#math-and-meta

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oblique hollow
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the only thing it has in common is that dynamic repathing

small oasis
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Or ... maybe Factorio train logic handles that stuff different.

oblique hollow
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heres the current idea sheet

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thats literally the only thing we dont have

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everything else is already possible with block and path signals

small oasis
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Ah, it is like naming all your stations the same name in Factorio.

oblique hollow
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yea almost

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here we cant do that really

small oasis
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Won't let you or it just shits the bed?

oblique hollow
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it allows you to name stations the same but that doesnt "group" them

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you just lose track of stations because now you got 2 seperate stations under the same name

small oasis
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Yep.

oblique hollow
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this signal idea was more of a multiplexer approach

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originally i didnt think of "what if it chose an empty path if theres 2 exits with the same number"

small oasis
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You're just moving the logic to the gate instead of the station name picker.

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gate/signal

oblique hollow
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yea the station names only determine the end goal of a train, but trains dont adjust their path usually

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so i had the idea to force them to recalculate

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a special signal where they fully stop, get a new path ordered to them, and then they check if their current goal can still be reached with this new path

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because apparently, right now, dynamic repathing is complicated

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so this was a simplified approach where its not fully dynamic

languid mulch
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How many freight cars would my train need to efficiently deliver 1080 bauxite per minute across 3000~ meters?

small oasis
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Yes. All the cars.

languid mulch
small oasis
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Make it look like you're playing "Snake" and have only one apple left to eat.

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Are you using 1080/min at the destination?

languid mulch
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The intent is to

small oasis
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well ... let's see 2 cars would be 1560/min for as long as it takes to drain 48 stacks. As long as you can fill 2 train cars and deliver them before the others empty?

languid mulch
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Only 2?! I prepared for 6

small oasis
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err ...32.

languid mulch
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Mostly considering the distance, not sure how long it'll take

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Wait, 32 cars?! How would I even split this into 32 cars ๐Ÿ˜„

small oasis
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32 stacks of items, silly.

languid mulch
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๐Ÿ’ฉ

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Hm

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I really can't count for the distance though

small oasis
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Travel time matters.

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More so than the distance, IMO.

languid mulch
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Yeah, but is there a good way for calculating it?

small oasis
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Standing on the loco with a stop watch?

languid mulch
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Doesn't it display at the station with the new update? Anyway, I'm more so thinking in advance of actually building the train tracks

small oasis
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I don't know ... I only built a train track (horribly) in my modded U4 world.

placid cipher
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What do people do when it comes to making fuel? Standard, Alternate1 or an unlockable alternate?

small oasis
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I'm using the I think an alternate ... Oil --> Residue and Plastic nuggets --> Residue to fuel.

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I dedicated an entire oil geyser to the project. Got 40 fuel gennies out of it. I could probably do more with the diluted fuel recipe ... but I needed the plastic/rubber for other ... things.

wicked tinsel
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this seem needlessly complicated, why not just have repatching on path signal, as its name suggests

oblique hollow
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cuz thats too easy

wicked tinsel
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nothing wrong with that

oblique hollow
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yes

wicked tinsel
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and while we are at it, path signal needs a special state for partial clearance

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maybe blue like in factorio or flashing green

oblique hollow
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partial clearance?

wicked tinsel
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can go left, cant go right kind of thing

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right now, they are always red until train approaches

oblique hollow
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point of that being?

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they are always red because they wait for a train to enter their block and "transmit" their path to them

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guess it has to do with the way it doesnt want to needlessy early reserve a path?

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the other thing is: when to trains determine that they need to repath?

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after waiting at a path signal for 5 minutes?

wicked tinsel
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should be enough if its intended way is blocked and it would need to (start) stopping

oblique hollow
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if its intended way is blocked it could simply mean "theres a train on my exit"

wicked tinsel
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yes, thats the point

oblique hollow
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and that other train could still move

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no need to reconsider a route if its probably just delayed a bit

wicked tinsel
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if there is alternative route that offers no delay, then it should be taken tho

wintry aurora
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should, yes, but it can't as it's not programmed that way.

haughty roost
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So I have a question

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What is wrong with liquids and pipes in this game

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The pipe on the left looks like this

patent briar
haughty roost
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The pipe on the right looks like this

haughty roost
patent briar
haughty roost
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But that just stopped the flow of the liquid, even though I made sure they were in the right direction

patent briar
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There is a specific bug I have found

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Where if you have Pipe A -> Pipe Floor Hole -> Pipe B, and then you place a llift head pump on Pipe A before the hole, it "breaks" the connection to the floor hole, and Pipe B doesnt get any fluid

frosty owl
patent briar
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And you just have to redo the pipe between Pump <-> Hole

oblique hollow
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restart game

frosty owl
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Reinstall Windows

patent briar
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But, usually, its a head lift issue otherwise

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The game gives you a visual for your headlift as well, which not everyone knows

haughty roost
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This is the only pipe currently working

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I can not figure out why this wont work

patent briar
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Its probably head lift

haughty roost
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Pumps dont do anything

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It just stops the flow

patent briar
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Are you powering them?

haughty roost
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removing the pump makes it work better

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Yes

patent briar
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Connect a pipe to the upper row, go into build mode with a headlift pump in hand, hover it over the pipe pointing the right way, but dont place

oblique hollow
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those pumps look unpowered

haughty roost
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What pumps?

patent briar
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You will see a visual for head lift

haughty roost
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I dont have any in the photos

patent briar
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Im gonna say this is almost certainly a headlift issue

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chances are the bottom row of pipes is just low enough to clear your headlift, but the top row is above your headlift

haughty roost
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So where do I put the pump

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At the top of the first pipe?

patent briar
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Do what I said above

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Do that first

oblique hollow
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those are pumps

patent briar
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oh man I barely noticed those

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nice catch

oblique hollow
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no power no head lift no flow

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but i guess those refineries are not active

haughty roost
# oblique hollow

The 5 pipes the pumps are on arent the ones I am working with right now

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Im trying to get the first one to work

oblique hollow
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just put a mk 1 pump on the first pipe and power it

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and mind the direction

patent briar
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But seriously first do that thing I said to do

oblique hollow
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the pipe going down doesnt have to be full

patent briar
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well the flow rate says 23 so, its almost definitely above headlift slightly and its choking hard

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so I presume yeah, its broken and my tip will help them see why

haughty roost
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This is what im trying to power

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I still dont know why this isnt working

patent briar
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@haughty roost Did you do the thing I said yet?

haughty roost
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Just hower a pump over the pipe but dont place it?

patent briar
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yup

haughty roost
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Why would that help

patent briar
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It will show you your problem

patent briar
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^

oblique hollow
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however, this does not work with refinery head lift

patent briar
oblique hollow
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there will be no ring to snap to

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because normal production machines dont produce these rings

patent briar
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Do only pumps show it? I thought all machines that make head lift show the indicator now?

oblique hollow
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nah still not

patent briar
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RIP

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Actually weird thing I am finding is... your head lift rounds up to the top of the pipe it seems

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Though it seems to not get full throughput, its weird

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I guess pipes dont understand "direction" fully and have shorthands internally for how full they are

oblique hollow
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above 12 m, output rapidly drops

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for normal refineries

oblique hollow
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the bubble icon

haughty roost
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So I moved it down and it works just fine

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SO WHY DONT PUMPS HELP IT

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It doesnt work without pumps and it doesnt work with pumps

oblique hollow
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where is the damn pump

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if nothing works restart the game because bugs

haughty roost
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When I moved the pipe down it works fine without any pumps

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But when its above the doorway it doesnt work with pumps and it doesnt work without pumps

oblique hollow
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bugged

haughty roost
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Alright, lemme relog then

oblique hollow
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the less fluid you produce the longer it takes to fill the pipes

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and 40/min is REALLY slow

haughty roost
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Yeah, nothing is working

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I can just put all the pipes on the ground

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I dont really want to, id like to have that doorway there, but for some reason pipes arent working for me

oblique hollow
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verify your game files

haughty roost
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I keep getting errors about verifying game files

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Ill probably just make a new world from scratch

oblique hollow
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errors when verifying?

haughty roost
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I have made many mistakes in this one and this world just seems to keep messing with me

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No, when opeing the game

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opening*

oblique hollow
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cursed savefile

haughty roost
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Yeah

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So ill just make another world

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I havent really done anything that huge in this world other than getting to the level I am at now

oblique hollow
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there are a few issues indeed that persist only on some savefiles

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i had that happen to me with pipes when i broke a valve

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that broke all valves in that save, forever

haughty roost
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Well, thanks for trying to help

cloud tree
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best super computer recipe ?

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in your eyes

lusty oxide
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anyone calculated how long it will take to grind ficmas presents to finish the research tree?

river night
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as of right now all you need is to grind enough to build a present tree, and you can build a fully automated factory for all parts

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which you should, as later unlocks are likely to get expensive

lusty oxide
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nice

thorn bane
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ficsmas any% speedrun when

wintry aurora
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It's time gated, so, you can't really speedrun that.

wind spade
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You can with changing your pc date

river night
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or just wait until the 25th and time your speedrun then

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changing the date is not recommended as not all content is even in the game yet, as the devs have stated

cinder silo
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Who would have thought a simple rewiring job at my aluminium refinery would take four hours!

wintry aurora
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Rewiring as in re-piping or...?

cinder silo
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Rewiring as in the places electrics, there was pumps and other crap cabled in that have since been removed, but due to how I wired the place, I pulled a few too many bits of the rats nest and the whole thing went dark, so I gutted & rewired it in a more orderly manner.

wintry aurora
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Oh lol.

cinder silo
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It gave me an excuse to run power off beams instead of a disorderly manner right off the ceiling to boot thanks to some U5 toys.

wintry aurora
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Yea, I had accidentially split my base area into two power wise and didn't realize it until one side of it crashed it's grid.

cinder silo
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I've so done that ๐Ÿคฃ

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I also had ghost lights for a couple of hours, they were fully disconnected but they didn't let that keep them from shining, I had to connect/disconnect them again to make them realise there was no electric ๐Ÿ™‚

last root
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Hey guys still fairly new compared to most of you guys. Im looking at making a turbo fuel plant/power generation on the northern end of the map. Im thinking about just using 2 of the prepped 600 oil lines I have for that purpose and reserving the rest for other production. Ive tried to use SCIM and the other factory planner to plan out what I need but im having a little trouble configuring it correctly to show me what Im gonna need. Want to use the packaged fuel alternate that seems to be popular for this purpose. Can anyone kick me in the right direction to get started

near zenith
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have you used satisfactorytools to lay out the production lines?

last root
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I think I looked at that one as well but I think Im approaching these tools wrong

near zenith
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if you want a more step by step, imkibitz has a pretty good tutorial, but it's using packaged fuel in refineries from an older update, so you need to replace that step with the packager

last root
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yeah ive looked at his streams, theyre great and fun but sometimes he glances some of the more in depth info lol

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or I need to pay attention better

near zenith
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usually the crazy stuff isn't on his letsplays or streams, but youtube playlists, they get a bit buried sometimes

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The BEST Fuel Generator Power Plant Tutorial, 300 Oil to 16,700 MW! - Satisfactory Tips

Satisfactory tips and tutorial time! Today is a Satisfactory Fuel Power Plant tutorial that uses 300 oil, 600 packaged water, 400 compacted coal, and 66.6 refineries to make 16,700 MW of power! This is an advanced Satisfactory tutorial that requires 4 altern...

โ–ถ Play video
last root
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oooh, thanks for that link. I dont have alclad production yet so hopefully that wont hold me back. I was hoping to solidify the power grid first

near zenith
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you only need diluted packaged, compacted coal, and heavy oil rewsidue alternates

thorn bane
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well and turbofuel xD

near zenith
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lol

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yes, that also

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if the beltspeeds are too high, you can just pare everything down to a 480 input

last root
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I think I have those but Ill make sure before I start, otherwise back to adventure mode for more hard drives

thorn bane
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btw the default recipe is mostly capped on sulfur so i woulnt build it too big so you dont need multiple sulfur nodes

near zenith
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yea, i have been using the same 300 oil -> 138 turbofuel generators for 22.2gw of power for the last 200 hours or so

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only now spending the time getting a nuc setup

thorn bane
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i much prefer turboblend fuel but ofcourse you need the blender for that which is later
thats kinda why i wouldnt build something really big since you want to use turboblend for that

last root
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yeah ive heard about nuclear, want to get more established/experienced before I tackle that beast lol

near zenith
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one normal oil, 2 normal sulfurs until you get mk3 miners, 666 turbofuel per min

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but again, with the switching of refinery unpacking from update3 to packagers

cinder silo
thorn bane
near zenith
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i never actually used it

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just ripped the pic lol

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this was before i joined the cult of greeny

thorn bane
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i think its stupid go for X oil into X turbofuel
youre capped by sulfur
id rather use a full 300 sulfur node and use what ever oil i have available

last root
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Im hoping to get into nuclear before that update, then I can play around with changes there

thorn bane
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default turbofuel uses more sulfur than oil
but theres WAY less sulfur than oil available

cinder silo
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I have an immense turbo plant in that area and I'm racing to get my nuclear going just in case it gets bricked by a future update, just don't use half of the worlds sulphur like I did converting 1800 oil in to 4000 turbo fuel, it takes ages to build that big ๐Ÿ™‚

ashen girder
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(Disclaimer: I have no special knowledge. I am not a goat in a tub.)

thorn bane
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id do something like this i think
83 gens

cinder silo
ashen girder
last root
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I have some sulfur that I use for my compacted coal power plant but by no means tapping much as far as sulfur goes, would be ok with kiling a sulfur node even if I have to search for one to get some lasting power set up

cinder silo
cinder silo
thorn bane
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id just build that with turboblend fuel (well i wouldnt id go nuclear xd)

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i think the default turbofuel recipes is super overhyped
the sulfur you need for it is insane

cinder silo
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The sulphur use is crazy, my nuclear is planned with plutonium sink so 266gw give or take should handle any power needs.

last root
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is there a more sulfur friendly approach for turbo fuel

thorn bane
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most ive used is 50gw and thats 20 assembly director systems per minute...

thorn bane
cinder silo
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My turbo fuel plant produces 133gw.

thorn bane
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so id just build a small default turbofuel plant just to get you through aluminum processign so you can unlock the blender

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well small ~80 gens or something

cinder silo
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Imho I went way too far, getting just dilute fuel will allow you to expand power with relative simplicity.

thorn bane
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eh i hate diluted fuel
defautl fuel is best fuel xd

last root
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I do have the blender open, have been trying a minimalist approach to moving up the tiers

cinder silo
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Dilute does double the resulting fuel with trivial steps.

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Its really just a dodge for piping in oil from all over the shop and having all your gens in one space.

thorn bane
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its actually LESS space to use default fuel over diluted

cinder silo
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I'm burning four nodes (two normal and two pure) for my turbo fuel, all other oil everywhere else can be used for something more constructive.

thorn bane
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well you dont need that much power

cinder silo
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Depending on what future updates do, I'll leave the fuel station in place and just focus nuclear.

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I'm partly building that because I've never done nuclear before and it's a challenge ๐Ÿ™‚

thorn bane
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nuclear is fun ๐Ÿ™‚

last root
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right now with the extractors OC'ed I have 3300/m oil ready to pull the trigger on, not including the I think 600 thats being rolled in by train. Im just thinking of tapping 1200 of that max for the power setup

cinder silo
last root
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pretty much want to set up a robust power grid so I wont be held back by power until I get to nuclear

cinder silo
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encased cells are produced in another facility not captured on that screen, sec.

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Here it is.

last root
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yeah I have a ways to go before I start playing with that voodoo. absolutely loving the journey so far though

cinder silo
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When unlocked, you can also build a mountain of power stores, their job is to kick in when your grid does get overloaded so you can shut off what's just blown it and reset without your power generators being brought to their knees.

last root
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Im just concerned about capping the setup and having to revisit power before I get to nuclear.

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I do have I think 5500 in storage connected to the grid on a switch

cinder silo
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If you built a fuel station in the crater & on the oil islands you should be good for ages, build as many stores as you possibly can, their power for emergancy scales well for something so cheap.

last root
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been doing a little ground work in preperation for this project, probably will need to kick that reserve power just to start the fuel generation

cinder silo
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I have 1800 under my base, they can put out more juice than my turbo fuel station.

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You won't need to risk tripping if you online in stages, 1 row of refineries & their fuel gens at a time, that way your power comes up faster than your consumption.

last root
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so the blend fuel approach is more complex but more efficient for the production of turbo fuel

thorn bane
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eh both are really simple

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its still oil->stuff->turbofuel

cinder silo
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I know, I blacked out my entire grid when I powered my turbo stations refineries in one go. I only had 7200 from my coal station, and the refineries wanted 20000ish in total ๐Ÿ™‚

thorn bane
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it actually doesnt use coal so you need less other resources
only oil ๐Ÿ™‚

cinder silo
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Moving off coal to oil also lets you use that coal in steel production & aluminium.

thorn bane
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and sulfur

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its just easier to find spots that have oil+sulfur than spots that have coal aswell

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also the reason i dont like diluted fuel cause theres some spots that just dont have water

cinder silo
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Good point, I have a mapwide belt tunnelway bringing half the worlds sulphur, it was tricky to get started mostly just getting to the ndoes.

last root
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yeah that was my hope, wanted to make a really good amount of power so I can retire my compacted coal power

cinder silo
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compacted coal as a fuel? as in directly in to a coal station? ouch!

last root
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freeing up the coal and sulfur for other things

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yeah my main power is compacted coal right now

cinder silo
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The extra burn on the compacted coal is just going to be swallowed up by the machines needed to make the compacted coal, Imho you should have just used regular coal & explored another node ๐Ÿ˜ฆ

near zenith
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sonofabeetch, drone ports only have one input slot?!

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that's going to cause me some troubles...

thorn bane
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huh?

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dont they have 1 extra for batteries?

cinder silo
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You can smart splitter sushi if you're wanting mixed drone loads of small numbers.

near zenith
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yea, one for batteries, one for transpo

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i was hoping to use them to ferry 1800 qw to my irradiated factory

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fleet of drones blacking out the sky it is

cinder silo
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qw in to a rad haz zone? probably should have a train doing that or three belts.

near zenith
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i'm making a mountaintop factory to isolate the radiation hazard, you know, for safety

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totally unrealistic to have trains climb that slope

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doin it for the memes brother

cinder silo
near zenith
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bigbrain moves

cinder silo
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The uranium fuel production is over the void in the grasslands and it's larger.

thorn bane
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if you balance your radioactive stuff the radiation is quite minimal

cinder silo
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You can walk around my nuclear handling stations with minimal exposure.

near zenith
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i'm not particularly worried about the actual radiation levels, i'm already working through a zero-waste recipe, but again, we doin this for the realism, THE MEMES

cinder silo
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I probably went a bit far on my mission requirements but I'm committed now to burning all the uranium.

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Just 3,6 roentgen ๐Ÿ˜„

last root
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thanks for the insight btw on the fuel situation guys

azure gust
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so how should I handle automation of building enough canisters/fluid tanks so as to not back up various lines?

cinder silo
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I had sudden fluid buffer nightmares before I realised you meant the cans.

thorn bane
cinder silo
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Do you have the steel canister recipe? , it's pretty straightforward having a foundry spam those.

azure gust
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I need like a priority/smart merger or something

near zenith
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ngl, i just kinda build a bunch, throw them in until they overflow, then take some out

azure gust
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my problem is if I build too many, the various manufacturies that use them will occasionally back up, because the belts are full of empty canisters

near zenith
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building selfcontained pack/unpack loops and just chuck a isc of them in there, and wait and watch

cinder silo
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I'm also working on making my nuclear look cool ๐Ÿ˜„

thorn bane
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Belt Compressor strikes again!!!

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just remove the constructor ones the loop is full (as soon as you get unused canisters in the box)

azure gust
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hey, that's sort of what I've done

cinder silo
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Markings on the ground never gets old for planning placements.

last root
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thats pretty slick

azure gust
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@thorn bane here's my attempt so far

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I'm using the Storage Teleporter mod, if the small solid blue buildings aren't clear

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I think it might have taken me longer to label that image than it did to come up with the idea and build it in-game....

cinder silo
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The modern railings & lift holes can make for a cool ingress/egress point for belts inside of the factory.

thorn bane
cinder silo
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To drop the railings like that when they intend only to snap to the edges of the 8x8 foundations, just drop catwalk crossings flush with the foundation, it lets you freely place the railing, you can just del the crossing after and the railing is level with the ground ๐Ÿ™‚

clever hamlet
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Quick question, If I plase a splitter ontop of a lift it clips thrue it so it looks like the goods are coming in from the bottom. It looks pretty cool and works like a charm. But my question is. Is this a bug or a feature or both?

last root
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As far as I know itโ€™s intended

rustic current
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so uhh if this was fully charged...

oblique hollow
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Yes power, much demand

warm sphinx
#

question, i need 18 coal generators, i need 2 pieces of 8 coal generators, another place of 8 coal generators and then 2 coal generators, but how do i do this setup in such as a way that the load is nicly distributed?

wind spade
#

you can just do manifold

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--S--S--S--S--S--S--...
  |  |  |  |  |  |
warm sphinx
still trout
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you can prefill the generators with some coal, or you can only input the water after the machines have some coal backed up

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manifolds just do that, a load balancer would be overkill here

uneven wagon
#

Heyo! I have a math question.
Assume a resource node provides 240 / min. What is the optimal way to determine the number and configuration of splitters to achieve a split of: 176.25 and 63.75.

Question is based on this plan: https://www.satisfactory-planner.net/?f=v2_U5,42000000800800000488003fffbffffffffffffff7fe7fffffe00,iron_rod:iron_rod_recipe:1|iron_plate:iron_plate_recipe:1|reinforced_iron_plate:maximize:20,,240:100:0|28860:243:0|52860:133:0|30900:227:0|11040:637:0|10500:670:0|6840:1028:0|11700:601:0|9780:719:0|2100:3351:0|12000:586:0|0:1:1,0,1000:5:3

Please see my solution in the attached photo.

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Is there a formula/calculator to determine this without me hand doing the math?

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also splitting into 3s didn't yield a useful result

uneven wagon
#

To add complexity a given splitter output can be split into either two or three with the potential solution existing in either branch. This means that the optimal solution could be a mixture of splitters with two or three outputs.

gloomy palm
#
=IF(L2="",
    "",
    IF(I2="",
       INDEX($I$2:I2, 1, 
             MAX(NOT(ISBLANK($I$2:I2)) * 
             COLUMN($I$2:I2) - 
             COLUMN($I$2)+1))
       /L2,
       I2/L2))
#

it will return the maximum non blank cell index (using some indexing magic) and divide it with the adjacent cell

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essentially, the index(...) replaces the I2 in case I2 is empty, where index is the index of the previous non-blank cell above I2

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this is could be used for getting the value of a merged cell without using VB

gloomy palm
#

apparently this doesn't work properly if attempting to read a cell which contains a formula, since ISBLANK includes formulas

gloomy palm
#

aaand it appears as though i've no idea what i'm doing

rose steeple
gloomy palm
#

there's no easy way to do this without bruteforcing every combination of production

#

so therefore, finding which belt is cheapest can probably be easier by hand than by using tools

#

even most peeps seem to be able to tell you off-hand which one is easier, but i have a suspicion that calculating every possible recipe combination will reveal results that not everyone thought of

rose steeple
gloomy palm
#

that's why there's the ongoing discussion about finding a way to calculate recipe efficiencies

rose steeple
#

Anyways if you get me an easily parsable list of all recipes in the game I can try to write such an thing

gloomy palm
#

no dont

#

you see, the problem is that in later tiers, byproducts come into play

#

those byproducts can be used to simplify the workflow down to the beginning

rose steeple
gloomy palm
#

your help would be appreciated

#

๐Ÿ™

rose steeple
gloomy palm
#

i like when i can re-arrange the nodes so there's no overlapping lines

#

btw this is to produce one iron plate with all the 'best' alt recipes

rose steeple
#

So does power

gloomy palm
#

can't have everything

rose steeple
#

So maybe something like Points / (Size * Power * Constant)

gloomy palm
#

this is if you maximize iron plate production

#

388k plates/minute

#

rather fascinating

gloomy palm
#

maybe i can report this to @wind spade ๐Ÿ‘€

languid mulch
#

What would you rate in order of importance in terms of production volume for Aluminum Sheets, Aluminum Casings and Aluminum Ingots (left unrefined in case of recipes using them as is), and assuming that every alternate recipe is available?

wintry aurora
#

You need aluminum ingots to make the sheets and casings in the first place, itโ€™s volume is going to follow the other two.

languid mulch
#

Yes, but since they're also needed for some other recipes, I don't want to convert all of them into casings / sheets... But I also don't want to leave too many leftover, if they're not equally important as casings and sheets.

fringe pawn
#

Sheets above all for MK5 belts

languid mulch
#

I have two normal bauxite nodes and one pure node, now all turned to ingots, and I'm trying to decide what treatment to give to the pure node. Only production of other items matters, since surplus can always be used for building materials.

wintry aurora
#

Arenโ€™t aluminum ingots only used for those two items, including alts?

languid mulch
#

Such as for the MK 5 belts, I'll have plenty for those regardless of which

oblique hollow
#

Some ingots are used for the heat fused frame alt iirc

languid mulch
#

It's used for Heat-Fused Frame alternate, and empty fluid tanks

#

And the heat fused frame seems to be the top efficient choice for fused modular frames

wintry aurora
#

Oh, didnโ€™t realize, I thought al sheets were.

oblique hollow
#

Fuel usage in normal recipes is JaceGasm

languid mulch
#

That's true tbh

#

Ok so the question then is, Aluminum Casings vs Sheets

oblique hollow
#

I think you are better off deciding what recipes for higher tier parts you will use and then decide how many casings / sheets to make

languid mulch
#

Well

#

In this save I've always devoted one node for just one core material, so I'm doing the same with Bauxite

oblique hollow
#

Sheets are more of a build material

#

Casings are used more in products

#

Sheets are for base heat sink recipe and conveyors, mostly

languid mulch
#

Ok that's kinda what I was thinking too now that I've discounted the ingots as-is

oblique hollow
#

So its "build more stuff" vs "assemble more products"

#

Imo sheets first cause mk 5 belt

languid mulch
#

Always assemble more products, since for building I can't use them as fast as they're going to produce anyway!

#

And I'm playing at a leisurely pace, so the stockpiles will build up regardless

#

The only thing still in question is the Classic Battery alternate recipe, which uses sheets

#

Which is not only more efficient than base battery, but also much less of a pain in the ass

frosty owl
#

There's nothing to question about that, classic battery is just betterest

vast jungle
#

I finally cannot delay automating Crystal Oscillators and Radio Control Units anymore...

what are your opinions on the base/alt recipes on them? I am still not convinced which way I should go

frosty owl
#

Not much of a difference for the oscillators (I use the alt), I think, but the RCU recipe should be decided carefully if you plan for many of those

vast jungle
#

at the moment I plan to automate them so that I have enough resources for Blenders for a proper (540/min) Oil setup for both Rubber and Plastic.

#

the alternative would be to handcraft them (or buy them in the Awesome Shop) and get the oil stuff done first

frosty owl
#

For a quick setup, you can probably just choose the recipe that is the most convenient to you given your aviable resources ^^

vast jungle
#

hmm... have to think about this again... would like to keep it "simple"... for certain definitions of simple ๐Ÿ˜‰

frosty owl
#

Which is exactly why I haven't made any assumptions on which recipe is best for you xD
Depends too much on what's convenient for you to use for them, there's plenty of choices ^^

wind spade
rose steeple
wintry aurora
#

I like to use that list of subjective analysis of recipes as a quick search list sometimes.

#

Dunno about parseable though.

wind spade
wintry aurora
#

Oh wait, you said all items, not all alt recipes.

rose steeple
wintry aurora
#

There is that drop down category list?....

wind spade
rose steeple
wind spade
rose steeple
cinder silo
#

@oblique hollow The refinery is FINALLY fixed, I greatly appreciate the assistance you & others provided with my pipeworks nightmare ๐Ÿ™‚

wind spade
#

Also JS is kinda forced if you're talking about web app

rose steeple
rose steeple
wind spade
#

Yeah but I was talking about solver, which is separate from the website

#

It's called via an API

rose steeple
#

Anyways the ones I listed was just the common weird languages xD

wind spade
rose steeple
wind spade
#

If you want to run it on browser/node side

#

Also typescript is great, makes javascript pretty good

rose steeple
fierce ruin
#

please don't write websites with wasm
no reason to make web even worse than it is

blissful sky
#

does someone have setup for 10 nuclears?

fierce ruin
#

greeny's tools have all the setups you'd ever need

wintry aurora
#

I think they're asking for layouts.

#

@cinder silo Hey, how many nuclears do you have? Dunno if that person is asking for layouts or not.

blissful sky
#

i would need both

cinder silo
wintry aurora
#

Oh lol, nvm then.

#

Unless they want some sort of idea, no matter how big?

cinder silo
#

Is the current in-progress nuclear & 70% of the stage 2 infrastructure.

#

Iron wire for stators & the fuel bridge are the parts I'm building right now.

wind spade
#

I just got here, having dinner atm, you can DM me

fierce ruin
#

Makes note in book of when exactly greeny arrives at home.
For... purposes...

fierce ruin
#

Sure ๐Ÿ‘

wheat spear
#

its always about the Science LOL

wind spade
#

I work from home

wind spade
wintry aurora
#

Regarding the diluted (blendered) and diluted packaged fuel conversation this morning (#old-questions-and-help message) about whether one is more costly power wise or not, I looked in greenys calculator and using roughly the same amount that I produce (I forget the exact amount, but I know it's 1600 something or so), diluted packaged https://u4.satisfactorytools.com/production?share=4miePrHYssWFhnca5pHa is actually slightly more energy expensive than diluted blendered https://u4.satisfactorytools.com/production?share=IbjS44V8PuEGl13j7XnF . Not by much though, ~133-150MW difference in the case of 1600/m, so, charly was right on that point.

wind spade
#

150 MW is one gen so 12 fuel less ๐Ÿค”

#

I'd say that's pretty close to equal

rose steeple
wintry aurora
#

Almost negligible I'd say. Maximized out, the difference becomes 2600Mw, but if you're building at THAT scale, such a difference is negligible.

ashen girder
fierce ruin
#

Latin is pretty non-weird. ๐Ÿ˜‰

ashen girder
#

Have you seen latin? It's weirder'n most.

#

How many ways are there to conjugate things?

#

Like, c'mon. I'm an adult, I don't wanna spend that much time conjugating.

fierce ruin
#

Given how many languages are based on it, you could argue it is pretty normal and we all made it weird. ๐Ÿ™ƒ

ashen girder
#

Ehhhh. Disagree. ๐Ÿ˜›

wind spade
rose steeple
fierce ruin
#

Gotta follow those instructions better. ๐Ÿ˜‰

iron prairie
#

Was there a discussion on DPF vs. diluted fuel? When I did the math a couple months back, diluted fuel was a few MJ cheaper. IIRC, I also did some semi-pointless math involving fluid pumps, and found that while technically you can move DPF upwards for free w/ conveyor lifts, you'd need to send it several hundred meters upwards to break even vs. diluted fuel.

ashen girder
#

Someowhere, last night, yeah. Someone thought DF was worse than DPF.

wintry aurora
#

No, that was the conversation this morning (like five hours ago)? It was about power though, not efficiency.

#

Could have been two different conversations though.

ashen girder
#

I'm referring to one around 12 hours ago. I think it was in #old-questions-and-help though. ๐Ÿคทโ€โ™‚๏ธ

iron prairie
#

Looks like 70 MJ per DPF, 45 MJ per DF. Said player probably forgot how comically expensive packagers are to run.

vast jungle
#

Damn, building a Diluted Fuel Plastic/Rubber factory is MUCH faster than building something based on Diluted Packaged Fuel ^^

ashen girder
#

100%. It surprises me anyone thinks DPF is better beyond "I liek packaged fuel".

vast jungle
#

DPF looks nice (as a factory) if done right... but it takes a LOT time to build properly aligned

#

I just built a 540 Rubber/min. factory... just need a few more belts and the water extractors and its done... only took a few hours

wintry aurora
#

I actually still use DPF on my small plastic+rubber+gas filter setup because it's small and I haven't bothered changing it over.

#

Though if I ever rebuild it or something, I'm certainly gonna use the blender.

ashen girder
#

Yeah, I have DPF because I built it before I had DF.

vast jungle
#

I have a 9 GW DPF powerplant... it helped me to get through Tier 6 and beyond ^^

gloomy palm
#

instructions unclear, got API stuck in toaster

rose steeple
#

Ok time to try make this program ๐Ÿ˜„

wind spade
rose steeple
wind spade
#

I got 3*2^40 ๐Ÿ˜„

rose steeple
#

But honestly why generate all cases?

wind spade
#

I mean yeah 2^150 is theoretical maximum, but there will be a lot of invalid cases

#

but even like 2^80 is still insanely much

rose steeple
#

Why not just generate a single value for each item?
And then at runtime use those values to calculate the true result?

wind spade
ashen girder
#

The answer to why not is, like in most cases, "because it's not that simple".

gloomy palm
#

apparently i implemented css resizing in js

#

well it works i guess ๐Ÿ˜

empty citrus
#

does anybody have like a blueprint drawing of the best setup for fuel power?

gloomy palm
#

best in what way

empty citrus
#

of power output per oil

wind spade
#

diluted fuel

empty citrus
#

will this need a lot of power to start?

#

because I'm still using coal...

wind spade
#

10 refineries, 8 blenders and oil pump

#

if you don't have blenders, you can do diluted packaged fuel, it's technically the same

empty citrus
#

in like an hour I will unlock tier 7 and 8 so should be good

#

how much fuel generators will this feed?

wind spade
#

66.66666

empty citrus
#

god dammm

#

got to up my automation first then

#

is that like a website you use to do that?

hushed sandal
wind spade
#

my website

hushed sandal
#

cool!

empty citrus
#

damm cool website

hushed sandal
#

I used to use that website, but i stopped playing since before update 4 came out

#

glad i could find it again

wintry aurora
ashen girder
wintry aurora
#

Lol.....

#

XD

frosty owl
surreal dune
#

I have 12 Outputs of 93.75 = 1,125
& I have 20 Inputs of 56.25 = 1,125
but I have no clue how to do this.
Anyone able to help?

fierce ruin
#

Manifold.

surreal dune
#

that this stuff?

#

ah i found them

empty citrus
#

how much power will this produce?

#

could 10k MW be correct?

wintry aurora
#

!wikisearch fuel generators

shadow prairieBOT
thorn bane
wintry aurora
#

Thereabouts, yea,

empty citrus
#

and how much will be spend on keeping the machines needed online?

wintry aurora
#

You can check in the U4 version of the planner, the values haven't changed.

thorn bane
empty citrus
#

9,1k that's nice

wintry aurora
#

Have to copy the values over manually though.

wind spade
#

Soonโ„ข๏ธ

empty citrus
#

I haven't done anything with oil so is 300/min a lot?

thorn bane
wintry aurora
#

It's one normal node at max overclock.

empty citrus
#

alright seems like a realy good way to get power then

#

now I just need the components to craft a billion fuel generators

sacred wren
wind spade
#

I'm not 100% sure if this is correct or if I've made a mistake. But the tool seems to agree that this is the most sink points you can get (assuming power is free) from the map.

#

may interest @viscid shadow ^

#

(and also tons of other people I don't want to ping)

thorn bane
#

how many points/min is that?
seems weird that its so low ADS

wind spade
#

uh nvm, that's just base recipes

#

ok, updated version with all recipes

thorn bane
#

ye thats also what the other calculator gives

wind spade
#

also here are your points lol

thorn bane
#

yep 191m/min

#

but i usually include 50.4 uranium rods in my calculation ๐Ÿคท

wintry aurora
#

Interesting.

wind spade
wintry aurora
#

How do I use that sink function or is it a WIP and not released on the site yet looks like?

wind spade
thorn bane
wind spade
#

may be added to tools later

thorn bane
#

yes pls that would be awesome

wind spade
#

would just need to polish it a bit and give it a nice UI

wind spade
#

if not, it would be part of next update

#

which also should be out before christmas

thin heath
#

Is my math wrong? According to the recipes I need a total of 1345 quickwire per/min for this tiny setup up of 6 x Manufactures and 4 Assemblers. 3 x Caterium Computers, 3 x Highspeed Connectors and 4 x A.I. limeters....

thorn bane
#

nope thats right
quickwire is the screws of lategame

fierce ruin
#

Crystal Computer ftw

thin heath
fierce ruin
thorn bane
#

my setup

fierce ruin
#

I really don't get the hype of Ct Computers, but I'll admit it's probably just because of how much I see in the Crystal variant.

thorn bane
#

cause 580 caterium > 771 quartz + 314 caterium per computer

#

the amount of quartz is just not worth

thin heath
#

I guess if you have a large setup of C.Osilators then the Crystal computers are a great idea.

thorn bane
#

you just feed the fused quickwire directly into the computer manufacturers

fierce ruin
#

You're assuming any Ct used in the Crystal setup for 1.
Also the way Crystal PCs ratio into further recipes is just too perfect for me to ignore.

thorn bane
#

well yes cause caterium circuit boards and insulated crystal oscillator

#

even without caterium boards you still have insulated crystal oscillators

fierce ruin
#

I was typing to the effect of Insulated Oscillator.
How you do your CBs is up to the person.

thorn bane
#

well i think using 200 caterium to save 700 quartz is worth

fierce ruin
#

I don't fault you for that.
I don't have much else I use Qtz on. Majority of it goes into Oscillators.

ashen girder
#

Silicon boards are where it's at.

fierce ruin
#

Fair.

#

Most of my Ct goes to Boards and AILs.

near zenith
#

if you have two 780 belts pulling from a isc, is the output actually 1560, or is there some weird internal lag which lowers it down

#

i remember something about engine limits on belt speeds and that's why there's nothing over a 780 individual belt, but idr if that also affects double pulls from the same location

fierce ruin
#

For the first segment you get 1560.
The more segments of mk5 you have the more throughput you lose.

ashen girder
#

ISCs are weird in how they handle mixed materials.

fierce ruin
#

^ that too

ashen girder
#

If it's all the same, it should work as expected.

#

(With the limitations on mk5 belts noted as expected here )

near zenith
#

it's a short run, maybe 6 manufacturers long, doubt there'd be that much loss per distance, unless it treats splitters as "new" belts

fierce ruin
#

I just treat all mk5s as 750's when I actually care about per-minute precision. Works fine.

wind spade
fierce ruin
#

Keeping in 750 they always behave. Pushing to 780 you'll lose 5-10 in your accuracy and it can throw off precise systems.

near zenith
#

can also probably change my two isc deep buffer into a double stack of single outputs

#

also, 750 is such a nicer number to do math with, 780, ugh

fierce ruin
#

765 would probably be my upper limit tbh.

#

Sticks with how much is based on 45 nicely.

thorn bane
fierce ruin
#

Trying to do even hundreds is LOOOOOOL for machine precision.

#

Just do 90 and save yourself the headache.

frosty owl
#

Just a FYI jace_smile

near zenith
#

huh, how bout that, thanks for the tip

frosty owl
#

It's "just" the belt-belt connections that cause issues, apparently

near zenith
#

yea, i've seen some interesting graphical glitches happening there, good to know

wind spade
#

Alt recipe chances

crystal charm
#

anyone know a rough distance that a tractor can travel with coal as fuel?

wind spade
#

coal has 300 MJ * 100 stack size, tractor uses 55 MJ/s and travels at max speed of 55km/h = 15.3 m/s. So 30000/55*15.3 gives 8.5km at max speed. Replace 15.3 with estimate average speed to see how much it gives

crystal charm
#

hmm, it's using the slightly circuitous route from grasslands to the western oil fields, atm with 1 refuelling station only, i made the path using an explorer, gonna build a tractor soon and test it out

wind spade
#

but basically if it does half of max speed on average, you can do half max distance, which is 4.25km

crystal charm
#

oh, damn, i thought any vehicle path would be loadable by other vehicles

#

apparently not

wind spade
#

yeah each vehicle can only do it's own paths

#

I guess to prevent cheesing the system

#

you would drive path with one vehicle and then use another vehicle for which the path is impossible to drive

crystal charm
#

it sort of made sense to me, let the explorer find the path, and the tractor then follows it

#

oh yeah, the explorer can easily traverse certain hills and stuff

#

path length 6856m fuel per trip, 75 coal

rose steeple
crystal charm
#

i just made a tractor path on the same as the explorer, no problems, less fuel, and now i'm gonna start trucking some plastic and rubber back to the main base

#

ah, i just got hit by my own pathing truck and yeeted under the map

crystal charm
#

is it possible to make all the things close to 100% efficient in a single starter area?

#

or would you need to branch out further for more iron/copper etc cause the base isn't enough

rose steeple
#

For instance there are two locations in the northern forest where you have 4 and 6 pure iron nodes next to each other, then there are other locations where you might find 1 or 2 impure iron nodes.

crystal charm
#

my mate started us in the grasslands, impure everywhere

#

my last solo build was in northern forest and i found the 4 pure iron nodes, it was glorious

rose steeple
vast jungle
#

I started my first SF session there... sometimes the node density is a little bit much, not enough space to build nice factories around these nodes... and always the thought "I should really disable my mini-megabase there to build something efficient" ๐Ÿ˜‰

frosty owl
teal wraith
#

hi everyone, does anyone know an easy way to split inputs in order to fed each foundry with just the exact amount of input they need instead of going to overflow? For example, I need to split a main bus of 55 items/min into just 2 lines, 1 of 30/min and the other with 25/min but its a pain in the ass to calculate the appropriate percentages with the 50/50 or 33/33/33 splitters and unions

wind spade
#

yeah that's why a lot of people use manifolds. Though you said you don't want to use them ๐Ÿคทโ€โ™‚๏ธ

stark bronze
#

30 and 25 is 6:5, a 11 part split
So just use x2x2x3 to get 12 and merge one back

#

I mastered the balance yet I only do the fold

fierce ruin
frosty owl
sullen bone
#

im stuck in a loop that i dont want to be stuck in. i need power to make power

#

and im using 550/600

#

and the other crap has to stay online

foggy jay
#

Geysers

wintry aurora
#

More biomass burners?

sullen bone
#

Im on coal

#

But i need to make quickwire

thorn bane
#

just get some nukes lul so ez

wintry aurora
#

More coal generators then, youโ€™ll have to isolate the power section from the rest though.

sullen bone
#

alright

fierce ruin
#

I have one word for you, just one word:
batteries

thorn bane
#

you get those later though

fierce ruin
#

naturally, by "batteries" one nearly always means power storage

#

and it's exactly near the coal.

thorn bane
#

theres a difference between first milestone and last milestone

foggy jay
#

but hes at 3 and 4 because of the coal right

fierce ruin
#

except milestones aren't particularly ordered

thorn bane
#

well it costs 200 steel pipes so im guessing you need the steel first

fierce ruin
#

you'd need steel, but you'd need it for stators anyway

thorn bane
#

sure but thats way later than coal power

fierce ruin
#

nah, no milestones at the same space phase are "way later" from each other

#

slightly later - sure

#

if, after unlocking steel, you refuse to have some amount of steel production going - then naturally it'll be a problem for unlocking other stuff

#

but why would you do that?

thorn bane
#

i think time wise its like 50% more id guess

#

youre talking about a person that just got coal so he doesnt have that much time spend in the game

fierce ruin
#

he's talking about "must have power to make power" problem, which isn't really something that easily happens with just coal.

thorn bane
#

yes? miners + water pumps

fierce ruin
#

I don't see much ways to spend ~600MW on something that's both not iron and not steel

thorn bane
#

rotors and RIPs?

fierce ruin
thorn bane
#

so?

wintry aurora
#

Just build a bunch of biomass burners at that stage to buffer.

fierce ruin
#

meaning, you automated them and now you can expand your coal power easily

thorn bane
#

still means he doesnt have steel yet

#

so he cant use power storages

#

600MW is actually the minimum i usually recommend but thats kinda assuming you dont waste power

wintry aurora
#

Maybe ask what he has.

thorn bane
#

he wrote 550/600

oblique hollow
#

Oooor just pray xd

#

I write production down inside my factories with signs

#

So basically i turned my game into my excel sheet. A very decentralized excel sheet

near zenith
#

if you arent hand calculating production chains, are you really playing?

#

scribble your madness in a notebook like a real crazy person

#

you have walls around you don't you, that's free real estate

thorn bane
#

excel is great
but you can also use tools like https://www.satisfactorytools.com/production
thats what ive moved onto after my excel sheet got messy

warm sphinx
#

M guys i think im going crazy, iron alloy ignot (2 copper and 2 iron for 5 ingots) with solid steel (2 iron ingots and 2 coal) for 3 steel, so with 4 iron ore, 4 copper ore and 10 coal produce 15 steel ingots

frosty owl
cinder silo
#

I show the inputs as well at that end of the factory so I can keep easy track of production chains.

wintry aurora
#

How did you change text color?

frosty owl
#

Bruh, I put signs on individual belts sometimes jacelul

frosty owl
cinder silo
wintry aurora
cinder silo
#

The first colour altered the text (small billboard)

thorn bane
wintry aurora
#

What about fonts? I know there's unicode stuff that was done, but I don't know unicode.

frosty owl
#

No font options (yet?)

cinder silo
#

I haven't seen anything for fonts.

wintry aurora
frosty owl
#

Luckily, you can combine them interestingly

wintry aurora
#

So many that implementing resizeable signs might be easier.

frosty owl
#

True

wintry aurora
frosty owl
cinder silo
#

As for the factory itself, as a manifold it's taking an age to fill this time, good thing the stator factory down the line doesn't have steel just yet ๐Ÿ™‚

wintry aurora
#

They're aso lacking a questionmark symbol, I mean, if you have exclaimation mark, it seems obvious.

cinder silo
frosty owl
cinder silo
#

Thats what my infrastructure is at now, I still need to do copper ingots & plates, and steel pipes to start producing fuel cells ๐Ÿ˜ตโ€๐Ÿ’ซ

thorn bane
#

i once was a young apprentice just like you

cinder silo
frosty owl
#

It's all about how you set up and divide the factories and processes ๐Ÿ˜‰

cinder silo
#

I did that with having every building for it's own job, in some cases that's 50-80 machines.

#

I'm going to have to sink uranium fuel initially as well, I have no provision for storing the waste so the reprocessing facility needs to be designed.

#

I did originally have a massive tomb setup only to tear it down with uranium waste reprocessing being available.

wintry aurora
#

Temporary storage might be neccesary? I mean, you're going to have to test run.

#

Of course, I know nothing about nuclear setup and it's not first time for you.

cinder silo
#

With the sink doing it's thing I can monitor the whole fuel production line to see if it holds up, same as what's happening now with the encased cells, that's been running smooth as silk.

frosty owl
# cinder silo I did that with having every building for it's own job, in some cases that's 50-...

In those scenarios, if I wanted to just reduce the waiting times in a simple manner, I would balance most of the input and overflow the rest to the remaining machines (either with weird clocks or the ones that would make splitting the input hard)
Eg: 69 smelters for ingots. I split the iron (assuming 2 starting lines) five times to get 64 lines (simplest balancing, much compact) and add a smart splitter before the balancing to feed the remaining 5 smelters via manifold or whatnot

cinder silo
#

Also the visuals, this is the design for my fuel bridge, there will be another just like it carrying waste, over the void ๐Ÿ˜„

cinder silo
#

In a way I do wish there were WAY faster belts so I don't end up with giant parallels like that.

frosty owl
#

Little difference ^^
Split 5 times to 128 lines, overflow to the remaining 16

cinder silo
#

Game can't take it from what I understand ๐Ÿ˜ฆ

frosty owl
#

It's actually easier to balance than 69 xD

frosty owl
cinder silo
#

Some error with faster than mk5 belts, hell even mk5's aren't perfect.

frosty owl
#

I know, but what's the issue with that and balancing?

cinder silo
#

That 144 smelters are fed in groups of twelve, merging to six outputs.

cinder silo
#

I'm going to have to give load balancing another shot, I failed it hard with my starter factories, I just don't know how to make them compact, or in some cases make the numbers work.

#

In the end it's why I went manifold nuts.

#

Like the trains>trucks>drones naa all belts thing, my gameplay has actually suffered some because I'm missing out in that way.

frosty owl
#

Overall, you can avoid all throughput bugs by limiting the use of maxed belts to 1 segment only, everywhere. So:
-Miners on pure nodes must be split within 1 belts segment from their output
-Never merge items up to 780/min for longer than 1 belt segment
(Mergers/splitters/ISCs and anything with a buffer can divide 2 belt segments, it's the belt-belt connections that cause issues)

frosty owl
# cinder silo I'm going to have to give load balancing another shot, I failed it hard with my ...

Some splits can be madness to achieve. I think it's worth doing only in some situations, depending on how much effort you're willing to put and how easy are the numbers you're dealing with. Mixed approaches of balancing and overflowing/manifolding can give great results (good reduction of waiting times) for relatively little effort (much less thinking and beltwork required than "pure" balancing")
Just my opinion on balancing

cinder silo
#

Ouch damn, I have some belts that are like four kilometres, and that isn't an exaggeration ๐Ÿ˜ฆ

frosty owl
#

The more belt segments, the bigger the "loss" of item/min can be ๐Ÿ˜…

wind spade
#

Loss of max throughput *

cinder silo
#

My longest range bauxite from mine to refinery according to scim is 3.9km.

#

When I built all of this I didn't know loss of throughput was a thing.

empty citrus
#

So I'm making fuel power and in this video he has his pipes 1 lower than the generators and 1 pump for each fuel generator why?

wind spade
#

because they like wasting power I guess ๐Ÿคทโ€โ™‚๏ธ

#

feed pipes from top, easy

#

also post to one channel only

oblique hollow
#

Literal useless setup

#

Valves would do just as much

cinder silo
#

Definitely not how I'd do fuel even though I often feed pipes from below.

empty citrus
#

like this? or de they need valves

thorn aspen
#

how do i do math of m3/minute of drones on 2km distance ๐Ÿ˜›

cinder silo
wind spade
#

feeding fluids from above is better iirc

empty citrus
#

for fuel is it like conveyers? where you need to equally split them or just have everything connected?

wind spade
#

you don't need to split equally

#

not for belts, not for pipes

cinder silo
#

It's really looks and ease of organisation, I learned the hard way pipes can be fickle with my aluminium refinery.

empty citrus
#

but will my setup work just the same as yours?

wind spade
#

should

empty citrus
#

alright thank you

oblique hollow
#

Just let it transport them and then see how much you get

rugged rampart
#

so my plans for world domination are at hand. presently im setting up a large number of fuel generators, using alternate recipes. Presently i will (hypothetically) have 5850 Heavy oil residue from making plastic and rubber. i need to evenly distribute the HOR in a way that wont have any one item OVER achieving in a sense.

presently i will need the HOR to go into turbo fuel at a rate of 30/minute, Petroleum Coke at 40/minute, and Fuel at 50/minute. How would i best go about sorting that out?

wind spade
#

fluids can't really be load balanced, so just connect it in whatever way makes sense to you

rugged rampart
#

i hate fluid

wind spade
#

I usually recommend connecting them in groups, e.g. 3:4 or something, based on the ratio between them

rugged rampart
#

i no joke have a notebook out and have been trying to figure out a way that will make sense.

#

like. trying to, in some capacity, load balance it.

wind spade
#

load balancing in satisfactory is pretty much never needed

rugged rampart
#

i must maximize. its gonna be my lifes work

wind spade
#

you can maximise even without load balancing

rugged rampart
#

world domination is a must.

river night
#

the only way to get any concept of load balancing with pipes would be with using valves to restrict flow, but that also has the problem that flow can be a bit inconsistent, and if you limit flow, it can never catch up again if it ever dropped a bit, so its often worse then just connecting everything together and making sure you have enough supply

rugged rampart
wind spade
#

yeah, with the fluid loss bug on save load, balancing with valves wouldn't work

oblique hollow
rugged rampart
oblique hollow
#

The only thing you need to do is balance your inouts

oblique hollow
#

So you know how much you need to dispose

rugged rampart
#

thats why im trying to load balance as much as i can.

oblique hollow
#

Why would load balancing help with that

wind spade
#

just sink the extra plastic instead

#

so that they always work

rugged rampart
oblique hollow
#

Then dont make it back up

wind spade
#

why would it back up

oblique hollow
#

You know the PRECISE number you produce

wind spade
#

if you make it in ratio

fierce ruin
#

Yeah, just have enough refineries.

oblique hollow
#

If you set up machines that consume X amount of HOR, there is no problem

rugged rampart
#

thats what im doing right now. is figuring out how to distribue the amount of HOR im making into further product so i can make turbo fuel

oblique hollow
#

Well the only further products really is fuel

#

Or coke

#

With alts it a bit different but these are your main HOR products

rugged rampart
#

turbofuel alt recipe.

oblique hollow
#

Turbo Heavy?

rugged rampart
#

yeah.

oblique hollow
#

Well whats the issue there

#

You know how much one turbo heavy refinery consumes

rugged rampart
#

i have 3 things i need to sink it into and i want to evenly distribute it

#

i dont wanna sink a bunch into petroleum coke and then wonder why that portion of my factory is backed up.

oblique hollow
#

Then just use a valve to limit the amount going into each "section" of your production.

If you need 230 HOR in total to make turbo, set a valve to 230

#

And then that goes to your turbo heavy refineries

wind spade
#

I still don't understand your issue.

  • figure out your products (e.g. I want 200 fuel, 50 turbofuel and 300 petroleum coke)
  • figure out how much HOR you need (e.g. 5000)
  • make a group of HOR refineries that produce enough HOR for fuel, connect them to fuel refineries
  • repeat for all HOR targets

done, finished, no balancing needed, nothing to worry about

oblique hollow
#

Fluid balancing at BEST is simply setting a valve limit for a main pipe going to a production line

#

The rest is overflow / manifolding

wind spade
oblique hollow
#

It works decently well

#

If you ignore the fluid bug

wind spade
#

which shouldn't be ignored ๐Ÿ˜„

rugged rampart
#

i want a maximum amount of turbofuel. but i dont know how far i can push that number while making sure it runs at 100% efficiency.

#

or as close as i can.

wind spade
#

efficiency isn't related to balancing

rugged rampart
#

????

oblique hollow
wind spade
#

even with manifolds you can easily reach max efficiency

oblique hollow
#

Solve for X

cinder silo
wind spade
#

manifolds do not decrease efficiency, same as load balancing doesn't increase efficiency. Efficiency is simply [number of items provided]/[number of items needed]. If you provide enough, you reach 100% efficiency

oblique hollow
#

the only thing that changes is "time until everything runs smoothly"

#

machines need to fill, so what

rugged rampart
#

ok so the recipe im using is "turbo blend fuel"

#

the goal is to make as much of that as i can.

oblique hollow
#

ah now thats easier to solve

#

you dont know how much HOR to make into fuel, yes?

#

what fuel recipe do you use

rugged rampart
#

i need to make sure that i dont OVER produce any 1 item involved in the END result.

rugged rampart
oblique hollow
#

thats easy enough then

wind spade
fierce ruin
#

Very straightforward.

wind spade
#

if 10 refineries produce exactly the amount of materials you need, then you would never overproduce if you built exactly 10 refineries

rugged rampart
# wind spade then build just enough refineries lol

thats not the issue im encountering. i need to make sure that i dont sink the Heavy Oil Residue into too much of 1 item. so its not as simple as "i need 3 items made with the HOR so just take my current number and divide by 3" that would make 1 of the items over produce and cause the factory to back up.

oblique hollow
#

15 fuel needed,
diluted turns one HOR into two fuel.
so you need 30 + 7,5 HOR for 45 turbofuel.
as for the coke: 1 HOR = 3 coke.
so thats 7,5 extra HOR
in total, you need 45 HOR for 45 Turbofuel

#

easy peasy 1 to 1

wind spade
#

(numbers are just example, works with any)

oblique hollow
#

machines dont "overconsume"

#

as soon as they are full, thats it, they wont accept more. the rest of the HOR goes to the next machine

#

if you want you exact ratios, its:
out of 45 HOR needed for 45 Turbo,
66.666% goes directly into the blender
16.666% go into making fuel and
16.666% go into making coke

rugged rampart
#

ok bet, thank you.

cinder silo
#

Turbo blend uses less sulphur right?

rugged rampart
#

yes.

oblique hollow
#

less than normal but it also need more oil than normal

cinder silo
#

I'll revisit my turbo fuel plant in the future, it is a truly archaic monstrosity, and it has buffers! , buffers I tell you! , I probably could do with modernising it when I have an idea what coffee stain will do to the spire coast ๐Ÿ™‚

oblique hollow
#

buffers arent that evil

#

my turbofuel plant has 2 buffers in use!

#

Two!

cinder silo
#

Mine has closer to eighty two split amongst the fuel & turbo fuel in & outfeed.

#

Old pic, but Buffers!

oblique hollow
#

ok thats a bit more ew xd

#

i wouldnt use more than.... 8

cinder silo
#

Old mindset, archaic build, it does need revisiting ๐Ÿ™‚

#

Those things in the form of tank farms are one reason the turbo station is so ungodly huge, and it was built back in U3

#

You can see the layout here, there are two floors, each buffer set is double stacked on each floor.

oblique hollow
#

hehe U3, back when packagers didnt exist

cinder silo
#

The packager was added halfway through U3 lifecycle iirc, I haven't revisited it's water works since U4 release so all the pipes from 40 extractors are misaligned.

#

The spire coast changes being unknown have put me way off updating the place.

cinder silo
#

๐Ÿ™‚

#

Feeding that place with twelve conveyor belts bringing in coal & sulphur is what got me started with the tunnelling, I couldn't find a very clean way of moving so much mass across the map without high altitude sky bridges and I dislike those ๐Ÿ˜ตโ€๐Ÿ’ซ

oblique hollow
cinder silo
#

I haven't used a factory cart, I take it they still load at truck stops.

oblique hollow
#

yes

#

they have an anstonishing 1 (ONE) inventory slots!

cinder silo
#

Having dozens of those zipping around would make a factory floor more like an amazon warehouse!

#

Three projects demanding my time, copper plant for ingots & sheets, steel plant for pipes & some beams, or the ficsmas factory.

teal bolt
#

how much turbofuel you get out of blender from 1 pure

oblique hollow
#

1 pure oil node?

frosty owl
#

1 pure fuel recipe

oblique hollow
#

lets see.... 300 oil makes 400 HOR.
400 HOR = 400 Turbofuel, with diluted fuel and Turbo Blend Fuel

teal bolt
#

thx

reef belfry
#

any hints on which iron plate recipe to use? basic, coated, steel coated?

wind spade
#

steel coated are technically most resource efficient if you want to use a bit of oil and coal to save tons of iron

#

but otherwise it's really up to you

reef belfry
#

yeah I was thinking about steel, since I started new save for U5 and I wanna go for max efficiency on everything

wind spade
#

that really depends. Some people prefer local efficiency over global (meaning resources are weighted based on availability around the factory, not all over the map)

reef belfry
#

usually first thing I do in new map is build what I call "minifab", it creates a bit of everything up to HMF and all its output goes toward storage, and then I go for megafab, so global efficiency is what I'm aiming at

cinder silo
reef belfry
#

I build my minifab nicely since I don't plan on dismantling it, eventually it will just siphon ores from megafab untill basic materials storage fills up and then go idle

candid tundra
#

I think that's one interesting thing about this game that actually took me a while to figure out. Resource optimization really does not matter at all until you've gotten to the endgame, and even then it's more like "effort" optimization. It only really matters once you start making something that's going to use a significant portion of the map. Unlike Factorio where a) optimization is easy because there's no alternates, and b) limited resources mean you don't want to waste them, so you want to always maintain efficiency.

#

However, just because it doesn't matter, doesn't mean it's not fun xD

ashen girder
#

I don't think steel coated plates makes a huge amount of sense without coke steel, personally.

#

But together, they completely eliminate iron ingots. ๐Ÿ˜‚

oblique hollow
#

using steel from oil to replace steel from oil

wind spade
ashen girder
#

If you're smelting iron, you may as well flatten it too.

#

I'll just hang out over here, without any iron.

wind spade
#

yeah, coke steel is decent ๐Ÿ™‚

#

6.8 iron to 18 reinforced plates

#

(well, and extra 9.5 oil)

near zenith
#

YOU SEPERATED OUT THE BACK AND FORTH ARROWS?!!

oblique hollow
#

yay

near zenith
#

you're giving me so many ui gifts this season sir

wind spade
#

it's from development version, not yet published

oblique hollow
#

smh

wind spade
#

soonโ„ข๏ธ tho

near zenith
#

you will be giving me *

#

also, side note, did you just get luck with that specific chain, or have you also figured out a way to not let the graph edges cross each other

wind spade
#

no I just moved nodes around

near zenith
#

cause i definitally don't spend more time uncrossing edges than i do planning what i want built

candid tundra
#

I'm pretty sure it's impossible for some production lines

near zenith
#

(please let me stop)

#

though, im pretty sure that's breaking into some angry graph theory algorithms which we dont want to mess with lol

wind spade
#

there's a way to make them not cross (or cross the least amount) but that involves edges that are multi segmented and that isn't supported by the visualisation library I'm using

wintry aurora
#

With really complex stuff, especially things that go to lots of stuff like water or pipes, it's probably impossible to make them not cross, though it should be possble to keep groupings together.

near zenith
#

yea, this is also super totally a me problem, because i keep making sftools find solutions to 3 barely connected production chains at once and then get mad when the input waternode has like, 7 outgoing connections to refineries

mortal linden
#

I fear for my life asking this question, but can anyone point me in the direction of a... 7:7 balancer? Manifolds are not an option

wintry aurora
#

Check Reddit. Wiki might have a link in the balancer page.

wind spade
mortal linden
#

Unfortunately I've spent awhile looking and found nothing, and experimenting in game is making my head go numb

mortal linden
wind spade
#

satisfactory doesn't have variable production ๐Ÿค”

mortal linden
#

tl;dr; it's trains, so the throughput may not be matched perfectly between each station

oblique hollow
#

uh yeah... train balancers are...... a difficult thing

mortal linden
#

mhm mhm

wind spade
#

buffers should solve that

oblique hollow
#

you either settle for a 7x7 balancer matrix oooor an "overflow manifold matrix"

#

there is no simple solution to this issue

mortal linden
#

bah, easy solutions are never very fun anyways

#

but a 7x7 balancer was what I was asking for

near zenith
#

big ol industrial storage container buffer imo

oblique hollow
#

i may be misremembering what the 7 x 7 does though....

near zenith
#

that only goes up to 6x6, but should be logically extendable

oblique hollow
#

bless soft clearance

mortal linden
#

I have 7 stations, station 1 may not provide any resources in the time that the other 6 do, so I want them to compensate buffers won't do because I want the facilities to handle max rates anyways, buffers would never fill

oblique hollow
#

cause trains should show achievable throughput now

wind spade
oblique hollow
#

it wont exactly be that, but you can definitely get more than 780 out of it

#

the buffers are just meant to compensate those 20 seconds of loading / unloading

near zenith
oblique hollow
#

its a design decision to solve a race condition, apparently

wind spade
#

since each of the stations produce the given amount on average, adding buffer to each one will eventually make everything work at 100%

near zenith
#

ahhhhhh, ok, yea, i can see that being a problem actually

#

i rescind my previous rage, and downgrade it to irk

wind spade
#

also now that I'm thinking about it, the balancer is not really needed anyway.

if one station doesn't provide items, then you're only getting 6/7 of the required items, hence only 6/7ths of production buildings will run. So it doesn't matter if one row doesn't run at all, or all rows run at 6/7 of capacity, you're still getting the same number of output items

mortal linden
#

the issue comes into play at the output of the facilities

#

I don't want one set of machines producing more/less than any other

#

for alternative reasons

wind spade
#

it will only be temporary anyway, before buffers fill up

#

after some time it will get into a state where all rows run at 100%

near zenith
#

over a long enough period of time any variation in train output will smooth out

#

don't sit with a clicker on your outputs, just go make another factory and distract yourself

mortal linden
#

I suppose so, but I figured a balancer would ensure full safety

mortal linden
wind spade
#

basically, if one delivery of items is delayed, the machine doesn't run for a few seconds/minutes. But that seconds/minutes of extra production at the source doesn't disappear. It's still waiting to be transported, so next transfer will have more items than needed and buffer will fill a bit. If it ever is delayed again, it will use the buffer instead. But logically the buffer should never run out (or if it does, it then gets filled even more, which again reduces the chance of the buffer running out, even with delays).

mortal linden
#

"But that seconds/minutes of extra production at the source doesn't disappear"

#

that's the key info I was overlooking

#

Thank you โค๏ธ

wind spade
#

yeah, if you delay delivery it just means the extra items are buffered somewhere and will eventually make it to the factory anyway (and if the factory is designed to only take the exact amount, it'll be buffered in front of factory pretty much forever)

mortal linden
#

No, my factory is a burst factory, designed to take any throughput of items, and evenly distribute the reagents based on fixed ratios to other components equally. There exists no buffers technically, with the exception of transit as you've reminded me

wind spade
#

that's weird way to build, but whatever floats your boat ๐Ÿคทโ€โ™‚๏ธ

mortal linden
#

๐Ÿ˜‰

#

I don't have time for math when I can just manifold 200 smelters

oblique hollow
#

you might say whatever balances your boat

wind spade
#

you can just use some of the online tools to do the math for you ๐Ÿคทโ€โ™‚๏ธ

#

and then build manifolds, but with exact ratios

mortal linden
#

That's for smart people, and people with sense and limits and those who worry about space.

near zenith
#

whoa, whoa, online tools, who could possibly be skilled enough to make that

#

what madness is this new reality

mortal linden
wind spade
#

I guess the irony was that I made one of the tools ๐Ÿ˜„

near zenith
#

would you like to join the cult of greeny, we have crisscrossed graphs and odd linear programming bugs for everyone

oblique hollow
#

linear programming?
when will be see parabolic programming jace_smile

gloomy palm
#

there could be a thread for website development in here i guess

#

Web Dev Discussion

wind spade
gloomy palm
#

seems like they talk about computer hardware in there

wind spade
#

there's been tons of software talk in there. And this talk doesn't belong in #math-and-meta

gloomy palm
#

web dev isn't software tho either thinking_helmet

wind spade
#

it's literally a software development

gloomy palm
#

yes but on the web

#

which is it's entirely own thing

wind spade
#

which runs on... software

gloomy palm
#

nobody goes to tech talk to talk about apache configuration

wind spade
#

I did. Twice already

gloomy palm
#

๐Ÿ˜

wind spade
gloomy palm
#

you are a stickler for offtopic

wind spade
#

and you're not putting messages in correct channels ๐Ÿคทโ€โ™‚๏ธ

gloomy palm
#

one cannot be everywhere

#

A thread for website and cloud-based/online tool development

subtle crescent
#

Okay, so... Here's an interesting idea. I'm thinking of making a FICSMAS Factory in which the end result is making two Wonder Stars per minute... plus also having half of each of the various components made being either sent to storage or sank into AWESOME sinks. But could use some help with the math on that when I return from work.

subtle crescent
#

Okay, gonna condense it down so that I don't spam the channel too much with this, but here's what I've got for my math for this project... hopefully, I can get a bit of help with fine-tuning ratios and stuff.

#

In order to get 2 Wonder Stars per minute, I need four Assemblers making Wonder Stars. To make ONE, I'd need 5 Wreaths at 2.5/min and 50 Candy Canes at 25/min. So... if my math is right, just for that layer alone, I'd need... 20 Wreaths at 10/min and 200 Candy Canes at 100/min. Candy Canes are easy, with 1 Candy Cane at a rate of 5/min for 3 Gifts at 15/min... so... I'd need 20 Constructors with 60 Gifts running at 300/min? And Wreaths... that's the tough one. 1 Wreath at 1/min in the Assembler with 25 Branches at 25/min and 5 FICSMAS Bundles at 5/min. So that's... 10 Assemblers with 250 Branches at 250/min and 50 Bundles at 50/min...