#math-and-meta
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Consult the cable wiki page to receive decisive information on alt recipes
Or also the polymer resin page
Actually making plastic from resin has no benefit over just making it directly from crude oil
Polymer resin is only good for rubber
guys I have a question, I have a line of 250 and need it to go to 3 outputs that need 80 and one that needs 10. How do I do it?
Just manifolding works fine. Not sure how youβd use a balancer here.
dont even know what manifolding means xd
Give me a min to get wiki page.
!wikisearch manifold
Oh hey Zyra.
Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.
So its gonna work but it takes a while?
it needs to fill up first yes
you can also manually fill it up if you want
yeah youre right
but ye dont do this
use a manifold
my god
can probably do it a bit smaller but this works
is this a good way to place pipes?
Sure, that's basically how I do it.
This won't work with 8 generators. They need 360 water, but your pipe only holds 300 max
Actually, wait, with the way you're setting it up, you'll need to double the MK1 pipes.
You have to feed the water on two different spots into the long pipe leading to the generators
Although if you put the other two generators on the ends and leave the middle one in the middle, should be ok?
What I do during that phase is use two parallel rows of MK1 pipes.
That's another solution
also i have another problem
the splitter isnt quick enough for 120 0re
it only splits 60 a minute
The issue isn't the splitter, it's the belt that's not fast enough.
Check if you missed a belt upgrade. Sounds like you have a chunk of unupgraded belt.
i am trying to figure out a factory chain for a nuclear setup with zero waste ( sinking plutonium fuel rods). currently i am really struggling to find the balance for uranium ore for rod production and waste removal.
or is the best way to get the waste removal factory without uranium ore?
Those small chunks are the ones that tend to get ya.
Um, you can't have nuclear waste without the nuclear, get what I mean?
Unless I'm misunderstanding what you're trying to get at.
Never done nuclear yet, so....
100% efficient now! thanks for the help
Excellent
tried to use the satisfactorytools production chain for calculation (my brain hurted in my own sheet after a while).
the recipes it suggests there for max ouput is that all 2100 uraniun goes into Uranium fuel rods. and none into the recycle part so i am not sure if that is correct (used the recipe with uranium ore in my own spreadsheet)
Don't use maximize if you're using satisfactory tools. That won't calculate the production chain for least ore usage
I've never done nuclear, so, I'm of no help here.
Useful for when setting a limited amount though.
unfortunately satisfactorytools has no way of automatically recycling the waste but you can do it kinda manually
you add the 2520/min youre making as input
and then set it to make 12.6 plutonium rods (25% of Urods)
that way it will use up all the waste
you just have to make sure you disable the alt recipes for plutonium since then it wont use all the waste
also dont do fertile uranium its better to just use the silica
the planner would look something like this:
https://www.satisfactorytools.com/production?share=rm5w0pFXJVBpzmcHSrLj
Plus it does weird things logistically with wastewater.
To avoid that you can break the big production down into the single production steps, so you can kind of dictate yourself where the water goes
oke ty! thought i would use the fertile uranium, just looked better on first glance
the issue is that its making more non-fissile uranium from the waste
so you have more stuff you have to recycle
that means more particle accelerators more resources etc.
I've also added stuff into the input section to make it recalculate the water.
ah ic. ye was a bit afraid of the accelerators ngl
oh the loops are fun π
producing 800m3 of heavi oil residue, and using the heavi fuel recipie
how much fuel i can make per minute
and without and with overclock how much refinerys i will need to have
FUEL POWER (nuclear power soon)
https://www.youtube.com/watch?v=wpD8WYWGzZ0&ab_channel=TotalXclipse
https://www.satisfactorytips.com/layouts/no-nuclear-waste-nuclear-layout
These are the two links i used to set up nuclear when i did it. it worked pretty good
Satisfactory Guide | Nuclear Power with no Waste Build Layout.
Today we're going to be covering another super efficent Satisfactory build guide | In this guide we will be creating a nuclear power layout with 0 nuclear waste. This satisfactory guide will give you 100% nuclear power with 0% nuclear waste.
Special thanks to Human Imperfect.
Time...
just multiple numbers given for how many sets you need
tyty! will check it ou π
somebody can help me with this
There's no heavy fuel recipe. Either you're producing turbofuel or you have different recipe that makes fuel
What about a Light Fuel recipe?
Bruh, that's way too many splitters 
11 splitters, 7 mergers and what I'm assuming is a programmable splitter at the top for a total of 19

You could do all that with 2 splitters, 1 merger and 1 smart splitter @stiff gust. Still more complicated than a manifold, but much less than 19 splitters/mergers π π
smart splitter?
you just manifold
3 splitters ez
Sure π
My point is that balancing that output requires one to add 1 splitter, not to quadruple the amount of splitters 
wait how would you balance that?
Smart split with the items on 2 sides with mk2 belts, overflow (10/min) on the other
Merge the mk2 belts, then split in 3 to have 80*3
ah ye that works
im talking about the recipie of make fuel with hevi oil residue
I need to somehow split 32 iron rod constructors into 48 constructors for screws evenly.
Anyone have an idea of how to do that easily?
Floor layout: #screenshots message
Other people have seen they changed the node color under stations?
finally learned that my 3 merging coals into an mk2 belt and then splitting to a bunch of things was not using all of the coal due to math. >.< lol... now I have 3 stacked belts instead of one main belt
Personally ide max out 18 of your iron rod consts. And split them between 2 of the screw consts and ide imagine that would make up the diffrence.
This is frustrating tbh, I seriously wish the logger thing for power would show my power usage moment that /actually/ tripped the breaker, because this data is basically useless. There's no reason my breaker should have tripped here
I have 2 grids (that should be 1)
When I disconnect A from B and flip A on, thats what you see on the left.
When I connect B to A, that jump up in max consumption is grid B... but the consumption value doesnt jump up
So why on earth is the breaker tripping then?
it could be because of lack of fuel to your generators possibly
Nope
The Production value only drops because the breaker flips there
You arent seeing Consumption > Production on that graph
so the breaker shouldnt have flipped there
if my generators were dying my production would have dipped below production, then the breaker would flip
hmmm do you have any thing thats running off B in idle and randomly flicks on? that could be causeing your spike
B isnt on til I connect it
Its purely consumption on that grid
I think the core issue is the fact that the graph wont actually log your real consumption the moment the breaker flips
it only logs your consumption before it went over, but misses the vitally important moment of flipping
so you just see your consumption still < production, and then suddenly everything dies on the graph with no indication why
Im gonna just build a bunch of batteries for now, I think if I add those to the grid it will let me see what is happening
thats odd, wonder whats causing the prob. hope your able to get it worked out homi
well the "why" is because you used more power. I'm not sure if there's some more info the graph would give you π€
According to the graph I didnt though
Thats my point, on the graph you never see my consumption > production
well the only way the breaker breaks is that you use more power. My point is that "if the breaker breaks, then you used more power"
the graph "dies out" before that, failing to log that moment so I can, for example, see how much I went over
and I'm not sure if giving you that info on the graph would change anything
did I go 20 mw over? 100 GW over? Who knows lol
Because if I know how much I went over, then I can build more supply to accomodate potentially if its a small amount
isn't that what the max consumption is for?
you just build enough so that you don't go over max production
the max consumption seems to be wildly inaccurate
I have no idea why but, my max consumption is absolutely ridiculous now
also n that graph it says my max consumption is 10,609 and my production is 13,397
So... that once again is useless because its obviously not true if the breaker flipped
if the graph shows invalid values, how would showing the last tick help then? π€
... those values arent invalid
those are just the valid values /before/ the breaker flipped
but its not logging the values /during/ the breaker flipping, when consumption exceeded production (when I connected grids A and B together)
you just said the graph shows max consumption and production that are invalid
the max consumption seems to be wildly inaccurate
The "tick" when my power actually /did/ go over because the grid changes
Aight, adding some batteries was the trick
Thats the crucial data I needed there
And yeah I still have no idea wtf is up with that bonkers max consumption
I guess perhaps its due to trains? I dont have /that/ many trains though
I know this is an old post now but I gave that splitter/merger thing a shot on my longest belt, it seems to hard lock the game after I got several kilometres down towards my bauxite refinery.
just in case anyone needs it, here is a 4 into 4 load balancer that, after preliminary testing, appears to work. will take 4 different rate inputs, and produce 4 evenly split outputs.
I also have more and better screenshots of that, and other load balancers I've made if anyone wants to see them.
true legend
best of both worlds
looks nicely, shame it's almost never needed
Ooof, that's NOT a good thing to hear. I kinda expected it, thus why I don't plan ta make more than ~100m of such a belt, but still...
Scawy 
Thanks for taking time to respond!
I would of done that but I figured this looks better:
What I did is combine every 2 iron rod machines and then split them into 3
The trouble is some of my belts extend 4-5km, I didn't even know there was a throughput issue until after I started looking in to unexpected shortfalls at the far end, the runs and build in general is so far along I'd have to start over, so I tried the merge thing.
Where can I find information on coal plants and how to balance overclocked coal with water extractors? I'm producing 960m3 of water but somehow can't supply 4 coal generators that are only consuming 91m3 each... math doesn't make sense and I'm getting frustrated trying to figure it out
Is this potentially because my pipes max flow is 300m3 and I'm exceeding on one pipeline?
The wiki has plenty of info ok how to set up coal power plants ^^
Thank you!
Thanks!
!wikisearch manifold
What?! Where's the summary pic?
Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.
That's even more strange
Check my math moment - to build single snow dispenser, I need ~21.07 gift trees?
also:
Is there a calculator that includes the fix-mass items? @wind spade ?
You guys think there is enough iron on the map to justify spending 4700 of it purely on Stators? π
But why?
Well I need 600 Stators/min.
Currently planning how to accomplish.
QW is honestly a decent route given the volume, but I can't find a location that suits QW Stators π
QW recipe for this volume needs 1 Pure Ct, 1 Pure Cu, and x2 Fe of Normal or better.
Problem is, everywhere that occurs there is a host of other shit that just gets wasted because the outpost won't use it π
Swamp looked really good until the damn Cu node I wanted was NORMAL.....
Like this spot would be perfect if those 2 Cu nodes were flipped... π
i wouldnt do quickwire stator
Fun fact about trains (more specifically freight platforms) : according to the math, they are slower at transfering items than a truck station
It "transfers" items at a mathed 76,8 stacks/min vs the 120/min of the truck
Indeed.
That's what happens when you have the same throughput, but no loading/unloading off time
Same throughput?
Haters still gonna hate out of ignorance.
@wind spade question about Tools and a future function possibility:
Would it be doable to make the system use a "priority recipe"?
Example A: Circuit Boards
-I have a limited amount of Silica and Caterium, I want the system to make <defined amount> per minute, but I want it to use the Silica alt first and then use the Caterium alt for the remainder of said amount.
Example B: Iron Ingots
-Available Copper and Water in the area, I want the system to make <defined amount> per minute, but I want it to use the entire Copper node in Iron Alloy before switching to Pure Iron for the remainder.
So the system is still doing its whole optimization thing, it's just pushing priority to a certain recipe first before considering other options.
probably isn't useful to anyone rn but 83.33% efficiency for a water extractor is ~100m output
120 x 0.8333 = 99.996 =/= 100
yea I just said that so people don't have to do the math and have a result
also I didn't use math just trial and error lol
But it is not "exactly 100m output".
yea
Exactly 100m output from a Water Extractor is impossible.
happy?
One should clock at 83.3334% to have the machines requiring water not starve
eh I just found out I can use 5 100% water extractors instead of 6 83.3*% water extractors
Indeed.
Just to make sure you understand this about ppm on the UI --
The little box that lets you set exact ppm or even tells you ppm is there solely to make you feel better about yourself. The game does not care about it. The only thing that matters to the game is the clock %, which is why 100/min from an Extractor is impossible. 100/min would require 83.33333333333-%, and the game stops counting after the 4th decimal.
@median spindle
I don't think there's a nice way to make this work. Maybe setting custom resource weights would be enough for that?
What's the metric for recipe selection currently?
Like code-wise, what's the line for "use X recipe" look like?
It's basically "choose a path that leads to least weighted resource cost"
And somewhere along that path it has to make a decision for which recipe has the least cost, no?
It uses linear programming solver to solve for best path
I don't really have any code that selects recipes
Iβve noticed that it does use two different recipes for the same thing sometimes (aside from the recycled rubber+plastic loop), but Iβm not sure what the conditions are for that. So, the algorithm is certainly capable outside of the recycled rubber+plastic loop from appearances, there just isnβt a controlled way.
it always picks the most resource efficient path, no matter what the recipes are. It isn't limited to a single recipe per item produced
βK
Why is copper so spread out π
The nodes or....?
If greeny's tools, it's usually pipes that get spread out because there's so many things using them.
The nodes.
Need 3k for an outpost and there isn't really a spot on the map that fits that in terms of "locally".
Highest concentration I can find is 3 Pures. But that's barely over 2.3k.
Trains?
Will have to be done via truck or train but that requires my figuring out the rules for this exception clause.
Up till now "outposting, locally sourced only" has held.
HSC's are breaking this atm.
Unless Silicon ones require less Cu...
:hmmmm:
has nothing to do with that.
truck station has a transfer rate (station to/from truck) of 2 stacks per second.
Freight platforms moves an entire 32 slots in 25 seconds, so thats 1,28 stacks per second.
its simply inferior speed, no matter if it locks up or not
I have only 3k total Qtz left to work with though, so I have to be strategic about how I use it in both Aluminium and if I do Silicon alts.
25s? Isn't it 27ish?
according to wiki 25, if its 27 then hoo boy its even worse
that means its a tranfer "speed" of 1.1817 stacks per second
Truck superiority π
Ouch.
But haters still going to hate.
means: a freight platform has a transfer index of 59.08 MW stacks/second
vs truck station's 40 MW stacks/second
lower is better
Trucks/explorers are still great for high throughput stuff over distances that are too short to be worth using a train on.
transfer index is power usage during transfer times the transfer speed in stacks per second. an ideal index would be 0, as that implies no power usage
Trains are good for high bulk and medium/low throughput.
Longer distances just means more trucks to handle the delays tbh.
Provided round trip is one fuel stack or less.
But more fuel.... there's pros and cons all over the place.
actually im doing the fuel math on that
a single "full" train stup (2 stations, 10 freight platforms, 1 loc with 5 full cars) is 155 MW + 500/roundtime
Don't you need 1 loc for 4 cars?
That isn't going to accurately compare to trucks though.
So, it'd be two locs.
for truck its, at best, 40 MW * dock time/roundtime + 75 MW * (5 seconds / round time)
5 can work, its an average case
Truck vs. Train is Truck vs. 1 Loco 2 Cars
'k
see the lookup tabel for train car weight
5 is the most average case
for full cars
and not-too-extreme slopes
1 canister of fuel = 150 MW for 5 seconds or 10 seconds of truck driving
that 150 MW doesnt even cover the stations or platforms running for 25 seconds
Where is the break-even distance?
thats what im trying to find out
theres probably multiple break-even points, one for throughput and one for power
Which of course, assumes absolutely perfect driving, but that's never the case
Break even would also be per-fuel-type.
im assuming average power usage of a single loc is 55 MW
True.
not really since fuels can be equally exchanged
the MJ value can be interchanged
:hmmmm:
Maybe tqo outposts then instead? π€
you just need to formulate it all to be based on rountrip time, throughput and MJ
Also just to clarify you're doing Truck vs. 1 Loco 2 Car, right?
to be at equal throughput per drive, it would need to be 1 truck vs.... ermmmmm
I figure long distance, high bulk, and medium-low throughput would be best on trains, but there's lots of inbetween where it works as well.
Vs. What I just described, lol.
its 1.7 cars then to match a truck
Trucks max at 1560. It takes 2 cars to do that.
so 2 yes
π
wait a single car can do 2 outputs too so
It depends on train loop time doesn't it
Single car is incapable of 1560 given docking time.
its can do that but not continuously
Car throughput is asymptotic (if that is the word)
train is also asymptotic then but has an offset
Car = Train Car
oh
Truck throughput is not asymptotic.
Truck throughput is simply hardcapped at 1560.
Truck stations don't lockout during load/unload. Flow is continuous.
Well... they lock out a single stack but meh.
right, then it simplifies math to
2 stations, 4 freight platforms, 1 loc and 2 cars
means 155 MW + (5416 MWs / roundtrip time)
Aye.
Like my roughly 800m line here, would be considered truck distance, but due to the relatively low throughput, and the fact that I split the copper into two platforms, makes it work.
155 is of course some generous assumption for the train
I know there's two extra platforms, I did that in case I needed to expand further.
He's solving distance atm π
But most likely yes.
im solving power break even rn, actually
but that can probably be reformulated for distance
Which gives distance for the truck.
Power break even.
Compare power to fuel distance. π€·ββοΈ
In terms of cubic footage. Trucks win outright on anything less than 1560.
Question while we're on the topic of this, is 24/m per vehicle or is that all vehichles on the route?
Oh don't get me started on how inaccurate this screen is.
Okay, I am curious. I'm sure someone has done the math, but assuming access to coal, sulfur, water and alt recipes, what is the best combo to make the most power from fuel?
diluted blend turbofuel probably?
Most power is the base Turbofuel recipe. All other oils to Diluted Fuel.
oh right base tf has most power
But also consumes ALL sulfur.
Really? Ohhh
in short: base turbo bad 
That's why Turbo Blend is "better".
Less MW, but less Sulfur because you need that for other things.
I know the outgoing transfer rate is inaccurate as it swings wildly as things get picked up as fast as they arrive.
Also just doing a massive Diluted Fuel plant saves you all Sulfur, gives massive power, and will hold you until Nuclear.
Oof
power wise...... there is no break even
x is roundtrip in seconds
and 24/60 is the maximum time it takes to fully fill a truck
so that mean X axis scale here is in minutes
and y is MW
power wise, yea
π
Driving. Will look more in a bit.
so it cant even approach truck's 40
i can try to math out power usage over throughput in that case
yeaaaaah no even if base power over travel time is accounted for truck wins
meaning trains will always cost more power / fuel / resources
and since we can quite easily actually expand truck routes now (give a truck the same route via loading, and if you need more throughput attach another truck station to the route)
truck uses 75 tho
Each truck added increases fuel cost though.
So as the distance increases (which increases trucks needed) the cost of trucks goes up.
can be accounted for via travel time
the station uses 75 MW? u sure
no, the truck
75 what
75 MW
wha
well it uses MJ/s, which is MW π€·ββοΈ
- Freight Platforms also take 50 MW each? Jesus....
doesnt the fuel usage only depend on how much of the route has been completed now?
aka it precalculates usage and then just does "how much of the route have you completed"
im pretty sure someone said the truck switches "usage mode" when you drive em manually
no idea π€·ββοΈ but it still has to be calculated somehow, right?
yea, might now be an equation for "MJ per meter"
I thought it's based on the recorded route's consumption
Are you guys talking about the refueling mechanic?
yea, how is it mathed
Trying to see relevance to current equation..?
The "trucks are 75 MW" is from the fact 1 unit of fuel is worth 750 MW and a truck can drive for 10s on 1 unit of fuel.
Fuel as in the orange kind.
before U5 it was "when you're pressing W, it uses 75 MJ/s, when you're not pressing W, it uses nothing". And autopilot pretty much pressed W all the time
Yes.
But you're also ballparking train MW consumption given that varies too.
So just using trucks as 75 MW and locos at 67.5 MW is fine imo as long as " *results may vary depending on flatness of terrain" is in the findings.
Where trucks have the advantage going uphill given they max out at 75 where a train going up hill can hit 110.
trains use variable power based on how much energy they need to go. Trucks (at least before U5) were always "full or nothing"
Yes. And for the majority of a long truck route they will be holding W.
oh, that, took that into account, thats the 375 MJs
yeah I didn't read the whole convo I just came here and saw "trucks use 40" which sounds wrong π€·ββοΈ
I missed where the 155 + 5416 comes from.
155 = 50 MW continuously for a train station x 2
- 55 MW average mean train power usage
and 5416 = 200 MW (for 4 freight platforms, 50 MW each while active) times 27,08 seconds
so another MWs value
might need to tranform both to minutes
Ok breaking THAT down...
155 =/= 50 x 2 so I'm lost there...
Also as I mentioned earlier do the Freight Platforms also cost you 50 per when active? (Wiki says yes, can't confirm though atm)
Where is 55 the mean when the average of 25-110 is 67.5?
155 = 2* 50 + 55
55 is the mean power usage for one loc over a round
so assumed "constant"
since loc power is very dynamic
Ok.
Platform MW usage?
50 MW when active
will have to halve the 5416 value as it assumes all 4 platforms runn at once for 27.08 seconds
aaaaaand barely affects anything
In minutes the platforms are at 90.2666666-
I think you have to set a distance for this to work.
Because the total time the platforms are using power is only a fraction of the round trip time.
And if you don't have a round trip time then you don't know your total MJ used by the train.
And you can't compare to the truck accurately unless you're plugging in a distance, because that round trip time will be different given the speeds are not equal.
i could simply test this ingame by just using power storages
buuut the results will vary
True. But I'd say easiest next step is to compare assuming a totally flat environment.
Get said result then can be tweaked to account for terrain.
right, time to build a test track
You need to build this?
I'm doing rough maths and we shall compare then π
doing distance based fuel consumption is very rough to do
thats why id rather just pit the 2 against each other in a test
How fast does a train go on flat terrain?
@oblique hollow
I believe I have simplified it.
If you give every advantage to the train you still have a 1873 MW gap to make up before it costs less than trucking.
Regardless of distance.
Which would be competitive only if the distance is great enough that you need nearly 20 trucks to handle the throughput.
And I do not believe there is a long enough route to make that possible.
Is there a known bug with programmable splitters? I've done some searching and it seems people have had issues on servers, but I'm playing alone and the programmable splitters are acting the same as regular splitters, even with all the materials set in to the lists.
righto. Thanks
Then again they shouldn't really be used in the first place.
Hyper-specific use-cases for them to be optimal over just chaining smarts.
To each their own :)
That really isn't a to each their own thing though.... it's objectively true.
Which is why they will most likely change poggers before 1.0
Basically trains are trading power and space for convenience of not having to fuel them if you're in a comparable throughput range where trucks are relevant.
120 km/h of course
I've only ever reached that on a downhill π¬
btw, funny enough.... i have a track of roughly 450 m, and both truck and train take 1 minute and 45 seconds xd
Also see the above simplification of comparison.
I believe if you're purely talking about MW and staying within the realms of realistic builds, trucks always win.
ok though, but for roughly 500 m, 1 train with 2 cars and 1 truck are completely equal
in terms of throughput
i have yet to do the power test
500m is round trip or point-to-point?
Using Fuel the truck's max value is ~91 MW for that trip.
Without factoring truck stops.
it takes 2 fuel for that trip
which.... means fuel is more efficient in auto
20 seconds versus 1.45 minutes
Yes, but I'm doing things in terms of Max Truck and Min Train to give train as much of a chance as possible.
If train never wins even when using the Max MW from Truck and the absolute unrealistic Min MW from Train then you don't have to waste time solving for precision of when one is better.
hmm.... correction: the route is 950 m
so the entire loop
.... yet the distance is only 225.... wha
eh, round should be 450 m, there
igonre 950
i think wait time might be calculated into this for some reason?
Wait time is just unloading time.
So if it is spending 24s on each end unloading that could be where the total 950 thing is coming from?
yello?
Yeah.
Wasn't in any of the notes.
Makes me think they are getting closer to having a specific "docking node".
ok so fuel calc seems right it just does invisible rounding
also my truck refuling system seems borked
it just loads full every time
Declare what I am assuming is true then solve your other issues π
also nope, may be based on averaging truck travel distance and updating it every so often
in any case it doesnt seem to actually reflect the calculated fuel consumption
as thats handled by some other logic
Station UI has been borked since they added the new parts to it.
else it would consume 2,6666666 fuel for 478 m distance, yet suddenly write 1800m path length
seeems 1 fuel is like.... 175 m?
Talking about the fuel calc?
I was confused by that earlier after I had added more vehicles to the route and I thought I had been using enough, but not sure if the polymer clog was the cause of them running out or I really needed to do more, so, I left the increased production as is after fixing the clog.
1 fuel is 10s, so depends on how fast you're going for 10s.
Could reduce it back to test of 40/m really wasn't enough or not.
Course though, the problem is that it's also transporting the batteries, so, the vehicles will try to eat the batteries.
I also think you're getting hung up on fuel calc.
Me?
No.
Mostly just curious if 40/m actually is enough, but most likely not.
yea but.... 10 seconds for a 1:45 minute route? yea sure
Returning to this:
Yes, but I'm doing things in terms of Max Truck and Min Train to give train as much of a chance as possible.
If train never wins even when using the Max MW from Truck and the absolute unrealistic Min MW from Train then you don't have to waste time solving for precision of when one is better.
ok the true travel time is only 57 seconds
π€·ββοΈ if this is something to solve cool, but I don't see relevance to the main point of truck vs. train given the above simplification.
If you completely advantage one and disadvantage the other but trucks still win, solving specifics is pointless imo.
i just wanna know how fuel calc works now
i already understood trucks beat trains in power efficiency
.............................................
Me saying it and you "understanding" it doesn't declare it for the rest of the interested parties though...
what else is there
Isn't it supposed to load full? There's no option or anything?
formulating the math properly?
its only supposed to take 3 fuel, thats it
You agreeing to my declaration instead of it being solely my declaration π€·ββοΈ
Is that cargo or the fuel?
I noticed too.
fuel
You mean it fills past 100?
no, i mean it fills the fuel to 100 when its only suppoed to go to 3
because,remember, station does smart refueling now
supposedly at least
Really? How do you do that? I didn't know that was a thing.
Probably won't show up on this route though as fuel is only on one side.
It might have happened earlier when I was having fuel problems and the cars started trying to eat the batteries.
?? what do you mean "how do you do that"
It just decided to yank all the fuel it can fit into the fuel slot and goes
even if i take it back out, the station fills it up to 100
If you mean it's only supposed to fill as much as the vehicle needs. It's also filling them up to max for me.
yes its only supposed to fill them to what they need on auto
im already writing a report
Mine are still doing only what they need π€·ββοΈ
I've been looking at the cars with deconstruct and mostly it takes 4, though there's some fudge factor with it taking 5 occasionally, to do a full round trip.
I'd round up if I was them too tbh.
its only rounded for display
it still does math with the true value it seems
else 1 truck needing 3 fuel would turn into 3 needing 8
Yes but it cannot deposit half an item into the fuel slot.
So if it needs even 4.1 it will (SHOULD) deposit 5.
Unless I am misunderstanding your meaning.
Indeed.
I just tested it with the other route that only has one car (since the other one has 6, and so, huge pileup) by taking some of the fuel from it and instead of inserting in 4 (as the route info claims it would), it filled up to 100.
'
May be a bug related to them now refueling "as normal" when players control them.' Possibly? Since I had to fill it up manually first as I couldn't put it inside the station, but now that that bug is fixed....
actually i cant find anything about the manual refueling changes anymore......
'
May be a bug related to them now refueling "as normal" when players control them.' What do you mean here? I thought you meant that it does what it should be doing to automated vehicles, but it still fills up fully when manually controlled, which is maybe what you meant.
Assuming you set up the non-pipe pieces prior to pipe placement what overall thruput should I expect from 600 pipes on average? Does it matter if the produced liquids are falling from the source, height kinks in pipes or climbing?
I read that as 600 individual pipes. π¬
In which case the throughput is limited by how many of each kind make those 600.
Haha no, referring to the MK2 pipes. And mostly trying to calculate for distance builds
Pipelines are de wae
@fierce ruin as in break up 600 lines into 300?
Don't have to. Pipelines of mk2 can work.
my current copper sheet factory has a source of 60 copper ore per minute and 2 contructors but 20 extra ore is wasted since i use the default recipe (20 ore per minute) so is there any way i can redirect that extra 20 copper ore to make something like wire?
The only way i think i can split materials is by half with the splitters
So I'm kinda new to the game, day 3. Could someone come on my save at some point and help me out with 100% efficiency
i can only get 15 ore per minute from each coveyor belt transporting 30 ore per minute which wouldnt be enough to supply the contructor's 20 ore per minute
60 ingots will feed 3 constructors making copper sheets
yes, however i do not need that many copper sheets as i only need 40 for the production of copper rotors
You can sink the rest or store some? Or under clock your miner to produce less ore
alright sounds like a good idea, thanks
But aren't you short 2.5 sheets per minute?
oh crap
i misread my copper sheet as 20 per minute by reading the ore per minute instead
thanks for pointing out my mistake, sorry to make you go through all this
ill just make 30 copper sheet per minute
you don't need to design based on how a split happens.. just let one side fill up and the remaining will balance out :/
@sand epoch idk why but I read that as "split happens". π
Like take out all the other words.
Just your reply being "split happens bro"
π
I see a sick t-shirt.
seek help π
No u.
i'm beyond help
How would you take two 480 belts and split it into one 900 belt and one 60 belt?
900 belt isn't happening, the max a belt can move is 780
If you want to siphon off 60 though, use a splitter on one of them with a mk1 belt, that carries 60,
That's the neat part.
You don't.
:c
Will try that, thanks
Small nitric & sulphuric acid combo refinery, will be overclocked because there is no room to build a full size one in the space I provisioned, construction room at the bottom of the waterfall is getting to be a pain.
Is there a formula for how fast flow rate in fluids ramps up to max? It seems to be logarithmic
So far there isnt.
I might need to create some kind of train loop to simply just test the fluid throughput of my trains. I think if I just have enough fuel generators though I can make it work, see what I actually am putting through.
Okay so I have this setup here to test fluid platform throughput:
It seems to be varying on its "item transfer rate" anywhere between 884 to 900 even after running for 30+ min
I cannot fathom why the transfer rate has variance, the trains are set to "wait until full" and are always sitting and waiting, there's never a time they are late to the platform
the left platform is the pickup and the right is the drop off
so the train simple just picks up 1600 on the left, then immediately drops it off on the right
I think maybe its because "Wait until full" has variance on pickup time.
That is to say, it seems to be triggering and docking anywhere between 1601 full and 1700 full
By my math this shouldnt even be physically possible
it shouldnt be capable of exceeding 896, unless the numbers for docking time are shorter than we estimated
The "production cost" of fuel varies greatly (considering the cost a combination of effort needed and resources needed)
Eg: running your trucks on liquid biofuel requires as much effort than running trains on turbofuel imo
Technically, a single FREIGHT is 
One could just have a car go through multiple load/unload freights and load/unload much more than 1560/min total 
Theres variance, 899 is close to 896
Also, wait until full takes the waiting time into account
Is it AND or OR?
I'm not understanding what you're saying.
A freight has a limit lower than 1560/min, a car shouldn't
Car = ?
A train car
What's the difference between a freight car on a train and what you're labeling as a "train car"?
A freight is a station, a car is the rail-following container that moves items between freights
A station is where the locomotive docks. Nothing is transferred there. π
Whatev, you get the point
I'm assuming this is just a language thing. Because I have never heard a Freight Platform referred to as a "freight" in any context in my entire 30 years of life.
And if you're tracking a single freight car across an entire loop where it does more than 1 pickup and drop-off cycle then yes, unlimited throughput.
But per cycle between pick-up platform and drop-off platform they cannot reach 1560 and most of the time will barely go above 1400.
Just have 2 pick up stations and 2 drop off stations (perfectly viable depending on needs and preferences) and the freight car will have a loop for (possibly) >1560/min 
That's what I just said?
But it's also a longer way of just having the same 1 train with 2 cars. π€·ββοΈ
You could have one train with 2 cars each carrying >1560/min though π€
Downside is more stations, upside is shorter trains
Downside is also having to make sure you've got the multiple pickup stations in correct places to make things work.
Which means you're planning your buildings around your logistics instead of your logistics around your buildings.
How shorter trains is an upside? Long trains are bae, in using 16 cars + 4 locomotives currently, very majestic
need really big blocks to accommodate big trains.
1271.27 should be the max for a single platform with 2x mk5 belts
Or wait sorry, thats for 100 stack size items.
Max throughput for freight platforms is functional of stack size
Not really, you can just use regular size blocks. Remember that the trains can't enter a block until the block is empty, so, a long single block may actually cause more issues.
you don't need to fit a train in a single block really
In other news, can anyone help me with tweaking my signals if possible to improve my train speed? Theres one problem spot I have and I dont know if theres a better way to set the signals up, lemme snap a pic
Chaining path signals? I've been told that's one way to speed things up.
chaining signals means the train doesnt have to wait in the middle of the route you chained
aka if you start your "path" at the top of a hill and chain signals along the way, it doesnt lose speed
it means that the trains frees the parts of path earlier
nothing to improve there tbh
So my problem arises when a train A is docked in the green section, and a train B is going by on the red section, it slows down a fair bit as it approaches the path signal, then speeds up once it hits purple
put the path signal where the block signal is on the end of the blue track maybe
If no train is in the green section though, train B will blast through at full speed no problem
Ill give that a go
that seems to be smoother
thanks!
trying to figure out the ideal path signal setups for all these trains has been interesting
WTH did they do with "vertical" mode on hypertubes? Can no longer get the horizontal then go down shape, getting ramped instead. Only goes the 'old way' on shorter distance, which is no go, as I don't have a spot to snap a support on.
Could I get a double check on my math here? Ive got a pipe full of heavy oil residue (300 per minute) being fed into 10 refineries all at 75% producing Petroleum Coke (900 per minute), and this fills 36 coal power plants? I feel like this was another ambitious build...
That does not solve the issue with hypertube not going horizontal then all way down. [and will, in fact, cause a severe damage/death on landing]
Is this what you are looking for?
I think more of the hard 90 degree angles
I mean you just get that if you place them in the right spots, I just throw it together
the 2d build mode is a little funky depending on distance and direction of build, sometimes you gotta go from the opposite direction
btw how much better is turbo fuel over normal fuel?
what is tree feeding
ive heard tree feeding just thrown around, i didnt realize it could be applied to multiple things
I have no idea what you mean by tree feeding though. I'm gonna guess it's not in an agricultural context.
no, i think it has to deal with load balancing?
It is much better, but the diluted fuel recipe is a more efficient use of oil to power and doesn't bring in sulfur.
I think if you really max it out, you can get like 25% more power out of turbofuel
ah ok, had a alt recipe for coke+oil I think
Hmm, I need to fit.. ~240 fuel generators inside of a 33x26 foundation grid, with 8 pipes of fuel coming in
So about 30 fuel generators per pipe
Multi floor ?
yeah it will have to be
I'm still working on getting sulphur from the top right of the map, all the way down to the bottom left, it's been an engineering project and a half.
There isnt a way to swap what mark of power pole Power Line places for you is there?
Cause if I could swap it to defaulting to mk2 poles that would be wonderful
Can I post an excel doc here for someone to check my math?
sure
Not that I'm aware of no.
A shorter train is more convenient than a long one, excluding other factors, for the same job. They have smaller space requirements for the stations and don't require much distance between signals
Visual preference wasn't mentioned as that's different for everyone :P
I mean you should just use the train size that matches your needs, calculate what your throughput is, and using the stack size of that item calculate the min number of platforms needed to handle that
hey guys I'm a new player looking to just chill but I want to know what would be more optimal;
is it better to have nodes far away conveyor all the way back to the main base and have machinery there or have different factories built throughout the world and transport the finished materials back
currently on tier 3 about to get steel and wondering how I should go about coal/iron foundry and stuff when nodes aren't placed near each other
Both are fine, the big thing is whether the processed materials take up more, or less, room on the conveyor belt
For example if you have 3 belts of raw materials you can downsize to 1 belt of processed material, its better to have a satellite factory handle it
whereas if processing the material makes it go up in belts, you will wanna do that closer to the point where you consume said material
in what case would this occur besides making screws?
lots of alt recipes do this
pretty much none
well yeah the pure recipes also do it, but you build those on water usually
for example, Pure Iron Ingot takes in 35 iron/min but puts out 65 ingots/min
that's from hard drives right?
thats the other big thing, designing your factories to be modular and built with alt recipes in mind
anyway, I'd say build a factory that makes final products from nodes around, but there's obviously more ways to play π€·ββοΈ
Personally I have an entire dedicated factory for each item individually, I dont pull items off from existing factories
Until I hit end game and then I swapped to my totally different "this is gonna take months to finish" project
Im 3 weeks in and I dont even have copper or iron ingots yet, but Im nearly done getting stable power up and running, then I need plastic and rubber, then I can finally move on to copper and iron
yeah still trying to figure out everything this is so overwhelming but I love it so much
thank you guys!
Spaghetti factory ftw
Base game - 4.
If you modify that requirement, no.
Signals setup question: Can I add a rail between the rails leading from spiral to H1 and H2 to allow trains to travel from H2 to H1 (making part of the Spiral-H2 connection a 2-ways rail)? Names described below
I have 3 train areas to connect. One is a one-way track (Spiral), the other 2 are "highways" with 2 one-way tracks going in opposite directions each (H1 and H2)
How I set it up: I have connected Spiral to H1 and H2 by having a block signal, splitting the rail in 2 rails (one for H1, one for H2)
The rail going to H1 has 2 segments before reaching a path signal that splits it to merge with the H1 tracks
The rail going to H2 goes for a while longer (can have as many segments as I want) before reaching a path signal to be merged on H2.
The trains coming from spiral can reach correctly any of the tracks on H1 and H2
https://media.discordapp.net/attachments/553550566991724545/923218157659910196/Cattura.JPG
You can do anything you want.
And you can signal it to be 2-way if you wish.
Only question is if it will cause delays in your traffic.
That shouldn't be an issue given the traffic in the area. But when I tried making it 2 ways tye signals started showing looping warnings
Are there some things I should look for in particular when trying to solve the looping issues?
Any advice would be appreciated~
The above screenshot isn't really helping me see where all your signals are to diagnose the issue.
I added the signs I have in black (the letters show the side of the track the sign is on), the ones I tried adding in red and in white some of the rails segments
There's an additional path sign eventually on the right, similar to the one leading to H1
aye i need a bit of help
so i made a factory that makes 400 plastic and 400 rubber p/min
- fuel for 20 fuel gens and more for the trucks and so on
but because i dont want to use the 400 plastic im building a second floor over the one making fuel, and by using the stock plastic recipe (the one that makes HOR) i convert the HOR in Petrolium Coke
what could i use the P coke for? i have the circuit board recipe but im using the silica one
how much does 1 coke last?
ok
else what can i do?
cause by doing the math ill get 90 coke p/min
nothing unless you got aluminum or steel recipes
Coke steel ingots maybe? Itβs an alt: 75 iron ore + 75 p coke for 100 steel ingots /min
coke usage is very limited
yea
consider making more fuel?
at first i was thinking to just trow it in the awsome sink tho idk
i dont think i will, this factory is taking me weeks to finish and i dont really want to add other stuff
i mean turn the HOR to fuel instead of coke
but then ill need to either use it for more fuel generators wich i cannot build rn cause im redoing all the factories and need to make a Computer one, or to use it for veichels but then ill need to use more plastic for the packager (ik theres the iron one but the factory is in a place where theres no iron or at least near enogh)
yea
i do think i have both of them actually but im not sure (the plastic and rubber ones)
EN ΡΠ΅ΠΊΡΡ
following issue has arisen: I have 5 MK5 belts, each supplied by 12 pure iron ingot refineries, thus making all of them saturated
said belts then feed iron wire factory, 312 constructors needing 3900 iron ingots in total, which is exactly 5 saturated MK5 belts, however at the very end of my manifold, about 6 constrctors are idling, despite input belts never stopping for a split second
I have also noticed that sometimes some of my pure iron ingot refineries are idling, due to iron ingot backing up, thus my question:
are MK5 belts REALLY 780/min, as advertised? because from my experience it seems more like ~770
combine all belt sections of the mk 5 into one section via mergers
by snapping a merger at the boundary between belts, you can fuse them by deleting the merger again
I see, you mean like this? @oblique hollow
yes
you just fused 2 belts
do that for all belts that are not connected to splitters or mergers
okay, I guess there is something bugged about belt sections?
its just inaccuracies
devs stated often enough that many belts or pipes after each other (especially short ones) are very taxing on throughput or stuff
so one very long one is better in that regard
not really
damn this is some long belt >.< I dread to think of modifying it
I think I won't bother with this at the moment, I'll just set up everything so math checks out and then count on devs fixing it
quick and dirty solution would be to raise belt throughput by couple percent, but keep advertising them as current
to give wiggle room for this issue to smooth out
how did you make the one belt so long without making many sections?
McGalleon described it couple messages earlier
does anyone know offhand how many water extractors you can fit in the south eastern lake in the dune desert? the one that's directly north of the swamp
Combining sections on some of my colossal belts hangs my game π¦
Anyone know of a 1 to 10 even split?
nvm found this
https://youtu.be/UJ3gE-3DcFQ?t=448
Hello Guys! Welcome back to a new Satisfactory guide where I explain and show you how to do some complicated splitting cover 1 to 1.5 lanes as well as 5, 10 and 11 lane splitting as well as 2 to 3 lane splitters.
If you find the video helpful please do drop a thumbs up and if you want to see more don't forget to subscribe.
Over the next few we...
Attempting to go beyond 780?
Nope, just wanting 780 out when I put 780 in, I used the splitter trick to merge segments and after so far my game just hangs, no error, just quits responding.
Some kind of optimization issue? Or maybe it's the belt bug kicking in with a venegance because the precision is multiplied and the game doesn't know wtf to do.
That precision bug is costing me aluminium which is why I tried to merge belt segments like that to eliminate it, the game just didn't like it.
I don't know if it would do any better if I tried to merge segments with the belts empty or not, I'll have to go shut all the bauxite mines down and test it again, the bit I dislike is merging all those belts is a ten hour job.
Maybe the bug is more serious/complicated than we realize? Although it doesn't cause anybody elses game to slow down, that I'm aware of.
Also I can't put water extractors there! wtf, the water should be plenty deep.
Does it have to be on every single section for it to work or can it be every other section?
Where is that? looks like edge of a waterfall.
It is, I had to build the extractors about 40 metres above that spot located here.
They are to feed the combined acid refinery below.
Actually, is that the uranium cave waterfall? Maybe you attempted to place where the hole to the void is.
Nope, this is the big waterfall in the grasslands, southwest corner of the world map, just below my nuclear power station.
Oh, the one that empties into the void? Might be some weirdness at the edge.
Clearer picture of the issue.
I can swim in the water, it just isn't water as far as the extractors are concerned.
Got another fun project in front of me, can I put a silica plant with 14 machines in the space between the particle accelerator building on the left, and the cliff wall on the right. spamming foundations will soon tell me π
There's a whole ocean to use back there anyway.
True, I do want the silica next door because of the proximity of the blenders.
Insofar as ocean we can access anyway.
I aimed to put the nuclear processing in the void below uranium fuel production, even though the radioactivity is nowhere near as bad as I expected it to be, I'm continuing along with it simply for the rule of cool now.
I might be able to fit it between the particle accelerators and the void shaft.
Where are you pulling the quartz from? The nearest ones are over two kilometers away. Though the one north of grasslands might be just under 2km away, depending on starting point.
Believe it or not, the quartz is being pulled from a location that is 10km (as the tunnel goes) along with my last remaining sulphur mine.
Good thing I need nowhere near 780 or the belt bug would utterly scupper the thing.
Reckon a small factory will fit between those π
Could just split it into two belts from the beginning if you needed to. or use trains.
Poor planning ahead is the cause of the immense sulphur trek, the pure sulphur node that is closer is reserved by the aluminium refinery for batteries.
I'm going to widen it by 8 metres because of perimeter clipping issues but yes a 14 machine silica plant fits between the particle accelerators and the void shaft with room to spare π
"We" just found out a few days ago via a year's old Reddit post... Sometimes info is hard to find π
The point is to avoid having 780/min pass BETWEEN 2 BELT CONNECTIONS, so one should merge ALL the maxed out segments. Clearly, this works only up to a certain point π (<1km?)
Saturated sushi shenanigans
Still, I wonder what causes it to bug out further, the same bug or something else.
Probably the game not liking "very long" belt segments for whatever reasons
Very long belt segments, yeah that crashed my game twice when I tried it.
Stupid 780 belt glitch!
It makes sense (to me) that extending a segment over a certain distance can cause issues with the rendering at the very least
...hoping others can appreciate my headache atm. In another server, saw a picture of someone's first coal plant. 4 gens, 3 extractors. Thought it was odd, and it just got stranger. Apparently they overclocked their gens and extractors to 200%.
...I was able to let them know that they don't need to run their extractors that high, but I'm running out of ways to tell them that since they're already supplying their four gens with 120 coal, if they just overclock to maybe a bit less than 250%, they can get more power with... no effort. But... for some reason... they're waiting to upgrade to bigger miners and belts. And saying they have another node nearby. And they need coal for steel. And they only need enough power to run their steel mill.
...literally zero effort, they even have the power shards from the formerly overclocked extractors.
Quite honestly, no clue whats left to tell them. If you cant convince them that they dont need to do that, nothing left to be done. Not your problem if they wanna do things that way
Is there any reason to use diluted packaged fuel over blender diluted fuel? I see some people insisting on using packaged, am I not seeing something obvious?
Nah. Once you have blenders and blended fuel its far easier to deal with
The old DPH system still exists but its...aggrovating at best to get setup
hey, i'm actually having trouble, let me explain:
I have a convoyor belt carrying 240 units/seconds. and i want to divide it in 5 equal parts, how do i do this ?
- Why?
- Google 1:5 Balancer Satisfactory if you don't want to do a manifold.
Because i need to feed 5 different building...
what is a manifold ? (i'm french sorry)
Just connect all 5 machines to the one line.
Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.
First 4 will fill up and the last one will get the remainder.
I did nothing but balancers too at first, Manifolds open a whole new world
it's that easy ?
Infinite resources.
wow
Welcome to Satisfactory.
The only real downside to a manifold is it takes a bit of time for everything to "warm up" aka the first few machines to fill up
so i've been breaking my head this whole time ?
You balance if you choose to balance.
Otherwise just manifold.
Yes.
yeah but i think 1:5 doesn't exist
Because you also could have just Googled 1:5 Balancer Satisfactory
It actually does if you needed it, you split it into 6 then feed the sixth back into the start, but it requires a belt higher than the original throughput
ok, see what you meen, what should i choose ? Manifold or balancer ?
Start messing with manifolds, it helps a lot with general builds, balancers are useful for some things too. They are both tools, useful in their own ways
Does it work? If yes then awesome!
yeah absolutely ! works very nicely !
this one took about 4564897165h to think about
Yeah manifolds are easier when it comes to the math, so welcome to making everything a lot easier. Good luck in the future
thx a lot !
I'm a balancer because I'm a stinky poopoo head, can anyone help me with making a splitter that splits into 3/7 and 4/7?
Google 3:7 balancer and then Google 4:7 balancer?
Ok nvm
Works perfectly thx ^^
Random fact: One could get a "new pure coal node" (780/min) with little less than 60 carapaces/min
That's even simpler if you mix the belts.
Thatβs a lot of hunting.
Yes, if you have belts that are fast enough and smart splitters unlocked(caterium research)
is the 'bonk' sound when hitting glass only added for the full glass panes from U5?
yep
i don't have it, just started a new game
You can get to it pretty quick though if you wanted.
then no, untill you have smart spitters its not realy viable
I need psychological help.
Snutt and jace joked when they said "horizontal lifts".
Right?
Riiiiiight?
how
Conveyor floor hole.
Snap a splitter/merger.
Enjoy horizontal mode.
[the lifts behave finicky, and can't be rotated, but they fucking work]
I have so many questions now...
Is this intended? Is it a bug?
Do devs know about it?
is this how they made the horizontal lifts screenshot?
Did someone on the team discover this, and they went "oh, thats cool, lets troll the players with it".
Did someone ask whether to fix it, and they had a dialogue like this?
`- should we fix it?
- does it crash the game?
- nope.
- then let em have it.`
What horizontial lift screenshot? And I'm definetly sure the devs know of it.
this (if reddit links work) https://www.reddit.com/r/satisfactory/comments/pjr5nj/new_feature_horizontal_conveyer_lifts_coming/
Looks different, but they could probably have deleted the splitter/merger or moved them around to make it look that way.
looking for some clarification on the belt throughput bug and also on manifolding massive numbers.
a) does the belt bug only happen for direct connections between two concurrent belt segments? would going belt -> splitter -> belt still suffer from it?
b) what methods do y'all use for dealing with input amounts over 780? atm i'm looking at a project which would take ~5000 steel ingots, and split it up between 4 distinct groupings, but each grouping would take wildly differing amounts (like, 4k, 300, 600, 100). Based on my concerns about question A, i'm unsure how to calculate manifold throughputs
my first thought is to set up chunks of machines in each grouping which only need, say, 750 steel per chunk, and then let any overflow recirculate through the system, and just flood the smaller lines and have that overflow also rejoin other belts
A) afaik yes, and also yes.
B) Injection manifold.
I'm going to purge my bauxite belts completely and give merging them another shot, having my throughput curtailed like that is really annoying.
with injection manifolding, where would you put injection spots, and how would you deal with throughput? or is the entire philosophy behind mnaifold/injection manifolds more along the lines of "screw it, the material will get there, just set up the machines and saturate"
You put the injection when the first line runs low enough to handle more.
You can either add half or 2/3 of the injecting line into the main line to re-saturate.
so there's no real rationale to how much a line would be holding anymore, it's only a guaranteed 780 for the first segment after a merger, and then you just kinda guess your way through?
That really does need fixing,
bigfax
? I don't guess.
i mean, it's also on me for making a factory this large which requires gamebreaking amounts of throughputs but still
Example:
My AIL outpost has 2160 Ct ore being sent to Refineries for Pure Ct.
The way I have it done is 3 lines of 720, and I did it in sections of 562.5 because it made doing water easier.
Main line 720.
First Section: -562.5
157.5
Injection: +480 (2/3 of 720)
637.5
Second Section: -562.5
75
Injection: +600 (remaining 240 and 1/2 of the last 720)
675
Third Section: -562.5
112.5
Injection: +360 (final 1/2)
472.5
I always know how much is on the main line and when to inject more.
So I'm not seeing how this is a guess? or how it has no rationale?
why 720 specifically?
have you proven the throughput bug has a lower limit on error?
Because 780 isn't happening thanks to that bloody precision error that hasn't been squashed.
Neither... 720 because it was simpler to work with 3 lines.
or are you keeping the 720 because you have a refi group with outputs exactly 720
on... a 780 belt?
I'm just saying you can easily keep track of how much is where when planning injection manifolds.
(For belts)
The above is an example of how you can track the amount on the belt and be precise with the method. Don't get hung up on the specific numbers it happens to use.
not particularly hung up on them, just amused by your assumption of 720 output from a train station on a 780 belt being fed from another train station being a constant 720 in any limit that isn't an infinite timescale
you have your level of pedantry, i have mine
I can say I have never had an issue getting 750 out of a mk5 just building them normal.
780 you can get by various things, but if you need 750 or less don't even worry about the bug because it's not going to affect you.
so, just to belabor my last point of pedantry, anecdotally, most have found 750 as a viable throughput number to assume when manifolding out of a trainstation on a 780 line
To unbelabor you:
If you're manifolding straight out of a train to where you never have consecutive segments because it's always going to a buffer or splitter -- you will get 780.
If you've got consecutive segments you can 100% trust them up to 750. Between 750-780 I can say you'll get higher than 750 but idk the exact value in that range.
you do know that first point is directly counter to the first time you answered the question about splitters right?
unless you were assuming belt segements/connections in between splitters on that first point
Misread your initial ask. Thought you asked if belt-splitter-belt did not suffer from it. My bad.
kk, that's what i was hoping
splitter chains for daaaaays time
do we know what causes the belt to belt bug anyway? just floating point bs, or something else?
Not sure, the main reason it has such a detrimental effect on my save is some of my belts are 3-4km in length with many sections, The 10km belt thankfully only has to move 350 resources.
If they knew, I think they'd fix it.
π€·ββοΈ
They'll figure it out when they decide what they want to do about mk3 miners.
yea, the difference between 780 belts and 1200 possible outputs always throws me for a loop
but... why. The choo exists
it's goes...
choo
Yeah those don't fit well in my setup thanks to close to 60km of tunnels that are 8m from floor to ceiling.
well that's a hell of a design choice lol
i'd love to see what that looks like when you're finishedish
I had no idea the 780 belts won't do 780 before I had it almost all laid down π¦
Yeah, I wasn't best pleased, I tried the section merger trick but that hung the game when things got moving, on just two of the 6km bauxite lines.
Will trucks fit in your tunnels?
The uranium belts thankfully only move 600 until nearby the processing facility when the impure merges in, then only 700 so that isn't affected I hope!, bauxite, coal & sulphur on the other hand were built with 780 in mind.
Nope
if I have 600 heavy oil residue per minute that I want to convert to 1200 diluted packaged fuel per minute, I'm gonna need 1200 empty canisters for both the water and the diluted fuel right?
or is it 2400 empty canisters
1200 for fuel as an output, 1200 for water as an input, 2400 total
but you can recycle them depending on how you use the fuel, at least the water is auto recycled
I see the problem. All those pesky belts are in the way.
water packaging*
yes I want to recycle the empty canisters and have them circulating for packaged water and packaged fuel
The tunnels are not only too low, they are also too narrow for the traffic required to meet the throughput needs at the distances involved.
i think the one and only time i tried to make a tunnel, the lack of half width foundations to put between the quarterpipes stopped me. Ended up using like, large metal pillars as an intermediary and was just disgusted by the amount of effort lol
oh silly 50hrs into satisfactory thinking using a pillar was effort
The half width foundations for the quarterpipes would be sweet, as would curved walls to have at the end when terminating in a room so you don't have the ugly exposed foundation end showing on a concrete wall because the ramps don't do it.
Also wtb a side conveyor wall that has one hole.
i mean, you can jank it with a catwalk off the back, and just never look outside the tunnel, but still, ugh
Walls can do the tunnel/halfpipe straightaways but when you go to use the halfpipe corners, there is no work around other than don't use them.
yea, when i tried to make my first turn i realized that, ended up with a staggered pillar corner that was like an accordian unfurling
Seeing that would do my head in, I considered the angular look of the ramps to fix that but that brings it's own headaches, and looks terrible in passages below sixteen metres in height.
Eight metre example, the slope is too shallow.
Oof yeah that would definitely do my skull in seeing that every time I passed - #screenshots message
all i want for christmas is a variable angled procedurally generated wallpiece that auto connects smoothly between two end points
pipes can do it, why not walls
The pipes though are one piece that shapes on the fly with two end points, walls on the other hand along with foundations are fixed objects and there are many in a given intersection, you would probably get all sorts of nightmarish fall through the world scenarios if they generated like that.
Not to mention any textures on the walls/foundations would look like a mess of distortions.
I'd settle for the added sections to fill in some blanks as options as opposed to radically changing how foundations & walls interact with one another & the world.
nope, scrap it all and build it again
no half measures
but yea, some basic corner pieces would be a welcome addition, like something to make angled rooftops actually viable at corners
that's be nice
That's true, some areas of my nukes have spaces where corners and inverted corner glass roofing would have been godly.
Even the bridges like this can't really corner due to the lack of corner roof pieces used to make it.
I'm pretty sure that's a @oblique hollow's screen π€
Nope thats from CSS, i just found a way to do it too
Can someone help me do the math for a factory im trying to make? I have the SatisfactoryProduction tab open, but some of the lines put out more per minute than the 780 p/m that mk 5 can carry
and i am struggling to find a way to split this cleanly
Just chose a random cut-off point
Ideally one where you still have a mk 5 belt thats very full but not at 780/min
Or just shove 900 onto a belt and complain that the devs suck π
you can just split the belts how ever you like for output. if you have 800 output, you could split to 2x 400 belts and then run them in from opposite ends if the next set needs 800 input
Have a SS of Yours?
StructuralSolutions can fill the gaps. (at least some of them)
#satisfactory-memes message
i have a video instead
Can a single flow stabilizer stabilize multiple pipelines? Or does that structure need to be repeated for every pipe to stabilize them all?
guys, one question, for computers is better the crystal oscilator recipe or the caterium computer?
I think you meant crystal computer rather than oscillator? Crystal computer is generally better, but theyβre both pretty situational.
ok thanks
do you have smart splitters splitting off the 562.5? cause afaik you need them
Nope.
Split in half, then split half of it again. Merge the 1/4 back with the other 1/2.
Simple.
60->30, 30->30,15,15->45,15
@oblique hollow?
The game converts thing to 4 digit decimals, right?
I'm looking at 1102.5 aluminum scrap per minute, and the refinery configurations get a little weird.
The production is always (base production)*clock. The clock value is rounded at 4 decimals, so that decides the precision of your actual output/min
Working on my all defaults factory, and I'm really seeing the value of power related alts.
No-Coal-Only-Biocoal challenge when? 
Plot twist: turbofuel, fed with biocoal
Urgh
I am giving myself polyester fabric, so as not to be a total monster. I go back and forth on whether I'll add diluted fuel.
#math-and-meta message
its like a 5h discussion about manifold imjection including a test setup and all the shenanigans.
result was you need smart splitters otherwise it doesnt work
Is that link to the start or the end of it?
Because all I can say is mine work...
Not sure how you guys were doing your injections?
thats the end
#math-and-meta message thats was the initial setup that didnt work
Lemme see.
If you're trying to inject to where you'd max the belt out I could see there being issues.
But I never do that.
Like my given example, mk5's all the way down but I never come close to approaching 780 on the belt itself.
it has nothing to do with max belts its about the manifold not filling up correctly sind the last part in the line will clog the injected input instead of providing more for the previous block
I don't want it providing more for the previous block though?
Gimme a bit. You're making me need to go look at the ones I have running to see if I can tell you why they specifically are working.
just check if your injection lines are stuttering
the issue is that splitter dont split 720 into 562.5 and 157.5 but into two times 360
merging that with 480 is impossible
thats why you just take a smart splitter because that will split it 562.5 157.5 after the block overflows
"Splitter" isn't splitting into 562.5 and 157.5
There are like 12 of them... First is splitting 720 into 240x3 until the side back up, then it's 240+Remainder from sides, and so on.
Also I checked it on a test build and learned 2 interesting things:
- Yes, you need a smart splitter before injection point, but you don't need them all the way down the line. Which, given injection manifold is being brought over from pipes, basically means you need a smart before the injection point the same way you put a valve before fluid injection points.
- When using mk5s and splitting into lower mk belts, the manifold does indeed start to skip machine further down the line. In this example, with mk2s, the first 6 machines filled properly but machines 7 and 8 were starved and it resumed filling from 10 going backwards.
Its a single pipe structure
It doesnt have the needed capacity (or connections) for multiple lines
What's the flow stabilizer structure? Valve?
It's in the Piple
Inside the pipe? lol?
Re: injection manifold
I'd just not build those, rather just use what is on the belt
I'll look at your manual thing again, maybe I missed it.
Oh that, I thought that was just a form of manifold.
yea, i'm thinking to plan for 750 belts, with a smart splitter at the end on middle overflow, and let everything go back into the original containers if it manages to do more than 750 per output belt or something
I don't do containers π€
At least not in the middle of production
Only at the end
it's more a buffer after the trainstation container, plus i really dig the visual of a wall of containers just belting out stuff into a factory
My factory is from ore to final product π€·
π€·
is it actually better to OC the fuel generators?
usually, no
nuc's are the only ones where it's "worth" it
so 200% is not double the output on them?
No.
right ok, havent played in ages and restarted after the tier changes
Stop looking at the bottom left of the UI and look at the middle left of the UI.
That's the actual power number.
havent actually built any just yet, just planning ahead
250% is the closest you'll get to double output.
kind of crazy if I go with 133 generators π
Medium number.
Fuel generators? That's about how many I built.
I kind of value my framerates though hehe
It's not gonna kill your framerate. Unless potato computer or something.
havent done anything big after I upgraded
used to play on an i5 3570K with a 970 at first then a 2060
now I'm on a 5600X with a 3070Ti
well I've seen videos of these mad builds and the framerate is really low
Megafactories maybe?
think it was kibz that gave himself a container full of shards to OC everything to save on fps
problem is hes going to need half the maps resources to power it heh
He also did a megabase. Which is 1. Ew and 2. Why he had frame issues.
I stopped playing when I got down to around 30fps on my old PC
and it had some stutters moving around to fast
usually you can avoid most fps issues by spacing out production locations
if you want to megabase, yea, you're going to get cpu slapped
Was going to say. I do large outpost builds and I've never played on better than a 960.
oh well... still have to get RCUs going so I can build blenders
246.2288%
Yeah
Precisely .2288 or is that rounded?
Convo was about fuel gens π€·
I'm just covering my bases.
It's .2288xx, so technically .2289 to round up
But due to fluid bug I'd say just 246% is fine
But you wouldn't do .2289 because every so often it would misfire, right?
So .2288 would be constant but eventually back up, which you can fix with and overflow hook.
I'd consider gens stopping for a second once in a day or so fine, rather than them not consuming all fuel (because oil and byproducts and stuff)
I would just crank them all the way to 250%. If you have power storage in the system, the generators occasionally stopping due to not quite enough fuel should be no problem.