#math-and-meta

1 messages · Page 581 of 1

near zenith
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never assume the user is familiar

wind spade
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the output of the machine is either round or square 😄

near zenith
#

also, since blender can output solid, or liquid, or both, how do you know at a glance which specific things would be required by looking at your buildlist quickly

wind spade
#

I'm a bit worried about overflowing the table with information

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and again, for items there will be the other view I guess

near zenith
#

icon with a square background, icon with a round background?

wind spade
near zenith
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i like it more than the last view lol

wind spade
near zenith
#

:chefskiss:

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maybe prevent the larger numbers in the plates column from making the cable column jagged

wind spade
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I don't think I can do better than this 😄

near zenith
#

that's a spicy meatball, a+

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cept for the bluging on lines 3,4,5 from the big nums

wind spade
#

oh so you want to align the items in the detailed view

near zenith
#

yarp, sharp vertical lines of items

wind spade
#

only makes sense for the expanded ones tho

near zenith
#

truth

wind spade
near zenith
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mhmmmmm

fringe pawn
#

I would enjoy an advanced available resources option that specifies the number and purity of available nodes for each resource, so that miner power use is factored. That's been extra step that I've been having in planning my microfactories.

wind spade
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yeah that's not so easy 😄 but it's definitely planned 🤔

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expected around Q3 2025

fringe pawn
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I don't know what wacky plans I will have by then, which will inevitably result in wacky new feature requests. 🤪

steady lily
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i have 4 pure iron nodes with Mk 2 nodes, with the pure iron alternate recipe

proper vigil
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quick question, so I'm trying to get coal power up and running and was just wondering if anyone can confirm if my math is correct, so the water extractors max flow rate is 600 m cubed /min and the water thats extracting is 120 cubed/min so that would mean that one water extractor can power 5 coal gens right?

still trout
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1 mk2 water pipe is filled by 5 water extractors

proper vigil
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its the mk1

still trout
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2.5 extractors, and 1 pipe can fuel just under 7 coal gens

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3 extractors for 8 coal gens, but you have to balance the water

proper vigil
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ok, thanks for the help

still trout
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i think there's a wiki page for coal gen designs

sturdy cipher
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Hey I'm setting up my wiring for a coal generator factory which runs using its own power but I also want to have backup batteries which i can manually turn on when I want to restart the factory while also being able to charge those batteries while the factory is running. would this be possible to do. (I'll post this in #old-questions-and-help and #math-and-meta as I feel it relates to both) thanks in advance :D

twin jacinth
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Hey. Im working on a wasteless nuclear plant where the end goal is 16 plutonium fuel rod/min. Based on my calculations, I need exactly 80 nuclear power plants for this at 100% clock speed. Im using SCIM production planner and for some reason it tells me 80.1 nuclear plants and I dont understand, why. Is this some kind of rounding error? Or am I missing something? And a 2nd question. Shall I use 80 power plants at 100% clockspeed, or 40 at 250%? What the pros and cons of each?

oblique hollow
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80 plants because water piping

cedar mica
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Might be able to do 40 overclocked, if you have the water extractors, right next to the plants

river night
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Personally I would go with 80 as well as it simplifies piping and gives you some headroom to make sure water is always there, the full 600 water can cause bugs to produce water fluctuations

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and since it needs 600, it also can never catch up without the plant shutting down

twin jacinth
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yeah, I also like the 80 more.

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although I wanted to bring up the water in one 600 pipes, I mean 1 pipe from 5 water extractors.

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So is that 80.1 plants a rounding error?

cedar mica
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Check the recipes and input. Its possible that you are using a little more waste then 80 can handle

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Which is 800? or is it 1600?

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Seems current number is 10/m. 20/m is the old number

twin jacinth
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800 waste

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It is dimensioned for 16 uranium fuelrod. It has to be then 800 waste and so exactly 80 power plants

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The numbers at the top of the resource chain are nice, integers. So rounding error is quite unlikely But I have no other idea

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Can I link here the production planner link?

#
#

I can

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hmmmm, I have an idea. So that +0.1 nuclear plant appears during the waste reprocessing phase for some reason, so the 800 waste can be processed NOT by producing 6 plutonium fuel rods, but a little bit less...? Im still checking the numbers but when I started the project, I remember for nice numbers

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Nah, the numbers are nice integers there

oblique hollow
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Calc being dumb

frosty owl
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Plutoniun's numbers are nice. I'll check the numbers now, but I'm sure it's a rounding error already

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(Though, personally, I think this kind of situation is why one should plan the factory's recipe route in their head first/in game first, for a better understanding)

twin jacinth
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Thanks. Ive been working on this shit for 3 weeks by now and I just noticed that 0.1 so I got nervous a bit.

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it was superplanned. I even drew the waste reprocessing part in draw.io

river night
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seems rather curious that it manages to get inaccurate on that, you feed it 16 rods and get 800 waste out, how does it get to 80.1

frosty owl
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That's Non-fissile, Plutonium pellets, Encased pellets, plutonium rods (standard)

twin jacinth
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It was 3 weeks ago so I dont remember exactly why I chose pluto fuel unit alt, but it was thought through.

frosty owl
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Same waste input, different rods output. Just changes the amount of manifacturers for the last processing step

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The waste first goes 75/min to blenders (37.75 each) and 25/min to an accelerator for every 100 waste/min, quite the convenient start for your pluto setup

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From there on it's all il intermediate products, you've already processed the waste

twin jacinth
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I think I know. In my current session, Im going for the recipes that wiki thinks its the best. Im not following that all the time, but most of the time the winner is the same as my own personnal winner. Pluto Fuel unit alt is the winner on wiki and checking the recipies thats what I want.

thin cliff
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How good is this?

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I made this after discovering coal power, before steel

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Sorry for bad handwriting

twin jacinth
thin cliff
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Never heard of it

twin jacinth
#

free online drawing tool, very good for satisfactory.

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(jsut a side comment)

thin cliff
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I conveniently had a ruler and my sketchbook

frosty owl
hard solstice
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Might want to scavenge some drives for Cast Screws.

surreal parrot
still trout
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this is what i made

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basically a 27 assembler unit for stators, the orange thing on the right is to combine the two wire conveyors evenly

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this is what i like to do with planning

twin jacinth
mental needle
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hey guys, whom I have to bribe, to allow links to my maintained satisfactory calculator? I took over a older calculater with sankey-diagrams from KirkMcDonald&Nomsplease and brought it up to date. I personally prefer it for the visuals and the easy handling with simple hide already produced items by clicking on them

surreal parrot
twin jacinth
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Well, the handwritten notes should be at least readable. I couldnt even read it. This is why I post only well-drawn diagrams instead.

wind spade
wind spade
vast jungle
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I just finished my "central storage" facility and discovered a problem with the mixed-car train strategy someone suggested: even when using the "item source => item destination => central storage (generic sink)" strategy (to prevent less used item types to fill up the wagons), I quickly run into the issue that the central storage cannot handle all the incoming traffic.

In my first SF session (U3) I built an insane central storage with 12 train stations (each 4 wagons)... I hoped that the item filter for trains make such monstrosity unnecessary.

anyone an idea how to make trains with mixed content work?

wind spade
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I usually recommend not doing mixed belts and freight cars, so I haven't thought much about how to mix stuff 🤔

vast jungle
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the issue with not mixing trains is that the number of train stations grows like insane, especially on the "central storage"... you would need a freight station for every item type

wind spade
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mixing trains is fine. Mixing freight cars is what I don't recommend

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you only need freight platform for each resource

vast jungle
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and you need a train station... otherwise the freight cars will be at the wrong place... unless all of your trainstations have one freight-terminal for every item type... which would make them... ... ... LONG

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I somehow doesn't get to a system that is not
a) insanely huge
b) clogs up and dies a slow death 😉

wind spade
vast jungle
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how do you make the 1 station with 30 platforms work? how can you connect them to anything else than another 20-30 platform station (unless you only want to load/unload the first few cars)?

wind spade
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transfer stations

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the main train line goes [transfer station] -> [storage]
smaller trains go [production] -> [transfer station]

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can chain this multiple times

wind spade
vast jungle
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so the red ones would be the large "all items" variants?

wind spade
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red ones transfer from smaller to larger trains

wind spade
vast jungle
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and for a warehouse, you connect each "storage box" of the warehouse with a dedicated belt to a train station?

wind spade
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yeah

wind spade
near zenith
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ngl, i love the pure sleek nature of sftools contrasted against the kindergarten lvl mspaint diagrams you're popping out right now

wind spade
#

drawing with mouse is hard 😦

vast jungle
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especially getting all the belts to the "storage room" was a headache

near zenith
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i've gravitated more toward local storage of distinct parts and massive hypercannon connections between locations

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why waste 30 minutes on spaghetti when you can connect 30+ hypertube entrances and cross the map in 10 seconds

wind spade
wind spade
near zenith
#

you dislike capitalization, you dislike cannons

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do you just hate the letter c, what has it done to you

vast jungle
# wind spade is space an issue on so large map tho? 🤔

finding a flat space that large (that isn't a large platform in the sky) is not that easy... and to be fair, the whole thing was quite ugly, especially because the storage room felt "tight"... more like a tiny tunnel than a warehouse

near zenith
#

you could make a more vertical build, like storage silos

vast jungle
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thats why I built my new storage system different... feels more "open" and less claustrophobic now

wind spade
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I'd probably put the train station under the storage room, that way it would be nice

vast jungle
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I had 12 train station with 4 wagons each... not sure you can make such a monstrosity look nice ^^

wind spade
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I don't think you need to store 48 materials 🤔

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I think the number is around 30

near zenith
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oooooooo, actually, suggestion for the item tab improvements you're making to sftools, identifying which items are required for only future recipes vs which items should be stored as building materials?

vast jungle
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this is my current warehouse... problem at the moment is that the whole thing has only one belt input 😉
#screenshots message

verbal seal
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Nice looking, but not as functional.

vast jungle
vast jungle
verbal seal
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Well for items you need to fly a fair bit.

candid tundra
vast jungle
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yes, its designed with the hoverpack in mind... 😉

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two floors... most of the important stuff on the ground floor (24 item types)

verbal seal
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@vast jungle check #screenshots old pic, but storages are in the same places.

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Also everything is connected with belts, auto-sorter built below.

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Took me way too long. Also I got some automated inputs. Like 9 items per mk1 belt.

vast jungle
verbal seal
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Oh I couldn’t see any belts.

vast jungle
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want to have a short tour? I could fire up a discord stream.

verbal seal
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A bit more updated one in #screenshots now, just added signs as well with belts.

verbal seal
vast jungle
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Screenshot from behind the containers

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at the moment all containers are connected to a single belt, which is a throughput issue... I am thinking about changing this by cutting the warehouse into multiple sections, which have dedicated input belts... but for this I need to get supercomputers for "progr. splitters" first ^^

chilly bison
fierce ruin
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someone would accept to help me making a recipe choice from HD ? I hesitate 😢

wind spade
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show choices, we'll tell you which one is useful in which situation 😉

ashen girder
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Units it's biocoal, then we'll probably lie to you.

fierce ruin
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🤢

ashen girder
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See.

fierce ruin
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Always pick biocoal first just to get it over with. 😉

river night
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my biomass and wood containers are overflowing, i should do something with it 😄

ashen girder
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Charcoal is good.

fierce ruin
ashen girder
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If you're sinking it, don't do biocoal.

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It actually reduces the points..

river night
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nah its just sits in the container for the day i need loads of chainsaw fuel or something

ashen girder
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I keep a full can of biofuel then sink the rest.

river night
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all connected up to make solid biofuel, if that werent also full

fierce ruin
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This is why we all graduate to clearing trees with sf_nobelisk

river night
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i need to add more sinks, the one i put up early has a busy belt now ... or get to alu already to upgrade its belt :p

fierce ruin
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I have like 2 per outpost usually, even though none of them even produces enough to fill 1 belt 😂

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Just to keep things flowing.

fierce ruin
# ashen girder Wasteful.

Possibly.
I will nobs worked on the random ore spikes though.
Cleaning those out is a bitch and a half..

river night
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I was surprised nobs cleared out some random rocks that annoyed me the other day, didnt expect that

ashen girder
fierce ruin
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600x20:30=400

wind spade
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oh yeah, classic 3.6 GW needed for one building

ashen girder
wind spade
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no, the screenshot above

fierce ruin
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What does happen on 100.000,000% o.o

wind spade
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unless you have modded game, it won't work anyway

fierce ruin
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I don't use mods

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That's the funny thing

fierce ruin
fierce ruin
frosty owl
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Sounds like a bug feature I wouldn't mind having

fierce ruin
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Just 10sec after build it

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2 way input

swift imp
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is this the place to talk about automation/logic setups or is it mainly for recipe math?

wind spade
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pretty much anything that involves at least a bit of math or meta can be put here

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talking about setups is totally acceptable

swift imp
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  1. 2 packagers back to back can be used to throttle packaged fluids (by setting their target %) on a belt BELOW 60 per second (a mark 1 belt) for negligible power cost. no headaches with splitter math, just set the exact target per minute you want the machines to output

  2. truck stations are a 20 MW cost logic gate if you belt in AND out (provide power and items will flow, attach it to a line + power switch and you can control flow at any distance)

  3. I've come up with a setup that can detect overflow on a line that'll displace packaged fuel 1-to-1 that can be used to power up an isolated AWESOME sink setup only as long as is needed to sink whatever is on the line

I haven't tested it yet but i think 1 + 3 together can be used to throttle any item (not just packaged fluids) below 60 per minute

elder parcel
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Aux I was just looking to discuss the same thing. Getting ready to start a large scale manufacturing plant, and was curious if using a BUS in the core would be the wisest solution for feeding a lot of manufacturers

swift imp
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i can post a screenshot to help explain #3 in the other channel if there's interest

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also would love to hear more uses for vanilla machines that can help expand my kit

ashen girder
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For varying definitions of "meta". 😁

ashen girder
swift imp
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i have an upstream throttler (1.6 MW total, 2 packagers set to 20% each) set to 12 packaged fuel per min coming in to the fuel in line, fuel overflow goes to a fuel gen connected to main grid.
fuel output to gen goes to an isolated fuel gen attached to an array of AWESOME sinks. note that the unpackager for the fuel going here needs to stay on the main grid.
item overflow in/out is just to displace the fuel onto the output to gen line; it routes back on to the AWESOME sink line

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that way those awesome sinks (30 MW!!!) are only on when they actually have things to burn

Note that the 3 splitters there are smart splitters with "any undefined" on the item overflow out, otherwise fuel goes around the loop with "overflow" going out in the other two spots

fierce ruin
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I'm still not getting why you need a logic gate.

swift imp
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the truck station logic gate? that's unrelated to the awesome sink setup, just a neat use of a building that can be useful to remotely control outposts

fierce ruin
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Which need to be remotely controlled... why?

swift imp
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dunno, but it's possible. nuclear maybe? (i'm not there yet)

fierce ruin
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Resources are infinite and you can just sink all excess...
So I'm not seeing why you would ever need to tell an outpost to stop remotely outside of "because I can".

swift imp
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you certainly never "need" to do pretty much anything in this channel, yeah?

fierce ruin
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Not specific to here. People have been doing a lot of logic gate, priority merger, and belt compressor things across this Discord and reddit and it's just like... why?
Just my opinion.
If it's done for the cool factor that is one thing, but people are actively seeking mods for these functions because they feel they need them somehow and you just... don't. Not with the way this game runs.

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oh, you certainly can use belt logic gate when you're not yet built sprawling factories that all scale however you need

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but yeah, the cases are naturally quite limited

swift imp
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it's kind of wild that AWESOME sinks are a constant 30 MW drain tbh

fierce ruin
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I can think of many ways I can use one. Just no ways I would need to is the difference.

fierce ruin
swift imp
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i'm not sure where you got the impression that i ever said any of this was needed?

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it's kind of a weird tangent to come in with

fierce ruin
swift imp
fierce ruin
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That was pointed at you, specifically, to see if you had an answer for why in the realm of Satisfactory you would need one.
Your answer was what I agreed with in that no one needs one, it's just something that can be done.

Topic after that point was in a general sense.

ashen girder
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I've got 4 of them running for no reason in my central storage..

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It was originally to process two ISCs faster..

fierce ruin
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Yes but you also think biocoal is useful so your opinion doesn't matter.
simon_smile

ashen girder
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But now they just do nothing. 😂

ashen girder
fierce ruin
swift imp
ashen girder
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That's.. what.. one impure geothermal running at minimum?

swift imp
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my production lines are garbage in comparison but it's probably obvious by now that i like to optimize power usage

ashen girder
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Not even one fuel gen? Are those 150?

swift imp
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yep, 150 MW per fuel gen

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before i came up with my above solution every time i looked at my fuel gen array the thought of "one of those is basically useless" would keep creeping in

fierce ruin
surreal dune
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even thougha 250% mk3 pure node can go up to 1200/min, it's still limited to 780/min by the mk5 belt correct?

near zenith
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yes

surreal dune
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👌

wintry aurora
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@wind spade Why is this one showing 19.99999999 (I don't even know how far that decimal goes) for the 20 steel pipe output part? Dunno if that's a bug or some weird rounding error. It's not critical, was just wondering what's up with that.

wind spade
wintry aurora
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Sorry @wind spade ^

ashen girder
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Because floating point is stupid probably..

wind spade
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most likely floating point error. Computers are derpy when it comes to floats

near zenith
#

when in doubt blame ieee 754

ashen girder
#

When it comes to unrepresentable numbers. 😉

wind spade
#

machine numbers should be as close as possible to reality. The numbers on arrows are calculated later and therefore very slight inaccuracies are possible

fierce ruin
#

Stop putting electronics in water.
Computers don't float.

wintry aurora
#

Makes sense I guess as it'ls looking like .9999999^10^10^e10 or some crazy huge number.

wind spade
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the number has to travel through 4 different languages/software, so it can happen. I've put a lof of effort into minimising these issues where possible, but in the end even one language can cause this to happen, so I'm actually surprised how not often this happens lol

fierce ruin
#

Why can't we all just speak the same language?

I hear Latin is good...

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😉

wintry aurora
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lol sev XD

thorn bane
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are you rounding the numbers or truncating to 3 digits? cause if its a small difference rounding it might fix this issue

wintry aurora
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He's truncating to 4 digits, a googol length of decimals is helpful to noone, unless you're trying to calculate Pi.

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Or doing some extremely precise measurements or something.

wind spade
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I'm not. The linear programming solver that is the first to generate the number only outputs numbers with three or four decimal digit precision (I tried really hard to tell it to output more, but unsuccessfully). So the imprecision is there from start.

I even use some code to try to detect periods and introduce more precision back into the number.

wintry aurora
#

@ reaction maybe I'm just completely missing what you meant.

wintry aurora
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Well, it doesn't have to be super, super precise.

thorn bane
wintry aurora
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Math is still ontopic.

swift imp
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i just double checked in game with a bio burner hooked up to an AWESOME sink and it must have been a bug that i ran into that i've been operating off of this entire time because it turns out the sinks do idle properly (at 0.1 MW)

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not sure if it was some issue that got patched or some more vague host/client issue when looking at power poles but i'm like 99% sure i saw it consuming a full 30 MW with nothing going into it before

wind spade
fierce ruin
swift imp
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while it seemed weird i just went forward with that in mind and didn't question it again until just now

fierce ruin
#

I don't think I will ever trust another person enough to do multiplayer.

Also the answer to that and other issues is simple:

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Multiplayer Broken. Plz Fix.

mystic verge
#

hey is it a bad idea to chain these? it seems like the one on the end is getting like 1/16th the fill rate of the first one

ashen girder
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I'm not sure it's really a good idea. 😂

mystic verge
#

is there some sort of bottleneck im not seeing? the same concept works just fine with containers and belts

ashen girder
#

I think it's related to how they interact with headlift.

mystic verge
#

i have three MK 2 pump thingies below

ashen girder
#

They have dynamic headlift but don't start producing it until they reach a certain fill percent.

#

Look up the fluid guide on the wiki. It explains the nuances around them

mystic verge
#

so basically its not a problem unless they're empty?

ashen girder
#

Basically? But there also isn't really a reason to store that much fluid.

mystic verge
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ok so two tanks should be more than plenty for a large factory then

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before i go expanding the design i wanted to make sure it has as few bottlenecks as possible

fierce ruin
#

@mystic verge they don't flow properly until they are filled above their intake line either.

thorn bane
mystic verge
#

ahhhh i seee

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will this become a non issue over time as they fill up?

fierce ruin
#

Also there is almost no reason to store fluid at all.
And much less in that quantity.

mystic verge
#

or should i redsign

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me like big factory

fierce ruin
#

So?

sand epoch
#

U need like 24m headlift to fill 1 tank.

thorn bane
fierce ruin
#

Why would you need to store fluid for a big factory?

mystic verge
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im planning my first megafactory and wanna have sufficent fluid supply for all future production

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i figured a large buffer would be the best solution

sand epoch
#

For what?

mystic verge
#

listen, BIG FACTORY

ashen girder
#

Thing is, just because you can supply it for some time, it'll eventually just run out if you don't have enough production.

sand epoch
#

I have several big ones... none need tanks

thorn bane
#

big factory means big items/min not big amount of buffers
aslong as the items/min or fluid/min matches you dont need buffers at all

ashen girder
#

Buffers are only really useful for storing large fluctuations.

mystic verge
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im not super great at min/maxing so im trying to insulate myself in the event of a supply chain issue

sand epoch
#

Like tf power

mystic verge
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but what im hearing is i dont need so many tanks

ashen girder
#

Insulation just means it takes longer to notice.

sand epoch
#

Very little need fluids other than water... and why would you store water?

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But if you really want to store liquids.. pack them, dont use tanks

thorn bane
ashen girder
#

That's just one buffer though.

sand epoch
mystic verge
#

but i have gained the knowledge i came for

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thank you math nerds

sand epoch
#

He says when talking about doing a BIG FACTORY.. :/

mystic verge
#

my current oil production is bad

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and weak

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it needs to be completely redone

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dont wanna

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i will eventually tho

sand epoch
#

So just make a new one and leave the old as-is

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Lots of oil sources to play with

mystic verge
#

first goal is green nuclear power because my power budget is bad

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like super bad

fierce ruin
sand epoch
#

A nice 300 gen TF setup will cover you to get nuc running.. esp when you add in the waste factor

fierce ruin
#

🤫

mystic verge
#

its bad

sand epoch
#

That just coal? o0

mystic verge
#

i have a couple fuel generators too

sand epoch
#

Fuel... but not tf?

mystic verge
#

no not yet

fierce ruin
#

Geothermal gives you an additional 4.5 GW for free 🙃

mystic verge
#

as i said my oil isnt that reliable

sand epoch
mystic verge
#

and i have lots of geothermal

fierce ruin
sand epoch
#

Ah

mystic verge
#

not all of it but lots

fierce ruin
#

#BiomassTillNuclear.

sand epoch
thorn bane
#

#8-32coal50-250fuelTillNuclear

fierce ruin
sand epoch
#

I had about 700 tf gen b4 i finally did nuc.. o0

near zenith
sand epoch
fierce ruin
near zenith
#

that's just a good fact to know, not cursed at all

#

but... liquid bf?! have you no shame

fierce ruin
#

I'd rather deal in liquid bf than screws tbh.

sand epoch
#

Ugh.

fierce ruin
#

Caterium Screws when? 😉

thorn bane
#

real pioneers package the liquid biofuel and burn it in the biomass burner

near zenith
#

depleted uranium screws, make your recipes glow

sand epoch
#

Worst ive had was a 5k/m q wire..

thorn bane
#

burn right through the plastic aswell btw 🙂

fierce ruin
sand epoch
#

... why would u need so msny boards o0

fierce ruin
#

For Computers of course.

near zenith
#

reasonable

#

not insane at all

sand epoch
#

... so ur just making massive #s.. for fun?

fierce ruin
#

Which are needed for RCUs..
Which are needed for Supers..

So it adds up quickly.

near zenith
#

petition to rename the maximize option on sftools to "for the Lulz"

fierce ruin
sand epoch
#

1 stack? O0

fierce ruin
#

Cleaning up by rule of 45 though.

thorn bane
#

#ElevatorPartsHaveFeelingsToo

fierce ruin
#

So 45/90/180 is the production rate of most things.

#

Example:
45 PCCs means I need 90 FMFs means my HMF outpost is doing 135.

sand epoch
#

I did a factory of 1ppm of everything.. and that was a pest.. but 50-200 of everything.. ugh

fierce ruin
#

Outpost Zero was completed today.
It's the only one making more than 3 items because I can't justify something like an entire outpost dedicated to Iron Plates...

#

So it makes Plates, Rods, Cable, Wire, and CSheets at 180, RIPs, Rotors, and AILs at 90, and Frames at 45.

#

Next one is Steel, which will make Beams and Pipes at 180, with EIBs at 90.

#

After that I get into the ones that will be shipping to other outposts. Like CBs and Stators, which will produce multiple hundreds so they can feed higher tiered outposts and also store their stack per minute.

#

Did a reddit with screenshots of Outpost Zero if you're curious.
Mixed belts OP.

cinder silo
#

I'm laying down my fused quickwire station, I'm not overly charmed that the divisor by 4 gets me 7.675 machines per, I guess i'll have one machine going at 68% since 67.5 really isn't much of a thing.

fierce ruin
#

All 8 machines at 95.9375% falls within the decimal cap.

cinder silo
#

Oh wait, 67.5 can work, I'm really not used to typing percentages in to clocks.

fierce ruin
#

% is the only thing that matters, so it is a good thing to get used to.

cinder silo
#

I have a load more machines to place still 😄

#

But yeah I'll be typing in percentages from here on.

thorn bane
#

friendly reminder that you can just leave them at 100% and it still works 🙂
the only thing you save is very little power

cinder silo
fierce ruin
thorn bane
cinder silo
#

3358 copper going in to the whole thing, that's going to take some serious importing 😄

thorn bane
#

i mean if youre limiting the amount of copper coming in anyway it will also work with 100% clock speed since it just wont run 100% of the time (the last one will run only 67.5% of the time)

cinder silo
#

The first machine per row (4 of) will be running at 67.5, , 30.7 assemblers at full clocks and I don't like uneven amounts of machines.

mental needle
hasty tree
gloomy palm
#

yes 😍

wind spade
near zenith
#

oh, greeny, quick question, how difficult would it be to add in modded production buildings and recipes into your database for use in planning? i'm thinking something like you supply a link and it parses the available recipes and adds them to the possible recipe lists, but not on a permanent basis

#

no idea on how the info would be organized, or if sml mods have any type of data standardization though

wind spade
#

It's planned, but not a priority

fierce ruin
#

Can I pay greeny to never add that? 😉

near zenith
#

your singluar hatred of mods is noted

#

re: sev

fierce ruin
#

Aye.

near zenith
#

cause i'm defo being spoiled by sftools, and i was thinking about starting a modded playthrough at some point, and wanted to continue having you do all my math for me 🙂

wind spade
#

Wouldn't be that hard, modding community apparently already has a lot of tools to make the job easier

fierce ruin
#

Wouldn't be that hard to pay you? 🎂

near zenith
#

sev bout to start a patreon to make greeny never look at sml

fierce ruin
#

OnlyFans would be easier I think 😉

near zenith
#

some of those graphs do be sexy

fierce ruin
#

Selling feet pics to keep tools specific to the dev's vision of the game. 🙃

#

Greeny takes the money, then starts a bidding way between me and the modding community for whether he adds it or not.

#

😂

near zenith
#

rofl

#

well, should you ever get around to that part of your todo list, it would be appreciated. Good thing is the more you delay, the more reason i have to not start a new world from scratch and lose another 200+ hours of my life to this godforsaken timesink of fun

wind spade
fierce ruin
#

Yes but how much to make you not add mod support? 😏

wind spade
#

how much do you have?

#

Jk lol. Is mod support a big deal if it would be optional?

fierce ruin
#

So you're saying there's a chance.

mental needle
wind spade
wind spade
fierce ruin
#

Principle.

#

You'd be hard pressed to find a part of my IRL that isn't based on the principle of a matter.

ashen girder
#

Sev only hates three things: mods, FICSMAS (fun) and lizard doggos.

fierce ruin
#

I don't hate FICSMAS.

mental needle
frosty owl
fierce ruin
#

Graphic content warning.

wind spade
mental needle
vast jungle
#

the "end goal" for both rubber and plastic production is 1 oil to 3 rubber or 3 plastic

wind spade
mental needle
wind spade
mental needle
wind spade
#

in the future planned to be able to switch between optimisation for power/resources and maybe machine count

wintry aurora
#

@wind spade greeny, would it be possible to make the browser save the locations of the boxes where you move them?

wintry aurora
#

Okay cool.

wind spade
#

I need to first do some changes on how the data is saved and loaded tho, technical stuff

wintry aurora
#

Mainly wondering as I have this large complicated one, about half is being used to account for things in the area that I'm renovating that might be connected to the part I'm not.

#

So, it's not that bad.

frosty owl
mental needle
# wind spade minimising raw resources

okay, I've thought about that as well, but I've not even started that yet.
In your implementation is the resource which should be minimized selectable?

wind spade
#

the weights will also be configurable in the future

mental needle
wind spade
#

linear programming

#

bruteforcing advanced materials would take like 10^10 years

#

also, it's usually not possible to test all possibilities since there's infinite number of them 😛

#

(e.g. if you have two recipes making one item, you can do recipe A, recipe B, or any ratio between them)

mental needle
mental needle
wind spade
mental needle
#

but by using linear programming, shouldn't it be possible to solve the rubber question?

wind spade
#

yeah, my tools are based on a linear programming solver

#

also with things like maximising production of a resource, you can't just "use the best recipes"

mental needle
gloomy palm
#

the proportion of problems players have had in satisfactory has now been overshadowed by problems relating to train signals

cinder silo
#

I really will mess with trains in the future, It is going to take a new save I think to shake off my extended belt habit.

gloomy palm
#

hmm

cinder silo
#

The space needed for stators alone, nukes are so taking it out of me 😛

gloomy palm
#

😮

cinder silo
gloomy palm
#

😮 o

#

so neat

cinder silo
#

I still need to build a copper ingot plant & my foundry 🙂

gloomy palm
#

.-. so epic

cinder silo
#

A lot of my older factories, especially in the main base have many unneeded industrial cans because of a mindset that was, well incorrect, smelters feeding to cans, cans feeding to assemblers, then going to cans and what not, so much modernisation in my future 😄

wintry aurora
#

Question on the belt bug with MK5, short distance areas like say, within this area would be fine right and the bug wouldn't show up? Not sure when exactly I should start worrying about it. The 754 wire is going to be split up pretty quick anyway. (wire setup is where that string of constructors is, just isn't finished yet)

wind spade
#

mk5 belts lose max throughput over segments

#

there's not an easy way to tell how much, it depends on pc, but usually one or two segments are pretty much 780

#

I think 750 is pretty safe even for longer distances

wintry aurora
#

Yea well, I'm sure you can guessimate how many segments a 34 constructor bank would be using with the manifolds and all.

river night
#

you already left yourself some room with only using 754 so it should be fine

wind spade
#

well you only care about the segments with throughput close to 780

wintry aurora
#

I haven't decided how I'm going to manage output yet though.

wind spade
#

because you don't lose throughput you lose max throughput

#

if you have 360/min on mk5, it won't go under 360 even if it goes across whole map

#

imagine it as if the belt was slowing down with each segment

#

780 -> 778 -> 777 -> 774
it really depends on pc and other stuff how much it slows down though

#

and also it's mostly relevant for 780-750 ish

#

under that it's usually able to keep the speed

wintry aurora
#

I see, only really matters when close to the limit.

reef belfry
#

MK2 pipes seem to be fixed, can anyone confirm?

versed violet
#

I get a feeling that path signals make driving manually impossible (dangerous). Is that correct?

wind spade
#

I think signals don't really take manual driving into account

versed violet
#

block signals do.

#

Path signals will never turn green for you, because you cannot reserve a path manually.
So you have to run in on red, and hope no other train has entered that section of track yet.

#

Actaully, it would be nice if path signals turned green for player driven trains, if there is nothing else in that whole block.

wind spade
#

what I mean is that signals don't care about where you can drive manually. They just care about where the train is

versed violet
#

yes, but block signals 'work' for showing you the way, and they react when you drive your train into block.

ashen girder
#

You're correct as far as I can tell.

#

The hard part is we don't have any kind of UI for telling signals where we're going, so reserving wouldn't really work.

versed violet
#

It wouldn't be feasible to manually reserve tracks.
But if path signals would default to green and only go red when there is a train with reserved path inside, that would work for manual drive

#

Or if they 'detected' manual train and reserved whole block on approach

ashen girder
#

Yeah, that'd probably work.

frosty owl
#

Right, the best they could do would be (eg) adding a light to the path signal that works kinda like a block signal but only visually for manual drive...
But that would work as a BLOCK, as it can't tell which path you'll manually take

shadow prairieBOT
versed violet
#

Could just make the path signal behave like block if you drive manual

frosty owl
#

Yeah... Very cumbersome for your traffic, but at least it would prevent collisions as long as you don't pass while the light is red

ashen girder
#

I routinely just slam into other trains. jacelul

gloomy palm
#

a good way to help them speed along more

cedar mica
#

How does pipes, handle "over merging"? 3 buffers feed by 300 pipes, merged into 1 600 pipe

versed violet
#

We need more sign sizes. 2x2 is too small and 4x8 is too big for roadside signs.
4x4 would be good. And 4x2. And 8x2.

gloomy palm
#

in regular signmaking, the sign is comprised of smaller panels that can be customized in shape by adding or subtracting panels, the panels are then interconnected

gloomy palm
#

essentially what im saying is that all you need is one type of sign panel and you just add on to it into any shape you like

fierce ruin
#

4x4 sign is just using multiple 2x2s though.

versed violet
#

yes, but for usability, I'd rather not make an image of individual pixels.

gloomy palm
#

customizability is at the cost of convenience

#

if you want more sign sizes, it is easier to add sign sub-panel sizes instead

versed violet
#

Tiling signs does not allow to have a nice text. Mine is 2x3 matrix, of which one contains 'ass'.

gloomy palm
#

Fix M' ass

wind spade
#

make pixel art, each sign is just 1x1 pixel, that way you can write anything you want on signs, no downsides

gloomy palm
#

excatly

#

in a game called Occupy White Walls, the mosaics/light panels are smaller panels which can tile together (screenshot not mine)

#

they are set up in a pixel art sort of interface

#

like this

#

here are the standard sizes

#

the light panels are called bulb mosaics, but the tile mosaics also come in the same standard sizes

#

and there's one called a LED mosaic

#

so it would be cool if signs in SF could be tiled and be tied together to display the same image across all the interconnected panels

#

instead of needing a sign of every possible combination of sizes

versed violet
#

you don't need a sign in all possible sizes. Just the missing 4m size

gloomy palm
#

it's missing right now

#

but think of the future

#

think of the children

runic radish
#

will they light the way?

gloomy palm
#

it's a sign!

versed violet
gloomy palm
#

dynamically updating content also!!

#

imagine not needing to open a container to know what's happening inside it

#

your sign could be showing you a live feed of the inside of the container, and this is what you'd see:

sand epoch
#

But why?

versed violet
#

is there any place to report texture errors? Looks object is missing here

sand epoch
#

Same as all other errors

gloomy palm
# sand epoch But why?

you could have a sign that says how many items per minute are entering, and the total amount and type of the items, just walk past to see the status of the container without needing to open it, sounds reasonable

sand epoch
#

Just flash dismantle over it :/

gloomy palm
#

:/

#

yes but signs

sand epoch
#

For things that dont need them. Pass

frosty owl
ashen girder
#

I often build a train, give it a destination and set it to run then alt+tab while it goes.

gloomy palm
#

technically speaking, signals aren't for increasing traffic flow rate, but rather, increasing traffic capacity

#

if speed is what you need, a dedicated rail is how you'll succeed

#

™️

ashen girder
#

Technically speaking, signals are for ensuring your trains don't attempt to coexist violently.

cinder silo
ashen girder
#

No argument from me there!

analog light
gloomy palm
#

honestly i'm a nice guy 😐

#

at least that's what my mother says

wind spade
#

honestly you're a bit spam-y guy 🤔

gloomy palm
#

i just have a lot of love to share with the world 😐

#

jthespammy 😔

#

😭

wind spade
gloomy palm
#

okay one last emoji

#

😭

#

i think zyranex doesn't likes me

thorn bane
#

ah what a nice "math and meta statmement" love it

wind spade
#

no, we all would just like a nice clean chat

gloomy palm
#

🥺 im sorry

#

i generally can't return to a channel to start a new topic, if the last person who posted there was me.. it causes two separate threads to appear back to back which i try to avoid happening thinking_helmet i hope that's something which could be appreciated.. it helps keep contiguous messages i post to all be about to the same thing.. if someone else sends a message to help break up my messages then i feel more comfortable to send a new message about something else

random kindle
#

is the final space elevator req an afk simulator?

cedar mica
#

I assume its straight forward, but 3x 300 pipes into buffers, that is merged at the other end. Does the 600 pipe handle it, without weirdness? The goal is to make it last longer, if there is an issue.

random kindle
#

@cedar mica the machines that produces the liquids will overflow but the end pipe will be 600/m

cedar mica
#

Given there is drones involved, there will be overflow/not enough, somewhere in the system, till everything is ironed out. Hence the reason I dont want water for the nuclear reactors, to be one of the issues

thorn bane
ashen girder
#

Really, tho, it's intentionally a little ridiculous because it's the end of the game. 😂

languid mulch
#

What would be the most 'efficient' use of Screws? Since a lot of the items screws are used for, like heavy modular frames and computers, actually are best made with alternate recipes that ditch screws altogether.

ashen girder
#

Not using them. jace_smile

cinder silo
#

I was very happy to use caterium computer just for the abandonment of a lot of screws

languid mulch
#

ty

river night
#

i feel like that question is a bit backwards, you should make screws when you need them, not make screws hoping to find a use for them

wind spade
#

this ^ but if you're looking for resource efficiency, then you only should do steel screws -> copper rotors

#

(or steel rod -> normal screws)

ashen girder
wind spade
#

if you already have screws, then it's more efficient to use them for something rather than ignoring them and picking worst resource efficient rotor recipe 😛

thorn bane
#

hm if you consider screws free isnt flexible frames pretty good?

wind spade
#

it's more resource efficient than default. You use more coal and limestone for encased, though also half the iron and no oil

#

encased also saves a lot of power and space

ashen girder
#

If you're even using coal to begin with. 😂

#

My next build uses neither iron ingots nor coal. 💪

thorn bane
#

well im guessing you dont have 1845 screws/min lying around
but if you had xD

wind spade
#

oh the pain

#

1845 screws for 5 HMFs is... a lot

cinder silo
#

The trouble with screws is they're still limited to 780 like everything else, but you end up using a hell of a lot in some recipes so you get belt spaghetti if you're mass producing.

wind spade
#

500 screws for 5 HMFs with normal recipe lol

wind spade
#

the main issue with screws is that there are way better recipes that don't use screws (except for rotors, copper rotor shines)

thorn bane
#

ok i kinda wanna build that

cinder silo
#

I'm just too used to having mass production in a few locations, having constructors making screws everywhere would add an annoying tumor to plants that use them , thankfully alts are cutting those down 🙂

ashen girder
wind spade
ashen girder
#

Pipes tho.

wind spade
#

don't think you can make screws out of pipes

ashen girder
#

You can replace screws with pipes!

wind spade
#

screws, wire and quickwire are items that you don't really want to massproduce centrally, you always want to make them onsite and 1:1

ashen girder
#

No screws, more pipes!

wind spade
ashen girder
cinder silo
#

I get the concept, It makes it easy to belt the mats for screws np, hell even via sushi, I just dislike having such a distributed assembly because I lose track so easilly.

wind spade
#

it's imo better way to build. I just have one factory that makes everything from raw ores and it saves me all the transporting anyway

odd dawn
#

What's the best area for steel production? Like maxing steel

thorn bane
#

ive been thinking about that alot (cause factorio) the issue i have is that the ratios are pretty horrible most of the time
an ai limiter needs 100 quickwire/min but an assembler makes 90
so if you bring copper and caterium to the computer factory youd have to balance it somehow
but the lower number what that fits exactly is 900 which doesnt fit on a belt (lcm(100,90)) so you cant really have fused quickwire to ai limiter ratio
i also dont like that building the quickwire for each factory would increase the length of my bus because instead of building 1 row for quickwire i now build 3
but im not sure yet if therees a way to make this work out
you could ofcourse underclock the ai limiters to only take 90/min but i feel like that would increase the are of the factory more than i like it

wind spade
#

oh nvm didn't read it to the end

thorn bane
#

but then youre buildign 10% more buildings 😦

wind spade
#

you can also overclock the quickwire to 100

thorn bane
#

dont have the power shards for that

wind spade
#

10% more buildings but saving power 🤔

thorn bane
#

caterium computer actually kinda works out with 105 * 6=630=7 * 90 so i might do that

thorn bane
ashen girder
#

@fierce ruin has thoughts on this.

#

Somethingsomething 45 and 81.

thorn bane
#

well im not gonna change how many computers i produce since i dont want to overproduce (cause more buildings = more lag)

fierce ruin
#

90 is a multiple of 45 so I don't see an issue 🤷‍♂️

ashen girder
#

No issue, just know you've done lots of math around your magic ratios.

thorn bane
#

is there like a list of what you guys would bundle together? so far ive had a line for each building expect copper rotors where i make the steel screws inline
i honestly never considered making bigger lines until i played factorio xD

ashen girder
#

I colocate pretty much everything.

wind spade
#

everything making one product in one factory

thorn bane
#

i just feel like its not worth unless its really simple to expand

wind spade
#

make small modular build and copy it if you want to expand

thorn bane
#

that takes way more time than expanding 2 lines of manifolds though

wind spade
#

not really, you build roughly same amount of belts and same amount of machines

thorn bane
#

ye i know the resources are the same but its still alot faster to build all the buildings in a line

#

the only issue if it makes you need more belts on the bus (like screws, wire or quickwire)

wind spade
#

no bus plz

#

top = expanding manifold
bottom = copying elsewhere

yeah it may be slightly more belts, but you don't have to worry about anything like belt throughput

thorn bane
#

sorry i meant something more like left side vs right side

wind spade
#

yeah that's pretty much the same just rotated 90 degrees

ashen girder
#

Greeny:

thorn bane
#

but the iron plates/wire go directly into the stiched rip
they dont get merged/split with anything else

#

they are balanced and not manifolded

wind spade
#

well yeah but my point is that either you add more machines (expand up on your image), or copy the whole setup. You can use either variant from your screenshot in modular factories

frosty owl
cinder silo
#

I'll definitely give it some thought, smaller numbers of items going through beltways allows for greater density at the target so I definitely see the appeal, It gives me another approach should I find myself in a pinch 🙂

thorn bane
#

thats what i did with my uranium cells into rods aswell since its 1 to 1
its just hard to get a nice ratio like that

cinder silo
#

The uranium ore itself I just ran belts, the impure divides between the three normals getting 700 per belt from three overclocked miner mk3's

frosty owl
cinder silo
#

It let me put my cell production at a place of my choosing instead of trying to process on site.

wind spade
#

also just to clarify by 1:1 I actually mean 1:n or n:1 depending on how many the target and source buildings produce (with some smart underclocking). Doesn't always have to be 1:1 exactly

cinder silo
#

Underclocking has been a very handy tool for me to balance things 🙂

thorn bane
#

i just dont like the idea of building more machines than i have to

frosty owl
#

It's not like you lack the power. But if you lack the shards and don't won't to downclock , there are very few ratios you can get without overflow

wind spade
#

space is pretty much infinite and you actually use less power (since they are underclocked)

thorn bane
#

fps isnt

cinder silo
#

In some cases it helps, especially when your numbers call for 37.1 machines worth of output, having two running at 55% is more logical than one going at 10% to pick up the slack, and I really don't like uneven lines.

wind spade
#

then overclock 😛

thorn bane
#

i dont have power shards

wind spade
#

also, are you hitting fps issues already? 🤔

thorn bane
wind spade
#

I'm not really sure if 5 machines extra in 100 machine build would make that much difference

thorn bane
cinder silo
wind spade
#

that sounds like time to get a nice new christmas present (new pc)

#

also if you really want, get a few doggos and farm some shards 😛

thorn bane
#

new world but its a work in progress 🙂

pastel oxide
#

anyone know the maximum uranium Fuel rods per minute that can be produced while having exactly enough uranium left over to process it into plutonium?

thorn bane
#

im just wonder if stuff like 7 fused wire for 6 caterium computer is worth it and then repeat the pattern

wind spade
#

I think it was like 50.4 uranium fuel rods 🤔

#

but no idea 😄

thorn bane
wind spade
#

wow I remembered it correctly lol

wind spade
cinder silo
#

That's way more fuel rods than my choice of recipes produces, I'll get 21 when it all fires up, but I'm not using the alts, I doubt I'd need the excess power.

thorn bane
#

no as in if you sink plutonium rods its 50.4->12.6 plutonium rods
if you want to use them its 50.4-> 22.4 (i think?) plutonium rods

#

cause then you use the good alts

wind spade
#

uhh what's the difference there? why would production to sink make less? 🤔

thorn bane
#

cause it uses less other resources so you want to use the least waste efficient recipe

wind spade
#

it's more points tho 🤔

#

but yeah fair

frosty owl
#

Your priority is processing the waste

thorn bane
#

the points are very very small since the amount of plutonium rods is so small

#

ADS gives 5x as much points AND you can make 100x as much/min

cinder silo
#

I think with my setup i'd get 5.5 plutonium rods for the sink.

thorn bane
#

by that point in the game you probably already have quite some points

frosty owl
#

Realistically, if one looks for points, it's worth saving resources on plutonium to make space elevator parts or something xD

wind spade
#

yeah I get that. Was just a bit confused about why that happens

cinder silo
#

I have 533 tickets unspent though.

thorn bane
#

also why i have to turn off plutonium unit everytime i make a new planner with my 12.6 plutonium rods cause other wise it wont use all the waste xD (fix when plox)

wind spade
#

I'm not sure if I want to add "most resource inefficient" solver target 🤔

frosty owl
#

All the times one shares a plan only to get asked "why is it using fine concrete?" or similar hehe

wind spade
#

fine concrete is fine

thorn bane
#

nah just the option to make certain inputs have to be used up (waste + all the plutonium stuff)
that way it would just make extra plutonium rods as byproduct but would realize that thats not resource efficient

#

everything that doesnt have a sink value i guess thinking_helmet
wonder if that would change HOR byproduct aswell

wind spade
#

I could technically do "use all of this input" option, but I feel like the planner would just go like "I'm gonna process it with one recipe and here's your byproduct"

thorn bane
#

yes thats why you only do it for stuff that doesnt have a sink value

wind spade
#

wdym?

#

planner doesn't use sink value for anything (yet)

frosty owl
thorn bane
#

so it turns the waste into plutonium fuel rod byproducts
or turns the HOR into coke byprodcut

wind spade
#

so basically forbidding the tool to produce certain item as a byproduct? 🤔

#

I think I have that somewhere in todo list

thorn bane
#

yes exactly, those that you cant sink

wind spade
#

oh I would rather do it in a way that the player can configure

#

(e.g. a checkbox for each item)

thorn bane
#

sure but that would require additional ui
sink would be fast but up to you

wind spade
#

but also hidden from users

thorn bane
#

ye ofc you want both
disable the items that you cant sink by default and then let the user chose

wind spade
#

I think I'll keep everything enabled by default 🤔

#

though that still doesn't help you with your issue anyway

thorn bane
#

i wonder if you might get some weird results with water byproduct

wind spade
#

you also want an "use all input" option

thorn bane
#

oh i thought inputs and byproducts were kinda classed as the same type

#

but ye waste as byproduct when xd

wind spade
#

no, input is "here you can use this free item if you need", byproduct is "hey I produced this extra"

ashen girder
#

Byproduct has to be consumed.

#

Or no?

thorn bane
#

no (thats kinda the point)

wind spade
#

there's definitely plan for "no-byproduct" option. Though that'll probably come together with sink update

thorn bane
haughty roost
#

Anyone have a system that splits 4 into 20?

#

Or 10

#

Wait no

wind spade
#

Manifold

haughty roost
#

1 into 10 and 20

ashen girder
#

Just dropped like $2500 on my new tower a couple months ago. 😁

wind spade
#

Jusrlt expand that to desired number

thorn bane
#

ye what greeny said
and if you (for some reason) still want to balance it
https://satisfactory.fandom.com/wiki/Tutorial:Prime_splitter_arrays

Satisfactory Wiki

A simple 1/5th splitter array
This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some...

fierce ruin
wind spade
#

Yes

fierce ruin
# wind spade Yes

holy shit. ive been doing that for so long and didnt realise that they were manifolds

haughty roost
#

Yes, but that wont split everything equally

#

Automatically, anyway

#

Will it?

fierce ruin
fierce ruin
haughty roost
#

Im trying to power 20 coal generators with 1 coal node

#

So I need each generator to get the same amount of coal

fierce ruin
#

unless you overclock and have mk4 belts

lunar venture
#

let them "fill up" before you turn the power on and you won't notice a difference

ashen girder
haughty roost
haughty roost
fierce ruin
wind spade
haughty roost
#

Okay

#

That makes sense

#

Thank you

#

Never really thought of that

fierce ruin
wind spade
#

Unless you have enough power

#

Then it's fine

fierce ruin
empty notch
agile turret
#

For power purposes

haughty roost
#

I could use the oil but im just trying to teach myself how to make better looking and working things

#

Just in the process of learning stuff

vast jungle
#

default oil recipes are not that great for power generation... yes it works, but its not good enough to undo all coal powerplants...

thorn bane
#

each fuel refinery can make the equivalent of 6 coal gens
idk that sounds pretty good to me
the only issue i have usually is that i dont have the resources to build alot of fuel generators
5 computers 10 HMF and 15 Motors is ALOT considering 1 fuel gen is equivalent to 2 coal gens

vast jungle
#

still... its quite a lot of Refineries and you don't get that much power out, so I would just keep the Coal powerplants until you get to something more efficient (in terms of buildings/GW)

thorn bane
#

its 500MW per fuel refinery?

#

i mean sure keep them cause why not but i feel like default fuel generators already gives you alot of power

vast jungle
#

you mean the standard "Fuel" recipe?

thorn bane
#

yes it makes 40/min
guel gens take 12/min

vast jungle
#

I think I only did the math for the HOR=>(Residual) Fuel chain...

thorn bane
#

that uses alot more refiners (3.75 instead of 1.5)

vast jungle
#

funny... "normal Fuel" is nearly has nearly the same Refinery count that Packaged Diluted Fuel" per GW

#

2.2 Refineries/GW to 2.3 Refineries/GW

thorn bane
#

yep its pretty good 🙂

vast jungle
#

thanks for pointing out I forgot the "normal Fuel" in my powerchart...

#

now it has 7 Entries... (all for Oil)

thorn bane
#

it just uses alot of oil
but at that point you probably have alot of oil nodes around since they are clustered together

vast jungle
#

I built a 9 GW DPF powerplant when I upgraded from Coal...

#

that was reasonable complex and gave me a good boost in terms of GW

thorn bane
#

how many generators is that?

vast jungle
#

60 Fuel Generators

thorn bane
#

ye that seems about right

vast jungle
#

and I am thinking about going on another HD hunt to get the "Diluted Fuel" recipe before I build a proper Plastic and Rubber plant ^^

thorn bane
#

imo they are alot of fun to build 🙂

vast jungle
#

I want to try to build the recycling part of the Rubber/Plastic production this time without a loop... just linear... I think I found some numbers that work out without crazy underclock fractions

#

just 1/3, 2/3 and 100% ratios

#

the only problem is that I still need to automate Crystal Oscilators and Radio Control Units... need them for the Blenders

thorn bane
#

i mean if its not huge you can also do the canister loops
thats a fun build aswell if you dont over do it

vast jungle
#

I have done a LOT canister loops... both in my previous playthrough and in the current one

#

but I would finally like to build a oil-plant without one 😉

thorn bane
#

ah i see :D

vast jungle
#

the DFP loops with stacked packager/unpackager looks quite nice with the new floor holes

wind spade
empty notch
#

Oh really? :) that´s a nice to have
Fill time is one thing
Maybe next to that a graph that shows production in function of time? Then you can see when it gets to like half production capacity or 90% capacity

#

Where i can find this tool?

wind spade
empty notch
#

Cool!

#

I can see you like some numbers and their relation

#

Perhaps you want more data to process?

#

Becouse there is

#

And it´s untapped up until right now

#

That´s real sad actually becouse i have dived into it and checked it out. It really contains a treusure of info

#

Your interested?

wind spade
#

Wdym

empty notch
#

well there is this guy that made a mod that extracs all kind of info out of satisfactory and was in search of a webdev
i really like statistics and graphs for all kind of reasons so i went looking out for devs that are willing to make use of this data and transform it to all kind of interesting formats

#

you are a webdev, ...

#

that's why

#

it'll be a interesting time

uncut sigil
#

You're being vague to the point of sounding dodgy 😛

empty notch
#

actually not! there is nothing more to say about it if one is not interested in such project

wind spade
#

Maybe a link to it, name of the project or the person looking for the developer, what are they offering or if it's "I hope i get help for free", etc.

#

"Someone made something and wants some help" doesn't really give me any info that I could base my interest on

patent briar
wind spade
#

I have no idea what that is

spiral echo
#

whats the best recipe ?

wind spade
#

first one adds caterium to wire to make more wire
second one saves one machine, but no materials (usually for material savings you want steel screws)
third one makes more concrete by just adding water

pick what you need

barren idol
#

Exit signals?

wind spade
#

change the entry (block) signals to path signals and make exit signal block

barren idol
#

And then I won't need to put block signals all over the 2-way track?

wind spade
#

you don't need them, but only one train would be able to go there at one time

barren idol
#

ha

#

that's exactly the problem

wind spade
#

the more dense your block signals on the track are, the more trains it can support

#

for just a few trains you don't need many signals

barren idol
#

There's no logical reason to allow one train on a single direction

#

*one

fierce ruin
#

?

oblique hollow
barren idol
#

Yes I understand that.
Trying to get a Block Termination signal from devs......

oblique hollow
#

if you have 2 trains of varying length, one will accelerate faster than the other

#

so these blocks would fail at some point

#

what you want is a "speed limit" signal or something

fierce ruin
#

If you need 2 trains going on the same rails at the same time just chain path signals.

wintry aurora
#

Or it’ll deadlock anyway because one is too big.

#

Depending on the setup.

oblique hollow
#

it both results in "many signals needed"

fierce ruin
#

Chaining paths can be smoother though given it just lets a train fly through if there is no other train ahead of it.

barren idol
#

I don't get it... why is it complicated? 2 trains going on the same track in the same direction - they should be allowed, and should NOT collide, even without signals. Common sense no?

fierce ruin
#

If you don't have signals they can 100% go on the same rail provided they arrive at different times.

barren idol
#

....

#

weird answers

#

We don't know the times they arrive...

barren idol
fierce ruin
#

Already read it.

#

Your questions don't exactly make sense.

wind spade
fierce ruin
#

Because if you signal properly you can also get 2 trains on the same rail going the same way.

wind spade
#

the trains can't just go and assume the train before them didn't stop for some reason

wintry aurora
#

Unless there’s only one train on the system, but where’s the fun in that.

fierce ruin
#

I rarely need multi-train systems tbh 🙃

#

Given A: I don't do megabases and B: I use trucks and drones "properly" to have the whole logistics system working together instead of "JUST TRAINS AND ONLY TRAINS BECAUSE TRAIN REASONS AND NOTHING BESIDES TRAINS"

thorn bane
#

trucks jacelul

barren idol
#

Got it @wind spade and @fierce ruin.
It made sense to me that straight tracks same direction doesn't need signals

wintry aurora
#

Still need block signals though.

oblique hollow
#

@fierce ruin heres my masterful idea. And beautifully, trains get stuck if the path is invalid simon_smile
And no, the signal will not switch over. This forces clever thinking of where / when to use these.
It enables stackers, yes, but the train has to pass through one of the stacker arms, even if the main path to the station is empty.

#

and theres no way to manually select a path jacelul

fierce ruin
#

Nu. 😛

oblique hollow
#

in essence its a path signal but it forces a specific path (kinda like when you use one-way sigalling on tracks)

fierce ruin
#

I still hold the system is fine as-is and doesn't need changes.
But if they expand it I will of course use whatever they add.

oblique hollow
#

i will make a suggestion with this and see what happens. I can see some funny stuff happening if this gets added.
"Why is my train stuck"
"your selector sent it onto a track where it cant go anywhere"
"how do i fix this"
"build better tracks lul"

#

its basically a conveyor splitter

frosty owl
#

If possible (and if I got the generaleaning right besides the few messages I read), I think I'd prefer a "activate dynamic pathfinding" from "Dynamic path signal" to the next block

oblique hollow
#

boooooo

#

automatic dynamic repathing is boring

#

id rather have this

frosty owl
#

Your solution is limited to allowing stacker, no way to use it in more general situations (where which path is taken actually matters)

gloomy palm
#

oh heck the signal conversation continued here

oblique hollow
tropic hawk
#

Time for a controversial topic: Which is better: Compacted Coal, or normal Coal for fueling Coal Power Plants?

Context: Early game, only lvl 3 logistics

gloomy palm
oblique hollow
#

so you actually get less energy out than you invest to make it

thorn bane
# tropic hawk Time for a controversial topic: Which is better: Compacted Coal, or normal Coal ...

"In contradiction to its description Compacted Coal is not actually a more efficient fuel source for Coal Generators when considering net power. Since at 100% clock speed it takes 180MJ for an Assembler to make 5 compacted coal the net energy of one compacted coal is actually 594MJ. Compared to using 2 Coal, which are worth a total of 600MJ, using 1 Coal + 1 Sulfur actually results in less net power. This can be counteracted by using Assemblers underclocked to 73.7957% or less." https://satisfactory.fandom.com/wiki/Compacted_Coal

tropic hawk
oblique hollow
thorn bane
#

1 coal + 1 sulfur < 2 coal
1 coal + 1 sulfur > 1 coal (duh)

oblique hollow
#

or, if its one big loop, the train just tries again next time

gloomy palm
#

ye

#

but you'd have two trains and two stations

#

so if one's occupied it goes to the next

#

if you had three trains and two stations, it would wait at the first one to free up

oblique hollow
#

one would always pass along because you cant fit 3 into 2

gloomy palm
#

assuming it didn't have that station in its table?

#

if it needs to go to a station, it wouldn't go straight

oblique hollow
#

if the station is not in the table then i dont want it to magically pick another tbh.

gloomy palm
#

no it wouldn't

#

only the trains that have that block of stations in the table would do that

#

look for nearest available station in the block

#

it keeps traffic moving

frosty owl
oblique hollow
#

how is a bypass a stacker

#

im talking about "if station occupied : keep moving past it"

tropic hawk
#

all right, what seems to be the issue here?

frosty owl
oblique hollow
#

what reasoning? the reasoning of why it would work that way or why its needed or what?

gloomy palm
#

the two stations could be considered the same station, just with an extra entry point

#

maybe they could add stations that have two lanes

frosty owl
oblique hollow
#

depends on how you set up your train. if this is the ONLY station you need your trains at, then its not needed.

#

however i just saw a possible flaw in "moves to next exit on whenever a train passes by"

frosty owl
#

Of course it depends... I'm trying to understand the need it depends on. Like "why a train skipping a station is OK, but a train waiting for docking and then passing through the station is not"

oblique hollow
#

right, sorry, ill have to stop here.
i cant further go on with train routing logic.
its that time of day for me again where i just cant.

frosty owl
#

I don't get it, but sure ^^

oblique hollow
#

you dont have to get it. its simply too late for me to use that much logical thinking

fierce ruin
thorn bane
oblique hollow
#

with that way of thinking anything is energy efficient

#

"just use 5 billion machines at 1%"

thorn bane
#

*also yes? "This can be counteracted by using Assemblers underclocked to 73.7957% or less.""

fierce ruin
#

bingo!

#

so just build a few hundreds of assemblers, and you're making energy-efficient compacted coal!

gloomy palm
#

I suggested a train station with two lanes and man said "ew"

oblique hollow
#

ew

frosty owl
#

Rudew

gloomy palm
fierce ruin
#

So no to many-laned stations

gloomy palm
fierce ruin
#

of course it's not exactly the same. But it's similar enough.

gloomy palm
#

one station with two lanes can be scheduled in two trains and used simultaneously

#

treated as one station

oblique hollow
# frosty owl Rudew

might have found a solution:
selector exits can have same numbers. so the first open block will be chosen.
that way j gets his "parallel stations" sorted out, but only if that station was in the in the time table to begin with.

overall parallel stations is a time table nightmare

frosty owl
#

Can you name stations the same and do trains still distinguish between them if you do?

oblique hollow
#

they currently treat same name stations as different stations

#

its just you dont know which is which

frosty owl
#

Could have been a neat "exploit"

gloomy palm
#

if you gave them the same ID in the save file it might lead to undefined behaviour

oblique hollow
#

overall that line of thinking sounds dumb tho because...
just dedicate a train to a specific station

gloomy palm
#

nO

oblique hollow
#

parallel station choosing is lazy

gloomy palm
#

😦 but throughput

oblique hollow
#

want more? longer trains

gloomy palm
#

😦

topaz hedge
#

Just use belts

oblique hollow
#

parallel stations are the same as one long station

#

just dumber to navigate

frosty owl
#

Just balance

gloomy palm
oblique hollow
frosty owl
# frosty owl ~~Just balance~~

Ngl, I did feel like unironically say "just balance" after someone told me how they ran out of stored power since their factory took much much much longer to boot up then expected (so power ran out before the factory was even in full swing)

oblique hollow
gloomy palm
#

😭😭😭

oblique hollow
#

3 trains and 2 stations works the same if you dedicate a train to a station or have em dynamically choose one

frosty owl
gloomy palm
#

how can moving trains be possibly less efficient than waiting trains ??

oblique hollow
#

3 trains, 2 stations. whats the ideal solution?

frosty owl
topaz hedge
#

What is this logic

gloomy palm
oblique hollow
frosty owl
#

Ideally speaking, one would pro ably want to have their train wait as long as possible inside stations and be using the common rails as little as possible

thorn bane
oblique hollow
#

literally nothing is gained by dynamic station choosing that way

topaz hedge
#

2 stations and 4 trains is the answer lol

oblique hollow
#

2 wait, 2 dock

frosty owl
#

A single big train is "more efficient" (rail traffic-wise) than multiple ones, given your spacing can accommodate for either

#

Small ones have more "flexibility" in how they can deliver cargo and more throughput, but also will mean more traffic than a single train, as simple as that imo

oblique hollow
#

as for traffic, selector signals could be used to spread the load onto 2 rails

#

for parallel traffic

topaz hedge
#

If you have a two track system it can already handle a considerable about if traffic

oblique hollow
#

multi in-multi out could be interesting

frosty owl
#

Now that's more interesting :)

oblique hollow
#

what now

#

do they just alternate?

#

i guess its the usual behaviour

frosty owl
#

They always go through even if 1 or 2 is busy

oblique hollow
#

its basically a load balancer now

frosty owl
#

Trainload Balancer 🤦‍♂️

oblique hollow
#

since this is 1 and 2 not 1 and 1

#

oops we made a train load balancer :)

#

load balance of track usage basically LOL

#

also a load balancer technically.

ashen girder
#

Do.. do y'all actually want those for some reason?

oblique hollow
#

trains just go through i guess?

#

i just wanna do the same shit with trains like i can do with pipes

#

Train Logic Gates JaceGasm

#

A giant train computer

#

the downside of these signals is trains need to do a full stop every time so theres your game balance hehe

thorn bane
oblique hollow
#

har har har

oblique hollow
#

"undefined logic" jace_smile

frosty owl
oblique hollow
#

just.... dont allow multiple selector entries to be connected to multiple selector exits

#

only 1 selector for X Exits

#

so you have to do smaller and more nuanced blocks

#

or not. and just allow multiple entires, i dunno

frosty owl
#

The differences in possibilities and risks are unclear to me thinking_helmet

cinder silo
#

Fingers crossed a complete cold restart of the refinery works, I'd hate to do a rip-out for a fifth time.

small oasis
oblique hollow
#

is it though

#

it doesnt alternate between outputs