664/836664546705277019/unknown.png
is it possible to learn this power?
I'm gonna end up looking through and taking notes from what he changed when I sent the save vs when I get it back
||I can't play til i get good wifi anyways||
F
when I had gone through it I could only ever get the grid to peak at like 108 GW when the whole system should be outputting 120 GW (3.9 GW come from coal/base fuel systems), and it definitely wasn't stable
but in the mean time I made a power consumption gragh so I can know how fffed gens clock
but galleon did the thing with the stuff and boom stable at max
i was able to get mine to stabilize by leaving the generators on standby for like an hour lol
I mean yeah that's an idea but ideally putting 800 generators on standby is something that should be avoided
well i only made enough turbofuel for 160 generators
stabilize fluids ---> destabilize sanity
and turned off half of them
then i came back and saw all the pipes were full so i turned all of them back on and i stopped running into the uptime issues
@oblique hollow Should make a guide about pipes
it's almost like he has twice
oh i did
RTFM
and is working on a third 
buuut im planning a big new one
which is less infographs and more like a manual
a multi-page pdf
really its just the last thing that i need to do: a write on manifolds
*a doctoral thesis on pipes
but im gonna take that opportunity to write an entire Plumbing Manual
all my infographs will expanded upon in that
it's a-me, Mario
*wario
waluigi
wah
waaaahh
whyyyyy
btw @muted crypt row 2 was about to worry me but then it won in the pressure lottery and got 400 flow from the backside booster
nice
so did he add fluid stablizers and shorten his manifolds?
backside booster? you mean to tell me that the fuel generators have an assblaster 3000 keeping them working?
no actual structures were moved, if that answers your question
pipe gzuz
yeah, feedback booster
Fuel Gen Enema. Whatever
i-
their fuckin life support
lmao
my baby blue 🎶
Have you tried gitting gud?
he's as good as they git
ALL the turbo gens are starving
Lol!!
maroon onic
Cant eat food without the refreshing taste of coke
I'm about to start on my patch 4 aluminium plant, any suggestions to help me get started?
you need water and coal
thanks
if you don't have any alternate recipes, you will need to import some silica as well
double post respond in #old-questions-and-help
are any of the alternate recipes bad? or less efficiant?
instant scrap is a bit weird, more power and uses sulfur, but it has an interesting, smaller setup
like the way the recycling works you can do 1:1 sulfuric acid : instant scrap and feed the sulfuric exclusively on the byproduct water from instant scrap, so it eliminates fresh/waste water mixing without doing math
but sulfur is rare, so it's a pretty steep price for that
||*Maroon oniichan?
||
excuse me
Pardon my stupidity/ignorance.
Does this seem right to anyone?
I feel like the calculator is assuming the outputs are 30/min instead of 60/min
Assuming which outputs are 30/min?
The rubber/plastic, I feel/hope I'm just reading this wrong.
don't forget the rubber/plastic that needs to be looped
Oh good I am an idiot
thanks
I think its time for a meal and a break, been fiddling with the game for a good chunk of time
Taking a break is important. This game can be very demanding as far as brainpower goes in comparison to a typical game
So after letting my game run, the single miner directly connected to the belt has given me no reason to think that a mk5 belt and a miner won't deliver 780/min. even on my 11MB+ savefile @deep root The miner that's connected to a manifold through splitters however.. failed just as expected
remember how I prefilled this manifold?
And, yes the miner will fill up, and shutdown every ~30 miuntes to an hour or so
That's quite the hefty loss of material... Doesn't it wait to output like 15 items before restarting?
So feeding the miner to a ISC and extracting the resources from there currently is a viable "fix" to the issue...
@topaz hedge have you tried any additional setups? Like more or less splitters, smart or programmable splitters, mergers to feed the 3rd splitter output back into the system?
Or adding an ISC?
Not yet, but from the results of this test, the problem appears after the first splitter. so adding anymore splitter or mergers will just make it worse
@topaz hedge Would you be willing to test the setup but with 14 outputs (2 30/min ones) after splitting the miner feed in 2? (Kinda like MaroonRaptor66 suggested)
If splitting the belt is enough, that'd be a much quicker fix than using an ISC xD
Yeah, I was going to do that next. Since the issue shows up after the first splitter, I'm curious is using all the outputs of the splitter will fix it
That's what I was getting at. Use all outputs, even if it is just to put it back on the same belt
Actually, what im gonnna try next is this Mk5 belt going into a splitter, with a mk5 belt going out of the splitter into a sink
if this is able to back up, then any combination of splitters will cause it to back up and lose material, I think?
I haven't tested the ISC method yet, but, I suspect that, or using something like a trainstation is a viable option to get 780 on two belts
If this doesn't backup, then the splitter is working as it should, so prehaps it's having a fast belt, feeding into a splitter, with a slow belt output that causes the delay?
I'm thinking the latter
Btw, you could setup an storage to collect overflow too on the side ^^
how? like by using a smart splitter?
Also I changed it a bit, splitter with all 3 outputs used, all outputs have mk5 belts.. gonna let this run for a bit, but so far.. it's not backing up o.o
I should try it on my 20mb save and see what happens FPS can be pretty bad in it
Oh I read that wrong
Of course. I mean, you already have a splitter on the belt, might as well, right?
It said won’t
mines only 12MB, and I've done pretty much everything I can to keep it running as decent as possible on my machine.
Sure, there are many variations yet to be tested after all ^^
we've all said it's fps drops that cause issues.. but I really don't think that's the case?
Well I had noticed already I was having problems anyway lol that why I’m interested in what he is going on about
because well, if an fps drop happens, shouldn't it affect everything in the same way, effectively slowing all machines, miners, and belts down?
So far what all I've determined is that a max manifold will fail. with a mk4/mk5 belt
I don't think it's necessarily so
Also, FPS drop can happen at any savefile size, can't they? Even though their frequency surely is related to savefile size
When did this update happen to SCIM? I like it
I’m not so much talking about a drop . But more a constant low FPS . And tbh I have never noticed any issues with machines slowing down the way pipes or belts do
shows up when you put your cursor over a node label
The game does split the workload through 3 cores but, I think blaming low fps for this.. might not be correct?
MK3 miner at 250% lol
cries in mk5 belts
When do we get our 1200/min belts
just fuckin teleporter belts that connect the same way but is invisible
I distinctly remember a discussion on a livestream for covered belts
Its more just what would we possibly make MK6 belts out of
the time it takes to calculate which path an item should take is probably adding an extremely small amount of time delay which will add up over time, maybe?
So, I've made some changes, I'm going to feed my row of sinks for the middle, and I added a "overflow" to an isc
I think when they were available for all of about 30 minutes in the launch weekend (or something, idk) they used alclads AND heat sinks, probably in a similar fashion to how mk2 pipes use copper and plastic in a 2:1 ratio?
I'm not sure, I could see the issue with trains, as they follow a track that doesn't have any defined network in the debug data. but belts and pipes have a "circuit" they belong to
that's intresting @frosty owl
I've often seen belts empty out after a lag spikes or the opposite (maybe due to splitter output freezing in one state)
I've also seen overflow splitters randomly overflow stuff much like in the screen above xD
Eg: whenever I have an overflow belt connected to a miner (so usually hitting belt limit), by the time I connect that belt to a sink and power it, it already accumulated quite a few items on it, even if it shouldn't have (I even had sinks already set up further down the line)
Hello, I've gotten to last tier for the first time and want to learn more about meta in satisfactory. What is the general goal that you strive towards in meta? Max products per node? Throughputs?
We won’t . We have problems with mk 5 belts and mk2 pipes . So they have said we won’t get a mk6 belt . I think what we will get is another output on a mk3 miner
Whatever you make it to be
Whats being optimised usually?
All the testing @topaz hedge is doing its showing us the issue isn't with the belts though! Or at least it's leaning that direction
Alternatively, they rebase the entire game's recipes
Half the speed of all conveyers, miners, recipe requirements, and construction times
Gives us room to expand
I mean it has been stated by snutt that they know there is an issue with belt speeds
@topaz hedge how long is your belt going directly from miner to sink? Can you increase its length and give it some turns maybe?
Something else may be going with splitters as well sure
Im guessing its an issue with how they get rounded at high speeds
Hence why Id suggest just slowing everything in the game down a bit
Wolf has a miner hooked up to a sink using a mk5 belt and it hasn't ever backed up
Showing that the problem may not be belts
Having the factory running at 100% is a pretty impressive achievement. The bigger the factory, the more impressive xD
I have had miners connected to sinks and they have backed up though . It had a container in between though
So unless it was the container slower it down
I see.
Was thinking about compacting the factory as much as possible, because I made a system to build constructors, assemblers and manufacturers vertically with connected inputs&outputs
Building efficiency is also fucked up
All my buildings say 1% despite them running nonstop
Give the number a second to update
It’s not always broken like that lol
And when it is showing something other than that . It’s working as intended
its either 99%, 1%
They will always fluctuate between the three, 1, 99, and 100.
If its one of those, there is no need to worry.
Actually I think if it’s 99 it needs something done .
I had a few setups . They ran at 99 the. It starved everything after it . I reworked a couple of my pipe manifolds to be fed from both ends. Then everything started to run at 100 with no starvation
Is splitting 1:6 using splitters possible?
(pertains to a discussion in #satisfactory, I think it is not possible)
it's pretty short, I can spaget it quite a bit but I don't think it'll make much difference
if it shows 99% there's an issue in my experience. 94,95,1,0 I've seen pretty much all kinds of numbers eventhough they're running nonstop. the only way to be sure is to watch it.
Is 40 uranium fuel rods and 20 plutonium fuel rods, the optimal ratio in terms of resource usage?
Current plan is to sink the plutonium, till I surpass 500GW
What if the length of the belt creates an issue with throughput?
I don't think that's a thing
It doesn't have to be spaghetti, just increase the length maybe?
But if it's a rounding error, then a short belt wouldn't show it right?
I think errors only show with splitting honestly
Ah ha, but thinking can't help us show the devs what the problem actually is
They state the problem is the mk5 belt... But if it's actually splitters this whole time they may be looking at the wrong thing
You can replace "I think" with "my experience in the game so far leads me to believe that"
My fingers are quite lazy today :sweat_smile:
LOL
I mean that's my experience too. I don't think belt length plays a part. but, for the sake of testing.. if I'm gonna do it it needs to be a loooonnnng belt..
Yes, I understand... Mine too have not shown an issue with belts.
I think (this time used properly) there is enough ambiguity in that sentence to imply that they could mean "mk5 belts don't work well (in general)" not separating simple belts and splitting systems
But I'm just guessing
I would argue the belt only needs to be as long as the manifold that shows problems
because math, any n:m balancer is possible, though they can be extremely complex
You could ask @marble coral to produce some spaghett for you 
Since when is 1:6 complex? 
its not
I'm glad
but if you want a 34:43 balancer good luck
no idea, but if you read Chaos_2's messages, it doesn't seem as easy as 1:6
ha
I think it's the splitters too, I have for a while, and I think the little bit of testing I've done 1)shows the mk5 belt itself is working as it's intended. 2) issues start to arise (reduced throughput) after only 1 splitter.
It's like 5 items all on the same belt, 4 of which go to a manufacturer, 2 of which go in personal container, and anything left over goes to a sink
and uh, yeah that I couldn't just wrap my head around
could just use six smart splitters in a row
an yes, that is 5 items, 4 manu, 2 in container, and I scratched my head as well
I don't need spaget, I just need a belt that runs from grasslands, to north forest and back to grasslands lol
Which is what I said! but no... no smart splitters, even though they have them unlocked AND use them!
🤔 so spaghett
@grand violet you get in here and defend your crazyness with the Math Masters
But, I would think, if the they thought the problem wasn't in the belt they would give us faster belts and tell us they will work at x speed until you start putting them in splitters, etc.
That's SMART SPLITTING, which is different from normal splitting... Unless you wanna try to smart split an output WITHOUT smart splitters, which, while possible, sounds like masochism to me
well even if they already know the problem is the splitters, a faster belt wouldn't do us much good regardless
It would though... We could get the maximum use out of mk3 miners!
If they increased the belt throughput (assuming the issue is splitters) it could cause even more issues with the splitters
Give us a belt limit of x+y% where y% is the known loss of a belt
I'm pretty sure y is lag and/or hardware dependant 
No, I suspect with the slight drop in throughput, that the mk5 might be about to slam into a wall with how fast a splitter can split items, and it just barely works at 779/min and 781 a min might not split at all
Okay, here, watch this I guess https://youtu.be/a9lNGe_QkP0 Chaos_2"I made a short laggy (sorry) livestream here where I try to explain it"
This isn't something I can test though
If that was the case wouldn't the 2 systems wolfgrim made behave the same???
Or are we saying belts AND splitters have problems?
I think splitters
Wether that is different from saying "belt and splitters", I dunno
It has to be different
I'm not following, aren't they 2 quite different setups?
The one with 1 belt worked fine, while the one with splitters didn't
For all I know the code behind can link them together or tream them differently 🤷♂️
If lag or hardware was the issue, then no matter how you setup a system it should behave the same in every case. Meaning the miner should back up in both the direct to sink and split setups
When both systems are on at the same time
Wait... @topaz hedge are both systems on at the same time?
As I said, I just think the "loss" you referred to is caused by splitters and caused or amplified by lag spikes
So it makes sense to me that the same system would hace different losses on different hardware or base size
Eg: the bigger a lag spike, the bigger the voids on belts I could notice whenever those happened in my base
I see what you mean now
Debba has send me to the Math masters here
Weren't those voids just visual though? I thought someone had done some testing and found that although there was a void on the belt or something something, the part was shown to appear in a storage container or a machine?
My English isn't great today due to tiredness, so I apologize if my explanation is confusing
Dunno, never had the chance to check by trying to grab stuff (it's been a while since I've had full mk5 complex systems running, tbh)
It isn't!
I also try to avoid full MK5 in the first place nowdays ...
I am trying to find a compact (at best 1x2x2 (XYZ) solution to limit the output of a container to maximally 4 items, currently needing only 2, so the container stays filled and thee modular engine manufacturer also has rubber (100%=2, maybe want to overclock, then 4)
@frosty owl go get em tiger!
I think I need more context (and no, I'm not gonna watch the full 9 mins of the video, sorry :P)
put a smart splitter in front of the container and feed the overflow to the relevant machines
there isn't really a good way to control what is coming out of a container if you're also trying to keep it full
If your main objective is to keep the container full, I think the easiest way is to have a splitter right before it instead that on the output side: the splitter let's the overflow on the container, while sending the needed resources on another belt
I think that's in a gist what we should tell people from what we know from my tests and others, mk5 belts work up to 720~760/min
my factory building currently only allows more stuff to be placed at the output but thank you for looking at it, its a good and short answer
I found some kind of Rube goldberg divider that only lets through 20 items per minute but I cant repeat the design and put it after another
after that, I'll get around to testing how an isc acts as a splitter to get the full 780 :/
Might be soon to say
If splitting in 2 gives 2x390 without losses, the issue can be avoided similarly to the pipes one
sounds like painted built into a corner, which anyone here would tell you, avoid
splitting in two results in a loss.
It's hard to get what (I think) you want without either having a belt looping back to the container or having a sink deal with excess
Wait, you tried that one already? Did I miss the results?
I couldn't see any difference, although if you split 2x or 3x mk5 belts, it works. but the issue seems to happen when you have a full belt blocking a splitters output
I actually "have" plenty of space but the building is finished and cant really accept any more cubes at the side
Let me in and I'll show you about clown cars
Yeah, this was it #math-and-meta message I didn't let it run for very long before i changed it, but normally it starts to back up in the miner pretty quick if there's going to be an issue, I've noticed.
Yeah, but that's the point, if you split in 2 you have 2 belts with wiggle room for more throughput on each side of the splitter, don't you?
Anyone know, off-hand, how much crude/minute can be extracted along the northern coast, assuming extractors are OC'ed to 250%
I'm getting 2850/min, and just need a sanity check
- Excludes the 3 nodes on North-West ridge
- Excludes the 4 nodes in ravine to south-east of coast.
you do, and it think it'll work as long as those belts don't back up.
So... Splitting in 2 works...? 
oooooo, I like it too
gimmi a day or two to test this lol
Sure. My brain is fried for the day anyway 😅
And yet my SCIM doesn't do that! What gives!
i'm seeing 1425?
that area, with the exceptions you outlined, has 5 impure oil fields, 3 normal, 2 pure
Yea, so OC'd to 250% I get:
5x 150 = 750 +
3x 300 = 900 +
2x 600 = 1200
= 2850
looks right to me.
lol the numbers the new SCIM tooltips are showing are all wrong by 50% then
I concur <adding nothing but nodding vigorously>
Thanks for the look over ❤️
um, yep, and can confirm the SCIM thing, those numbers be off.
did anyone do the math on how much sulfur is available after fully maximizing nuclear power plants?
at least three
nah, all the numbers are half too small
60% off, okay
pure oil fields are 240 and the SCIM tooltip says it's 120
odd
likewise, it lists pure 250% at 300
Thanks, I'll post a bug report with scim
Might be off, because the data is mixed with the resource well version
LOL that could explain it
250% pure says 300, should be 600, so its compounded
yeah my guess is the tooltips are supposed to be using a "base" number and applying modifiers as needed
I found a way
and the base number is the wrong one (i.e. listing impure as normal)
it's not really a major bug.. I guess it would be if you didn't already know.. but if you're into this game enough to use scim.. you should probably already know the overclock values XD
had a thinking problem
i only see two crude oil pressurizer "areas", is that correct?
I am into the game, I use SCIM, I didn't know the numbers off the top of my head 😦
about 2k/min
Eh, I have a casual dialog with anthor, so its no big deal for me to post a bug report to him
it seems
because i have one of them tapped and it generates so much more oil than the usual oil fields lol
how much do they generate?
I'd like to see a refinery recipe for sulfer as a by product of refiney crude. as its an actual byproduct in IRL oil production :/
mmmhmm mmhmm, very yes on the sulfur from the deep wells
the one i tapped is the good one, it generates 540 not overclocked
i overclocked it to generate 607.5 to hit a round number for my turbofuel plant setup
In a shameless plug for a QA post: https://questions.satisfactorygame.com/post/60713196aa0ba107e32576f8
@hazy garden I found a solution that outputs 6.66/min on a 2x2x2 model
so problem pretty much solved
thanks for the help tho
start from bottom left it will make sense
60 goes into entire system, 60 are going to come out of entire system
where are 50 and change going?
There must be an exit path for the 50+, otherwise the 6.66/min will soon become 60/min as every other path through the splitter gets backlogged.
the fact that the mergers let one item in from one side and the next from the next side prevents this
1 input, 1 output, discrete objects. We can gurantee you, based on your diagram, you have only delayed your problem
if the system fills up it spits out 60 for a couple seconds then goes down
i tried it
until the oscillations cease and it just becomes an extremely complicated "belt"
why do you even need to control the rate like that, what the hell is the point
just let the machine overflow, it's not like you can actually waste infinite resources
@grand violet Are you aware that each splitter has an internal storage that is inaccessible to you?
Actually no, since the merger "prioritizes" the slower item/min belts (the main 60/min will back up to allow the 6.6/min into the merger)
Though the merge between the "60" and 2x20 does worry me
do this, take a spliter, isolate it, pump items into it. It doesn't hold just 1.
you can tell by pointing at a splitter currently in use with the deconstructor
@frosty owl I don't know enough about this mechanic you say exists, but even then, I don't believe you
when its done I will create a high quality GIF of it
run it for an hour, then get back to me
Little known fact: if you have a 60 line and try to merge a 20/min line with that, the 60/min line will back up, while the 20/min won't
and what is the output of said system vencam?
60/min
Because it's trying to pull 30/min from each
so, entire system is still... 60 in, 60 out
Thought as I said, the "60+20+20" merger worries me a bit"
backing up would only occur in which the merged line is having more items per min then it can handle, assuming its below belt capacity this wouldnt happen, and since you only run belt at max capacity in certain situations this would rarely happen anyways.
I'll see, planned to put another unit infront
Yes, but your prediction of which belt backs up (which is important in understanding this mind of balancers) is wrong
once this reaches equillibrium, which it hasn't because of exactly what chaos glossed over in... one second
"if the system fills up it spits out 60 for a couple seconds then goes down"
thats not in equilibrium
I have a more meta question about this: why do you need exactly 6.66/minute?
why do you need to restrict the flow like that if you aren't trying to feed other things
i have no idea, most of these practices are being discussed here i would never for the love of some kind of sanity ever do, mainly because i have always found said practices are usually a bad idea, or cause more problems then they usually solve
@grand violet ^
I am trying to keep a container filled on a tight space
simply put i have always found the simplest solution that causes the least amount of problems is usually the best one.
1+1=1
An example of why this conclusion is too hasty in some scenarios
https://cdn.discordapp.com/attachments/558721941410807812/826257805508870144/unknown.png
Output is 1/2 of the input, no items disappearing, just the feed belt backing up to half its speed
smart splitter, then that container before the split will always be filled first, seems simple enough.
mmkay, maybe it works, but I have never needed these solutions for an idea as simple as, fill up my container, then fill a manufacturer with the overflow, and once that overflows, sink the rest.
just use smart splitters instead of fancy belts
I didn't think the point was how useful these informations are ^^
but maybe it works! maybe you can rate limit without adjusting at the absolute source, but then you have to ask yourself... WHY
Though, this IS useful stuff to make some simple reducers (balancers to reduce the output of a belt)
right now every 22 Seconds 1 Item comes out of the circle. its adjustable by removing one of the backfeeders from the loop
Well, have fun with your rate limiter, but please, for the love of god, KISS
with higher tier belts this can be veryy useful
Keep it stupid simple. This is a solution looking for problem
i prefer keep it simple, stupid
I could ask: why ask yourself why?
The fact that someone came up with the question in the first place means there is (at least) one reason to ^^
my smart splitter with overflow is fairly simple :/
Vencam, because the amount of brain-power-man-years that was used up on this was immense, when it could have been, use smart splitters. this is XY problem, one sec.
The XY problem is a communication problem encountered in help desk and similar situations in which the person asking for help obscures the real issue, X, because instead of asking directly about issue X, they ask how to solve a secondary issue, Y, which they believe will allow them to resolve issue X.
However, resolving issue Y often does not r...
i mean its stupid simple or simple stupid i always get those confused hmmm