#math-and-meta
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this. Anyhow if you "rush" a bit down the tiers you can skip big fuel plants. I built mine just because i'm slow and i like big factories
love the way the pipes look here
but putting down >500 fuel gens can be super annoying ahah
Yea building at this scale, organization is mandatory
if you use 3 pure oil nodes or 2 pure, and 2 normal, then you only need 1 mk II miner on a pure sulfur node clocked at 150% to make turbofuel for 160 generators
in your pic, can you connect the pipe support to the junction first and then just add the valve on or do you have to do any fuckery?
btw im still recommending #screenshots message
ive used that desing in multiple playthroughs now and it hasnt failed me so far
Nice
too complex for my taste. Also "standard" vip actually work very good in my save
what function does that serve?
in my old aluminium factory i was pumping 1.2k water into a system that needed only 400 with no issues
it makes the recycled water from the scrap refinery take priority over the fresh water from extractors
this way the scrap refineries will always have an empty fluid buffer and never waterlock
Yea mine is perfect balanced in terms of water
some meta statement: OSHA would have a field day with most of our factories
Lol
actually mine are fully "walkable". I like to put in doggos and i like they follow me everywhere i go ehehe
interesting, basically gives them prio on the line and the water extractors will just underproduce to match the available room in the pipe instead?
yep exactly
that's the base concept of what being called VIP here
Gotchuu duh that makes sense lol
Still trying to wrap my head around how it actually functions though. You have to do it because junctions are fucky or something right?
well junction dont have any priority so the water extractors would just fill up all the pipes stopping the recycled water
but with that design the fresh water is connected in 1 spot while the recycled water is connected in 6 spots resulting in a priority for the recycled water
if everything is perfect, probably to do that kind of closed loop a valve with a limit on fresh water will suffice
as there is the "load bug", where each machine lose 5 m^3 of fluid at each reload, if you do that way the system is gonna fail soon or later
ive had situations where a simple valve setup got waterlocked even though the math was right
ive also seen many people on discord post that they have the same issues
so imo its not enough to just use a valve and the right math
the load bug actually helps fix the issue as it removes water and not add
okay so here's my question, if you hooked them up like this, you're saying the water extractor would over power the recycled line up top?
but as is a loop, too few water means no bauxite ref which lead to more water
actaully hm i wonder if they fix that if alot more people will have issues with alu xD
the only viable alternative is to just package&sink
well if you do the math right it will work mostly just not 100% of the time due to pipes beeing weird
but as i'm a bit obsessed with efficiency i will never do that ๐
i'm just wondering if the pipe would fill from the recycled up top first, and then the extractor would just match capacity to fill the rest, or do they split 50/50 at the junction
but all the water is getting used up
it would just mean that youre producing <100% scrap until the water is full again
pipes don't work the same as belts, they don't split 50/50 or anything, they fill from bottom up
its really unpredictable as the flow from one input can stop the other one etc.
so like this, if 200pm is going into a 300 pipe at the top, does the water extractor only make 100pm?
ignore the bottom pipe if necessary
no
sometimes yes sometimes no it varies alot
gotcha, so you have to build the vip's to manipulate the game into being more consistent/predictable then basically?
well its just a way to force pipes to have a priority since they dont have one by default
i'm just confused, i would think they'd either have priority or split, but its just randomly calculated?
anyhow, imo, the golden rules with pipes are: 1. loop the inputs, 2. don't trust pump head-lift meters, 3. avoid mk2 at full capacity 4. VIP every time you have to recycle stuff 5. use buffers to sort-of stabilize flow
is there an actual mechanic that calculates the way fluid travels in the pipe with physics and shiet like sloshing around or something?
no its not random its just impossible to predict
sometimes the fresh water will have 600mยณ throughput sometimes the recycled will have 600mยณ
isn't it "avoid any maxed pipe"?
on mk1 the loss is negligible
its not maxed it just sometimes builds up until it is released
but anyhow i use only mk2 at this stage so i didn't test it that much
I'd also add 6. overproduce fluids slightly if possible (due to fluid load loss bug)
indeed
@thorn bane could you draw on your VIP ss the flow direction and maybe /min?
buffers don't stabilize flow, and if they're in-line they hurt flow until they're full, buffers are nothing but big pipes and just like pipes they'll slosh around until completely full
buffers that are perpendicular to the pipe flow direction are mostly fine, but they don't help flow, it just adds more space
they do if they are parallel to the pipeline, in certain cases (see the Flow Equalizer)
i usually put them above machines to store fluids when the flow is getting high but the machines aren't consuming it yet
i like inline buffers for my recycled water output
also i prefill them so for some loads the fluid loss doesn't hurt the production
@oblique hollow how does putting a valve before and after an in-line buffer affect it (so it only flows one direction)? do you think it helps, hurts, or doesn't really do anything?
erm... still not really great because you lose flow until its at 75mยณ or 300mยณ
the parallel buffer has like 50% less initial flow reduction
so if I just wanted some extra water storage for starting a recycling loop it'd be better to just go ahead and use an equalizer or compensator?
if you wante extra a single branched off buffer should be enough
so can you not have an oil extractor maxed at 600/min?
pipes are weird xD
is the best way to handle that to just branch it off after one section?
whats so odd about that
same as the 780/m miners
Confirmed. It has to be a single pipe tho
yup, cause the flowrate readout sucks tbh
it'd be like reading the ppm of a belt by counting how many items go through a point
you never get clean numbers
Those are affected too?
on average, the flow you see there should be 100 if you have 200 input
780/m belts aren't completely reliable past one belt segment, especially with sub-60fps due to floating point rounding errors
but the fluctuations vary
yes
because machines dont produce or consume continuously
have you forgot that?
Good to know, maybe i didn't encouter the issue yet
they consume and produce in "chunks"
no i mean on the setup
if i use the vip its pretty much constant 210 flow
sometimes 209 sometimes 211
buffers can cause fluctuations, but they can also reduce them
And thats is exactly why i use buffers for fluids
honestly that flowrate needs to be changed to something like : "Average flowrate of X over Y Time" and maybe also the current one to watch fluctuations
but most of the time people want the first
a graph like with power would be nice
yup
where you can see the average flow over time
..... i think im gonna fabricate something and put it in the QA site
ping me when you do, I'll upvote it
i want a cities skylines pipeline mode xD
show pipe flow backups with an overlay somehow, maybe varying intensities of red
drain is pretty much constant 210 (the input of 300-90)
a troubleshooting tool that overlays like that would be dope, maybe binoculars to troubleshoot from far way and show idle buildings highlighted yellow and powerless buildings highlighted red, maybe have a pipes mode that shows through walls out to a certain distance, so you can kind of see through your walls/spines to investigate trouble spots from a distance
i love that its this convoluted and complex
makes the game fun and challenging ๐
definitely include both options, maybe additional ways to view the data if you can come up with any useful ones
hey @thorn bane can i get a screenshot of a power pole graph real quick
Yeah, I used it for both the scenarios compared
The major difference without it is an increase in iron usage, iron smelters and plates constructors. The increase would be a bit bigger for the Bolted route (uses more plates)
heres a mockup
uh i like it
apparently theres already a QA post for flow averages
just not with an mockup attached
imagine a pipe junction cube ๐ฎ
would probably have horrible flow
yeah that would be my biggest concern too 
Is there any documentation/guides for making oddly-sized balancers/reducers? I have an input of 9 non-saturated belts that would fit on 7 belts [mostly saturated], but I'm having trouble figuring out how to create the interface to convert 9 in to 7 out
that would be a 9 x 7 balancer matrix
if you dont need exact splits or anything, you could just ghetto a reducer
which is horrible
you would need an array of 63 splitters / mergers to convert those 9 to 7 mostly saturated belts
I tried to create an injected manifold design, but I need some combo of splitter/merger that has 2 inputs and 2 outputs in order to not be huge
if you do it exact yes, but if you just care that it fits into 7 belts without worrying about perfect distribution..
@earnest glen @proven prawn Reworked and fixed the priority merged. Also decorated just a bit, since I feel like I won't change this area much from now on ^^
Anyone willing to look and see what an overclocked Manufacturers out put is with alternate nuclear fuel rods. Is it 1.2 a minute?
overclocked to what %
the uranium fuel unit alt does 1,5 Rods/min at 250%
while the normal recipe does 1/min at 250%
noice!
@oblique hollow thank you yeah it was 250%
@wind spade do you have an overclock mode on the calculator to round to whole buildings and account for the increased consumptions?
that means you cant have the exact output you want
Would that actually make sense? If its just the last machine, it will be a blip on background of 10 or 100 other ones. If its for all machines, you can just multiply the final result by whatever the power use at given overclock multiplier is.
hmm i guess the only thing it would matter for is power use, i was thinking some things consume more but the consumption is linear from 1-250% clock for all machines right?
so it basically already does account for the clock in materials when it does a fractional number of machines i guess
25.66667 could be 24 at 100% and one at 166.67% and the only numbers that would be off on greenys calc is power, i think?
No, the power consumption increases exponentially with clock
At 250% clock they take ~4x the power
yeah thats what i'm saying, but you dont consume more material to make the same amount of product for any machine, when overclocked, right?
No, that would mean changing the recipe itself
Even the generators keep following their "recipe" when overclocked: X fuel gives Y power, no matter the clock
I don't. Not sure if that will be possible anyway
Looking good๐
Looking like your having fun testing out that mod, its interesting the things you can see with it, only downside is it kind of breaks the rendering forever until you reload๐
Yeah, kind of a bummer, but a fun way to end some factory building ahahah
I like it so much I might try to make a .gif out of it
So let's say that you're gonna produce pure plastic/rubber out of an oil node
What's the preferred ratio once you're full up round on alternate recipes and tier unlocks?
Seems to me like rubber is more valuable.
But is that to 600/300 in favor of rubber, 500/400, or something else?
I usually just make them in even numbers, then make a factory of rubber or plastic whenever in lack of one or the other
Oil offers a lot of flexibility, I find most convenient to use it "as I need" whenever it can make the processing easier
Eg: oil close to iron = coated plates
You can set it up so that if you're good on rubber it produces more plastic, or if you're good on plastic it produces more rubber
I try to make everything that way
What does that look like?
for example a pipe of 600 oil, split in half, going into 20 rubber refineries and 20 plastic refineries
I see a lot of people asking "in which ratio should I produce X and Y?". And my reply is always the same: you won't get the ratio correct, no matter how much experience you have. It's way better to not produce things in advance and rather produce them on demand - if you find yourself in need of 200 plastic for some production line, make 200 plastic. That way you never overproduce or underproduce things and you won't be playing a game of whack a mole to catch the perfect ratio between two things.
this way both can individually use all 600 oil if one gets backed up
It's probably unwise to build something that jams if the consumption ratios aren't perfect though.
why?
Because (for example) what happens when you consume all of the rubber and half of the plastic? Then it's trying to supply output with not enough oil to provide to produce
well yeah there's no setup you can make to fix a problem where you don't have enough oil
you just need to get more oil
That's just an underflow, not a jam. I'm talking about a situation where if plastic consumption totally stops then so does rubber production
or vice versa
the only way it would stop producing is if you stopped consuming, so I don't see how it is a problem
because if stopping consumption of one item leads to stopped production of other item, it's bad
I agree with that, so I don't make setups like that
hence the original point:
It's probably unwise to build something that jams if the consumption ratios aren't perfect though.
the one jamming only increases the production of the other
yeah recycled loops are a nightmare, I don't touch those
they are great, they triple your plastic/rubber production (together with alt HOR)
you just have to sink products to keep production
they are great if you are out other options
recycled is fine as long as you add an overflow sink to make sure it keeps working
kind of like diluted ore recipes
they should be the first option you consider if you're looking to get a lot of plastic and rubber ๐
diluted ore xd
diluted ore? alloy? pure ore? what? ๐
there are no better alternatives to the recycled recipes
ore plus water
pure
ah, the pure ingot recipes
yeah that XD
pure is just a flat productivity increase, there is no balancing issue like that, unless you like built it with waste water from aluminium or something
it's great for increasing production but finding another ore node is much easier
you'll eventually run out of nodes tho ๐
idk I like the fact that I can like.. multiply my copper by 2.5 from a node
i'm not sure its really easier to get a second node from quite a distance away instead of just adding some water, which is available in quite a many places
that's why I said it was another example of "they are great if you are out of other options"
if one option is to move stuff from a few hundred meters away and other option is to just add water that I have nearby, I know what I would choose
also running out of ore nodes isn't a problem if you finish at golden cup
if you are talking about iron .. sure, there is probably one nearby you can use .. but anything else? rather add some water
add refineries, pipes, water extractors vs. a belt
it's not add refineries. It's build refineries vs build more smelters
and that "belt" can have even like 2km and that's just pain to build
why refineries
okay when did a few hundered meters become 2km
required for the pure (hydro refining) ingot recipes
I replaced my concrete setup with pure concrete just the other day, and while it uses a bit more power now, it got much smaller in size, since one refinery replaces like 3 constructors or something like that
(plus double the concrete)
but I still find that less of a pain than fitting refineries in places that currently fit smelters
because they are used in pure recipes ๐คทโโ๏ธ
probably because they're the smallest machines that have the requisite ports
I think most people build new factories rather then actually retrofit existing ones
well that's upgrading a setup, but usually you want your setup to be built with all the alt recipes from the begining
oh ok
refitting the steel recipes isn't as much of a hassle as the others because IIRC they're all foundry
ratios change, though
do any of you know how to get water to my coal generators quick
that's true, the better comparison is making a build that has to fit refineries vs making a build that only has to fit smelters
build your coal generators next to the water
well usually it's less refineries than smelters ๐
depends what part of the map you're trying to build at, too... there's a stranded pure coal node in grassy plains that's about 700 m from water IIRC
if you want to optimize for size or power, no reason not to use plain old smelters, but many of us are not bothered by the water lines
it's easier to take the coal to the water than to take the water to the coal
true, coal gens use 3x as much water as coal
its not even that, its that liquids are more annoying to transport
at the time you are building your first coal plant, you are like at 120 belts, and 300 pipes, so its ~similar per line
fair...
but yeah mostly headlift, if the terrain is flat its fine, but where is it
for that very reason I'm currently building a cantilever platform out over the falls where west crater lake overlooks the rocky desert
3 pure nodes, no head lift worries
there is a couple good coal spots near water that has you not worrying about location much all around the map
might be slightly off your normal path, but power lines are easy ๐
I know one in the northern rocky desert, a lone node near sulfur and a small pond in SE grassy plains, probably a bunch of others too
the one near the sulfur seems like a natural fit for early compacted coal
northern forest has this clearing with a lake and 3 nodes, run out of room in there before anyhting else ๐
last time I was in the northern part of the map I couldn't take three steps without some ornery wildlife taking exception to me
not sure if a mod is related to this or not, but there were a few times I had hogs yeet my corpse into the high altitude boundary of the playfield volume
with the right camera angle this resulted in a spyplane view of the map
also was looking at the power costs of clock tuning ... modest adjustments either way really don't make a huge difference once you allow for the change in number of machines required
75% clock on the water pumps for coal generators saves about ~1.2 MW per coal gen IIRC
Underclocking can be a serious savings on power.
so is power usage a curve?
what do you mean?
if everything is efficient, should be a line misread the thread sorry -.-
power usage is not linear with overclocking, so you can save quite a bunch of power by using underclocked buildings, if you are fine with having more of them
Its also curved the other way. With underclocking, power usage drops faster than you would expect
me on my way to put 100 particle accelerators at 1% to save up power
relative power save:
at 250% you use 73% more power
at 100% you use 100% of the power
at 50% you use 66% of the power
at 1% you use 6% of the power
so youd save 1400MW at the top end
or half a nuclear power plant
or 9 fuel gens
wait if 50% uses 66% of the power, doesn't that mean two 50% (100%) uses 132% power?
instead of 200% of power
oh so it's not 66% of the power
(also that line looks pretty linear to me)
hides in corner
it's 66% of 50% of the power?
its 50% efficiency so you need to build 2
those 2 combined use 66% of the power a normal 100% oc would
It's a lot more than that I think
the numbers seem right, at 50% a constructor uses 1.3MW, but you need two for the same throughput, thats 2.6MW, which is 66% of the normal 4MW (for a single constructor at 100%)
jup just double checked math checks out
Also got to love that some machines can go low enough in power so they use less while running than idle.
anyone know how long pipe manifolds take to fill?
im curious how much the load bug actually affects fuel setups
with 100 TF gens and 4h play session it seems like a buffer with 2mยณ turbofuel/min is enough to make up for it
@bleak coral
100 gens is 450TF/min and 500TF lost on load
so in 4h thats 2.1mยณ/min that needs to be added
so 0.46 gens
Yep sounds right
Could add enough buffers to hold 500 for immediate relief, and just let the buffer fill for extra security.
now i just want to know how long it takes for a pipe manifold to regenerate if you dont have overproduction
i feel like it shouldnt take that long of sitting at 95% power production
ehehehehhee
Oh it never recovers, it just drops gens until it reaches an overproduction equilibrium
I've watched this happen to a system
the only way to make it recover is to manually intervene
mine usually recover but i dont check on them too much
if they dont all run you make more
so eventually they do balance out
its just like a belt manifold
Next time I'm in game I'm gonna shut down a few gens in each system, and let them stabilize, probably also find a place to put some industrial buffers in parallel.
don't do the second thing. buffers introduce additional slack, which is exactly the thing pre-filling your pipes is meant to remove.
Actually not if put them above machines
it's intuitive that "welp adding a big supply bucket will help right" but in practice it often makes sloshing and starvation issues worse
if there is no sloshing possible, buffers dont cause any
and if there already IS sloshing, parallel buffers reduce it
its a double-edged sword
could you just add a valve at the start of the buffer to prevent sloshing?
it would at least prevent backflow up to the valve right?
you could
so then if the pipe before the valve dries up, whatever is after the valve will not flow back through the valve to fill that empty space right?
in theory yes. but if that part dries up you have sloshing nontheless because your input drops
thats my theory and it seems to work (afaik) but i have nothing overly complex
what would be causing the sloshing?
input dropping and then being increased again. one big slosh xd
This, we talked about this yesterday. Which is why I said parallel pipes. So I'm basically gonna setup a compensator or equalizer and fill up the buffers. The idea being they meet the sudden spike in demand and keep flow steady and the pipes filled while production catches up and all the empty space can go into one place instead of the whole system.
well if you have a valve before the buffer, and the buffer is 80% full, it would only flow forward out of the buffer and slosh in that tiny tube between the valve and buffer
filling them up completely just causes them to output at max capacity
just fill them to 75 each if you use small buffers
then you need to fill the entire pipe system...
that can work. yes
but, again, only if all pipes are full.
else the buffers will try to fill those gaps
Yup, that'd be the idea, fill the whole system, then when a bunch goes away on reload the buffer fills those gaps, and the system can stay full and the excess production refills the buffer for next load.
that can work. just gotta be patient
Yup, lots of manually shutting off fuel gens, but I've done it before, and I've got podcasts.
Am I right to assume this should be at the top of a multi-level system?
hey, it's heavy modular frame built at ratio, look at the righ colum for the number of machine XD
104,4? odd ratio number
26:1 i can't read euro-style decimals apparently
I setup my HMF for a end total not exactly ratio. I know there are a few hundred machines involved tho.
60 a min is alot of heavy frames
Couldnt you just place down like a hundred batteries, wait for them to charge, and then when you log on the factory has time to restart before the batteries run out
It's not about covering a power shortage, it's about it reaching a stable state where the pipes are full again.
well like couldnt the TF have time to refill the pipes and stuff with the batteries
the batteries aren't gonna stop the demand
the generators still consume
well it will give it that like 3ish minute reboot time for the entire factory for TF to get rebooted
I'm not gonna manually shut off and turn on fuel generators on each load, that's silly
well i feel like itd just be the entire factory restarting the TF production and moving down pipes
so like after 2-3 minutes it would be all done and the turbofuel will easily go back into the fuel gens
you can't mass turn off fuel generators, you have to manually turn each of them off one by one
you wouldnt have to turn them off
yes you would
if you don't they just keep taking fuel
why would you tho cuz it would just be refilling
generator off: no constant consumption
generator off: constant consumption
yeah but like if it runs out of fuel you have the batteries to cover the factor
factory
it increases the delay if you leave them on. or possibly even keeps the pipes below 100% indefinitely
if you have a buffer and a valve to stop backflow then they refill after you get the new TF to push it forward
and then everything refills
you have two scenarios:
- overproduction and waiting enough time to fill the system back up, no downtime, no down generators
- equal production or not waiting enough time, generators shut down, but they will never recover since the demand always equals supply so there's no excess to fill up what the reload bug took away, so the system's flowrate is unstable
power storages don't help in either, unless you're manually shutting generators down and letting everything fill back up
also, batteries only work if you have enough generators still on. if 3 / 12 generators fail to run, then even batteries cant compensate that if your demand is sufficiently high
i think its fine to have just 1-2m^3 per min extra
cuz that will fill up the buffer and compensate for the reload after a bit
even if you just have a ton of batteries?
they'll drain eventually
just how "oh well i have 50 million containers for nuclear waste" is no permanent solution
I think you're underestimating the amount of time it takes to refill, it's like a few hours if you only have a tiny overproduction, like 2-4hrs, not like 3 minutes
for 3 minutes, you need like 30 mยณ/min extra
so you do an extra refinery that uses the heavy oil residue TF recipe to fill it up quickly
it all depends on how many generators you have
cause it does a lot per min
30 per min extra will refill the entire thing easily
And if you have enough overproduction to fill it up in 3 minutes, you don't need the power storages anyway, cause the generators will never go down
and fill the buffers
again:
100 gens is 450TF/min and 500TF lost on load
so in 4h thats 2.1mยณ/min that needs to be added
so 0.46 gens
thats impossible
if the gens are off youre making extra
it will ALWAYS result in 100% efficiency
the only question is how long
thats why i use batteries
and its working fine
100 hours is already "infinite" to me
same for 10 hours
if i have to wait 10 hours for a problem to fix itself, im mad
That's why I'm gonna overproduce by like 30 or something, and do the buffer/equalizer thing
well having 97% efficiency isnt even a solution so id rather get a fix eventually
id rather have 95% efficiency at the start and eventually get to 100% compared to always running at 97%
This is why you should just use the much easier and simpler diluted fuel in a blender xD
Ohh reload bug that's what I missed, sorry
So that's what makes fluids disappear, a reload?
and its every time you reload the game?
everytime you load a save
๐ฉ ๐
When you say 5 cubic meters per machine, does this mean like... from the machine's "inventory" or from the connected pipe or what?
pipe
the machine has a second, invisible input buffer thats about 5mยณ big (or so is the assumption)
upon loading the game, that buffer gets emptied, and thus the pipes empty into it
...I see
My guess would be that it's a save bug where what's in that space isn't saved, but it'd be wild if something actually deleted what was in there even though it was saved.
?
Heres a math problem, how close could ((2^(1/1.321928 )x10)x36) be reduced to 600
what's the x10 and x36?
x10 is the default number of nuclear waste and 36 is the group I was considering changing it to for the nuclear power plants, right now its groups of 35
converting the waste to rods to sink/use?
Yeah, I figured it out though, extract 480 using smart splitters and 120 and 60 after that leaving me with exactly 300, can then combine with other 300s to get the 600.
480 what?.. waste.? smart doesn't work on them..
you could just use regular though.. just do a manifold of splitters and combine 5 mk1s..
normal uranium waste can be sorted by type with them, plutonium waste doesn't have a sorting type with them, when your using the belt to only move and balance one type of material that doesn't really matter and can always use any undefined for plutonium waste to, not that I plan on using making plutonium waste though.
has anyone made a turing complete computer with smart splitters?
because... it should be possible.
What is a 'turing complete computer'?
Yea.. but what does that have to do with building in satisfactory??
they are asking whether or not is satisfactory turing complete
Not what i read, but okay.
or rather whether or not anybody attempted to build such a turing complete computer in satisfactory
And that just brings me back to how you are suposed to build a computer inside a game... o0
turing complete computer is very simple
compared to what you probably think about when somebody says "computer"
oh it's been done many times before
Yeh, it's been done in quite a few games. Notably minecraft
And Conway's life
When you realize your main project is going to need 1005 refineries.
Nope. The closest I heard where discussions about a Turing complete pipe calculator, but that would take minutes for the simplest instructions :hehe: (belts might be a bit faster though)
turing complete isn't about speed, it's about "is" or "isn't"
does the fact every system I've seen can't feed itself input have anything to do with turing completeness? cause as far as I knew the other big limitation for logic systems in satisfactory is machines aren't able to be manipulated except by hand, that's where the input comes from
Question: at this point is late to change layout so i slightly downclock some machines, but there is a way to fully utilize a pure node with mk3 miner? Like splitting early as with extractor and pipes?
No thats ok. I'm talking about using full 780
As mk5 lose some throughput on the way
Even if implementation and math is correct, i had to downclock some foundries to use only ~760
Otherwise a couple of them are starving from time to time
oh yeah, it seems to happen between belt sections, so splitting it right away shouldโข๏ธ be good
I'm not exactly sure how turing completeness is defined, but I think input is always by human, isn't it?
idk, I tried looking it up and was immediately like "I'm too tired for this" ๐
Aye, it has been tested for, works fine โ
Thanks
yes, but things have to be able to do other things. I've been thinking about this for a while, and I'll do some more thinking tomorrow and maybe start making some notes.
satisfactory doesn't have priority input mergers
so I believe it is not turing complete
You can do priority merging with pipes
With belts too, though not complete priority, only a very high one
It has been tested for throughly
You can check that out at the VIP junctions part of the Piple 
So... people who love to sort stuff (imma at you @livid forge due to the sorter you just did)
How powerful did train sorters just get compared to belt sorters, with the news on trains being able to pick up specific items from stations? 
for me with my uranium setup, not at all.
i still have to unload all the same items on one platform
and then belt sort it
Oh, a mixed cargo for UFR materials?
yep. also for PFR
i have like... 6 containers to smart sort parts into
and they all come from one platform already
i dont load any other stuff into it
the same train also carries quartz but thats always full and i cant use that anyway
and the last freight car is for transporting empty canisters back to refill
so my current system doesnt benefit at all from that
Any overflow?
overflow goes to sink
i have no other use for those products
my uranium setup is just "throw parts at it until it works"
Easy enough, I certanely appreciate the mixing 
how the heck am i supposed to produce enough heavy modular frames latgame without grinding for 20 hrs to set up a another whole overclocked production line for modular frames (this will be a pain to do and i dont want to. help pls (i have one fully overclock manufacturer and it never has enough encased beams, help pls)
oh, did i mention i prefer spaghetti over real organizing?
use satisfactory tools to get good beam production
and if you use the alt that makes 3 every 64 seconds its a lot easier as well
without mods pls i dont wanna cheat
satisfactory tools is an online production planner
which alt? remind me bcuz even with object scanner i can never find enough hard drives
WAIT i googled it i need to get heavy flexible frame!!!
im pretty sure its heavy encased frame
which costs the least encased beams
yeah but encased doesnt use screws
now: help me with hard drive finding strats (i have object scanner & explorer)
use satisfactory calculator
interactive map it shows location of all hard drives
the flexible is perfect i have an oil surplus
ok ill look it up
Satisfactory helper to calculate your production needs. | Gaming Tool/Wiki/Database to empower the players.
imo you should just use scim for finding areas to build. theres an area on the far left hand side that has really good resources and theres coal below it. you can make around 404 steel ingots a min using only 270 coal and iron per min with all alts
What would be your most productive method to plan a factory ahead of time? Using SCIM, Mods, giant printout of the game map and a sharpie?.. do you not really take the terrain into much consideration, do you plan around the terrain, do you just build your factory above the ground on platforms? I'm curious 
I usually just manifold out resources along a giant area if it calls for like 20 of thme and use satisfactory tools to get the exact number
How do you think of where to start positioning machinery?
I have a giant platform and i just go for whatever area doesnt have stuff and is kinda open, an area thats close to resources and open, or just near an edge
interesting
so no formal planning per se
I try to group all my similar buildings together
So like foundries/ smelters then constructors/refineries then assemblers then manufacturers
But other than that no planning
And the belts in between each part are a bit of spaghetti
A turing machine is a pure function from a specific kind of 5-tuple to another kind of 5-tuple. No human is involved in the mathematical model, as such. Metaphors like "Tape" and "input" are for comprehension only.
Something is turing-complete if it models a turing machine which can emulate arbitrary turing machines based on its input (the initial 5-tuple)
More generally, a system is "turing complete" if you can implement a reasonably-large subset of turing-machine-computable algorithms on it. Generally, anything with branching, repetition, and storage can do it, which means that Satisfactory plumbing might be turing-complete (based on work by McGalleon).
@sour wyvern โ๏ธ Smart splitters don't meet these criteria, and it's likely that you cannot implement a turing-complete system on top of them, but i'd be open to counterexamples or even partial constructions that show computation, even in a more limited category.
You might be able to implement finite state machines using belts and splitters, though, and there's a reasonable amount of computation you can do with those without needing the full capabilities of the turing model.
with pipes you can do NAND gates, and with some special buffer setups, you can make oscillators that periodically input a signal down a line
and with enough NANDs and such, you could technically build a computer
yeah NAND is the universal gate
A NAND gate on its own is not turing-complete, but there are ways to build NAND circuits that can solve turing-complete problems up to a limited input size
@oblique hollow what does a buffer clock look like, out of curiousity?
i havent looked into that train setup, maybe it has its place, but i doubt it'd change my sorting setup.
Something i would love though, is the smart merger feature, that'd significantly cut down on the bulk of my storage
sounds like a good system if you can limit the amount of stuff a train picks up from a station. So for instance, half the cart is dedicated to iron plates, and half the cart is dedicated to iron rods?
in cases where one dedicated cart per item is redundant
Fascinating 
oh wait I just realized we could use switches + pumps + elevation to control inputs now, without having to mess with machines
sure, but plumbing gates aren't quick anyways
computability says nothing about it being fast ๐
yeah, they take up to 30 seconds to respond
curious, whats the purpose of this?
proof of concept + fun?
Oh I see how this works, that makes total sense
originally, it was supposed to be a comparator of sorts. but now it just acts as an oscillator. once the buffer is full, it magically completely empties itself over that mk 2 pipes
It completely emptying itself is a "plumbing isn't fluid dynamics" moment
i expected the head lift drop to stop it at some point, but no, it just completely goes empty
a great example of "satisfactory fluids aren't real fluids"?
yes
extremely yes
a real-world example would just fill up to the tip line on the right-hand pipe and then flow steadily after that
maintaining a more-or-less steady level in the tank
same with, if you have a full and an empty buffer, and put a valve between them, the full buffer just fecking empties itself into the other
the pump also wouldn't do much, on account of being connected to itself. It'd keep fluid moving in the system but it wouldn't add working pressure
the pump is just there to cancel head lift
yeah
its in an unpowered state
yep, they just reset pressure
I am parodically reminded of this when some comes in with a broken coal plant that has way too many pumps
i laugh whenever i see "Why isnt this flowing" and theres 50 pumps and at LEAST one of them is unpowered
exactly
I just put valves everywhere ๐
I always think "someone didn't read the instructions did they?"
can't have flow problems if you have no flow
or the infamous backwards pump, and it's more common cousin the the backwards station
more seriously my plumbing adventures are very very simple. pumps to go up, buffers for trains, and no pumps, valves, or buffers anywhere else
its a pretty valid formula
before slapping pumps or valves down, check everything else and try it
only then slap extra stuff down
if one or two extra things dont fix it, 900 more wont either
I generally have a more-inputs-than-outputs rule, and it serves me well on both belts (no need for complicated splitter ratios) and plumbing (what's 5 m3 between friends)
people who let demand exceed supply on a logistics system confuse me
stolen by the machine, that's what that 5m^3 is :P'
the ones that confuse me are people who just jump right in to making a system, and don't test new things
first thing I did with trains was build a small-scale setup just to mess with them and figure them out
much easier to make a mistake when the track is like 100m long and you can mess with both ends in the same place than to find out you got something wrong after building 1km of track
now that i think about it the longest pipelines i place are always sulfuric acid lines
oil and water are always incredibly short
why's that?
sulphur over there, batteries and nuke processing over here, and fluid cars suck donkey chode?
what is this, a tanker car for ants?
idk i just always have my sulfur refineries up on some hill and then let the acid flow down
since there will be no head lift issues, why not
A single freight car, with the smallest stack size, can saturate a mk5 belt for 2m 3s, or a mk2 pipe for 2m 40s
You're way better off, in terms of sheer volume, moving packaged fluids than fluids in tanks. That could be a neat tradeoff, but the margin is so huge that there really isn't a contest.
(A freight car loaded with packaged sulfuric acid can provide a mk2 pipe for 5m 20s, given sufficient packagers to unpack it that fast, and can be unloaded more than fast enough to sustain that.)
you can also use the same train to transport the bottles back to the loading station
just have a packaging system on each side
you can store 2400Lยณ in an industrial tank, how many liters can you store in an industrial container if you package it?
oh its meters? either way, thats a big difference...
one canister is 1 mยณ
pluss the tank is physically bigger
LOL THEY ARE NOT! haha there is an easy way to fix it ๐
make the volume of the container more realsitic
one cubic meter is 1000 liters - big difference^^
i meant big difference between a tank and container
but yea its like 6galon containers visually ๐
yeah it's actually that the volumes used for fluid production and consumption are grossly exaggerated
if you couldn't compress fluid into a container-sized thing (and liquids, at least, are SUPPOSED to be incompressible! it's part of the definition!) โฆ
just change everything from mยณ to Lยณ
cubic litres ๐ก
ok wait thats dumb...
funny though
just liters..
heres an actual 1000 L "canister"
but yeah that's about how I think of it โฆ except then the tanks and freight volumes don't make sense
we got pocket dimesion technology
one foundation is 8x8 yes
standard foundation is 8 x 8 m
so one conveyor pole is supposed to be like.... 1 m wide
how fucking massive are humans in this game?
and conveyors are 2 m
we are only like 2 m tall
1.8m
the Pioneer is just properly-modeled Alex from Minecraft confirmed
wHaTs ThAt In MuRiCaN
5.5 FOOTBAWLS
hmm the container volume isnt actually that far off...
i mean the tank volume
if you expanded it to fit its boundtry box it'd be roughly right
and dude... the volume of a waterbottle isnt too far off either
you can fit roughly 14x14 bottles on a foundation
and they are roughly 1 meter tall
so i came to a radius of 0.285m which yields a volume of 0.26mยณ, if you dont account for the fact that it tapers towards the top
i expected less. But still far off from 1mยณ!
hmm, maybe the packager actually DOES compress the fluid 
oh factor of 4?
that comes close to the same thing it does to gas
it compresses 4mยณ of gas down to one bottle
ye they contain 1mยณ ingame but i calculated it to be roughly 0.285mยณ
visually, that is
wanna try and find out how big the gas bottles are?
My actual complaint is that the balance of consumption rates and container sizes really makes fluid transport a complicated and unrewarding mess in comparison to dry goods. โDifferentโ I could live with, but running a long pipe is both easier and more effective than a fluid train so itโs more โwhy botherโ
And that seems like a misstep in game design
its rarely worth it to package fluids irl too though
pipes are always better, packaging is more for very long distance, or for transporting manually
i dont have a gass container on me, can you send a screenshot of one on top of a foundation?
and next to a 1m tall foundation, to see its height
btw, on topic of transport, heres some IRL statements
ye seems about right
bulk liquid vs dry bulk is an age old debate
easy to transport, thats only true in some scenarios though. The lower the volume, the better. And the longer the distance, the better. Its a gradient
the bigger the volume, or the shorter the distance, the more likely it is that you'd want pipes instead
its a trade-off to consider
I upgraded my oil pipeline to mk2 .... didn't upgrade the pumps. derp.
xd
I thought the mk 1 pumps could handle 600m3
nope. I thought that too, but they act basically like 50% valves. and your flow goes all weird
er, wrong comment I replied to, obviously
middle of the row where you put them
things get wider the more off center it is due to perspective, does not have to be in the middle of the platform, just middle of the row you already put down
beautyful
I just want the jetpack to work with turbofuel
so I don't have to keep fuel AND turbofuel
roughly 0.09mยณ of volume, mind you, they pressurize gass though. But you can use that to calculate how many bars it'd take and see if thats higher than what would be realistic ๐ @oblique hollow
just barely 0.1 mยณ?
of space, yes
im having a hard time finding out what pressure it'd be
but thats a compression rate of 1:40
normal air pressures are 1:8
anything above 1:10 is high
1:12 is where most things cap out
587.84PSI
anyone know how much that is? ๐
a low pressure leak valve for a liquid nitrogen container is 25-50psi
a high pressure leak valve for liquid nitrogen is 100-230
so yea, those containers ingame are absolute units
oh nvm hydraulic presses can be as high as 10k
1 liter nitrogen (liquid) = 696 liters (gas)
so 1:40 is nothing in theory
4 mยณ = 5 liters liquid
thats half a bottle
thats likely room temperature though? remember liquid nitrogen is often cooled
or less than half even
if you compress it hard enough, ANYTHING turns liquid
ye but if you drop the temperature, you also drop the pressure
well, we could assume that the packager also cools it...
so room temperature liquid nitrogen would be about 10228.416PSI which is the same range some hydrauluc presses operate, mad pressure, but not too unrealistic
its hard to find pressure needed to liquify nitrogen, seems everyone cools it to liquid then stores it
but scuba tanks are pressurized to 3000psi
so those lousy 587 are nothing
yea..
the only madness left are the liquid canisters
built in pocket dimension
like a lizard doggo
I do love how gas flows exactly like a liquid though.
If you compress it enough it becomes one
Wouldn't be suprise if they differentiate it further somehow in a future patch, maybe as simple as filling upwards or something idk
wait did you all justify the weird fluid compression? I guess nitrogen, but like water? I mean that's really hard to compress isn't it?
or I guess more specifically how the size of things holding fluids doesn't match to how much they hold is what I mean
hi i posted something in the questions and help chat but now that i think about it it prob belongs here
If I had a machine outputting at 120 per min, would I need access to a 120 per min conveyer belt to have it then go into a stacked conveyer belt with 2 60 per min conveyers?
Or can I have the conveyer from the machine to the splitter also be 60
you can't connect splitters directly to a machine, there's always a belt in-between
So, I'd need a matching capacity belt to transport the stuff to a splitter into two half capacity belts?
yes
In short, no free-capacity buy slamming a splitter onto a connector of a machine, that won't work
in practice I think that's only an issue with resource extractors, anything else you can build multiples of freely
mk2 belts are expensive though, so a short run of 120 then split into two 60s is a cheaper way to build
Mk2 bekts are super awkward, reinforced plates are so much harder to make at scale at the point in the game when you want mk2 belts. Mk3 and higher are much nicer.
Mk4 seems a little cringey though. Encased beam is about as awkward as reinforced plate.
Maybe you have better tools to work at scale by that point, but the cost is stiff and the crafting time doesn't help.
Almost seems like both RIPs and Encased Beams should be produced stably as soon as possible ๐
I have 20 refinerys processing crude oil, turning it into 1600fuel/min, that fuel is hooked up to 3 MK2 pipelines connecting to 130 fuel generators, each 600fuel/min is connected to 1 Large buffer each and is split into 3 pipelines connected to 20+20+10 fuel generators, my power generated sometimes cuts out by about 1000-2000MW, why is the fuel not pushing fast enough into the generators? i added valves in front of every single section to prevent backflow and i filled up the entire system with fuel before starting generators, everything is built on the exact same level on a big platform so there should be no headlift issues other than the large fluid buffers who only hold 80-90% fuel due to headlift, help?
Fluid buffers need to be full to allow full throughput through them iirc
so... removing all buffers would make the system more stable??
Filling them and putting them to the side instead of being on mainline
Also the valves aren't really needed. Did you limit them?
the valves are needed to prevent backflow
Backflow isn't a problem if pipes are full
pipes are not staying filled once the system is running, due to 1:1 ratio
Well you'll have issues then due to fluid loss load bug
link explaining fluid loss load bug please
On each load of your save, machines connected to a pipe will remove 5m3 from that pipe
so then how would i fix the issue im having, is it just literally impossible to connect 130 generators to 1600 fuel in the games current state?
The issue may be caused by 1000 different things and I mentioned a few of them. I'd just overproduce a bit or build two less gens and keep it like that
id recommend ~1% overproduction
so if you have 100 gens only connect 99
is that the only way to do it in the games current state?
yes
you can upvote the bug on the qa site:
https://questions.satisfactorygame.com/post/60784b5aaa0ba107e325889d
they addressed in a q&a here:
https://www.youtube.com/watch?v=KhQsMU7iR3I
Clips for the August 17th, 2021 Livestream originally streamed on https://www.twitch.tv/coffeestainstudiosdevs
thankyou both
Only if the machines are higher than the top of the buffer, if same height about a 1/4 of its volume is fine to transmit flow
There's just a small adjustment I can suggest in case you care about the power draw from the fuel production to be flat
@frosty owl please
You can add a separate fuel production line (very small, just to fight the load bug) to refill your pipes in key points through VIP junctions and set this production on a different gritld
Main production will have priority and run at 100% while the secondary just turns on to refill losses
thats what i was thinking but i think i'll just remove 1-2 generators instead until i have no power fluctuation
Or you could OC the secondary fuel production line to fill the buffers temporarily
Up to preference ^^
only for gas. for liquids its 75mยณ / 300 mยณ, depending on buffer size
@bleak coral @muted crypt yo i just saw a question about liquid biofuel on the qa site:
https://www.youtube.com/watch?v=s52yTvp9nbM
in it mark says that they might make it with farming or a lawn mower so its an actual lategame power generation
thats probably why its still in the game
What about gases?
I only mentioned the 1/4 fill requirement at the same height (or higher if the buffer is below the fluid user)
for gas, if you want max flow the buffer needs to be full
making buffers useless
they cannot keep 600 or 300 flow up if input drops
The subject was oil though
*oil stuff
oh. greeny mentioned buffers and how "they need to be full to allow max flow through"
i corrected that to "thats only true for gasses"
"Or buffers placed below the fluid user"
oh for below, yeah, they gotta be full for that head lift to pass on, unless you add a pump on their output
I think the easiest solution is simply to have the buffers raised over the refineries' level
That'd be kinda neat, though I'm imagining they'll do another pass at the conversion numbers hopefully. Cause biocoal/characoal currently have the better energy conversion. Though I guess that matters less if it's automated/unlimited, and so you can choose liquid just cause you can build some fuel gens instead of a bunch of water extractors and coal gens.
Is that because they flow back into the input?
no its because for gas, the pressure depends on how full soemthing is
and you only get max flow if whatever the gas is in is at full volume
so a buffer thats not at 300 / 2400 mยณ will not deliver 300 or 600, and will gradually sink
what would that do, you mean?
Biofuels are currently a dead thing in the game and it makes a lot of sense to expand on it, it was put in with an intent.
However this is a game which takes place in the future so it's approach would be VASTLY different than how it's done today.
I hope the devs watch something like this vid before implementing it because then they can pull off something that fits the meta.
BUT- maybe they want it to be bad! "It's terrible but I did it for fun" is a common factory design theme. There's already quite a bit of irony in the game.
Get a year of both Nebula and Curiosity Stream for just 14.79 here: http://www.CuriosityStream.com/realengineering and using the code, "realengineering"
New streaming platform: https://watchnebula.com/
Vlog channel: https://www.youtube.com/channel/UCMet4qY3027v8KjpaDtDx-g
Patreon:
https://www.patreon.com/user?u=2825050&ty=h
Facebook:
h...
basically this: Biofuel is consuming more energy than it gives.
we might be fixing it with algae, but not for a while
A really fascinating use would be piping Co2 from carbon burners, oil/coal/wood into algae arrays
Water + smoke = biofuel
We already use pipes for gas!
is this enough pumps or to much
That could be interesting... Maybe it would require an attachment. And who knows? maybe CSS would make it so it does factor in pollution for seeing if you can breath...
or click on a pump and look at the headlift indicator
what is that?
That's a bug when you dying, it can spawn a big version of your current equipment
I first thought you had just built the chainsaw manually lmao
WORLD SAW
Lmao
Hey quick question on the gas. Sounds like it works dif to the liquids. If moving gas in a manifold prod line do you need a fluid buffer in the middle of the loop to keep the pressure going?
Dont use buffers for gas, those do nothing
Unlike liquids, for gas, the flow rate depends on how full a pipe / buffer is.
A half- full pipe will only ever supply 150 or 300 m3/min, same for a ** half full buffer** (thats 200 or 1200 m3!!)
So if you have a full buffer, it does NOTHING to support the current flow rate of gas
Right but... does that mean you won't be able to supply a manifold that consumes 600 gas pm since it'll be constantly less than full?
You can try to supply a manifold with 600, but dont use buffers
It should work, but it depends on framerate of course
Should I still loop the feed in pipe like liquids?
Ye
kk ta
how much will I get at point B if from point A to B about 7 or 8 km, and 840 coal per minute is supplied to point A?
and is there any formula for such a calculation?
Depends entirely upon mode of transport, route of travel, etc
point B is left, A is right (train)
there is one long ascent, but the speed on it does not change much (only + 15-25 km/h during the descent, during the ascent - 5-10 km/h)
formula:
more info on the electric locomotive page:
https://satisfactory.fandom.com/wiki/Electric_Locomotive
or flipped around for throughput calculation:
thanks
When the buffers are higher than the rest of the pipe network, they will transmit flow without the need for them to be full
Just did the math. With no inventory upgrades, Ms. Satis can carry approximately 216,000 lbs or 96.4 imperial tons of concrete at a time. Hell of a lift.
(Using normal 80lb concrete bags stacked in three per item, based on in game visuals)
Lift with your legs, not with your back.
and what is it with inventory upgrades, @quaint rampart?
324,000 pounds.
Nope, missed a zero
Oh, the bags are each 80 pounds!
500 x 3 x 81 x 80 = 9,720,000 pounds.
That's about the weight of a medium-size major combatant warship.
Bag of holding ftw
why is it always like the last step of a base that's like "ok, now build 81 refineries"?
I wonder if math channel lets you talk about the game's development funds like some other places?
Some game devs who made decent money will ask the community how to balance the funding or just say "hey we're able to provide LTS thanks to the game's success" which in term helps sales and then the game kinda becomes immortal.
What is the exact % of the last Fuel Generator when you build 34 of them and need 33,333333 to burn the 400m3/min?
I just underclock a unit when I have an excess in a production pipeline.
33.33333 means 33 and 1/3, if thatโs what your asking
change at the amount of power generated, not at level to over/under lock
Yeah, that's what I was thinking and what I did but I have some waves sometimes in my generated Power, might be due to a previous linked Power source less well tuned. Thank you.
a way you could check if itโs from the new power you added would be to just look at the machine and see if itโs running idle at any point. glad to help
ok big brain time if someone knows the answer your my hero because i am un sure of the math answer for this.
4 Rolymer Resin needs to be taken every 2.4 seconds.
But I have 20 machines Making 3 Polymer Resin every 6 seconds.
How many machines do I need to take in 4 Polymer Resin ( 2.4 seconds ) if I am only making 3 Polymer Resin every 6 seconds when production of Polymer Resin is only 6 seconds.
( 1 machine will eat up 4 Polymer every 2.4 seconds. )
X*(3/6) = 4/2.4
X = (4/2.4)(6/3)
X = 24/7.2
X ~= 3.33โฆ
So three and a third machines
please explain in a dumb downed version.
I could very easy just make that amount, but i need to know how you got that answer.
Given an unknown X, assume that X machines making 3 resin per 6 seconds is equal to - produces the same rate as - one machine making 4 resin per 2.4 seconds. Then solve for X.
First step is to multiply through (6/3) to cancel out the fraction on the left-hand side
Second step is to simplify the remaining fraction on the right-hand side
We can check the result, as well. 3 and a third machines each making 3 resin per 6 seconds is 10 resin per 6 seconds, or 5 thirds of a resin per second. On the right, 4 resin per 2.4 seconds also simplifies to five thirds of a resin per second.
The idea is to figure out how many machines operating at one rate is equal to a single machine operating at the other rate, which is a pretty straightforward algebra problem with one unknown
Think i found an exploit/bug with water extractors that might let me bypass the need for a waterpump all-together. It seems that I can make a wall 40 meters high, and run a pipe up it. Then build some more pipe. At first, you don't see the exploit because the first pipe is full sure, but the rest of the pipes basically have no water.
however, if you flush the whole system or connect the water extractor after these pipes are built - it has no problem filling them all up.
but who knows, after a save/load it might all break.
Ok if you use a 4way and have another two or more extractors attached, doesn't work. Does work with a single extractor and a 4 way, but i don't have a consumer attached so behavior might go back to normal if i did attach one.
nevermind, game was just yanking my chain and the pipe doesn't actually have any pressure to it even though it says it's full.
ok but i did figures out that if i go up a hill, and then down a hill...and up again...as long as the second hill doesn't go over the highest point - it doesn't get added again to my headlift. so seems the game just does a simple calculation of "highest point - pump height = headlift"?
that's pretty much exactly how fluids work in real life ๐คทโโ๏ธ
cool
Why even are you doing math with "it makes X resin every Y seconds" theres a reason machines show item/min values
To convert "X items per second" to items per minute, divide 60 seconds by the production time in seconds.
2.4 seconds = (60 / 2.4) = 25 / min.
Multiplied with 4 Resin, that equals 100 Resin/ min consumption.
If you have 20 machines making 3 every 6 seconds, thats 3*(60/6), so 30, times 20, so 600 Resin / min.
So what do we get?
Consumption = 100 resin/min, production = 600 resin/min.
Solution: build 6 machines consuming resin
@fierce ruin (obligatory ping afterwards.)
Weird... Nowdays that's usually how I start a base 
Trying to make the generated power graph of fuel generators flat is quite hard for 3 reasons ^^
- Generators' production speed scales weirdly with clock (hard to tune them exactly)
- Pipes systems struggle to deliver their max flows
- Pipe systems lose fluid proportionally to the number of connected machines each time you load the game (the more machines, the bigger the loss)
If you keep these points in account, your power production should be completely flat, else it'll have some ups and downs, most likely after a couple loads of the game
if you have some leftover fuel that is not enough to run a fuel generator at 100%, just put that generator something like 1m higher up than the others (or make a bump in the pipe) so it will only take extra fuel and wont deprive the others. also put a power storage somewhere in the same power network. you dont need to do weird clock speeds.
K-mean clustering for minimizing logistic in satisfactory:
I have tried to cluster different resource nodes in the grass field with files containing MATLAB code and node data linked below:
https://drive.google.com/drive/folders/1GKdSDgPGky6yq6nBrRn1Sfxm5RayvTJl?usp=sharing
Note:
- Still haven figured out how to represent nodes in 3D as sometimes the Z-coordinates cluster could be below the map terrain.
- Assume equal weightage of resource type and node purity
- I added a centroid of centroids to serve as regional collection/long distance transport/processing center.
- I suck at programming beyond MATLAB, don't know how to parse game file data into coordinates, so I do it the manual ways typing coordinates into excel files.
Potential benefits
At the very least, it cut down the train station stop time from 7 station (black cross) to 1 (pink cross),
which is a
(7 x 25sec)-(1 x 25sec)= 150 sec (2 min 30s)
reduction in train loading time, plus whatever travel time it would take to travel through this region.
So, with all that,
what is your take on the K-means clustering, useful or most likely a gimmick?
useful but i assume most people do what i do which is look at the map and pick a point that looks more or less the center of a cluster of nodes that arent so far apart that they become inconvenient to include in the cluster.
also i dont know if your math picked a point on the map which has land flat enough to make a station big enough. there is more to it than xy coordinates and i think the fuzzy logic that human brains are good at would have resulted in something close enough anyway
ngl, i want to do it the former way, but i do just pick a spot that is roughly the center
hm im curious if that can be used for something like "find the best spot for a factory that uses iron, copper, sulfur and oil"
Sometimes you need a lot of space, and may not want to build in the center but where there's lots of space. Would be cool to have a "lines to closest nodes from spot x", so if you need 900 sulfur it draws lines to the closest nodes that satisfy the input req.
ah yes the good old 'oh shit one of the resource node is halfway abroad the map' conveyor belt heaven.
on a more serious note, it is probably possible,
just need to add data feature of resource type and run k-means with different data feature.
(factory need X iron nodes, Y copper nodes, etc. cluster them together to get the centroid aka ideal factory location)
my current trial just treat all node are the same and try to group them, maybe I can try to add the feature in to differentiate between different type of resource node.
do note that my prototype is just 2D though, when I try 3D sometime the centroid is below the ground.
so at best it is an approximate location.
the next problem is probably the need to assign penalty to the k-means system,
cause there maybe cases where belting 1 faraway pure node is easier than belting 4 impure node despite theoretically having less distance overall,
but that is beyond the standard Kmeans function of MATLAB and require customized function.
i mean its kinda mitigated by the fact that you can merge the 4 nodes together but ye thats not optimal
I'd be very interested in a belting/piping logistic minimizer. Totally not much more complex, I'm sure you could include such a feature? :)
Jokes aside, even if only 2D and very rough around the edges, it could be a convenient tool to see how much one can make his logistics more efficient
Given the unloading animation speed, in U5 will 2 max tier belts be able to unload faster than a constant supply of incoming trains?
For stack size 200 items
I guess for 100 as well.
are they gonna change how train loading works also?
well, trains will have to wait in line if you have multiple dropping at 1 station.
Which will include the time taken for 1 to pull out of the station, and the next to accelerate in.
right now trains dont unload while the train is docking so that would actually make it really bad
rather than as it is now where they can all just pile in.
but can they dock at the same time currently? i havent noticed
yes
I'm just trying to plan out for U5, wondering if scaling trains would be better by doing more stations, larger stations, more trains, etc...
then it's gonna be tons slower after update
Yeah they can stack docking RN but I think they have to wait for the current docking to finish before the next one starts.
So it will be slower.
making more trains will always be a loss then. better to go for longer trains or more stations
longer stations = more delay between each train pulling in, as it'll take longer for the station to clear. Multiple parallel stations will avoid that issue but it's more setup cost and more space and it means designing the rail network for small, more numerous trains.
This is why I asked about belts. I'm wondering where you reach a point where the delay between each train pulling in is so long, that you end up with empty belts waiting for the next unload.
ok, just did the math myself and 2x Mk5 belts on the output will empty each segment in seconds no matter what, so I guess that's not a relevant factor.
probably not in seconds. for 100 stack size it would be 15.6 stacks per minute
so roughly 2 minutes for full freight car
yeah, I misread the belt speed as per second not per minute
it actually takes a few minutes, so longer trains makes more sense in that regard
Yeah, adding trains to the same freight can only get you so far. It's useful for long trips, but still has the usual throughput limitations while adding 25s of "down time" to the stations (each trip)
I'm looking to do a multi-output station using smart splitters and an item sink to handle the overflow so I need to make sure I have everything well balanced or I could end up just sending a bunch of stuff to item heaven and never manufacturing anything. iirc stations empty from the bottom up so if I load items in before the station is done emptying and could block the items on the top rows from ever getting unloaded. I can fix that in U5 with stop conditions to force trains to wait between trips but that defeats the point of having mixed output platforms in the first place.
How would that defeat said point?
Because the point is to maximise the uptime of each platform section by allowing it to pull double duty.
If I have to delay my trains I can't scale up
I guess it'll work for higher tier items that will be running a low item/time rate regardless, but it won't do for high throughput factories/items like stators or circuits
I think I don't get it...
But maximizing uptime with freights carrying mixed items AND try to sink as little as possible sound like very hard requirements 
Why do you need to maximize the uptime? Wasn't it to get maximum throughput from the train?
I'm not too bothered about sinking as little as possible, so long as I don't end up in a situation where I'm sinking lots of 1 item and blocking the other from makingit into the factory.
It's all points anyway xD
Ultimately it's a personal challenge to see how well I can do stations where each train brings in a full load of 1 item but the station can handle trains bringing in different items.
Ahhj
I think I'm overthinking it though. Stations emptying from the bottom up means they will always be unloading whatever came in last so as long as I have the right number of trains on the network to balance the unloading at the same ratio the factory consumes them at, it should work out.
Wouldn't it make sense to focus the effort on the sending stations instead? Where they send items only when full (mixed content) and the train will unload only when the freight can accept that many items (so none get backed up)
The way I'm set up, sending stations always send a single dedicated item.
Yes, the order in which they load/unload stuff matters only if you mix items in the same freight, else it can be ignored
I'm avoiding backups by sinking the overflow.
Sink overflow at the UNLOAD, correct?
Yep
If you can rely on train timings (as we will be able to) you could balance the output of the unloading station to minimize use of sink while the next shipment comes
Eg: you ship 270 concrete/min, so you output a MK3 belt from the unloading ISC
if I see the sink is getting overused, that's a sign that I can either expand the receiving factory or add more trains to the route for whichever input isn't getting sunk.
or both
You can still add an "emergency" overflow between the freights and the ISCs in case of "extra big" delivery or something
That exact reason is why I love to have all outputs converging eventually in one sinking area (usually close to final storage)
I'm planning to use the 'only depart when full' stop condition so I know all incoming trains will have a full load.
Also I have no idea what's going on with my power right now. I thought power storage had unlimited discharge but when I turn my grid back on the fuse instantly blows even though I have power in storage...
Might be braking on a grid not connected to storage somehow?
If not, this might be #old-questions-and-help material 
yeah I'll ask there thanks.
What is the best way to temporarily make some computers? I donโt need a lot of them per minute, I just want to automate them quickly for hub unlocks. I do have some alternate recipes and some hard drives lying around, so if it is nessecary I can use them.
you'll need more of them later, so usually it's better to make any things with automation
True, but I need just a few for expanded power infrastructure (fuel gens) and my max consumption is already way over my power production
I might just hand feed them then
With this I mean that I canโt make a big factory right now, not enough power.
computers are relatively complex to just make in an ad-hoc machine for the moment, the time it would take to plan that out you could make a few by hand, or setup one more coal plant to hold you over, which is probably a better game flow ๐
you can just add more coal gens and then automate computers
True
(and you should always keep max production over max consumption)
And I like building coal gens, so that might be the best solution
Thanks for your help anyway
I made a row of about 30 coal gens with 4 normal coal nodes and its so much power
So a normal nuke reactor uses 300 water per minute right, so I should apply just over to avoid the 5 lost in input buffer. Right? Or is my assumptions wrong
yes
you don't lose much to the bug. it's only one machine
Yeah but losing 5 every time you reload could be bad if you only produce 300 for each
For me i just link up 3 water extractors, no under or overclocking to each one and have valves to prevent backflow and a pump right after the junction to make sure they go to the right place
Also with the water extractors, if you are worried about the idling you can put any fluid buffer and it will always have water no matter what
It was mentioned that when you're farther away from something, it no longer simulates physics. Does that mean trucks in the void at the other side of the map do not impact performance? So yeeting waste is harmless?
Or is this another case of Jace being a lying liar?
if you're farther away from vehicles that are in automatic mode, they teleport from node to node. This will change in U5 however. For manual trucks they are still simulated imo.
it also raises a question - why do you have trucks in void? ๐
and no, yeeting waste isn't harmless. It still radiates, so if you really want to put your waste in void, just build some containers there instead, much better than doing some trucks magic (which most likely won't even work)
Ah, true. Not something I do myself but I hear people mention it
trucks still have simulated physics, they just don't simulate their whole journey and teleport node to node
Automate, then let the output fill so it stops. Or you can put it on standby. That way potential consumption will never become current consumption.
huh convo in #old-questions-and-help made me calculate what's the round trip time needed to use a full mk2 pipe vs a full mk5 belt with just one freight car
it's ~4:06 for the belt assuming a 100 stack item, and 2:40 for the pipe.......
man I can't think of better example of how much worse it is to transport by liquid vs solid
even at the worst of a 50 stack item it's ~2:06, which can be avoided by doing trains for low-stack items, and of course it can get better with 200 stack and 500 stack items
so like for me it seems transporting by liquid is basically the equivalent of always transporting 50 stack items
Is it possible to build a flat 2 to 2 belt balancer without belt clipping? Would like to balance 2 belts, but only have one splitter height available.
on the other hand, a mk3 miner is going to produce much more stuff then eg. a single oil well will ever spit out, so maybe solid products are just always in higher volume
yes, but you might not have enough height, just need to raise one of the belts at the crossover point, you could try getting it as low as possible then delete the support
of course then items might clip
That no longer makes it "flat"
"flat enough" ๐คทโโ๏ธ
I've got something like this, but in case of one input belts being empty, one side will get 3/4 of items and the other 1/4.
You can fit two belts stacked within one splitter of vertical space I think
considering the entire concept relies on exchanging materials from the same splitters, if you must have it all perfectly flat, then you will have it clip instead
I was thinking in reference to moving liquids to solids vs solids to liquids, but that is an interesting point to consider, you may still end up with the same number of cars if the volume of solids outpaces the number of liquids enough
However there are also some recipes that demand just as much liquid as solid, and water is used by a lot more recipes than any one single ore.
water is so ample that transporting it with a train is bordering madness, however ๐
yeah, the solution for mass water need is always just build by an ocean
anyway, hate to start a good convo and leave, but got to go take care of car stuff, see y'all later
on the other hand, if you need nitrogen, and you dont like the nitrogen spots ... not sure its so terrible to transport it
oh just gotta comment on that real quick: nitrogen compresses by 4x when packaged, so it's best to just do that if you do it by train
I'm pretty sure that makes up for the empty package car added + extra power for packagers/unpackagers
I mean gas do be like that
But wouldnt a gas tanker on a train also be pressurized then? ๐
ooooh, I think I figured it out!
Smart splitters at input, with main output going to merger in center and forward lane set to overflow.
If only one inpout belt has items, they all go to central merger and are split equally into outputs.
If both input belts are full, half of each belt goes to center, then is split among outputs, and remaining half goes straight.
[Happy Pioneer noises]
This is a valid point.
Real life note:
Small tanks have thick walls and thus can handle bigger pressure. The train tank is relatively thin for the volume it contains, thus cannot reach so high pressures.
The test pressure of a thin-walled pressure vessels is inversely proportional to its radius, if I recall.
Only since it's #math-and-meta. Stress, pressure, diameter, thickness.
That's something I wanted to point out too xD
Transporting water via fluid trains is the quivalent of moving screws with trains imo ๐
Just what I was about to suggest ๐
I haven't tried something similar yet, but that would kind of balance them right?
As in: adding more splitters/mergers to extend the current ones in front would make the split ever closer to an even one... Or is it already even?
Should be even already. All goes through middlen if only 1 belt is full, otherwise spreads based on overflow.
Makes sense, good work ๐
I never bothered trying a flat 2:2 balancer (I don't use them in the first place) thinking it would be quite chunky ๐
It is quite chunky, but sometimes you have to balance 2 full belts and do not have space for 2 levels.
Eh, 3 mergers and 3 splitters isn't too chunky...
Is my sense of scale getting weird? ๐
you dont really need space for two full levels though, you can make the crossing in the space of one level as long as you either don't mind the parts partially clipping, or just not transporting tall things like wire spools, just by making the belts go up/down a bit - not flat, but not necessarily exceeding the height of one wall, or one splitter, or whatever a level is for you ๐
That's how easy things get when you don't have constrains 
its easier if its a full wall, i tend to not build those super tiny splitter-high crawlspaces personally
Same. But sometimes we find ourselves in weird (and tight) situations :hehe:
This has nothing to do with Satisfactory, but I need help with math that i'm too dumb to figure out
Can anyone help?
Does not work. Stacked splitters are already one belt apart, and forcing a two belt levels in space of one is not possible without ugly clipping.
Depends on the subject
4 people pay different amounts for a single item then want to even the debt, what's the formula?
Not my subject...
I don't have the solution and I'm too tired to actually use my brain๐
I just dont even know what it's called.... related rates?
is that the question? if not type it all in here
Item price divided by 4, subtract how much they already paid. The remainder for each person is how much they needed to pay up to make it even. If value is negative, it is how much others owe them.
right, but how do you divide that last number correctly?
You don't. People who underpaid lay the money on table, the ones who paid too much pick from the pile. There should be no money left on the table and everyone paid up.
this is after they pay, they have to pay to eachother
Use 1,2,3,4, everyone owes 2.5, whoever paid 1 is owed 1.5, 2 is owed .5, 3 owes .5, 4 owes 1.5
yes i got that part, but how do you know how much 4 owes to each person?
You don't owe to person but to common pot.
designate 1 person as a "banker". those who owe pay them up. that person pays the ones who paid too much. problem solved
So you need to figure out ($4paid-1.5overpayment)/ 3number of people owed?
lets make this simple. An item is $400. bought by 4 people. P1 pays 200, P2 pays 100, P3 pays 75, P4 pays 25. How much does P4 owe to each person
Ohhh lol
you dont know thetes multiple solutions
thats why a pot is the easiest
there is no pot dude
P3 owes as well
There is a caveat - if you divide rates, you will run into fractional dollars, and there are no fractional dollars. Just agree with P1 and pay him the missing 75$, then tell rest you solved your debt. You only owe to P1.
So p3 owes 25, p4 owes 75, unless you can designate who is paying who, or have a formula for what person owes what, I don't think you can reliably make a formula to calculate what you want.
yes the formula is what i want
You make one
P4 puts in (400/4)-P4 and so on, until P2 and P1 take money from the pot
because the actual problem is 2876.94 and P1 put in 1255.34 and P4 put in 130 and I need the formula
Find the amount everyone owes
ok, thats the easy part
Subtract that from what they paid
again, the easy part yes
Do math to get everyone back to the amount everyone owes
yes ... the MATH part is the question here
๐
He doesn't want to do a pot
there is no pot
So I'm thoroughly confused now
You just "make" one, virtual (write down numbers) or phisical (money on the table)
ok there is a pot, how do you divide it correctly then?
What do you need to do with the answer, I guess is the question
this is real life
Each take their part after the dues piled up
how do you know how much that part is?
Idk why this is confusing
(Itemprice/people) - (how much one paid)
You only need to do this once Right?
yes
What's the total amount to be divided up
i feel like this is a pie chart questions
lets say 400 to make this easy to follow
Step 1. calculate how much each person should have paid.
2. Calculate how much you are missing to that amount.
3. find who overpaid the most and how much they overpaid. If the amount they overpaid is equal or more than what you oew, pay them in full the amount owed, problem solved.
4. If they overpaid less than you owe, pay them how much they overpaid, then repeat step3-4 for remaining persons with the remaining amount of money you owe.
ok so P4 owes 75, you say he just tosses that to the pot
Either way, p1 needs $100, p2 needs 0, p3 owes 75, p2 owes 25, combine p2 and p3, give to p1, easy
k
If you have 4 people, divide the total by 4, if someone overpaid above that, whoever owes pays up to that person, then the rest goes to whoever else owes
Trying to write that formally on mobile is hell
just say you will do the pot then scam everyone and leave the country ez profit
It doesn't matter where the money comes from, everyone just needs to get to the same number somehow
Well, it does matter that the money come from who owes else the ones who overpaid already would have to take out even more money from their wallet ๐
Well true xD
Mind that if there are multiple people who 'owe' money, you need to agree with all of them, preferrably on public chat or in person.
you can probably maka a formula
can't guarantee a formula will be understood. numerical values work best in concrete cases.