#math-and-meta
1 messages Β· Page 585 of 1
*towards centre of mass
Yes but in a flat world?
how do you know it's a flat world
Heard it here first, Massage-2(AB)b is flat
Can't see any curvature
if you mean that legit then you're being blocked. If it's a joke it's not funny because it's too real π

Funny.... Trains use 9.81
:kekw: <- If only this could've been a thing

if you consider the void thing, Massage-2(AB)b doesn't even seem to be a planet

and of course you cannot see curvature when you look tangential to the surface of a sphere
unless you see the planet ling the hanging gardens of babylon, maybe there is a world underneath the void, shrouded in clouds
Does it sound correct that it would take you 680 seconds from flying straight up at 4 km/s to then hit the ground again?
you'd die 2km above ground
thats 11 minutes. youd die way before that
Satisfactory would never kill you before allowing you the pleasure of hitting the ground. π
(4000 m/s) / (11.76 m/s^2) = 340.136 seconds
until you are at vertical speed zero, not accounting for air drag.
double this and you would hit the ground again.
Yeah so 680 seconds
He already said that :kekw:

About 1 million meters
yes you die way before that
Thatβs well into space.
Well the formula for time is t = (v0 - v) / a and considering the fact that without any air drag you'd end up with t = v0 / a to find how long it takes for your velocity to turn zero, we can also then make the assumption that the velocity would turn negative and be perfectly inverse so the equation would be t = 2v / a
Atmospheric drag might kill you before you reach the ground though because hot plasma.
Why did I read the end as hot potato?
hot piotato
Confirmed, spitters are shooting super-heated potatoes at us.
Also, do we know the density of the planets atmosphere? It might be denser because flying manta, but there have been pterosaurs of similar size wingspan before, so, the atmosphere may not need to be denser. Looks like it belongs on a gas giant though, or in the ocean, since itβs clearly never meant to land.
just starting out again for the first time in a year or two. looking for some early game meta tips
The early game hasnt changed much, but last I played was U3, so, I donβt know about earlier.
Given the game doesn't start until you unlock mk5s...
If you're not understanding the meta by the early game there isn't much help I can offer. π
I hardly remember anything. just looking for early tips to set up an efficient mid game
To me 132 meters is very close to 116 meters 
Anyways I have forgotten how to deal with height difference.
Considering the output isn't at the same height as the platform you land on.
1st playthrough I stopped when they added pipes. otherwise ive played up to hypertubes.
Not sure what advice Iβd give other than embrace the spaghetti and donβt worry about it too much.
If you stopped at pipes you never really got to the start of the game.
So just play it your way until you hit T7, given you'll have to redo it all at that point anyway.
pipes are so much different
I havenβt needed to βredo it allβ Did retool the base area after getting MK5 and all of the alts.
Me?
For people who've never gotten there, redo is almost inevitable.
Thanks for the input.
π
Yea, I started playing in January at the tail end of the Ficsmas event and stopped at 5/6 because I wanted to wait for update 4. Then here I am in update 5.
Is there an agreed-upon best starting base location in the first area?
Nope, it all comes down to preference.
Rocky Desert superiority.
Though itβs generally agreed that Northern Forest is a really good start due to the ore concentrations, but again, personal preference is a much bigger factor.
@wintry aurora can I dm you?
Ouch π
The starting locations are pretty well balanced out in terms of terrain types and ore.
?
What for?
So something weird is going on now, my original equation for speed through n entrances is failing
@fierce ruin you're clearly a good source of info for late game info. You said game starts at T5 so I dont want to bug you with questions before then.
Just talk in here.
Mk5s. Not T5.
Ok here's what's actually going on, traveling north through a hypertube cannon accelerates you faster than going south
At least it seems that way for me
I've only noticed that going uphill in a hyper is slower and downhill is faster.
If it were east, thatβd make some sense because planet spin, but north vs south?
Same, and thereβs these kinks at each tube connection point that seem to accelerate you in some cases. Attempted to exploit that with zero success back in U3.
But yeah there actually is a difference between north and south facing cannons
Which is why my calculations are off from reality
Now I'm wondering if it's the same with west and east
Are you using the βthrow you into the airβ method or the βshoot you at high speed through the tube methodβ? May or may not get different results from those.
Well originally the method used was for shooting you into another hypertube that takes you to where you wanna go.
But then @ McGalleon | Factory Cart Deluxe responded to one of my messages with.
Now adjust it so you know how far you will fly with a hypertube cannon at angle Phi
So now I'm doing the throw you into the air method.
The thing is I test both when trying to find the constant that you need to find out the approximate output velocity.
Which was15 m/s * 1.2^(n - 1), but apparently that only holds true facing north, so south is different idk by what but it is different.
I can now confirm east = south in terms of output velocity
The speed resulting from chaining entrances can change depending on your FPS too though
Eg: the same hypertube cannon may launch to X early game, late game (less FPS) it may launch you much slower (don't reach X anymore)
Nope it hasn't changed at all for me
Also can confirm that west = north in terms of output velocity
I'm not asking, just saying: having lag spikes being coincidental with you using a hypertube in a particular direction can be a thing
Not trying to disprove your hypothesis, just mind the variables ^^
Well true because delta time and all, but this is on the physics thread which shouldn't care about 1 second in game being 1 real second
So it should have a predetermined delta time of 1/30 or 1/60 which happens every tick on the physics thread.
Also even when having lag spikes I didn't notice an increase in velocity
I limited my FPS right now to 30 and still the same output velocity.
So that doesn't make a difference at least
That's usually a decrease due to lag (in my experience). Phisics simulation depends a lot on FPS π
I got to the point of not being able to enter some cannons without enough FPS (clipping through the tube)
Try limiting to below 20 via GPU software π
I mean sure the way UE handles physics is a bit weird.
Considering player movement has to happen on a 1/FPS basis.
But the actual physics should be handled at a constant 1/30 or 1/60
Due to that giving way more consistent results in terms of physics than going based on a realistic 1/TPS basis
If your save runs at 60 FPS smoothly, your tests probably shouldn't be affected by this unless you have a very high concentration of buildings somwhere that can cause lag spikes... π€
Eg: 500-power-packs tower causing lag when one faces that particular direction
But it shouldn't make a difference though
If you were to take a hypertube cannon while looking at the tower, you could be launched elsewhere than if you didn't
Maybe your fps is very low yes.
But since physics happens at a constant rate then what ends up happening is that your character still moves just like normal.
But you just don't see as many frames making it look like you're moving further than you should.
Nope, that only affects your visibility, not your landing point
It's quite common to hear about people dying due to taking an "old" cannon assuming to be shot at a jelly pad only to see the character fall short by ~5% or more
Dunno about 30 to 60, but below 30 FPS phisics simulation becomes quite whacky
Anyways here are the results of testing 8 directions with 7 entrances
N = 45.57 m/s : 15 m/s * 1.20^(n-1)
NE = 31.66 m/s : 15 m/s * 1.13^(n-1)
E = 26.35 m/s : 15 m/s * 1.10^(n-1)
SE = 26.37 m/s : 15 m/s * 1.10^(n-1)
S = 26.42 m/s : 15 m/s * 1.10^(n-1)
SW = 31.65 m/s : 15 m/s * 1.13^(n-1)
W = 45.81 m/s : 15 m/s * 1.20^(n-1)
NW = 43.51 m/s : 15 m/s * 1.20^(n-1)
I guess we can confirm that the pioneer eats tons of spinach and that the planet has a strong magnetic field 
Ok so the factor 20% is true for the rotations -90 to -180, then it drops to 13% from 180 to 90, lastly drops to 10% between 90 and 0, going back up to 13% from 0 to -90.
If someone has any knowledge of an equation that would fit somewhat inside those values then that would be great
Ok I have finally gotten to the point where you can utilize a few formulas to get the distance:
t = 2v / a
dist = v * t
dist(v, theta) = 2 * cos(theta) * sin(theta) * v^2 / a
Though this equation doesn't do anything about height difference between launch and landing.
fair enough, its just for "landing at the same height"
Yeah I wanna try to get one that you can use to find the actual distance with height difference tho
though why cos too
To get x velocity and y velocity separated
Or in UE terms x velocity and z velocity
seems a bit overboard assuming a combined velocity vectory
the distance is basically a "radius"
Well you need y velocity for the time equation
you are multiplying both
Well yes, but your horizontal velocity doesn't change with gravity
Also there isn't any air drag in the game from my tests xD
Or was I maybe looking at the wrong value?
cosx * sinx = 0.5*sin(2x)
so it simplifies to sin(2 theta)*v^2/a
aka what i have on the wiki xd
Yes but it's wrong gravity
can be corrected
11.76 is correct
And also the directional factor
Which you used 20% which is only correct in certain directions
Here are the correct factors
#math-and-meta message
an error of 8%....
10%
The thing I hate though is that I didn't find an equation that would find the correct factor for a specific direction
sine function of the angle, assuming East = 0Β°?
Tried using cosine or sine, but neither would fit the correct factors
it may be an issue with global grid calculations. there have always been issues reported in that regard
of things being offset when going one way vs another
so the math is right but the game isnt
Because there's different factors for the four different 90Deg regions I believe
shouldnt exist
Well it does
Nope
where did you do these tests
Hm, I seriously doubt it's a factor, but could location be a factor? I don't think they did coriolis forces.
Just yadda yaddaing here.
I can almost assume that this behavior is intentional in some way
What the wiki says is that the cannon utilizes a bug in UE's physics engine, which I believe is totally bs
Cuz if it was a bug how come it gives pretty consistent results
How much Uranium Waste does an Industrial Stroage Container hold?
I think waste stacks to 500...
So regarding pipe floor holes:
I know people have had issues with them being hit or miss. Admittedly they may just be bugged out, but I haven't had any problems with them and I'm wondering how people who have had issues are building them?
I have made it a point to treat them like conveyor lifts and always build from the hole to whatever you are connecting. So I'm thinking maybe some of the issues come from people building the opposite way?
up to this point I had no trouble with the pipe floor holes... but I did not need that many of them, so I might have been lucky
That's what I'm thinking too, that it has something to do with build order. But I seemingly ran into it doing it the same way as Sev does it, was able to fix with a pipe rebuild, so, it might not be direction, but build order.
I know that some times floor holes don't allow me to replace the lift or pipe, but a relog fixes that
But then I think I did it in reverse with the coal generators.
Also just daydreaming about the riots if they made 4m foundations cost 4x as much as 1m foundations πππ
I'd be happy if the 1m was cheaper
I'd be happy the other way π
I'm doing all the underpiping for this excess coal plant with 71 generators.
Will see if I have any issues.
Anyways I have the formula for height difference too:
dist(v, theta, h) = cos(theta) * v * (-sqrt(-2 * a * h * (sin(theta) * v)^2) - sin(theta) * v) / a
Now to simplify it a lot xD
Geogebra did some funky simplification xD
A very nice sheet for how big a difference going north vs south xD
Heyo, I am debating if a train station design that has empty trains in a waiting battery before the resource pickup station is a worthwhile idea? Similar to Factorio designs
What do you mean with serial and parallel?
this is parallel. this doesnt work
serial is just trains waiting in a queue
so a single line, not many parallel ones
@fathom shell only way to do the above is to have each parallel be it's own station.
Do you have a picture of serial? I am still not understanding correctly it seems
Trains can't pass other trains going to the same station.
serial
trains waiting behind each other
Why?
Because I think its tidier and more space efficient
The tidier and more space efficient solution is to not overpopulate your tracks.
You don't really need either solution in Satisfactory.
Yeah. Almost every case where you have trains waiting for a station in Satisfactory involves you having more trains than you should.
So you are saying having one train would be enough per route?
I don't think anyone said "one". Just "less".
If you can do it with one, do it with one. If you need 2, you need 2 but they should be at opposite ends of the loop at any given time tbh.
It depends entirely on how long the loop is.
Keep in mind that it takes time for the platform to fill back up after the train leaves. So a second train pulling in immediately's not gonna get a full load.
Telling the train to wait till he is full should solve that, right?
I mean yes, but forcing that condition isn't optimal all of the time.
And even then, if you do that, and there's always more than one train waiting, that's just wasting track space.
Just keep shit moving along instead of making stuff stall out and wait.
But really, yeah. Trains can pretty readily move more than 1000/min/car. Not many things need to move in that volume in this game.
Is there any rule of thumb for number of freight cars to be used?
Try to keep it to 4 per locomotive? π
xd
My longest trains are only 4 cars. I have a couple 2 car ones moving around. I don't do giant bases like other people.
One dude has, like, 30 cars on a train.
And even he doesn't have them waiting at stations π
Yup.
Holy cow, 30 cars?
Yeah. Don't forget, your stations need to be as long as your trains. π
I have a couple 6 platform stations for when I need the extra space, but those fuckers are already massive IMO.
I can't even fathom going past 8 cars. The map just isn't that big.
Why not just do 2x4 at that point?
Also keep in mind that while you can filter what your train loads or unloads, platforms are all strictly load or unload.
I use an in and out system, where two cars alternate loading and unloading between stations.
I mean, there are lot of people that use trains for small amounts and the "why not just truck at that point?" question is completely valid, yet ignored.
People do what they want π€·ββοΈ
If you're doing mixed material, do you think truck or train is better?
I don't like mixing materials in truck stations.
Doesn't matter unless you're talking 1 material per train car.
I personally just have bad experience with trucks and the autopilot AI
Mixed trucks work just fine.
I'm talking 4 or 5 materials per car. π
You mean the thing Update 5 completely rewrote and largely addressed?
In that case they have identical flow.
I'll keep that in mind then. Thanks.
I have multiple mixed truck routes that flow just fine.
I guess I figured it worked better with single materials since it's all stack based with vehicles.
Caveat being all of them output to mixed belt systems, not 100% how good they are with having to be resorted to monobelt systems, but again the result would be identical to training it.
Yeah, I already do that at my stations. Sort my outputs into containers.
Stack based is only loading speed. Throughput is still tied to belts.
Then overflow them back to the inputs to head to central storage.
Stack based loading is what makes trucks beat trains in that 1560 or less range.
That's, like.. the entire range?
Or do you mean total throughput for the whole vehicle?
Yes. And if you exclude space as a factor because some people would rather have a station that takes up 8x the amount of cubic meterage....
It comes down to loading times. Trains have the fixed animation.
Trucks go by stack.
Yes this is about throughput.
So, like, having 4 truck stops vs a 4 platform station.
Moving 2 stacks per second means in some cases the truck doesn't even have to stop.
Just drive slowly through the station.
Imagining them like throwing a pile of cable at the truck as it drives past real slowly. π
Oh this is 1 stop vs 1 station + cargo platform.
Somehow that massive space difference just doesn't compute to people.
Yeah, having a single platform seems pointless to me.
People do it because they hate trucks that much.
Yeah.. that's silly.
No, silly is me turning all my water extractors to 250% π
I've been trying to use vehicles more since the update and imo they're pretty fun (and much more reliable now). My main annoyance is that Trucks just suck. They can't go up a 4m ramp which is very annoying.
Yeah xD that's what I've been using
I have to admit I love watching the explorers zoom around though
Trucks need more torque and less bounce then they will be more solid vs. Exps.
Also speaking of mixed items I have a route with vehicles picking up mixed bauxite and sulfur for my aluminum/battery production area, and it can work even for such high throughputs. It's a bit of a pain to ensure that it never clogs though, lol
I really hope they eventually add a circuit system similar to factorio where you can read container contents and do logic based on that. I feel like the ability to use something like that to control mixed stations would be super fun
Just replying to a bit old a post.
But I have a formula that you can use to find the required entrances to get a certain distance with a certain height difference and launch angle and factor π
First by getting the target speed.
Then running that through:
n = ceil(log(v / 15) / log(1 + factor) + 1)
And lastly you'd then have to compensate for the true speed, and probably prompt with the actual distance required to achieve the correct distance.
Also conditionally toggling lights, it's all I want xD
Wettest Concrete you've ever seen.
caution: wet-looking floor
Pro tip: wanna cool a reactor? Then just sink it into the ocean π
good idea
That's actually a key part of why submarine reactors work π
ah yis, free water cooling
they did experiment with water cooling a data center that was submerged in a submarine type container
Yeah microsoft
indeed
It came out looking pretty bad xD
Is adding an empty canister return and recycle route a silly idea or...? There's nothing to return atm of course, but it's an idea I had for train or something. Also, how would I merge the empty container return one (lower right port) with the line coming from the production line (upper right) so as to prioritize the return and recycle one?
Someone posted a video of a merger prioritizer thing a while ago, but it's rather big.
I decided to just try something. The two smart splitters are overflow in center and any undefined on the left side. No idea how well it'd work in actual practice as part of a recycle system.
So I've been doing a bunch of planning and number crunching for a 60 motor/min factory, but then it occurs to me
Do I really need 60motors/minute? For what purpose would it serve. I look at the stuff that can be built with motors downstream, and while it looks like it's used in a bunch of buildings and vehicles, it seems to me that a much smaller motor factory would produce more stuff than I could use it for?
Is this generally correct? That we don't need to make stupendous quantities of motors
And if that is correct, what DO we need to make huge amounts of?
RIP? Also pipes. Low tier items are generally needed in large quantities, but that would vary by recipe.
reinforced iron plate.
Oh
Cries in 545 Motors/min
π
Turbomotors?
Partially.
Most of it goes to Cooling Devices iirc.
LMAO, 545 motors/min??? What the heck is that feeding
Ok
So basically I shouldn't feel guilty about overbuilding my motor factory
Turbos at 45/min and I need a couple hundred Cooling Devices/min because I'm using OC Supers.
π
Whats all the turbomotor for? Sink points?
If I did the math right... the max value for oil is 9900 a minute?
11.7k actually
idk, probably, i just go by greenys count on sftools input panel
oil wells gives another 3 pure, 3 normal, and 6 impure
1800+900+900
99+36=13500
How much can you do with that much oil anyway?
oil wells dont give the same amount as oil nodes
with that much oil, i believe the answer you're looking for is "anything you want"
so just, you know, prep 1.5k refineries and start siphoning the ocean
i hate oilworks, the one i made last is janky as fuck and is hanging on by a hair
Jank spaghetti is best spaghetti
you are throwing it away in 5 years anyways, who cares π
To be fair, thanks to someone on this Discord, I'm working on making a FICSMAS factory that'll be making like... 10 Wonder Stars/min.
So, that's... gonna be lots of fun to try and get all together.
Anybody happen to know the pipe configuration to prioritize one pipe of water over another?
Vertical.
Pipe on the bottom has priority.
Thank
So now that I have done the math on the max throughput that train stations can possibly achieve its making it a lot easier to min max my train stations per input block
Also did the math on what my minimum buffer size is that I need per belt/pipe which also helps a lot. Turns out you dont need very large buffers at all
Can someone help me break 60 into 5 sets of 12? I can't figure out how to get there only dividing by 3.
Try 15?
I could but I want 5 assemblers making 10 frames
Google "Satisfactory 1 to 5 balancer"
Generally speaking, you split to the closest multiple of 2 or 3 (eg: in sixths) and merge all extra back with the input. (eg: split in 6 10s, merge one back to get 5 12s)
@frosty owl ok that's something I couldn't find an answer to but now that makes since. Now I know for future builds. I used a balancer model I found online so I got it working. Now its 100% efficient.
Still new to the game so I'm trying to learn more and more.
I'm glad, that's exactly why I explained it that way π
Balancing can get quite hard depending on the numbers, be careful not to get too... "stubborn" with it π
<@&387163995947270144> When you get some time to check it out~ π
My hypertube cannons currently have a double-entrance setup. Now I've found out that short stacked one-entrance rows also speed up quite good (and very fast because there is no "exit animation") but it feels like they have a limited max acceleration. Is there any math or "optimal way" between acceleration speed and travel speed?
i only just realized the role of truck stations in the hierarchy of logistics
trains have no real throughput control
while truck stations do: 120 stacks / minute
meaning that factories that dont need an entire trainload full of stuff should be, logistically, hooked up to a common truck station
So it's more about throughput rather than distance? I have been pondering giving trucks another go, but I am unsure where exactly they fit once trains and drones are available.
you have very little control of how much a train can output
while you do have some control with the wait time (and frequency) of vehicles at truck stations
the distance factor is a neat bonus
you get to "group" multiple factories under one "Distribution Center"
and that center can be supplied by trains
Iβm considering some type of transportation for the complex, yea. Iβll probably do mixed types though and roughly 800m may or may not be too short for trains.
Damn hypertube be dumb rn
It chose a factor of 11.89%
Making my true 4 km/s hypertube fall short and only reach 390 m/s
Maybe bleeding off too much speed?
Thing is I built the same cannon in the original testing world and I reached 4 km/s no problems, but now in the game I play on it doesn't want to reach it xD
Ok maybe I have a reason why now.
The factor depends on how you build it as well.
At least that's my hypothesis
As in how closely spaced the entrances are?
No as in how you place the tube itself
Nor sure if spacing them out a little vs as close as possible makes you go faster or not.
Because in the underperforming tube I placed all the supports first and connected the tube between them, and lastly removed the supports.
But now when I'm testing I place one support and then drag a tube and place a new support with the tube, then at the end remove the supports.
Oh that, yea, Iβve noticed that, too sharp a curve will kill off speed. And then those kinks at pipe ends which somehow seem to accelerate you. I tried to exploit that once with no success.
I'm gonna test that afterwards, cuz I have used the same setup all the time sts snapping on a foundation (where s is support and t is tube)
The support being there shouldnβt affect anything.
In my hypertube loop I have 90 degree turns and don't seem to lose speed from them, but I do deaccelerate rather quickly, hence why I wanna go beyond the limit of roughly 1 km/s
Naah but it glitches the view more xD
Yeah it moves the view around weirdly as if the camera collided with it for a split second and moved towards it
hmm...... if you were to take a drone for 5 km distance and a train, at which point does the train become better
So I just retested the method I built the underperforming tube.
And already in the same direction I get 20% factor.
Ok seems like it only happens to longer than 7 entrances
Anyway, what I was talking about is like the difference between these sets of tube entrances
That's not what I was talking about xD
But Imma test those as well, but first to figure out this weird mystery of why it's underperforming
Just showing you what I meant is all.
Ok, well I doubled to 14 entrances with the sts placement and now the factor is 13.56%
What's the percentage referring to?
I wasn't really paying attention to the conversation yesterday.
The equation should be o = i * (1 + f)^(n - 1), where i is input speed (15 m/s or 1500 u/s), o is output speed, f is factor and n is number of entrances
So, percentage is gain in launch speed?
has someone a "good" opinion on the default Battery recipe or is the "Classic Battery" just better?
I'd say it's somewhat situational, plus the main difference seems to be whether you're dealing with liquids or not. 'Classic batttery' seems to be more efficient, but default hs less energy needs. It's not so much more superior that the classic battery would be best in every situation.
It's like most recipes in that they are often situational.
I ask because I am looking for a place to setup a Battery factory and most places seem to be awful for it... the "best" I could see on the map would be to put the factory right at the Lake Forrests Oil nodes.
400m to the East is some Sulfur, 400m to the West is some Bauxit...
The other alternative I see would be at the SouthWest edge of the Swamp... but oil would be 800-900m away
That (the Lake Forest/south of Northern Forest oil nodes) also happens to be around where I'm doing my current project. I currently have a small battery factory by the oil isles and fly in the sulfur, I use the classic recipe there.
@vast jungle If you didn't see my edits. ^
flying in Sulfur is difficult without a battery factory...
hmm... I could buy a bunch of batteries in the Awesome-Shop or handcraft them... and then use drones to fly in the Sulfur...
hmm... yes, that idea sounds interesting
Yea, it's a bit of a chicken and egg problem. Had to manually bring in the sulfur to get things started.
Funny thing, if you have a 7 entrance hypertube cannon facing north east power configuration can bring the factor from 13% to 17% like wtf
How you connect power
This way gives a 17% factor
(I know I'm using cheats to get infinite power, but shush)
You can put the cannon segments closer together π
And this gives 13%
I'd test whether infinite power cheat is doing something.
Doubt it
Even if just to see if it shows up without
You wouldn't be able to do it that way without infinite power, is the thing.
There is no doubt π , you really can put them closer together.
Yeah true, so lemme make it mk.2 compatible
I think they were responding to me, Taromani.
Oh, sorry π¦
Bruh one power pole per?
I know, I know.
:lmao:
I'd use MK3
Don't have them unlocked yet
Cheat it in then, heh. ;)
Urgh I had to manifold feed a manifold, it's taking ages to fill!
Running on a mk5 with blade runners into a cannon ftw
This is also 13%
Input speed go brrr
Why does the % matter?
Science!
.....
What, it's a fine reason.
No, just no
Because it's weird to say a factor of 0.2 or 0.17 or 0.13
That's certainly bizarre. A possible logical explaination could be power spikes or the way power is distributed, but I know there's nothing like that in the game.
It can't be power fluctuations
Whats weird is trying to do math on a cannon....
I know, since they don't exist in the game in the way I'm thinking of there.
Not really, when I already have all the equations I need π
There, first attempt at describing the transport hierarchy. Criticism welcome.
They seem way to exact, always the same behavior so
Nice π
Gotta disagree, drones are high everything.
cause they fly high? 
Shouldn't belts be variable throughput?
compared to all other stuff, they are low
True.
780/min is low compared to a truck and train and even drone
Everything is yhroughput dependant on belts
Also, I use drones for regional too.
I use them for everything..
regional drone stuff is kinda meh considering their effective range
They're also FAST, windup time nonwithstanding.
its like using a truck to transport stuff 10 m across imo
Not THAT short range ya silly XD
sure you can use ANYTHING here ANYWHERE
but the question is when does it become more effective
Everything (drones) is more effective than having to build/map routes. :)
I agree on that point since the closer range, the more time is taken up by the whole landing and takeoff sequence for drones.
The colored bars in first picture tell me nothing. If the intention was to use them to show the capabilty at glance, eg short 'throughput' bar for drones, then use them as bars. Right now its just... random colors?
How close would you define 'regional' in the second one?
random colors just to assign them to the right arrows
its just an organization thing
makes it easier to correlate what goes with what
Under 400m is just belts
Also, what about tractors? and Explorers?
defining effective ranges is really hard
drones is definitely in the km range though
The three arrows on left are nonsensical. if they are meant to showcase that in this direction said quality raises, why are they pointing backwards?? from high to low.
Also, drones are not high throughput.
have fun trying to effectively fit drones in any chart
It doesn't say that they're high throughput.
drones are an oddball and i had to put them somewhere
Fuel player distance?
so i just ordered it all based on distance
theres a reason i didnt just use the arrows but also wrote TEXT next to each image
Drones use more fuel (batteries) than they are supposed to when player is far away.
They say exactly that
Multidimensional chart.
Honestly, aside from belts, the three have a LOT of overlap and grey area.
if you are of the opinion that all arrows have to go from low to high, sure, fine.
and for that second point:
No
i dont feel like doing a multidimensional chart
drones are the only ones who dont fit neatly into this
2 properties match, one does not
Cause they are universal :)
universal battery gobblers
I think that was done in order to balance them because they're really fast.
i could just kick the other two arrows and just order it all based on transport distance
Meh, just need a good supply.
Plus their small size.
Also:
Tier 7 Supremacist 
All belts til then
oh look now it fits :)
I'd say you have high logistical control of drones as it's point to point, just limited. Unless that's what you meant.
point to point is a low control. you have to use belts to control them
aka drones have no control
you have no filters, no set transfer rates
sure you could math around with the 9 inventory slots
True.
How is that any different from the others? You still have no control
trucks have control based on waiting time
since the transfer rate is 120 stacks / minute
You dont need wait times :/
they exist tho
That would finally make sense.
Why not use the colored bars as chart bars to show the value at glance?
how would i do bars with random bullshit values
could do a 2D graph like this
use excel??
Plus there's much grey area.
and use what values???????
By not doing the chart to begin with... lol
That only works for politics.
You just DEFINED them. Low, medium and high, its all in YOUR chart.
fine, level 1 to 4
it's pretty much the same - preference based distribution
using just throughput and distance leaves ease of control out of this
using truck wait times seems impractical; since you can produce the same results, via leaving receiving stations backed up, so they only take what they need, and in turn, sources station can only load that much into the trucks.
I don't think "ease of control" is a valuable aspect in rating transport types
since all of them can be controlled relatively easy - by just giving them the values you want
Trucks only?
what if you want to transport something that only amounts to 5 items per min, but absolutely want a course to be run every 3 minutes instead of once per 3 hours? Like nuclear rods?
trains-only distribution for multiple stops is basically nonexistent unless you want to just use overflow
Drones would be good for that.
But I get the point, there's often far more nuance than the chart can display.
What i dont get is the obsession to force feed your views of game features on everone else with the info charts. There is no "right" way :/
this is not a "rules of transport" chart
well if you are running a low throughput route, you have the truck wait at a spot near but not at the station for x amount of time then move into place to collect a larger load, before doing a full route cycle.
its supposed to get you an idea of when what COULD be useful
In your view..
if you want absolute throughput control just belt everything
and ignore mergers and splitters (after ores at least....)
technically you can get high throughput control for trains depending on how you manage them.
lol there's that option too
what even does "throughput control" stand for? you can pretty much control throughput of anything by deciding how many items you put into that type of transport π€
I'll just say that's totally wrong.
main point is trains have no real control besides "drop this stuff there, pick up stuff from there"
what more control do you want? π€
What about the filters?
probably rates / amount
Course though, you can't segregate the storage into sections.
rates are controlled by input speed
thats why filters bumped trains from "low" to "medium control"
i know, but if more than one train uses a station, that rate is shared between them and runs into problems when things don't go as planned.
that's an issue of using two trains to deliver into two different places (and that issue is also shared with any other type of transport)
the new train wait times feature helps fix this a bit though
and can be easily avoided by building two stations (if you need to transport stuff to two different places)
I'm aware, I tend to segregate stations as well.
my point is that since pretty much all the control is based on input speed, then there's no real difference in "ease of control" for any non-belt transport, since all of them are controlled in pretty much the same way
that being said though, it is possible to make trains take a minimum amount of resources a trip via setting a wait time at the source station, so there is some "throughput control" available there.
still trying to figure out when drones are more useful than trains. I get they have better efficiency at long range; but if your main base is as the center, would that be any better than trains? I'd probably use them more if I could do things like give them wait times, so they don't make trips with less than 30% cargo load.
First time I really appreciated the benefit of drones was when transporting uranium ore. The smaller number of stacks involved is very nice for radiation at the factory
hmm might try
I've also used it for a couple low throughput things that I either didn't want to belt over or were too low throughput to bother putting another freight platform in.
I did put a freight platform in eventually for other reasons, but that's besides the point.
yeah i get the feeling i'll use them for factories that I don't build next to the main base, but have low outputs.
It's also convenient how they can both load AND unload, which makes them appealing for packages transport imo (full one way, empty the other way with a single drone)
I'm considering using drone for the powdered copper that I'll need, just 200/ppm of it.
I think the biggest limiting factor for drones is that they only work between places that have a battery supply source at either location. also using a drone to deliver batteries is inefficient, since the drone can throughput way more batteries than needed. unless it is to a drone hub that uses a lot of batteries.
Use them to transport the ingots for the powder 
The drones?
Ofc
These are the factors so far.
The left column is the build configuration.
n = normal, p is where power configuration is flipped.
First number is entrance count, second number is tube length. (1 is impossible afaik)
seems very impractical to use
just go with 20% and then steer backwards to not overshoot
But getting precise values is better ok π
I wonder if you could figure out some values for speed drop in relation to FPS 
Shouldn't be too hard with the right drivers (just turning down max FPS via GPU software)
Ok adding a 2x longer one and we can see that the most optimal direction for a hypertube cannon is northbound.
||this is stupid but thanks for the research :)||
No it's not stupid, we all like hypertube cannons and I'm just doing research into how they work
I've meant it is stupid that they work differently in different directions (I could see why diagonal or not make a difference but N should = E = S = W)
Yeah at first I thought it must be a direction based calculation to get the exact factor, and that it started at a 45 degree offset from one of the cardinal directions.
But that's wrong, it's a weird thing honestly.
Would've loved to see the hypertube source code
π
How do you measure these values? I've tried around a little bit today but other than "this feels slower than it should" I had no Idea how to compare them or calculate something π
Open console and write ShowDebug PHYSICS and then you can look in the top right corner to see the exact speed.
Then I just record the game and look at still images π
thank you for doing this so I do not have to. Do you have the figure for the acceleration of a single HTE?
HTE?
hypertube engine?
Damn already half a gig of videos xD
high torsonal energy?
hypertube entrance maybe
heh
I am going frame by frame through my video and I have a very strange behaviour:
After entering the last guiding tube my speed goes down to ~20 % before shooting up again when changing direction 
Any ideas?
Yeah it's normal π
It's just desync between physics thread and render thread I'd guess
If that is true then this image shows the steps xD
Dangit it removed the fricking reply xD
||Modular entrance?
||
Interesting
Did you build it on a world aligned foundation?
The "turn around" is suspiciously close to double the others 
It is aligned North but I don't know if it is on the world grid
Yeah it fluctuates inside of the tube but probably 2. Also the speed jumps don't match the entrance count xD
How about one of you tries with the others' save to see if it's hardware-dependant or not?
Whoops xD
I could imagine consistent inconsistencies if it is hardware dependent (like 5 % difference in every direction) but I don't think hardware should impact direction
Good point
Though it could be based on position on the map tho
I have stayed around the same part of the map each time I have tested
In dune deserts
Let me just build a quick (game crashed) star setup to test arround
Now I destroyed my data so I have to recalculate tons of shit.
But thankfully it's pretty easy to just put in some speed values
First thing I've tested just to be sure we talk about the same setup
I'll build the 1-0 because it is most compact and very simple to build
I'll test with 5 entrances for each direction, should be more than enough to see inconsistencies
Don't know how easy it is to read, but from this we can see now NE to S doesn't accelerate on the third entrance
Not sure what your graphic is but I think I've found the same
In other directions some entrances seem to be skipped
(North is the left one)
Damn you're actually building it the same as me
Adding 4 and 5 and I can see a trend in that every other one doesn't accelerate when facing NE to S
Almost exactly same findings:
N, NW and W accelerate 5/5
SW accelerates 4/5
every other only 3/5
Next level weird:
Some actually slow you down!
Only 3x acceleration
4x!
So skipping some will give higher speeds?
I'd guess the player position updating is a little off
In this wider setup 5/5 accelerate
I'd guess it jumps from the first to the third, because it is calculating the position to be closer to E3 than E2. If you remove E2 the player goes into E1-E2-E4-E5, if E3 is active it goes E1-E3-E5
Hmm, yeah maybe they go min(dx, dy) as the distance calculation xD
Which would explain why they have different factors in the different directions
Here's all info for 1 to 7
But it still doesn't explain why E and S are also skipping every other one compared to W and N
thanks, will definitely never use this 
just like i never used this beast
wtf is that
the mathematical attempt at a formula for a manifold
game inaccuracies?
Only thing I could think of is an intentional drag in those directions.
Not inaccuracies because the way it works is so consistent
you're analysing something that's literally a bug that was just left in the game because people liked it
You sure it's a bug and not an unexpected feature
Yes.
idk, but I don't want it in the game π€·ββοΈ
Hypercannons aren't supposed to work.
officially a bug, just like cheatcrete was
But people like them so they never fixed it.
just that people liked these bugs
The so called "bug" is just that each entrance takes the input speed and multiplies it by a certain factor, this allows the hypercannon to work in the first place.
greeny hates fun confirmed
And they don't limit the output speed
no, I hate when undocumented features work instead of them having a proper solution for this
But it's consistent, meaning it's not a bug but instead an unexpected feature
The bug is that the next one catches you to begin with.
When you exit you're supposed to have your inertia reset but because we delete the supports it messes things up.
bugs can be consistent
Fixing the bug would be making it so the reset happens whether you go through a support or not.
But that takes time to code and meh, people like cannons.
Naah the fix is to just force output speed to 15 m/s or something
Sure π
also nobody will ever bother to look up a table for specific directions and then use these factors for their cannon
people just want a good enough estimate, and if needed they just test the damn thing
its a fun project yea, but thats it
I don't even think people look up estimates anymore.
They just know to not build 20 in a row. π€·ββοΈ
Last thing to that discussion: Now i got 4/5 working with 5 powered. This is a little inconsistent but overall our findings match pretty good. We'll see if this is addressed in the future π
I already talked about my suggestion about this here a few times:
- remove hypertube launchers functionality
- hypertubes will move you at constant speed now (no more speeding up or slowing down if you're going uphill/downhill)
- hypertube entrances will set your speed to fixed (can be a bit higher than current "normal" speed)
- add "hypertube booster" buildable which is a straight piece of hypertube that can be connected to normal hypertubes. It sets your speed to higher (can have mk2+, each one setting higher speed). But it sets it, not increases, so stacking multiple boosters won't help you
- hypertube boosters can be used to slow down to normal speed if you travel through them in reverse
- max possible speed with max tier launcher should be like 2x-3x the times of normal speed at most (no more op launching across whole map)
i mean... all of my main cannons are 30x... soooooo
You live dangerously.
but so much zoom
Past 20 is when you get into "flung through the tube and off the world instant death" territory.
oh, sidenote, i dont use air cannons, i use enclosed cannons
Well the spreadsheet will be used to understand how they work and what might be causing the differences in direction, and to make it possible to write which direction is better than the others (currently sitting at North).
And the version that works best
i'm in a pipe, not parabolic
Kinda agree. This would be good except it would suck to get around a map wide factory... I don't want to afk for 5 Mins just because I need to go somewhere
Same issue.
Depends on what direction you travel, NE to SW would normally go slower so you need more to actually reach that point
whelp, haven't yeeted myself into purgatory yet, so i call it a win
@wind spade remove hypers.
Give Jump Pads purpose again π
Or better have an ultratube which teleports the player to the other end
well the game has to be balanced somehow. If you have a transport method that's essentially teleportation, it's kinda weird
I'm against teleportation.
Given they auto-kill you if you try to fly on a drone because they don't want you to fly.
??? no they dont
I don't see the reason to not allow lategame teleportation
i never died when sitting on a drone
Did they fix that?
Sadly you can't recreate teleportation or instant travel through hypertubes because they have a limit of length/30 between each support
they never did to begin with, or did i miss something
People were instantly dying during Exp when hopping on drones.
hold up i can ride my drones into war like a viking now?
I think the only "teleportation" I'd be fine with is lategame storage container that requires large amount of power, but can be accessed either from other such storage containers or through some terminal, so essentially a remote storage
my drones always just flung me off
But either way, if they are against flying, I'm against teleportation for the same reasons.
I don't see a reason to allow it π€·ββοΈ
Well the ultratube should've used sam ore or something or maybe even somersloops
late game teleportation kinda nullifies the purpose of drones and stuff, for items
Indeed.
"oh look theres this better thing"
trains, explorers (and/or my idea for hypertubes) are pretty fast methods of transportation already
What we have now is great.
Well big lategame factories are... It is just no fun anymore if 50 % of the game becomes walking.
But hey, personal preferences π
I don't think we need additional movement methods.
i'd be ok with lategame quantum oscilator based teleportation which has a minimal distance before it works
see above, don't walk, use trains/explorer/hypertubes
But that does beg the question of what we will do with SuperOscs.
not to mention that the game kinda pushes you towards separated smaller factories (and devs recommend it as well)
quantum puter
Fair.
Being limited to 120 km/h is a nono from me
they go up to 200
Hypertubes without cannons are slow, and the 120km/h with trains is kinda okay, but I still can go afk while travelling to an outpost
the way I look at this is that their description can be just temporary and we have no guarantee that when released it will have it
Also fair.
Oh still
If you think the devs made their game wrong with travel decisions, that's what mods are for.
Way slower than the max of roughly 1 km/s for hypertubes
that means traveling 5km (pretty much from one edge of map to another) takes 2.5 minutes. I doubt you have that big factory π
120 km/h is 2 km/min
the map is only 5 km x 5 km
I mean currently I have one in the pure node heaven (which is the old base) and another in dune desert which is pretty far, and takes forever to drive back and forth whilst the old hypertube cannon took 30 seconds one way
may be worth thinking if you need to travel there so often π€
I have yet to get the old storage system to the new place
set up train to transfer it
I have a new one (which doesn't do anything yet).
I only have trucks atm xD
Have been doing FICSMAS you know
Interesting, without the "Pure XYZ" recipes Satisfactory Tools consider the "default" Battery recipe more efficient than the "Classic" one... even with the higher sulfur consumtion
weighted sulfur
hadn't expected this...
thats with ONLY pure.
if you have iron wire or whatever ir prefers classic still
I activated all alternate recipes and deactivated the "Pure" ones... hmm
ahh, I see... I accidently also deactivated the "Pure Aluminium Ingot"... when you deactivate this, you get the default Battery
yea classic only need half the bauxite and sulfur
upside to normal battery: simpler
not sure about this
it is simpler
hmm... no plastic
no involvement of wire, just aluminum and sulfur stuff
default battery can even work without oil at all...
I think I dumped it down to Bauxite, Coal and Sulfur...
(and water of course ^^)
what do you think about this area near the swamp in the East?
everything necessary within 500m...
hypertube entrance
Then this is the way you build the current optimal one
amigos, what does D/A mean while in a train?
Ive control+F'd this already but I havent found an answer, is there any mod or something along the lines that simulates or works like LTN (Logistic Trains Network) in Factorio?
Possibly with FicsIT-Networks?
Maybe ask in the modding server
Fills at 602 m^3/min and drains at 353 m^3/min then the net is +249 m^3/min
Don't see anything wrong
Fills at 602 m^3/min
Yeah thats the part I am "wait what"ing at
Pipes cant go over 600
So slight fluctuation
How can it possibly achieve "fills at 602"
Probably from how pipes work xD
Yes its a very stupid question but how can i know how much smelters i need to burn 600 irons p/minute?
how much iron/min does one smelter consume?
Yes
build one and check, if you dont know where else to find out π
the info panel when you open it shows you
its a question, how much iron per minute does a smelter consume?
smelters for iron ore consume 30 per minute, so in this case you would need 20
oh, srry
can anyone help me understand why a 10 battery/min supply coming in via a drone port is unable to keep up with fueling 3 drone ports (including itself) that only require 2.62+2.64+2.37=7.63 batteries/min according to the display?
how many batteries come in on a drone delivery? are they getting split evenly among the ports
among us sus
wrong discord
If the ports in question are not near the player it could be the double consuption bug. Assuming you manually pre stocked them so a manifold wont cause delays filling...?
Just learned I could do this. Amazing.
wait whaaaat? I didn't know that either
Huh... Why isnt my train filling up?
the classic - check power, settings (load/unload), if train is docked, etc.
definitely has power, they are set to load, all are 100% full of oil, and the train settings are as such:
its docked atm and I cant click on the platforms, so they are "in use" by it
This like a lot like the behaviour I was seeing the other day. I eventually fixed it by deleting and rebuilding all freight platforms attached to the station
the battery receiving drone port has it's output belted down the line to the other 2 drone ports, feeding all three ports' batteries in a manifold with the overflow going to a storage, the ports are near my main base where i'm usually at, though the other ends are halfway across the continent
oh, i see what you were asking, ya they were manually pre-filled, with the manifold supposed to just top them up, but the stacks drain out eventually
even with the constant 10/min input from the battery drone
I see you are talking about drones... how much batteries do you currently produce per minute... I am trying to decide if 60/min is enough for a start or if I should just grab all of the corresponding Sulfur node and get 120 batteries per minute
i only had one blender producing batteries at 20/min, half of that was supplying 2 drones near my blender, the other half was being droned back to base to stock the rest of my drones
i've since completely deconstructed my aluminum base and changed it to a alumina conversion plant, shipping the alumina back to my main base where i have more room to expand production
my drones moving halfway across the map were consuming about ~2.5 batteries per minute each, so, depending on how many drones you're thinking of running, 60/min should be more than enough
so start with 60 and have enough space to expand to 120 later... that sounds reasonable
but first I have to finish the train line to the factory... I first thought about supplying everything by drone, but then I would have to add a power line to the place anyways, so better expand the railway network first
if I have access to both steel screws and iron wire, am I better off going with stitched or bolted iron plate?
stiched uses alot less iron
Stitched is the least iron of any RIP even if you do it purely from iron.
Challenge mode: Kickstart a Blender with enough resources to make batteries for drones that go get the resources for it to continue. π
bolted are only good if you want to save on power, they use more resources than normal reinforced plates
thanks
In my current playthrough I'm going for steel coated -> adhered iron plates
Usually went with classic plates + iron wire + stitched but this time wanted to try something new
adhered is only for late game anyhow, like when you build loads of crystal oscillators with RIPs or such
adhered is kinda skewed because saving iron is really only needed if you use iron wire
if you dont you make everything from steel anyway and for that youre capped by coal/coke not iron
How is it beating Stitched?
less iron
also less weighted resources
Weighted 
stiched is 281.2 iron
adhered is 145+20 oil
3.75 iron -> 10 reinforced plates
281.2 iron per plate seems wrong...
I've yet to see a plan running out of iron though (one that isn't maximizing HMFs or something, that is...) 
Max Screws π
i personally wouldnt bother with oil for plates to save iron, but nothing wrong with just wanting to do something else
huh? youve never seen an ADS planer using 7000 iron wire constructors?
Yeah, that's the kind of "nonsense" I was referring to with "maximizing HMFs or something" xD
I've seen it still leave iron ore unused
max screws or max iron plates might as well be max iron ingots π
Automating Project Parts (for whatever reason) could max your iron limit. I can see that.
*making the maximum amount of awesomepoints/min
Max Screws is even more ridiculous though. It uses all Coal, Sulfur, Oil, and Iron on the map π
Don't you run out of bauxite/oil/Sulphur/coal first anyway? UNLESS you maximize specifically an iron-only item
If I need awesome points I just play the theme from the first lego movie π
that's per 60 plates, he said per plate π
So it is not per plate. π
huh? when?
Also I really need to ask Ondar what he wants to take the 60/min off the wiki...
literally in the message you replied to π
π
So related question is: assuming that I'm tripling my oil, is it possible to run out of it?
so i write numbers for 60/min
he writes per plate?
and i show him the math i did
im confused
Anything is POSSIBLE....
All the plans I made (admittedly, some time has passed since I last ran a few such simulations though) left out some iron in space elevator maximization, due to finishing anything but iron and limestone first
Fair.
i just use adhered because its the lowest building count
fuck iron wire
Which is a solid way to look at it,.
What's the preference for adhered over bolted in build count?
Just overclock everything to lower build count π
Sorry, bad English today (worse than usual π )
Oh, @wind spade I was told to apologize to you for overclocking my Water Extractors.
https://www.satisfactorytools.com/production?share=ElPkTAuhdnCnc7cQT4Mq
uses all the iron AND copper AND caterium for wire
I OC extractors as well, screw fitting 2.5 times as many in small lakes and rivers π
That was why I did it. 100% about space-saving.
oh btw apparently bolted frames are insanely good
if i'm at the ocean, i dont do it, but when i'm tapping a lake or river .. yeah. i got power shards, i can use them
Coal Lake West is where my steel outpost is.
Build I went for I was trying to keep as much of the lake open as possible.
OC'ing them meant I could fit them all under the platform where the coal gens are.
im getting 2512 for adhered 2241 for bolted
A tool for planning factories in Satisfactory
What are those numbers about?
So the frames here is a typo? XD
Bolted plates beating anyone on machine count doesn't surprise me much, but I don't get the point about the frames
bolted frames saves alot of machines
The bolted frames one seem a bit too wasteful, "even" to me
Which screw recipe?
like going from def. frames -> bolted frames was more of an improvement as going from iron wire to fused wire
... Casted ofc...
steel screw obviously
its just a bit more steel π€·
same amount of RIPs
you just replace steel rods with steel screws
Steel RIPs when? π
Remember how I made a whole thread to discuss this topic?

well thanks to @candid tundra we actually have math now to calculate these things
Which is where I explained why the extra coal seems too much for me to save on some machines
Surely, bolted frames can be the least machine-count way to make frames, but the coal usage spikes up compared to using normal (normal frames, bolted plates, normal rods) for a relatively small reduction in machine count
Seems like I missed a lot of interesting messages...
I'd have loved it if you tried seeing the results using my recipe combo too ^^
Though, nothing new on the frames side... Seems like I got that part figured out already :P xD
just fiddle around with https://www.satisfactory-planner.net for a bit
like setting weights to 1000 buildings and 1 resource efficiency
and then the opposite
you get super interesting results
A tool for planning factories in Satisfactory
Maybe soonβ’οΈ
@frosty owl
train takes form station A
train is full when it gets to station B therefore it doesnt pick up stuff
train unloads exactly how much it took from A
ez priority
Using that "Wait until full" functionality 
no?
This was U4 and even U3 stuff
How else are you ensuring the train is 100% full when leaving A?
mcgalleon is like "i was there 3000 years ago"
Just.... Wait for it to get full after a few rounds
So you're letting your station back up?
yep
- Ew (but understandable pre-U5)
- We have wait until full now.
Overflow was part of the point
btw thats how i did alu in my first big playthrough
it makes water recycling a joke
Long ass times but it works 
Overflow from the drop off station being full is fine and I fully endorse it.
Having your pick up station backing up is just... ew (but understandable pre-U5).
I was there where we didn't have trains
If your pick up station is backed up I'd say you're doing logistics wrong. π€·ββοΈ
Just my opinion.
Been trucking since U1 AND PROUD. I love my trucks π
ehm
nobody was saying to do that?
I didn't even get to trucks
nvm i cant read
Saves me typing π
actually idk i think i disagree
just means youre overproducing that part which is fine
for example i had a station that always had water in it that i could draw from
dont really see that as a downside
Overproduction should be routed to storage though -- again, my opinion.
ah ye i dont do storage xD
All production is to storage and overflow to sink
I don't overproduce.. so there is that.
I designed this run from the top down, starting at turbos and supers.
Everything feeds into those 2 so all of it is metered to exactly what is needed for them + storage amounts.
do you have a planner or something you follow?
Does my notepad count?
but ye i actually dont overbuild for storage i just have a splitter that splits of to a container so until its full my factory is running at <100%
sure gimme gimme
Initial concept was 1 stack per minute of each storable item.
Got refined in terms of 45 once I discovered that magic, so 45/90/180 of everything (things that stack to 500 are capped at 180).
So 45 turbos and 45 supers per minute, trickle the rest down.
just send me the notepad π
Although in terms of future proofing I may bump supers up...
Given they are probably going to be a component of quantums.
That's the part I hate. Whole system will be balanced but the moment they add new items it gets fucked...
all i need to do is draw 4 lines from my bus π
Fair.
Though it has taken me a month per outpost so far, so I doubt I'll have it completed by the time they add more things.
So there is wiggle room.
Unless wiggle room involves more PCC's... because I am not redoing my HMF outpost once it is completed.
135/min is horrible enough.
You think 90 super/min would be a good enough buffer in prep for quantums?
Let alone playing the game 
Oof.
how much batteries do i need? say for 1 drone for 2km distance
Enough 
No clue, no drone yet..
Wiki has the math on drone battery usage.
ty
some interesting statistics about the satisfactory discord mentioning other games:
#off-topic-media message
Makes sense. DSP and Valheim because they're both very young comparatively.
I imagine over time they'll rise to #4 and #5.
You, uh, spelled Stellaris wrong.
π
the chart's source table for anyone interested
and just for fun, this is what the chart looks like without a logarithmic scale
why is that even tracked? o0
Everyone needs a hobby.
Item mentions could be interesting :d
Up to 770 coupons in the sink, should I wait and grab the golden nut before the other statues ? π
Sink all the coupons. π
Lol nasty π
Eyy after fixing my hypertube cannon I reach 3 km/s π
Though sometimes you get flung into nothingness on the other end xD
anyone have more suggestions for color coding factory areas?
I've started using this for all my pipes.
Hex Codes:
Yellow = F9F10A
Red = FE0000
Orange = EC8B2A
Green = 0F7512
Blue = 1E5B94
Brown = 593714
Purple = 532A79
I also found this post on reddit with a lot of cool suggestions
https://www.reddit.com/r/SatisfactoryGame/comments/qp2zpo/psa_some_useful_custom_colors_to_use_with_the/
389 votes and 33 comments so far on Reddit
Anyone have the tier list for alternate recipes?
No because all are situational and depends on player's preferences which ones are useful for them
I think the only 2 "garbage tier" once, is the 2 Biocoal once. Rest depends on usecase
Even if you do a chainsaw powered map, biocoal alts, is not that usable, compaired to biofuel
I see some amusing arguments for where biocoal and charcoal are technically beneficial, but I think the most apt way to describe them continues to be 'not useful.'
Turns out, if you do the MJ value, you get more from turning biomass/wood to coal, then to solid/liquid biofuel
Biofuel is also more steps to make, while coal needs water. But if your goal is to power with what you can chainsaw, Biocoal and Charcoal, is the way to go
Until we see people actually doing that, I'll stick with 'not useful.'
I appreciated the shift on the wiki to just listing alternative recipes with tables of numbers rather than commentary. You can make up your own mind depending on what you have available right now
Smerkin5000, did do a run where he chainsawed the entire map and powered his factory with it
only commentary I'd keep is that any recipe that removes the need for screws is S tier
Everyone hates screws, but dont mind huge amount of wire or quickwire, bogging down the belts in the same way...
If you gave me one alt recipe, it would probably be diluted fuel. Then you can use all default recipes everywhere else and have enough byproduct HOR from mandatory rubber and plastic production to power your space elevator factory.
Diluted fuel without heavy oil alt?
If you have to pick one single alt recipe and all defaults otherwise, I mean.
Otherwise HOR is the first step in max efficiency to anything oil related, of course.
Wont you on avarage get more fuel, with just heavy oil residue?
It's for that build, specifically, where I wondered what it'd be like to use all default recipes. Adding diluted fuel makes it self-sufficient in terms of power.
You can of course add pure ingot recipes, HOR, and other things to reduce raw resource consumption, but the concept was as few alts as possible.
Cut the part production in half and you can power it with only geysers and use all default recipes. Which requires sinking the HOR in some way, in which case you may as well generate power with it (you'd be looking at residual fuel -> generators versus coke -> sink). Which led me to adding diluted fuel and cutting geysers.
screws are hated mostly for their inefficient recipes, not high amounts
Might be, but a lot of time I hear complain about screws, its how they clog the belts
because people don't build them 1:1 π€·ββοΈ
Just saying, if its about what clogs the belts, Wire and Quickwire, should be up there as well
Wire and quickwire are much more common in recipes, so I think people live with it for that reason. Otherwise I transport caterium ingots versus quickwire for this reason.
I used as little copper as I could get away with, so I've got a mix of default quickwire and fused quickwire. Almost all of my wire is caterium wire, except my beacon factory running on iron wire.
Water and Air seem to be swapped imo.
Mainly because working in hospitals, every oxygen port is green.
Sure its not Brown, for Combustible Fluid and Gasses?
I'm 100% sure.
So someone messed up the Green and Brown, then ordering the pipes...
In every single hospital in America....
And our overseas hospitals too...
All charts I can find, lists Green as Water. Air is ether blue/light blue or Brown
That just seems weird as fuck because water = blue is just a natural equivalence to the brain.
White is usually communication, so cant use that for Air
And main usage of Brown, is Combustible Gas and Fluid, which Air counts as
So it depends on what is already in place or not, if Air is Blue or Brown
Neither of those explains why water isn't blue though?
Like why make water green and not air?
Even if oxygen is under brown.
you'd have to ask the exalted minds at ASME who came up with the standard
It seems the code varries with usage. Underground vs above ground vs military vs industrial
that ASME standard explicitly does not apply to any underground pipes
I don't know whether there's a different standard for those or whether it's just a free for all π
I assume when you reach out to get colored pipes for something, the store/manufacturer gives you the standard one
Still, I havent found a single one, that mention Air as Green
Then again, I'm sure it probably was cheaper to get Green then Brown...
I remember some of these from my time in the labs. You can see some points of crossover with the ASME one
Idk about ports but oxygen welding tanks are green cuz non-combustible
"Oxygen is also not flammable, but it is a high-energy gas that very readily oxidizes other materials"
So it depends on the enviroment
Just that oxygen requires something to oxidize
Oxygen being counted as a Combustiable Gas, might have something to do with the Navy. Specially subs
O.O next we get into flammable vs. inflammable π
Lots of gasses are combustiable in a certain range, Stoichiometry. So controlling how much O2 there is, probably keeps a lot of the others in check
oxygen itself isn't combustible BUT if you have a bunch of oxygen around, you might find that some fires start that otherwise wouldn't. So in some cases you have to treat it in a similar way
True, like if you blow oxygen onto gas it will often ignite
Gotta take a moment to appreciate that I am in a video game server talking with people about pipe colour coding :D
It is an engineering and logistic game, so it makes sense that we see to the real world for solutions to problems
Game has no problems whatchu meeeeeeeaaannnnn.
π
Time to create my own :)
This is doubly funny given how many problems are actually created by the player π
Seems odd that hot industrial water isn't in that diagram.
Or maybe it's implied by just using a red dot instead of blue.
There are charts that list Boiling water
Also, colorblind people would have a hell of a hard time with that diagram.
the taps have to be labelled too. It's not the end of the world for people with bad colour vision. It's just a handy set of shortcuts
I'd be curious how many colourblind engineers there actually are tbh.
Probably in fields of engineering where color coding isn't critical.
I'm picturing a vast landscape of biomechanical wheat when you say "fields of engineering".
Bio engineering...
Which leads to only one outcome:
We are Borg.
Not sure Cybernetics, is part of Bio engineering
Lol
I would say it has to be a subset at least?
Given how the tech is entirely based on integrating the mechanical with biology.
Probably a mix of Robotics and Bioenginnering
Still having issues with my train absolutely refusing to unload its oil
