#math-and-meta

1 messages Β· Page 545 of 1

left jolt
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should the last one be on 14%?

bleak coral
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no, also read that article I linked

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generators don't change production rate linearly with clock speed

left jolt
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yeah

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that's fine, just trying to balance it, I'd rather it use too much fuel than not enough (since if it doesn't clear it enough, it will block up plastic / rubber production)

wind spade
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if you use too much fuel your power will jump up and down due to one gen not working at 100%

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also use recipes which don't block plastic and rubber

left jolt
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Are plastic and rubber just avoided late game?

bleak coral
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nah, there's a closed loop version with enough alt recipes

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and people generally avoid mixing their production/power lines, but it's doable if you're careful and have safety measures in place like sinks and fuel gens and power storages

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the key is to make sure stuff doesn't stop, or in your case if it's a bit overclocked to have power storages to make up for slightly unstable power

left jolt
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yeah, slightly unstable power seems fine

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or preferable

bleak coral
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but I'd still figure out what the actual percent you should set it at is, and only slightly go above that if you're paranoid about stopage, no need to make it more unstable than it has to be

left jolt
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yeah, just need to work out what like 13% is

bleak coral
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you want the last formula, the one that figures out clock speed by operation rate

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your operation rate is 13%, so you can use that formula to get the clock speed from that

left jolt
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If you had 246m3/min fuel to burn you would need {\displaystyle {\frac {246}{12}}=20.5\ generators} which means you would need 20 generators at 100% operation rate and 1 generator at 50% operation rate.

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so my math isn't wrong

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one should be on 13%?

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60 + 60 + 60 + 20.4

bleak coral
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that's to get the operation rate, not the clock speed, the clock speed is different than the operation rate

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that's the tricky part that's different about power generators, unlike producers 13% clock speed is not 13% production

left jolt
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so it would be

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so 7.04%?

bleak coral
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yeah

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about, with a bunch of extra digits, you can do up to 4

left jolt
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OH WAIT WHAT

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YOU CAN DO % OVERCLOCKING

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like with decimals, not just integer

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so since it would be 7.04898%

bleak coral
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yes, clock speed gets 4 decimals and production rate gets 2 decimals, so do clock speed if you need more precision

left jolt
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just leave it on 7.049 ig

bleak coral
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also never do production/power in generators, it's bugged and wrong

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I'd actually round up to 7.05 if you want to make sure it doesn't ever clog

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oh wait I'm silly, that was already rounded up

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the number you gave

left jolt
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yea

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7.049 was rounded up from 7.04898

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So my power should now modulate a little bit, but very rarely in general

bleak coral
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yup!

left jolt
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wait

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I can't tell if I should be 40 * 3 + 20.4

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So that'll be 140.4, 140.4/12 = 11.7

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so one should be 70% effe

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so 62.8966%

bleak coral
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when doing math for generator clock speeds I keep as much precision as my calculator allows, until I actually get the clock speed

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cause that's the only number that needs to be rounded, and then you'll get the most precise answer

left jolt
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I'm just running it through wolfram alpha so

bleak coral
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did you get the clockspeed for the last refinery making fuel wrong?

left jolt
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maybe

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yea, i think so

bleak coral
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well it looks like you've got the math down good, so you should be set anyway

left jolt
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πŸ˜…

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my power seems to be modulating way more now

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wait, is there a reason for me not to have all my refineries on max? @bleak coral

bleak coral
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uses less power

left jolt
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not meaningfully

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It'd stop the modulation, just means that the pipes on that end would be full

bleak coral
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power usage is quadratic with clock speed on production machines

left jolt
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but there's no difference between that being full

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or the heavy oil being full / slowly filling

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may as well leave the refineries maxed out

bleak coral
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250% clock speed for example is about 4x the power, while 1% power is like trivially low, like I got smelters to be below 0.1MW low

left jolt
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because I have 4x rubber and 10x plastic

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so that's 100 + 4x 20

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so 180 total

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I guess I can put this down to instead of outputting 20.4

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make it output exactly 20

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well, I can't do that because it's 1/3rd

bleak coral
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if there's backup/modulation, it's cause there's mismatch of input/output somewhere

left jolt
bleak coral
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you could go through the system double checking your numbers, and changing clock speeds to be more precise

left jolt
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What should I treat that 20 as?

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20.00004?

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treat it as 20.00004 but just round to the nearest X

bleak coral
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wait when you said it was 120 + 20.4, that's the 20 you meant? That's the input, not output?

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you had the output right the first time: 13.3333.....

left jolt
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oh wait

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am I doing math based on input

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holy fuck I'm dumb

bleak coral
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haha oops

left jolt
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so it'd be 3*40+13.333

bleak coral
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need a cup of cofee or a nap?

left jolt
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11.1110833333

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so math works out to be 5.74571% clock speed

bleak coral
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yup, looks right

left jolt
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11*12+1.33 = 133.33

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math works out

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rounded up to 5.7458% for safety

bleak coral
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oh a little trick for more precision: when it's obviously a repeating number, like 3 or 6 cause it's 1/3 or 2/3 for example, just add as many of the repeating number as you like or it'll let you

left jolt
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yeah

bleak coral
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I just hold the key for like a second or two

left jolt
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but 33.3334% is preferable to 33.3333% no?

bleak coral
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no

left jolt
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or does it allow for more

bleak coral
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oh in the game, sure yeah

left jolt
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but only displays X

bleak coral
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I meant for using the calculator/wolfram alpha

left jolt
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yeah

bleak coral
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also it does accept equations in the game, so you can put in 2/3 for example

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but it evaluates right to left, so you need to do lots of parenthesis if you do more than one step

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or specifically for that: 100/3

left jolt
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so i guess this should be fine

glacial hemlock
left jolt
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yeah

vivid lotus
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..... We can use decimals? I thought we had to use full %, well this makes things way easier.

oblique hollow
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yep

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U4 magic

fringe pawn
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Exact numbers for a production target are also nice. Set your heavy encased frame manufacturers to something without 4 decimals.

glacial hemlock
fringe pawn
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44 concrete per minute is still a little weird I suppose, but better than 20.625

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Also needs 16 frames, 20 beams, and 72 pipes.

ionic minnow
frosty owl
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And consider building a set of machines big enough to get you a convenient input/min

fringe pawn
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I ended up making a 60/minute HMF factory with those numbers. I needed 58 HMF for other production items, so 60 worked nicely for some excess to build with.

ionic minnow
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So hey, has there ever been an attempt in satisfactory to benchmark the performance impact of certain objects? Like from what I understand you just want to minimize the amount of visible conveyor belts, but has it ever been quantified?

supple belfry
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That's going to be a tricky thing to really pin down, I suspect--different hardware configurations are likely going to ding performance much differently.

ionic minnow
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I mean I'd mostly be interested in a relative impact. Just like a "this will really put a strain on your flops" so I know to keep it to a minimum.

frosty owl
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Overall, I think your best bet, FPS-wise, is to build with as little stuff as possible for the most output and be smart about logistic so you cut down on the total amount of belts/trains
Eg: use OC to reduce the number of buildings and/or have 1:1 ratios so you avoid splitting/merging belts. Prefer recipes that favor production speed over resource efficiency to build less machines...

jagged grail
dark badge
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man im trying to get drunk and play video games

stone orbit
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gj baine

dark badge
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why these scammers gotta mess up my jive lol

calm gale
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sry Baine

dark badge
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its all good πŸ™‚

versed violet
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Drunk on thursday? You have 4 day work week?

frank mesa
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Iron Ingots 2600/min (40 Refineries)

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Still big shortage on Iron Ingots....

upbeat tide
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Only 40? Pffffft rookie pure ingot numbers πŸ˜„

Kidding aside, nice setup therr

shadow totem
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is there a way to prevent the water backup from aluminum scrap production? I'm convinced that I did my math right for efficiency but it still keeps pausing every now and then

calm gale
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TBH a packager system might work for that

shadow totem
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I'm recycling it back into the sloppy refineries but every now and then it'll back up

calm gale
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then either ure making too much water or not enough refineries

shadow totem
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I've checked the math out a couple times now and I have enough water to feed the sloppy refineries

fierce ruin
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if you try to put backup water into the same water supply that take water from extractor things can be tricky because of flow priority

shadow totem
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even with valves and buffer systems?

fierce ruin
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McGalleon recently discovered that if you merge 2 input on a cross junction for a pipe, the bottom input have priority over the top, that can be a way to ensure having no backup.

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My usual solution is just to keep by produced water and water from extractor into 2 separate pipes.

oblique hollow
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Page 14 or so

fierce ruin
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yes, i summoned him ! πŸ™‚

oblique hollow
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Otherwise, Page 12 also has some suggestions for Aluminum

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I really recommend dedicating some refineries to run only on byproduct water

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as solution 1 can be finnicky.

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Otherwise, if the VIP Junction works here, hey, great to hear

fierce ruin
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But for next time i need that, i will try the merging priority option, at least for science

shadow totem
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for the VIP junction, is it necessary to have the pumps? or will valves work the same way?

oblique hollow
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I recommend at least one pump on the priority input, for good measure

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i can work without one, buuut i dont trust it

calm gale
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hey Galleon question for ya the setup u gave me for splitters and mergers will that work on pipes?

oblique hollow
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the long line?

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that splits off?

calm gale
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yea

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yea the one used for coal in the splitter example

oblique hollow
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thatsh the default for pipes. you cant really do it any other way

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go read my manual, page 11

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that shows it

calm gale
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ok cause i was wondering if i can do that with pipes cause im trying to get better with pipe/belt layouts

oblique hollow
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and page 6 explains flow rates in manifolds

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Im really glad i got something where i can just say "Go read Page X"
Because having to repeat the same things to many people many times a day can get tiring

calm gale
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will do thank you

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also ure setup on the oil to HOR is 1 very confusing and 2 quite intersesting to learn

shadow totem
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Gonna hang up this pipe manual on my wall real quick so I don't have to ask anymore questions about it

oblique hollow
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on your save

calm gale
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rubber and plastic technically

oblique hollow
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well thats what the calculator told me.

its the most efficient way to get rubber, plastic and fuel

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all in equal ratios

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without alt recipes

calm gale
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idk how or y but the calculator site hates me

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no matter wat i try it never gives me a reasonable answer

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btw is the Greeny in the main chat the one who actually made the calculator u showed me Galleon?

oblique hollow
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yes

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thats the Greeny

wind spade
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why do people keep putting big "G" in front of my name 😦

oblique hollow
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autocorrect on phone?

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who knows

wind spade
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autocorrect AI should already know that my name is lowercased

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not a big deal lol I just hate how it looks πŸ˜„

oblique hollow
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Or the AI knows how you should be called yes

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and is trying to set its plan into motion

fringe pawn
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The idiosyncrasies of language. 🀷

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The concept of capitalizing proper nouns is probably awkward to learn for non-native English speakers.

oblique hollow
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more like trying NOT to capitalize everything as a native german speaker

fringe pawn
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Heh, that's exactly what I was thinking of

oblique hollow
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German be like: "Capitalize all the Things! SnuttChamp "

timber solstice
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Is this any good? Why would you need that?

fringe pawn
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That's a top tier recipe, when combined with recycled rubber, recycled plastic, and diluted fuel. Obscene quantities of rubber and plastic from a crude node.

upbeat tide
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^^ combined with other alts, it is the gateway alt that enables insane crude oil setups

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Such as 300 oil > 900 plastic or rubber for example

timber solstice
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Nice

upbeat tide
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Basiclly, when you get it and the other oil alts, you never use the base recipes again

glacial hemlock
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The recipe itself doesn't has too much uses, but when combined with some other recipes it become one of the key component

upbeat tide
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Yup, on its own its not that good, maybe if you need alot of petro coke. But, combines is when it becomes next level

signal yarrow
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whats the most efficient way to split 120 resource/min into 4 30 resource/min lines using only splitters and mergers?

wind spade
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!wikisearch manifold

shadow prairieBOT
near lion
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What is more effective:
Producing huge amount of ingots and then trucking them to factories around the map.
Producing basic materials (i.e. Iron plates) and trucking them to factories around the map.
Producing final item near the nodes where whole factory is set up.

strong whale
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So instead of transporting loads of quickwire you want to transport caterium ingots and produce your quick-wire close to your electronics

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As long as you keep to that the rest shouldnt make all too much of a difference

near lion
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Why it wouldnt be better to transport quickwire?

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I can make 40 ingots/m or 200 quickwire/m. Wouldnt be better to make quickwire near the node so trucks can get full load?

strong whale
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On a small scale it doesnt matter, but later its better to transport a few ingots (which still fit onto one belt), instead of massive amounts of quickwire (which you will have to split onto multiple belts/trucks)

near lion
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oh I see

fierce ruin
nova ledge
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how much coal is needed to have a coal gen to operate at 100% efficiency

upbeat tide
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!wikisearch coal generator

shadow prairieBOT
upbeat tide
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15 a min @ 100%

nova ledge
calm gale
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dumb question but is there a way to deal with 720 oil either on site or packaging for off site refining?

fierce ruin
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you can with several pipes or with train

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but i think it's usually better to transform oil on site into solid parts then transport that.

calm gale
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thats wat i was thinking cause the area where im getting it from isnt big enough for everything

fierce ruin
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build on several level; using verticality is a good way to gain space to build

calm gale
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idk how to do vertical wall pipes well enough yet

fierce ruin
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i think it's still easier than moving liquid far away

calm gale
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true but unless someone has a setup i can try out to learn vertical pipes lol

fierce ruin
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if you have wall pipe support, just line them on the wall you want to climg, put a pipe between them, put a pump on the pipe down the wall, then you will have a blue indicator showing where to put next pump and you just have to build like that.

calm gale
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except idk the wall height limits thats the issue i still need to work out

fierce ruin
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no limit, you will just have to pump more pump along the way if it's higher. But once you place a pump down, the game will tell you where to place the next pump

calm gale
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ok tho pipe limit is wat i meant

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sry

fierce ruin
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that's just something to try, worse case scenario, you have built 1 wall support too far and need to move it

upbeat tide
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Soo, I am planning on redoing my aluminum setup so that byproduct water is sent out to do other stuff.

I need to find a good use for 564 water a min x 5 pipes worth

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Either pure ingots, coal gens, etc

fringe pawn
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Maybe cooling systems? That would at least benefit from the aluminum proximity.

upbeat tide
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Still, would prefer something with exact or near exact usage. May just do coal gens. Dont care if a few under preform

calm gale
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could do water packaging for coal if u want easier transport

upbeat tide
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Coal is next door πŸ™‚ no need to package

strong whale
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If you have the fluctuating coal generators on a Separate powergrid it wont bother you on your main graph either :)

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Unless you need those couple of mw

calm gale
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TBH if u have enough coal and water then they shouldnt fluctuate

upbeat tide
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I also have a petro plant nearby that can suck up aome of this excess water

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No, its not for the power, I got plenty

strong whale
upbeat tide
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Just my pure bauxite ore lines are starting to drive me mad

strong whale
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Which is kind of a painful number

calm gale
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oh

upbeat tide
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Well, thats the exact output of my alu byproduct

fringe pawn
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This would be a bigger project, but what about a HMF factory utilizing wet concrete? Requires coal, limestone, and iron.

upbeat tide
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Looping the byproduct back in just isnt working well

strong whale
upbeat tide
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Already have a 60/min HMF fab πŸ™‚

strong whale
upbeat tide
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Yup, already went through ideas with Mcgalleon

fringe pawn
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Hm. Any use for a large diluted fuel operation?

upbeat tide
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Not here πŸ˜„ and thats elsewhere

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And 1800 more plastic output is on the way

fringe pawn
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Looks like you're down to pure ingots.

left jolt
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I think that my math is a little fucky

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I have 8 Alt Recipe 40 Iron / 40 Coal > 60 Steel

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So that should be 8 * 60 = 480

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The coal however, should be 8*40, so 320

near lion
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I killed the birb

left jolt
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I've set a miner MK2 to 320 out, but some of the machines at the end of the manifold still have huge issues keeping up with demand

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and I can't quite tell why

upbeat tide
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Mk3 belts only handle 270

left jolt
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Yeah, I know.

upbeat tide
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Well, thats your problem

left jolt
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I was running along the thing and found that to be the issue yea

upbeat tide
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Ooh πŸ™‚

left jolt
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Just didn't want to leave something with no reason, or delete and erase my mistakes :^)

near lion
frank mesa
fierce ruin
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Overflow is one thing, prioritizing inputs is a different thing.
I'd think that as long as you have enough head lift for the water to make it over the hump it would have the same pressure on both sides of the hump?
I tried putting the refineries producing recycled water higher and they still backed up.
Adding a valve seemed to help though.

shadow totem
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It seems that adding valves resolved the issue, in addition to using the VIP junction

oblique hollow
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hooray for VIP

oblique hollow
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and even then, its the BOTTOM Pipe that gets priority

fringe pawn
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I'll be interested to see how people end up deploying this. You've got that explained very nicely. Now we need to hope it isn't patched out. πŸ˜›

oblique hollow
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By far the thing people requested the most. And now its here

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By accident

bleak coral
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I guess it had never been tried with the pumps

upbeat tide
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When I get home on Tuesday, gonna give it a shot on my aluminum fab

oblique hollow
# bleak coral I guess it had never been tried with the pumps

I guess the falacy was: " If pipe is higher up, pipe has bigger pressure. Bigger pressure = priority!"
The VIP doesnt give a shit how high up the bottom pipe originally was. Or from how low the top pipe rises up. If its connected to the bottom input, it has priority

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Also, this only works with vertical junctions

fringe pawn
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My first instinct is systems of a single sloppy alumina refinery to produce 360 slurry/minute, and an electrode refinery to process 360. Add a water extractor set to 90, and perhaps a half-filled fluid buffer, and you should be all set?

bleak coral
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the pipes resetting headlift probably helps, cause then the pipe system before the pumps don't matter

oblique hollow
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Actually, after more test: pumps not even needed. But i just prefer using them over valves

bleak coral
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oh, why'd you think they were more unstable before?

oblique hollow
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Because of fluctuations i saw. But it turned out they were negligible

glacial hemlock
# oblique hollow

Hi McGalleon, how about adding 'side view' to the top right schematic, like 'Circuit diagram - side view'

oblique hollow
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Hm. Seems fair

frosty owl
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Trying out another "dumb split sushi setup"
@dull bolt This should fail quickly since it uses a 780/min belt, right? (less than an hour?)
The splitter with arrows is a normal splitter
The smart splitters marked purple send overflow to the left so the belt doesn't back up
Said overflow is divided so that all items that shouldn't be on that belt (plastic or rubber on the wrong side) are sent in a container, the normal overflow gets sinked. This way any mistake in splitting doesn't jam the system, but gets "registered" in the container circled in bluish.

vivid lotus
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Logicaly the vip should not work because it looks like it goes against physics, but in reality what we are seeing is 2 pipes having the same pressure at the point of the pump then the one on the right has lower pressure from the left because it goes up, so the left overpowers the right

dull bolt
fierce ruin
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@vivid lotusBut the one on the right goes back down after going up, so the pressure should be the same.
And I don't think the pressure matters? Otherwise you'd get priority for recycled water by having those refineries higher, and that doesn't work.
And it would work even with the junction horizontal.

oblique hollow
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Even if you raise the right one to have more gravitational pressure or whatever

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Doesnt matter

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Lowest pipe has priority

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Pressure literally doesnt matter

fierce ruin
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Satisfactory treats pressure oddly, see the exploit where you can get free head lift by connecting a low (or no) flow pipe with a higher head lift.

oblique hollow
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Pressure and Head Lift seem to be seperate entities

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Thats why i seperated them in my Manual

stark bronze
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thats also why my first batch of translations were messed up

frosty owl
fierce ruin
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Is pressure even a thing?

oblique hollow
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Yep. Pressure is done for flow calculations

fierce ruin
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Aha!

oblique hollow
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Pressure differences determine flow from pipe to pipe

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So VIP seems to be something "Work Pressure" related

fierce ruin
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So, any idea what happens to VIP if the junction is at an angle?

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Lowest leg gets priority?

oblique hollow
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Give it a try

vivid lotus
# oblique hollow Funny enough no

What ? No lowest has highest pressure obviusly ? the other one is going UP then down , making it lower its pressure on the upway , then it gains SOME pressure back on the down but its lossy , its rounding DOWN so one pressure can be 1 while the other is 0.99998

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to gain more pressure you would have to start from same hight

oblique hollow
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You dont need the pump and it still works

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Even if the bottom pipe is longer or went up 30 m before

frank mesa
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Weird fluid mechanics, all my real world knowledge is basically invalid ingame.

fierce ruin
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Yes

oblique hollow
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Which is sorta good but also bad

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Buuut lets thank Dylan its not realistic

oblique hollow
glacial hemlock
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Could it be possibly due to lower input is nearer to the junction?

little shard
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If I have a normal oil node and I don’t overclock it how many refineries do I need?

final linden
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what do you need them for?

little shard
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Okay thank you

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If so I can overclock or underclock

glacial hemlock
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Yes, that's based on the default recipe and normal purity. Things get interesting if you got the complete set of alt recipes

little shard
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One thing I hate about oil is it’s soooo far away

ripe dawn
#

Does anybody else use this method for setting out splits for assembler lines?

Basically if you arrange your assemblers in 2 levels, at every 3rd foundation-frame hole, you can build this repeatable thing. I think it's cool

little shard
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Like 2000 m

glacial hemlock
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Usually it is trial and error if you want to get the multi-level assembly works. Start from small scale

frosty owl
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@magic shadow Are you certain? ^^
Also, what's the reasoning?

magic shadow
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just one fluctuation and it's gone

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it might hold, but at this point it's just a matter of time and chance

frosty owl
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Tbh, I thought the same about a similar setups with a MK1 belt, but then that survived reloading the area, reloading the save, having someone else load the save jacelul
I dunno if this can act the same since it's at 780, but I got hopes superexcited

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It ran 1 hour already btw. No wrong split in the meanwhile

near lion
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Is there some tutorial for most effeciet turbo fuel factory?

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I found tons for coal...

strong whale
near lion
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the most effecient

strong whale
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Ideally you would just make your own using statisfactorytools or satisfactorycalculator to fit your exact needs

strong whale
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*most

oblique hollow
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both utilize the HOR alt and diluted fuel

thorn bane
#

it depends ALOT on what alternate recipes you have

near lion
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I have all of them

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you guys are just looking for problems

oblique hollow
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funny enough the most efficient turbo setup is the one without coal

thorn bane
#

the most efficient turbo fuel is nuclear xd

near lion
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Im not there yet πŸ˜„

oblique hollow
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heres all possible turbo paths

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under the assumption of HOR alt at least

thorn bane
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!wikisearch Turbofuel

shadow prairieBOT
oblique hollow
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DT and DTB are tied for efficiency

thorn bane
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i personaly went with turbo blend fuel and didnt have HOR so i dont use water cause its a stepping stone anyway

strong whale
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just dont use heavy if you just want turbofuel hehe

oblique hollow
#

ez pz rubber HOR to turbo heavy jace_smile

thorn bane
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YEP

oblique hollow
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peak efficiency

thorn bane
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thats my setup

near lion
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How much power it gives you?

thorn bane
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100 generators so 15GW

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wait its more i think?
idk roughly that

magic shadow
#

i love how well-organized factories look like PCBs from SCIM

sweet ginkgo
#

whelp SCIM is down

upbeat tide
#

Maybe maintenance

blazing silo
proper laurel
#

Guess I won't be working on my production lines today

#

(I know there are other sites for it, but Satis-Calc is the one I use most)

upbeat tide
proper laurel
#

That one's alright.

upbeat tide
#

I disagree, Greeny’s is much more user friendly. Satis calc gives you a not so usable physical layout

cloud shard
#

where's greeny's

fierce ruin
#

btw, anyone know any online map ||(except the SCIM one)|| so i can guide myself to where i need to build the oil factory?

upbeat tide
upbeat tide
cloud shard
upbeat tide
#

Nah thats Greeny’s site

cloud shard
#

has anyone made a layout tool for satisfactory buildings? (like a simplified 2d version of satisfactory)

#

apart from the map visualiser

upbeat tide
#

I have seen a few reddit posts (fairly old) with gridline representations that could be used in tools like Visio, draw.io, etc but never really tried it

And dont have links to those threads

cloud shard
#

I see

upbeat tide
#

But I never felt a need to use them personally

cloud shard
#

I'd like to use it as a novelty tool for creating pretty blueprints

#

just like oldshavingfoam

upbeat tide
#

I think he uses some sortof graphing tool, but best to ask him directly on his newest thread

fierce ruin
#

there is a tool called SaLT

shadow totem
fierce ruin
#

Good to know!

#

I got stuck trying to think of an easy way to test. I guess 2 extractors and a fluid buffer would be the simplest.

fierce ruin
#

yayyy the SCIM is up again

bronze silo
#

how much coal do I need per coal generator?

#

I find it odd that it shows water requirements but not coal

gray flower
#

15min i think

bronze silo
#

ta

thorn bane
glacial hemlock
#

Generally anywhere close to oil node and has access to watee

upbeat tide
#

Only one exception, and thats the southern dune desert oil nodes

oblique hollow
#

Theres a water resource well near there

thorn bane
#

@oblique hollow just read your guide and saw this picture
shouldnt it be the other way around? as in water from aluminum at the bottom and the extractor at the top

oblique hollow
#

i really didnt care for the image orientation there but yea.

thorn bane
#

ok :D

frosty owl
frosty owl
#

@oblique hollow I can confirm this design work wonders. The two buffers on the right feed water/fuel to the END of the water/fuel manifolds (bottom HOR -> Fuel, top recycling plastic/rubber)
Step 1: Let the Water buffer fill to 3/4
Step 2: Turn on HOR -> Fuel, all machines start in <3 seconds (4 blenders) ||oil has 2 buffers too||
Step 3: Let the fuel buffer fill to 3/4
Step 4: Turn on the recycling. All machines start in <5 seconds (6 refineries)
Even though the fuel probably doesn't have enough pressure to fill up the entire buffer, it's not even needed for the buffer to fill up completely (no additional pump)

#

Both water and fuel are at 360/min per pipe system (each buffer)

oblique hollow
#

but is it worth it? compared to just looping it

#

the effort invested

frosty owl
#

For my preferencies, yes. I can check on the flow from the machines properly (since the flow between the input and output side of the manifold has "correct" flow) and usually just needs a single small buffer every 10 machines or so. I also love how it frees up the space above for belting

#

Having the buffer also makes it very easy to check if the system is working ok later on (wether the buffer is mantaining it's level, emptyiing out, or filling up)

#

It's pretty much the same amount of work as a loop, maybe less depending on how long you need to make the loop pipe thinking_helmet

#

Oh, I placed the buffers 4m higher than the blenders/refineries btw

magic shadow
frosty owl
#

"Plubber" 'cause I'm too lazy to write "plastic/rubber"

magic shadow
#

plubber is best name

oblique hollow
#

I just call them both by what they are chemically: Polymers

#

Polymer Resin is Resin to me
and Rubber/Plastic is "Polymers"

frosty owl
#

I fear very few people would understand by "polymers" though xD

oblique hollow
#

also plubber if you mention it the first time

#

"tf is plubber/ polymers"

#

"rubber and plastic"

stark bronze
#

plubber reactor is its official name

oblique hollow
#

cmon, its gotta be the Plubberizer, if anything

#

Plubberizer 9000

stark bronze
#

Plubber-inatorizer 9000 MAX pro

sudden cave
#

anyone wanna check my math?

oblique hollow
#

what math

sudden cave
#

nuclear recipe setup:
total uranium: 2100

infused uranium cell:
25 uranium + 15 silica + 25 sulfur + 75 quickwire = 20 encased uranium cell

2100 uranium + 1260 silica + 2100 sulfur + 6300 quickwire = 1680 encased uranium cell

Uranium Fuel Unit:
20 encased uranium cell + 2 electromagnetic control rod + 0.6 crystal oscillator + 1.2 beacon = 0.6 fuel rod

1680 encased uranium cell + 168 electromagnetic control rod + 50.4 crystal oscillator + 100.8 beacon = 50.4 fuel rod

uranium fuel rods consumption is 0.2/min - 252 nuclear power plants - 630000 MW

#

^ everything look ok so far? am I being a pepega anywhere?

ripe dawn
#

I'm quite pleased with this fluid-sink/water water disposal facility I made to deal with excess water (particularly aluminium & blender recipes). What do you think?

ripe dawn
#

basically, but I keep it guaranteed to run by generating the input from a fuel power plant πŸ™‚

oblique hollow
#

i know its a pretty recent discovery, buuut.
maybe try this:

#

it makes fluid sinking completely redundant

ripe dawn
#

oooh, nice

oblique hollow
#

as the water just gets prioritized

ripe dawn
#

but doesn't that run your plant at a comprimise between outputs?

oblique hollow
#

60 gets through, and the rest gets topped up by the unprioritized input

#

to make 180

#

and the scrap refinery never backs up

#

only the water extractors

oblique hollow
#

not 40.5

sudden cave
#

hmmmmmm

ripe dawn
#

I haven't quite understood it, but will think about it some more. One question: does it keep your factory producing the scrap at a steady rate or does it fluctuate?

sudden cave
#

alright guess I gotta go see where my math went wrong

ripe dawn
#

Looks sophisticated πŸ™‚

oblique hollow
#

ah sorry

oblique hollow
#

was hard to tell

#

lemme recheck it

#

right. 50,4

sudden cave
#

the calculator on the interactive map just breaks so I don't know where to check

#

oooh thanks!

ripe dawn
#

I think I get the VIP; it's literally the lowest elevation input that is prioritised, because the pump to the top pipe has to overcome the U-bend?

oblique hollow
ripe dawn
oblique hollow
#

guess which Pipe has priority here

#

the one with the giant bump or the low one

magic shadow
#

what is the benefit to different priorities?

oblique hollow
#

it just CAN be expanded

#

but there really arent much uses for that

ripe dawn
#

You can ensure that the bi product that would otherwise clog the output gets cycled away to keep the productive chain clear

oblique hollow
ripe dawn
#

My guess: trick question

#

They have the same priority. The head lift on the pump is the same as the pressure from the U bend

#

but I'm guessing πŸ˜„

oblique hollow
#

nope. the one connected to the bottom of the VIP STILL has priority

#

so pressure doesnt matter

ripe dawn
#

that's nuts

oblique hollow
#

no matter what, the lowest input has priorty

ripe dawn
#

ok, I guess it's because the thing is basically a big oddly shaped bucket and it always fills from the bottom

oblique hollow
#

its hard to say.
Even i dont quite know WHY it works. i just know when and that it works

#

also, this only works on vertical junctions

#

junctions that are horizontal dont behave like this

ripe dawn
#

but cool tips mr piping expert,

#

Avoiding pumps is cool because I just traced 4km of pipes looking for a section of tiny MK1 pipe which was caused by a pump

#

flow rate was dooing woodly things

oblique hollow
#

i always redo pumps when upgrading pipes

#

its easy to slap them on

ripe dawn
#

I do love the progression in this game.

As it gets more complicated; it'll let you through to the end but if you didn't understand it you will Chernobyl your world.

supple belfry
uncut sigil
#

Aluminium was the major mindboggle for me. Such a pain to set up, but in the end it makes sense.

oblique hollow
#

ever since i found the VIP Junction, it has become pretty much effortless to do Aluminum, except when using Silica maybe

uncut sigil
#

The what? Pray tell.

oblique hollow
uncut sigil
#

Oh, I need to try that. I played around with something like that early on, but it didn't behave.

oblique hollow
#

the vertical junctions made all the difference

dull atlas
#

Does anyone have a good setup for producing heavy modular frames? because the factory builder websites are not helpfull, with splitting iron to 205 units/per min and so on.

shadow prairieBOT
#

You can find the wiki here manifold
<3 @sullen cloud

This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!

oblique hollow
#

splitting to 205 is not necessary

dull atlas
oblique hollow
#

why would you?

#

just let it fill. if it doesnt fit, it wont go in

dull atlas
#

Because it effiecent? So the machines doesnt need to be full for other machines to get full too

dull atlas
oblique hollow
#

but thats exactly what you just said you didnt want

#

it lets machines fill up and overflow

#

and what doesnt fit goes elsewhere

dull atlas
#

Yes i know, but if there is no other way arround it? Then its the only thing i can do about it

oblique hollow
#

another way would be to try weird splitter arrays but those are huge and complex

dull atlas
oblique hollow
#

currently, overflow is the most reliable for odd numbers

dull atlas
#

Yes, than i will try that, thank you ^^

fierce ruin
#

You can always split to what you want, but it often involved complexe a big splitter/merger setup if the ratio aren't good. Overflow is the easy way to do thing, and the drawback of having to wait for machine to be full isn't too important.

frosty owl
oblique hollow
#

why dont you use one o your magic buffers

frosty owl
#

I do, but doesn't using the VIP imply your extractors are overproducing?

#

Or just that you generally have too much input water from one side

fierce ruin
#

even when things were supposed to be balanced, when you merge external and by-product fluid you can have some problem if you don't use priority junction

oblique hollow
#

really, every Special CIrcuit can be used in combination to make your system safer every time

frosty owl
#

Ah, gotcha
I just never merged water other than in sloppy factories, so I always had a few things to blame other than the byproduct loop :laughing:

oblique hollow
#

really, the most over the top safety for Aluminum would be:

  1. Underclock Water extractors
  2. Slap a Valve on it.
  3. check the exact flow with an Equalizer or Compensator
  4. Merge Byproduct and fresh Water in VIP
  5. Loop Refinery Inputs
  6. Add a buffer to Input line
frosty owl
#

Eh, I feel safer sending the water to be consumed by something
Like dividing the alu refineries between by-product fed and extractor-fed

oblique hollow
#

and i even highlighted that

frosty owl
#

Point 6 very important, buffers everywhere xD

oblique hollow
#

in the manual

frosty owl
#

Oh, my bad, haven't read that πŸ˜…

feral raft
#

Been fiddling with manifold loading of machines vs perfectly balanced, and finding that when fully saturated prior to starting up, both input and output belts full, they both retain 100% efficiency. However if cold-starting an empty system and all outputs being consumed, the machines at the far end of the manifold never are able to reach saturation. I'm thinking it's because the travel time to the end of the line is longer than the processing time of the first few. Anyone else done similar tests?

upbeat tide
#

You need to prime the system first

#

Aka let the machines run and fill up internal hoppers, once thats done it will work fine as long as your input/output and machine count math is right

#

The issue with manifolds is that the splitters do not split in all output slots at once, its staggered distribution. But, if its all hooked up right, it will work after the system is prined

feral raft
#

Yea still not finding that true. Running a 16 smelter manifold and the last couple of machines, despite being fully primed before start up, aren't even activating anymore and the output is less than the 480 I'm demanding from it

upbeat tide
#

It it belted correctly?

versed violet
#

Something was not filled up and the buffers shifted around then

upbeat tide
#

And are all the belts the correct type? Aka not a mk3 belt somewhere?

feral raft
#

hmmm you might be right on buffers shifting then. few more minutes they kicked on; maybe the outputs slots being full on start up did made it wonky

upbeat tide
#

Best way is to disconnect the final output belt segment after all the mergers

versed violet
upbeat tide
#

Isnt that the old Greeny site?

#

Dunno if its working well anymore

feral raft
#

Dont see why this aspect of it would be broken, given what I'm inputting. Didn't expect the 18 minute fill time for this set up

versed violet
#

It doubles with each splitter, so...

upbeat tide
#

Yea thats too long

#

Screenshot of your setup?

wind spade
#

manifold tool should work normally, if it doesn't, there's most likely something wrong with your setup. However the calculation is an estimate, so don't expect exact results

upbeat tide
#

If its one long row, I would suggest this

Machine < splitter > machine

#

I have done many two sided rows of manifold machines with no issues

feral raft
#

Yea I should have set it up like that makes more sense for what I've got next in the chain

versed violet
#

also a tip for 'faster' filling - make the main manifold belt the same grade as input, eg if first piece is mk3, go mk3 all the way. It speeds up initial fill

feral raft
#

Yea I've got a ton of encased beams backed up that I'm just using them everywhere

feral raft
upbeat tide
#

Are the supercomputer alts worth it over standard?

OC or super state?

fringe pawn
#

I use super state. Built next to my classic battery factory.

upbeat tide
#

Im looking at OC because cooling systems via the alt isnt that bad but, I can get super state too

fringe pawn
#

I think the higher bauxite use ended up swaying me out of OC? But super state was also convenient, due to classic battery also sharing wire as an ingredient. Both the batteries and supercomputers are using the same node for caterium wire.

upbeat tide
#

Ooh I wouldnt use caterium wire. Just iron wire it πŸ˜„

fringe pawn
#

It was convenient 🀷

upbeat tide
#

Understandable

frosty owl
fierce ruin
#

Could someone explain to me how a splitter, splits an in even number like 5 .... I know of the chart that shows me how to do it, I just don't understand how it determines 3 one way and 2 the other way.... Hopefully what I'm saying makes sense.

frosty owl
#

It doesn't, it always split in 2 or 3, by sending one item on each aviable output in sequence

versed violet
#

The one in wiki just goes via shortcu of deleting one splitter (which isn't needed if you just need 5 parts out of 6 and using manifold to distribute the 5)

fierce ruin
#

Like so reinforced iron plates make 5 per min, splitting it up to make modular frame (3 reinforced iron plates pre min) and smart plating (2 reinforced iron plates per min) .... So splitting 3/5th and 2/5th is what I was saying @versed violet

wind spade
#

just manifold that

fierce ruin
#

I mean I got it working, I just don't understand the logic behind splitting an odd number.

wind spade
#

split into even number and put the remaining output back into input

frosty owl
#

It's magic~ happy_hannah

fierce ruin
wind spade
#

or just

--S--S--S--S--S
  |  |  |  |  |
fierce ruin
#

Like the 3/5th split... How does it know to always send 3 out of the 5 in one direction and 2 out of the other

wind spade
#

it doesn't, it sends 50% of what it gets

#

but since you're looping back 1/6th, it's essentially 3/5 that goes down

frosty owl
#

It just splits in 2, gets rid of half then splits in 3 (making sixths) and merging back 1/6 to have the two sixths remaining
The merged back 1/6 makes the 2 remaining outputs FIFTHS of the original input

fierce ruin
#

I'm just dumb and don't understand math πŸ˜‚

wind spade
#

that's where you dump any balancers and you just manifold everything

fierce ruin
#

Fair enough.

frosty owl
#

It's a bit finniky to get the hang of, but the basic idea is simple: split to the closer multiple of 2 or 3 and merge back any excess

calm gale
#

question but asking bout the 3/5 split but asking bout a 1/8 split is there a way to do it evenly or just shove it in the middle and let it fan out?

frosty owl
#

Eg: want fifths? Split in 6, merge back 1
Or split in 8 and merge back 3... So on

fierce ruin
#

Anyways it works and I'm done questioning it haha

versed violet
#

Is building vertically tight like this ok or pure evil?

fierce ruin
#

if it's too tight you can have some problems: at least some visual clipping, and maybe you won't be able to build everywhere on the upper floor

versed violet
#

Yeah, smart-mod sure has issues if you use minimal clearance.

remote talon
#

Yo. Does splitways work for automated trains now?

stark bronze
#

automated train βœ…
automated trains ❎

remote talon
#

?

stark bronze
#

if you add another train on the same track it would eventually stop working

#

it was never broken for one train

remote talon
#

ah, okay. Makes sense. I'm using the blueprint, got tired of my single wonky track around the map :

#

It has two tracks. But i guess it goes for the same

glacial hemlock
#

@fierce ruin if you really want to understand balancer, there is a page in wiki for that. The image you shared is probably uploaded by someone else who wrote 'prime splitter' instead of balancer

fierce ruin
#

Oh interesting! Thanks I'll read up on that.

fringe pawn
#

Ugh, this is a nice example of why I could never trust mixed belts. The internal buffers of splitters make no sense. I accidentally fed my oscillator factory the raw quartz line instead of the processed quartz. Rather than deleting the splitters, I've experimented with allowing them to disgorge the raw quartz, and sometimes they're allowing dozens of processed quartz to pass before going back to spitting out some raw quartz.

#

This one in particular is a mystery. The raw quartz seems to be stuck in this one indefinitely, but I know if I don't remove it, it may pop out and jam the input of the manufacturer.

bleak coral
#

I've long suspected that splitters and mergers work on a last-in-first-out basis. Does it not clear if you disconnect the input belt?

fringe pawn
#

I'll return and test

#

Minimally I saw multiple instances where dozens of crystals would pass, before one raw would inexplicably pop out.

#

Huh. Sure enough, that cleared it. 2 left in the splitter, and 4 in the input lift. Perhaps they were popping out one at a time before each time there was just enough of a lull in the quartz feed that they were the only thing left in the splitter?

glacial hemlock
#

It is mentioned in wiki, i check it out

sudden sail
#

little bit of math for resources for my mega

#

and then the resources needed for the machines

glacial hemlock
#

That's quite a number of different types of irons there

#

You got the rate and material to built, now the remaining problem is where to build

sudden sail
#

I have a foundation layed around in the desert up north

#

its 81x81 and its gonna house my mega factory

upbeat tide
#

I prefer to build as I go, attach segments together, etc rather than build a big floor and force fit the machinery

sudden sail
#

yeah ive done that for the rest of my stuff

#

and i tried doing a set foundation before

#

but i learnt that its better to make it wayyy bigger than you think youll need

#

because my last one was way too small

normal vector
#

I LOVE SATFISFCOTRY

frosty owl
frosty owl
# fringe pawn Ugh, this is a nice example of why I could never trust mixed belts. The internal...

I never had such issues thinking_helmet
I always make the splitters so they "material A" on one line and overflow on another line. That way, even if I select the wrong material, all I have to do is clean up the belt once. If I put the wrong material on the belt instead, nothing happens as it just overflows down the line (towards a sink eventually)
Tldr: I think how convenient mixed belt are to use depend mostly on how you set them up

swift robin
#

mixed belts would be easy for me if we had priority mergers...

shadow prairieBOT
#

You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com @swift robin you can suggest smart mergers on the qa page (probably has been suggested a bunch already though)

<3 @strong whale

swift robin
#

lol yeah no point in me posting that when its been done 1000 times

strong whale
#

:D

frosty owl
#

An upvote could help too... Maybe πŸ˜…

#

Though, I find they work well enough for me until now

swift robin
#

they are alright..

#

but lack the elegance of factorio splitters

fringe pawn
#

Still trying to make sense of whether I need a second drone going back and forth between these two ports. Reported trip time with one drone running is a consistent 3:21. Any trip more than 3 minutes in length should mean less than 3 stacks per minute of bandwidth. Am I wrong? Because this port is reporting a 3.24/stacks minute of max bandwidth.

versed violet
#

is it actually getting that many or items are stuck?

versed violet
fringe pawn
versed violet
#

does the input station have full inv?

fringe pawn
#

Yeah, input station is continually jammed

versed violet
#

speaking of jamps - is there any queue at either station?

fringe pawn
#

The sending port's belt is constantly backed up, so hypothetically enough drones pulling from it should max an MK 5 belt. Though that's not necessary in this instance. The receiving port is just dumping everything into a sink.

#

What I ultimately need is 270~ aluminum fluid canisters going back and forth.

#

I still have battery production to spare, so adding a second drone will achieve this easily, I just want to understand how it's calculating that max bandwidth.

unkempt acorn
#

Finally completed 1 floor of my mega fuel factory... this floor should produce enough fuel for 300 generators

final linden
#

ok yeah seems like it. nice

unkempt acorn
upbeat tide
#

@fringe pawn the final 1800 a min plastic setup is almost done! Its currently in the middle of warming up the recycled loops and manifolds...takes a good while

Once done, will have a full 3600 plastic and 3600 rubber build

versed violet
#

you need that many, or just bragging rights?

upbeat tide
#

Yes actually will be using it

#

Already half is scheduled for use but decided to just setup it all for future proofing

#

Using 2400m3 oil from the blue crater. No idea what I will do with the final 150 tho

versed violet
#

Pancakes

fringe pawn
#

How are you using all the plastic? @upbeat tide

#

I remember seeing an outline somewhere I think? But the one I just found only has the plan for the plastic and rubber itself.

frosty owl
frosty owl
upbeat tide
frosty owl
#

That's the most convenient, unless you wanna wait for real ages before you can check if it runs well or not hehe

upbeat tide
#

Agreed but also the safest imo

#

And you can let a stage prime while your setting up the next

#

And rubber

Caterium computer
Heat exchanger
Radio control system
Insulated crystal osscilator
And a bit for rifle ammo automation

versed violet
#

Lights question - are the sevn color slots on light panel global, or per panel?

frosty owl
#

Global

#

Also, they still have bugs with glass :/

upbeat tide
#

@frosty owl full build now completed

upbeat tide
#

just nuts...

drifting plover
#

looks like you need 4 more fuel per minute

upbeat tide
#

I think its a SCIM rounding error, that said one blender maybe set one or twounit too high

#

But its so far working as intended

wanton belfry
#

how do i do an even... 12.5-way conveyor split?

#

as in, 12 conveyors that each output the same amount of items per minute, and a 13th conveyor that outputs half of the amount the rest do

#

all from the same input

bleak coral
#

you don't really, might be a way that uses low mk belts as limiters, but generally any balancer outputs an X number of outputs split evenly

#

you need manifolds for that

#

!wikisearch manifold

shadow prairieBOT
bleak coral
#

tldr: stuff backs up and then lines will only take what they need

wanton belfry
#

anyone can help me make a setup for this?

signal nimbus
#

@wanton belfry cracks knuckles One to 12.5, here we go.
Start with a 1:5 splitter. Input > Merger > 2-way Splitter
Branch 1: 3-way splitter
Branch 2: 3-way splitter, one branch back to merger

#

This gives you 5 outputs of equal items/minute.

#

Each of these 5 outputs goes to another 1:5 splitter of the same design.

#

This results in a 1:25 splitter.

#

Merge 24 of the outputs into 12 lines.

#

The last one will have half the output of the others.

bleak coral
#

hahaha that's so complicated, pretty sure @frosty owl would be interested in this nonsense

signal nimbus
#

XD

#

Oh, I'm straight-up recommending manifold for this as well. Each 1:5 splitter is gonna take... what, 2x3 at a decent density, 3x3 to do nicely? And there's six of them so maybe 54 squares of nothing but the 1:5 splitters? But hey, it should work.

wanton belfry
#

i love you

signal nimbus
#

Eh, thank me when it's done.
...also maybe send a pic this sounds absolutely insane.

wanton belfry
#

i'm 16- oh wait you meant the conveyor system nvm yeah i will send a pic when it's done. uh, what does manifold mean btw?

signal nimbus
#

One line in, splitter to every machine.

wanton belfry
#

that would be really uneven

signal nimbus
#

Nah.

bleak coral
#

it's not, they back up and then only take what's needed

signal nimbus
#

The first one fills up, then the second one fills up, then the third, and so on.

bleak coral
#

splitters alternate between available outputs, they don't just send stuff into the void if an output is blocked

signal nimbus
#

Mhm.

wanton belfry
#

that sounds awful. sounds much more effective, don't get me wrong, but i really don't wanna for some reason

bleak coral
#

I did link to the page explaining it earlier

signal nimbus
#

Thinking about it a bit... you might be able to cut it down to 5 machines if you do overclocking, but that'll take a lot of shards.

feral raft
#

it is very inefficient until it reaches steady state, yes, but once everything backfills it will operate well

signal nimbus
#

Mhm.

bleak coral
#

also on the crazy plan: do you need to split each 1/5th branch by 1/5th again? if you're just gonna merge them?

wanton belfry
#

bruh

signal nimbus
#

I thought about that, but the basic ratio I saw is 1:25 then 2:1.

wanton belfry
#

i just realized

signal nimbus
#

You might be able to pull off a 1:5 split then 1:2.5 on each.

#

I just don't know how.

bleak coral
wanton belfry
#

so im doing the 12.5 after a 16 output, one of which goes outside of the crazy 12.5 and continues on

#

i have no idea how to do this, i think ill just do manifold

signal nimbus
#

And this is why we suggest it.

bleak coral
#

that's basically what ends up happening, balancers are cool but they get complicated to work with arbitrary numbers

feral raft
#

and god forbid if you want to expand a little

signal nimbus
#

Mhm. Some balancing is generally a good idea, but yikes.

wanton belfry
#

seems like a challenge

signal nimbus
#

Don't.

#

Trust us.

wanton belfry
#

I... I can't, I have to. I'm sorry.

signal nimbus
#

There are challenges. And there are challenges where we never hear from you again. This is the second one.

bleak coral
#

there's two techniques to ease the warmup time issue of manifolds:

  1. prefill machines with stuff from storage
  2. just turn stuff on as you build the whole system, so stuff fills as you're building the rest of the factory
feral raft
#

start by building a quick manifold, and before you end up placing all the mergers and splitters you need for your 1:12.5, the manifold will be backstuffed and ready to roll at the same efficiency as you want

wanton belfry
#

wish me luck, and tell my family i love them

#

ok frick it im doing manifold

bleak coral
#

oh other good technique whether you're doing balancers or manifolds: don't merge lines that don't need to be merged

wanton belfry
#

im a coward

#

im just gonna do manifold im too much of a coward

bleak coral
#

like I wouldn't ever merge those three rod lines, I'd just mess with clock speeds and machine counts to keep them completely separate

wanton belfry
#

BUT IM NOT GONNA LIKE IT

signal nimbus
#

That's literally what everyone says. "I'm gonna buck the trend and do it the har- oh god I understand now."

wanton belfry
#

yup.

feral raft
#

especially on a recipe that needs screws or wire in the triple digits

wanton belfry
#

im also planning on building an identical factory on top of that one once i get miner mk2, so it'll be easier to replicate

signal nimbus
#

Definitely go with manifold.

wanton belfry
#

Fine, but I'm not gonna like it

bleak coral
#

someday precise splitters will exist and bring peace to the land

feral raft
#

and remember your belts can probably only do 270/min if you haven't gotten mk2 miner yet

bleak coral
#

or 120 if you haven't done steel

frosty owl
frosty owl
#

Manifacturers' sushi manifolds go brrr

bleak coral
#

sushi manifolds hehe

#

and yeah I'd have a hard time imagining even you doing something like that, it's a lot of effort for very little results

#

(not the sushi belts, the crazy 12.5 splitter)

frosty owl
#

Considering there's a very conceient way to get the same result... Not worth it imo ahah

#

Still... I did manifold the iron ingots for the wire/cable/iron rods/iron plates needed in the beacon factory
I sinned jace_happy jacelul

#

I mean, it's 1 straight belt Vs 2 sets of... what... 8 foundations worth of balancing?
Nah :disappointed_snutt:

bleak coral
#

that's always what it comes down to eh? space & time to set up the balancer, even when you know how to do it

upbeat tide
radiant bridge
#

I need to make a entire separate dedicated factory for heavy modular frames

frank mesa
#

I'm just lazy, I simply overproduce all items, and syphon off the overflow with a smart splitter in to a container for personal inventory use and then overflow into an Awesome Sink.

glacial hemlock
frank mesa
upbeat tide
#

The only setups I use sinks on to make them not stop is stuff with loops or byproducts.

Recycled loops, aluminum, uranium cells, etc

fringe pawn
#

Uranium cells?

oblique hollow
#

recycled acid

#

acid in, acid out

fringe pawn
#

I think residual rubber is the only part of a recycling loop where a sink is needed.

upbeat tide
fringe pawn
#

I think the ability of a recycling loop to stop and start would be affected mostly by the ability to disgorge built up solids, which will be limited by belt bandwidth. Fluids probably wouldn't present an issue. I'm curious about sulfuric acid, though. I unplugged the water extractor and have been running it as a closed system. It hasn't had downtime, being power infrastructure, obviously, but I think it would handle it just fine.

upbeat tide
#

Perhaps I take it too conservatively, but I like to use sinks as β€œpressure valves” in a manner of speaking. Allow the system some breathing room just incase.

Also, a good number of my plastic/rubber belts will be trained. So, sinks are a bit useful imo there

plucky isle
#

The bug with the Mk2 pipes when you fill them to capacity... Is it affected by distance?

#

If I put a Mk2 pipe coming out of an oil extractor and immediately split it, will that help negate the issue?

upbeat tide
#

No, that wont do much I think. Its the number of junctions that causes issues

fringe pawn
#

Heh, as I'm visiting my nuclear facility for the first time in a while, I'm finding I'd rather use the hoverpack and occasionally use inhalers, versus walking.

plucky isle
upbeat tide
#

I have done a few long distance pipelines without issues, besides headlift as usual

upbeat tide
fringe pawn
#

Plutonium is the only super dangerous bit.

#

I allowed 3 containers of encased plutonium cells to fill before turning on the plutonium reactors... yeah, that's a hotspot. πŸ˜›

#

I built up 15 containers of uranium cells and those aren't so bad.

upbeat tide
#

Come back after your character has grown a third arm πŸ˜„

fringe pawn
#

There's where the plutonium waste ultimately ends up. I calculated enough containers for 1,000 hours of runtime.

upbeat tide
#

Nice

#

Looks like what I did with U3 setup. But mine was kissing the death wall

#

My old setup

#

Also used a train πŸ™‚

fringe pawn
#

Nice! I just kept building foundations until I started taking damage, and then automated a factory cart to run the route. 🀑

upbeat tide
#

Works too

wanton belfry
#

I'm doing a dumb challenge where I complete the game as a balancer. Can someone help me split 2 conveyors into 5.33?

upbeat tide
#

Balancing in thirds is...fun not

wanton belfry
#

Ok, don't help me, i found a solution

#

i just have to split the miner line into 2 and build 2 seperate factories for the 2 items i wanna produce, instead of making them all in one big factory

upbeat tide
#

Im thinking here! Just no straight forward way I think

#

Oh yea that works too

wanton belfry
#

I swear this game will make me get a degree or something

wind spade
#

well just use manifolds, they are technically balancers as well

wanton belfry
#

then what's the point of the challenge

wind spade
#

idk, it's weird challenge anyway πŸ˜›

bleak coral
#

if you want to make it a little easier on yourself you can use clock speeds so that you don't need to get franctional parts out of a split. Like instead of doing 5 machines at 100% clock speed and 1 machine at 33.3334% clockspeed, you could do 6 at 88.8889% clock speed and just do a 2 to 6 balancer.

wanton belfry
#

hmm, ill take that into account

fringe pawn
#

Yeah, I would way rather balance with machines than some noodlely belt-mageddon.

fringe pawn
#

Forget splitting something like that with belts.

bleak coral
#

clock speeds: the duck tape of satisfactory

#

in infomercial voice : is your ratio wrong? make it right today with clock speeds! only costs 1 green, slimy boi to be sacrificed at the altar of the MAM!

fringe pawn
#

Regarding waste processing as a closed water loop, it seems to be entirely stable without any advanced technique required. You can see my non-fissile uranium blenders on the left, feeding to sulfuric acid refineries, which go right back to the blenders. I've been checking the levels of an intermediary water tank, and it's holding steady.

plucky isle
#

I was trying to load-balance fluids... I have four inputs that I need to split evenly into five pipes. I fed the four lines into junctions into a perpendicular pipe, and fed that pipe into 5 fluid buffers, hoping they'd sort of fill up evenly and distribute evenly... That's not the case though. I put valves on the outputs, but sometimes the valves are letting more fluid through somehow... What's the point of valves if they can send excess fluid?

plucky isle
#

Than I limited to. I set this valve to 360 cubic meters per minute

#

You can see the needle closest is way above that line

strong whale
#

that is strange

#

definitely not meant to happen thinking_helmet

plucky isle
#

Hm. I'm on multiplayer and I'm not host...

#

I didn't check to see if this is a known issue

strong whale
plucky isle
#

Yeah, I'll ask

thorn bane
#

how do yall deal with water in aluminum? just curious

fierce ruin
#

I try to separate the refineries using recycled water from the ones using fresh water.

thorn bane
#

isnt that like realy hard to balance the ratios?

fierce ruin
#

Have you seen the pipe manual/tutorial?
There's this thing called a VIP junction, apparently in a vertical pipe junction the bottom input gets priority, no matter what the head lifts are.

strong whale
thorn bane
#

hm i actually havent tried that one but when i used valves it went badly

fierce ruin
#

Can be hard, but they have to be balanced just as much if you mix them.

thorn bane
#

idk i looked at the numbers and the 105 water from electrode scrap just messed everythign up

fierce ruin
#

you can use overclock/underclock to set the number as you want

#

For me adding a valve seemed to fix it, putting the refineries producing water higher did nothing.

thorn bane
strong whale
fierce ruin
#

I think the problem is that setting numbers only works as long as everything runs 100%, which doesn't always work out.

thorn bane
fierce ruin
#

I'm def gonna try the VIP jucktion next time.

strong whale
fierce ruin
thorn bane
#

now the problem is that if you scale done the refinery for the water your alumina solution also goes down

#

resulting in wierd numbers

fierce ruin
#

scale the water for your refinery then

#

Having the water producing refineries higher may have led to me doing the VIP backwards, it might have worked better had I made sure the junction was flat?

#

first count how many refinery you need for your bauxite production, that give you how many water total you need, and how many by-produced water you will get. Just set the extractor with underclock for making exactly the difference

#

@fierce ruinI tried that, it didn't work until I added a valve, but I don't think a valve should work.

#

with priority junction from McGalleon that should work

#

That's what I said.

#

But I didn't know about that then.

#

i prefer to do that in 2 differents water circuits, but the math for scalling how much you need is still the same

thorn bane
#

also if you try that keep in mind the the water from aluminum should be at the bottom

fierce ruin
#

@fierce ruin I said that as well.

#

i know, i was mainly trying to explain how to balance the number easily

eternal slate
#

||easiest solution is to make water canisters and sink it from the system||

thorn bane
#

easiest solution is trains <3

fierce ruin
#

@eternal slate Less wasteful would be to try to balance it and have an overflow hump leading to the packager.

thorn bane
#

also i realy dont like the idea of switching stuff if they cahgne the ratios again

fierce ruin
#

I'd prefer using the water for something else that can be over designed and starved of water a bit without it mattering.

#

Iike pure iron/copper

thorn bane
#

wait the source water can just overproduce if you use the VIP right?

fierce ruin
#

I suppose. I haven't tested it yet.

#

it's supposed to; i never tested it myself

#

but setting the source water to not overproduced isn't that hard anyway

thorn bane
#

idk it takes alot of time and math if you make alot

eternal slate
#

even without balancing

thorn bane
eternal slate
#

one thing you need to add is valve to prevent water flowing to pipe section where excess water is coming from

#

it's been working like charm so far (I made some fluid storages just in case but they are empty all the time)

thorn bane
#

idk when i tried it the first time with valves i just sometimes came back to all pipes beeing full with water halting the scrap production

eternal slate
#

I have just one valve to prevent back flow where recycled water is coming from

thorn bane
#

ye thats what i had aswell with the correct numbers

#

but then server lag or unloading or something happened and it stopped so i switched to trains

fierce ruin
#

How do trains help? The water still has to go somewhere, whether by pipe or train?

thorn bane
#

you do something like this

eternal slate
#

I might have one pump for recycled water as well, but it's been long time since I checked it out. I cant access the save rn

thorn bane
#

this way the water from the aluminum is always prioritised

#

i guess this is the same if you use the VIP i just didnt know about that at that time

fierce ruin
#

Ah, ok.

thorn bane
#

still not 100% sure if it works like that

eternal slate
#

cool, it should be fine :)

thorn bane
#

what ratio would you go for with that assuming base alumina solution and electrode scrap

#

3x alumina solution 2x scrap 3x extractor?

fierce ruin
#

I have 2 refineries using 500 water/min each, recycled water 600/min coming from the left 400/min from extractors from the right, the refineries producing water are bone dry, all the water disappears right away.
The refineries producing water are quite a bit higher than the extractors.
But it didn't work until I added the valve.
If I were redoing it I'd use VIP.

#

Another solution would be to overclock the closest refinery so it uses all 600/min recycled, underclock the other and remove the pipe with the valve competely.

#

That's with Sloppy Alumina and standard scrap recipies.

#

I do have an oil well nearby, half used for fuel/turbo fuel power, so I'll look into electrode scrap when I expand the aluminum.

fringe pawn
#

Design on the left seems to have an issue keeping up a flow of 600. Design on the right seems to run fine. I forget how either design originally came about, but I need to investigate further, as some of my 250% nuclear plants are having slight water issues. 2 extractors at 250% feeding directly to a nuclear reactor at 250%.

fierce ruin
#

--
I wonder if the reason my setup is working now is that with the valve I'm merging 100 recycled with 400 fresh water and the smaller amount is semi-prioritized? That's what would happen with belts I think.

thorn bane
#

god pipes are weird

fierce ruin
#

@fringe pawnDid you mistype? It seems like a 250% reactor would need 750 water/min? 200% for 600 water/min?

fringe pawn
#

Nuclear reactors don't scale like other buildings, 250% clockspeed results in 200% production.

fierce ruin
#

Oh, of course, I forgot that generators worked like that.

wind spade
#

nuclear generators scale slightly differently than other generators, which scale way differently than other types of buildings

fringe pawn
#

When I get home I'm going to pack plenty of inhalers and fix all the pipes using the design on the right and see if I still get problems.

fierce ruin
#

Still, isn't 250% OC supposed to be 202%

wind spade
#

no, read my msg above πŸ˜›

fringe pawn
#

Nuclear power seems to have received some special care from the devs, due to the MK2 pipe limit.

wind spade
#

technically each generator and machine can have different exponents for OC scaling. Most machines have the same exponent though

thorn bane
#

i still wouldnt trust 600 mΒ³ in mk 2 pipes but thats just me

wind spade
#

only difference is nuclear gen, instead of using 1.3, it uses 1.321928

wind spade
fringe pawn
#

My uranium plants are safe to fly around it seems, so I'll spend an extended amount of time observing them. My uranium array already has 100% of the functional design, and none of those plants seem to have problems. It's only the plutonium plants that are a mix of the two designs, and some have problems.

fierce ruin
#

Maybe the VIP juction is somehow setting off the 600/min glitch?

fringe pawn
#

I'm not using VIP or anything fancy. Just 2 extractors merged at a single junction, which then flow directly to a reactor. Each also has an MK2 pump. Every nuclear reactor is its own system like this, nothing is linked.

wind spade
#

that should do 600m3 normally

#

mk2 pipes usually have issues only with "manifolds"

fierce ruin
#

@fringe pawn Yes but the left design has the junction (semi) vertically, that's what the VIP junction is.
But, yeah, it's still a pretty simple design.

fringe pawn
#

Huh. You're right, that is a key element of VIP, and I've been inadvertently including it.

#

Lesson learned: flat junctions going forward. If the system needs to be run at 600.

fierce ruin
#

Maybe.

wind spade
#

damn that was fast

fierce ruin
#

Yup!

fringe pawn
#

I feel like this channel and some others should have a requirement of 20 posts. Or something like that. Just so bots can't immediately spam so many channels and make more work for mods.

wind spade
#

well mods just ban and delete all msgs with single command, so that wouldn't help

#

since bots would still msg #satisfactory or something that doesn't have that requirement

fringe pawn
#

Ah, makes sense

oblique hollow
#

angled pipes are in fact so weird, you can set them up in a fun way and they dont need head lift, they just keep climbing infinitely

fierce ruin
#

?

oblique hollow
#

and i dont mean water tower

#

this shit here.
"Mk 2 Pipes to heaven"

#

2 mk 2 running up a slope

#

dont need pumps, they generate infinite head lift in each other

fierce ruin
#

Oh, and even without the VIP junction.

oblique hollow
#

VIP doesnt affect head lift afaik

fierce ruin
#

With max flowrate?

oblique hollow
#

yep, can run max flow

fierce ruin
#

Wow!

oblique hollow
#

some weird feedback

#

one pipe needs to be slightly offset from the other

#

then they start oscillating and induce head lift in each other

fierce ruin
#

Due to slosh?

oblique hollow
#

and boom, they start climbing

#

and then they pretty much stay stable

fierce ruin
#

I can see how that might happen.

#

Does it have to be mk2?

oblique hollow
#

kinda. it has to be very dynamic

#

mk 1 is too slow for this

#

doesnt oscillate as easily and as naturally as MK 2

fierce ruin
#

So it might get patched out. But I suppose that should always be coumnted on.

oblique hollow
#

those start oscillating if you even as much as blink

fierce ruin
#

I blink a lot!

magic shadow
#

omg great
mk2 pipes just keep getting more broken

frosty pawn
#

pipes and belts need to implement graph theory to have optimised game performance - it should also fix all these weird glitchy behaviours ppl still keep finding

#

but graph theory is hard enough on paper, let alone in a game D:

fierce ruin
#

Graph theory?

#

Got a (simplified) example?

frosty pawn
#

google graph theory, there is a good short description there

#

basically turning the whole thing into a mathematical structure. the reason why i say it's good for this game is because you can instantly know exactly what is happening at any point in the graph or very quickly make a route, or find out the "value" of a route

fierce ruin
#

Ah, like for the Travelling Salesman problem and such.

frosty pawn
#

but it's also difficult to implement a system that allows user generated graphs

#

especially one where the user does not know they are generating graphs

fierce ruin
#

I was wondering how that would help, make the water go the shortes route rather than going around in circles?

frosty pawn
#

you can precalculate the flow

fierce ruin
#

Ok.

#

That makes sense.

frosty pawn
#

so you have 8 coal gens, each one cycles at a set interval, you have 3 water extreactors, each one cycles at a set interval, you can instantly extrapolate that e.g. in 39.2 seconds from now generator number 3 is gonna shut down for 2 seconds

fierce ruin
#

Might even be more efficient, lagwise, if you're lucky.

#

Yeah, sounds messy, maybe it would be better ti give it a built in (hidden) buffer to even out the flow.

frosty pawn
#

all the other things are taken into account like the max flow rate of each section of pipe, where the junctions are, the angles of the pipes and junctions etc etc

#

and the capacity of pipe sections

#

currently the system works by checking the state of each component on every tick, it does not know what will happen in the next tick let alone a minute from now

#

and each component does not know anything about any component not directly connected to it

#

in a graph, all the component are just nodes or data points and there is something that can see the whole graph

sinful rover
#

Not sure if this is the best channel to send this but I'm planning my first external factory to make computers (Silicon Circuit Board + Caterium Computer recipes), is this a decent plan for location and resources? I was thinking the train line would be good because I can expand it to include new factories when I make them.

#

anything I could do better or does this just suck

#

Oh and I already have rubber going to pretty much where it is

fringe pawn
#

Caterium computer and silicon circuit board pair well. Consider also making silicon high speed connectors there.

#

If you can shift some quartz production, you'll also have all ingredients for oscillators present.

sinful rover
#

yes yes i will do all those things

#

we're gonna need more trains, aren't we

#

now the question remains

#

should I take the time to put them on the same grid

#

like the two factories

fringe pawn
#

If you can add aluminum casing into the mix, you can make radio control units there as well.

sinful rover
#

not there yet

#

but yes would it be worthwhile to make sure the two factories are lined up on the grid

fringe pawn
#

Power grid? IMO everything on one grid except the machines necessary for creating the coal, fuel, ir whatever.

sinful rover
#

no like

#

placement grid

#

like I build out from my factory all the way over there so they could possibly physically connect

fringe pawn
#

That can end up being useful. I have accidentally expanded in such a way that things did connect as you describe.

sinful rover
#

nice

#

ait gtg ty for the advice

sinful rover
#

@fringe pawn update, is this good so far?

#

and more importantly is this how it works

#

will that unload

bleak coral
#

it should, if the freight platform is set to unload and the station is facing the right direction

sinful rover
#

holy shorts it's working

fringe pawn
#

Looks good. As with all things, keep a close eye to make sure it works consistently. I'm about to fix a tiny flaw in the water flow of my power plants, which took quite some observation to spot.

upbeat tide
frosty pawn
#

but if it's only 1 train and 2 stations it's fine. you can always add more freight cars

stone hornet
#

I need help setting up a oil system I've got two pure oil nodes practically next to eachother and I wanna make plastic and rubber with both of them how can I get the max from them?

#

I've only just unlocked oil processing and also packaging as only just done phase 2

fierce ruin
#

If you're just starting then making rubber/plastic and HOR, turning the HOR into coke and either sinking that or using it in coal generators is probably all you can do.
But there are a lot of very good higher level and alt recipes that will give you much more rubber/plastic so be prepared to redo it.

#

Look up recycled rubber/plastic in the Wiki for the ultimate.

thorn bane
#

day 158 of wishing i had heavy oil residue

molten ice
#

day 300 of realizing my oil factory is inefficient