#math-and-meta

1 messages · Page 552 of 1

fierce ruin
#

What kind of operation?

oblique hollow
#

open heart surgery

earnest lantern
#

so bad, it's funny how such a discussion develops from a joke. Chaos as it lives and breathes

fierce ruin
frosty owl
oblique hollow
fierce ruin
fierce ruin
earnest lantern
#

all good, nobody know all

fierce ruin
# earnest lantern oh no...

I did say by all definitions outside of math it is zero since the term is binary in nature.
But inside of math is where it changes.

earnest lantern
#

okay missunderstand you

oblique hollow
fierce ruin
#

Unending and you take away (subtract) unending means you are left with nothing.

fierce ruin
earnest lantern
#

whole time I have troube with to less coal, must calc the in and output of every line new

frosty owl
#

Well, using an electrical example, you don't usually start studying it knowing what a "field" is exactly, despite knowing the word. It has a similar meaning to its tecnical counterpart, but still needs redefinition in that context
I see no reason to coin a new word when you can simply add one more definition for it, so long as they share an adequate amount of meaning 🤷‍♂️

oblique hollow
#

De L'Hospital goes brrrrr

frosty owl
#

Imagine coining a name for each theorem rather than just naming it by creator LUL

fierce ruin
oblique hollow
#

Booty - Booty = No Booty

earnest lantern
fierce ruin
frosty owl
oblique hollow
#

Infinity + 1 + 2 = Infinity, yes

fierce ruin
#

M A T H

oblique hollow
frosty owl
oblique hollow
#

so the opposite of Zero is 3 now

frosty owl
#

And "no booty" means infinity

frosty owl
earnest lantern
fierce ruin
oblique hollow
#

i guess theres a reason why some things are uniform and others not.
Math definitions, chemical names (usually IUPAC)

earnest lantern
fierce ruin
#

Hell everyone agreed on ALUMINIUM and yet they changed that to be "interchangeable with aluminum"

oblique hollow
#

sodium vs natrium

frosty owl
#

I think that uniformity can only show in subjects that share properties from both (medicine and physics in the example). If you were to study something like that, you'd feel like coining a word to clear up the confusion, but if you study just medicine or physics, it's fine as long as you know there's a difference (which you can infer by the context in most cases)

fierce ruin
earnest lantern
#

yeah sure, but you save time not translating this from one science to a other

#

or from one metric system in a other

#

and you save money, not that I give a lot on money

frosty owl
#

I was flabbergasted when I realized how hard it is to make simple subtractions with inches when you need precision tired_jace

fierce ruin
#

Then you remembered we cannot precisely measure anything?

earnest lantern
#

a few catastrophe are happened through this.

#

metric system is over constants of nature defined, you need a metric, without metric no measurement makes sense.

frosty owl
fierce ruin
earnest lantern
#

Of course, for most purposes, an accuracy of one nanometre is exaggerated, far exaggerated.

earnest lantern
fierce ruin
#

I must not make lewd jokes regarding 10cm
I must not make lewd jokes regarding 10cm
I must not make lewd jokes regarding 10cm
I must not make lewd jokes regarding 10cm
I must not make lewd jokes regarding 10cm

earnest lantern
#

äh?!

#

ah, I have sometimes a long line

#

xd

fierce ruin
#

We all have a long "line" sometimes, just biology. 😏

frosty owl
earnest lantern
fierce ruin
#

SEE I ROUNDED THE CONVERSATION BACK TO META @oblique hollow

earnest lantern
oblique hollow
#

ah yes, i also encounter the Heisenberg uncertainity principle when watering my flowers

fierce ruin
frosty owl
oblique hollow
#

ripping a hole in a wall is not clipping jace_smile

earnest lantern
#

I have realised for myself that Heisenberg's uncertainty principle is nothing special, it occurs in every measurement. The special thing about quantum mechanics is that the uncertainty has a lower limit, but it is nothing special.

#

Sorry, I'm in a sharing mood and probably talk too much

fierce ruin
#

Don't even get me started on Schroedinger's Quark.

#

😏

earnest lantern
#

not really complicated, if you have a good fundament in linear algebra and differential equations then Quantum Mechanics not very complicated.
With the Interpretations is this a other topic.

frosty owl
oblique hollow
#

now tunnelling i can get behind

earnest lantern
#

I am hungry, it was nice with you

fierce ruin
#

Yeah but if you could determine it's location to look at it, would you really want to see one? Better to let that speedy boi keep zooming.

earnest lantern
#

if it is tiny, it is in superposition in the hole.
It could be here or there or somewhere else, who knows when you don't feel anything?

burnt wraith
#

quantum computer + quantum entanglement = quantum hacking

fierce ruin
#

nuclear pasta + nuclear fork = nuclear meal

frosty owl
#

@wind spade Small Stitched vs Bolted funfact
I just toggled it on/off on my plan for funzies, these the results:
Stiched saves some resources (I could fit ~30 more batteries in), at the cost of more buildings (~500!) and a smidge of more power (~5GW)
In picture from left: [Bolted buildings count - Stiched buildings count]
Bolted buildings count
Stiched buildings count and power
Top: Production

#

Also @bleak coral since we often banter about this 😆

fierce ruin
wind spade
#

"needing 500 more buildings than 100" is different than "needing 500 more buildings than 100000"

#

percentages do much better job in displaying the relative sizes of builds

#

so your 500 buildings is actually only 2% more buildings

#

so for each 50 buildings you have to place one more

frosty owl
#

Funny how that's 5x more machines saved than extra batteries I could do with the saved resources otherwise thinking_helmet

thorn bane
#

ok so my aluminium kept waterlocking so i made a thing

#

turns out if you have the water feeder for the alumina solution always running at 600per minute you can make the gravity splitter/VIP what ever you wanna call it work 100% reliable

#

the part where the fresh water (in dark blue) connects to the recycled water (in lighter blue) almost never has water flowing through it because the input pipe is running at 600 water per minute

#

how ever if you load unload some things and stuff breaks the water circuit wont have 600 and it will get refilled with the fresh water

#

this way you can use the 100% of the recycled water from the alu scrap but it is safe against water lockouts because it is connected to the fresh water

empty glade
#

I always use a recycled water circuit with a reservoir supplemented by fresh water with a valve.

#

It usually looks much neater than that...

thorn bane
#

ye ignore the spaghetti
i tried that at the start but would run into issues when i reload the game or go too far away unloading the factory

#

then for some reason they would just fill up with water blockign the whole thing

empty glade
#

Probably get the production backing up, then the incoming water goes unused and fills up the reservoir. Need to put an overflow sink on the ingot production to keep it balanced.

thorn bane
#

i have that

#

i ended up buildign a junction there aswell and send the overflow water to a wet concrete refinery

empty glade
#

And there's a bug that causes some fluid loss when reloading... I haven't seen that yet, but the reservoir can hold a little extra water to help with it.

thorn bane
#

i know thats what i meant

#

theres also lots of bugs if you go in and out of rendering distance

#

cause fluids work differently when youre next to them

#

i think that was my main issue

empty glade
#

I hope they fix that soon.... I'll have to look for that. Very interesting.

thorn bane
#

but ye thats why i made all those safety precautions and now its working 100% of the time

empty glade
#

Sloppy Alumina and Pure Aluminum Ingot are nice for getting Silica out of the picture as well.

thorn bane
#

i couldnt do that because im working at 100% efficiency so i need 1.94 aluminum ingots and 8.12 pure aluminum ingots

glacial hemlock
#

Another classic way is simply separate the machines for recycled and fresh water

thorn bane
#

again thats fine until funky stuff happens and youre sitting at full water resulting in full alumina solution preventing all the machines from working even the fresh water ones

#

i think im actually going insane considering this btw

mortal spindle
#

Ah, someone else discovers the insanity that is aluminum production.

thorn bane
#

thing is
this is my fourth play through making it
and i still keep finding ways for it to waterlock

mortal spindle
#

Well if even a 4th time player can't figure it out, how am I, on my first time with Aluminum, supposed to make it work?

thorn bane
#

its fine 99.9% of the time and you can always just flush it its fiiiiineeeee 🙂

keen patio
#

Does someone have some easy screenshots of an aluminum scrap (from bauxite to scrap) process that deals with the wastewater well?

I'm STILL having issues with this. I've got the VIP piping system, but my buffers are still starting to block up over time (McGalleon has already talked to me about this).. and I've tried to come up with a sort of Alumina->scrap->alumina->scrap process.. but it gets like 20 refineries deep all from a start of only 390 water/min..

Ideally what I want is a layout that gives me the right ratios of Sloppy Alumina + its water extractor water #, to Electrode Scrap refineries, and pipe setup to correctly tell me:

  • How much Bauxite Im using (and therefor how much scrap is being produced)
    OR
  • How much scrap is being produced

Because I can do that 20 refineries constantly repeating loop but it makes the amount of scrap Im actually making kinda wonky/unclear.

dusty ingot
thorn bane
#

can do the same with 780 i guess just need to adjust the numbers
this is the priority merger in the middle that does all the magic by prioritising the recycled water over the fresh water
https://i.imgur.com/MyRV7Vg.png

#

this doesnt sink any canisters so once its filled up its 100% resource efficient

keen patio
#

err, why the packagers over pipes for water?

#

or is it just to get away from liquid mechanics ASAP, and therefor avoid weird backups

pulsar idol
#

Idk

boreal wyvern
#

There are some weird backup problems, yes, but for a lot of people packages are preferred because it offers some more transportation options.
You can transport 3200 m3/cart with packages on trains (as opposed to 1600 in fluid carts).
And packages also means you could transport them using drones if desired.

tropic hawk
frosty owl
#

Grrr, why do uranium cells stack at just 200 when machines can need up to 100 per production cycle?! disappointed_snutt tired_jace

torpid robin
#

pro tip

#

downclock your machines

#

same stack size,but will need less pm lol

frosty owl
#

Why would I do that when the issue is the stack size? thinking_helmet
I hate that it ends up backing up cells on the belt

torpid robin
#

Idunno it’s late

#

I think I was getting confused by what your problem with it was

frosty owl
#

I can't sushi it easily :\

frosty owl
wind spade
thorn bane
gloomy palm
#

<@&387163995947270144> may i request my new satisfactory tool be whitelisted on the domain spc.mau.life please thanks 😁

weary ravine
#

!automod whitelist add spc.mau.life

shadow prairieBOT
#

dynoSuccess Whitelisted 1 url.

gloomy palm
#

yeyyyy

weary ravine
#

Should work 🙂

gloomy palm
#

thank youuu!!!

gloomy palm
weary ravine
#

Hmm

#

I might need an adult Baine but will look into it

#

Okay yeah

gloomy palm
#

^_^

candid stirrup
#

Just how hard is it to balance the production and water rates?

keen patio
#

@frosty owl To be clear, the 1 requirement of the setup is that it can't be .. 'overbuilt'.. eg; the machines making scrap can't be setup to be making 2000 scrap, but only be fed materials to make 1400. ((This is because a stats mod I have will tell me I have 2000 scrap production when I actually don't.))

#

Overfed is fine (eg; I don't care if I have a 780 belt of bauxite going in but only use 500.. My mods will autobalance.

gloomy palm
#

Hey everyone, would there be a way to write a formula to express how much time it would take for sub-100% efficiency to reach a standby state (backed up or insufficient resources)?

#

i believe this formula would be useful in effectively telling the player how long until the machine will stop functioning properly

#

i suppose i could express this programmatically, but then it wouldn't be a formula

#

well, it might be a start

#

looks like it might be something related to a balanced equation where the input should equal the output

bleak coral
#

they mean when you're not providing enough input or not using enough output so it's starved or backed up so it's not running 100% of the time

wind spade
#

alsp @gloomy palm ^

gloomy palm
#

right now i'm figuring out what the parameters are, and have realized that im also dealing with infinities

wind spade
#

equation is literally efficiency = percentage of resources eaten/delivered

gloomy palm
#

hmm

wind spade
#

if you deliver 50% of resources, then your stuff is running at 50% efficiency

#

(on average of course)

gloomy palm
wind spade
#

unless I'm missing something, that's all that is to it

#

or what are you trying to figure out?

gloomy palm
#

actually im writing out how much time it would take before the efficiency leads to a standby/halt state

wind spade
#

it never does 🤔

gloomy palm
#

if at 100%, then no

wind spade
#

it'll run at 50% efficiency forever

gloomy palm
#

uh

wind spade
#

I'm a bit confused what are you talking about

gloomy palm
#

50% efficiency means the machine is operating only half the time

wind spade
#

indeed

gloomy palm
#

so what im calculating is how long until it's gonna be down

wind spade
#

it's gonna be down and up, alternating all the time

gloomy palm
#

essentially calculating the frequency

#

the duty cycle

wind spade
#

ah, that's not so easy, since machines have two second period when they are starting or stopping

#

but if you ignore that, it's pretty easy

gloomy palm
#

hmm, can it be added later as a delay?

wind spade
#

it's a delay between "I have enough resources to do a craft cycle" and "I'm starting a craft cycle" (if it was stopped before)

gloomy palm
#

so essentially it's like saying there's a phase discrepancy

#

between the possible duty cycle, and the actual duty cycle

#

of about 15 degrees or so

wind spade
#
I = [ipm provided] / [ipm needed]
T = [time to craft a recipe (including machine speed)]
D = T * (1/I)

D is time of whole cycle
D - T is downtime
T is uptime

#

(depending on whether you provide T in seconds or minutes, your result will be in the same unit)

gloomy palm
#

would T equal "target output item rate per minute"?

wind spade
#

T is time the machine takes to craft the recipe

gloomy palm
#

oh

wind spade
#

so e.g. Iron Plate recipe has T = 6

gloomy palm
#

so 60/target_ouput_rate

#

a

wind spade
#

not really

#

60 / [target output rate * output per craft]

#

but it's better to calculate directly with the recipe time variable

#

that's defined for each recipe

gloomy palm
#

if you're outputing 60 items per minute, then it should be taking 1 second per item no?

wind spade
gloomy palm
#

oh

#

ohhh i forgot about that thinking_helmet

wind spade
#

that's why I'm saying, use the recipe time directly

gloomy palm
#

hmm yes

wind spade
#

it's the "12 sec" part of UI

#

under the stopwatch

#

(or find it on wiki or in my tools)

gloomy palm
#

60 / (5 * 1) = 12

#

yes

wind spade
#

yeah, but it's base variable, the "5/min" is derived 😉

#

I like to calculate from base variables rather than from derived ones, as those may be rounded (not the case here)

gloomy palm
#

ohh

wind spade
gloomy palm
#

im just working on that right now actually

#

im just factoring the variables to see how i can make that into a running program in just a minute

#

i was thinking also to implement the stack size limit into the equaiton

wind spade
#

I wonder... why do you need this anyway?

wind spade
gloomy palm
#

hmm

#

also the output might be blocked

#

so the time till your machine ends on standby is gonna be factoring in how fast stuff is output

#

there's no real measurement for output rate

wind spade
gloomy palm
#

yeah but then you have two separate equations

wind spade
#

I is basically the % of efficiency

gloomy palm
#

should it be multiplied by 100 to become a percentage

wind spade
#

it's the same equation

dark badge
#

@gloomy palm your tool link should work now btw

gloomy palm
#

yeyyyyy

#

thank youuu @dark badge 😁

wind spade
#

most simplified form (changed variables to make more sense):

T = R * (1 / E)

T = time of whole machine cycle (turn on, turn off)
R = time to craft one recipe in seconds
E = efficiency of a machine (between 0 and 1)

T - R is downtime of a machine in seconds (per one cycle)
R is uptime of a machine in seconds (per one cycle)

gloomy palm
#

thinking_helmet that's fascinating

bleak coral
#

as you said earlier though the warmup/cooldown time when stuff starts/stops messes it all 🤷‍♂️

gloomy palm
#

so then the time till standby is literally T/2

bleak coral
#

cause you keep getting resources during that time

gloomy palm
#

right

wind spade
#

but then again, I'm not sure why would you ever want to know these times, what's the advantage of knowing them (if it's not just academic interest)?

bleak coral
#

it's also why loop/recycle systems need some sort of seed to get to equilibrium, cause otherwise the startup/cooldown times keep them from ever reaching 100% efficiency

#

yeah I doubt there's a practical application, cause it just describes a problem in more detail rather than solves it or gives insight to new solutions

wind spade
#

since usually this kind of issue is resolved by underclocking a machine so that it matches the required speed 🤷

gloomy palm
wind spade
bleak coral
#

^

gloomy palm
#

doesn't it depend

bleak coral
#

it oscillates

wind spade
#

if the input or output rate is constant, then the machine never stops forever

gloomy palm
#

if you dont attach the output to anything, the time till standby is how long it takes to fill the stack on output

bleak coral
#

oh well that's a different thing

#

cause it'll run at 100% efficiency until it just stops

gloomy palm
#

oh

#

😅

wind spade
#

sure, but then it's a completely different thing than what we were talking about and it's just
[stack size] / [production rate per second] seconds to fill

gloomy palm
#

but what if you connect a mark 1 belt to a mark 3 miner

#

stuff is being removed from the output, but not fast enough

wind spade
#

then you get 60 ipm output and the miner will oscillate between on and off forever (assuming the 60 ipm ore is being processed)

gloomy palm
#

ipm meaning

wind spade
#

items per minute

gloomy palm
#

ah

gloomy palm
#

it spends most of the time on standby

wind spade
#

well that depends on node purity and overclocking, but yeah, it'll have lesser efficiency

#

e.g. mk3 on impure will have 50%, mk3 on normal will have 25%, etc.

gloomy palm
#

i'm just tryina think how this might be useful information to calculate this duty cycle

#

i think nobody should aim for less than 100% efficiency

bleak coral
#

it just all goes back to matching inputs/outputs, as long as you're doing that you're fine

gloomy palm
#

right

tropic hawk
wind spade
#

I don't think it's important in any way. As long as you're processing all the resources you want to process, you're technically reaching 100% efficiency (material efficiency, not machine efficiency)

gloomy palm
wind spade
tropic hawk
gloomy palm
#

oh yeah

bleak coral
#

upm 😉

tropic hawk
#

I try to not use acronyms that already have a standard use

gloomy palm
#

u r right thinking_helmet

tropic hawk
wind spade
gloomy palm
#

umbrellas per minute

tropic hawk
#

ah

tropic hawk
#

i/m just like m/s mi/h, f/s, and more

bleak coral
gloomy palm
#

oh

#

a unit of liquid?

#

the game uses cubic meters for liquids and gases right

wind spade
bleak coral
#

or it's from something else that I can't remember right now (for some reason I'm remembering something using u or something that looked like u for parts)

wind spade
gloomy palm
#

ah

tough stratus
#

is there a prevailing opinion on silicon vs. caterium circuit boards?

tropic hawk
gloomy palm
#

ah @wind spade now i remember why it was i had started this quest to begin with, i was tryina find a better way to represent the "Efficiency" scale in the game since it wasn't well defined as to what efficiency was referring to, and then @bleak coral said that it was basically the uptime of the machine, which is where i started to wonder how many types of ways there were for the machine to experience a downtime and how that affected the percentage.

tropic hawk
wind spade
wind spade
tropic hawk
tropic hawk
gloomy palm
#

2 thumbs for space bar \o/

wind spade
#

the point is that / is all the way on the right where numpad is, which isn't really friendly to fast typing. There's also one somewhere next to enter key, but I can't be bothered to use that, since I'm using two different keyboard layouts depending on which language I'm using (native/english) and that changes the position of the / key

gloomy palm
#

/ is next to my right shift key

wind spade
#

it's there for me as well, but only for one layout

#

for the second one it's on the right of P key and is typed with shift

bleak coral
#

meh I have to actually think to press / as opposed to p

wind spade
#

^ that's exactly why I usually just go with ipm

tropic hawk
#

i got querty

bleak coral
#

it's not like a long thought, but it occurs as opposed to being muscle memory

wind spade
#

I often mistype because I use the key from the other keyboard layout than what I currently have, so it types something else 🤷

tough stratus
bleak coral
#

oh nah oil is super plentiful

#

it's got a ton of really efficient recipes, and most of it's uses are for optional alts

gloomy palm
#

looks like / is the same on both types

wind spade
tropic hawk
#

I have ANSI then

tropic hawk
gloomy palm
#

it's transparent on dark background

wind spade
#

uhhh, discord transparency

gloomy palm
#

is that polish

#

dutch

wind spade
gloomy palm
#

ukranian

wind spade
#

essentially one is standard english querty, the other one is like that ^

#

it's czech

gloomy palm
#

ah

#

my next guess was gonna be hungarian

wind spade
#

so yeah, the / is in different position each time, so I rather use the numpad one, which isn't ideal when I want to type fast 🤷

gloomy palm
#

yeah that's unfortunate that it's in a different location like that

gloomy palm
#

not an extended one

wind spade
#

it's random wikipedia image 🤷 mine looks slightly differently (enter is two rows and the key above enter is in the middle row on the left of the enter key)

gloomy palm
#

ahh

wind spade
#

(and ofc mine has numpad)

gloomy palm
#

ah right, i was gonna say

#

welp

#

:/

#

I think maybe time for sleep

#

you know the phrase "I think therefore I am"? well I raise you "I can no longer think therefore I sleep"

#

goodnight 😁😁

#

thanks for everyone's help with the math, I appreciate ☺️

#

hope everyone enjoys the remainder of their day

#

see y'all soon 😊

frosty owl
dusty ingot
earnest glen
#

Hello, there is a way around the bug with mk2 pipes to use a pure oil extractor fully overclocked?

frosty owl
#

Eg: make a 480 and 120 pipes as soon as you can after the 600 extractor

earnest glen
#

I already have tried this, maybe the single segment Is Just too long 🤔

frosty owl
#

The lenght isn't important, but it should be a single segment if possible (dismantle tool highlights a single segment between the extractor and the first junction)

earnest glen
#

Maybe thats the problem, i have a pump before the junction

#

Thank you very much!

frosty owl
#

Could be thinking_helmet

gloomy palm
#

one time my nuclear plant broke down and waste had backed up everywhere. I had removed an accessory from the pipeline somewhere and didn't realize that removing the accessory also deleted a small portion of piping. something ended up getting starved of the resource and i had to disable the power plants and leave the nuclear waste processing plant to continue working completely overclocked until the waste was gone before being able to start the nuclear generators again

#

and this happened more than once im ashamed to say lol

#

it's what happens when you're in a hurry to finish something

oblique hollow
#

usually, when you snap attachements onto pipes, you can safely remove them again

#

but when you build the attachements first and then connect the pipe, it leaves a gap

earnest glen
viscid shadow
#

So i discovered free energy can some one confirm? If you set a constructor to 1% overclock, it uses 0 power

#

but it still constructs the item eventually

versed violet
#

It uses little power but still some power

oblique hollow
versed violet
#

While it does indeed allow huge power savings, I'm afraid your PC will die before you achieve any meaningful return due to number of extra machines

oblique hollow
#

good luck getting anywhere by replacing one machine with 100 set to 1%

fierce ruin
#

That sounds like a headache

plain ferry
#

And I think it's hard to build a good factory with everything on 100% 😦

versed violet
#

Define 'good'

fierce ruin
#

What do you so much need fabric for?

versed violet
#

parachutes probably

oblique hollow
fierce ruin
#

But your probably better off getting a jetpack by the time you can automate fabric

plain ferry
fierce ruin
#

And if not for parachutes they must be for filters but I'm not sure why you would need more than 2 or 3 machines for making filters

versed violet
#

The theoretical maximum of filters you'll need per minute for single player is 5

viscid shadow
#

OK so I did a test and 25% rounds down to the same value as 1% when burning biofuel

oblique hollow
#

power generators work differently

viscid shadow
#

so there is a minimum value that must be burned to make power

#

interesting

#

The idea was that if you want more power you can simply underclock more refineries to make more power out of the same amount of limited fuel resources

solid portal
#

whats the point of lowering bio burnders

versed violet
#

bioburner will automatically scale down to consumption

solid portal
#

they burn depending on how much is need

oblique hollow
#

there is no point, that is the point

versed violet
#

While you can build more buildings to save power, its not really viable vs space taken.

#

The optimal clock is 100% - going higher costs relatively more energy and uses slugs, going lower wastes potential building output while not giving significant return.

viscid shadow
#

So the point is, can you get more power by building more refineries and underclock them

oblique hollow
#

only so much

solid portal
#

i only use oc bio burners when opening ships so i don't have to bother with spitting the leaves

viscid shadow
#

yes... 1%

oblique hollow
#

its a better idea to go nuclear and underclock accelerators and blenders

#

there the power saved is HUGE

viscid shadow
#

the concept is the same though

plain ferry
fierce ruin
solid portal
#

i just make tons and tons and tons of coal plants

versed violet
#

At some point, time spent on building extra buildings will be more than time needed to build bigger power grid

viscid shadow
#

but there is a max amount of resources on the map, and the idea is, can i get more power

versed violet
versed violet
oblique hollow
#

you know what else is limited? your RAM

#

and the map

viscid shadow
#

if you say all oil, coal, and uranium is perfectly optimized, can you underclock your production to the point that you have almost infanite power

oblique hollow
#

uranium's only purpose is power anyway

versed violet
#

No, uranium only purpose is making uranium waste. Power is just byproduct 😉

fierce ruin
#

Uranium is tasty

wind spade
torpid robin
#

You can get pretty much info are power now can’t you . I havnt looked at nuclear set ups in a while . But last I looked going into plutonium power would give you so much you wouldn’t never be able to use it atm without rubbing out if resources . That was before some balance changes . Is that still the case ?

wind spade
#

I think nuclear is slightly more balanced now, but you can still get ~1 TW of power, which is more than enough for any kind of base

torpid robin
#

Yea exactly lol . I think when I was looking at it . I was able to use like 600gw or something like that

viscid shadow
#

The max power is just a self end game score. who can have the most power

torpid robin
#

i mean moving into the end game it very well may be needed

#

we still have quantum stuff to come. shit son,can you imagine that power useage . big oof

bleak coral
#

yeah mark's mentioned before that some of the balancing looks questionable because the game isn't finished, and they've added stuff that'll make more sense when everything is added

#

a good example is all the oil alts that were shit when U3 dropped, but after mk2 pipes and resource wells they look a lot better since there's now way more oil

torpid robin
#

i think itys why people need to keep an open mind about things, yea i get it. the stuff they have now needs to work with each other. but gotta keep future in mind

limpid hill
#

i need help with some calculations i got a single pure iron node and miner mk.2 with 2 enhancements, so I'm planning to do something like this;

8refinery->480 iron
9
plate->144
18rod-->264
10
screw-->400
-60 ingot
(37constructor)
2
plate2-->24
8qube-->16
(10
assembler)

some is at 80% for numbers sake but im not sure if this is the best way to make modular frames

frosty owl
#

It's a decent way
Not the most resource efficient, nor the one using less machine

#

(Resource efficiency require stitched plates, less machines means bolted recipes)

viscid shadow
#

The best way to do a build is to make the last item first, then work backwards. Its always OK to have more production so that there is no back up

modern lotus
#

how do i go about calculating how many rotors i can make per minute with a certain amount of ore?

#

i have 120 ore and want to make as many rotors as possible but dont know how to calculate it as it doesnt evenly come out to 3 assemblers

calm gale
wind spade
calm gale
#

cause ive tried that exact setup and it didnt work

#

the math checkes out but the setup doesnt

burnt wraith
#

isn't that just user error then?

calm gale
#

TBH idk but no matter how i tried the setup and it didnt work for 120 or 112.5

burnt wraith
#

I'm curious now

calm gale
burnt wraith
#

oh

calm gale
burnt wraith
#

were you trying to stick 266 screws onto a 120 conveyor belt?

calm gale
#

nopt i used mk3 belts and mk4 and neither worked

wind spade
calm gale
#

i gave them several hours b4 these pics were taken to fill or start yet nothing

#

even stupider on 90 i made this work

bleak coral
#

did you upgrade belts after stuff was built?

wind spade
#

That just seems like an error in your build

calm gale
#

TBH idk greeny but if i can make the build work on 90 but not on 112.5 somethings ducky

#

Lund no need i used top belts when i made this

#

only thing i can think of is belt speeds for stuff that "require" mk1 might of been bad or even mk2

wind spade
#

If you can make the build work on 90, but not 112.5, then more reasons to think it's user error

bleak coral
#

I do definitely see mixed belts, so I wouldn't rule out a small section of belt that's the wrong mk

calm gale
#

thats wat i dont get greeny

bleak coral
#

part of why I don't mix belts in general, just use the fastest one for everything

calm gale
#

the 2nd set of pics are it working 100% on 90 ore

calm gale
bleak coral
#

it doesn't

#

the only reason to use mixed belts is if you've got some weird balancer setup that needs to use them to bottleneck an output or input on a splitter or merger

calm gale
#

my thinking was since the rods were being split then only mk1s for anything under 60 but mk2 for over 60 and mk3-4 for screws

bleak coral
#

it's unnecessary complications, mk3/4 can do all of that just fine, you just added more opportunities for mistakes

calm gale
#

ok then i need to find a basic (female dog) setup that works 100% of the time that can actually help me make sense of all this

#

TBH ive only ever found 1 setup for that but that one is way to simple and idk if it even counts

bleak coral
#

I mean you've got one in the 90 setup, so you did it right, which is really why I suspect there's some belt bottlneck somewhere if the only difference is the throughput is higher

#

and small sections of low-mk belt bottlenecking are the worst to diagnose, cause it takes forever to track them down

#

cause they friggin' hide from you

calm gale
#

i need to find a massive flat area in SF to make an actual build cause making these broken builds is agrivating

burnt wraith
#

worked for me
bottom -> top: 4 smelters/8 constructors/8 constructors/3 assemblers

#

5/9 of the rods going to screws, 4/9 going to rotors

icy adder
#

guys i just got the game and i made a material miner smelter and converter and storage

#

bit off topic but eh

spring shell
#

i tried to add the Fused Wire recipe to the calculator and it never change the layout or anything for AI Limiters, any ideas?

torpid robin
#

Yea don’t used fused wire

#

But did you in tick the actual wire recipe

#

Untick

#

The calc will think it’s more efficient to use the normal recipe not the fused wire one

spring shell
#

i was just thinking the Fused Wire one so that i have Caterium left over for other recipes in the future, its my first playthrough so idk what Caterium is used for fully yet and i have a 240 copper and 240 caterium belt

wind spade
spring shell
#

i realize i had the wrong alternate clicked

torpid robin
#

I think he might be lol

spring shell
#

and now everything changed...

torpid robin
#

Lol

wind spade
#

fused wire wastes caterium on wire. Fused quickwire saves caterium (for some copper) on quickwire

#

first one is very situational, second one is very good

spring shell
#

i was trying to say the Fused Quickwire recipe

#

ive never been this far and was thinking of just doing the 20 AI Limiters a minute, but was told in the questions and help chat that it would be better to use the Fused Quickwire recipe and have Caterium left over due to recipes later on

#

i wasnt told was recipes though

torpid robin
#

Well they are correct with the fused quick wire

wind spade
#

(you can also just enable all alternate recipes and see what the tool suggests. Then you can disable those you don't want to use)

spring shell
#

so i go from 20 AI Limiters per minute with straight 240 of each, to 13/m with 240 copper and 65 Caterium

torpid robin
#

To start the game . 13 pm limiters is heaps

spring shell
#

but later on its not nearly enough?

torpid robin
#

well i mkae 15 pm atm. they go to my hub an excess to sink

#

when i make a new line that needs ai limitiers. i still wont touchj those 15. thats a finished line. il go make more of them, but il ignore them until i actually need some

spring shell
#

okay, i was wanting to make a main storage and the video i watched involves a LOT of smart splitters so thats why i went towards AI limiters

wind spade
#

main storage can be done with just one smart splitter per item type

#

so that's around 30-40 smart splitters

#

(just overflow each item to sink)

spring shell
#

yeah, the one i was watching is a couple storages are always filled for when you need to grab from them, you can take outputs and run lines and then anything thats overflow goes into sinks

wind spade
#

there's like 100 item types, but realistically you only want to be storing building materials, so that's not too many

#

and you only need one smart splitter per item type (main direction -> storage, overflow -> sink)

#

you'd need two smart splitters per item if you also want a "dump trash here" container that sorts stuff into storage

torpid robin
#

yea i have considered the trash. and then decided if i wanna get rid of anything i just delete it in inventory lol

#

if you have a proper overflow system its not needed imo

#

its not like the handful of stuff ais gonna get you m,any tickets

wind spade
#

well I assume it'll be mostly used for processing anything you've found (so hard drives towards MAM, slugs converted to power shards, bio stuff converted to biomass->liquid biofuel, etc.)

#

or if you just take e.g. a lot of computers and only use a few and are too lazy returning them back to proper container

bleak coral
#

Most main storage styles actually even do 2 item types per smart splitter, just need to elevate or put it underneath to leave walking room

wind spade
#

I'd say it's better to put each item on separate belt though, so it's easier to scale up if needed (and save on smart splitters and complexity). But that's just my opinion, a lot of people have single belt input into their main storage 🤷

torpid robin
#

yea i dont like the single inpuit belt

#

i have one for each item going to storage

#

seems overkill compared to others i have seen

#

but i found works better, and less complicaTED

bleak coral
#

that's so many belts though, and you really don't need high throughput on storage items, the biggest downside of course is actually keeping track of each belt to make sure you're not overloading them

torpid robin
#

yea it is alot of belts agree, thats the biggest downside

#

but now i dont need to keep track of anythiong

#

and i have a bit of other storage right off the end of the line. so i can take a whole container of stuff, and it will get filled upm again within a couple of mins

bleak coral
#

I have 3 belts, vs the like 29+ I'd need otherwise

#

just for the cost of having 1 spreadsheet

torpid robin
#

i got sick of having a spreadsheet

#

i kept forgetting to update it 😂

#

its not hard for me to run a belt to the factory

#

i gotta run a hyper tube and power line to it anyway so doesnt take any longer

thorn bane
wind spade
orchid oriole
#

how much fuel generators do i need for 1000 fuel a min

bleak coral
#

fuel generators use 12/min fuel so 1000/12

orchid oriole
#

ty

#

what about pipe limitations?

bleak coral
#

like what are they? that's in the descriptions of the pipes
how to get around them? use multiple pipes

orchid oriole
#

1 pipe of 400 1 of 600

torpid robin
#

2 of 500?

wind spade
#

Or two of 500

torpid robin
#

10 of 100?

bleak coral
#

max flowrate mk2 is a bit unstable, so yeah I'd do two of 500

orchid oriole
#

idk math ,why am i playing a math game

torpid robin
#

cause you can learn said math as you go

bleak coral
torpid robin
#

ye, why not?

#

200 at .5?

bleak coral
#

can't go below 1

torpid robin
#

now we are talking

#

oh sad

bleak coral
#

it changes it to 1 if you try

wind spade
#

That was my first question when they added decimals lol

bleak coral
#

inconveniently it changes it after you exit the UI so it does it behind your back lol

wind spade
#

If we can do 1e6 buildings at 1e-4%

bleak coral
thorn bane
#

do you guys split your oil lines down from 600 to 300 at the extractor?

#

im not sure if i should start doing that

torpid robin
#

yes

#

i dont ever let any pipes run near 600

#

500 ish max

thorn bane
#

i mean the output is 600 so youre capped by that anyway

#

isnt that like splitting a 780 belt from a miner into 2 belts

torpid robin
#

the 780 belts dont suffer the same as pieps do with the loss of flow of a mk2

#

i believe it has to do with the junctions

#

iirc

wind spade
#

belts lose throughput after each segment, pipes don't loose any. Just pipe manifolds are broken and need to be looped at the end

torpid robin
fringe pawn
#

Pipes do have the fluid loss issue

#

Indirectly related, but it's there

torpid robin
#

i mean hay im no expert

#

but thats what i have seen discussed in this disc. which was the point i was making to his question

fringe pawn
#

The problem with pipes is that every time you reload the game, each machine vanishes 5 m/3

#

Or something like that

wind spade
torpid robin
wind spade
#

so it's not related to max throughput, it's related to slight overproduction being very much recommended for any fluid

torpid robin
#

just to clarify

wind spade
#

but I'm just repeating what I heard other people say, so I can't actually confirm or deny that it's true

torpid robin
thorn bane
#

do you know any rough numbers for when that is fine? like 770/750/700

torpid robin
wind spade
fringe pawn
torpid robin
#

yea i could see it would have a knock on effect. i suppose itl have a small dip in production right through to the end of the line that its in

wind spade
#

indeed

earnest glen
#

There are 2 different bugs with pipes. First, you can't max capacity on mk2. Second, the fluid loss at reload

#

For the first, just split the pipes, for the second use buffers so at least you can deal with the problem only once in a while

#

Or overproduce, but it doesn't work with closed recycle system Eg. Water for aluminium

#

I spend so much time around this two issues 😅 😅

oblique hollow
#

thats why, for aluminum, i use input priority for the feedback water.
that way, if anything drops, the water extractors can top it off

earnest glen
#

how did you implement input priority? I actually have a valve on extractors limiting throughput, but when system stops i have to manually open it

oblique hollow
earnest glen
#

ok, so i just need to move extractor pipe on top before manifold, thank you!

oblique hollow
#

it specifically needs 2 vertical junctions

#

2 vertical junctions connected to each other behave different from normal junctions

earnest glen
#

mh ok i'll see if i can fit that system in the mess below the machines 😄

tough stratus
#

fwiw, I've also had difficulty maxing out mk1 pipes. I had 20 turbofuel refineries powering 80 generators (should be enough for 83), but the 4 generators weren't getting enough fuel. My supply pipe was upgraded to mk2 after the 15th refinery in the chain (my math said I shouldn't need it till 16), but the 1st 3 refineries kept idling due to turbofuel backups. This was fixed by adding mk2 pipes 2 refineries further back on the manifold. (Another hunch I have is that this might have been related to an inconsistent supply through a couple pumps between the refineries and generators)

earnest glen
#

yeah i deal with a lot of problems around my first "big" fuel gen setup

#

using looped inputs and buffers seems to have permanently solve the issue at the cost of only one gen less than math told me

empty glade
empty glade
oblique hollow
#

You can make a pipe take priority over another for difficult processes like aluminum where 100% efficiency never works

#

because of game bugs

#

and what im refering to is that image i shared

earnest glen
empty glade
empty glade
oblique hollow
#

aluminum is a fickle process. either you find some machines to feed the water to or you set it up so you have exactly enough water,
the problem with that is you lose 5m³ from every machine upon loading the game thanks to some issue with the save system

empty glade
oblique hollow
#

storing helps only for so long if you have extra input

#

once the reservoir is dry the machines halt

#

and if you have 100 machines, thats 500m³ disappearing upon loading the game

empty glade
empty glade
#

I use a valve to get exactly what is needed in the recycle loop, to keep the reservoir from filling or emptying. Then I can use the valve to adjust the water level in the reservoir once in a while.

earnest glen
#

but now that i've achieved 100% efficency on that oil node i won't touch it again 😄

empty glade
# earnest glen i didn't tried that honestly

I was in a session recently as well, where water in a pipe in a power plant was backflowing near the end of the line, to even out the amount of water in the pipe, apparently. He fixed it with one-way valves every 4 machines.

earnest glen
oblique hollow
#

VIP = Variable Input Priority

#

the image i shared

empty glade
oblique hollow
#

its a short but effective name, and people really picked up on it

earnest glen
#

sorry my english is bad, i just mix up a bit of italian 😄

empty glade
oblique hollow
#

two junctions just behave differently

#

i cant explain the math behind it but theres some funny stuff going on

empty glade
oblique hollow
#

its just an effect i observed

#

i know, but you could try many things.

#

i tried a single vertical junction

#

and that isnt as well-behaved as 2 connected with each other

#

flat (horizontall) junctions dont do this

wind spade
oblique hollow
#

very important pipe xd

gloomy palm
#

very important pipeline

gloomy palm
empty glade
oblique hollow
#

theres also one for output priority: the VOP

#

but that doesnt have as many usage cases

#

and if you combine the 2 you get the VOIP 😆

empty glade
#

I think for this, VOP is more accurate, as you're really prioritizing output, not 2 inputs.

wind spade
#

Which is also an existing shortcut 🤷‍♂️

gloomy palm
#

voice over input pipes

oblique hollow
#

Many In, Little Out = VIP
Little In, Many Out = VOP
Many In, Many Out = VIP+VOP

wind spade
#

MILO, LIMO and MIMO... xD

gloomy palm
#

MIMO is a thing

wind spade
#

(also terrible shortcuts tbh)

oblique hollow
#

accurate would be: Bounded Input, Bounded Output. but that also exists for control engineering

gloomy palm
#

liquids in real life dont know what priorities are

#

they just flow wherever is easiest

oblique hollow
#

in satis, the do too. but because of some funny code junctions do weird stuff

wind spade
#

Well it doesn't have to be accurate, it needs good and non-conflicting shortcut, or just call it priority splitter junction

oblique hollow
#

IPS

gloomy palm
#

inline priority section?

oblique hollow
#

BIP, bottom input priority

gloomy palm
#

bip

empty glade
oblique hollow
#

which one? the image i shared?

empty glade
#

yes

oblique hollow
#

the right side of that image is input

oblique hollow
#

its VIP

gloomy palm
#

in electrical components, switches with different amounts of poles and throws are named like Single Pole Single Throw (SPST), Double Pole Single Throw (DPST), Double Pole Double Throw (DPDT) etc

oblique hollow
#

that would get too confusing

gloomy palm
#

Single Feed Multi Drain

oblique hollow
#

calling it by its full name, the VIP Junction, would avoid some confusion

#

as just "VIP" is a bit ambigous, yes

#

but adding "junction" to the end should resolve that

fringe pawn
#

I'm nervous about pipe changes breaking VIP in U5.

oblique hollow
#

we'll see what happens

fringe pawn
#

I got the vague impression that they're reworking the system, so who knows what unintended consequences that will have.

oblique hollow
#

im checking the fluid system with every larger update anyway

#

so far, the fluid update seems to have been the only one to change things up a bit

gloomy palm
#

according to some sources, proper names for plumbing or engineered piping setup inputs and outputs are:

  • Inlet/Outlet
  • Intake/Discharge
  • Suction/Drain
    or a combination of these
frosty owl
gloomy palm
#

personally i think Inlet and Outlet are nice terms for piping and pipeline accessories

oblique hollow
#

aka input and output xd

gloomy palm
#

xD yeah but more pipe-y

oblique hollow
#

ive been using input and output for everything since thats how everything in satis is labled

gloomy palm
#

labels can be changed 👀

oblique hollow
#

all ingame descriptions, even for pipe stuff, is "input" and "output"

#

and i will NOT raid the English translation page on crowdin

gloomy palm
#

👀

#

i could ask my pipeline engineer friend in germany what his advice is

#

nothing to lose to ask 😄

frosty owl
oblique hollow
#

not quite. best case, it tries to behave like one

#

buuuut after trying it myself, its just not the same

#

it is somewhat effective though

#

just not 100%

frosty owl
#

Uff, I really don't like the look of the two junctions above one another though :/

empty glade
oblique hollow
#

the pipe connected to the bottom junction

#

the image in sent before explained all that

#

read it carefully

gloomy palm
#

my friend got back to me, apparently what would be an input for a tank or piece of equipment would be called an "access port" or just "port" for short

empty glade
#

Interesting... I came up with a similar recycle setup without the top cross and decided it was a good thing... didn't know about the priority mechanic.

oblique hollow
gloomy palm
#

a

oblique hollow
#

but the game also say "Input Port" and "Output Port"

gloomy palm
#

ahh that would be roughly the same yeah

oblique hollow
#

so i just shortened it to input and output

#

i do use "port" when i talk about those connections precisely

gloomy palm
#

inport and outport

oblique hollow
#

starboard and larboard xd

gloomy palm
#

xD

earnest glen
#

working on aluminium production i had trouble with piping water back to bauxite refinement: using valves doesn't really helped much, i end up putting 3 pipes for 8 refineries (1600 water) connected as a sort of "grid", where each of the 3 pipe is connected to each other and then to the machines and its working just fine. Something like this:

#

is it fine or there is a better way?

gloomy palm
empty glade
oblique hollow
#

if you want you can show him my pipe manual and see what he says about it xd

gloomy palm
#

😄

#

is it online?

frosty owl
#

Why would you even ask that why_so_snutt

oblique hollow
gloomy palm
#

thanks found it

oblique hollow
#

its on my google drive, free for anyone to download

empty glade
oblique hollow
#

it is ideal for setups where you cannot let it run at 100% efficiency

gloomy palm
#

so the game doesn't seem to know that athmospheric pressure is a thing

oblique hollow
#

not really

empty glade
#

No siphon mechanic

oblique hollow
#

imagine if we had to care about that

gloomy palm
#

you'd actually need more power to lift the water which is in the larger pipe section since the water weighs more

#

gravity would be no help there lel

oblique hollow
#

its really only that you dont need any extra power to go back up if the pipe drops below the height of the pump

#

you can go down " for free" and then rise back to the same height

gloomy palm
#

yeah.. free

empty glade
#

Gravity is kinda weird in this game... unless the pioneer is super-human. Have you noticed how high you jump? Gravity is higher than Earth's; stuff falls faster.

gloomy palm
#

nothing is free in real life

oblique hollow
#

lets be glad this game isnt realistic

gloomy palm
#

yet

oblique hollow
#

your friend surely agrees

gloomy palm
#

he says

#

"pipelines don't really have input and output they have connections"

empty glade
#

At least there is no air pressure in empty pipes to overcome

earnest glen
oblique hollow
#

i applied some more abstract thinking and treat pipe systems like electronic circuits

oblique hollow
#

not to mention i LITERALLY built a NAND Gate with pipes

gloomy palm
#

daheq xD

oblique hollow
#

yes, Fluid Logic Gates

#

its insanity

gloomy palm
#

water looks for the path of least resistance

#

if you put water in a pipeline, it would spread out as thinly as it could

#

to get to the lowest part it can go

oblique hollow
#

it.... sorta.... tries that in satis

gloomy palm
#

it almost looks like one section fills at a time

oblique hollow
#

sections talk to each other with a hidden pressure system, which seems to be disconnected from head lift

gloomy palm
oblique hollow
#

Eh, Potato Potato

gloomy palm
#

potato patato

oblique hollow
#

I / O in any case

#

if you wanna confuse your friend, tell him that Valves set to 0m³/min block flow, but not head lift

#

so you can transmit pressure through closed valves

gloomy palm
#

ah he's not a satisfactory player

#

he works at actual oil refineries or what have you

oblique hollow
#

doenst matter, anyone who deals with pipes IRL will be confused by such a statement

gloomy palm
#

i think confusing because doesn't know what the heck im referring to xD

empty glade
oblique hollow
#

if you "close" a valve, it block flow, but not pressure

gloomy palm
#

how can this be a thing

empty glade
#

magic

gloomy palm
#

who developed the fluid dynamics

oblique hollow
#

dylan

gloomy palm
#

isn't there already water physics in Unreal Engine?

oblique hollow
#

i dunno, but i doubt that they would be economically viable for Satisfactory

gloomy palm
#

😦

empty glade
#

It's probably worse

oblique hollow
#

the game makes some gross assumptions to make it easier for players

gloomy palm
#

this is real time simulation

oblique hollow
#

yea thats probably unusable for Satis

#

we dont care about graphics, we only want numbers

gloomy palm
#

can you simulate without rendering it?

oblique hollow
#

yeah but isnt that intensive anyway

#

you have to model pipes to be actual channels

gloomy palm
#

yeah but it's currently not realistic

gloomy palm
oblique hollow
#

i think they implemented some weird sort of fluid dynamics formula based on navier stokes or maybe euler or whatnot

gloomy palm
#

😮

oblique hollow
#

the issue is: the game struggles with large deltas

gloomy palm
#

delta what

oblique hollow
#

changes

gloomy palm
#

ohhh

oblique hollow
#

large changes

#

thats why mk 2 pipes struggle with the full 600 m³/min

gloomy palm
#

😭

oblique hollow
#

the game seems to run math with liters, so 1000 units

gloomy palm
#

how can we fix 🥺

frosty owl
oblique hollow
#

haha, satis already chugs away 50% of your gpu

gloomy palm
#

😭

oblique hollow
#

so thats why they had to resort to simplififactions

gloomy palm
oblique hollow
#

since, you know, they dont need to render just one large lake

#

or rather, calculate a lake

gloomy palm
#

calculake

oblique hollow
#

they need to calculate fast currents thousands of times

frosty owl
# gloomy palm 😭

I mean, sure, you could make the simulation less precise and cut down on GPU usage, but it's still too much processing work for a game that isn't centered around fluid dynamics/visual effects imo

gloomy palm
#

but pipes are fluid dynamic centric

#

it took me ages to figure out why fluid wasn't working

oblique hollow
#

yeah but fluid dynamic math is also intensive

gloomy palm
#

😦

oblique hollow
#

the main goal is simply: i want fluid to flow somewhere

gloomy palm
#

yeah

oblique hollow
#

and i want it to be calculated fast and easy

gloomy palm
#

yeah

oblique hollow
#

so CSS made some gross assumptions and applied a very simplified fluid dynamic approach

gloomy palm
oblique hollow
#

except for some funny edge cases, it behaves SOOORTA accurate

gloomy palm
#

when you say gross, you don't mean the "ew" kind of gross right

oblique hollow
#

no, i mean "big"

gloomy palm
#

you mean the "net, gross" kind of thing

oblique hollow
#

yea

gloomy palm
#

ah

oblique hollow
#

overly simplified assumptions

gloomy palm
#

the "ew assumptions"

frosty owl
# gloomy palm but pipes are fluid dynamic centric

To move fluids in pipes you need very little calculation, but adding the creation of the shape of the fluid makes it MUUUUUCH more complex:
Instead of just calculating flow and amount of fluid, you now need pressure, surface tension and such using the feared particle simulation

oblique hollow
#

also, since this is 3d, height also now plays a role

gloomy palm
#

but isn't all that handled by the game engine?

frosty owl
#

It's still tons of processing

oblique hollow
#

its also not the only thing being mathed

#

belts and machines also still exist

gloomy palm
oblique hollow
frosty owl
#

Like fluids would cost 1000%+ more processing power I think

gloomy palm
#

hmm

oblique hollow
#

not to pipes one over

#

so its a kind of chain-message

gloomy palm
#

yeah

oblique hollow
#

and of course, with chains where you cant skip, it takes a while for messages to arrive

#

and naturally it leads to "sloshing": things going back and forth

#

so for fluid to settle between, say, 3 pipes, all 3 pipes have to continously pass "packets" back and forth

#

until the packet size they would pass between each other is roughly the same size

#

so any future exchange would lead to no real exchange of fluid

#

if all pipes were to somehow be one big network, it would probably change things up, but its unsure how they would behave or even be implemented

oblique hollow
#

yeah. and it takes a lot of back and forth for an equilibrium to be reached

gloomy palm
#

hmmm

oblique hollow
#

its easy to observe when you connect a full and an empty buffer

gloomy palm
#

600 cubic meters is a lot of fluid, nearly a ton

#

and the buffers are a lot of fluid also

oblique hollow
gloomy palm
#

hmmm

#

what's heavier, a ton of gas or a ton of water

oblique hollow
#

600 m³ of nitrogen gas and water wont be the same

#

1 ton = 1 ton :)

gloomy palm
#

:3

proven prawn
oblique hollow
#

also because nitrogen has a different density.... IRL

gloomy palm
#

gas tries to expand to fill as much space as it can

#

technically releasing gas into a pipeline will gradually increase the density per pipe

#

the messenger pipe system seems interesting but .. :\

oblique hollow
#

except in satis, gas is treated as incompressible in pipes

gloomy palm
#

😮

oblique hollow
#

it only gets "compressed" when you package it in bottles

#

so gas is less prone to sloshing because it never really settles in any pipe section, it spreads out to ALL of them

gloomy palm
#

hmm

#

how would you have done this if you had to start over?

#

for liquids and gas

oblique hollow
#

you mean programming?

#

i would probably try to "combine" pipes into pressure groups.
Only Pumps and Machines divide them.
Flow is calculated for the entire sytem, with each pipe, beforehand, running a seperate calculation for their own needed head lift and volume.

#

then, the "overseeing" pressure calculation for that clustered group would dictate how each pipe should behave.

gloomy palm
#

that's actually intuitive yeah

oblique hollow
#

if a pipe receives liquid from a source, it tells that to the pressure system. then it decides how the flow should move / behave

gloomy palm
#

would that cause fluid to appear at the end of the pipe section simultaneously to the beginning pipe?

oblique hollow
#

probably not, since it still has to fill pipes and flow from segment to segment

gloomy palm
#

but the pressure would appear at the same time in the whole pipe group?

oblique hollow
#

eh... not really. it only appears in pipes that have fluids.
the first priority of the calculation would be "move fluid to the pipe with the lowest pressure"
an empty pipe has no pressure, so if they all are flat, it just moves fluids along through them all

frosty owl
gloomy palm
#

ohh

#

could the game use more GPU acceleration for the fluid dynamics? or is it more CPU intensive? it doesn't really need to be super precise does it? thinking_helmet

oblique hollow
#

the game already does this in part

#

the pressure of a pipe depends on its volume

#

and the overseeing pressure calculator can take that into account. a pipe thats less full automatically becomes a target, or "sink" for some flow

#

so, assume the following:
a pressure system of 5 pipes. one pipe receives flow from an external source. its own pressure builds up internally, while the others dont receive anything, at first
The OPC sees this and then decides "Pipe 1, your only neighbor is pipe 2, so start directing flow there"

gloomy palm
oblique hollow
#

in that case the pressure rises in the first and last pipe, and as flow keeps moving and pipes fill, pressure slowly rises in every pipe

fierce ruin
#

I don't think Satisfactory deals in pressure, just flow rate and head lift?

oblique hollow
fierce ruin
#

Ok.

oblique hollow
#

but satis actually does deal with pressure

gloomy palm
oblique hollow
#

i think currently, pipes communicate with neighbors by sharing pressure information

#

"i have this much pressure, you have this much, lets exchange liquid"

fierce ruin
#

Ah, that does make some sense.

oblique hollow
#

what i was thinking about was grouping pipes into a collective "pressure group"

#

pipes deliver info about themself to a program they are all grouped under and that determines flow for them all

lucid geode
#

Best way to model fluid dynamics simply is using a 1d method with just volume and z-height. It's safe to assume fluids are in-compressible so pressure can be ignored. Each tick you'll just have to recalculate the volume in each pipe segment based on it's z-height and the adjacent section z-heights i.e. if one is higher than the other calculate how much volume spills to the other segment.

oblique hollow
#

the game does that, but instead of taking heights, it takes internal pipe volumes, and calculates a pipe's pressure with that

#

mind you pressure here does not mean head lift

#

those seem to be two seperate things in the game coding right now

gloomy palm
#

this is how i would have expected pipes to fill up

oblique hollow
#

easy enough for flat pipes, but pipes going up are a bit harder

gloomy palm
#

yeah cuz we dont know what mechanism is being used inside the pump to lift water

#

somehow it prevents backflow

lucid geode
oblique hollow
#

currently, theres a minimum pressure needed for a pipe to direct fluid away from itself as fast as it receives it

#

and thats about 1.7m head lift

gloomy palm
#

but in horizontal pipes there's no head lift?

oblique hollow
#

oh there is

#

1.7 m maximum

#

or 1.5

gloomy palm
#

is that the height of the pipe diameter?

#

uhh, radius 😅

oblique hollow
#

roughly

#

pipes are like.... 2 m wide?

gloomy palm
#

hmmm

#

nahhhh

oblique hollow
#

so take some away for wall thickness and boom, 1.7

gloomy palm
#

yeah

#

you can fit more than 2 pipes on a 4 meter platform no?

oblique hollow
#

here, demonstrated with buffers

gloomy palm
#

yeah

oblique hollow
gloomy palm
#

across one side

oblique hollow
#

yea. 8 m wide

gloomy palm
#

oh yeah

#

is pioneer very tall

oblique hollow
#

roughly 2 m, slightly below maybe

gloomy palm
#

wew

oblique hollow
#

so maybe 1.5 to 1.8 m

gloomy palm
#

that spans a huge portion of human heights

oblique hollow
#

somewhere in there

#

but it is within reasonable human heights

gloomy palm
#

yeah

bleak coral
#

when I've looked at it, your eye height is a little bit under half the height of a wall, so I'd definitely say within a few centimeters of 2m

oblique hollow
#

1.85 m xd

bleak coral
#

I wonder if anyone has asked for an official height on stream

gloomy palm
#

uhhh

#

you need more power the higher you need to push water

#

to maintain a constant fill rate

oblique hollow
#

its a solid 4 MW for anywhere between 1 and 22 m xd

#

for pumps

gloomy palm
#

power usage for pumps would technically only be the same if they are rated for more than double their "claimed" maximum headlift

oblique hollow
#

pumps just apply a "flag" to a pipe:
"You may fill until you are at X m height"

gloomy palm
#

yeah

bleak coral
#

remember when mk2 pumps first dropped and they were 12MW?

gloomy palm
#

😭

#

capillary action when?

bleak coral
#

someone made a ticket on the QA site about that fast

oblique hollow
#

we dont have pipes small enough for cappilary action lul

gloomy palm
#

the gravity is less

oblique hollow
#

gravity on massage-2(AB)b is higher than on earth

gloomy palm
#

o

bleak coral
#

it is?

gloomy palm
#

no

oblique hollow
#

11,85 or so

gloomy palm
#

o

bleak coral
#

so the pioneer is not only tall, but also really strong

gloomy palm
#

i bet her name is helga

#

i made a blank pipes template for future discussion lel

bleak coral
#

I do love that an engineer who actually works with pipes came on the stream once and thanked them for not making the pipes very realistic lol

gloomy palm
#

lmao

gloomy palm
bleak coral
#

no

oblique hollow
#

still too resource intensive. its made for open areas and lakes and for slow flow

gloomy palm
#

but isn't fluid rate predictable?

bleak coral
#

true, it might not actually be robust enough to simulate fluid physics in pipes

#

which is very different than open water

oblique hollow
#

5000 L / sec

#

besides, who knows how accurate the UE5 thing is with conserving fluid volume

gloomy palm
bleak coral
# gloomy palm but isn't fluid rate predictable?

lots of game physics/simulation stuff is a bunch of smoke and mirrors to cut performance costs, cause I almost guarentee a real-life fluid simulation program isn't gonna run in real time or if it does it's probably way more taxing on the CPU than whatever is implemented in UE5

gloomy palm
#

a

oblique hollow
#

also, mind you, calculating flow in a single straight pipe is easy enough

#

but what about a pipe that branches 50 times

gloomy palm
#

🥺

fringe pawn
#

It'll be interesting to see if they switch to more of a 'fake' system to solve belt throughput

bleak coral
#

I just hope they don't have to do the fall-back plan of slowing everything down a bunch, at least not without changing how machine buffers work

#

and if they slow down pipes, I hope they also reduce the internal size of pipes so it doesn't hurt waiting for a pipe system to fill up

oblique hollow
#

that saving issue has to be fixed

bleak coral
#

yeah that's priority #1

oblique hollow
#

i literally dont care about any other pipe issue

#

those are all just minor incoveniences

fringe pawn
#

I do think machine internal volumes should be more than 50 in general

gloomy palm
#

doesn't UE5 have native fluidic simulations?

oblique hollow
#

the problem is that recipes who use 25m³ per cycle need at least 50 m³ else they stall