#math-and-meta

1 messages Β· Page 559 of 1

wind spade
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it's that simple, you don't need to measure anything. Least objects built = smallest save

versed violet
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don't touch foliage at all. or pick up items.

gloomy palm
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That's why i was thinking whether multiple grids or one big grid would be better for save file size/loading/saving time

wind spade
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no change, both have same amount of objects

gloomy palm
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ah hm

river night
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save file size seems like an absurd efficiency goal, but 🀷

wind spade
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also what chart you're making?

gloomy palm
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@wind spade the different possible efficiency goals a player could choose to build a factory biased towards

wind spade
#

that seems just like a list, not a chart πŸ€”

gloomy palm
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it will be a venn diagram later

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Once the categories are worked out

wind spade
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what would be the point of said venn diagram tho?

versed violet
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it may also become a vain diagram if people won't care

gloomy palm
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to visualize the different play styles and see what the middle ground is

gloomy palm
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For now its just a personal project

wind spade
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uhhh, tbh I'm not sure what you're trying to do but I doubt you can get any relevant info out of this

gloomy palm
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Hmm essentially it could potentially help someone to decide which path they'd like to follow and stick to it as a motife in planning a large factory so as to keep a main aim in mind

wind spade
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or you can as well let people play in their own playstyle

gloomy palm
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which of the paths do they find most important to them

wind spade
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not to mention that playstyles can't really be generalised like that

gloomy palm
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Well that's what I was trying to figure out, whether quantifying them is possible

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I'm undecided and need help

wind spade
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it's not

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you can't quantify something that has virtually limitless possibilities

versed violet
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It can be summed up in couple lines of common knowledge:
resource efficiency <> power efficiency <> building count.
big factory vs separate factories

gloomy palm
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Ohh i like that

wind spade
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isn't power efficiency and building count pretty much the same though?

versed violet
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Nope

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assembler or particle accelerator?

wind spade
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I can't see why would someone assume they have the same value tho

gloomy palm
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I suppose the issue is not building count if you compare those two buildings, since you can't replace the job of a particle accelerator with any amount of other buildings

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but for some recipes you could potentially use different buildings to achieve the same goal

versed violet
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example: constructors vs refinery for concrete. Diff power use, diff building count.

gloomy palm
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exactly, and those two possibilities are gonna be biased towards different aspects of efficiency

versed violet
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diff physical footprint and beltwork

wind spade
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then I'd rather use "space optimisation" rather than "building count"

versed violet
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for raw resources and amount of work done by player, reinery wins. On power side, I think constructors win.

gloomy palm
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I think a radar chart would work for this

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so like, any given setup would be more biased to one of the efficiency categories outlined in the list

wind spade
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the thing is you can't quantify how much a certain playstyle affects certain parameter because every player plays differently

versed violet
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location location location.
With concrete (sic!) example, empty desert favors constructors while limestone next to lake favors refineries.

gloomy palm
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so even the efficiency for a given setup changes based on where you are on the map

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that makes all of the efficiencies not quantitative then

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except maybe power and timing which are machinery configuration based irrespective of location thinking_helmet

versed violet
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rules of thumb are good.
if you want absolute max output from given resource nodes, go to greeny calc.
If you want the best output/MW, I have excel for that.
Least buldings - try picking recipes with highest count.

gloomy palm
#

what bias does SCIM produce in the planner?

versed violet
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Same with large base vs many bases. Large base = more lag

versed violet
gloomy palm
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ahh

versed violet
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There is no calculator for parts/MW (yet), but there is analysis section growing on wiki that tackles that can of worms.

wind spade
gloomy palm
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right, I noticed the wiki uses a lot of greeny calc

wind spade
versed violet
gloomy palm
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what if I pick all the recipes

wind spade
gloomy palm
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that wouldn't necessarily be better tho

wind spade
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if there's multiple recipes for a single item, it just uses whichever is defined first/last in it's own code iirc

gloomy palm
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there's no recipe comparison done by the calc?

versed violet
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You can use the greeny calc and select only 'best power usage' recipes for each item, to get power optimized results. I think it saves the selection for you too.

gloomy palm
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yeahhh

wind spade
versed violet
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If you mean comparison for best parts/MW, that has too many variables for now.

wind spade
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technically I can also do "least buildings"

gloomy palm
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yeahhh

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\o/ would be cool

wind spade
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but I don't really think it's a valid optimisation target over space/power

gloomy palm
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oh space

versed violet
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space will mostly follow power, the basic buildings increase in power proprtionally to size

oblique hollow
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or at least sort-of-proportional

wind spade
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well I can do 2D space and 3D space

oblique hollow
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square-cube law says hi xd

versed violet
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iclude beltwork needed.

gloomy palm
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Ohai mcgalleon

versed violet
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if you include time needed to build n belts, you can do 4D space

gloomy palm
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?_?

wind spade
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can't include that

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there's no way to quantify "time to build extra infrastructure"

oblique hollow
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who the hell would analyze 4D space statistics

gloomy palm
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o/

oblique hollow
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no, bad, this is not special relativity. or relativity at all

gloomy palm
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aww

oblique hollow
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no 4D stuff

gloomy palm
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😦 hello sadness my old friend

versed violet
gloomy palm
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it would be linear to the amount of buildings

wind spade
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also clocking buildings, etc.

versed violet
oblique hollow
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manifold follows linear rules, balancer folows, like.... binary exponentiation

wind spade
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can't use estimation for optimisation target πŸ€·β€β™‚οΈ

gloomy palm
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trinary if you use three outputs

versed violet
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You can, if its a static multiplier.

wind spade
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it's a static multiplier based on estimation πŸ€·β€β™‚οΈ

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my point is not that I can't use it because of technical limitations, but I can't use it because I want to keep the tool 100% objective

versed violet
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Add it as an 'extra' option

gloomy palm
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guys this is what I was talking about before about my chart listing the different ways someone could choose to bias their optimisations for, there's gonna be different avenues and as mentioned before, some avenues are quantitative and others not

wind spade
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do I seem like I have that much free time to add extra options to my tool? πŸ˜„

versed violet
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The quantitive avenues have dozen of parameters that need to be configured first

gloomy palm
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But none of which can tell how long it takes to set up a factory plan

wind spade
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because that's something you can't quantify

gloomy palm
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ya

versed violet
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Take your best guess, multiply by three. This will be the low end of final bracket

gloomy palm
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ehheh

versed violet
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If work includes frontend, multiply by five. Works in software development 🀣

wind spade
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I think you're trying to do something that makes no sense to do because it'll either only have some parameters or be unusable due to hundreds of parameters needing to be defined first by the given player

gloomy palm
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there's some satisfactory speed runs that are 2-3 hours long to get to first or second space elevator stage

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so that would include the time waiting for parts to be made

versed violet
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said players most likely do not care about factory aesthetics or recipe power optimization. also no alts.

gloomy palm
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well if they are vanilla they'd not have time to find the alts

bleak coral
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they also hand make a lot of stuff instead of automating it, and also buy a lot from the awesome shop

gloomy palm
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ahhh

bleak coral
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the whole speedrun route has a single optimization in mind: time

versed violet
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speedruns are not a valid measurement for games. There was one, outer worlds I think, which folks managed to beat in 12 mintes

bleak coral
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everything else is sacrificed for it

gloomy palm
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s a c r i f i c e

bleak coral
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the backbone of speedruns for this game are basically finding the optimal route to the most points-rich crash sites, and buying as much of the most complicated parts as you can

gloomy palm
gloomy palm
bleak coral
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yup

gloomy palm
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if the crash site loot was randomised, that would alleviate this possibility

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I wonder why not more of the map is procedural, crash site locations, mobs, trees

versed violet
gloomy palm
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ah lmao

bleak coral
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I'm a member of the no-randomization brigade

gloomy palm
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you'd not like Minecraft very much

quaint rampart
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Proc gen for a 3D environment is still a developing technology too

bleak coral
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get rid of deposit and hard drive randomization too, game is mostly deterministic anyway and it's nice that way

gloomy palm
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hmm

bleak coral
river night
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deposit randomization?

versed violet
gloomy palm
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I think it's actually more fair that the game is not deterministic in progression because then it doesn't give experienced players a natural advantage over new players, everyone has to deal with problems with the same amount of disorientation ^-^

quaint rampart
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Dyson Sphere Program is technically limited but the map is huge

bleak coral
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to be clear deposit = rock that goes away after hand-mining, not nodes you place miners on

river night
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oh the outcrops

gloomy palm
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ah those

river night
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noone cares about those πŸ˜„

gloomy palm
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I hate those

quaint rampart
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Finite supply might as well be zero supply

bleak coral
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it's important for quartz & caterium MAM research, finding one early or not at all can have a big impact on when you start those researches because otherwise you can't ping for them

river night
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randomization doesnt necessarily add difficulty, just tedium. You can get a bad seed and have bad placement of stuff, doesn't make it harder for an experienced player, just more annoying

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while a new player with a bad seed might get frustrated faster

bleak coral
versed violet
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Imagine spawning in area surronded by uranium deposits

gloomy palm
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ded

versed violet
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what would experienced player do?

gloomy palm
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randomisation doesn't have to mean chaos xD

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correct distribution is still possible

river night
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i imagine there would still be biome limitations so you dont get uranium in your spawn area, but in any case knowing where things are on the map is such a small part that it really doesnt matter

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knowing what and how to build is much more important then finding the deposit you need

gloomy palm
river night
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its cooperative multiplayer, so basically singleplayer with friends

gloomy palm
fierce ruin
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I thought by math they meant people talking about algebra... or somethin

muted crypt
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usually it's just ratios

river night
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maybe some day in the future they'll have a game mode where you can actually compete or something, but right now we don't

muted crypt
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but at least these ratios mean something, unlike what you might see on twitter

fierce ruin
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Thought that was some math wizkid word

bleak coral
versed violet
gloomy palm
muted crypt
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it's pathetic lol

muted crypt
bleak coral
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Oh that's what that means, never understood wtf they were talking about whem they said "ratioed"

muted crypt
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tweet: "statement lul" [3 likes]
reply: "ratio" [37 likes]

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shit like that lol

bleak coral
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It's like "first", but somehow worse

gloomy palm
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everything in 2021 is somehow worse

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except satisfactory! that only gets better πŸ˜… ehheh πŸ‘€

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*dies inside*

muted crypt
median thunder
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factorio is randomized, but in factorio it's 2d and generating giant amounts of high quality terrain is doable

wind spade
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also factorio doesn't have exploration and POIs like SF does

muted crypt
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yeah, factorio's map is relatively empty... this game has significantly more emphasis on exploration than factorio has

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factorio is purely factory construction and tower defense mechanics

wintry fern
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Am I going crazy or is startup speed the only reason to optimize belt throughput on a manifold

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Not including the belts that input to machines themselves, just the belts connecting the splitters

wind spade
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belt throughput won't help you much with startup speed

wintry fern
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Oh yep you're right actually

wind spade
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the gain is very minimal and is countered by the fact that you produce less items in meantime, so in the end it both evens out

wintry fern
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I'm sick and maths has become very hard

lone jay
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Please dont laugh. But this is my fuel diagram setup. Made in Windows Paint. I was short 3,500 MW per 30 generator stack. It should be noted that I have overcloscked each Blender to 105 fuel per minute compared to 100 fuel per minute. And as such I've added an addition 5 generators to this side for a total of 105 generators in total and 35 for the other side. for a maximum power output of 21,500 ish MW.

neat crest
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Do y'all tend to buy a lot of computers from the AWESOME shop to complete milestones and MAM research or am I just being a bitch about automating them

wind spade
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definitely automate them, there's no point in buying them, since cost of tickets increase a lot

hollow hornet
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Nice. I have done 15 refineries -> 12 blenders -> 100 fuel gen. (5 floors of gens, 20 gen/floor). If all the liquid moves perfectly I can run everything at 100%. I am thinking about keeping 5 generators (one per floor) at 75% just to help prevent drainage. Should I up that a bit?

neat crest
hollow hornet
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Automate ALL THE THINGS! (really, do it) You will need quite a few computers going forward.

oblique hollow
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buying items from the shop is a terrible waste

hollow hornet
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Yup, I did that for every research/launch until the last one. Especially for the elevator parts that you don't need for anything else.

faint ember
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@hollow hornet That's to avoid collision, if it is ever implemented, right?

hollow hornet
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Ish. They cross at the same level. I don't do over/underpasses at the junctions.

muted crypt
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helps you keep a little tidier πŸ˜‰

lone jay
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Thank you @muted crypt I tried really hard on that diagram. I've never really done that before

bleak coral
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did you overclock the HOR refineries like you did the diluted fuel blenders?

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cause if all the blenders are at 105% overclock, 5x HOR refineries @ 100% is only 200 HOR while you need 210 for the 105% diluted fuel blenders

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Which actually means you're short on the oil too, since all the HOR refineries at 105% would need 630 oil not 600

lone jay
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I ran another Oil line of 300 per minute and connected it up to the first HOR in each set.

tawdry swallow
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anyone have a picture of a 600 belt to 15?

swift robin
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and you're going to need a lot of computers if you intend to get thru all the game's content...

livid forge
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fun fact, the biggest you can theoretically make a coal power farm is 52 generators per deposit

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  • if the deposit is PURE
wind spade
livid forge
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^ thats the layout you should use for everything, divide belt throughput by factory consumption, and thats how long you make it.

600/15 gives you 40 so thats how many factories you'd use

summer fox
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just need to someone to double my logic here if i have a full mk 5 belt going at 780pm that has a spliter to a constructor that needs a item 180pm it would spilt it 290/290 untill the constructor is full then would it go 180(+ afew more on the belt) and rest further down the belt or would it stay 290/290?

dark summit
livid forge
quaint rampart
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Minus any loss due to bugs

muted crypt
crude canyon
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I doubt pipes will support their full 300/600 flow rate would they?

frosty owl
frosty owl
frosty owl
oblique hollow
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300 definitely works. 600 only if you dont have too many junctions

versed forge
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So, I used a manifold for my coal gens. The first ones ended up with a build up of resources and the last ones on the line are barely getting coal at all…

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I’m missing some detail? 8 burners and 120 coal/m coming in

wind spade
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that's how manifolds work, you have to give them time or pre-fill the buildings before they start working at 100%

oblique hollow
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Each generator will slowly fill up to 100, then the rest moves to the next generator and floods that.

silver flint
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So ice built my fuel rod facility and my 252 nuclear power plants, that math I'm getting for plutonium rods is just under 13/min

topaz hedge
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Sounds about right if you're not maximizing plutonium rods.

silver flint
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Is there an alt I'm not aware of it squeeze more?

topaz hedge
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A couple for plutonium. One of them uses uranium tho

silver flint
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Yeah I don't want to use the uranium, I maxed my uranium fir the powerplants just cause

topaz hedge
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But there's plutonium fuel unit... Uses pressure cubes.

silver flint
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Ok I havent built the recycling facility yet

topaz hedge
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I think that's the big one that gives you the most gain.. I dunno if instant plutonium cell gains or loses.

silver flint
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Yeah I didnt try it because I went with everything to max waste use in my 12 powerplant test bed

oblique hollow
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Soooo technically instant is actually better if you want more

silver flint
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Ok I'll give that a look

dim solstice
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So I have 4 blenders making Turbofuels that are overclocked to 200% with comes out at 360/min. I want to power Fuel Generators that are over clocked to consume 9 Turbofuel/min. At what percentage would I need to be at since overclocking Fuel Gens is not linear?

bleak coral
wind spade
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246.2288%

dim solstice
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Really because I got 246.4%

wind spade
bleak coral
dim solstice
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oh okie

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would a couple decimals really make that big a difference?

wind spade
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well you definitely don't want to have more than twice, as that will use more fuel than you have

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which will eventually break

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(break = generators will stop working for a few seconds sometimes, thus not maintaining max possible production)

dim solstice
#

ah

wind spade
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so 246.2% is safe, you can give it the whole 246.2288% for better accuracy, but you also have to keep the fluid bug in mind, so I'd even go like 246%

bleak coral
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you'd have a few generators cut out for a bit every few hours, or lose just an itty-bit of power and then not have to think about it

dim solstice
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Fluid bug?

bleak coral
#

every time the game is loaded machines make 5m^3 disappear

wind spade
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on each save load, every fluid connector removes 5m3 of fluid

bleak coral
#

I'd actually cut off a couple gens if you want it to be stable

wind spade
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depending on how many minutes is your average duration of playing session

bleak coral
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luckily buffers don't count, so you can use some of those too to stave off the inevitable

wind spade
#

245% clock speed gives you ~2.4 hours after load to produce back the 5m3
246% clock speed gives you ~13 hours

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so I'd say with 245% you are super safe

bleak coral
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it's actually surprisingly unnoticeable for most setups, but it's real bad with turbofuel because 5m^3 is like one whole cycle, or a bit more than 1/2 in your case

dim solstice
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Really? 5m^3 would and can mess up my production of 360m^3/min

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By 1/2?

bleak coral
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because every generator would take 5m^3, so each load it'd be number of generators * 5m^3

muted crypt
#

are we talking about turbofuel?

bleak coral
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yeah

muted crypt
#

why 5, don't generators take in 4.5?

bleak coral
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for context the generators are set to draw 9m^3/min instead of 4.5

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I'm talking about the bug on load

muted crypt
#

o

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right, okay

south linden
#

hey guys someone send me link for calculate in Satisfactory.. but i lost the link lmfao

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someone can send it again ?

muted crypt
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@south linden it's in the pinned messages of this channel all the time :)

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The one by greeny is the one you'd probably want

south linden
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owwww okey thanks @muted crypt !!! πŸ˜„

muted crypt
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Yup np

bleak coral
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make sure to switch to the update 4 site though

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the link in the pins is still for the U3 site

dim solstice
wind spade
dim solstice
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So would adding buffers mitigate the back up?

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Because my session last at least 6 hours

bleak coral
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backing up isn't really an issue, your production just won't run 100% of the time

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it's that or you have some generators drop out after a few save/load cycles

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cause the pipes'll be empty and the flow unstable

dim solstice
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I have power storage in the case of generator drop out

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So maybe buffer, power storage, and 245.5%?

wind spade
muted crypt
#

I don't think anyone cares but maximize seems to say that you can make a little over 40.4k beacons a minute in a single world, power not included

sand epoch
#

K?

quaint rampart
#

I have to ask again: who hurt you

tropic hawk
#

and why Beacons?

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Late tier, i can get, but beacons?

quaint rampart
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@muted crypt At least this one doesn't make alumina for the sole purpose of stretching the silica supply

tropic hawk
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its like automating portable miners. I can see a mid game reason, but really?

muted crypt
quaint rampart
#

It was so bad!

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fwiw a friend and I hashed it out and that factory could work, but you'd need to alternate between making portable miners and making power

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and you'd need to use tanks and flushing to dispose of the alumina, there's no spare resources to use to make it shreddable

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you can't run nuclear power with only uranium, you need iron, copper, and caterium available, so the factory would have to either shut off or run in a low-power mode sometimes in order to charge batteries to run at full speed

wind spade
#

this is not a meme channel πŸ˜‰

muted crypt
#

in case anyone cares, max copper ingots, iron ingots, aluminum ingots and caterium ingots all simultaneously being produced - i.e. the only overlap is to not use iron alloy recipe - is 72150, ~130705.714, 13040 and 5520 respectively... which would be approximately 2,634,391.428 points per minute

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that's the points equivalent of about 3.6 thermal propulsion rockets per minute lol

wind spade
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yeah, each recipe essentially doubles sink point value of the product, alts may do even more (as the points are based on non-alt recipes)

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and fun fact: since raw resources have pretty much same sink points as their weights are in my tool, optimising for raw resources is the same as optimising for sink points

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(well, similar, as sink points don't have decimals, but still)

muted crypt
#

close enoughℒ️

brittle terrace
#

which encased beam recipe is better the one that uses steel pipes or beams?\

wind spade
brittle terrace
#

ok

brittle terrace
quaint rampart
brittle terrace
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ahh xD

muted crypt
dark summit
#

Is there a formula for amount of energy used by trains? Don't really know where to put this.

frosty owl
#

Should be on the wiki (trains/rails page)

dark summit
#

Ahh ty

frosty owl
#

@bleak coral (thought moving here was more apprope)
Last time I let the factory run long enough for the stations to run out, the ores that ran out were coal, copper (maybe caterium too) and quartz :\

bleak coral
#

oh so the trains aren't moving as fast as you thought? are they getting in each other's way or something? like messing with when they switch tracks?

frosty owl
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Dunno... the track isn't too convoluted, but the train could be coming too close to one another...?

noble timber
# dark summit Is there a formula for amount of energy used by trains? Don't really know where ...

There isn’t a formula to my knowledge. Trains will draw anywhere between 25-110MW based on how much work it needs to do to keep accelerating. So you will obviously use more power going up a hill than you would on a straight track. It is also worth noting that if you have 2 trains as one train your power consumption will be double what I would be if you only had one train in that β€œloop”

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So if you were in your train and the HUD is displaying 50MW. You are actually pulling 50 x (number of trains)

gleaming rapids
#

when this says like 6.63x foundries, does that mean something like 6 foundries at 100% and one foundry at 63%?

oblique hollow
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Yes

gleaming rapids
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ok

#

thanks, now to hurt myself figuring out how to balance all those conveyor belt numbers

oblique hollow
#

Hahah have fun balancing

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.... Just please dont try to "balance" pipes

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Its a nonsense thing and doesnt work

gleaming rapids
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haha

oblique hollow
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You can estimate where it will draw the most power by judging its current speed and the slope of the track. On a flat track, it will first use max power to accelerate, but as it approaches 120 km/h, that goes down to 25 MW

gleaming rapids
#

lol i just manipoled everything and let the machines do the balancing

oblique hollow
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Yes very gooood join the manifold side

gleaming rapids
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manifold is aesthetic

dark summit
#

honestly manifold is great but sometimes like with my basic aluminium setup I just loadbalanced it

gentle charm
#

I find manifolfing the best way to build

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Its about the same efficiency as load ballancing and looks better

frosty owl
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Looks better how?

wind spade
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idk I find manifolds nicer as well

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balancers are weird shapes

dim solstice
#

Ok so even though im making enough turbofuel to power 40 fuel gens that are over clocked to 245%, I am unable to get them all filled with fuel. Might be because I set up 2 pipes to feed 20 fuel gens each

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I am able to barely get all but 4 fueled up with out dropping out

frosty owl
#

||Sushi|| Nuclear finally operative πŸ₯³
Ores come in by trains, out come 14.4 Uranium Sushi Rods per minute, with the Rods manifacturers fed by 2 belts (1 with the cells, the other with the rest) and a lot more non-overflowed sushi here and there.
Funfact: there are more smart splitters than normal splitters

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And it runs at a very smooth rate praisethesun

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An example of sushi. Left and right are crystal oscillators manifacturers, middle is a beacons manifacturer. Only quartz crystals and rubber are overflowed

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@proven prawn @thorn bane @bleak coral

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If anyone feels like trying out the save for funzies or see if it jams, feel free to hmu~

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||I might have made a mistake with the trains that hasn't shown in the hours I let it run so far thinking_helmet||

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Ah, rubber production is in a separate building

dim solstice
#

So after changing out mk1 pipes for mk2 pipes and adding buffers for the Heavy Oil Residue, My Turbo fuel production looks solid so far. All 40 Fuel Gens are powered up and I'm sitting at a comfortable 15000-16000mw

frosty owl
#

SCIM checkpins

#

Aka Satisfactory Calculator

brittle terrace
#

what was added in the update lastnight?

magic shadow
#

there wasn't an update that recently, but the latest updates are always in #patch-notes

floral ice
jade minnow
brittle terrace
#

whats the most efficient setup for oil? to get the most out of all the oil i can

frosty owl
brittle terrace
quaint rampart
#

the most what

#

there are three main oil products (plastic, rubber, and fuel) and a few side products (resin, fabric, turbofuel, heavy oil residue), and you can't maximize all of them together past a certain point

frosty owl
muted crypt
#

hey nerds it's your friendly neighborhood maroonraptor66 here to let you know you can make 13040 empty fluid tanks per minute

#

I shall return tomorrow with more bullshit

versed violet
muted crypt
#

not even close, it would seem

#

well, no, sorry, I'm stupid

#

plenty of packaging yes lol

bleak coral
#

that is a far cry though from the 368,013.2 empty canisters per minute that can be created

muted crypt
#

true

bleak coral
#

not gonna package crude with those though, cause it uses all the oil to do it jacelul

versed violet
bleak coral
#

ok, so I hate this, but using the coated iron canister recipe to package water then sink isn't actually a bad simple sink strat

#

coated iron canister increases the points by 6.6666x, and then adding water is just more free points cause you can't sink water anyway

muted crypt
#

πŸ€”

bleak coral
#

you're also at T5 by that point, so there's probably better ways, but still

dark summit
reef turtle
#

Or you get fancy with splitting the recipients in half and feeding to either side, while compressing the balancer up the middle.

#

Which generally requires getting creative with vertical space somewhat.

fierce ruin
glacial cypress
#

hey all, just looking at fuel consumption rates for fuel generators and burning normal fuel. I'm getting mixed messages or just confusing myself about the burn rate. is the burning rate for a single fuel generator 12m3/m? or 15m3/m?

frosty owl
#

12 iirc
You can make sure of numbers on the wiki btw, it's very reliable 😁

glacial cypress
#

ah nice, thank mate!

bleak coral
#

it used to be 15, you probably saw some old sources say that

frosty owl
bleak coral
#

and for generators that extends to showing the rate of the current fuel inside it

frosty owl
#

Lund, I made it! jace_happy jace_happy jace_happy

#

Sushi nuclear's a thing!

bleak coral
#

sushi with extra wasabi?

frosty owl
#

Extra spicioactive wasaby jace_smile

keen lance
#

we need an iterm counter for our factories.
picture this
you have a lonley convayor coming from who knows were connected to machines with who knows what efficiency but you need the items on it so instead of tracing the belt accross the map you place a "splitter" that can count the items teling you the items per min passing thru it...

#

if it exists i'm gonna die

fierce ruin
#

I was just thinking of a counter the other day. That would be great.

#

Another thing I want is a combination merger+programmable splitter. 2 inputs, 4 outputs, something like that.

dark summit
#

What I would want is a smart merger

oblique hollow
#

the classic priority merger thing.

#

i still think they are useless.

Before we get those, why not just straight up implement logic systems

#

because in the ends thats what people are actually after with those

twin anchor
#

How do you package fluid, train, unpackage and send empty canisters back?

oblique hollow
#

two cars: one for packaged fluid, the other for empty canisters

twin anchor
#

how can I prevent the system getting clogged with too many canisters? Like I want to only take new empties when there aren't enough already?

oblique hollow
#

if it clogs you remove canisters

#

there is no formula for this so its trial and error

twin anchor
#

Constructor keeps adding new empties when there is no need. System always fills up with empties. If only there were a way of saying only take from constructor if other belt is empty πŸ™‚

oblique hollow
#

do not produce new canisters constantly and add those.
Only add a bunch of canisters at a time and then see if thats enough

#

automating this step only makes sense if you have a different use for the canisters

#

if they go to the sink if the belt is full then that has literally no advantage over just.... adding a full storage container worth of canisters to the system

wicked tinsel
#

the priority mergers would be very useful when you have stuff like trains or trucks involved

#

current meta is to have everything neatly balanced and using 100% input, but it doesnt necessary need to be like this

oblique hollow
#

true you can just go and slap shit down and not care if stuff backs up

#

or.... doesnt get enough stuff.....

#

thats kinda how all factories start tbh....

wicked tinsel
#

for example, if you have factory using 400 iron, but your miners only provide 300, you could add a truck and ship additional iron from other site

#

but then you need priority merger or that truck line will choke the initial miners

#

unless you go with very careful balancing

#

that sort of "add more stuff but dont choke earlier ones" would be pretty neat

#

and currently isnt possible

#

for the fuel containers, you could also optionally fork the heavy oil->diluted fuel line and ship some containers to fuel your trucks, while priority merging new containers if necessary

#

this currently needs two separate packager lines

oblique hollow
#

what.... was that just now

wicked tinsel
#

probably some spam?

oblique hollow
#

probably

wicked tinsel
#

got removed instantly

magic shadow
#

unread channels across the board again, oh boy

oblique hollow
muted crypt
#

they've been going a lot today

oblique hollow
#

oop, guess it isnt allowed

opal birch
#

Is there somewhere dedicated to talking to mods or do you just dm one?

oblique hollow
#

a server, yes

#

oh, mods as in moderators?

opal birch
#

Yes.

oblique hollow
#

not really. just ping the role and ask

opal birch
#

Aight. <@&387163995947270144> There's a satisfactory layout tool called salt who's link I think should be whitelisted.

#

Eh it'll probably be lost in the flood of other pings everyone gets for no reason.. I'll wait a day.

oblique hollow
#

i think salt is already mentioned on the wiki but nobody ever checks the special pages....

muted crypt
#

oof

small sapphire
#

4-1=5 if you fold over 1 corner of a piece of paper you get 5 corners in total

versed violet
#

Meta question:
What is the realistic maximum span for an 1m thick reinforced concrete beam?
E.g. you build a line of 1m foundations in real life, how long can it be between support points before it breaks under own weight? 80 meters (10 foundations) sounds plausible or nah?

abstract copper
#

That sort of thing would prolly be done with arches between supports instead of flat, but I'm not that kind of engineer so I dunno.

versed violet
#

where are the material engineers when you need them AlienDoggo

oblique hollow
#

depends on which type of steel and their profile

oblique hollow
#

hold on....

versed violet
#

Just needs some sane estimates. Trying to add "structural integrity" flavor into my buildings. Obviously empty foundation line can be longer than one you put ton of refineries on.

oblique hollow
#

ok, according to some....eerrrrr well meant assumptions:

#

a 100 m long beam will bend down about 2.38 m, in the middle

#

a 200 m long beam would have bent down 38 m

#

sooo without TOOO much deformation, 50 m is sorta safe

#

there its just 14 cm

#

which is realistically already too much

#

but for satis somewhat reasonable

#

at 20 m length its just 3 cm

versed violet
#

wait, an 100m+ beam of thickness 1m will bend, not straight on collapse?

oblique hollow
#

according to the math, yes
its all about the second moment of inertia

#

I-beams are made to bear such loads

#

though the weight of this 1 m x 1m thick behemoth is ridiculous

versed violet
#

I'm pretty surprised.

#

Do you have ony online clalcuator that allows calculating this with extra load beyond concrete own weight?

oblique hollow
#

oh concrete?

#

i just did the math for a raw steel beam

#

and its a ridiculously thick one at that

versed violet
#

Full square or I beam one? From what I gather, I beam has same load bering, just without the extra encumberance.

oblique hollow
#

hold on a moment gottaa.... paste something else too

#

this is not a torsion problem

#

its bending

silver flint
#

Trying to figure out plutonium processing fir 22 4 rods but the satisfactory calculator is just spinning its gears. Probably because of my connection

deft lichen
silver flint
cosmic swift
#

which biofuel is better to use

muted crypt
#

none of them, use something fully automatable

#

If you truly have to use something, however, liquid biofuel is the most efficient stage of biofuel

cosmic swift
#

what should I try and use

oblique hollow
#

get to tier 3 and get coal power

#

until then, use solid biofuel for the burners (if you can automate the production)

cosmic swift
#

solid biofuel is better than normal biofuel

oblique hollow
#

it burns longer

#

so you dont have to refill as often

muted crypt
#

burnables < biomass < solid biofuel < liquid biofuel ( in terms of efficiency )

You may notice this is exactly the same order of "refinement"

cosmic swift
#

oh right sweet

river night
#

liquid biofuel is tier 5, at that point you definitely shouldnt have much use for it anymore

#

even for vehicles solid biofuel is easier because it stacks higher

muted crypt
#

I can see liquid biofuel being useful only as a sort of "emergency power" when things turn to shit, sort of like backup generators - just toss in and process any burnables you get and it'll hold the LB until it's needed

bleak coral
#

that's what power storages are for

#

you can keep a spare grid of them of them

thorn bane
#

the fact that liquid biofuel is in the game is just an oversight from the pipe update
its trash dont use it

bleak coral
#

it's not even technically the top of the energy multiplication chain for biomass/wood, that's biocoal/charcoal

#

though if it stacked to 200 when packaged, it'd at least replace solid biofuel as portable fuel for burners when hard drive hunting and decent energy density for personal vehicles

jagged rampart
#

hey, does someone knwo how to divide by 5 with splitters ?

wind spade
jagged rampart
#

sure? it wont do half and half like this?

wind spade
#

it will at first, but then the first machine overflows and therefore all the extra items go to second machine, etc. It's called "manifold" and it's generally preferred over balancing, as it'll just take a few minutes to start and will work the same at the end (and you can also pre-fill the machines anyway)

jagged rampart
#

oh okay tysm I didn't know about that !

high seal
wind spade
#

even normal splitters do that, you can test it - put two output belts, put items onto the input belt, remove part of one output belt, all items will go through the other belt

high seal
#

:O

#

and I rushed for smart splitters, duh

wind spade
#

the overflow for smart splitters works differently. It pushes ALL items in one direction and if that direction is full, then it pushes them to the overflow direction. Normal splitters split 1:1 between belts, but if one belt is backed up, the splitter doesn't push to that belt until it clears up

burnt wraith
#

how many items do splitters store?

thorn bane
#

7 afaik

#

sorry 9

vapid tendon
oblique hollow
#

why is it low at times

#

bad efficiency?

wind spade
vapid tendon
#

...time to save a lot of space and delete all my balancers

bleak coral
#

The one place you could need a balancer is for trains, while unloading after the ISC buffer you could need a 2:2 balancer cause ISC outputs aren't stable

#

that's if your output is >780 only of course

wind spade
#

or just unload one cart to one belt

thorn bane
#

also radioactive stuff
50 uranium fuel rods per splitter is alot

molten whale
#

im bad at splitters how can i put 1950 fluid into 10 separate pipes each with 195

wind spade
molten whale
#

what is a manifold

wind spade
#
--+--+--+--+
  |  |  |  |
molten whale
#

ahh i see

#

10/10 diagram

muted crypt
#

shameless plug of my own diagram explaining manifolding and how it balances itself step by step

wind spade
muted crypt
#

oh I didn't even see the second one, I saw the one a little earlier - wasn't scrolled down

#

I'm seeing now that was... four hours ago

molten whale
#

ok i tried some manifold designs but none are good for what im trying to do, so i have 6 300/m pipes and 1 150/m pipe but only 5 train stations with no space for more what do you guys reccomend

median thunder
wind spade
median thunder
#

uh what

#

no

wind spade
#

no matter if you use manifold or balancer to connect machines, they'll work at the same total efficiency % at the end

median thunder
#

yeah, combined, you'll process the same number of items per second

#

a manifold overusing the first constructor in a line is most often not an issue, but it could be if you don't immediately merge the lines back together

wind spade
#

if you don't have enough resources to satisfy all machines, then it again doesn't matter too much if you'll use manifolds or balancers, because either only part of your production will work at 100% or all of your production will work at reduced %

median thunder
#

*under the assumption that utilization distribution is irrelevent

wind spade
#

which it is

median thunder
#

not always

#

if you have 5 iron ingots per second going into three constructors, the first two iron rods the second iron plates, and then you have the iron plates used in some other production line while iron rods go into a sink (or maybe just a big storage system)

wind spade
#

it's hardly the manifold's fault at that point

#

it's just bad planning

median thunder
#

it's a contrived example sure

#

but to say they are strictly equivalent just isn't really right

wind spade
#

they are irrelevant in 99% of factories and in remaining ones they can change something but they definitely won't fix anything

#

in your example you may start getting more rods to sink, but at a cost of decreased plate production, which could and would cause issues further down the line

sand epoch
#

Floor plan for what?

dark summit
muted crypt
#

today's bullshit is making myself a reference sheet for relative machine sizes in app.diagrams.net for when I make my layouts

#

Things I did not include:

  • miners, oil extractors, water extractors, well extractors/pressurizers
  • walls, light structures, walkways;
  • structures with inconsistent shape (belts, pipes, rails, hypertubes)
  • vehicles
  • logistic supports (pipe/belt/hypertube poles/stackers)
  • power poles
  • non-automated structures (AWESOME Shop, MAM, Craft Bench, Equipment Workshop; the HUB is exception)
#

I just need to work on laying this out a bit better

lethal shell
#

Tis a good idea

muted crypt
#

right now I just see the space elevator as that big square in the corner and it's just.. yeesh

lethal shell
#

I'll probably reference it from time to time so I can start getting an idea of stuff lol

muted crypt
#

also, what the fuck, Coffee Stain? The Train Station structure is 32m wide, but all other structures involving trains (Freight/Fluid Freight/Empty Platforms) are only 30m wide!

lethal shell
#

-v(' .')v-
But I like Load Balancers over Manifolds

#

Because objective truth is meaningless to me

muted crypt
#

I like the simplicity of manifolds, I don't mind the long startup time because I usually just spend that time doing something else anyway

lethal shell
#

Seriously though I don't have a single manifold in my current playthrough

#

I personally like the challenge of load balancing

wind spade
#

challenge of doing pointless things because you can is weird, but who am I to judge

lethal shell
#

-v(' .')v-

#

makes me feel big brain

#

Plus it adds layers of complexity to my factory and makes it more interesting to look at

muted crypt
#

I'm thinking of adding more colored boxes such as this one for similarly-grouped structures - maybe generators in one, storage in another, etc. Thoughts?

#

The letters/shapes indicate what they are in my diagrams.

lethal shell
#

I sees

muted crypt
#

and then all of them are 4m x 4m so I just noted that in the top corner

lethal shell
#

I was about to ask why bother making different icons for them

muted crypt
#

When you make a flow chart for programming, the "typical" notation for a choice (a conditional of some sort) is a diamond, indicating a singular path will split into at least two outputs. I used the same mentality to indicate that all splitters are diamonds here.

lethal shell
#

fancy

muted crypt
#

Pipeline junctions are... odd... because they're both splitters and mergers

#

because they have the ability to merge, and I already had a P being used for diamond (Programmable Splitters), I went with a circle with a P for pipeline junctions.

lethal shell
#

Pipeline junctions are scary

oblique hollow
#

not really

#

unless you try to use them balancer style

#

then you will suffer. a lot

muted crypt
#

lol

lethal shell
#

I'm a balancer stan but I don't even know how you would use Junctions in a balancer manner and I don't think I want to

oblique hollow
#

junctions are manifold only really

#

since machines want to be full anyway

lethal shell
#

Yeah,

#

Plus you wouldn't get to see the load balancing happen

#

even if it could happen

oblique hollow
#

pipes are closed anyway

#

due to the current loading bug, 100% efficiency doesnt work. you need overflow regardless

lethal shell
#

any idea when le bug will be fixed?

oblique hollow
#

nope

muted crypt
#

πŸ€” well this is what I got.

#

I may need to increase text sizes across the board

muted crypt
#

Increased text sizes. It's still small, but it's better.

#

Original size was 12, new size is 16

true pelican
#

Are these the actual measurements?

burnt wraith
muted crypt
muted crypt
#

I wasn't entirely sure where to put it... lol

versed violet
# muted crypt

WHY are these corners rounded??? All the machines in question have rectangular bounding boxes.

#

[also, listing all train stations separately is moot - just list it once with all fourc types in description?]

wind spade
fierce ruin
#

How about adding the heights?
As a separate line, XxYxZ gets confusing.

versed violet
# muted crypt

Aaaalso 2: It might be useful to add HX for heights. Planning floors etc. For some of the things both the box-height and actual model height, eg manufacturers will happily let you clip the upper quarter.

versed violet
fierce ruin
#

And I'd use M for Merger, S for Splitter, SS for Smart Splitter and PS for Programable Splitter.

wind spade
versed violet
fierce ruin
#

I'm not seeing the A.W.E.S.O.M.E. Shop, Equipment Workshop or Craft Bench?
(Though I still can't read the thing to the left of the Foundry.)

muted crypt
#

I'm not adding height solely because of the soft and hard clearance being added

fierce ruin
#

Too bad it isn't the real shape, I'd love to be able to fit a power pole between 4 fuel generators.

muted crypt
#

is power pole given soft or hard clearance?

fierce ruin
#

That hasn't been added yet has it?

#

As they are now the bottoms can be clipped by foundations and belts (?) but not the middles. And probably not the tops.

bleak coral
fierce ruin
#

Oh, that would be confusing!

muted crypt
#

give me daisy chain or give me death

fierce ruin
#

How do you tell if the machine is connected to the pole inside it?

bleak coral
#

I mean you'd have to have a little bit sticking out, or you couldn't connect it

fierce ruin
#

That was just dawning on me.

#

But that would look wierd.

bleak coral
#

though to be fair to the idea of them with soft-clearance, this just a differnt, easier version of using outlets on the bottom of foundations in the same way

bleak coral
#

yeah the more I think about this, the more I'm fine with it, it's extra work for aesthetics

#

and definitely more work than daisy chaining would be

fierce ruin
#

Anyway the hardish hit boxes they have now is annoying when it makes you move a pole with 5 or 6 connections, it's pretty hard to make sure you get them all reconnected.

muted crypt
#

In theory, with what we have right now, couldn't we just have a ceiling power attachment attached on the underside of a foundation, in the exact same X/Z where the wire would attach to a machine, to make it so a straight up and down cable just goes into the floor

fierce ruin
#

Yeah, I'd think so, but you might have to remove a foundation or 2 to target the machine.

muted crypt
#

That's fine

fierce ruin
#

Or target the machine and then run down stairs so you can target the attachment.

muted crypt
#

Plus I'm thinking like... have a 1m tall foundation, another 1m space for the cabling, and then a 1m at the bottom, and then hide it with the smaller walls for added decoration

#

(ofc this would be starting with U5)

#

So no poles or wires in sight (mostly)

bleak coral
muted crypt
#

nice

bleak coral
#

but I did do what hex said: remove a row of foundations to be able to target them without going back and forth

frosty owl
lethal shell
#

This is true

wind spade
frosty owl
#

Aren't manifolds only full/not full? thinking_helmet

#

If a manifolded input isn't full, it's automatically "case 2" of the balanced equivalent

oblique hollow
#

if manifold isnt filled to the brim on all but the last 2, theres a problem

frosty owl
#

Ye. When you balance you can check any machine and know the state of all others exactly

wind spade
#

also with manifolds you know roughly the percentage of machines running by looking at the last few indicators

frosty owl
wind spade
#

well manifolds are pretty much impossible to build wrong, compared to balancers

frosty owl
#

It's all about how precise one is

#

At least if you balance you don't need ages to notice and spot mistakes jace_smile

wind spade
#

"ages" = same amount of time it takes you to design said balancer

#

also you can just prefill

frosty owl
wind spade
frosty owl
#

And that's how you like to build
But that doesn't give manifolds more than 2 states you can judge of them (which was the difference you pointed out): belt full, belt not full

wind spade
#

there's actually three

#

input > consumption
input = consumption
input < consumption

frosty owl
#

You don't differ between 1 and 2 in manifolded belts

wind spade
#

you do
1 - all machines are full
2 - all but last two machines are full

frosty owl
#

It's just a belt backing up in both scenarios

frosty owl
wind spade
#

2 is what will be the case in 95% of manifolds

frosty owl
#

Didn't you consider manifolds to be filled from the moment the machines start due to backed up materials, though?

wind spade
#

no? I consider all production running at all times because when storage is full, overflow goes to sink

frosty owl
#

You said there's no actual boot time since by the time you finish bulding the manifold stuff, is full already
So from the moment you start building a set of machines, the manifold immediately gets filled up from the previous stage

wind spade
#

well that depends a lot on when and what you connect, but even then, it doesn't really make any difference, since the "new" manifold will be filling from the "old" manifold at much higher speed than normally because there's backed up products that make the production temporarily "higher"

frosty owl
#

The manifold (and machines) will indeed fill up faster than normal, but at the end of the day the stage is going to fill up and the last two machines more likely than not will too (from the stored materials), since it can't consume more than it recives until it's completed

wind spade
#

I mean the same thing happens with balancers, so 🀷

frosty owl
#

Then again, you'd already be "ruining" the difference between cases 1 and 2 on the input manifold of the previous stage by allowing it to back up to feed the next manifold anyway ^^

muted crypt
frosty owl
muted crypt
#

alternatively, Simpsons bus driver meme: "don't make me tap the sign"

wind spade
frosty owl
#

"If you treat a balancer like a manifold it'll work kinda like a manifold"
Agreeable xD

wind spade
#

if [manifold/balancer] is filled due to not taking output out, then it will be filled.

so I'm assuming you're not letting it fill to full capacity

frosty owl
#

And that's "case 1" I mentioned, but over time it can convert back to cases 2 or 3 (unlike a manifold that gets stuck in this state)

wind spade
#

neither manifold nor balancer can really convert between cases. Either you have more or equal or less input and assuming it doesn't change for some reason (e.g. disconnected belt), it will stay in the same case forever

muted crypt
#

if the balancer is set up to only provide X per minute and only consume X per minute total across all outputs, any excess Y sitting on the belt will always remain^^ This assumes the excess doesn't just go into the machine's storage for the needed components, of course, but then that excess just sits inside the machine when it shouldn't be there in the first place

frosty owl
#

Why shouldn't a balancer convert back?
Assume you clog the output of some balanced iron plates. Once you let them output the plates, they'll take in 60/min each from the belt, freeing the input belt from ingots until it can only output the balanced amount (30/min)
Conversly, the manifolded example can keep outputting stockpiled ingots and the input belt of the constructors would still be full

frosty owl
muted crypt
#

glad I could help

frosty owl
#

But yeah, when you balance and your input belt is full, you know there is (or has been) an issue

#

I usually blame trains

wind spade
#

ok this is getting too complicated and convoluted, and I'm not even sure what you're talking about, as it seems that the initial point was already lost, so let's start over:

I'm assuming output is not blocked (why would you do that when you can sink) and input is constant.

In that case, both balancers and manifolds can exist in one of the three states I mentioned above and would not switch between them, since the states depend only on input and consumption (both constant). Manifold will have extra stage before, when it'll be filling, but after it's stabilised, it ends in one of those three states. In both manifolds and balancers, those states can be determined by looking at the build for small period of time and/or checking machines.

frosty owl
#

Aye, where in balancers you can actually include the warmup time in that "small period of time", making troubleshooting quite fast

wind spade
oblique hollow
#

oh heck this old topic again

frosty owl
#

Though that might be me, I also find it very convenient that ANY machine can tell me the state of the entire setup, rather than a few ones with specific splacement

frosty owl
oblique hollow
#

you can take a glance at manifold, you can take a glance at balancer

frosty owl
wind spade
oblique hollow
#

both have indicators. just cause balancer offer more visibility doesnt make it any better

frosty owl
oblique hollow
#

if last machines are at poo %, you need more stuff

wind spade
frosty owl
oblique hollow
#

thats opinion

#

slash preference

strong mica
#

Opinions on a factory as to if I'm forgetting anything for late electronics tiers.
https://u4.satisfactorytools.com/production?share=BTuv5TFha2ifSzUktRsO
I need to tweak the numbers again a bit as I added some new items for late game.
hate to jump in on a deep discussion.

frosty owl
#

Assuming a 1 sided manifold for simplicity

wind spade
#

I'm not looking at the machine efficiency, I'm looking whether or not the machine is running (can do that from far, using the indicators)

oblique hollow
frosty owl
oblique hollow
#

im lazy thus i dont like balancer

strong mica
muted crypt
#

in terms of raw materials consumed relative to map-wide limits, yes, it'll like crystal computer better

frosty owl
#

Eg: ONE machine is running at 75% efficiency but the output is not clogged? The factory lacks 25% input/min

wind spade
oblique hollow
#

each machine at the same inefficiency. ah yes, peak inefficiency

#

for even bigger power fluctuation

strong mica
#

wow, that cuts the manufacturer count in half

oblique hollow
#

yep. oscillators are expensive

frosty owl
wind spade
#

well you can use belts to judge in manifolds as well πŸ˜›

#

and tbh I'm not sure you can judge between case 2 and 3 just by looking at belts in balancers

strong mica
oblique hollow
#

caterium computer and caterium circuit boards are quite the good combo. but if you have quartz nearby, silicon CBs are also quite good, imo

wind spade
frosty owl
strong mica
#

I even considered electrode circuit boards as I have extra coke.

wind spade
strong mica
#

one more thing to ship though.

oblique hollow
#

they gobble up oil like nothing, thats why they arent preferred usually

frosty owl
wind spade
#

well easiest is to calculate how much you need and never do guessing game based on anything

frosty owl
oblique hollow
#

consume a lot of rubber for less output than base recipe

frosty owl
oblique hollow
#

45 coke = 15 HOR/min

#

the only upside to them is they can be made entirely from oil

wind spade
frosty owl
#

You can "rush" to conclusions if you set up your system so that it gives you easily (and quickly) the answers you seek of it ;)

muted crypt
#

I can look at belts just as easily as I can look at machines, except there's more effort involved for checking machines because I have to press an extra two buttons when interacting - one to go in and one to go out

strong mica
#

Thanks for the advice though. Love the tool btw.

frosty owl
#

Those answers being (for me): Fill state of the input (starve, ok, or overflow), fill state of output (clogged, ok, or too little) and some more miscellanious infos depending on factory

wind spade
#

the answer you seek isn't "it's wrong" (which is what it gives to you), but "how wrong is it" (for which you need to do more troubleshooting anyway, no matter what system you use)

the point why I personally prefer manifolds is that balancers are another point of failure (it's way easier to misplace something in a balancer, than make a mistake in a row of splitters πŸ™‚ )

frosty owl
wind spade
frosty owl
#

Sure, the latter is the same in a manifold assuming you sink stuff ^^

frosty owl
muted crypt
#

98< x <2
TIL 2 > 98

frosty owl
#

...I need to sleep

#

But first I need to sushi some plastic production and fry my brain some more... brb

fringe sequoia
#

I've got a few machines that should be supplying the final assemblers in the chain with exactly the same/less then enough material required per min, but somehow when I check the machines they're overstocked. Are there any ways that can happen?

frosty owl
thorn bane
#

i just trust my math 🀷

fringe sequoia
#

Cheers for the help!

versed violet
#

Satisfactorio in British English actually respects the spelling. I'm impressed.
Center -> Centre in UK.
[And Colour Gun/ammo too!]

analog dome
#

So I want to know the math behind finding out how many machines I'll need for a factory creating 20 modular frames

#

How do I go about that?

oblique hollow
#

step one: start with the recipe you wanna use for the frames

#

theres 1 base recipe and 2 alternative recipes

#

if you want 20 frames:

  1. thats 10 assemblers with the base recipe
  2. 4 assemblers with the bolted frame recipe
  3. 7 assemblers for the steeled frame recipe (6 and one at 66,666%)
#

and then, depending on which recipe you use, you go down a step and look at the next parts, like reinforced iron plates

quaint rampart
#

hey @wind spade why does it do this

oblique hollow
#

probably rounded from like 0.004 or something

#

it gets confused with big numbers

#

and then does odd stuff with small numbers

quaint rampart
#

also I have a bug to report

#

I know Magic Machines is a thing but maybe the calculator shouldn't use it πŸ˜‰

oblique hollow
#

did you maximize something?

quaint rampart
#

I did

#

does maximizing output make iron wire weird or something?

oblique hollow
#

yeah. maximize breaks sometimes

quaint rampart
#

ah

oblique hollow
#

its not just iron wire. it just happens somewhere sometimes

river night
#

you can note down the output it suggests and put it into the target

#

that usually works

wind spade
#

yeah tool broken, lazy dev can't fix issues

brittle terrace
#

if i have 3 imputs how would i go about making it 4 even outputs

#

if i have 3 imputs how would i go about making it 4 even outputs

calm abyss
#

Have your 3 inputs going into a splitter with two outputs, then have each output go to a splitter with 2 more outputs, should make 4 even outputs

brittle terrace
#

i didnt meant to post that twice thank u

exotic shell
#

can I get some help with splitting?

  • 1 Mk1 miner feeding 2 constructors
  • one constructor needs 15 items per minute
  • one constructor needs 12 iron per minute

is there a way to use the splitters to make it distribute evenly?
or split those evenly and have excess go to another constructor that i set to the excess rate?
does any of that make sense?

bleak coral
#

you can just split it in half and it'll eventually balance, I'm sure there's a balancer solution, but it'd be a pita

#

splitters work by alternating between exits, and then skipping the ones it can't use (cause they're not connected or they're backed up)

#

so once a line is backed it up it'll take what's needed

exotic shell
#

yea right now i have one splitter, but its just backed up and i was curious if i could do something about it

bleak coral
#

nothing wrong with a backed up line, if the machines are getting what they need

#

you eventually get the ability to change clock speeds too (go find a slug), and then you can underclock that miner

exotic shell
#

yea i have clock speeds already, but my miner and smelter are constantly turning on and off and I was wondering if there was a way I could just make it smooth or just use the excess

ruby mural
#

You can always split off the excess into some new project.

bleak coral
#

or just downclock the machines to what you need instead of running them at 100%

exotic shell
#

i do downclock, but its just that the machines its feeding are an uneven split so one backs up and then it overflows to the other and then its all backing up to the miners

native oak
#

This is probably a newb question but if I upgrade to a tier 2 miner for coal can it support 2 coal power plants AND 2 foundries (Steel production)?

burnt wraith
#

just count the miner's output against the power plants' and foundries' input

#

it depends on the recipe and the node purity

#

although if you haven't started steel yet, you're limited to 120 coal

#

I don't think there's ever a reason to not upgrade miners though

native oak
#

Okay. I just ran into a problem where 2 power plants and 2 foundries ate all of the coal being produced by a Mk.1 Miner on a pure node (ran into a power outage situation)

#

So yeah, going to upgrade to the Mk.2 miner

#

and the steel recipe I have is the coal and iron ore one

quaint ember
#

rip. I got the compacted one pretty early but really had to go on a drive hunt to get the solid one

#

but yeah, once you start making belts out of steel you can get 270/min out of a node with a slight overclock, or a big one if the miner is mk1/the node isn't pure

frosty owl
#

@thorn bane Finally made my first priority merging system.
I output from this area belts of 600/min caterium-copper to quick-fill 10 refineries (10 mk1 belts = 600) so there's no filling time for the manifold.
The extra then comes back to the unloading area to be priority merged (after being smart split in pure belts) so the stations will back up and not the main sushi belts

#

And yes, yellow is caterium, red is copper ^^

thorn bane
#

nice πŸ™‚

charred ledge
#

e

frosty pawn
noble fulcrum
#

hey does anyone know how long it takes for a drone to load/unload a full load and how long it takes to take off?

#

nvm found it out

sand epoch
#

the load/unload time is included in the round trip #.. what would you need the breakdown for?

zealous tide
#

@azure gust this is 50 smelters alone side by side. takes up a 6x8 area by themselves

#

5x10 with one meter of space in between each

azure gust
#

ooo, this channel sparks my interest

#

I think I can run 3x16-17 offset slightly so that I can run lifts to another floor [or two]

azure gust
#

alright, bank #1 [12x refineries feeding 60x smelters] is nearly complete

#

just need to handle output and power

empty glade
zealous tide
frosty owl
#

Nothing better than some SaLT to do that jace_smile

karmic needle
#

I need to do a LOT of construction

earnest glen
upbeat tide
#

Thats small time no offense

I know its far in your future but put into a planner nuclear rods or turbo motors you will see what I mean

earnest glen
upbeat tide
#

Took a break for a bit but about to get back to it

I have to tear up my reactors as the setup isnt working. Aka OC 250% nuclear reactors is a big headache

earnest glen
#

i'm still a couple of projects far from nuclear, but soon will become a thing

upbeat tide
#

Yea my waste processing center is getting...big

#

Dont have a good screenshot but this is closest I have. This is only 1/4 of the total non fissle uranium setup done

#

The other quarter is done now too, a mirror image. Final segments would also be the same just on far side of this

#

Each block supports one 600 a min uranium waste belt

#

And thats not even all of it. The sulfuric acid step isnt on this floor.

#

Each nitrogen gas pipe is setup to only have 300m3 gas in it to deal with fluid bugs

frosty owl
#

All the big builders got triggered by that one message jacelul

frosty owl
#

I was referring to you two pals :P

upbeat tide
#

πŸ˜‰

#

This is the nuclear setup scheduled for demolition.

Unfortunately due to several fluid bugs a 250% OC nuclear reactor is unstable

frosty owl
#

Totally haven't told you :P

#

Below 250 would be fine, but isn't 250 equal to ~200.0...01% production speed?
So the water needed is more than 600/min in the first place

#

(Not that you can sustain 600/min easily anyway, especially if you want to account for the load bug)

upbeat tide
#

^^ you said that after this was done πŸ™‚ as I didnt really talk about it before

#

And im planning max uranium waste usage so just want to redo it and not mess with it

zealous tide
#

any big brains that can find a more efficient/lower building count combination of recipes for heavy module frames? maxing out 4 manufacturers making 11.25 HMF per minute I've done sooooo many combos and I think that this is the winner

#

97 buildings, 1090 power, 500 coal, 671 iron, 405 limestone, 337 water

upbeat tide
zealous tide
#

i think actually beams instead of pipes is halfway decent but then u have to use heavy encased beam as well and that loses effiency

upbeat tide
#

Yea your pretty much at min/max already

zealous tide
#

i also tried the bolted frames with steel screws and that was more power and buildings

upbeat tide
#

Yes use the alt for encased beams

zealous tide
#

yeah i wish there was a stronger alt for iron plates. gimme steel plates damnit!

upbeat tide
#

I did mine to 60/min HMF using casted screws and bolted frames/plates but also want concerned about power use

zealous tide
#

yeah i think that uses like double the iron though

upbeat tide
#

There is coated plates but your adding in oil products

zealous tide
#

i'm trying to find the best blend between optimal efficiency/resource maximizing and not too many steps. i want to design my factory around this concept and make it very tidy and clean

upbeat tide
#

Yea my way uses alot of iron but also not exactly concerned about it

#

Best blend you already have

#

Cant get better than that.

zealous tide
#

awesome i spent a long time calculating and messing about but glad i didn't miss anything

upbeat tide
#

Only option for true min max is to add pure iron into it but its not really useful here

#

So I wouldnt

zealous tide
#

ye maybe if i'm suddenly strapped for iron in this area i'll retrofit it somehow but this definitely feels strong, but also compact. i would take 20% less effiency for a 30% space savings, though

upbeat tide
#

For example my dedicated steel foundry does not use pure iron either and it makes 3600 steel ingots

#

And thats for ratio issues. Pure iron is a messy recipe ratio wise and solid steel is very clean

zealous tide
#

still torn on building a mega processing/distribution center or just individual factories which supply themselves. so far i've built infrastructure independently for each factory but scaling that seems difficult

zealous tide
earnest glen
upbeat tide
#

Pure iron takes in lets say 300 iron ore and makes 557 ingots

#

Its just really hard to ratio out cleanly

#

You get 1114 ingots from 600 ore

frosty owl
#

Slight increase in coal for the same output, but a bit less machines

earnest glen
#

for steel pipes, as i'm building it right now, you can simply do 8 pure iron ref > 13 foundry (solid steel) > 26 constructors (pipes)

#

that worked like a charm for me

zealous tide
frosty owl
#

You can't get less buildings than bolted as far as reinforced plates go, iirc

zealous tide
#

still use heavy encased frame?

frosty owl
#

The standard frames are a bit slower, but much less steel hungry than the steel ones, which makes the bolted plan need a bit more machines than using bolted frames, but reduces the steel usage greatly

frosty owl
upbeat tide
#

Yes heavy encased is considered the hest for HMF

zealous tide
#

so wait, this one @frosty owl ?

upbeat tide
#

The other that uses rubber is quite good but said rubber adds complexity

frosty owl
zealous tide
#

ahh yeah see this is a lot more machines

frosty owl
#

You get a tad more steel processing (and steel usage) but a decent decrease in the amount of constructors and assblers 😁

#

And it's still efficient enough for me to use it in my maximized plan why_so_snutt

zealous tide
#

bolted

#

and about 100mw power difference

#

this is calculated to just max out 4 manufacturers

frosty owl
#

Aye
Though, the difference in iron usage can be lessened if you use coated or steel coated plates for the iron plates (in both plans)
The main iron difference comes from the extra plates needed for the Bolted recipe after all

zealous tide
#

17 more machines for the bolted combo

frosty owl
#

??

frosty owl
zealous tide
#

first one was bolted

#

my bad, i see how that confused you

#

yeah bolted was 114-115 buildings vs pipe gang combo at 97ish for 11.25 frames per minute

frosty owl
#

Oh? Could you share the link for the pipe one?

zealous tide
#

yes uhhhh just let me reconfigure it >.< im dumb and didnt open a new one for the casted

#

should work hopefully

frosty owl
#

Oh yeah, I just ran some numbers. I didn't value the steeled frames recipe enough, it's great to reduce the number of buildings... but does cost a fair amount of steel in return

zealous tide
#

trading 7 iron smelters for 1 foundry there

#

iron wire is a necessity though

frosty owl
#

I think if you're willing to use that much steel (with steeled frames), it might be worth going for the bolted recipe instead. Uses a bit more iron, but less steel than the steeled frames one (bolted production on the right)

#

659 iron and 479 coal for all bolted,
616 iron and 497 coal for steeled

zealous tide
#

Wait what else did you change, I knew I was missing a combo

#

Can u ss the steps layout

frosty owl
#

Both the RIPs and Modular Frames sharing an ingredient is also a small convenience

zealous tide
#

ohh you got coated iron plates in there though @frosty owl

upbeat tide
#

This is my 60/min HMF setup

#

Wow ing quality sucks

zealous tide
#

That seems hella complicated

#

What does swapping out encase beams for encased pipes do for building count on your setup I wonder

upbeat tide
#

Ooh thats a mistake it should be the alt

shy finch
upbeat tide
#

For the industrial beams

#

In reality it uses the alt just forgot to get that right in the calc

zealous tide
#

Yeah I haven't even started on the layout yet. I do like tucking my pipes/belts and running them through a frame foundation underneath. This seems like a very spaghett factory though.

shy finch
#

i never thought of using the frames honestly i just ran it though a 1 wall height space underneath

upbeat tide
#

Just wait til updare 5 where soft colission is a thing

shy finch
#

soft collisions are already there with belt on belt action ... i hate it

upbeat tide
#

I only have an external image of my HMF foundry on hand

#

Each floor is desicated to a single part of the process, like steel pipes are on one of the lower floors, the back half is all frames and plates

shy finch
#

i am about to close off the modular frame part and start on the steel side of it next

upbeat tide
#

Only thing not in that building is the ingots

zealous tide
shy finch
#

them 90's are sexy

upbeat tide
zealous tide
shy finch
#

i only bought the game on the 15th and im already at 162.2 hours ... woops

zealous tide
#

below its just a full loop

shy finch
#

i use the concrete mod as stuff clips through no problem so use that to get my 90's perfect then remove

zealous tide
#

with a loop like this, if you feed the fuel in from both sides, you can have one long mk1 pipe that feeds 600per minute worth of gens. the same thing you can do with water extractors

upbeat tide
#

This was a fun build for me. Self reliant looping recycled plastic setup

#

4 floors like this each making 1800 plastic or rubber. 3600 total each

shy finch
#

im still not in the oil stage yet im just about to unlock it doing the bs with the ranks ... making products youll never use again so its mainly temp setups

oblique hollow
#

oh you will use those products again lul

#

in the next elevator step

upbeat tide
#

Yea the above is endgame oil πŸ™‚

shy finch
#

but not worth spending 3 days making a production line for it lol

earnest glen
oblique hollow
#

2nd to last delivery. 2500 frameworks, a bunch of modular engines and adaptive control unit. its not that big

shy finch
#

thats just for modular frames not the heavy section yet lol

#

im making 60 per min currently not doing anything while i finish the elevator project

zealous tide
zealous tide
shy finch
#

no collisions

#

just perfect tollerances

zealous tide
#

hmm, you build the top one, remove a foundation, place another foundation at the right spot, build the second one, rinse and repeat?

shy finch
#

no i use the smart mod i need to build my framework to make it look legit

zealous tide
#

ahh gotcha

earnest glen
thorn bane
#

i actually build mine in a loop by turning the refineries around
would recommend πŸ™‚

upbeat tide
#

Thats the build by the numbers

#

The full facility

earnest glen
#

used resin too with some smart splitters. Was a ton of fun to see it starting

upbeat tide
#

Closest - HOR processing
Middle - diluted fuel and residual rubber
Back center - overflow sinks
Back - recycled loop floors

thorn bane
#

its actually so much fun to disconnect the resin and just put in 6 plastic and see it multiply xD

earnest glen
#

i will build there too another similar facility, but only after nuclear

earnest glen
upbeat tide
#

I loved building my aluminum ingot setup.

earnest glen
#

i mean, i'm building a steel factory and is soo annoying. I hated deeply all the pipes at first (load & capacity bugs) but after much time understanding those now when i build without them is like easy mode ehehe

upbeat tide
#

My alu factory is semi closed loop setup and using all the bauxite on the map

#

Took about four design revisions to get it working as I wanted

earnest glen
#

thanks to @oblique hollow for making me aware of VIP system i'm on a fully closed loop. Actually used that in my TF power plant too to recycle excess TF and in some other situation too

#

valves with set limits are just too buggy for me

zealous tide
#

idk if i wanna mess with TF, i like the simplicity of just the diluted/packaged and i feel like by the time i really need that extra power i'll be going nuclear

upbeat tide
#

I never got VIP to work quite right for me.

This is the control zone for the external water pipe. These start at 600m3 water lines and are split into 3 mk1 pipes. Each around 200 water, but valved wodn to 180. It fluctuates a bit but works as I want it

earnest glen
#

its.... delicate

upbeat tide
#

Then its added into the solution refineries up front and byproduct water pumped back down

#

From the front

These are inprogress screenshots but gives the idea

tropic hawk
#

isnt VIP supposed to be verticle?

upbeat tide
#

Thats the full thing

upbeat tide
earnest glen
#

i mean, you have to build it without too many other things. By my tests, if you add a junction after a valve for instance it stop working

tropic hawk
upbeat tide
#

Ingame final setup

#

And seeing a ton of ingots flowing is satisfying