#math-and-meta
1 messages Β· Page 586 of 1
Ive deleted and remade the station, no dice
Train pulls in, docks, and then just sits there
Train Q: Iβm deciding on a setup that will either involve bringing aluminum downhill by rail or copper ingots downhill. I heard trains had a weight variableβ¦? Can someone speak to this?
Yes they have dynamic weight now.
Soβ¦I know this affects my timetables a bit, but is there a rule of thumb around optimizing for that? Tend to favor producing as much locally, but this is aluminum so it always seems to be logistically wrinkly
Doesn't really affect your timetable at all, just your power draw for how hard the train has to pull things.
okay deleted the train and remade it and its dropping off oil...
Okay so its specifically this combo that breaks liquid trains.
Freight Wagon is fully loaded/unloaded
AND wait for (seconds)
This combo just straight up makes the train drive in, dock, and then just sit there and do nothing
If I switch the AND to an OR, or if I switch from "fully loaded" to "one load cycle" its fine
Im gonna make a bug post, would anyone else be willing to try replicating this as well and post on the official report post I make if they have the same issues?
https://questions.satisfactorygame.com/post/61b81111831c85205236599b
For now I may need to swap basically my entire factory to using packaged fluids, to sort out this problem.
Which also, coincidentally, improve how much fluid/min I can move with trains at least
Unfortunately I need... 170 packagers to move 2 trains of water >_>;
I'm trying to set up a new power thingy using coal and I have 16 extractors 2 miners and 20 generators and the water won't go to the end
probably not enough head lift?
Sounds like a piping issue.
I have plenty of pumps the water goes from full Flow rate to nothing and the pumps dont do anything
Head lift though?
It's a flat surface
Flow rate doesn't really mean anything...
Having full 600 flow rate when you need 600+ water is useless.
The water don't wanna move
Pumps have NOTHING to do with that.
I'm just trying anything at this point
Pumps are a water LIFT variable only.
They do nothing in regards to flowrate.
Didn't know that
Did you read the description of pumps?
Yup
Where does it say anything about flowrate at all in said description?
No where honestly just thought they did
"Can be attached to a Pipeline to apply Head Lift.
Maximum Head Lift: 20 meters.
(Allows fluids to be transported 20 meters upwards.)
Note: Has an in- and output direction.
Note: Head Lift does not stack, so space between Pumps is recommended."
Lift, Lift, more Lift.
Only Lift. Not seeing where the confusion happened π
I only have 104 hours so I'm still learning
Anyways I get it now so how do I fix this issue with my plant
How many generators per row do you have?
I have one big row
What mk of pipe are you using?
1
So you have 20 gens in a row and a single mk1 pipe feeding them all?
A pipe can only move 300 kL/min
1 gen needs 45 water/min
Take a look at your generators and how much kL/min they consume (1 cubic meter is a kL)
I have 18 extractors
You need only 7.5.
The pipe cant move more than 300/min however
I originally had 10
above 5 extractors the pipe is now 100% loaded and cant move more
It's not a water volume input issue.
It's a water volume throughput issue.
You're shoving more than 300 into a pipe that can't handle more than 300.
590ish
So how am I gonna make it work
If you want them in a single line like that you need to stack your pipes and do an injection manifold.
Having the additional water drop into the system after enough has been used.
Which you can even do with mk1s.
What's a injection manifold
Sec.
The super simple newb friendly system is just 1 extractor set to 75%, 1 pipe, 2 generators
And then just repeat that pattern
start with something simple like that
So just set all my stuff to 75
You need each extractor to have its own dedicated pipe
Looks like this:
Redline is your main pipe.
After X number of gens, the green pipe drops into the red one to add more water to the system, then the blue one later and so on.
Just use valves before each injection point to prevent backflow.
It works similiar to how belts do.
@vestal bolt think of it this way.
If you have a Mk1 belt feeding into a storage box (60 item/min limit), and you have 5x constructors feeding into the belt, and each constructor is making 20 items/min...
How many items/min will you see go into the box?
3
?
I'm sorry I'm stupid
Try again haha, no, 3 is definitely way too low
20 gens needing 900 water the simplest way in my mind is just to do the following:
8 Extractors, 2 sets of 4 hooked up to mk2 pipes.
Injection point after 10 generators.
Single valve needed.
you have 5 constructors. Each is making 20 items/min. They all go onto a single Mk1 belt, which can handle up to 60 items/min. This belt then feeds into a single container.
If you watch that container, how many items/min would you see @vestal bolt
This is way advanced for this person and I think you are just confusing them
Oh I misread it mb 60
I thought it was taking 20 items a minute
Correct, so you see how 40 of that 100 items/min is not actually getting through right?
I guess I will just shut up. π€·ββοΈ
In fact even if you had a hundred constrcutors on that belt, you still would only get 60/min in the crate, because that one belt is the choke point right?
No I actually really understood your thing
So the mark of belt or pipe in this situation is the choke point
exactly yup, so your pipe cant handle more than 300/min
Which means six generators will work on one full pipe (45 * 6 = 270)
But then you only have 30 water/min left in the pipe for that seventh generator at best, and then zero left over for everyone after that
Ok let me try this real quick
Ok so iv Set up 8 extractors directly connected to the main line then 5 injected after 10 generator then after another 5 generators injected another line
Valve directly before injection point, restrict flow to 30 and you'll be golden.
Ohh I see
You can't think about pipes like belts.
You have to see them as a whole system because fluid just goes wherever you let it.
So the valve not only stops the flow rate but also the direction
Yes.
Setting the flow restriction isn't 100% necessary, but it makes the system a bit more reliable in my experience.
Ok then thank you guys alot this helped me so much I didn't even know I could do half this stuff
Do some reading on the pipe guide that McGalleon wrote.
You'll be using a lot of more advanced pipe techniques in later builds and higher tech levels.
Ok
@plush heron
you make my brain hurt more.
The left pipe is your output pipe you feed in.
The middle pipe is your "recycled" water pipe, you connect the output of your aluminum to that.
And the top/far right pipe is your "fresh" water input, connect your extractors to that
that would have been good to know, 1 1/2 ago
What this does is it makes sure the "recycled" water gets used first, then the "Fresh" water only gets used when "recycled" water runs out
so feed the extractors into the top one, and the output into the bottom?>
exactly yup
power switches save the day
Bottom pipes get prioritized first over top fed pipes
like this? please tell me i did this right
Did you do it like this? If so, all good!
LETS GOO
how can i increase flow rate
because now im not getting enough water to my refineries down the line
More pipes basically
oh ok.
Mk2 pipes can only move 600 fluid/min
So if you need more than 600/min, you need more pipes
yeah i need 720 per minute
You'll want two pipes then yup
im gonna deal with this shit tomorrow
but thanks for the help :)
@patent briar wuold this work to move 720 liquid
or do i need a second thing
This spot here still wont be able to have more than 600/min through it
im gonna asum i need a second thing
You need to straight up make 2 of these is all there is to it
im gonna build a second thing
Yeah build 2 of em and just connect half your refineries to one of em, and half to the other
ye
Basically you will have 2 seperate loops
alright im finishing this tomorrow
dont have jetpack fuel and im out of copper sheets
k, quick question about the 600m^3 pipe flow bug, is it a static amount lost, or does it fluctuate in terms of fluids delivered per minute?
Context: I've got nuc reactors cranked up to 250% to lower the space requirments, and i've got each hooked up to 5 regular water extractors below. Should I lower the reactor OC down to like, 240 or so to deal with the pipe problem?
fuel rod production and waste management is set up to deal with 250, so there might end up being a bit of backlog created on the production side, but i'm not concerned aboutthat as i have buffers built in for transporting nuclear materials and stuff anyway
also, i havent turned it on yet, so i have no idea if it even works to begin with, but i'm coming to the end of spending the last 2 weeks building the whole setup so figured i should check lol
There is 1 bug (different from the max flow issues) that will cause your generators to starve at 250%: the load loss bug
Each time you load the game each machine takes in a bit of "extra" fluid it shouldn't, so any pipe providing an exact amount will eventually run dry (machines will starve for a moment when loading the game)
ohhhh, it's a gameload problem not a consistent problem like belts?
You can have pipes deliver 600/min, but that can be bothersome too xD
It is a consistent problem as well. Trying to do exactly 600/min is not going to end well in the vast majority of cases.
Gameload issue. Machines seem to have an input buffer that doesn't get saved. About ~5m of fluid per input connector
hmmm, iight, i'll drop it to 245 and build in some extra batteries just in case to smooth over anything. But also, i'm not about to spend this new 180GW of production at once so this seems like it'll be a future me problem
Just make sure you know where possible overflows might happen due to how you set things up
Eg: don't get surprised if you clock your generators at 250%, the load bug makes them starve, they pile up nuclear rods and your nuclear factory eventually becomes a radioactive mess simply becouse you didn't add an overflow for the rods π
I know you don't want to do 250% anymore, it's just an example
oh, i prebuilt a nuc materials sink already
i know the entire thing's going to blow up in my face, i've seen the kibitz struggle π
That's what I'm saying: keeping things under control means avoiding "explosions" 
I mean no disrespect, but Kibitz F'd up, so let's learn from him ahahah
GASPS you speak against our lord and savior Kib of Itz?
you're the reason he's abandoned us to timberborn and Cities:Skylines, heretic
Honestly speaking, we have quite different design preferences π
Though I did enjoy quite a few of his videos ^^
I think everyone has its own design philosophy... or is in the process of finding one
I'm inclined into thinking that most people following after you tubers are still finding their own ^^
I made my last factory (a battery factory) similar to a space station... with everything walled up within glass barriers... including resource nodes and the train station π
still thinking about a factory where different floors are not 90Β° aligned... but transferring the items between them would be a headache
Eh, not too much if a headache if you leave yourself areas big enough for your inter-floor logistics 
They'll definetly take a bit more space for alignment for sure
this looks like a quite easy way to get Fused Modular Frames
https://www.satisfactorytools.com/production?share=V9eq69sWrkKrnvl8wOZr
i actually like heat fused frame so much
it gives resource efficiency at he cost of complexity like a good alt recipe should be
bringing fuel nitric acid and bauxite together is such an interesting challenge and you actually get rewarded with lower resources AND lower building count
thats how every min max recipe should be
i generally just like alt recipes that use higher tier materials for lower tier stuff (like nitric acid for FMFs)
Heat is the one I use as well.
@near zenith i also ran into that bug on my fuel gens. It affects all liquids so you might want to check coal and fuel power. After I noticed the fuel problem I went back to my older coal plants and found my water buffers suffering too. I set 2 gens in each branch to 99% (over clocking input would actually cost more power in the long run).
I let each one refill its buffer and turned them back on one-by- one. Seems to be working.
appreciate the thought, but my current turbofuel is running on 300 pipes, so shouldn't be a problem except for the loading bug, but i've got enough batteries that anything that would cause it to wiggle will average out over time
Is my math right? I need 120k Automated Wiring to produce 4k Assembly Director Systems?
60k
ooh I forgot about the Production Planner
Mine were on the 300's too, so it was only the loading bug. You could always work around it by never turning off the game π
Yeah but I should use the planner instead of notepad.exe
ποΈ ποΈ
that's my kind of bug fix, approved
By the way, batteries won't deplete if you're not fully loading them. So instead you'll have a slowly cascading failure of generators until you hit the consumption line.
although, thinking back, this does explain why my system of 667 tf/min going to 666 tf consumption per min was always seeming like it jittered too much, every load was deleting stuff and it could never keep up
Another workaround: just use biogens π
#BiomassTillNuclear
deforestation is the new meta
New meta same as the old meta.
I figure they'll fix it eventually, so I'll just pop the clocks back up to 100 later.
by the time they fix it we'll be pumping vacuum energy out of the void and not worry about little power jiggles measured in sub petawatts
But muh efficiencies!
I highly doubt we will get any additions to the current power infrastructure.
i see your doubt, and i choose to ignore it, BECAUSE THE VOID BECKONS
You can't take my hope away that we get fusion.
We don't need fusion.
Also converting Uranium into Plutonium is sort of fusing things...
We don't need fusion at all, you're right.
But I wants it.
We have water. Give us a magic mumbo jumbo building that lets us turn water into tritium and give us fusion reactors!
Wanna build a tokamak.
dude, imagine a modular tokamak you can build yourself
we already have curved halfpipes, we just need plasma
IKEA stellarator... With a million wooden pins
you get a free hex wrench with every purchase of 4 superconducting magnets
And imagine having to build the complicated shape of the stellarator yourself...
Google for "Wendelstein 7x" if you don't know what I mean π
oh i'm aware of twistyboi
My base already looks like this though.
A Lego model would be insane
This one's like a crazy snake.
Still, in terms of the games fusion power doesn't make much sense
Why not?
Unless phase 5 space elevator is sending up 1 tw continuous power up there lift
..that's actually kind of a great idea.
Have you seen how fast NASA rovers move?
yea, that's fair, what about a jetbooster addon
and then it transforms in midair and grows wings
"turbo boost"button ? π
nyoomzoom
For all we know final space elevator parts will be 5k average 7.5k peak power consumption particle accelerator recipes. And maybe we don't get more power options, in which case power efficiency becomes a much bigger concern to small builds and planetary builds.
RIP+nitric acid+SAM into the particle accelerator to make ultra plates. Or whatever.
I imagine a possible SF fusion reactor being kinda like an accelerator but with energy as the end product: drains massive amounts of energy to boot the fusion, then outputs more energy either in a burst or over time
They have the variable energy production in place with geysers already, would defo be viable
what's the ratio of refineries to fuel generators?
depends on recipe
I think it's the one that leaves the blue pallets
The Satisfactory wiki is your friend for that mind of planning
@fierce ruin How would you sushi truck route something that sends aluminium ingots, batteries, Al casings, plastic, and rubber to a place? The only thing coming from the other direction is copper ingots (for the casings), but I'm going to do a separate route. I also need to transport fuel over, but I'm just gonna pipe that over.
What is happening at the place?
https://www.satisfactorytools.com/production?share=XJ8o4yDQ5hm3x4RWPNUj The space elevator part automation thing. The thing is that I have the oil based stuff and the aluminium separate from the other stuff, so, I have to bring all of the oil based and aluminium stuff over.
On principle I cannot help you automate Project Parts π
Left side, the oil and aluminium stuff, right side, everything else.
I don't need help automating, I'm just wondering about the sushi method.
What's the total throughput you're trying to truck?
Al casing is 66/m Al ingot 120/m, battery 57.5, copper ingot (for the casing, I'm thinking of doing this separately) 82.3333, plastic 16.11, rubber is 206.153. @fierce ruin
You're going to make me add that myself... π
You asked for the numbers.
Thought a breakdown would be helpful?
Not if you're mixing and the total is less than 780.
The total is well under 780.
In which case you can do that with 1 route and just keep it on 1 belt coming out of the station and just sushi manifold it down the line.
What about belting all of it initially? As it's gonna flood.
I mean into the station.
But I'll give it an attempt.
Belt all of it into the station.
Use as many trucks as you need on the route to stop the station from backing up.
I just updated my splitter calculator to now be able to work completely from the command line, also an option to output a simple JSON, and better decimal support. It's not much, but it has improved functionality so I figured I'd share.
kinda yes I guess
yes, should be possible... slight (5Β°) rotated floors and beams to connect the edges.
just transfer of items might be a bit complicated, but nothing a bit of space can solve
@brave notch #screenshots message
What do you think?
Yes, it's going to look like the good starting shape
You do what, 1 mousewheel roll by stage ?
Found someone who knows about the pogger split on Reddit. What a surprise~
That can depend heavily on how you belt your stuff and place your storages to accommodate the incoming loads of items ^^
BEAMS
Let me know how it works out?
I made a prototype: #screenshots message
Noice
get a LOT of steel beams with you when you try π
My steel outpost gives me 180/min so I'm good.
I had to go back because for the rest of the rectangle because I only took 1000 steel beams with me
Here's one that is tickling my brain but I don't have time to solve it atm:
If Sulfur is your limiting factor, is it better to build Batteries or Turbofuel in terms of running a Truck? (Numbers, not just a "obv this one")
I just let it drain out into the sink
Turbofuel should be better...
one Battery contains more than 1 Sulfur... and Turbofuel contains LESS than 1 Sulfur
(assuming you use the normal "Turbofuel" recipe)
Throughput wise, itβs working fine and Iβm using four vehicles to maximize it. Production wise, I havenβt gotten to the point of finding out yet
Easiest solution π
Just make sure you machines can get the stuff properly before items reach the sink and you should be golden π
Iβm using programmable splitters.
Turbo Blend or I uninstall. π
1 sulfur => 1 Compacted Coal => 1.183 Turbofuel
wait... range...
1.5 sulfur => 1 Battery
battery has 3 times the range of Turbofuel!
so battery is better?
Batteries ftw!
I'm looking at it. Got a break in patients so I can do it.
Wow....
They are perfectly equal if you use Turbo Blend....
What about the batteries alts, could that affect it?
Sulfur
1:2 Turbo Blend
3:2 Classic Battery
But then the burn time for Turbo to Battery is 1:3
So the 2's cancel and you have Sulfur to Burn
1:1 Turbo Blend
3:3 Battery
Not sure what youβre looking at for range.
That's either genius or evil from CSS.
Sulfur Ratios are above.
1:2 for Turbo Blend, 3:2 for Classic Battery
Battery takes 3x the Suflur but burns exactly 3x longer than Turbo.
So they are equal if Sulfur is your limiting factor.
One could even use smart splitters, the point is not ending up with combinations of rules and output belts' MK that don't work for your needs ^^
||Eg: needing 60/mim exactly of something and assuming splitting those off by setting a smart splitter on "Item" for the required output (with MK1 belt) and "Overflow" for the line to keep going. Depending on your specific belting choices, there can be some nuances||
Maybe I'm just overthinking it 
You? Overthink?
Never... π
I guess I could have, not sure why I went with programmable splitters instead of smart. Iβm using one for each item anyway.
oof
Itβs not that big.
is there a simpler way to calculate a radioactivity bubble size than to just sum up all the individual stacks and scalar sum them? trying to figure out how far my nuc power plant control tower needs to be from the main uranium/plutonoium processing
Sending the belts under the floor anyway (and learned my lesson from last time and provided ample space)
True, splitters are all the same size. π
like, i know on the wiki there's the equation and stats for individual stacks, and then i can just roll from that
but that's like, work
If you don't lack the items needed to build them, I don't think it hurts to have a pogger rather than a smart. It can be annoying to be in the reverse situation instead, since you would need to replace the whole splitter+belts π
Just build for max bubble size and you're good.
so, other edge of the map?
Manufacturers are going to be a bit of a puzzle, have t decided how I want to do it, send some a level above and vertically stack to like dedicate a floor because I have a whole lot to make, 50 total ish.
π Mix π your π belt π
Iβd still have to make 50; mixing belts doesnβt change that.
2 rows of 25. Simple π
I have the resources, just need to decide how I want to do it.
What's mixing belts? Adding more than one item to a belt?
I could be overthinking, I dunno.
If you can come up with another definition I will applaud you.
More than one item KIND
Mixing different levels of belts
Some do fall in that misconception
Thatβd be a belt cable.
Ehhhhhhhhhhhhhhhhhhh
I want my applause now
Though itβs more like spaghetti, if anything.
If you hate yourself I guess that definition can work... Maybe.
I'm out of apple sauce
Single clap. π
But for that to work you have to make sure nothing gets stacked up downstream, sink all the excess
@wintry aurora if you modify the factory plan to only show the production you'll be making, I'd be interested in hearing/helping out how you wanna set the thing up
You do understand this is the core of everything I build in the game, right?
That is how you make it work @sand hare
Hence | Title.
Eg: add the finished products you're bringing in and such
I understand nothing of yours
Sushi Manifolds are entirely predicated on mixed belts.
What's sushi got to do with anything? There are no fish in the game
I can show the portion Iβm working on in a bit.
Ok so I can't even have this conversation if you're not understanding basic terms. π€·ββοΈ
Generally speaking, yes. Which is a thing I think ome should try achieving in the first place ^^ (in the "idle factory" Vs "always running factory" debate, I'm on the latter side)
Ever been to a sushi restraunr?
No, but I've seen them on tv. You mean that giant conveyer belt?
It refers to sushi restaurants' belts transporting different dishes π π
Ah, I see
*IDLE factory VS Always working factory π€¦
Lol that makes more sense. I am leaning towards always working just so I can see resource allocation in real time
I figured it was putting different sushi on a plate, but that works.
Sounds like a mobile game tbh.
If you can think of any other definition Sevrahn will give you a half-assed applause
I mean you're in the math-meta channel without the basic terminology in your toolbox, so idk what kind of response you wanted from me. π
First though, some layout to give an idea of the area: @frosty owl Quartz stuff on top of the refineries (copper sheet), left to right, circuits on the top levels, AI limter, quickwire in back there, wire, steel smelters. Pipes are just offscreen.
"What's a mixed belt" -- please go to #old-questions-and-help and return at a later time. π
Pretty.
Down below, I have plenty of room horizontially,
Don't be mean. I told you I have a neuro divergent brain, which means I have to ask things which are obvious to others.
π
Bluh, the satiscalc changed the numbers on me.
ECKS DEE
Once a factory is wholly designed with the idea of having it "always running", mixed belt can become very convenient to use.
To clarify the "effects" a bit, since it seems as if you've never used them yet: you make your logistics more complex and in turn can cut down on the number of belts required and generally have a "neater" beltwork (ofc, preferences play a role too)
wot?
It was a joke
im here to learn ._.
Do you have a particular question?
I've done it when I want to transport 2 things in a train cart. That worked nicely
what an idle factory is?
Someone playing the game wrong.
reffering to this
If your factory isn't working, why make it in the first place?
i thought maybe it was a factory you could turn off to conserve power
Anytime you have 2 belts going in the same directions and less than half full, you can optimize on beltwork by mixing 
This scales very nicely when dealing with manifacturers
Turning off is different. That's a non-powered factory.
Idle factories work on the premise of Yellow Lights.
just one that doesent work?
So the empty space is for all the manifacturing?
And if you intentionally have Yellow Lights I do not wish to speak with you. Ever.
oh ok
It means it produced too much and is waiting
yeah i understand yelow lights
Idle Factories are based on having the factory back up and stall out when storage is full, resuming only when you take items out of storage.
Which is just... kill me.
Empty space is just what I haven't used yet, heh. I plan as I go along, more or less.
im just waiting for mk2 then i can make the yellows go away... in the meantime i shut down half of it
It's one that results from designing things so that "when my storage is full, the machines just back up and stop producing"
so instead you send the items to a sink?
Always. That's the basis of proper storage.
Overflow gets sunk.
Everything in your entire factory or network of factories should always keep moving.
alright. but how do you make overflow without smart splitters?
I don't understand the question.
You cant
How do you make overflow without the thing you use to make overflow?
I am confused.
what if you dont have smart splitters unlocked to send the overflow a difrent way?
exactly. so idle factories are a nessesary evil early game
You will/should have smarts very, very far and away before you get to building your central storage building.
Early game?
Given how much free space you have below... I would suggest throwing in a smidge of mixed belt balancing for at least some of the slowest manifacturers, depending on wether you appreciate the effects of balancing or not 
Game doesn't start until you unlock mk5s.
Yeah, everything before mk5s are just a tutorial
well im enjoying myself at t1 so im just gona keep doing my thing
Everything you think you have in the first 4 tiers of the game will be completely destroyed and replaced when you get to T7-8.
Do so. I am not saying to speed-run by any means.
Prologue is very enjoyable.
Yes, it took me that long to figure out how everything works, that's normal
Thing though is that I'm doing some that are in pretty big chunks, and this area has most of it
yeah no i dont want to. just saying that i wont get non-idle factories for a while
You don't intentionally build them though.
You're just building and they happen.
If you're building factories to intentionally stall out when you get to mk5s that is entirely different.
Oh and, the layout: https://www.satisfactorytools.com/production?share=k2RDg2wZYy1vrVtbMGOF
wdym stall
Yellow lights. No overflow. We went over this like 4 minutes ago.
I don't see the issue in reference to what I suggested 
I just meant that balancing the machines that would otherwise take long spooling times could take very little effort given your spacing ^^
Also, having such a spacious underfloor allows you pretty much any machine placement you might prefer~
yea....
"If storage full, factory stops" design
Put floor on ground.
Clip all underbelts through the dirt since you won't see them anyway. π
no we went over idle. how am i supposed to know stall = idle?
The idle part is the result of how you designed the factory
"Idle Factories are based on having the factory back up and stall out when storage is full"
"Idle Factories are based on having the factory back up and stall out when storage is full"
alright
If the output is backed up for one reason ro another, then it's stalled.
I will do my best.
You're good, don't take his antics personally
Reminder to tune down the Tugboat every now and then
Antics is a strong word.
He wishes he was on my level.
That's why I have YOU here.
I guess I was late then 
I rely on you and Zyra to slap me occasionally π
On the wrist, ofc
"Real" slaps happen when the mods step in, so let's try keeping it at the wrists 
It's moreso a "remind me when I am assuming how much people know" slap. π
i still think idle factories > sink btw
its basically free power
π
β€οΈ
You play the game wrong but you're the only person who does it that I respect. π
Unused power is wasted power imo π
Like, the only way to actually use resources getting nothing in return
||Other than manually deleting items that is||
well thats why you just make less power
That's useful only if one aims to produce a set amount of items though (in which case, it makes sense to have parts of your factories offline to save power thus time building power if they have completed their task)
But if you aim for any continuous production, having idle factories shouldn't be a plus as it would mean your production has issues
well it just regulates the power usage to your demand
if youre using 30 HMFs in an hour but producing 120HMF then the average power consumption will be 25%
and since milestones and building costs are pretty much the only requirements until late lategame i dont really see a reason not to
That's all under the perspective of "I only need up to X amount of this item" ^^
If you go for item/min, it makes little sense to have your lines stop to save power since in the long run you want all your factory to work, not just some parts at one time
Did someone say Project Parts?
No 
π¦
but then it just wont stop?
its not like removing a sink makes it impossible to get x items/min
and if your items are going to the sink it does mean that youre wasting power
Comparing using resources to produce power you're not using Vs using it to get coupons makes me feel like only the former is a waste ^^
Removing the sink means a factory is designed with the idea of "I need to make up to a certain amount of items", which naturally doesn't contrast with the idea of having idle factories
@wind spade Is there a way to make lines on your tool consider what the other is using?
Like if I do a line from Map Limits and make a second one for a different item can it set "Map Limits - Other Line's Consumption of Ores" or am I reaching beyond my grasp with this concept?
As in having different sets of production plans that aren't connected to each other, but are within the same plan?
Yes.
This right here is ultimately why I usually end up planning on paper. The Tools website is wonderful for discreet product lines, but makes meta level understanding of my production feel entirely unmanageable
i dont maximize but have a a fixed goal but i just input my smaller factories as extra for my main planner
yea, it'd be nice to have a "set products of tab as inputs for new tab" type button
and to autochange the maplimited raw inputs based on another tab as well
So essentially the same as if you would put all the production goals in same production line?
Yes, but this lets me control using some alts for one line and not using them for another.
Because in some outposts I use Iron Alloy so I have to disable Pure, but in others I use Pure.
Impossible to tell it when to use which at the moment.
Yeah I get that, just checking. There's a future plan for allowing production from one line be input to another, so I guess I could add your request to it
PoGcHaMp
The new overview feature doesn't help with that? π€
casual 'option to split machines in 2' when
Wdym?
odd numbers of machines is pain
@wind spade main reason it came up was I had my Heat Fused Frames line setup, then I went to set up my Cooling Device line and I was like "how much Baux do I actually have left for this thing?"
37.2 = 36 + 2*0.6 please
37.2 is completely fine.
This doesn't work with cycles
cycles?
just make it so you can choose what to split it into
e.g. recycled loop
im not saying do this automatically
give us an option to do this manually
Hmm π€ I'll see what I can do about it. It's not as easy
Also why not 37 + 1Γ0.2? π
cause even rows of machines are :chefskiss:
why you make me explain this
who likes unsymmetric things
I do. But that's why end up fixing symmetric things engineers did.
heretic, burn the witch
37 + 1x0.2 is the same 38 machines that 36 + 2x0.6 is.
ok, so math choice, not the best example
π
power 
That's actually something that the tool will soon be able to do
Replied to wrong message, I meant this one ofc
That's fair.
It's just what will be shown in the hover text
Well now I know that, hence reply deleted π
Your misclick had me thinking it would alter recipe choice based on MW.
Yeah power optimisations will be a thing as well, everything will be configurable tho
Catering to the people who play the game wrong.... π
There's no wrong way to play the game 
If POWER is a consideration in any of your decisions, you're building power wrong. π
Early game builds?
Game doesn't start until you unlock mk5s.
π
(You had to know that reply was coming.)
Game "starts" with oil
Thats when you exit the prologue and start the tutorial.
And the actual tutorial is the into to the prologue?
And the actual intro is.... A pre-intro?
Onboarding
Prologue
Tutorial
Game Start
Finish Space Elevator
Offboarding π
Whole game is a boarding sandwich. π
Offboarding, is that what the kids call "perishing" these days 
Or the descent into madness when you start super projects.
Like making a website tool that plays the game for you so you don't have to.
πππ
Iβve had that similar feeling of wanting to link plans before too.
Cool though that something like that will be coming to the planner soon.
I prefer to Zelda my plans.
Not sure what you mean by that. Never played any of the Zelda games.
Means I get a Link to do it for me while I sit in my castle. π
well, "soon" may be a few months, but I'll try π
^ Link.
It only links to your profile... 
Self promo?!?

Looks like I underestimated how much fuel I need. Time to OC stuff.
Whats the most effective way to merge a single resource into a single pool without loosing a lot of speed?
Best idea I've had so far is industrial storage containers but Idk if there's a easier way
Actually, looks like polymer residue decided to clog?
it's always the polymers
oof, the fused modular frame is taking an eternity and a half to fill up manifolds, even though the input is full.
Why not normal merger?
I thought storage container split evenly
Only just realized it doesn't work that way
It doesn't, but also you talked about merging
Yeah
I want to be able to take thing like all my iron ore, send it to a single set of storage containers then have them murge before splitting off again
Issue with the normal way of doing that is the single conveyerbelt bottleneck
So was curious if there are any designs that work better to achieve the same result
Usually people don't merge everything. I'd recommend using each miner directly instead of merging them all into one place
Is it to make things more orginized?
It is to not deal with the issues you have
How do I get it to prioritize input from the drone port on the right over the one on top? So much for my attempt at a recycling program (yea I know, heresy, in a game with infinite resources and no real incentive to recycle, right?), though maybe a drone based transport isn't the best way to do it, I dunno.
technically trucks or trains can be used to create priority mergers
though the question is why
The why is creating a recycling system, because i want to.
fair. Then what I said is the only method I'm aware of
Recycling canisters is ok because it saves you on items/min needed to produce canisters and stuff
So recycling in an infinite resource game still has a benefit: you need less new stuff and can therefore use that elsewhere
Yea, I had the idea of reusing them to make a closed loop of sorts, just need a proper merger priority.
https://www.youtube.com/watch?v=q4WCHx1W0KY
you can make it so it only takes a canister every 1000 hours if you have enough space π€·
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Is there a compact version of that though?
i mean its always gonna be somewhat big
this is the best i came up with
uses a canister every 1915 years if you use 60/min
Priority mergers?
if you have two inputs it it will chose the first input before taking any from the second input
How is that possible when mergers take from each input...
if you would watch the video....
kekw
Wait, I don't want infinite storage almost two thousand years. I just want one that works the way DSP does, prioritize x first and if there is a space, then let y through.
I'm tired though.
this prioritizes x first and if there is space it lets y through
but it also lets 1 y through every millennia cause its not 100% perfect
Pretty old of a video
every splitter makes it 1/2 that it gets chosen
so with 2 splitters its 1/4 with 3 1/8
i got 24 of em so thats 2^(6*4)
so if you input 60/min you get 1 canister every 10^9 min
can realistically probably build it a bit smaller but i just liked the 4x4x3
How big would a million year one need to be?
Isnt it possible to just use regular smart splitters, or even programmable splitters?
Just randomly off.....
well its x2 every time so not really that much bigger
There's no MERGE priority
I know but wouldnt it be possible to make one with smart splitters or programmable splitters?
9 more splitters+mergers for 1 million years
Billion year timerβ¦.. nah
Maybe a timer that would tell you when to go to bed kekw
Are people testing the half-life of the game's radioactive materials?
but ye something that doesnt let y through and something that only lets y through every 2000 years are pretty much identical in my oppinion
and these 48 splitters/mergers are still smaller than 2 train stations or 2 truck stations
Technically there is for slower belt speeds
The ol ' 50% / 33%' rule
what's that rule?
is this useful in anyway?
it seems to 'remember' how much quartz/min to output
Whenever you have a merger with 2 different mk belts connected, the slowest belt takes priority (partially)
If the output belt can do, say, 180/mim, then any belt that supplies less than or equal to 90/min takes priority over faster belts
So anything <= 180/2
Since its 2 belts
For 3 inputs its <= 180/3, so <=60
And i do mean 180. Not potential 270 of a mk 3 belt. It depends on how much the output can actually take
Then you end up with a single mk5 belt and a mk4?
but its not prioritizing
its just not getting enough stuff from the belt
in my universe 20+60 is 80
well its trying to take 35 from the belt but it cant since it only provides 20
Uh yes. Thats the point. Even though the mk 1 shoves in 60, it doesnt get full priority
That mk 1 will now start backing up
It could just as well be a mk 5 with 780 / min
idk thats like saying a splitter in a manifold prioritizes the other machines (60) over the 1 machine (30)
not really what i understand by saying 'prioritizes'
yes
Yeah sure, but like some people usually build with the lowest mk belt they can so you'd end up with different mk belts at times.
ok im lost
this gives 60 quartz/min (top 2 are mk2 bottom is mk1)
if i upgrade the top 2 belts to 270 im only getting 54/min
ah ye its always 4 limestone +1 quartz
so its only outputting 270/5 = 54/min
i guess the assumption that it always uses up to input belt/2 is wrong
If I had to venture a guess I'd say it is similar to mixing belt speeds on splitters from what you've shown.
The thing is cycling M/L/R for inputs, and just like splitters cycling that for output, if the speeds are different then what happens varies based on what is on the belt when its cycle is up.
π€·ββοΈ
yes since with 270/min output it takes 0.222s to complete a cycle the quartz every 1s has to wait for the 1.111s cycle of 5 items
Wouldnt the same thing happen in factorio
So its 4+ 1 for x cycles then its 4 + 2 or something?
no its always 4 + 1
the 60/min belt will just stutter a bit (for 0.111 seconds)
Terrible
Sounds reasonable. I'm assuming @thorn bane's example could be "fixed" by providing 60 quartz/min via a mk2 belt or higher
(the 60/min would go into the merger without backing up)
Most likely.
Or if he was trying to merge anything less than ~59/min (still with a MK1)
well up to 54 but ye just use a higher tier belt
New UI for the people wondering:
Noice
Clicking the load file brings up the map with routes like before.
The wheel version was okay though? Not sure why they redesigned it.
I think this is cleaner tbh.
And moreso about standardizing vehicle UI across Trucks/Trains/Drones.
NO comments about what I am driving?
I am shocked.
The cybertruck? Meme is meme.
π
I will make a route run entirely by cybertrucks this playthrough just to do it. π
Ok, I asked this before, and Sushi Manifolder was awesome and answered, but I'm still new to the app and just figured out how to reply, so I'm going to ask again, in (hopefully) a more specific way: Is there a formula, possibly similar to the water extractor to coal generator one, for basic aluminum processing? One that just uses the default plans? If not, that's cool, I think I'm close to getting things figured out, if not actually balanced. If worse comes to worst, I'll just say screw it and use a planner.
No because it depends on how much you're doing.
Say screw it and use a planner if you're using specific recipes.
yes thats the whole point of saying do 8 coal generators
screw it and use a planner
Someone in general said I am the "most knowledgeable" person about this game and I almost tagged you in reply π
360 water + 240 bauxite -> 240 alumina solution -> 360 scrap -> 240 ingots
2 alumina solution refineries -> 1 scrap refineries -> 4 ingot foundries
the 120 water is recycled for a need of 240 fresh water
(also i literally just opened a planner and read the numbers to you π€· )
Like this?
Pretty colors.
not really a fan of recycled water refineries but sure
The ratios are just "number of refineries running JUST on byproduct water" to scrap refineries
Eh, I do injection manifold with VIP junction so inevitably I have some running purely on recycled water.
@oblique hollow yeah, thanks.
Alternatively: just feed the water to the coal gens
Looping them together and slapping on a VIP generally works.
Much easier, but needs more coal
Still have to check the net I/o of the system of course.
Alternatively: Alternatively: Just stack like 4 IFBs and set a 60 min timer on your phone for flushing them.
π
pay someone 1 dollar/hour to flush your buffers
Use 40000 and flush once every month
βοΈ
Nuclear waste pre U4 be like
Flush once a month.. I have met people who smelled like that.
Yeah, thanks.
oh i just realized i actually break my "all machines at 100%" rule with alu
i underclock my sloppy alumina solution to 75% so its 1 to 1
HERESY
But actually though π©
iight, opinion time. I need to move ~2200 oil/min from the spire coast to somewhere in the middle of the dune desert. Package and ship, or long fluid trains?
pipeline
something like that?
Ye. Pipeline.
Beginning to attempt zyras setup without fully understanding how it's set up.
Just think about what a splitter does and what a merger does. π
Mainly I'm just not quite sure where they're putting the two inputs.
I see you like to live dangerously.
Or whether the storage setup is neccesary.
I just realized I did the thing in mirror image compared to what the screenshot is....
The middle layer of that does't actually flup directions, does it?
Screenshots of the back and front sides of those? I'm not sure what you did there to connect the middle section with the others.
Has an extra output I'm not sure what I'm supposed to do with.
(yes, I know it looks crappy, I'm tryiing to figure oyt what you did with it)
Why God...
hes summoning a spaghetti monster
wait you see the sides on my screenshot
it just goes from botoom left to top right
splitter to splitter
merger to merger
Yes, but not the back and front ends, not fully.
This looks about right, right? if mirror imaged.
I cleaned up the mess so I can drain them and use another item as one of the inputs. that way I can see what's going on better.
you need to connect the merger to the merger and splitter to splitter
I tried doing that but ended up with an extra belt.
Where did you plug in the inputs and where is the output coming from?
output goes to the input of the next layer
yep looks good
I want to make a giant one of these that does nothing other than slow down throughput. π
I'm confused then, because I keep having two extra outputs. And I started deconstructing that.
I've also noticed that one set is slightly higher than the other for some odd reason, doesn't affect belt placement though.
Are the i/os set up correctly on the front face (just usng the lift to show the arrows)?
@thorn bane Where do I put the second input? Because if I put it somewhere, I end up with a loose second output.
Maybe un-mirror imaging it will help....
anyone have any idea how many nuclear power plants i should make?
Pretty simple:
Max 1 uranium node. Use whatever recipes you have or plan unlocked.
Then build as many 250% OC nukes as the rods you can supply.
I wanna build a factory to turn the uranium waste into plutonium fuel rods to then sink but idk how many reactors i should build to cover that
and leave headroom for future factories
if you want to just sink the waste, you won't need extra uranium, so just turn it all into rods.
the waste into rods?
all uranium into uranium rods, burn them for power, then process waste into plutonium and sink. use deafult recipe, it 'eats' most waste
right, im trying to use the planner to figure out what the power cost would be but if i have to build more generators then im producing more waste than the factory was originally planned for, so should I just build as many power plants as I can and then design the factory to recycle around that?
exactly. max your uranium node, build as many nukes as you can support with rods available and plan for processing that much waste.
You can store the waste until you finish your recycling plant, and your nukes don't have to run all at once if you do not need that much power.
currently this is what Im dealing with though i spent an hour trying to flatten the curve cus some of the plants kept loosing water
i might turn some off for now but i only have 6 plants on a normal node running a mk2 ( gonna upgrade to mk 3@ 250%)
any suggestions on water supply issues?
I just managed, somehow, to support 80 coal plants with only the water here.
Build close to lake
so i literally just finished this this morning lol. maxing out one Ur node, you get 14.4 ur rods per minute, which turn into 36 overclocked nuclear reactors pumping out ~175 GW of power, and generates 720 waste/min which you turn into 3.6 plutonium rods/min. You have to make sure to have the uranium alts, use the regular plutonium rods
and also, just, all the other basic alts
it takes ~17GW to run the uranium preprocessing/postprocessing and waterpumps
sorry @wintry aurora was busy
this is the view from the front
and the two inputs go into the rightmost splitter and merger
what is this monstrosity y'all are making for?
I think I've gotten something working, taking ages to prime though.
Umkay, I may have endlessly looped it instead. :/
I can't get the thing to fully utilize itself.
Gonna mess around with it differently maybe,
Waaaiiittt, I've been trying to put outputs into two mergers instead of the primary one which is on a splitter as in the video.............. no wonder.
Welp, ran the math. holy crap I need a lot of mats. Overall should yield about 10,500 Mw from these coal nodes. 21 Fully overclocked extractors and that'll require 63 powershards
I get the sense I may have to import water from somewhere because this location barely has enough room for 10
curious, if you have mk3 miners, why are you spending time on coalgens?
To bootstrap production for my nuclear gens
I have fuel gens but it's not enough
yea, i ended up running 80% of my world shut off to let my nuc manifold fill up and start running
had like, 60k max production running at a 25k limit
scary times
Right now I'm only on Mk2 miners
oh, pure nodes, misread the 600's
I need to bootstrap my nuclear reactors to further bootstrap other facilities for space elevator and milestone mats
yeah, got about 3 pure nodes and a normal
best of luck with managing the insanity that is the first nuc setup
it's enough to power 140 Coal gens, which gets me about an additional 10 Gigawatts
How much power you need, depends entirely on scale. You can produce all the build materials, for less then 10GW
Probably yes, however I'm already occupying a good chunk of the map
and many facilities are undergoing renovation :P
because half of them are from when I started playing as a newbie on this save. And oh my. They were so inefficient I just decided to gut up half of them and max out the nodes in the area
and thanks lol, this should be an interesting project. And actually a chance to experiment a bit with large scale architecture that isn't just a box
Hmm I feel like I was being overly optimistic in thinking I could have two assemblers making versatile frames lol. The iron requirement is getting crazy
oof, yah they get silly expensive
I found a spot with 7 iron nodes and thought it would be enough...I'm reassessing that lol
Did you overclock all the nodes?
lol not yet
Might help quite a bit, unless of course you can't support the power in which case fair enough :p
IE an OC'd pure node is usually about 600/m, while normal is about 300/m
they're all impure...
Ah... yikes
The dune desert has like, a bajillion deposits, though mostly normal and impure
thats a bit far, I'm in the first zone, "green hills zone" lol
Ah, what tier are ya at?
Ah, so 3/4 ish
yeah, traveling back to check but I think so
yeah both done
I "could" progress, but I wanna set up the infrastructure first
ah ok, I think we just found that on my multiplayer game with my friends. Started in that zone. Pretty far from where I am in this one
still no map tho lol
Correction, 720 Iron a min standard, 1,800 fully OC'd, and oof fair enough
I have a few places in this area I can set trucks up for if I really need to
I wanna wait until trains for that, but that might be really far away
Plus trains are stupid expensive to get setup initially, once you have it though... so nice
Guys. I dont know if this count as Meta, but i think this count as math(?) Do any of you guys know how to make a circular ram?
And how much circular 2m that you need to reach 80m above ground?
just did the math for the building I'm working on, I need 702.5 iron/minute lol @bright nova
ALL The iron
ALL the slugs
Yes, many many slugs
Im sitting here trying to figure out if I need buffers on the output platforms of my trains, the same as inputs, to achieve maximum throughput speed
I feel like the answer is yes, for the same reasons you need a small buffer on the input platforms
the answer is indeed yes
the entire design needs to be symmetrical, if you can burst-load the platform from a buffer, then you also need to be able to burst-unload it, since the normal consumption would be slightly below max throughput and taking loading breaks into account leave some in the station
That's a decent early game setup
The trick is to turn entire nodes of iron into steel then send ingots to relevant factories
The Plains have a lot of resources but dispersed across many normal and impure nodes.
A Miner is a type of resource extractor that automatically extracts solid resources when built or placed on top of a resource node. There are 4 types of miners available: Portable Miner, Miner Mk.1, Miner Mk.2 and Miner Mk.3.
Portable Miner (see below) is an equipment that has to be held in the hand slot to be placed on a resource node. Multiple...
Overclocking miner mk2s to get the most out of impure nodes is basically mandatory
You misspelled mk3s.
Tier 8 is a long ways off from the stage they're at
i wrote an algorithm which can approximate a required splitter load balancer network in order to create the closest possible balance for 11 items (or a power of 11 thereof). the algorithm was set to a depth of 600 and has been running for 1 and half hours already. an approximation might be acceptable at a tiny variance, but the problem is a network capable of approximately balancing 11 items (or a power of 11 thereof) would possibly have more splitters than a whole factory would need π
will come back with my result when it's finished computing
at a depth of 100, the result was a variance of around 0.000184
i'm hoping to find a smaller variance (approaching zero)
Thanks @thick shell I'll check that out
I've got this planned out on satisfactory tools, how do I get it to show overclocked buildings?
sftools doesnt do overclocks yet i think, so just divide production building counts by 2.5
Ahh damn, explains my futile attempt at finding the overclock bit π
Trying to make part of the reprocessing area more compact.
More compact means less fps
Fps. Is a crutch
I wanna play satisfactory with 20 years later gpu pls
error: gpu not supported

What gpu? I have launched this game on a GT545
the one that comes out in 20 years?
it was a joke (since most likely today's games won't run on 20 year later gpus without any change)
A few months ago I ran wow on my CPU (100% software rendered) because I tore down my gpu's waterblock and ripped a thermal pad on raid night.
gamers find a way π
Can't, unfortunately, not directly. I just take the x number and divide by whatever number gets it below the 2.5 point and whatever I'm happy with. Take the resulting number and move the decimal point down two places, that number is your overclock percentage based on the number of machines. You probably already know the math though, don't know why I'm telling you this.
Aye I do, I was hoping to be lazy for once and have a production planner show me but I'll get it done, it's looking like six particle accelerators & nine blenders and some tweaks π
Dont overclock accelerators tho
Does anyone have a beginner build factory?
factory for what?
is this a good iron factory? (using 4 pure nodes), anything i should make more/less?
Yes it is. Keep in mind this is with mk1 miners tho' π
Only if you're straining your GPU already clustering stuff might not be advisible, that's not a statement to be made regardless of one's specs and base size π
Well... Depending on the kind of build preferences you have, maybe some belt mixing could help 
Mixed belts usually go very well with compactness and your numbers of item/min seem to allow for it
But I feel the need for speed! ... and extreme power usage.
speed and accelerators, funnily enough, dont go together 
just trying to point them in the right direction huh?
God freaking dammit, somebody made a "guide" on mixed belts before me. How dare they, this is total BS
Proceeds to pout and go to the corner, drawing shapes on the ground with a finger and murmuring enviously
6 votes and 6 comments so far on Reddit
I was just starting to read that. Anything horribly wrong with it?
Nope. Just missing a few things, but nothing vital. It's a good post (thus me linking it)
I overclocked mine, but then, the setup only has two, so, I switched to one and overclocked that to max for more consistent production or something. And yes, massive power usage swings.
I prefer to think of them as veins. 
I like my maps veiny.
is there any math of how much is 100% geothermal output on the map ? π
nm seems wiki says 4500mw only
I haven't automated Radio Control Units yet. I have all the alts. Is one of them clearly better or situational?
"better" is always subjective
but if you tell us what do you prefer (e.g. lowest resource count, least complex build, lowest power usage), we can help you more π
I think I don't want to use computers. I just built a train line to the cluster of normal quartz nodes so I will be able to pump out a ton of quartz crystal
I have access to 400 casings /m as well.
WTF, I see a rain?
sink 
@frosty owl oh actually interesting youtube link in that comment section
https://www.youtube.com/watch?v=1RNph9mL8iM
Kick back and relax in this short video where I look at an alternative way to siphon off an exact/specific amount, per minute, off of a conveyor belt. Good for those odd numbers that are harder to extract using combinations of splitters/mergers/various speed belts etc. More useless idea's by me....I know.
#stinarchi #satisfactory
Did they change how pipeline wall holes interact with walls? I can't seem to be able to aim at empty conveyor holes anymore.
(I participated in that conversation, I know ^^)
Eh, interesingISH, just like the method is precisish π
π
A noice idea though
Now THIS one though... This is something so interesting I wish I could go back in time to let myself know about it 
How to avoid the MAXED BELT throughput issues in Vanilla
@thorn bane @proven prawn @oblique hollow @bleak coral @fierce ruin @versed violet @wind spade (tagging all I think could make use of/spread this info)
https://www.reddit.com/r/SatisfactoryGame/comments/m4gpyc/belt_throughput_bug_and_some_solutions/?utm_medium=android_app&utm_source=share
62 votes and 33 comments so far on Reddit
I do this already. π
They are missing a method though.
Top 2 ways to get 780 are the "splitter every segment" or alternatively you can just split it at the beginning because mk5s can hand 390 easily and then just re-merge immediately before you need the 780.
That's just avoiding the issue, not creating a belt capable of transporting max throughput for more than one belt segment
With that method you can merge the segments together, avoiding the belt-belt connections all together
I listed 2 things and you have unclarified pronouns making it hard to comprehend your meaning.
First that = ?
Second that = ?
Those two methods result in either a series of mergers/splitters/ISCs or more than one belt where the post's method allows to have a single, smooth belt
His opening words are "I'm using throughput counter mod"
If you read the post you wouldn't need to have me explaining it to you 
False. Unclarified pronouns mean I can take it multiple ways.
You weren't "doing this" though 
He lists 5 methods and I have used them all outside of modding.
So I have been doing what's in the post that can be done vanilla.
I'll naturally test for it, but I doubt my results will differ (naturally, I'll correct myself and the post if they do)
I then listed my top method from said post, and one he didn't mention.
He does clarify he's modding, so some things he talks about probably don't work in vanilla.
Splitter per segment does. I can attest to that.
So your point is that "merging the segments" by adding and deleting mergers doesn't work?
May not. Depends on how he does it?
When I did it I add the merger near the end of the belt, so it made the smol belt inside, deleted the very end of the belt, put another max-length one on it, then deleted the merger.
π€·ββοΈ
Happy testing though.
Wait making many multiple sections can fix mk5 throughput issues how very interesting
Though it seems counter logic in some of the conclusions so I would definitely want to test this more for more clarrification, because it says at one point multiple sections makes throughput then putting splitters somehow fixes this, even though logically it shouldn't make any difference, after it only has a internal buffer and not really any different than if you connect the belts normally, also adding splitters and removing also logically doesn't seem like a solution either, because it goes back to the issue the conclusion has that multiple sections results in lower throughput but then they are saying doing it anyways in some cases results in higher throughput, which seems counter logical so I'm not exactly going to take this as the truth, as it seems to have some logical fallacy in the analysis and conclusion.
makes sense to me, with the splitters you dont have any belt thats more then one section, since the splitter takes over the section boundary, avoiding the issue due to its internal buffer
I find it surprising that removing splitters actually connects the sections, that was not my experience before, but maybe I never payed close enough attention, since its not something I really cared for
Could it also just be the mod that is confused by the splitters and thus counting incorrectly 
you could rebuild a test by timing transfer of a full container with a stop watch as well
with no mods involved
You could just connect the different setups directly to a miner and see if its buffer fills
Personally I doubt the counter mod would be complicated enough to care where the belt comes from, but who knows
It's pretty easy to test for it. I'll try later on today, lemme know if you happen to test for it too ^^
The key is placing the splitter at the junction between the segments. I guess one could call it a bug.
Or one could call it a great example of a bug being a feature 
You might have misunderstood a bit:
-Connecting a BELT to another BELT causes the issue. So a possible fix is to have only belt-splitter/merger/ISC connections (eg: A merger between every belt segment)
-A belt with multiple segments will NOT show the issue if you somehow merge the segments on SCIM or something (make it into a single belt segment)
-Adding and removing splitters at the JUNCTION between belt segments "merges" the two segments together ^^
Oh i see your right, interesting so the solution is essentially merging sections of belts together and making the entire length of the belt one section, the splitter being there basically merges them and removing the splitter keeps the two sections of belts in the merged state
Exactly π
Wonder if these effect lower Mk belts at all.
AND it's also not a "cheat" π
The max throughput issue is present on all belts, the MK jist makes it more or less obvious to notice
Oh, the "make one long belt" thing. Not sure that makes a different math vice
So this is a solution then to throughput issues with belts, meaning we can use them at full capacity safely via this method
Not having belt-belt connection has already been proven to fix the throughput issue, the question would rather be wether one can merge the segments in vanilla without having a series of mergers along the belt or not ^^
I suggest doing some testing first to confirm, but I've heard positive feedback from more than one source already (I'll test later today 0
you know this might explain why with manifolds I never seem to have throughput issues with mk5 belts because I was already merging most of them without realizing it hmmm
Bugging belts, makes the game run smoother... Not sure how that works
dafuq
I wonder how I can use this with things like stackable conveyor poles since that relies on having belts in separate sections hmmm
It's simple enough to understand once you grasp the principles, really π
π
A single belt segment doesn't present the max throughput issue, regardless of it lenght - > If you find a way to turn multiple segments into one, you can avoid the throughput issue for those segments
So the issue is that belt to belt, reduces throughput?
Knew lifts did have a little effect, but didnt know belt to belt, did the same
just need to refine for stackable conveyor poles and conveyor lifts and see if throughput remains consistent, lifts specifically would definitely be another section, so any place you have to use those could still have throughput issues, would require more testing
Yep, even just having mergers separating each belt segment would fix the issue (thus why some never notice it in their manifolds, if they merge to max throughput withing one belt segment from the start of the manifold)
You can consider a lift as a belt segment afaik. Shouldn't have any difference for our point
When are we getting diagonal lifts?
Wait for it conveyor spires are going to become a thing again because of max throughput on them
I think those are called belts, up to a certain angle 
Guess time to make the QA post "we need longer belts, for more throughput"
Refine we need a way to merge belts and lifts to make them a single section
there is a resource on pipes, i saw it once on reddit, does anyone have link to it, i can't seem to find it anywhere π¦

ah TY β€οΈ
anyone know a way to figure out how to calculate how many plutonium fuel rods i can make per minute with 300 uranium waste per min?
the answer is always satisfactorytools
but also, are you creating the rods to sink for points, or use for power
sink -> don't use alt plutonium recipes, use for power -> use alt plutonium recipes
as a general number, 720 waste/min allowed me to make 3.6 plurods/min
I use that 720 waste/min to 3.6 plurods/min, up to 2520/min for my current waste plant
im gonna sink them i just wanna plan my factory right before I build it. I tried satisfactory tools but Idk if it can work in reverse
you have to put the waste as a distinct input, and then can probably use maximize on plurods as output to get it to do what you want
ok awesome
i tried satisfactory calculator but it seems to be doing some weird math
looks like 1.5 plu from 300 waste, which... makes sense, cause why would the ratio change rofl
no i meant like it was trying to use more than 30 power plants to make 300 waste to then make 1.5 plu rods
but it was underclocking two to 50% for some reason
instead of clocking one at 100%
huh, that's odd, idk rofl, this is why i'm cult of greeny
first hardrive. which recipe should i take?
rotors
early games thats the best options
im 410 hors in and caterium copper wire would be nice but 1=8 isnt that good and there are better ones for Hplates
caterium wire is pretty nice if you have unused caterium node near. Ingots pack well
yh
ive now got a mini factory using 3 pure copper nodes for wire
and i wish i used caterium
Caterium wire is one of my favorite recipes.
same ive just never put it to use π
The funny thing is people are afraid that if you're allowed to zoop constructors, people will start using iron wire machines clocked at 1% or some BS. Nope, sticking with caterium wire even if we can zoop buildings.
zooping makes me happy
i wish it was added before i made a whole ass factory and base but oh well
It's interesting to watch them hesitantly implement a mass build feature and wonder about whether that's overpowered, even though we have 20+ years of gaming history to observe on the subject. I'm pretty sure nobody thought Dungeon Keeper 2's drag and hold rectangular build option should have instead stuck to only Dungeon Keeper 1's single tile placement system.
yh
i think some sort of power from water streams, wind, or solar would be nice
ik that would make it infinate but they could make solar power very crap, wind and water power only in streams or mountain tops for most wind
i would personally love that even if it gave me like no power later game
They'd probably just make it consume some sort of "fuel" like everything else.
yh i wouldnt mind tbh i just want another power source
i love having space power
currently i have 2x more power than i need which is very nice (100,000MW) roughly
Space based solar power would be an interesting endgame option, where it's beamed down to your planet, and the "fuel" you provide is replacement satellites.
thats true and i love the idea of satelites to transfer stuff eg power of info etc
or not of*
a belt/power productivity probe would be a nice feature too
something that would be great if a another conveyer, ik theyve had issues doing this has 780 per min is enough but a more futuristic type of conveyer would be nice.
I was thinking like a conveyers hidin buy a glass or metal frame so you cant see the object which allows for no loading of those objects, and then diplay the items flowwing through and you could constumise the conveyer like a pipe valve
sry for bad spelling dyslexic
@frosty owl Okay I did a small test setup now, this is the best I can come up with: Miner is connected to an ISC which is connected to a smart splitter and a merger. The smart splitter's right output is pushing everything down to the merger, middle output is set as overflow leading to the separate container. And the little racetrack has many curves and many small parts (there are around 530 parts that fit on the belt) but only an error margin of around 0,35-0,4% (out of 8152 items extracted, 28 were sent to the overflow container, next test was 32 out of 8650). That's not bad, right? π
Not getting full throughput on saturated mk5's is very annoying and shouldn't be a thing, with the size of and number of belts I have there is no way i'd be done trying to chunk the whole thing with splitters, i'd be here until february.
MK5 not delivering the full amount, is part of the reason we dont have an MK6 belt yet.
ik
thats why i was thinks the objects are hidden
so it would be transfered directly to another machine instead of loading it all
There's a mod for that π
i dont like modding
i feel it defeats the games main disign and premise
personal opinion, a weird one but yh
βοΈ
I don't like modding because you're relying on an additional faction for support.
I don't necessarily believe in the sanctity of original design, so that aspect is no issue to me.
That's a nice testing setup π 
AFAIK the error you register depends on "how well" your PC currently runs the game and the lenght of the belt involved. So that number itself doesn't mean much other than what's the loss for you in that save at that time π
(And yeah, it's not that much, but it's still less than what one might be trying to get :P)
You could use the first to simplify the making of supercomputers too
yh thx
What do you mean wierd math? It likes to connect wastewater to other things that need water.
Although you were talking about nuclear power, which I haven't done yet, so.... I dunno.
Like I know I need 30 power plants to make 300 waste but instead it said to use 32
Hmmm
what's the exact space for a battery, we haven't unlocked that yet, but i'm thinking of prebuilding a facility for them
It's about a single foundation wide, maybe a bit less, and they're maybe the same height as an industrial storage
Hopefully this helps
And remember you can daisy chain them together with power cables
6x6 is less than one foundation
Well f*ck me
Polymer resin
But 100 cable per min sounds good too depending on your situation
Tbf, we don't really need any of those XD
