#math-and-meta

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zealous tide
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no tengo blenderators yet

earnest glen
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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

zealous tide
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love the way the pipes look here

earnest glen
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but putting down >500 fuel gens can be super annoying ahah

upbeat tide
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Yea building at this scale, organization is mandatory

tropic hawk
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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

zealous tide
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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?

thorn bane
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ive used that desing in multiple playthroughs now and it hasnt failed me so far

upbeat tide
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Nice

earnest glen
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too complex for my taste. Also "standard" vip actually work very good in my save

zealous tide
earnest glen
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in my old aluminium factory i was pumping 1.2k water into a system that needed only 400 with no issues

thorn bane
# zealous tide what function does that serve?

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

upbeat tide
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Yea mine is perfect balanced in terms of water

tropic hawk
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some meta statement: OSHA would have a field day with most of our factories

upbeat tide
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Lol

earnest glen
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actually mine are fully "walkable". I like to put in doggos and i like they follow me everywhere i go ehehe

zealous tide
thorn bane
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yep exactly

earnest glen
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that's the base concept of what being called VIP here

zealous tide
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Gotchuu duh that makes sense lol

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Still trying to wrap my head around how it actually functions though. You have to do it because junctions are fucky or something right?

thorn bane
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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

earnest glen
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if everything is perfect, probably to do that kind of closed loop a valve with a limit on fresh water will suffice

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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

thorn bane
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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

thorn bane
zealous tide
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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?

earnest glen
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but as is a loop, too few water means no bauxite ref which lead to more water

thorn bane
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actaully hm i wonder if they fix that if alot more people will have issues with alu xD

earnest glen
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the only viable alternative is to just package&sink

thorn bane
earnest glen
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but as i'm a bit obsessed with efficiency i will never do that ๐Ÿ˜›

zealous tide
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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

thorn bane
wind spade
thorn bane
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its really unpredictable as the flow from one input can stop the other one etc.

zealous tide
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so like this, if 200pm is going into a 300 pipe at the top, does the water extractor only make 100pm?

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ignore the bottom pipe if necessary

thorn bane
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no
sometimes yes sometimes no it varies alot

zealous tide
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gotcha, so you have to build the vip's to manipulate the game into being more consistent/predictable then basically?

thorn bane
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well its just a way to force pipes to have a priority since they dont have one by default

zealous tide
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i'm just confused, i would think they'd either have priority or split, but its just randomly calculated?

earnest glen
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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

zealous tide
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is there an actual mechanic that calculates the way fluid travels in the pipe with physics and shiet like sloshing around or something?

thorn bane
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no its not random its just impossible to predict
sometimes the fresh water will have 600mยณ throughput sometimes the recycled will have 600mยณ

wind spade
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isn't it "avoid any maxed pipe"?

earnest glen
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on mk1 the loss is negligible

thorn bane
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its not maxed it just sometimes builds up until it is released

earnest glen
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but anyhow i use only mk2 at this stage so i didn't test it that much

wind spade
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I'd also add 6. overproduce fluids slightly if possible (due to fluid load loss bug)

earnest glen
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indeed

zealous tide
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@thorn bane could you draw on your VIP ss the flow direction and maybe /min?

bleak coral
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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

oblique hollow
oblique hollow
bleak coral
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really? huh

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but I'm right that in-line hurt until full right?

oblique hollow
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inline is iffy

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i hate inline buffers

earnest glen
thorn bane
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i like inline buffers for my recycled water output

oblique hollow
earnest glen
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also i prefill them so for some loads the fluid loss doesn't hurt the production

bleak coral
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@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?

oblique hollow
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erm... still not really great because you lose flow until its at 75mยณ or 300mยณ

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the parallel buffer has like 50% less initial flow reduction

bleak coral
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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?

oblique hollow
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if you wante extra a single branched off buffer should be enough

zealous tide
oblique hollow
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eh... it varies

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sometimes it works and sometimes not

bleak coral
oblique hollow
bleak coral
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same as the 780/m miners

earnest glen
thorn bane
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the flow rate is moving
the water amount is moving

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thats a "simple" 50/50 split

bleak coral
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yup, cause the flowrate readout sucks tbh

oblique hollow
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and?

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flowrate ALWAYS fluctuates

bleak coral
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it'd be like reading the ppm of a belt by counting how many items go through a point

oblique hollow
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you never get clean numbers

earnest glen
oblique hollow
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on average, the flow you see there should be 100 if you have 200 input

bleak coral
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780/m belts aren't completely reliable past one belt segment, especially with sub-60fps due to floating point rounding errors

thorn bane
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but the fluctuations vary

oblique hollow
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yes

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because machines dont produce or consume continuously

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have you forgot that?

earnest glen
oblique hollow
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they consume and produce in "chunks"

thorn bane
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no i mean on the setup
if i use the vip its pretty much constant 210 flow

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sometimes 209 sometimes 211

oblique hollow
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buffers can cause fluctuations, but they can also reduce them

earnest glen
bleak coral
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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

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but most of the time people want the first

oblique hollow
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a graph like with power would be nice

bleak coral
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yup

oblique hollow
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where you can see the average flow over time

zealous tide
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graph would be siiick

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would help visualize the system so much

oblique hollow
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..... i think im gonna fabricate something and put it in the QA site

bleak coral
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ping me when you do, I'll upvote it

zealous tide
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i want a cities skylines pipeline mode xD

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show pipe flow backups with an overlay somehow, maybe varying intensities of red

thorn bane
zealous tide
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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

thorn bane
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i love that its this convoluted and complex
makes the game fun and challenging ๐Ÿ™‚

zealous tide
oblique hollow
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hey @thorn bane can i get a screenshot of a power pole graph real quick

thorn bane
frosty owl
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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)

oblique hollow
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heres a mockup

thorn bane
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uh i like it

oblique hollow
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apparently theres already a QA post for flow averages

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just not with an mockup attached

zealous tide
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imagine a pipe junction cube ๐Ÿ˜ฎ

oblique hollow
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would probably have horrible flow

zealous tide
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yeah that would be my biggest concern too jace_scared

azure gust
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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

oblique hollow
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that would be a 9 x 7 balancer matrix

river night
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if you dont need exact splits or anything, you could just ghetto a reducer

oblique hollow
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which is horrible

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you would need an array of 63 splitters / mergers to convert those 9 to 7 mostly saturated belts

azure gust
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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

river night
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if you do it exact yes, but if you just care that it fits into 7 belts without worrying about perfect distribution..

frosty owl
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@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 ^^

analog depot
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Anyone willing to look and see what an overclocked Manufacturers out put is with alternate nuclear fuel rods. Is it 1.2 a minute?

oblique hollow
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overclocked to what %

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the uranium fuel unit alt does 1,5 Rods/min at 250%

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while the normal recipe does 1/min at 250%

analog depot
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@oblique hollow thank you yeah it was 250%

zealous tide
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@wind spade do you have an overclock mode on the calculator to round to whole buildings and account for the increased consumptions?

oblique hollow
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that means you cant have the exact output you want

versed violet
zealous tide
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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?

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so it basically already does account for the clock in materials when it does a fractional number of machines i guess

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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?

frosty owl
zealous tide
frosty owl
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No, that would mean changing the recipe itself

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Even the generators keep following their "recipe" when overclocked: X fuel gives Y power, no matter the clock

wind spade
frosty owl
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AND working good! :D
(I tried it)

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The fix was easier than expected, luckily

proven prawn
frosty owl
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Yeah, kind of a bummer, but a fun way to end some factory building ahahah

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I like it so much I might try to make a .gif out of it

faint ember
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So let's say that you're gonna produce pure plastic/rubber out of an oil node

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What's the preferred ratio once you're full up round on alternate recipes and tier unlocks?

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Seems to me like rubber is more valuable.

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But is that to 600/300 in favor of rubber, 500/400, or something else?

frosty owl
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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

burnt wraith
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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

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I try to make everything that way

faint ember
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What does that look like?

burnt wraith
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for example a pipe of 600 oil, split in half, going into 20 rubber refineries and 20 plastic refineries

wind spade
# faint ember What's the preferred ratio once you're full up round on alternate recipes and ti...

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.

burnt wraith
quaint ember
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It's probably unwise to build something that jams if the consumption ratios aren't perfect though.

burnt wraith
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why?

muted crypt
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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

burnt wraith
quaint ember
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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

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or vice versa

burnt wraith
wind spade
burnt wraith
wind spade
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hence the original point:

It's probably unwise to build something that jams if the consumption ratios aren't perfect though.

burnt wraith
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the one jamming only increases the production of the other

wind spade
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not always

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e.g. recycled loops

burnt wraith
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yeah recycled loops are a nightmare, I don't touch those

wind spade
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they are great, they triple your plastic/rubber production (together with alt HOR)

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you just have to sink products to keep production

burnt wraith
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they are great if you are out other options

river night
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recycled is fine as long as you add an overflow sink to make sure it keeps working

burnt wraith
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kind of like diluted ore recipes

wind spade
oblique hollow
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diluted ore xd

river night
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diluted ore? alloy? pure ore? what? ๐Ÿ˜„

oblique hollow
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there are no better alternatives to the recycled recipes

burnt wraith
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ore plus water

muted crypt
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pure

oblique hollow
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ah, the pure ingot recipes

burnt wraith
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yeah that XD

river night
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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

burnt wraith
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it's great for increasing production but finding another ore node is much easier

wind spade
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you'll eventually run out of nodes tho ๐Ÿ˜‰

muted crypt
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idk I like the fact that I can like.. multiply my copper by 2.5 from a node

river night
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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

burnt wraith
wind spade
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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

burnt wraith
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also running out of ore nodes isn't a problem if you finish at golden cup

river night
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if you are talking about iron .. sure, there is probably one nearby you can use .. but anything else? rather add some water

burnt wraith
wind spade
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it's not add refineries. It's build refineries vs build more smelters

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and that "belt" can have even like 2km and that's just pain to build

burnt wraith
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okay when did a few hundered meters become 2km

quaint ember
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required for the pure (hydro refining) ingot recipes

river night
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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

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(plus double the concrete)

burnt wraith
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but I still find that less of a pain than fitting refineries in places that currently fit smelters

wind spade
quaint ember
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probably because they're the smallest machines that have the requisite ports

river night
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I think most people build new factories rather then actually retrofit existing ones

wind spade
quaint ember
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refitting the steel recipes isn't as much of a hassle as the others because IIRC they're all foundry

river night
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ratios change, though

heavy canyon
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do any of you know how to get water to my coal generators quick

burnt wraith
wind spade
heavy canyon
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ok thanks

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thanks

wind spade
river night
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space is the least constrained resource as well

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there is loads of it

quaint ember
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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

river night
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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

burnt wraith
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it's easier to take the coal to the water than to take the water to the coal

quaint ember
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true, coal gens use 3x as much water as coal

river night
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its not even that, its that liquids are more annoying to transport

quaint ember
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the head lift business?

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or the 'forget moving it on a tractor' business?

river night
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at the time you are building your first coal plant, you are like at 120 belts, and 300 pipes, so its ~similar per line

quaint ember
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fair...

river night
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but yeah mostly headlift, if the terrain is flat its fine, but where is it

quaint ember
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for that very reason I'm currently building a cantilever platform out over the falls where west crater lake overlooks the rocky desert

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3 pure nodes, no head lift worries

river night
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there is a couple good coal spots near water that has you not worrying about location much all around the map

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might be slightly off your normal path, but power lines are easy ๐Ÿ™‚

quaint ember
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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

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the one near the sulfur seems like a natural fit for early compacted coal

river night
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northern forest has this clearing with a lake and 3 nodes, run out of room in there before anyhting else ๐Ÿ˜„

quaint ember
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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

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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

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with the right camera angle this resulted in a spyplane view of the map

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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

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75% clock on the water pumps for coal generators saves about ~1.2 MW per coal gen IIRC

magic sparrow
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Underclocking can be a serious savings on power.

dark summit
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so is power usage a curve?

earnest glen
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what do you mean?

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if everything is efficient, should be a line misread the thread sorry -.-

river night
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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

upbeat tide
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Its also curved the other way. With underclocking, power usage drops faster than you would expect

faint silo
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me on my way to put 100 particle accelerators at 1% to save up power

thorn bane
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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

thorn bane
burnt wraith
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wait if 50% uses 66% of the power, doesn't that mean two 50% (100%) uses 132% power?

empty glade
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instead of 200% of power

burnt wraith
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oh so it's not 66% of the power

thorn bane
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(also that line looks pretty linear to me)
hides in corner

burnt wraith
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it's 66% of 50% of the power?

thorn bane
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its 50% efficiency so you need to build 2
those 2 combined use 66% of the power a normal 100% oc would

zealous tide
river night
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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%)

thorn bane
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jup just double checked math checks out

bleak coral
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Also got to love that some machines can go low enough in power so they use less while running than idle.

thorn bane
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anyone know how long pipe manifolds take to fill?

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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

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@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

bleak coral
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Yep sounds right

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Could add enough buffers to hold 500 for immediate relief, and just let the buffer fill for extra security.

thorn bane
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now i just want to know how long it takes for a pipe manifold to regenerate if you dont have overproduction

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i feel like it shouldnt take that long of sitting at 95% power production

oblique hollow
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ehehehehhee

bleak coral
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Oh it never recovers, it just drops gens until it reaches an overproduction equilibrium

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I've watched this happen to a system

oblique hollow
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the only way to make it recover is to manually intervene

thorn bane
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mine usually recover but i dont check on them too much

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if they dont all run you make more
so eventually they do balance out

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its just like a belt manifold

bleak coral
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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.

quaint rampart
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don't do the second thing. buffers introduce additional slack, which is exactly the thing pre-filling your pipes is meant to remove.

earnest glen
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Actually not if put them above machines

quaint rampart
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it's intuitive that "welp adding a big supply bucket will help right" but in practice it often makes sloshing and starvation issues worse

oblique hollow
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if there is no sloshing possible, buffers dont cause any

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and if there already IS sloshing, parallel buffers reduce it

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its a double-edged sword

zealous tide
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could you just add a valve at the start of the buffer to prevent sloshing?

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it would at least prevent backflow up to the valve right?

oblique hollow
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you could

zealous tide
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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?

oblique hollow
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in theory yes. but if that part dries up you have sloshing nontheless because your input drops

zealous tide
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thats my theory and it seems to work (afaik) but i have nothing overly complex

zealous tide
oblique hollow
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input dropping and then being increased again. one big slosh xd

bleak coral
# oblique hollow if there is no sloshing possible, buffers dont cause any

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.

zealous tide
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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

oblique hollow
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filling them up completely just causes them to output at max capacity

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just fill them to 75 each if you use small buffers

bleak coral
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Well the idea is they would empty into the system on a reload

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For a turbofuel plant

oblique hollow
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then you need to fill the entire pipe system...

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that can work. yes

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but, again, only if all pipes are full.

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else the buffers will try to fill those gaps

bleak coral
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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.

oblique hollow
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that can work. just gotta be patient

bleak coral
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Yup, lots of manually shutting off fuel gens, but I've done it before, and I've got podcasts.

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Am I right to assume this should be at the top of a multi-level system?

sterile shard
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hey, it's heavy modular frame built at ratio, look at the righ colum for the number of machine XD

oblique hollow
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104,4? odd ratio number

quaint rampart
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26:1 i can't read euro-style decimals apparently

upbeat tide
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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

drifting plover
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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

bleak coral
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It's not about covering a power shortage, it's about it reaching a stable state where the pipes are full again.

drifting plover
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well like couldnt the TF have time to refill the pipes and stuff with the batteries

bleak coral
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the batteries aren't gonna stop the demand

oblique hollow
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the generators still consume

drifting plover
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well it will give it that like 3ish minute reboot time for the entire factory for TF to get rebooted

bleak coral
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I'm not gonna manually shut off and turn on fuel generators on each load, that's silly

drifting plover
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well i feel like itd just be the entire factory restarting the TF production and moving down pipes

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so like after 2-3 minutes it would be all done and the turbofuel will easily go back into the fuel gens

bleak coral
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you can't mass turn off fuel generators, you have to manually turn each of them off one by one

drifting plover
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you wouldnt have to turn them off

oblique hollow
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yes you would

bleak coral
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if you don't they just keep taking fuel

drifting plover
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why would you tho cuz it would just be refilling

oblique hollow
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generator off: no constant consumption
generator off: constant consumption

drifting plover
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yeah but like if it runs out of fuel you have the batteries to cover the factor

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factory

oblique hollow
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it increases the delay if you leave them on. or possibly even keeps the pipes below 100% indefinitely

drifting plover
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if you have a buffer and a valve to stop backflow then they refill after you get the new TF to push it forward

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and then everything refills

bleak coral
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you have two scenarios:

  1. overproduction and waiting enough time to fill the system back up, no downtime, no down generators
  2. 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

oblique hollow
#

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

drifting plover
#

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

drifting plover
oblique hollow
#

they'll drain eventually

#

just how "oh well i have 50 million containers for nuclear waste" is no permanent solution

bleak coral
#

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

oblique hollow
#

for 3 minutes, you need like 30 mยณ/min extra

drifting plover
#

so you do an extra refinery that uses the heavy oil residue TF recipe to fill it up quickly

oblique hollow
#

it all depends on how many generators you have

drifting plover
#

cause it does a lot per min

#

30 per min extra will refill the entire thing easily

bleak coral
#

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

drifting plover
#

and fill the buffers

thorn bane
#

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

thorn bane
#

thats why i use batteries
and its working fine

oblique hollow
#

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

bleak coral
#

That's why I'm gonna overproduce by like 30 or something, and do the buffer/equalizer thing

thorn bane
#

id rather have 95% efficiency at the start and eventually get to 100% compared to always running at 97%

zealous tide
#

This is why you should just use the much easier and simpler diluted fuel in a blender xD

oblique hollow
#

this also affects diluted

#

it affects any fuel generator setup

zealous tide
#

Ohh reload bug that's what I missed, sorry

#

So that's what makes fluids disappear, a reload?

earnest glen
#

5 m3 for each machine

#

You can mitigate the issue but Is always there ๐Ÿ™ƒ

zealous tide
#

and its every time you reload the game?

oblique hollow
#

everytime you load a save

zealous tide
#

๐Ÿ’ฉ ๐Ÿ‘

muted crypt
#

When you say 5 cubic meters per machine, does this mean like... from the machine's "inventory" or from the connected pipe or what?

oblique hollow
#

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

muted crypt
#

...I see

bleak coral
#

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.

muted crypt
#

BlameSimon ?

proven prawn
#

Heres a math problem, how close could ((2^(1/1.321928 )x10)x36) be reduced to 600thinking_helmet

wind spade
#

what's the x10 and x36?

proven prawn
#

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

sand epoch
#

converting the waste to rods to sink/use?

proven prawn
sand epoch
#

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..

proven prawn
# sand epoch 480 what?.. waste.? smart doesn't work on them..

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.

sour wyvern
#

has anyone made a turing complete computer with smart splitters?

#

because... it should be possible.

sand epoch
#

What is a 'turing complete computer'?

sand epoch
#

Yea.. but what does that have to do with building in satisfactory??

wind spade
#

they are asking whether or not is satisfactory turing complete

sand epoch
#

Not what i read, but okay.

wind spade
#

or rather whether or not anybody attempted to build such a turing complete computer in satisfactory

sand epoch
#

And that just brings me back to how you are suposed to build a computer inside a game... o0

wind spade
#

turing complete computer is very simple

#

compared to what you probably think about when somebody says "computer"

sour wyvern
azure drum
#

Yeh, it's been done in quite a few games. Notably minecraft

dark summit
#

And Conway's life

high wagon
#

When you realize your main project is going to need 1005 refineries.

frosty owl
wind spade
bleak coral
#

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

earnest glen
#

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?

bleak coral
#

no

#

cause you always need a belt first

#

so 780 is the limit

earnest glen
#

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

bleak coral
#

oh yeah, it seems to happen between belt sections, so splitting it right away shouldโ„ข๏ธ be good

wind spade
bleak coral
#

idk, I tried looking it up and was immediately like "I'm too tired for this" ๐Ÿ˜›

frosty owl
earnest glen
#

Thanks

sour wyvern
median thunder
#

satisfactory doesn't have priority input mergers

#

so I believe it is not turing complete

frosty owl
median thunder
#

that seems incredibly difficult

#

given how finicky pipes are in general

frosty owl
#

It has been tested for throughly
You can check that out at the VIP junctions part of the Piple checkpins

frosty owl
#

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? jace_smile

oblique hollow
#

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

frosty owl
#

Oh, a mixed cargo for UFR materials?

oblique hollow
#

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

frosty owl
#

Any overflow?

oblique hollow
#

overflow goes to sink

#

i have no other use for those products

#

my uranium setup is just "throw parts at it until it works"

frosty owl
#

Easy enough, I certanely appreciate the mixing jace_smile

gray willow
#

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?

drifting plover
#

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

gray willow
drifting plover
#

satisfactory tools is an online production planner

gray willow
drifting plover
gray willow
#

WAIT i googled it i need to get heavy flexible frame!!!

drifting plover
#

im pretty sure its heavy encased frame

gray willow
#

which costs the least encased beams

drifting plover
#

yeah but encased doesnt use screws

gray willow
#

now: help me with hard drive finding strats (i have object scanner & explorer)

drifting plover
#

use satisfactory calculator

#

interactive map it shows location of all hard drives

gray willow
#

the flexible is perfect i have an oil surplus

gray willow
drifting plover
#

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

gloomy palm
#

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 thinking_helmet

drifting plover
gloomy palm
drifting plover
gloomy palm
drifting plover
#

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

quaint rampart
#

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.

oblique hollow
#

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

quaint rampart
#

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?

livid forge
#

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

gloomy palm
bleak coral
#

oh wait I just realized we could use switches + pumps + elevation to control inputs now, without having to mess with machines

oblique hollow
#

oscillation rate is pretty much 1,3333 per Minute

#

so SUUUUPER slow

quaint rampart
#

sure, but plumbing gates aren't quick anyways

#

computability says nothing about it being fast ๐Ÿ˜„

oblique hollow
#

yeah, they take up to 30 seconds to respond

livid forge
bleak coral
#

proof of concept + fun?

quaint rampart
#

Oh I see how this works, that makes total sense

oblique hollow
#

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

quaint rampart
#

It completely emptying itself is a "plumbing isn't fluid dynamics" moment

oblique hollow
#

i expected the head lift drop to stop it at some point, but no, it just completely goes empty

bleak coral
#

a great example of "satisfactory fluids aren't real fluids"?

oblique hollow
#

yes

quaint rampart
#

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

oblique hollow
#

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

quaint rampart
#

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

oblique hollow
#

the pump is just there to cancel head lift

quaint rampart
#

yeah

oblique hollow
#

its in an unpowered state

quaint rampart
#

oh I didn't notice that, neat

#

I always forget that off pumps aren't closed

oblique hollow
#

yep, they just reset pressure

bleak coral
#

I am parodically reminded of this when some comes in with a broken coal plant that has way too many pumps

oblique hollow
#

i laugh whenever i see "Why isnt this flowing" and theres 50 pumps and at LEAST one of them is unpowered

bleak coral
#

exactly

quaint rampart
#

I just put valves everywhere ๐Ÿ˜‰

bleak coral
#

I always think "someone didn't read the instructions did they?"

quaint rampart
#

can't have flow problems if you have no flow

bleak coral
#

or the infamous backwards pump, and it's more common cousin the the backwards station

quaint rampart
#

more seriously my plumbing adventures are very very simple. pumps to go up, buffers for trains, and no pumps, valves, or buffers anywhere else

oblique hollow
#

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

quaint rampart
#

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

bleak coral
#

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

oblique hollow
#

now that i think about it the longest pipelines i place are always sulfuric acid lines

#

oil and water are always incredibly short

bleak coral
#

why's that?

quaint rampart
#

sulphur over there, batteries and nuke processing over here, and fluid cars suck donkey chode?

#

what is this, a tanker car for ants?

oblique hollow
#

since there will be no head lift issues, why not

quaint rampart
#

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.)

livid forge
#

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?

oblique hollow
#

4800 mยณ

#

48 slots, packaged fluids stack to 100

livid forge
#

oh its meters? either way, thats a big difference...

oblique hollow
#

one canister is 1 mยณ

livid forge
#

pluss the tank is physically bigger

#

LOL THEY ARE NOT! haha there is an easy way to fix it ๐Ÿ˜„

#

make the volume of the container more realsitic

muted crypt
livid forge
#

i meant big difference between a tank and container

#

but yea its like 6galon containers visually ๐Ÿ˜„

quaint rampart
#

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!) โ€ฆ

livid forge
#

just change everything from mยณ to Lยณ

quaint rampart
#

cubic litres ๐Ÿ˜ก

livid forge
#

ok wait thats dumb...

quaint rampart
#

funny though

livid forge
#

just liters..

oblique hollow
#

heres an actual 1000 L "canister"

quaint rampart
#

but yeah that's about how I think of it โ€ฆ except then the tanks and freight volumes don't make sense

oblique hollow
#

we got pocket dimesion technology

livid forge
#

how big is a standard grid?

#

8x8 meters?

muted crypt
#

one foundation is 8x8 yes

oblique hollow
#

standard foundation is 8 x 8 m

#

so one conveyor pole is supposed to be like.... 1 m wide

livid forge
#

how fucking massive are humans in this game?

oblique hollow
#

and conveyors are 2 m

oblique hollow
muted crypt
#

that's still 6'6"

#

ish

#

a little over, almost 6'7"

oblique hollow
#

she a tall lass

muted crypt
#

1.8m
the Pioneer is just properly-modeled Alex from Minecraft confirmed

magic shadow
#

wHaTs ThAt In MuRiCaN

oblique hollow
#

5.5 FOOTBAWLS

magic shadow
#

5'11"

#

so actually, my height lmao

livid forge
#

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!

oblique hollow
#

hmm, maybe the packager actually DOES compress the fluid jace_smile

livid forge
#

by a factor of 4, damn those bottles are strong

#

pop one and it'd explode ๐Ÿ˜„

oblique hollow
#

oh factor of 4?

#

that comes close to the same thing it does to gas

#

it compresses 4mยณ of gas down to one bottle

livid forge
#

ye they contain 1mยณ ingame but i calculated it to be roughly 0.285mยณ

#

visually, that is

oblique hollow
#

wanna try and find out how big the gas bottles are?

quaint rampart
#

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. โ€œDifferentโ€ I could live with, but running a long pipe is both easier and more effective than a fluid train so itโ€™s more โ€œwhy botherโ€

#

And that seems like a misstep in game design

livid forge
#

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

livid forge
#

and next to a 1m tall foundation, to see its height

oblique hollow
#

btw, on topic of transport, heres some IRL statements

livid forge
#

ye seems about right

oblique hollow
#

bulk liquid vs dry bulk is an age old debate

livid forge
#

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

oblique hollow
#

its a trade-off to consider

sour wyvern
oblique hollow
#

xd

abstract copper
#

I thought the mk 1 pumps could handle 600m3

sour wyvern
#

er, wrong comment I replied to, obviously

livid forge
#

last screenshot

#

can you put one in the middle? to cut out perspective

oblique hollow
#

alright

#

dead center on the foundation middle?

livid forge
#

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

oblique hollow
upper tiger
#

beautyful

sour wyvern
#

I just want the jetpack to work with turbofuel

#

so I don't have to keep fuel AND turbofuel

livid forge
#

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 ๐Ÿ˜› @oblique hollow

oblique hollow
#

just barely 0.1 mยณ?

livid forge
#

of space, yes

oblique hollow
#

thats a compression of 40 x

#

4mยณ to roughly 0.1mยณ

livid forge
#

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? ๐Ÿ˜‚

#

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

oblique hollow
livid forge
#

oh nvm hydraulic presses can be as high as 10k

oblique hollow
#

1 liter nitrogen (liquid) = 696 liters (gas)

#

so 1:40 is nothing in theory

#

4 mยณ = 5 liters liquid

#

thats half a bottle

livid forge
#

thats likely room temperature though? remember liquid nitrogen is often cooled

oblique hollow
#

or less than half even

oblique hollow
livid forge
#

ye but if you drop the temperature, you also drop the pressure

oblique hollow
#

well, we could assume that the packager also cools it...

livid forge
#

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

oblique hollow
#

or it really just compresses it and its still a gas

#

so not totally mad

livid forge
#

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

oblique hollow
#

so those lousy 587 are nothing

livid forge
#

yea..

oblique hollow
#

the only madness left are the liquid canisters

sour wyvern
#

like a lizard doggo

#

I do love how gas flows exactly like a liquid though.

dark summit
#

If you compress it enough it becomes one

zealous tide
#

Wouldn't be suprise if they differentiate it further somehow in a future patch, maybe as simple as filling upwards or something idk

bleak coral
#

or I guess more specifically how the size of things holding fluids doesn't match to how much they hold is what I mean

cedar hornet
#

hi i posted something in the questions and help chat but now that i think about it it prob belongs here

fringe sequoia
#

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

bleak coral
#

you can't connect splitters directly to a machine, there's always a belt in-between

fringe sequoia
#

So, I'd need a matching capacity belt to transport the stuff to a splitter into two half capacity belts?

bleak coral
#

yes

glacial hemlock
#

In short, no free-capacity buy slamming a splitter onto a connector of a machine, that won't work

quaint ember
#

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

bleak coral
#

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.

quaint ember
#

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.

frosty owl
#

Almost seems like both RIPs and Encased Beams should be produced stably as soon as possible ๐Ÿ˜‰

tardy crescent
#

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?

wind spade
tardy crescent
#

so... removing all buffers would make the system more stable??

wind spade
#

Filling them and putting them to the side instead of being on mainline

#

Also the valves aren't really needed. Did you limit them?

tardy crescent
#

the valves are needed to prevent backflow

wind spade
#

Backflow isn't a problem if pipes are full

tardy crescent
#

pipes are not staying filled once the system is running, due to 1:1 ratio

wind spade
#

Well you'll have issues then due to fluid loss load bug

tardy crescent
#

link explaining fluid loss load bug please

wind spade
#

On each load of your save, machines connected to a pipe will remove 5m3 from that pipe

tardy crescent
#

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?

wind spade
#

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

thorn bane
#

id recommend ~1% overproduction
so if you have 100 gens only connect 99

tardy crescent
#

is that the only way to do it in the games current state?

thorn bane
#

yes

tardy crescent
#

thankyou both

frosty owl
frosty owl
tardy crescent
#

@frosty owl please

frosty owl
#

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

thorn bane
#

oh i actually like that solution

#

didnt think of a VIP for that

tardy crescent
#

thats what i was thinking but i think i'll just remove 1-2 generators instead until i have no power fluctuation

frosty owl
#

Or you could OC the secondary fuel production line to fill the buffers temporarily
Up to preference ^^

oblique hollow
thorn bane
frosty owl
oblique hollow
#

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

frosty owl
#

*oil stuff

oblique hollow
#

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"

frosty owl
#

"Or buffers placed below the fluid user"

oblique hollow
#

oh for below, yeah, they gotta be full for that head lift to pass on, unless you add a pump on their output

frosty owl
#

I think the easiest solution is simply to have the buffers raised over the refineries' level

bleak coral
zealous tide
oblique hollow
#

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

tardy crescent
crisp lion
# thorn bane <@!218546001407901696> <@!267340999498399764> yo i just saw a question about liq...

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.

https://www.youtube.com/watch?v=OpEB6hCpIGM

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...

โ–ถ Play video
tropic hawk
#

basically this: Biofuel is consuming more energy than it gives.

#

we might be fixing it with algae, but not for a while

crisp lion
cedar hornet
#

is this enough pumps or to much

deft lichen
#

place one pump and follow the automatic snapping guidelines

#

they exist for a reason

tropic hawk
thorn bane
#

or click on a pump and look at the headlift indicator

twin crypt
#

Hello everyone, look what I found

#

it is completely transparent

glad cloud
#

what is that?

glossy gyro
#

That's a bug when you dying, it can spawn a big version of your current equipment

faint silo
#

I first thought you had just built the chainsaw manually lmao

swift robin
#

WORLD SAW

verbal walrus
#

Lmao

vapid gorge
oblique hollow
#

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

vapid gorge
oblique hollow
#

You can try to supply a manifold with 600, but dont use buffers

#

It should work, but it depends on framerate of course

vapid gorge
oblique hollow
#

Ye

vapid gorge
#

kk ta

slow falcon
#

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?

muted crypt
#

Depends entirely upon mode of transport, route of travel, etc

slow falcon
#

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)

unreal osprey
#

formula:

#

or flipped around for throughput calculation:

slow falcon
#

thanks

frosty owl
quaint rampart
#

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)

faint ember
#

Lift with your legs, not with your back.

muted crypt
#

and what is it with inventory upgrades, @quaint rampart?

faint ember
#

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.

sand epoch
#

Bag of holding ftw

azure gust
#

why is it always like the last step of a base that's like "ok, now build 81 refineries"?

crisp lion
#

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.

hardy cave
#

What is the exact % of the last Fuel Generator when you build 34 of them and need 33,333333 to burn the 400m3/min?

crisp lion
median otter
median otter
hardy cave
median otter
fierce ruin
#

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. )

quaint rampart
#

X*(3/6) = 4/2.4
X = (4/2.4)(6/3)
X = 24/7.2
X ~= 3.33โ€ฆ

#

So three and a third machines

fierce ruin
quaint rampart
#

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

prime night
#

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.

prime night
#

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"?

wind spade
prime night
#

cool

oblique hollow
#

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.)

frosty owl
frosty owl
#

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

frosty pawn
#

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.

oak atlas
#

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:

  1. Still haven figured out how to represent nodes in 3D as sometimes the Z-coordinates cluster could be below the map terrain.
  2. Assume equal weightage of resource type and node purity
  3. I added a centroid of centroids to serve as regional collection/long distance transport/processing center.
  4. 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?

frosty pawn
#

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

tropic hawk
#

ngl, i want to do it the former way, but i do just pick a spot that is roughly the center

thorn bane
#

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"

mossy pike
#

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.

oak atlas
# thorn bane hm im curious if that can be used for something like "find the best spot for a f...

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.

oak atlas
#

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.

thorn bane
#

i mean its kinda mitigated by the fact that you can merge the 4 nodes together but ye thats not optimal

frosty owl
#

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

random flame
#

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.

ornate shoal
#

are they gonna change how train loading works also?

random flame
#

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.

thorn bane
#

right now trains dont unload while the train is docking so that would actually make it really bad

random flame
#

rather than as it is now where they can all just pile in.

ornate shoal
#

but can they dock at the same time currently? i havent noticed

thorn bane
#

yes

random flame
#

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...

ornate shoal
#

then it's gonna be tons slower after update

random flame
#

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.

ornate shoal
#

making more trains will always be a loss then. better to go for longer trains or more stations

random flame
#

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.

random flame
#

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.

ornate shoal
#

probably not in seconds. for 100 stack size it would be 15.6 stacks per minute

#

so roughly 2 minutes for full freight car

random flame
#

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

frosty owl
#

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)

random flame
#

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.

frosty owl
#

How would that defeat said point?

random flame
#

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

frosty owl
#

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 thinking_helmet

#

Why do you need to maximize the uptime? Wasn't it to get maximum throughput from the train?

random flame
#

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.

frosty owl
#

It's all points anyway xD

random flame
#

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.

frosty owl
#

Ahhj

random flame
#

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.

frosty owl
#

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)

random flame
#

The way I'm set up, sending stations always send a single dedicated item.

frosty owl
random flame
#

I'm avoiding backups by sinking the overflow.

frosty owl
#

Sink overflow at the UNLOAD, correct?

random flame
#

Yep

frosty owl
#

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

random flame
#

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

frosty owl
frosty owl
random flame
#

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...

frosty owl
#

Might be braking on a grid not connected to storage somehow?

random flame
#

yeah I'll ask there thanks.

sterile kayak
#

What is the best way to temporarily make some computers? I donโ€™t 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.

wind spade
sterile kayak
#

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

sterile kayak
river night
#

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 ๐Ÿ˜„

wind spade
sterile kayak
#

True

wind spade
#

(and you should always keep max production over max consumption)

sterile kayak
#

And I like building coal gens, so that might be the best solution

#

Thanks for your help anyway

robust forge
#

I made a row of about 30 coal gens with 4 normal coal nodes and its so much power

dark summit
#

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

wind spade
#

yes

ornate shoal
#

you don't lose much to the bug. it's only one machine

drifting plover
#

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

abstract copper
#

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?

wind spade
#

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? ๐Ÿ˜›

#

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)

abstract copper
#

Ah, true. Not something I do myself but I hear people mention it

wind spade
#

trucks still have simulated physics, they just don't simulate their whole journey and teleport node to node

empty glade
bleak coral
#

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

versed violet
#

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.

river night
#

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

bleak coral
#

of course then items might clip

versed violet
bleak coral
#

"flat enough" ๐Ÿคทโ€โ™‚๏ธ

versed violet
#

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.

fair cliff
#

You can fit two belts stacked within one splitter of vertical space I think

river night
#

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

bleak coral
fair cliff
river night
#

water is so ample that transporting it with a train is bordering madness, however ๐Ÿ˜„

bleak coral
#

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

river night
#

on the other hand, if you need nitrogen, and you dont like the nitrogen spots ... not sure its so terrible to transport it

bleak coral
#

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

river night
#

oh i forgot about that

#

stupid special gas

bleak coral
#

I'm pretty sure that makes up for the empty package car added + extra power for packagers/unpackagers

fair cliff
river night
#

But wouldnt a gas tanker on a train also be pressurized then? ๐Ÿ™‚

versed violet
versed violet
faint ember
#

The test pressure of a thin-walled pressure vessels is inversely proportional to its radius, if I recall.

frosty owl
frosty owl
versed violet
frosty owl
#

Makes sense, good work ๐Ÿ˜

#

I never bothered trying a flat 2:2 balancer (I don't use them in the first place) thinking it would be quite chunky ๐Ÿ˜†

versed violet
#

It is quite chunky, but sometimes you have to balance 2 full belts and do not have space for 2 levels.

frosty owl
#

Eh, 3 mergers and 3 splitters isn't too chunky...
Is my sense of scale getting weird? ๐Ÿ˜…

river night
#

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 ๐Ÿ™‚

frosty owl
#

That's how easy things get when you don't have constrains jace_smile

river night
#

its easier if its a full wall, i tend to not build those super tiny splitter-high crawlspaces personally

frosty owl
#

Same. But sometimes we find ourselves in weird (and tight) situations :hehe:

viscid shadow
#

This has nothing to do with Satisfactory, but I need help with math that i'm too dumb to figure out

#

Can anyone help?

versed violet
frosty owl
viscid shadow
#

4 people pay different amounts for a single item then want to even the debt, what's the formula?

frosty owl
#

Not my subject...

viscid shadow
#

it's math....

#

๐Ÿ˜›

frosty owl
#

I don't have the solution and I'm too tired to actually use my brain๐Ÿ˜…

viscid shadow
#

I just dont even know what it's called.... related rates?

tropic hawk
viscid shadow
#

It's not home work, this is a real life problem

#

@tropic hawk

versed violet
viscid shadow
#

right, but how do you divide that last number correctly?

versed violet
#

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.

viscid shadow
#

this is after they pay, they have to pay to eachother

zealous tide
#

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

viscid shadow
#

yes i got that part, but how do you know how much 4 owes to each person?

versed violet
#

You don't owe to person but to common pot.

viscid shadow
#

there is no common pot

#

the idea is to split the pot

versed violet
#

designate 1 person as a "banker". those who owe pay them up. that person pays the ones who paid too much. problem solved

zealous tide
#

So you need to figure out ($4paid-1.5overpayment)/ 3number of people owed?

viscid shadow
#

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

zealous tide
#

Ohhh lol

thorn bane
#

thats why a pot is the easiest

viscid shadow
#

there is no pot dude

zealous tide
#

P3 owes as well

viscid shadow
#

yes

#

but i figured you have to solve for each individually

versed violet
#

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.

zealous tide
#

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.

viscid shadow
#

yes the formula is what i want

frosty owl
viscid shadow
#

because the actual problem is 2876.94 and P1 put in 1255.34 and P4 put in 130 and I need the formula

zealous tide
#

Find the amount everyone owes

viscid shadow
#

ok, thats the easy part

zealous tide
#

Subtract that from what they paid

viscid shadow
#

again, the easy part yes

zealous tide
#

Do math to get everyone back to the amount everyone owes

viscid shadow
#

yes ... the MATH part is the question here

zealous tide
#

He doesn't want to do a pot

viscid shadow
#

there is no pot

zealous tide
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So I'm thoroughly confused now

frosty owl
viscid shadow
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ok there is a pot, how do you divide it correctly then?

zealous tide
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What do you need to do with the answer, I guess is the question

viscid shadow
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this is real life

frosty owl
viscid shadow
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how do you know how much that part is?

zealous tide
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Idk why this is confusing

frosty owl
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(Itemprice/people) - (how much one paid)

zealous tide
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You only need to do this once Right?

viscid shadow
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yes

zealous tide
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What's the total amount to be divided up

viscid shadow
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i feel like this is a pie chart questions

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lets say 400 to make this easy to follow

versed violet
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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.

viscid shadow
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ok so P4 owes 75, you say he just tosses that to the pot

zealous tide
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Either way, p1 needs $100, p2 needs 0, p3 owes 75, p2 owes 25, combine p2 and p3, give to p1, easy

viscid shadow
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k

zealous tide
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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

frosty owl
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Trying to write that formally on mobile is hell

viscid shadow
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yes

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i was trying to do this in excell

thorn bane
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just say you will do the pot then scam everyone and leave the country ez profit

zealous tide
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It doesn't matter where the money comes from, everyone just needs to get to the same number somehow

frosty owl
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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 ๐Ÿ˜†

zealous tide
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Well true xD

versed violet
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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.

thorn bane
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you can probably maka a formula

versed violet
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can't guarantee a formula will be understood. numerical values work best in concrete cases.

viscid shadow
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i figured out the easy answer

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P4 pays everything until their debt is settled, then P3 pays the remaining

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I was trying to get it so that P4 pays a percent to each P1 and P2 but that just makes it hard

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I'm sure there is some related rate formula for this