#math-and-meta
1 messages · Page 552 of 1
open heart surgery
so bad, it's funny how such a discussion develops from a joke. Chaos as it lives and breathes
What's the meta in coronary bypass currently?
Infinity - infinity that you were mentioning
um..... connect the ends to form a loop so you dont run into any flow bottlenecks 
Conceptually it's automatically zero given what infinity means.
But changing what infinity means alters that operation, hence having a different word is more applicable.
While keeping in mind the person's mk2 pipes may not actually be pumping all the blood at capacity?
oh no...
all good, nobody know all
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.
okay missunderstand you
its probably because one of the pipes in the manifold turned into mk 1 and throttles max flow
Unending and you take away (subtract) unending means you are left with nothing.
Best to deconstruct and rebuild. See if that fixes the issue.
whole time I have troube with to less coal, must calc the in and output of every line new
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 🤷♂️
De L'Hospital goes brrrrr
Imagine coining a name for each theorem rather than just naming it by creator 
I still wish they had chosen "bootylicious" redefine instead of infinite.
Because thinking about complete sets of bootylicious numbers just sounds more fun.
Booty - Booty = No Booty
it is possible to solve this, if you define Terms that all sciences must use.
Unfortunately, many things have grown historically and somehow people cling to them.
No Booty + Squats + Nutrition = Booty
Why would you do that? Different scientific subjects already share some words with different definitions between subjects, if they shared EVERY word wouldn't it be a mess?
Infinity + 1 + 2 = Infinity, yes
M A T H
sharing same definitions would make things easier
- zero + 1 + 2 = 3, yes

so the opposite of Zero is 3 now
And "no booty" means infinity
I think it'd require adding many more words to cover all uses without too much ambiguity, wich is kind of a pain
but it gives problems in understanding. If you read about correlation in physics then it makes sense, if you read a paper in medicine than the definition is very different.
And this has nothing to do with statistical correlations. Even in the natural sciences, the nature and meaning differs somewhat for some terms.
A uniform catalogue of scientific terms would not be so bad.
Even if you got them to make it an agree, America would never use it.
i guess theres a reason why some things are uniform and others not.
Math definitions, chemical names (usually IUPAC)
sure, fucking imperial system. The SI system is very easy, why make the US all difficult
Hell everyone agreed on ALUMINIUM and yet they changed that to be "interchangeable with aluminum"
sodium vs natrium
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)
At this point it's about money. Most factories in the US are already tuned to metric actually, but converting the US to metric would require at a minimum something like changing every road sign in existence -- which is a projected cost of 2+ trillion dollars on its own.
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
I was flabbergasted when I realized how hard it is to make simple subtractions with inches when you need precision 
Then you remembered we cannot precisely measure anything?
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.
I'm pretty sure I can measure stuff precise enough for me 
I don't usually deal with perfect measurements
precise enough being the key word there, lol.
Measurements always have an "acceptable range" though. We can count exactly, but we cannot measure exactly. Just the way of the world.
Of course, for most purposes, an accuracy of one nanometre is exaggerated, far exaggerated.
yes, that is already the case with a ruler.
Say 10cm with 1mm reading error
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
We all have a long "line" sometimes, just biology. 😏
I just think any "measurement" has a certain precision. Just a "perfect" one doesn't (or when you simply don't care about precision)
somebody more then other😆
Is that why mk2 pipes don't work?
SEE I ROUNDED THE CONVERSATION BACK TO META @oblique hollow
yes this is right, therefor you measure not one time, but several times, the values then scatter around a mean value, what is then your searched value
ah yes, i also encounter the Heisenberg uncertainity principle when watering my flowers
This is why I have a cactus. Much simpler.
I clipped through a wall once 😢
ripping a hole in a wall is not clipping 
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
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.
||Insert quantum penis joke|| 
now tunnelling i can get behind
he was too fast and therefore locally indeterminate.
I am hungry, it was nice with you
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.
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?
quantum computer + quantum entanglement = quantum hacking
nuclear pasta + nuclear fork = nuclear meal
@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 😆
For a second there I was wondering if they added a new alternate recipe called "Small Stitched"
while you're technically correct, I kinda object about using absolute numbers in comparing of how many more buildings you need
"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
Funny how that's 5x more machines saved than extra batteries I could do with the saved resources otherwise 
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
I always use a recycled water circuit with a reservoir supplemented by fresh water with a valve.
It usually looks much neater than that...
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
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.
i have that
i ended up buildign a junction there aswell and send the overflow water to a wet concrete refinery
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.
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
I hope they fix that soon.... I'll have to look for that. Very interesting.
but ye thats why i made all those safety precautions and now its working 100% of the time
Sloppy Alumina and Pure Aluminum Ingot are nice for getting Silica out of the picture as well.
i couldnt do that because im working at 100% efficiency so i need 1.94 aluminum ingots and 8.12 pure aluminum ingots
Another classic way is simply separate the machines for recycled and fresh water
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
Ah, someone else discovers the insanity that is aluminum production.
thing is
this is my fourth play through making it
and i still keep finding ways for it to waterlock
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?
its fine 99.9% of the time and you can always just flush it its fiiiiineeeee 🙂
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.
I sure do love doing this just for the scrap
600 bauxite
3 sloppy alumina for 720 alumina solution
4 electrode scrap for 1200 aluminium scrap
5 packagers for the 600 input water
7 packagers for the recycled water (420)
3 packagers for the fresh water (180)
1.5 water extractors
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
err, why the packagers over pipes for water?
or is it just to get away from liquid mechanics ASAP, and therefor avoid weird backups
Idk
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.
it also means you can sink them if you have liquid excess
Grrr, why do uranium cells stack at just 200 when machines can need up to 100 per production cycle?!

Why would I do that when the issue is the stack size? 
I hate that it ends up backing up cells on the belt
I can't sushi it easily :\
I just made a small setup specifically for testing. Would you like to try it out and try waterlocking it? ^^
maybe don't then 😛
as you said. Weird stuff happens and it locks out. Cant have that with packagers, this is 100% reliable
<@&387163995947270144> may i request my new satisfactory tool be whitelisted on the domain spc.mau.life please thanks 😁
!automod whitelist add spc.mau.life
Whitelisted 1 url.
yeyyyy
Should work 🙂
thank youuu!!!
its still removing the link for some reason 
Wait, tf is the insanity behind it, I'm just about to try making it
Just how hard is it to balance the production and water rates?
Sure, PM or in here?
@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.
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
you mean on a manifold?
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
if you're using enough output, it's 100% efficiency
if you're providing less input, it's less efficiency (e.g. if you're providing 80% input, it's 80% efficiency)
if you're using less output, it's the same as above
alsp @gloomy palm ^
yes, i understand the concept, but i'm trying to write it in the form of an equation
right now i'm figuring out what the parameters are, and have realized that im also dealing with infinities
equation is literally efficiency = percentage of resources eaten/delivered
hmm
if you deliver 50% of resources, then your stuff is running at 50% efficiency
(on average of course)

unless I'm missing something, that's all that is to it
or what are you trying to figure out?
actually im writing out how much time it would take before the efficiency leads to a standby/halt state
it never does 🤔
if at 100%, then no
it'll run at 50% efficiency forever
uh
I'm a bit confused what are you talking about
50% efficiency means the machine is operating only half the time
indeed
so what im calculating is how long until it's gonna be down
it's gonna be down and up, alternating all the time
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
hmm, can it be added later as a delay?
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)
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
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)
would T equal "target output item rate per minute"?
T is time the machine takes to craft the recipe
oh
so e.g. Iron Plate recipe has T = 6
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
if you're outputing 60 items per minute, then it should be taking 1 second per item no?
not if you produce e.g. 3 items per craft
that's why I'm saying, use the recipe time directly
hmm yes
it's the "12 sec" part of UI
under the stopwatch
(or find it on wiki or in my tools)
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)
ohh
anyway this should give you the result you look for, unless I misunderstood what you're after ^
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
I wonder... why do you need this anyway?
if you're underfeeding, you'll never get up to stack size anyway
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
if output is blocked, it's the same. Just replace ipm provided with ipm consumed and ipm needed for ipm produced
yeah but then you have two separate equations
I is basically the % of efficiency
should it be multiplied by 100 to become a percentage
it's the same equation
@gloomy palm your tool link should work now btw
Ooooo
Select how many items you want to sink per minute and see how much time it will take to reach your coupon goal!
yeyyyyy
thank youuu @dark badge 😁
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)
that's fascinating
as you said earlier though the warmup/cooldown time when stuff starts/stops messes it all 🤷♂️
so then the time till standby is literally T/2
cause you keep getting resources during that time
right
yeah, my thingy is without considering the warmup time
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)?
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
since usually this kind of issue is resolved by underclocking a machine so that it matches the required speed 🤷
well i had the thought that it might be possible to calculate how long it would take for a machine to stop entirely if the output was not being cleared fast enough, or if the input was being underfed
the machine will never stop entirely though
^
doesn't it depend
it oscillates
if the input or output rate is constant, then the machine never stops forever
if you dont attach the output to anything, the time till standby is how long it takes to fill the stack on output
oh well that's a different thing
cause it'll run at 100% efficiency until it just stops
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
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
then you get 60 ipm output and the miner will oscillate between on and off forever (assuming the 60 ipm ore is being processed)
ipm meaning
items per minute
ah
so i guess the machine would display a very bad efficiency percentage there?
it spends most of the time on standby
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.
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
it just all goes back to matching inputs/outputs, as long as you're doing that you're fine
right
i do i/m for that
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)
i would say ppm
ipm is easier to write 😉
parts per million?
oh yeah
upm 😉
I try to not use acronyms that already have a standard use
u r right 
U?
also wiki calls them items (https://satisfactory.fandom.com/wiki/Category:Items) so I do as well 🙂
umbrellas per minute
ah
so do I
i/m just like m/s mi/h, f/s, and more
units per minute I think? catches liquids too
yeah, but then again, ipm is way faster to type than i/m
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)
internally it uses liters/dm3, but it displays m3 to players
ah
is there a prevailing opinion on silicon vs. caterium circuit boards?
good to know
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.
depends how you type
usually whatever you want to use/have extra of
they are both decent iirc
(almost) 10 fingers 🤷
I just plug in the end product on an optimization calculator to figure it out for me. I got most of an excel database up and running before I found the calculator sites...
interested on the almost part there
2 thumbs for space bar \o/
I never officially learned so it's more like 5-10 depending on what I'm writing at the moment
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
/ is next to my right shift key
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
meh I have to actually think to press / as opposed to p
^ that's exactly why I usually just go with ipm
i got querty
it's not like a long thought, but it occurs as opposed to being muscle memory
I often mistype because I use the key from the other keyboard layout than what I currently have, so it types something else 🤷
yeah though a pure mathematical calculation based on scarcity of each resource will lead you to caterium circuit boards, but I get the impression that oil has more uses relative to resource availability than quartz does, thus making the determination difficult
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
looks like / is the same on both types
both of my layouts are querty, just one has differently placed "special" keys than the other one 🤷
I have ANSI then
depends on how many lights you want to make
uhhh, discord transparency
ukranian
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 🤷
yeah that's unfortunate that it's in a different location like that
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)
ahh
(and ofc mine has numpad)
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 😊
Tell me about it, took me forever to figure out why I kept typing in Russian mid-game 
Hello, there is a way around the bug with mk2 pipes to use a pure oil extractor fully overclocked?
Sure, just split the pipe leaving a single segment using the full mk2 from the extractor to the junction
Eg: make a 480 and 120 pipes as soon as you can after the 600 extractor
I already have tried this, maybe the single segment Is Just too long 🤔
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)
Could be 
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
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
ahhhhh good to know 
Yay seems to work 
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
It uses little power but still some power
not really 0 MW, around 0.1 MW
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
good luck getting anywhere by replacing one machine with 100 set to 1%
That sounds like a headache
And I think it's hard to build a good factory with everything on 100% 😦
Define 'good'
What do you so much need fabric for?
parachutes probably
you mean factory, right? xd
But your probably better off getting a jetpack by the time you can automate fabric
Yeah
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
The theoretical maximum of filters you'll need per minute for single player is 5
OK so I did a test and 25% rounds down to the same value as 1% when burning biofuel
power generators work differently
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
whats the point of lowering bio burnders
bioburner will automatically scale down to consumption
they burn depending on how much is need
there is no point, that is the point
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.
So the point is, can you get more power by building more refineries and underclock them
only so much
i only use oc bio burners when opening ships so i don't have to bother with spitting the leaves
yes... 1%
its a better idea to go nuclear and underclock accelerators and blenders
there the power saved is HUGE
the concept is the same though
I like to overclock Miners so I don't need to build long ways to get the resources , but everything else should be on 100%, it's the best way
But you can save yourself time, headaches and logistics issues by not
i just make tons and tons and tons of coal plants
At some point, time spent on building extra buildings will be more than time needed to build bigger power grid
but there is a max amount of resources on the map, and the idea is, can i get more power
Miners obviously at max belt capacity, because you cant just build another one next to it
Don't think anyone used all the power available
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
Yeah that's my point
uranium's only purpose is power anyway
No, uranium only purpose is making uranium waste. Power is just byproduct 😉
Uranium is tasty
but what do you use that power for?
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 ?
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
Yea exactly lol . I think when I was looking at it . I was able to use like 600gw or something like that
The max power is just a self end game score. who can have the most power
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
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
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
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
9plate->144
18rod-->264
10screw-->400
-60 ingot
(37constructor)
2plate2-->24
8qube-->16
(10assembler)
some is at 80% for numbers sake but im not sure if this is the best way to make modular frames
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)
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
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
or without alts:
i 100% call BS on this one
Why
cause ive tried that exact setup and it didnt work
the math checkes out but the setup doesnt
isn't that just user error then?
TBH idk but no matter how i tried the setup and it didnt work for 120 or 112.5
I'm curious now
oh
were you trying to stick 266 screws onto a 120 conveyor belt?
nopt i used mk3 belts and mk4 and neither worked
Are all machines pre-filled or given enough time to fill?
i gave them several hours b4 these pics were taken to fill or start yet nothing
even stupider on 90 i made this work
did you upgrade belts after stuff was built?
That just seems like an error in your build
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
If you can make the build work on 90, but not 112.5, then more reasons to think it's user error
I do definitely see mixed belts, so I wouldn't rule out a small section of belt that's the wrong mk
part of why I don't mix belts in general, just use the fastest one for everything
i only did that cause i wasnt sure if using belts that are faster then the ammounts being made would cause issues
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
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
it's unnecessary complications, mk3/4 can do all of that just fine, you just added more opportunities for mistakes
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
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
i need to find a massive flat area in SF to make an actual build cause making these broken builds is agrivating
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
guys i just got the game and i made a material miner smelter and converter and storage
bit off topic but eh
i tried to add the Fused Wire recipe to the calculator and it never change the layout or anything for AI Limiters, any ideas?
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
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
aren't you talking about fused quickwire?
i realize i had the wrong alternate clicked
I think he might be lol
and now everything changed...
Lol
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
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
Well they are correct with the fused quick wire
(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)
so i go from 20 AI Limiters per minute with straight 240 of each, to 13/m with 240 copper and 65 Caterium
To start the game . 13 pm limiters is heaps
but later on its not nearly enough?
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
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
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)
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
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
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
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
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
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 🤷
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
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
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
I have 3 belts, vs the like 29+ I'd need otherwise
just for the cost of having 1 spreadsheet
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
https://u4.satisfactorytools.com/production?share=GlYjOw8wp99ZvduVDDqC
i actually only use 75% fused quickwire and 25% normal quickwire because im so starved on copper
Understandable, on the other hand, stuff usually comes to storage from different directions or even in different trains, so I think more belts would still be justified
how much fuel generators do i need for 1000 fuel a min
fuel generators use 12/min fuel so 1000/12
like what are they? that's in the descriptions of the pipes
how to get around them? use multiple pipes
1 pipe of 400 1 of 600
2 of 500?
Or two of 500
10 of 100?
max flowrate mk2 is a bit unstable, so yeah I'd do two of 500
this
idk math ,why am i playing a math game
cause you can learn said math as you go
what's next 100 machines of 1% clock speed 
can't go below 1
it changes it to 1 if you try
That was my first question when they added decimals lol
inconveniently it changes it after you exit the UI so it does it behind your back lol
If we can do 1e6 buildings at 1e-4%
I thought it was possible until I saw it mentioned specifically on the wiki and double checked, I was sad
do you guys split your oil lines down from 600 to 300 at the extractor?
im not sure if i should start doing that
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
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
actually, belts suffer more than pipes do 🙂
belts lose throughput after each segment, pipes don't loose any. Just pipe manifolds are broken and need to be looped at the end
does it? i wasnt actually 100% sure. truth be told i try very hard not to have belts maxed out too
yea so thats whyh i thought you do the split right at the start
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
The problem with pipes is that every time you reload the game, each machine vanishes 5 m/3
Or something like that
pipe loss issue = pipe lose 5m3 for each fluid input on load
but on to this comment. cause i have wondered and have made the comment before about a 780 losing through put. thats when i was playing with trains a while ago. are you meaning like in a manifold it can lose through put through the splitters? or are you mean after each section of belt you place one after another?
so it's not related to max throughput, it's related to slight overproduction being very much recommended for any fluid
just to clarify
each segment connection seems to lose small amounts of throughput and it also seems to be percentage related, so mk5s are hit more than the others
but I'm just repeating what I heard other people say, so I can't actually confirm or deny that it's true
arrrh right , interesting then. when i was playing a while ago i dont think this was known, so this is new to me. that does explain a bit fropm my last save though. il keep it in mind
do you know any rough numbers for when that is fine? like 770/750/700
if its only on load, shouldnt it sort itself out after a bit though?
if you consume the same amount as you produce, it leads to issues
This bug ruined my closed sulfuric acid system for nuclear waste recycling.
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
indeed
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 😅 😅
thats why, for aluminum, i use input priority for the feedback water.
that way, if anything drops, the water extractors can top it off
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
ok, so i just need to move extractor pipe on top before manifold, thank you!
it specifically needs 2 vertical junctions
2 vertical junctions connected to each other behave different from normal junctions
mh ok i'll see if i can fit that system in the mess below the machines 😄
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)
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
Input priority? This isn't Factorio; what are you referring to?
Why do you say you can't max capacity of mk2 pipes? I do it all the time.
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
it doesnt 😦 try OC a pure oil at 600, the connect the single pipe to your machines: you can even pre-fill the pipes, but soon or later some of the machine will starve
I see how that can work
Have you tried using a reservoir with a pump after, and a touch extra production? I suppose the pump probably shouldn't be necessary once there's a good amount of water in the reservoir.
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
I set up water recycling with an industrial reservoir so it has some extra water buffer, and space to store some extra water.
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
I can check on it every few gameplay sessions; the reservoir setup lasts long enough for that.
i didn't tried that honestly
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.
but now that i've achieved 100% efficency on that oil node i won't touch it again 😄
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.
that's also what i do, but if VIP works i can forget about checking that factory
VIP?
Oh, ok
its a short but effective name, and people really picked up on it
sorry my english is bad, i just mix up a bit of italian 😄
Is there a reason you need that upper cross and can't use just a bending pipe?
two junctions just behave differently
i cant explain the math behind it but theres some funny stuff going on
sounds like a myth to me
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
I don't like the fact that the shortcut is VIP, would be much better imo if it was something that's not an existing well-known shortcut
very important pipe xd
very important pipeline
ayeeeee
How else could I scam people into paying for VIP?
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 😆
I think for this, VOP is more accurate, as you're really prioritizing output, not 2 inputs.
Which is also an existing shortcut 🤷♂️
voice over input pipes
it is input priority though. if you only connect one output to the vip, then the bottom input gets priority
Many In, Little Out = VIP
Little In, Many Out = VOP
Many In, Many Out = VIP+VOP
MILO, LIMO and MIMO... xD
MIMO is a thing
(also terrible shortcuts tbh)
accurate would be: Bounded Input, Bounded Output. but that also exists for control engineering
liquids in real life dont know what priorities are
they just flow wherever is easiest
in satis, the do too. but because of some funny code junctions do weird stuff
Well it doesn't have to be accurate, it needs good and non-conflicting shortcut, or just call it priority splitter junction
IPS
inline priority section?
BIP, bottom input priority
bip
Hence VOP, as this has one in, 2 out.
which one? the image i shared?
yes
the right side of that image is input
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
that would get too confusing
Single Feed Multi Drain
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
I'm nervous about pipe changes breaking VIP in U5.
we'll see what happens
I got the vague impression that they're reworking the system, so who knows what unintended consequences that will have.
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
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
Am I really the only one who likes to actually see the items on belts instead of a blur?
(choosing MK3 over mk5 when possible)
personally i think Inlet and Outlet are nice terms for piping and pipeline accessories
aka input and output xd
xD yeah but more pipe-y
ive been using input and output for everything since thats how everything in satis is labled
all ingame descriptions, even for pipe stuff, is "input" and "output"
and i will NOT raid the English translation page on crowdin
👀
i could ask my pipeline engineer friend in germany what his advice is
nothing to lose to ask 😄
So just adding pipe B to pipe A using a vertical junction doesn't equal to a simple VIP right?
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%
Uff, I really don't like the look of the two junctions above one another though :/
Oh, so which one gets priority?
the pipe connected to the bottom junction
the image in sent before explained all that
read it carefully
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
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.
c.c. @oblique hollow
oh yeah, game does use Port
a
but the game also say "Input Port" and "Output Port"
ahh that would be roughly the same yeah
so i just shortened it to input and output
i do use "port" when i talk about those connections precisely
inport and outport
starboard and larboard xd
xD
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?
the pipe guys agree that input port and output port makes sense
if you want you can show him my pipe manual and see what he says about it xd
Why would you even ask that 
sure. pinned in the #math-and-meta channel
thanks found it
its on my google drive, free for anyone to download
Actually, this is probably the best setup for adding water to recycling. Better than my reservoir and valve or anything else.
it is ideal for setups where you cannot let it run at 100% efficiency
so the game doesn't seem to know that athmospheric pressure is a thing
not really
No siphon mechanic
imagine if we had to care about that
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
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
yeah.. free
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.
nothing is free in real life
lets be glad this game isnt realistic
yet
your friend surely agrees
At least there is no air pressure in empty pipes to overcome
rip pumps
also this: i found it does not work always
i applied some more abstract thinking and treat pipe systems like electronic circuits
yeah it seems that way
not to mention i LITERALLY built a NAND Gate with pipes
daheq xD
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
it.... sorta.... tries that in satis
it almost looks like one section fills at a time
sections talk to each other with a hidden pressure system, which seems to be disconnected from head lift
mhmm
Eh, Potato Potato
potato patato
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
ah he's not a satisfactory player
he works at actual oil refineries or what have you
doenst matter, anyone who deals with pipes IRL will be confused by such a statement
i think confusing because doesn't know what the heck im referring to xD
Ha! so a pipe going up after a valve will empty
if you "close" a valve, it block flow, but not pressure
how can this be a thing
magic
who developed the fluid dynamics
dylan
isn't there already water physics in Unreal Engine?
i dunno, but i doubt that they would be economically viable for Satisfactory
😦
It's probably worse
the game makes some gross assumptions to make it easier for players
https://developer.nvidia.com/cataclysm-flip-solver-gpu-particles
The Cataclysm Liquid Solver can simulate more than a million liquid particles in real time. It uses a custom FLIP based GPU solver at its core, implemented using DX compute shaders. The custom solver is combined with Unreal Engine 4's GPU Particles with Distance Field Collisions...
this is real time simulation
yea thats probably unusable for Satis
we dont care about graphics, we only want numbers
can you simulate without rendering it?
yeah but isnt that intensive anyway
you have to model pipes to be actual channels
yeah but it's currently not realistic
i mean this video was from 2016, it could only have become better by now
i think they implemented some weird sort of fluid dynamics formula based on navier stokes or maybe euler or whatnot
😮
the issue is: the game struggles with large deltas
delta what
changes
ohhh
😭
the game seems to run math with liters, so 1000 units
how can we fix 🥺
That's real-time simulation but with 100% GPU usage 
haha, satis already chugs away 50% of your gpu
😭
so thats why they had to resort to simplififactions
This is a proof of concept using data from Runtime Virtual Textures (RVT) to dynamically update the fluid sim collision mask and velocity/density input material, allowing the fluid to collide somewhat realistically with the 3D landscape.
The camera zooming in and out is because I have to hold right click to control the camera while mouse intera...
since, you know, they dont need to render just one large lake
or rather, calculate a lake
calculake
they need to calculate fast currents thousands of times
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
hmmm
but pipes are fluid dynamic centric
it took me ages to figure out why fluid wasn't working
yeah but fluid dynamic math is also intensive
😦
the main goal is simply: i want fluid to flow somewhere
yeah
and i want it to be calculated fast and easy
yeah
so CSS made some gross assumptions and applied a very simplified fluid dynamic approach

except for some funny edge cases, it behaves SOOORTA accurate
when you say gross, you don't mean the "ew" kind of gross right
no, i mean "big"
you mean the "net, gross" kind of thing
yea
ah
overly simplified assumptions
the "ew assumptions"
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
yeah
also, since this is 3d, height also now plays a role
but isn't all that handled by the game engine?
It's still tons of processing
that's one thing i never understood is that when fluid goes in, all the pipes in a section horizontally should have the fluid be at an equal height as the pipes fill up on the same plane
the problem is pipes can only talk to neighbors
Like fluids would cost 1000%+ more processing power I think
hmm
yeah
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
like an equilibrium
yeah. and it takes a lot of back and forth for an equilibrium to be reached
hmmm
its easy to observe when you connect a full and an empty buffer
600 cubic meters is a lot of fluid, nearly a ton
and the buffers are a lot of fluid also
well... that depends on the fluid's density
:3
Right because nitrogen doesnt have headlift so the calculations aren't the same.
also because nitrogen has a different density.... IRL
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 .. :\
except in satis, gas is treated as incompressible in pipes
😮
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
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.
that's actually intuitive yeah
if a pipe receives liquid from a source, it tells that to the pressure system. then it decides how the flow should move / behave
would that cause fluid to appear at the end of the pipe section simultaneously to the beginning pipe?
probably not, since it still has to fill pipes and flow from segment to segment
but the pressure would appear at the same time in the whole pipe group?
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
Ohhhh
yeah that makes sense 
But that doesn't cover the cases when the pipes aren't completely full, right? 
Eg: a system where some pipes are full while others are empty could make things very weird to handle for the overseeing pressure calculations
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? 
a pipe that isnt full automatically has less "available" pressure to use
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"
what if you had a source on both ends of a pipe, would the center pipe receive double the pressure?
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
I don't think Satisfactory deals in pressure, just flow rate and head lift?
nono, we are talking about a theoretical new way
Ok.
but satis actually does deal with pressure
yeah but we are hypothesizing a new method of cheap fluid dynamics
i think currently, pipes communicate with neighbors by sharing pressure information
"i have this much pressure, you have this much, lets exchange liquid"
Ah, that does make some sense.
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
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.
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
this is how i would have expected pipes to fill up
easy enough for flat pipes, but pipes going up are a bit harder
yeah cuz we dont know what mechanism is being used inside the pump to lift water
somehow it prevents backflow
That does seem like a very odd way of going about it. Surely if the pipe volume isn't full then the pressure is just 1bar? Be interesting to see what the code is for that.
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
but in horizontal pipes there's no head lift?
so take some away for wall thickness and boom, 1.7
here, demonstrated with buffers
yeah
all foundations are 8 m
across one side
yea. 8 m wide
roughly 2 m, slightly below maybe
wew
so maybe 1.5 to 1.8 m
that spans a huge portion of human heights
yeah
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
1.85 m xd
I wonder if anyone has asked for an official height on stream
uhhh
you need more power the higher you need to push water
to maintain a constant fill rate
power usage for pumps would technically only be the same if they are rated for more than double their "claimed" maximum headlift
pumps just apply a "flag" to a pipe:
"You may fill until you are at X m height"
yeah
remember when mk2 pumps first dropped and they were 12MW?
someone made a ticket on the QA site about that fast
we dont have pipes small enough for cappilary action lul
the gravity is less
gravity on massage-2(AB)b is higher than on earth
o
it is?
no
11,85 or so
o
so the pioneer is not only tall, but also really strong
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
lmao
what would you say to the idea of using UE5 fluid dynamics without rendering the actual fluid
no
still too resource intensive. its made for open areas and lakes and for slow flow
but isn't fluid rate predictable?
true, it might not actually be robust enough to simulate fluid physics in pipes
which is very different than open water
5000 L / sec
besides, who knows how accurate the UE5 thing is with conserving fluid volume

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
a
also, mind you, calculating flow in a single straight pipe is easy enough
but what about a pipe that branches 50 times
🥺
It'll be interesting to see if they switch to more of a 'fake' system to solve belt throughput
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
that saving issue has to be fixed
yeah that's priority #1
i literally dont care about any other pipe issue
those are all just minor incoveniences
I do think machine internal volumes should be more than 50 in general
doesn't UE5 have native fluidic simulations?
the problem is that recipes who use 25m³ per cycle need at least 50 m³ else they stall
