#math-and-meta
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@oblique hollow Re: Flow stabilizer for multiple pipes
I know that design doesn't, but I had another (similar) design in mind that I was wondering if it would work for two pipes. Fluid buffer with a junction in front of and behind it, each connecting to two different pipes. In theory that would cut down on the floor space needed and still allow the pipes to be stabilized a bit, even if it's a bit less stable than the normal version.
So I'm trying to think of a solution for having 2 belts coming from the same freight station that receives two different resources that I then want to split into two containers and I also want an overflow in there somewhere before they land in the containers.
It's easy with one smart splitter, but I don't want to bottle neck the two belts.
Nor do I want to lose resources from dumping stuff in overflow.
Current setup.
A built example of what I'm talking about, though this is more of a 2 buffers, 3 outputs variant.
That turns the stabilizer into a compensator + pipe balancer
Okay, gotcha.
Its not ensured that it will actually be stable
Oh?
I see... think it was described as "sloshing" in the guide?
Yes, possibly
Gotcha. I'll test it out, see how it works.
Sloshing is a rapid change in flow amount and/or direction
Precisely what you dont want from a stabilizer
Yeah. So, results are in. The two outer outputs are varying between nearly 300 and less than 100, maybe about 80-90. Don't have the tech yet for valves, but I have a feeling those might be a good idea. System's probably only working smoothly atm because I pre-filled it.
Oh, and the middle output reads 0.
in case anyone was curious, you can fit ~82 water extractors on the lake on the mountains west of the dune desert
@fierce ruin Gonna ask the question here because it's a meta question. I know why I went for those coal nodes instead of the easier to get 3x normal nodes, but why'd you do it?
There was a pure one
and I did not know they were there. before using the map for the first time...
oh and because of the 12 power bugs I found, 3 yellow, 9 blue.
Gotcha. I skipped over them so I could grab the slightly further coal first, and then later on pick up those for either more power or steel. Be warned, if you haven't been there yet, I think there's an alpha spitter or two in the area.
if a mk3 belt is recieving coal at max speed (270) then I can do 18 coal gens right?
Yep
If you ignore the issue with belts at max throughput, yes
I have a weird issue... Coal Generators... What is the "maximum" split chain on a manifold line before the final generator just doesn't get enough coal to permanently run?
On, lets say, a 300/m line
But it doesn't work...
If you talk "permanently" (in the long run), it's not about the number of splits, just about how much coal/min each connected input takes
If your generators want more than 300/min, you can't sustain more
Do you have mk 4 belts
Yes. Have Mk4 belts. The problem is that, for some reason, it just doesn't seem to fill up the early generators and by the time you get to the later ones in the chain, they just don't seem to get enough coal to stay permanently on.
They don't accept coal unless they are on
Manifolds rely on (most of) the involved buffers being full, so they take a while to reach max efficiency. Machines consuming the items while the belts try to fill them up naturally makes this even longer
I'll have to double check... I haven't had success with this
It takes a while if you're using 100%of the resource/belt. Can also load it up manually to give it a kick. Also, use mk1 lifts/injection to help spread the coal out.
Or balance 
Done all this... Left it for a week... Haven't seen an improvement... and my maths is right for the incoming coal.
Space is a premium... Busy looking at reworking it all
Hm, You may have an error or wrong belt somewhere. It shouldn't take a week to get steadying don't think
How did you get to 300 coal? Likely, Either you don't actually have 300 coal or there is a section of wrong mk on the belt.
I know what the problem is... My work has been reworked by another player on my server... Trying to "make it better" and just overcomplicated it
Ah, classic. Good luck with the fix!
480 in, 32 coal generators. I had a Mk4 belt split into 4, each feeding 8 generators. Math works out... What they tried to do... I'm not sure. Looks like they have load balancers and mid-bank splits to try balance everything out... I can't figure out what the hell they were trying to do
That actually sounds like a nice challenge...
For someone to hop into my save and try overcomplicating things
@proven prawn Wanna try? ๐
"3 x 480 Belts, split into 8 x 180 belts, each belt feeds 12 generators"
This is what he was trying to do... WHY! split 3 into 8...
does the calculator site work on ficsmas stuff?
i just realised i need stars for vehicle skins
so i want to set up a line for it
Also, maxed out belts (often) end up in Less-than-max throughput, so.... :P
Lmao just manifold for coal tbh unless you're there for the challenge that just isn't worth the effort imo
This IS a manifold
.. then why the balancing
I don't know!
Brilliant
Let me rephrase... It WAS a manifold. Now it is a nightmare... I understand what he was trying to do now... But holy hell, round-about-way to do it
Water is at least not as complicated... Even if you don't get perfect splits, it still works as long as you don't exceed input or pipe size
Btw, the guide on the sushi split is up~ ( @thorn bane @proven prawn feedback much appreciated)
https://www.reddit.com/r/SatisfactoryGame/comments/roomxk/balanced_sushi_split_how_to_properly_split_mixed/?utm_medium=android_app&utm_source=share
Up next, in order: "Saturated sushi belts" (if @thorn bane allows me toake such a post ๐), "How to feed multi-input machines with one belt" and finally "Sushi belts, smart and programmable splitters: A comprehensive guide" that will take the longest to make... That's that plan for now 
5 votes and 2 comments so far on Reddit
So it isn't a case of if you have more than 15 in a line, the first 15 would simply consume the 15 that the 16th one would need and by extension the ones after it going down...
That looks like fun! I'll look into that when I start messing with manufacturers
"Fun" is relative, but it certanely is fun to me! ๐ ๐
Feel free to at me for any doubt if you'll have any, I quite enjoy sushi talks ^^
Hmm, interesting. My nuclear sushi belt (in via drone) just splits into a manifold for each thing via buffer and overflow. Could be useful for the current expansion in working on
That does sound like an appropriate scenario to try it 
Nuclear manifolds can take so long to fill up...
Prefeed them 
I moved away from nuclear manifold because of the feed time, no way I want thousands of fuel rods just sitting there while some stations sit idle ๐
<extremely Saruman voice>
TENS OF THOUSANDS
Once my system is onlined, for the third time lol, there should be zero (0) fuel rods sitting around on belts.
Whatโs the plutonium rod production you guys are using? Just want a baseline idea as I want to make a steel production area and I can make a huge amount just off of two pure iron and twi pure copper nodes.
My setup, at least once I finally take heat sinks down to the final stage, should be 5.25 plutonium rods per minute.
Using standard plutonium recipes with the aim to get rid of waste though.
I'm gonna wake up the nukes again and see how well my infrastructure works at full whack, not 17% following 90 minutes of operation like last time.
Lmao, reloading my game, I hit the on switch for all the water extractors and my game crashed,
Greenys calculator: ERROR! DOES NOT COMPUTE!
Worked fine when I did it.
Maybe somethings wrong with it, I tried just maximizing and it still gives an error.
https://www.satisfactorytools.com/production?share=KgydXSA95DJjkk9VeSbf Does this work for you @cinder silo ?
Odd, yeah it isn't calculating off the output alone, Glad I kept my screen.
Tried a hard refresh with ctrl+F5
Holy shit, my entire nuclear station onlined in five minutes, not several days!
@wind spade Somethings wrong with the calculator, trying to do one plutonium rod/m yeilds no results: https://www.satisfactorytools.com/production?share=keSkf4Eq1iH7Wz7ijMfj All recipes are selected, there's no restrictions, and I even tried using maximize. Taromani did it previously with 5.25/m
Do you have the Uranium Waste manually plugged in?
1050 waste in my case.
Well the system doesn't know how much you're making.. so you have to plug it
yea, the ur waste needs to be manually input, it's irksome and probably a hinderance to many trying to do a plrod calc
Thing is, I don't know how much uranium I'd need, thus the waste.
That explains that, I added the waste as an input when I did it because I was calculating my nuclear chain in smaller chunks, but my setup uses all of the uranium on the map.
600 ur turns into either 300 waste on regular reactors, or 720 waste on 250% oc'd reactors
per min*
using the alt recipes for ur rods and cells
I need to reload my game again, suddenly it's chugging? like wtf it hasn't done that like ever.
I'd need a lot less steel, like a third of what I was thinking of.
I gotta fix the heat sink gap but so far it looks like the whole place actually works, and that nuclear load balancer solved the power station radiation.
Using any uranium alts? I know you need to use no plutonium alts if you're just sinking them.
Not using alts, the whole reprocessing station is there to turn 1050 waste in to 5.25 plutonium rods for sinking.
How much fuel are you producing?
I maximized t off of the 1060 waste number you gave, https://www.satisfactorytools.com/production?share=u4gLOJKKFeSJLWuoKbXn
Probably just the configuration of using nearly all other alts.
1050 ๐ , I can't get an extra ten with defaults ๐
*1050
Numbers look right, I'm not using some of those alts,
Yea, I just wanted to throw in a baseline.
I've also overclocked some areas of reprocessing to reduce the size & complexity of it, 9 blenders instead of 21, same for the plutonium fuel rod manufacturers.
That wouldn't change the inputs though.
This place should be solidly jammed up in about three minutes, it's been going full tilt without the heat sinks in the final part haha
Making a steel ingot production area and then shipping the ingots via train elsewhere would be doable, right?
Ficsit might not waste but my power station definitely does ๐คฃ
Provided you match up the throughputs the trains should be fine moving ingots, I'm just not good at trains personally.
Watching 1050 waste zoom by every minute is a bit disconcerting.
I thought you were lackig the heat sinks?
I am, the system isn't completely backed up yet.
Sounds like a successful test, unless you want it to back up.
The main test was on the massive load balancer I installed in the roof of the power station, the startup time was 5 minutes from complete shutdown to all 100 reactors going.
When I do the proper startup after the last step is completed, I'll pre feed 200 rods in to the system and let it go wild.
Won't you die with the rods in inventory?
I won't be holding them, those will be belt fed in to a can up to 200, I'm so not handling that personally.
Point there.
It is strange seeing a nuclear power station as basically a radiation free zone when going full tilt, the build is working ๐
It's backed up almost totally now, waste barrels are piling up near the reactors now.
I just checked over the backed up system, I seem to have a problem in the acid refinery.
make an ISC buffer? 40 should be enough for small backups.
The facility itself is tuned to require ever so slightly more waste than I produce, the acid refinery is being a problem, it jammed up completely. the vip connection where water is fed in didn't seem to do it's thing.
I was backing the place up on purpose but this test firing just highlighted an issue I didn't anticipate.
Is it possible to have an overflow for the acid? If that's the problem. Sounds like the water is the issue.
Definitely the water loop.
Screenshot of the VIP? Maybe you built it weirdly.
Let me rip up the floor and i'll cap it
Although it's a pretty simple thing to build and seems like a hard thing to screw up.
I haven't done complex VIPs yet.
Ignore the floor hole btw, that is being clipped through not part of the pipeway, I put it there just for looks.
Remove the valve? Might not be needed?
how about running some refineries on recycled water, or wet concrete, if undocumented feature does not work?
The VIP is your valve here.
There are a grand total of three refineries here.
Running an overflow might be helpful, yea.
That is EXTREMELY blue.
Because water.
EXTREMELY
Underneath the general acid, the feed going in to sulphuric is all returned from the blenders next door handling non fissile uranium.
That's why the vip, to pre charge the pipes for the sulphur refinery, and hopefully not have it jam up.
Wait if blue = water then what is gray?
nitrogen in grey, nitric acid in white.
There's a white?
Well off white, but yeah, the two sets of pipes are differently coloured.
This is why I just use the color the pipes give me. ๐คทโโ๏ธ
And don't paint them ๐คทโโ๏ธ
Last time I tried that I had the wrong pipes going to the wrong places.
Sounds like you forgot to measure twice before you cut ๐
This place has half a machine too much capacity, I left it as is to prevent backups here,
For the refinery though, the problem is definitely my implementation of the vip, I need to rip it out and go again,
Where is your caution: wet floor sign???
Sod the wet floor, I think rad haz in this little back up is more important ๐
Heh, floor does look wet.
I need to reload now though, I have the power stations roof to fix since I ripped that out to build the load balancer, and I'd better get started on those heat sinks.
If you sod the wet floor that would be quite effective as the grass would grow pretty well given all the water.
If I can't fix the refinery as is, I'll rip the loop out, build another water house + feed and sink wet concrete and be done with it.
The hard part tbh was getting 100 nukes to start, and keep the belts totally free from fuel rods forever, that's a solved problem ๐
In a can ready to be injected on startup via belt ๐
Any thoughts on transporting nitrogen gas using a lengthy pipe versus rail?
Nitrogen behaves "weirdly' with trains (and buffers in general), so just watch out for that. Generally speaking, adding valves can help tons
Package.
Package and drone transport would be the way to go I say.
I always either pipeline or pack and ship.
Location dependent.
Great. Onward to battery production. I had been considering a drone route, but was a bit worried about throughput. Looking at the recipes involving nitrogen, it seems that shouldnโt be too much of a concern yet.
Nah, it's the same no matter the clock speed
? 36 reactors produces 300 waste per minute using 14.4 ur-rods per minute, but if you crank them to 250%, they churn through those same 14.4 rods and produce 720 waste per minute, which is still maintaining 50 waste per rod, but just making it faster
They have increased rod consumption by the same amount as they have increased production
never decreased the ur rod production per reactor number, the 300 waste would come from some lower number
Not to mention that 250% clocked gen only produces 200% power and 200% waste and consumes 200% rods
But there's no way a gen eats the same amount of rods when overclocked
all i know is i'm getting the 300 waste/min from the wiki on outputs from 1 fully tapped ur node, idk what proceducre they actually used to get there. the 720 waste from 14.4 ur rods from 600 ur in 36 oc to 250% nuc reactors is what i'm getting both literally in game right now and from your calc to begin with
so the 300 is probably the ishy number
Point is that if you clock the gens, they would need more than 14.4 rods
If they need 14.4 rods/min at 100%, then they need 28.8 rods/min at 250%
safely ignore every number i mentioned that wasn't in relation to 250
never bothered to downcalc from there to see what a normal reactor setup would need
If 14.4/720 is for 250%, then 100% is 7.2/360
wiki is off in its expected waste numbers then iirc
That depends on alt recipes used and stuff like that
yea, it might be based on defaults only, they never actually specified
2,000Mj is how many MW? 2?
Anyways, was just wondering how much I'd produce with turbofuel vs just fuel. I need more power before I do much of anything else and am considering whether to use just diluted fuel or go with turbo blend.
TF is 2000 MJ, fuel is 750 MJ
IMO turbofuel is only worth if you don't go nuclear later
turboblend > fuel anyday
its just way easier to bild
I'd still get the same amount of power if I used 100 plants turbofuel as with 100 plants using regular fuel, right?
yes but TF plans only need 4.5 TF/min while normal ones need 12 Fuel/min
I don't know when I'll do nuclear, maybe someday. Not in the immediate future, no.
awesome
feel free to make a post about saturated sushi xD
Im thinking of doing design work with saturated sushi belts, as basically it would be manifold belts I commonly, only difference would be single belt for production and smart splitters to put the materials where they are needed, but of course I would have to do some more logistic such as figuring out how to recycle where materials where possible, and still would likely need a overflow for sinking as I would be slightly over producing on all production lines but would aim to try to reuse as much of the overflow as possible. Though I think I might aim in the for balanced sushi belts for efficient, with basically very exact production numbers, it would be like your design with the rod plant but use both machine inputs so no one production line can clog up any system, my aim would be with such system to design so no matter what happens, the entire system can be restarted with retweaking the raw material inputs, issue with the rod plant designed in that form is, you have to flush the entire system once its out of sync, so my design goal would be in all of these cases to prevent that from being necessary. But beyond that the basic design goals would be the same.
factorio fun game
You're starting to see how the different approaches can compliment one another 
Focusing on one specific belting method over others doesn't often lead to the most efficient result after all ๐ (eg: ignoring balancers because "they're always bulky" or avoiding manifolds because "they always take forever to reach max efficiency")
yeah for sure, in short I'm definitely going to try to combine approaches more in the future where more complimentary aspects can be achieved
Even I learned to use some balancers, even if it is to control the almighty Raz-Haz ๐คฃ
Even manifolds technically can't really be done without some form of balancer, even if its a simple as using splitters to belts down different paths, otherwise making single immensely long lines of single line machines would just be so ugly the thought of it makes me want to uninstall the game
I made those long lines, a build style I'm aiming to revisit when I re develop my starter base to something more modern, with more splits to parallel manifolds instead of the long drawn out ones.
I'm still making good the structural damage I did when I ripped out the attic in my nuclear power station to build the largest load balancer I probably ever will.
The belts in green are all a part of the same load balancer, the whole thing is too big to be seen in it's entirety, but there is a map of this 1-100 in #screenshots
I've spent the last three hours reinstating the roof space I tore down, most of the beltways will be behind glass or in the middle of steel frameworks when I'm done again!
Truth be told, I never made anything bigger than a 270->244 balancer... And that one I never even used for long ๐
๐
#math-and-meta message
1-100 a bit much then ? ๐
In my standards, yes ๐
Its usage case is entirely unique though, equal distribution of nuclear fuel.
your designs looking amazing, you have alot of skill๐คฉ
Ofc, I just prefer to avoid the splitting (for the same result) by "just" merging the correct amounts instead ^^
Less beltwork overall
I was lucky the original splitters from the old manifold were able to be reused, the balancer would have been somewhat more laborious otherwise.
Laying down new conventional factories since the floor paints were added has been a joy, those simple markings make the shop floor look fantastic, and its just simple lines & numbers.
Everyone in this channel likes numbers anyway 
I still have a vip junction to rip out and rebuild at the general acid refinery, blasted thing choked up during the reactor & reprocessing facility test.
Sometims I wonder if vips junctions are in reality a bug exploit and thats why it seems like in some cases they don't work as expected.
Possibly, there is still a chance down clocking one of the water extractors could work, since both parts of the refinery are linked, fluid loss should be self correcting.
If I won't have any VIP issues in my setup, I'll be coming for blood from anyone insinuating the VIP doesn't work if not for use errors 
(I think that's the case atm, but haven't troubleshooted much yet)
In my next save I have a hell of a lot of learned lessons to apply ๐
Just theorizing, I haven't proven vip junctions don't work in normal use cases myself๐
If vips did get broken, there would be a lot of annoyed aluminium refinery owners swapping to wet concrete sinks.
I totally haven't redesigned my nuclear factory ~3 times just because I felt I would "change too much if I could remake it" (which doesn't make me feel satisfied for a building ai want to be "final") ๐
how do I sustain a 480 item production line? I got a perfect match but somehow it`s running short
Heh true, mine has had two rebuilds and it has only been onlined four times just for tests, the glass beltways above the power station rows have been reinstated, I just need to fix the centre now ๐
my design would still work ๐
Can't say I've seen pipework quite like that before.
If you're trying to feed it by relying on a full mk4 belt, it might be a throughput issue
I thought the throughput thing only really affected me and my 10km mk5's ?
if his last machine is only running 95% instead of 100% sure
but im pretty sure its unrelated to that
Any belt can sustain its max throughout for a single belt segment. Any belt-belt connection makes the items delay a bit (there are workarounds) @cloud swan
again unless your machines are running at 98% its not that bug
My belts are so long though, merging the sections merely crashes the game out.
I'm not assuming, just listing a possibility (one that many don't know about yet :/)
999/1000 its not that but just a mistake somwhere...
mk4 on the main line and mk2 on the shorter ones
How many sections in the 480 before the machine feed?
are all the machines filled up?
If that mk4 tries to carry 480/min for more than one belt segment, you're not getting 480/min inside the first splitter of that manifold
yes youre getting 478
throughput loss is incredibly low on <mk5 belts
Hmm, my bauxite refinery and it's six mk5 belts that are 4km long will need a more local bauxite belt injected at the refinery to unscrew the throughput loss.
1-6 are filles 7-10 are on par and 11-12 almost empty
then you need to wait until all but the last 2 are full
manifolds just take time to fill up and wont runn at 100% until then
if youre impatient you can handfill them
||Don't do gambling
||
But... The last 2 will keep on starving then 
its like the occams razor thingy
the simplest explenation (he just didnt wait long enough) is the best explenation
and not a bug that doesnt affect 99.9% of players
Oh god I was only guessing at the 10km belt, it's actually slightly longer than that!
Those belts going the 10km thankfully only need to move 350 each respectively, quartz & my last surviving sulphur mine.
I have 2 refineries that are producing fuel from the basic recipe of Heavy oil residue to fuel. The refineries produce their load, and then even if they have enough heavy oil to go through the process again, they remain idle for like 5 seconds and then start over. My two thoughts are that there isnt anywhere for the produced fuel to go, or that its just a visual glitch but has anyone encountered similar problems?
What are you doing with the byproducts?
This problem stems from a fuel power plant im finishing that has 6 fuel generators that im trying to keep filled constantly but they are teetering between having enough and not enough fuel
My byproducts are being sucked out in pipes to the fuel generators, so im curious if there is a way for me to speed up the flow rate in my pipes
call it flux or flow rate idk
hit standby on one of the fuel gens and let the refineries fill the buffers, restart it and see if the issue persists, its quite possible you only just meet the needs of them and every time it dips just 1 cubic metre below, a gen flames out.
is the satisfactory calculator production planner messed up?
get way different results than using greenys tools
I don't know, I stopped using the calculator planner when I found out about the tools.
they might have different base assumptions of what to prioritize
The SCIM one? I've never really used it, tried it and didn't like the method of presentation. Not sure if it is up to date or not, think I heard that it's not up to date on a few things, not sure what.
ahh ok
This is likely the case.
I've only used that site for the map
the total use of resources to make some RCUs was insane
Did you accidentially maximise or something? It could also be alts....
all alts enabled and 10 RCUs per min
calls for 970 crude per min
and 266 bauxite
at greenys tools its about 62 crude and 192 bauxite
greeny does spend 144 quartz vs 42 on the other
How many buildings? More or less?
If it's about the same, then something is certainly wierd with the math.
no its way more on the other
Weights are subjective so different calcs will do things differently based on how the program is told to weigh things.
the calculator site uses 69 refineries alone while the total number of buildings at greeny is 64
50.63 crude with all alts actually. Maybe you have an alt or two off.
ahh hmmm
well then its even more crazy as I'm down to 56 total buildings
wonder if I might have disabled the blender recipes and forget to turn them back on
Total buildings is also 56, percentages probably just got rearranged between the two.
was 64 before I reselected all alts
didn't bother to scroll in the list to see what I had disabled
what is the most efficient item to sink when considering energy cost and complexity?
realistically that is
I'm not sure what the best is, I've been overflowing super computers for ages, and uranium fuel rods for weeks while my final nuclear cycle stage is being built.
way back before the tier changes I had a a factory with 4 manufacturers making turbo motors that would sink
this time I set up a few refineries making concrete at 50% speed
they are pretty efficient at lower speeds
my most expensive sink right now is the overflow of alu ingots ๐
not sure about enegery cost since nuclear makes power virtually free anyway, and complexity since its subjective but building count wise id recommend Thermal Propulsion Rockets or Turbo Pressure Motors
#math-and-meta message
trying to understand the awesome sink wiki table
seems the sink value of ingredients is higher than the product it makes for a lot of them
btw https://www.satisfactory-planner.net/?f=v3_U5,40000000000000000000003ffffffffffffffffff7fffffffffff,points:per_minute:10,,70380:100:0|28860:243:0|52860:133:0|30900:227:0|11040:637:0|10500:670:0|6840:1028:0|11700:601:0|9780:719:0|2100:3351:0|12000:586:0|0:1:1,0,0:1:0:0
has input coupon points and settings minimize for power efficiency and you can select complexity
A tool for planning factories in Satisfactory
its the otherway around
for most default recipes the output is 2x the points of the sum of the inputs
There's a bunch that have high numbers and invalid due to having stuff with no sink points, fluids mostly.
Rotor + Stator is 140+240 but motor is 760 = 2 * 380
I was thinking maybe I should sink the alu plates or casing instead, but both recipes with copper combination makes the resources have more sink value?
The highest that isn't labelled as invalid is silicon circuit board.
But that one doesn't have much sink points in itself.
alclad casing is listed as 2680 resource value while the casing is valued at 393
Great for early/mid game before points get reallu high,
Highest improvement ratio is what I'm looking at.
the table is way to narrow on the page as well
annoying having to scroll sideways all the time
oh there is an expand button
Super state supercomputer is good,
You can't expand horizontially, you have to zoom out. Blame the sites layout for that one.
nvm, zooming out only works to a point.
you can
3 buttons on the top left
expand, content and edit
expand will fit to the width of your screen
Oh those buttons.
yep
not good for reading, but nice when looking at tables like that
I'll probably overflow and sink everything once I get my power sorted
right now I can use twice my generator capacity if its all on ๐
obviously done full belt setups of things for later that will not run 100% yet anyway
finally got RCUs going again so I can make my first blenders ever ๐
wait wtf
tool is suggesting sinking packaged water with the coated iron canister recipe
intersting 
Which tool?
A tool for planning factories in Satisfactory
Greenys tools does silly things with wastewater sometimes too.
no but i think its actually good for awesomepoints
7 packaged water is 1 AI limiter but you make 60/min instead of 5/min
it has alot of steps though so its not simple it just uses few buildings
geeny should recycle the water from the scrap production back to the solution
those would normally be nearby
its like super random where it goes it wouldnt look at it
have to isolate each step in its own calculation
ah yes iodine infused filters ofcourse 
2718 points per ๐
Same....
So I mentioned this in #satisfactory but it might be more appropriate here.
I am discovering a minor flaw in my train system and I need to figure out the cleanest way to handle fixing it. And I think the solution is I have to basically load balance everything in /and/ out
Or to some degree, design my factories crosswise like this:
But as I move up to 3, or even 4 input recipes, I will encounter even worse issues with this problem
This factory above worked specifically because I happened to place my HOR "crosswise" with my Water
Is this a station load balancer?
Maybe? You have the inputs feeding back into the outputs?
That may actually just "soft" lock your station if you try and use "wait until full"
Of different platforms. Just want to know what a balancer looks like.
A balancer evenly distributes outputs across belts or pipes. Pipes inherently are already balanced
For example in that pic above, lets say the inputs were 600/min on the left and 300/min on the right.
The outputs would be 450/min each, balanced
this makes it so the train loads evenly
I thought you were talking about something coming out of or into the station and wasn't sure.
Or connecting platforms to each other.
The issue I am realizing is, this pic may make it more clear, this is my HOR factory here, Oil in the left, Residue out the top, and HOR out the right side okay?
Now, I have my trains all set to "Wait until full" and "wait until empty" to make everything deterministic
I thought liquid would balance itself?
but... I am realizing that also shoots me in the foot here
Looking at that factory above, what would happen if:
Residue
[Full][Full][Empty][Empty]
HOR
[Empty][Empty][Full][Full]
Occured?
Hello, I returned to the game after a long hiatus (I played a lot from Update 1 to Update 3, then stopped because of the continuous game changes to recepies and ratios that could break the factory in the new update), from what I remember the maximum amount of turbomotors in U3 was 156/m (limiting factor was 7800 bauxite/m), and from further researches I found that in U4 the new maximum was 812.89 turbomotors/min. Is there a new maximum now in U5, or is it still the same? Thanks a lot in advance!
not sure if we measure in turbo motors anymore ๐
U5 hasnt changed the recipes at all so they are still the same
however U4 introduced items that are made from turbomotors, Thermal Propulsion Rockets which are more point efficient
Is this a rhetorical question? Reads like one. I'd guess it'd probably deadlock because it'll wait until the empty ones are full, which never do.
Exactly, so I have to load balance every input and output to prevent these lockups... I think
oh also assembly director systems are a thing and are even more resource efficein t than thermal propulsion rockets (but use ALOT more machines to build)
Thanks a lot! Gonna see if someone has already done the math in order to calculate the maximum achievable 
Probably needs some logic saying 'if x doesn't fill in y time, move on'.
Nah that will just punt the problem down the line unfortunately
all stops really need some kind of max wait before moving on to avoid trains waiting for nothing forever
To what?
if youre interested https://www.reddit.com/r/satisfactory/comments/ph878m/i_have_calculated_theoretical_maximum_of_coupon/
That's the idea, though said more clearly.
Nah, thats sort of a crutch and not ideally the solution to a 100% throughput setup
trying to balance the whole system is going to be an insane task
well fluids are easy to balance
freight though is a bit more annoying but I have a solid 8:8 balancer array I have designed that only takes a couple minutes to construct
More of a failsafe I think.
if you only do wait until full and not wait until empty it would still work just at 50% capacity
well its only an issue if HOR is full which means its not 100% throughput
got a screenshot?
thats not a balancer?
a balancer would balance any input to all outputs
wtf
jeeze
Its easy to throw together because its mostly just stacked, so you can quickly slap down the towers of 8 splitters or mergers
Then you just sew the towers together which you can do pretty fast
That's a really complex looking one.
๐ I'll take Factorio balancing any day over that monstrosity
I dont think a factorio 8:8 balancer would be any less of a monster
its not so bad actually
8:8 balancers require 64 crossovers
3d actually helps alot damn
It does have an advanntage of being vertical.
yeah keep in mind a large chunk of the space taken up isnt actually part of the balancer
This shows the actual footprint of the balancer itself:
I think thats the proper one for factorio
there are so many variations that do different things
do keep in mind that Factorio have left and right side on belts as well
could probably build that in satisfactory with heavy clipping/spaghetti
but then again why are you using balancers if output priority is a thing 
can do that system now with the foundation floor holes
Then what's the big stacked thing if that's not part of the balancer?
which one?
Right also I recall why factorio splitters and ours arent the same
https://i.imgur.com/M6c5DyN.png This big stacked complex.
Factorio Splitters are also Mergers at the same time, and behave as an inherent balancer if you have 2 belts in and 2 belts out
that is also in the other pic
Thats part of it, theres basically 2 "Steps" to our balancers in satis
well 2 mergers and 2 splitters like the 2 by 2 balancer is a factorio splitter
and if you use 2 smart splitters with overflow to 1 merger and any to the other you get a splitter with output priority allowing you to balance a bus like factorio in satisfactory
You need to first split your inputs 1:N
Then merge N:1 but inverse
I thought you meant it wasn't part of it, I misunderstood then from the image.
thats why factorio balancers are a lot cleaner than satis ones, their splitters are also mergers
Plus sushi belts. Though it doesn't really have a failsafe in the same way as we do.
i actually started playing factorio recently and found out that the design i use to ballance my bus has been used in factorio for years xD
main bus was always nice, but you had to do some more complicated load balancing
you should try with angels+bobs mods... you'll get lost easily in the insane complexity
https://questions.satisfactorygame.com/post/60621724aa0ba107e325529a feel free to upvte in the meantime
Any items that I should add to the list? https://www.satisfactorytools.com/production?share=pUWXA9uaBgdSgNaEk6cB
I abandoned my plan for an all default factory, over 200 constructors just for iron rods and screws for comparable output to the above.
i always just do the 4 space elevator parts and use the ingredients they require for building supplies by just splitting off a part for storage
i think id make more alclad sheets but not sure, rest looks fine
I stopped where I did because I'm right at the limit of a single pure bauxite node.
ah
That could be worth looking into, though.
I could just make fewer batteries, for instance. I doubt I'll get close to that many drones.
recipe wise caterium wire seems a bit odd id use fused wire
also maybe try out automated speed wiring to reduce cable amount but thats super subjective
Caterium wire is strictly a building count reduction, resource efficiency isn't really a concern.
hm i feel like fused wire is less buildings if you factor in the smelters since caterium is 15 but copper is 30 (or 100 if you do copper alloy)
Signal coming right out of a station, on the junction between the station and track. Kosher or no?
Playing around with how that looks. For now I like that copper only needs to go to powder and sheets. But that thinking may change once I get to an actual layout. Power efficiency is also a factor, and I'm not overdoing it too much. I have plenty of headroom to overclock constructors, but overclocking higher tier machines gets trickier.
ah i see
I would consider using pure caterium ingot or other non-default ingot recipes if that were the difference between using one node and two nodes. Or something like that. Copper alloy is a tougher choice, though. That's a small building count, and eating the power cost of 250% clocked foundries probably wouldn't be a big deal there.
ye copper alloy is pretty awesome especially with how many iron nodes there are on the map
I'll have some power savings from underclocking manufacturers and particle accelerators too. But I also know I'm going to be tempted to overclock a lot of the oil processing.
are you planning on doing nuclear eventually? cause with that i dont think it matters what you overclock xD
No, this is intended to be a self contained factory on its own grid. Possibly even at a single location. It's under 1,000 buildings, so bringing everything to one place should be doable, even on my modest hardware (7700HQ/1060 MaxQ).
I might get fancy and use geyser power for the power infrastructure.
ye i did something fimilar with 4:4:1:1 SE parts in 1 place
#screenshots message
definitely alot of fun
and then you just build 30 of them 
I picked 3/3/.75/.75 because it still finishes the final load in just under 24 hours (about 22 and a half).
There is something novel about perhaps instead using 4 250% nuclear power plants instead of the 120- turbofuel gens, though.
If you lower that by 1/3, you will have exactly one accelerator, and a bit less fractions on rest
ye you can see my 7 dedicated nuclear power plants in the back in my screenshot
It will take around 36h to make all the space parts, but you are going to spend 100h building and designing this thing.
36h is still a very respectable finish time, ultimately everyone's coffee cup looks the same ๐
problem is once its done youre kinda just waiting 36h cause theres nothing left to build xD
if you have nothing to build, you must be doing something wrong
thats why in U5 i did all but ADS in 4:1:1 ratio and then build alot of ADS (20) while waiting for it to fill up
if you pre plan a project like this thats selfcontained in all manners including power its kinda hard to add stuff once its done
One thing is for sure, I don't think I'll be doing anything close to my 20/20/5/5 factory again.
ye 20 ads was waaayyy too much for me xD
i might make a playthrough with a bunch of TPRs though they seem fun to make
The other thing I notice about nuclear power is that it tends to make all my numbers go haywire. If I were to do 8 nuclear plants at 100%, I'd need 5.333 electro rods and 1.6 oscillators per minute, and a lot of the numbers further back in the production chain get wonky as well.
Though I suppose there's an argument to be made for having the waste disposal capability for completeness.
see, those are reasonable people times, at least you're not being dumb like me, cause i'm making a 20:20:5:5, to finish the thing in 200 minutes
we won't talk about the fact it might take me 2 weeks to build this nonse
but that's what winter break is for
ahh, scrolling up a bit i see red has done this
I feel like once you cross 4:4:1:1 you pass the sweet spot where you actually start losing time overall, in terms of completing the final delivery
did you survive with your sanity?
Yeah, it's powered by 300 uranium. I don't regret it, but I'd also never do it again. Like I said, everyone's gold cup looks the same in the end.
meh, what else am i going to do in this first world i've slapped together. I got inefficient starter factories, mk1 miners, bad railroads
this is the coup de grace of the learning world
thats why i started doing builds for awesomepoints instead (like making 20 ads/min)
I don't even use trains at all. They feel like a time sink overall.
but.... choo
If I ever incorporate trains, it will be purely for looks. Otherwise the world just isn't big enough and resources aren't spread out enough to really justify their use IMO.
If you look at my current plan, that isn't really a lot of nodes you need to bring together. Only 1 or 2 nodes of every type of resource required. Except copper, which needs 1900. So why use trains? Even on my 20/20/5/5 build, I've posted pictures of its map layout and asked where people would use trains, and I get a lot of 'mehs' as a response.
Here's the 20/20/5/5 factory, btw: #screenshots message
yea, i'm doing a self contained dune desert factory, the only train is baux from the eastern edge of the red forest
i'm going to be very interested to do a full factory tour when i'm done here, seeing how all my factories improved over the course of play
i had a train to dune desert for 2200 steel pipes and a train to gold cost for ~3000 rubber+plastic
Looking at how nuclear power would change a 3/3/.75/.75 factory, I'm inclined to stick with turbofuel. Even though it's higher building count, all the belting and piping for nuclear power doesn't seem easier.
The other thing working against nuclear power is that in a real game, you'll already have existing power infrastructure before you get there. I'm thinking about tweaking my factory to make it feel more progression based as well, possibly even incorporating coal power.
Of course future particle accelerator recipes may drastically change power needs, but that's for another playthrough.
...why are you publicizing duplicates?! 
Same, belts all the way
trains look cool
any good guides with all input output amounts?
Wdym?
the other version is classic QA site overkill that will never get implemented ๐ฆ
All recipe inputs and outputs on a single page I guess?
@cinder silo What you said isn't wrong, but I think @thorn bane's point wanted to be that it's generally not worth MAXIMIZING uranium processing if your not using all the resources on the map too (lots of work for power you'll most likely not use)
True, In my case I'm essentially replacing a 133.2Gw turbo fuel plant, and then wanting to rebuild my main base on a larger scale, followed by automating the final space elevator parts, having 262Gw is plenty enough, I can even dismantle my legacy coal station too.
I do need to iron out an issue in my general acid refinery before swapping exclusively to my nukes though.
i actually did a playthrough in U4 only using 1/29.6 of resources (~3%) to make 4 ADS 1 TPR 1 pasta 4 magnetic thingy and had enough power by using 71 uranium (2100/29.6)
you just get sooo much power out of it its insane
The coal thats going to the turbo fuel AND my legacy coal station can all be moved over to solid steel.
My nukes only generate 262,500mw, I won't need anything else power wise, like ever, in addition it's clean burning thanks to plutonium sink.
thats not "plenty enough" thats 20x as much as you need xD
I'm currently using nearly 70,000mw right now, and I don't have the automated space elevator nor the expanded steel production yet.
well thats max consumption
unless youre sinking lots of stuff and wasting power then the consumption should be quite a bit lower
since its impossible to build stuff faster than 70GW of machines are producing
If anything consumption will be significantly higher when I hit a bunch of on-switches across the nuclear processing site.
Having a power source that I know I'll never need to revisit though can only be a good thing, I can focus on building everything else, and likely significantly reduce the objects in my game by decommissioning and dismantling my older power stations (especially the spire coast installation)
This is the big brain channel that I can't be a part as of rn XD
F for my fingers, just hooked up 260 assemblers, no breaks
modular frames, 520/min output
thats alot of frames
What is the setup to properly load balance 4 mk2 pipes? Do you just loop connect em?
I presume just this isnt enough right?
A B C D
|| || || ||
||==||==||==||
|| || || ||
Do I also need to make a fourth pipe that connects A<->D?
Don't load balance. Just make sure the pipes are full
Plus, one mk1 pipe can't actually support 8 generators (6 and a bit extra)
(Mk1 pipe has max flow rate of 300m^3 and a coal gen requirs 45m^3 a minute.)
Or was it 50. Hmm. Been a bit
It's 45. 8 gens needs 360 water which is 3 extractors at 100% but a mk1 pipe can't support that.
If you aren't strapped for space I'd do 1 underclocked to 90 extractor directly commented to two coal gens.
Or 3 set to 90m^3 to 6 gens, if you want to get the most out out of the pipe
Not an option, these are pipes coming out of train wagons
Huh?
has nothing to do with generators, these are pipes of Heavy Oil Residue and other things
Fluid Wagon stuff, so it /actually/ needs to be load balanced
Oh. I thought you were asking about coal
Then overclock/underclock your refineries
Nah, this is for Plastic/Rubber stuff, and Diluted Fuel, and other stuff
It just becomes 100x easier the
Not good enough, it doesnt fix the wagon overload/underload problems
Buffers and look in thr Piple
The pipes /actually/ need to be load balanced because I am using trains to move them
Buffers are also not the solution
Piple buffers, not liquid storage
I did a whole write up on this earlier but basically the problem lies in the behavior of multi-wagon "Wait until Full" / "Wait until Empty" trains
specifically, they wait until all their wagons are empty/full
And when using multiple trains you can run into a shitty "block" problem where you lock up a factory if its inputs and outputs are both to train stations
i dont think you should do wait until empty
So basically you need 3 things
-
storage for the fluid as it comes off the train, enough to store the fluids so the machines will run constantly despite the big gaps of fluid input due to train travel time
-
extra storage so you aren't having to time the trains to be 100% perfect (an impossible task given the mk2 loss and the load buffer loss)
-
overflow valves on the storage and so.e way to handle that overflow into something sinkable
At least that's how I would divide up the problem.
You plan foe your trains to bring more than you need for the interval between trains - as close as you can of course, but still at least 5% more than you
Then using some of the gravity assisted overflow designs in thr Piple you let the excess in the last storage spin off into some refinery or two that can produce something sinkhole.
Anything else would probably just be an exercise in frustration (ie trying to be exact)
have you tried that setup? im curious if it works
It shouldnt no? You would get this wouldnt you?
A B C D
0 0 0 600
|| || || ||
||==||==||==||
|| || || ||
75 75 150 300
well that wouldnt be an issue for the deadlock since it just wont consume HOR on the last 2 pipes
also im pretty sure it would split more evenly since its a liquid (the exact split is pretty random though and depends on how the fluid is flowing at that moment)
well that wouldnt be an issue for the deadlock since it just wont consume HOR on the last 2 pipes
Thats precisely what causes the deadlock
The issue is the way the "Wait until Full" and "Wait until empty" behavior is
the train waits until all wagons are empty/full, which means if you have a hiccup in production that causes uneven distribution, it "locks" the whole factory
again dont do wait until empty
but anyway it would still unload though
Consider this scenario:
Oil In, 4 wagons
[Full][Full][Empty][Empty]
HOR Out, 4 wagons
[Full][Full][Empty][Empty]
again dont do wait until empty
This would remove the determinism of the production line and make trains no longer have predictable throughput and ruin everything
yes if they are connected like you said the first 2 refineries wont produce so they wont take oil meaning the right ones would get oil
Well if my outputs and inputs are load balanced it works, but what happens in that setup if they arent load balanced and just standard 8x manifolds?
aslong as you have wait until full it is perfectly predictable
Only if each train only unloads once per load, or loads once per load, and you are draining faster or equal to the throughput of the train
As soon as you are trying to split your resources to multiple outputs, it wont work
Or well, you can theoretically still do splits but you would be forced to create "Splitter" depots, where you have 1 input station that splits to 2 output stations, and then 2 trains become 3 trains
?
"does this load balancer work"
"if they arent load balanced it wont work"
Im highlighting the "what locks things up if I dont load balance my stuff" problem
so load balance them?
Right so, Im trying to find info on a "proper" load balancer that actually works
I guess theoretically I can just slap valves on em
how exactly are you handeling multiple stations?
cause i did go to source station -> go to dest 1 unload ->go to dest 2 unload
and because it will just unload how much is missing in dest1 it will have left over to bring to dest 2
You usually need minimum 2 trains for high throughput stations no matter what
So you can just send Train A to output station A, and Train B to output station B
i just did 2 trains with the same path
if train 1 just docked in dest 1 that means that train 2 will bring everything to dest 2 since it didnt unload much in dest 1
Especially for fluids, at close to max throughput a platform fills up in just over 1 minute, so you need to have a train almost always racked up ready to go
yes you just have multiple trains with the same path
Every train that visits a station takes a big chunk out of its throughput
You want to get as close to 1 train per station
you can have 10 trains and it works
because they just wait in line until they are full
No that takes massive chunks out of your throughput
for the output? yes but you cant have max throughput there anyway cause you have 2 stations
for the input? no since they will just wait until full so its always the same time
For example, using Mk5 belts and 50 stack size items, every train you have visit the platform chops off over 100 items/min per belt
but its not more trains/min
they just wait
The issue is your ouputs, you have 2 trains now dropping off non full loads into the depots
You never want a non full train dropping off at a depot, you just hamstrung your throughput
yes if you have 580 input going to 2 stations you CANT have 580 going to both
I suppose its still within the max throughput of the output stations, because a double blocked station still has >50% max threshold of a single blocked station
this seems backwards. The whole idea of trains is that you can increase thruput by simply adding more trains.
More trains increase throughput but lower max throughput
Im ... not sure how you arrive at that.
Trains block the inputs when docked
more trains/min at a station reduces throughput
more trains in a system doesnt if you have wait until full
the inputs to the stations?
The more time the station spends being blocked, the lower its max throughput becomes
If you have a train unloading 100% of the time you have 0 throughput
yes, inputs and outputs are blocked when a train is docked
So you can compute the "true" max throughput of a perfect platform by assuming absolute minimal dock time to achieve "just in time" docking, which is easy to do by simply using the "wait until full" / "wait until empty" option
When you set a train to "wait until full" it will pull up and "pseudo" dock, but doesnt block input/output, and waits until:
Wait until full: The platforms have enough material to fully fill all wagons
Wait until empty: The platforms are empty enough to empty all wagons
wait until empty just makes 0 sense to me
Then when it crosses that threshold then it truly docks and performs the load/unload
I think you may be able to get away with not using it, but Im crunching the numbers and not sure
What if some platforms are set to load and some are set to unload?
You can simply just imagine each platform is "ready" or "not ready" based on what you set it to
you cant unload faster than you load so it will always be bouned by the "wait until full" time
Huh? What makes you say that? Loading and unloading take basically the same amount of time
exactly you cant unload faster
wait until empty makes more sense if you are having a train deliver multiple stationโs worth of outputs to one location
I think that will however just propogate the "soft lock" problem to be the previous / next factories
In my prior example, the train would leave but now its wagons are:
[Full][full][empty][empty]
And when it arrives to load, it wont pull a full load, so that factory will have uneven draw, and that input wagon will have uneven draw...
well you have to make a choice both work but not both at the same time
do you have trains waiting at inputs until full and have a dedicated train for each output
or do you have trains waiting at outputs until empty and have a dedicated train for each input
It would just propogate the issue all over and you'd have a hell of a time isolating where the actual issue is originating
yes thats why you load balance
You would know "Well somewhere at some factory, an issue is happening on line #3 and/or #4""
Right thus thats the conclusion I came to, load balancing the inputs/outputs should make everything go smooth and accomodate for any hiccups
Theres another fix btw, but its tricky to do if you have >2 input items
its just that production at 50% is better that a complete deadlock
This is the other theoretical solution that sort of "just works"
Its a pseudo "load balancer" that basically distributes the loads inversely, so if you have uneven input it still evens the output out without having to load balance, the machines themselves are the load balancing logic
But unfortunately once I go past 2 inputs, it gets a lot tougher
for 4 inputs I can "sushi" the trains theoretically
But if I need to use the bottom section for input, I have to load balance that one
with trains, i use a caching method using the mk2 storage with 1 input and 2 outputs into the station. It seems to work most of the time for me. you are only limited to 1 belt of items/cart.
Has anyone ever tested the claims that manifolds don't work? Maybe something like 300 iron into 10 smelters, with a balanced and manfiold setup sending the ingots to a sink? Then have an overflow splitter to catch backed up ore (if any) and put it in a container?
I'll set that up now before turning on a movie.
Here's how I laid out the 10 way balancer. I'll be plugging both miners in at the same time once I double check that recipes are set.
That 10 way balancer looks way more managable than my 100 way balancer ๐
Starting it up now
The 100 way balancer! , It has only one use case scenario, feeding nukes their fuel without the need to have thousands of fuel rods sitting on the map because of how manifolds work.
I actually do balance my nukes, but by way of having 1 manufacturer per nuke plant, and those are fed with a manfiold.
I didn't think to set up the manufacturers in such a manner, that 100 way was the result of a massive retrofit, it's essentially eleven 5 way balancers, with a lot of two way splitters connecting them , and the ends to the nukes.
After testing, 100 fuel rods in, each nuke gets 1 ๐ , no deviation.
Suffice to say after dealing with radiation mitigation, I got a new appreciation for load balancers under specific circumstances, even though I primarily manifold.
I aim to only have like 3 at most in a nuke at a time, though I am building a massive emergency power system in the event something goes catastrophically wrong,, four towers with 20x20x20 power stores fed by geothermals (and initially charged off the main grid.
They actually came in handy when playing early U5 deleted my primary uranium node.
I had a uranium node and several bauxite nodes decide to ghost on me after U5 dropped, the mine was right there but it really wasn't,
It will take me a while to place 32000 power stores haha.
I still haven't even picked a site for the monsterous backup yet, away from my nuclear for sure, my game stutters like a bitch when I'm there for some reason and half of it is offline ๐ฆ
Worse still, when I watched the process monitor, my cpu actually drops during the game freezes, like why?
Highlighted machine is third from the end and just filled its hopper to 100. So if the system is going to back up and lose efficiency compared to the balancer, it should be relatively soon.
You having manifold issues?
Nope. I was just browsing Reddit and saw some weird beliefs about both manifolds and balancers.
Aw gross you can make that last one 90 degree bend
That'd interrupt the test at this point.
For the time being I don't see any indication the last 2 machines are backing up. No ore in either overflow container. Plugging in a movie (Dredd). ๐
:p
Some people can be die-hards defending their positions, manifold vs balancer will be a debate going on long after these tests are done.
I normally make a complete hash of balancers myself, It's only handling radioactive materials that caused me to revisit and redouble my efforts with balancers to cut radiation.
Balancer for nuke, manifold for everything else
That's what I'm doing right now, though in some situations when I can make it compact, I will run balancers elsewhere for quick startup.
Since it takes so damn long for nuclear to catch up
In addition to the long nuclear startup, one end of a manifold ends up more radioactive than chernobyl, and the other end is starved,
๐
As such, this was formerly fed with a manifold, two belts splitting 50 ways, is now fed by a 1-100 balancer, and the time for startup difference was immense.
Do you put a pure node with mk3 miner ocโed to 780 on a single belt or is it better to split it right at the miner?
Still outs 780 max either case
Something something throughput is broken and you will never get 780
How much of the 780 throughput is โlostโ? Does it matter or just ignore it and itโll be fixed at some time?
Load balanced setup and manifold setup both still working perfectly. Machine levels have been steady for over an hour.
Link?
There's a recent thread with a meme image. I'd go dig it up but I'm pretty sure I remember you have multiple posts in it already. Unless you have a different Reddit name.
Ah that one, gotcha
Nothing stood out from it that we both haven't seen claimed before
I didn't see any particularly blatantly wrong info thrown around (other than maybe 1 claim), but I haven't kept up with the convo much ๐ ๐
I don't interrupt if people shit on balancing or manifolding, as long as they don't fake data 
I see one person who I recall has already been downvoted into oblivion, claiming they saw manifolds 'desaturate.' I've also seen people claim that feeding a split back into a source doesn't work for creating balancers, but I don't think I saw that one in there.
Classics 
"My math works out, it's the game that is wrong!"
"Did you try checking for MK1 belts?"
"... My math works out!" 
"But on Youtube...."
Bruh, I got told it's too "bold" to assume people know the meaning of something "just because the wiki has an entire page dedicated to it" ๐
Apparently YT was the first result for their search ๐ฌ
This is actually quite misterious to me... Why so many people "miss" the wiki and other official resources ending up on (eg) sites with old versions of the map and/or recipes or werid YT videos...
Doesn't the wiki show up high enough on the results or something ๐ค
Google probably favors video content
The balancer page looks pretty good, some effort was put into it
The balancer page on the wiki?
What if we include short videos in the wiki...

That'd probably be useful, even besides SEO. And there are good arguments to write the pages with SEO in mind so that people aren't directed to wrong info.
Search engine optimization. In other words, writing content so that it appears higher in search results.
There's a whole industry behind doing that
Wikis by their nature should be pretty high in results, as long as they're formatted well and have proper page titles. The last step is having key terms in the text body as much as possible.
Yeah, I have an idea of what that is, I'm just bad with acronyms (and too lazy to look it up ๐ )
I used to write SEO content. It's ruining the internet in a lot of ways
Garbage sites like eHow were just the beginning, it's only getting worse.
I can't bring myself to stare at the setup, but I'm pretty sure it's been 100% green lights once the manifold filled, too.
Internet is still very much a Far West, first come first served (as in, the first to find an exploit rips the benefits)
||Autocorrect trying to correct "rips" in "RIPs"
||
Use the power draw to judge the efficiency exactly. You might miss a light changing color, but you can't miss a dip in the graph ^^
Well, as long as you check the graph frequently enough ๐
What's the time frame on the graph?
~30s iirc. Maybe 1 minute
I suppose it doesn't matter. Now that it's been running perfectly stable with no changes to hopper amounts for hours, that doesn't seem possible. I've paid particular attention to the last 2 manifold machines, and their hoppers have never been in danger of hitting 0 any time I've checked. Generally right on 2, +/- 1
Actually, not even +/- 1 now that I'm looking again, it's generally on 2, occasionally ticking up to 3 very briefly like a clock. If it hovered at 1 at all I'd be nervous.
On both the last 2 smelters in the manifold and all 10 of the balancer, all hoppers seem to have a predictable rhythm where they briefly tick up by 1 item. The first 8 in the manifold stay at 100, but you can sometimes catch a frame of them being at 99.
Speaking of frames (funfact): smart splitters actually output on overflow when the overflow stack reaches 4. You can see it for an instant with the dismantle tool
So the internal buffer needs to fill, then it will disgorge the entire buffer?\
Iโve seen it overflow smaller amounts, so, I guess just overflows beyond that.
No, it just outputs the 4th item in buffer (dunno if FIFO or LIFO), so that the buffer is always at 3 (but you can still catch a glimpse of the moment the buffer reaches 4 xD)
I thought the buffer was 9 or something?
Or thatโs a separate internal storage?
Although I donโt think itโs quite that bigโฆ.
To clarify, I used a smart splitter to send possible overflow to a container, testing to see if a belt sustained 780/min. If the belt doesn't, you notice the splitter slowly piling up items on inventory before finally reaching 4 and outputting 1 item on the overflow belt
Funny enough, if the belt MANAGES to carry 780/min, the splitter may still pile up items up to 2/3, but I've never seen it output overflow and sometimes the items in the splitter go down to 1....
That might be the TOTAL buffer (eg: you can cram 9 items inside a merger, but the overflow option works on a 3-items buffer)
I see.
are people still going on about this "bug"?
Yes
For as long as it remains unresolved of course people are going to "go on about this bug"
๐คฆโโ๏ธ
I dont even have the enrgy this morning to deal with that. never mind.
Good job because if you aimed to white knight a known issue, you would have been disregarded anyhow.
White knight?
what the fuck are you on about?
never mind. dont answer that. Im out.
Bye~~
Bye bye now!
Something something chess, I dunno
With his reaction after the going on about "the belt bug" meh, I can see he would have defended leaving that to the hilt with no movement, I cba with thick headed people.
Iโd call that being a Don Quixote maybe.
Although thatโs more โwild goose chaseโ than โimma die on this hillโ
The Don Quixote is more eloquent and would go over most peoples head ๐
True, itโs a little obscure too.
๐
Hmm, after I started to move my hub, space elevator & storage, I have a horrible feeling the new site is liable to be included in the spire coast changes.
imagine not restarting when they change that
I'll restart when I feel I've done what I want to in my existing save that's been going since update 3.
ye that usually takes the time of experimental for me xD
I do hop over to experimental and see what changes do what, aside from some hilarious bugs and weirdness, the new toys added a ton of value to my existing save ๐
Being able to draw on the factory floor to quickly imagine a layout has been awesome, and it makes for a cool looking factory when completed to boot.
update launches on eperimental: hard core gaming 14h per day for 1 month
update launches on EA: burnt out for a second playthrough so just backseat gaming in discord for 3 months
good stuff ๐
I have burned out a few times, then I hammer grand theft auto 5, diablo 2/3 or stellaris for a bit, only to come back because things need built โค๏ธ
The moment I realise I built mergers down the centre line of a manifolds inputs.
And the white knight is talking backwards and the red queen is off with her head
Remember what the doorman said, feed your head
Will 27x32 foundations be big enough for 89 fuel generators and the necessary pipes and power connections?
general rule of thumb, always build it bigger than you think you need
2.5x2.5. 10 in a line = 25 (+2 for waking around). Each row is two lines, 2.5 + 2.5 (+ 1 for pipes) = 6. 6 x 5 rows (90 machines, I will leave one spot empty) = 30, + 2 for walking around = 32.
Math, not even once
SF launches in 2018: backseat gaming since then and making mediocre tools
mediocre but still better than average xd
Thought here, if I split a MK5 belt immediately (as immediately as you can ingame) after a miner doing 780, will the belt bug still happen on the segment that is between the miner and splitter?
IIRC it won't
'k
I do need to split it anyway, and I have an idea actually for mixed belts as I'm doing https://www.satisfactorytools.com/production?share=dYIbZ7pp9MjNwzbvethW I don't know for sure what I'll do after steel ingots, was just exploring the numbers there.
Stfu, the improvements on the stats for machines and such are actually awesome
(I just happened to discover them yesterday)
I already spent 2 hours in the tool just because of how well they let one analyze the different solutions
Welp, you know who to ping for help xD (also, I confirm splitting a belt allows you to get 780/min from a miner. Just don't try moving 780/min from ONE belt to ANOTHER belt, as belt-belt connections cause the issue)
The throughputs involved don't seem very favourable for mixing though, unless you're planning to split the productions in smaller chunks 
I'll have to split it some way or other given the size of it anyway.
If the game had some useful machine stats... I can't think of anything atm (unless they fix the efficiency display or add a power graph for single machines too)
I'd be much more interested in something similar but for belts or smort/poggers
Knowing sometimes requires to take cumbersome notes that could be avoided (plus adding some nice infos) by having what you mentioned
Imagine having to go to your notes whenever you move from one programmable splitter to a new one. Sounds like needing to look up your notes to know what factory you're walking in because nobody added signs since "if you don't know which building is which, you should've planned better"
what would be the best ratio between production and power (turbo fuel) with oil? (i've got 8100m3/min)
I have to ask... I am making a stupid large Pure Ore Plant and i did some math just now... Does it make sense even to try and wash ores if i can't even build as many refineries as there is materials from nodes coming anyway? Should I just make is all smelters and use the normal recipe?
That's making assumptions that I don't share.
I dislike taking notes whatsoever. Even worse if they're out of the game.
I wanna show off factories and I might want to change the design later on. I don't assume I'll never rework it, so ways to show info in game are much appreciated. Also, troubleshooting
Might be appealing to you, but doesn't cover my preferences
With poggers and such, there's plenty of ways to change a design without needing to rebuild much, thus making a complete rebuild way too much
I use them, but the least I can
Wdym?
What's the link to that yet another satisfactory planner?
I want to see if it has overclock controls or something.
Nvm, found Zyras post from a few days ago.
lol!
does anyone have numbers/a spreadsheet handy which has maximum theoretical throughput for a truckstop relative to distance travelled?
i know they load/unload at 120 stacks per minute, and i dont think they suffer from the load/unload lagtime of trains
but before i dive into average speed calcs, wondering if someone has already done the math
soooooo, like exactly what i asked for
good contributions to the discussion
๐
relative to distance traveled
delightfully unhelpful, yet technically correct, you remain on form sir
you focus on the specifics and ignore the context
Reminder of the rules about being respectful, polite and helpful~
If one doesn't feel like they can abide, silence is always an option ^^
yea, i'm stepping out, i'm saltier than i was expecting, and i should go find out why
night
Well that was an interesting read O_o
Math, not even once
Is this kind of behavior normal for sushi manifolds? Everything else behind this one is filled up to 100 units each, but this one isn't filling up completely. It actually seems stable, though flickering around 9 to 11 with the copper, occasionally dips into 8 for a miisecond, but always recovers to the previous range.
Also, I've set up a feedback loop since there is a bit of leakage and keeps it in the cycle. Going to see if I can modulate that with programmable splitters though.
I've been watching that for a while and I'm 99.9999999999 sure that it's stable, but I'd feel better if it was filled up.
Oh, I thought it did.
Maybe I wasn't paying attention.
and I know that, that's the purpose here.
Setting those last two to overflow did the trick though.
After my experiment with iron ingots not long ago I'm actually quite pleased with the game's precision. Even if it's not perfect over the course of hundreds of hours of runtime, solids are close enough that I would be comfortable saying people shouldn't worry about it.
That makes sense. I've yet to attempt sushi so I can't comment more than that.
Oh dead lord ๐ฌ
Way to go voice to text ๐คฃ
Yea, without a copy paste function, I don't see myself doing this on a large scale.
If they do implement splitter copy paste it'll be interesting to see if sushi manifolds become quick enough to be an obvious choice. That is a lot of cut down belting for four ingredient manufacturers.
Very cut down belting.
๐ฟ
what's the most fuel efficient method of production
if you don't have turbo fuel
i.e oil to fuel? or oil to HOR and then to fuel?
Oil - alt hor - diluted fuel
Ahh nuts, I just realised when I do start demolition of my turbo fuel station, that's going kill my fabric>filter plant.
Im surprised the wiki doesnt list how long machines idle
When output is full or not enough input
Two more little structures to go, then I gotta go back to the acid refinery and find out why it clogged during my last nuke test.
mixed belt that is in a manifold configuration.
oh so the belt contains more than one kind of item and uses smart splitters
I'd considered using those but realized I'd want sinks at the end of the line to prevent clogging and reconsidered until I get to a much later game stage
Some of my more complex lines could do with being converted to sushi, I just haven't figured out how to implement it without some inputs being heavier than others and blocking the whole thing.
that was exactly my hesitation as well
if you have a balanced line like Steel or the alt steel recipe that uses iron ingots instead of ore, the ratio remains the same on both lines so it should technically work cleanly at all times
anything that's top-heavy like something that requires 1 reinforced iron plate but 12 steel beams, well...
I love the floor holes for conveyor lifts, that's let me tidy up building intakes & outputs in a manner I couldn't match with the wall holes.
I think the thought of having to change one's design to accommodate for (even if temporary) a sink connection intimidates many 
The first place I'll try it then will be at my starter base when I get the rebuild underway ๐
Products like computers/super computers & hmf will be ideal trials, and overflows can go to the warehouse (then a sink when that's full)
Hey can anyone tell me how to efficiently make the modular frames
their recipe and the way they get made in the assembler is just total ass
i aint making them by hand thats lame
i figured out i could get 3 reinforced plate factories
which would be 15 per minute which could last for 5 assemblers cause 15:3=5
and then i would need 60 iron rods per
a whole factory makes me feeds into one assembler which is making 5 per minute
look i only have like 40h in this game ๐คฃ
yea
my definition of factory
is enough for one assembler
im not using them for a recipe
its for a milestone
a few milestones actually
as much as possible
its just i cant make a factory without any excess if i have 120 iron ore per minute
yea but something i can pull off
i dont even have tier 6 unlocked
jesus thats so many merging and splitting
much*
52.5 a minute
wdym
with how limited merging and spliting is, which is either x2, x3, and /2, /3
my problem is how do i split 120 iron ingots into 52.5
my splitter can divide by 2 or 3
thats 60
oh
well great i only got to know this now
never thought about it
anyway thanks a lot
and btw whats that site you used called?
farts agressively
Scalti's newest videos showed me what was possible with those things, and I haven't looked back since. MIND BLOWING.
that ? that's NOTHING. I've got one factory generating six crystal oscillators per minute. I'll let you do the math on that one. I can share photos if I'm allowed to paste an imgur link
this will give you somewhat of an idea of the belting and splitting and merging going on in the layer below this one (noting in addition the 3 columns in the back delivering parts to and from the layer above it (screws down, cables and reinforced iron plates up)
I didn't want to go full ham with it in spite of the fact that I was farming up 2 pure iron and 1 pure copper node with overclocked mk2 miners, from the nearby desert, underneath the mountain through the long cavern near the quartz nodes, because this dam thing took me long enough to figure out at the time. I can always put together another of these right next to it with the overflow from the first factory
you can juuuust barely see the iron and copper overflow belts protruding from the left side of the building in that photo -- this factory smelts ALL the iron and copper passing through it, so technically I could just mirror every floor above the smelter section to double this output, and would probably STILL have leftover iron and copper. This also doesn't even account for the fact there's an alternate recipe for oscillators I haven't yet discovered, so I didn't want to go nuts with this one just yet
that's what I was figuring -- I just wanted to get a self-contained starter factory going, that was producing more than 2 at a time
I still haven't fully automated heavy modular frames, high speed connectors, computers, or circuit boards yet
I just unlocked one of the alternate recipes that will let me triple my modular frame output so I'm considering finally getting around to rebuilding that segment scalti-style and then starting a new HMF factory between it and my steel production near the caterium node in the grasslands
how so?
that one caterium node is near enough iron and copper and coal that I've got caterium wire, ai limiters, steel beams and pipes, stators, and encased industrial beams all coming from the same spot and I'm not even using all the iron nodes yet
I don't have them all coming from the same BUILDING mind you
Iron and copper will never run out, you'll be limited by caterium, bauxite and quartz before you even strain on iron
no of course not
but I had fun putting it all together without miles of conveyors connecting everything in disparate locations
the only real bottleneck right now is coal until I unlock tier 3 mining
or, (blegh to me) route coal in from further away
you cant realy say what youre limited on without knowing what alts you use since they swap around the requirements alot
ugh I am not looking forward to scouring the spider-infested bamboo forest for hard drives
I need a fricken flamethrower
we have the technology
I really enjoy hoverpack + gun for clearing out infestations
yeah I haven't -quite- unlocked the hoverpack yet but am close
JUST managed to scour enough stray computers from crashed pods that I got the train unlocked but haven't even BEGUN to think about how I might utilize one yet
Trains are helpful for transporting items made in bulk to other locations to be combined with other items to make something else
Have you started anything with oil yet?
I eventually caved and just bought alclad sheets from the awesome shop so I could unlock + build it. ๐ฏ% worth it
yeah thats what I used them for, since I kept finding them
Now you need more
yeah I have the two normal crude nodes on the west coast dedicated to an even split of plastic and rubber, with the results going to an awesomesink for now, and the rest used to make petroleum coke fueling another 16 (could be 24, I think, but I didn't go there yet) coal generators and overflow of the coke also going to awesomesink
I haven't yet set up power generation on the two pure nodes over there
it has dawned on me that no matter how much of a thing I have, there will always be the need for MOAR
Trains will be helpful for getting that plastic and rubber to other production areas to create higher tiered items ๐
well those oil fields are right nearby a caterium node, thankfully (just down the beach a bit) and slightly further along are two lovely iron and one copper node I set up some prep for so I can send those towards the oilfields, to make circuit boards and computers with there, and then maybe train the lot of it back to the hub
I'm mildly annoyed I can't make steel from the petrocoal somehow (alt recipe or something) but oh well
but I did find the steel beams -> screws recipe which is magnificently efficient, so I got that goin' for me, which is nice.
I got this recipe and used it for all of 2 things. I always just aim to never need to produce screws in a production line
well, that particular recipe is hugely performant on making heavy modular frames efficiently
ah yeah I use the heavy encased frame recipe in my save
concrete + encased beam + steel pipes + modular frame. https://www.satisfactory-planner.net/?f=v3_U5,4000000100088000090101bffffffffffffffffff7fbfffffffff,heavy_modular_frame:maximize:20,,480:100:0|480:243:0|52860:133:0|30900:227:0|11040:637:0|10500:670:0|6840:1028:0|11700:601:0|9780:719:0|2100:3351:0|12000:586:0|0:1:1,0,1000:1:0:0
A tool for planning factories in Satisfactory
heck the enhanced steel screws recipe even makes Heavy Flexible Frames feasible
Does anyone have the nice picture handy of extracting pure oil into Fuel Power Plants? I don't think I ever saved it ๐ฆ
is it impossible to get a 100% efficient caterium iron ingot factory without under/overclocking?
nvm it is
just do the math and factor it out, multiplying by however many you need, and you can also switch things up by adding pure/normal/impure to get the balance right
guys is there a gallery or website where there is a decent collection of meta blueprints/ popular layouts for stuff?
Why is NF steel coal 1 showing a distance of three times the others when they are all exactly the same length (+/- a little because inexact driving)?
Given that the consumption is roughly the same as the others, I'm inclined to believe it's some wierd display error.
I think I'm recreating the grain belt in my game ...
need a track system and station design tutorial
what do you generally need more of? plastic or rubber?
so, this seems like a decent plan, given that I'm already producing 100 rubber and 100 plastic / minute with my current setup and just burning the petrocoal in generators and sending everything to awesome sink at the moment anyway
I just got to find one more hard drive that can unlock the caterium computers recipe
but this is WAY better production with less resource usage than I expected, and that friendly caterium and copper node(s) just down the beach from the crude make this eminently possible
Nilaus and xclipse
game performance wise, is it better to build a giga factory or spread out and rely on logistics?
The latter so not many obj on screen at once, no?
true, but the train system is getting really really complex
it's currently a push-pull system on a monorail, such a hard problem
9 stations
and, if I have one location with 5 inputs, and 3 outputs, is it better to make a 5 and 3 freight bay 2 station design, ot a 8 station single bay design
this way, stations are any to any
purpose being - scalability
Try trucks
And double tracking
trucks no good. fuel issue and distance across entire map
Oh yeah for longer distances trains for sure
Double tracks is niiiiice
yeah, double tracking, I was afraid of that
Thereโs a reason itโs the standard on real freight lines
Only low-traffic / long distances between stations work for sidings and I donโt think satisfactory supports sidings/passing lanes well
Though I havenโt tested it much with U5
okies, gonna need to convert fomr push-pull to loop system. - track design solution . but what about train station design ?
like any station can send or receive from any station. best to make multiple single bay stations at each plant ?
Do you really need any station can send or receive from any station?
Why not set up a single (or set of) transfer stations as intermediaries
yes. because as I create more iron ore mini factories, I'd like to add statsions easily to the main factories aroundt he map
Hub-and-spoke model instead of many-to-many
oooo.... transfer stations
feels like that would be more complex... I'll need to thikn on it
actually no. I can control via transfer stations and train route zones
instead of having one major loop, having 8 loops to and from the transfer station might be better. adding more trains for more throughput - nice !
woohoo! thanks a bunch
Youโre welcome! Glad I could help ๐
and I think I'll need a two tier transfer station. each zone having it's own tansfer station, and then a central one - to help break down the troughput limits
and suddenly, I'm playing railroad tycoon, lol
Yup ๐
The transfer โstation(s)โ can be done any number of ways. For each central station, you could have one receiving train station and several outgoing stations (eg connected with belts) each customized to their destination factory, letting you keep the push-pull for local/factory-specific trains. You could have global transfer stations sorted by material type (eg iron in one place, copper somewhere else) or production chain (eg one network for frames, one for nuclear or whatever). Lots of combination options
Drones can also be a helpful addition for smaller production items, if youโre not already (planning on) including them
cntral transfer station would be choking point... the transfer stations in each zone coule be any to any - that might work
I'm afraid that each transfer station would be one tran station per item - since there's no ordering sytem in satifactory
like, telling the freight bay to load the car with 1/3 ore, 1/2 plastic, 1/6 fuel - etc
Depending how frequently you have trains coming in (since frequency reduces throughput due to the freeze on train load/unload), smart splitters may do it for inputs
what no sushi stations? sacrilege
splitters are too slow, even if I double them up.
Just have dedicated platforms for each of those items
yeah, dedicated platforms - like bulk logistics
splitters are only limited by belt speed so far as I can tell
ok, zoned track system with dedicated single station per item at each factory. the station will have to act like the ordering system
true - but the train make the round trip faster than the splitter can dump it
Then you should be using trucks instead
can you alter the schedule to happen less frequently in that case?
Yeah or add wait times
the load/unload rule wasn't working in U5,, but I haven't given it a fully shake
honestly, I just hate trucks
Hahaha. I used to hate them too but have come to appreciate them
I am enjoying the challenge of building out an additional packaged fuel logistics system
And I really appreciate how space-efficient they are (Iโm working in the northern forest and as an added challenge trying not to cut down all the trees)
ok, gonna go scketch out the new rail system
heh. This games permutations are going to be friggin crazzy to figure out:
Hint. this is just paths to a basic resource, not permutations of different combinations to make this...
{
"item": "Nuclear Pasta",
"totalPaths": 11826,
"allPaths": [
"[Standard: Nuclear Pasta] (Copper Dust + Pressure Conversion Cube) -> Copper Dust[Standard: Copper Powder] (Copper Ingot) -> Copper Ingot[Alternate: Copper Alloy Ingot] -> Resource Node (Copper Ore + Iron Ore)",
"[Standard: Nuclear Pasta] (Copper Dust + Pressure Conversion Cube) -> Copper Dust[Standard: Copper Powder] (Copper Ingot) -> Copper Ingot[Alternate: Pure Copper Ingot] -> Resource Node (Copper Ore + Water)",
"[Standard: Nuclear Pasta] (Copper Dust + Pressure Conversion Cube) -> Copper Dust[Standard: Copper Powder] (Copper Ingot) -> Copper Ingot[Standard: Copper Ingot] -> Resource Node (Copper Ore)",
...
actually permutations for Nuclear Pasta are super easy to figure out - there are 2 resources, and only 3 ways to make Copper Dust so... 11823*3 permutations on different possible recipe paths to make Nuclear Pasta. Most of which are totally not viable lol
oh yeah. epic ratios
Should I have pumps down this pipe?
so, make my day, I go running around atop Red Mountain, dodging hellspawn looking for hard drives, and find one, go to put it in the MAM and LO! there's already a drive in it with research completed having the exact recipe I was hoping to get after researching several more drives. so much win ๐ฏ
nah that's horizontal - if stuff isn't getting to the end maybe run a parallel pipe above it and loop it in at the terminus of both
Alright
either that or you don't have enough head lift going on at the beginning
right now I'm mostly enjoying the fact that I can turn alien organs into truly staggering amounts of biocoal with a single constructor, and use that to fuel the tractors and trucks
I built a black powder factory on top of some sulfur deposits. Leaves & wood go in, explosives comes out ๐ฅ
I feel like this HUB-and-spoke idea wouldn't reduce much the numbers of trains and stations @final glen would be using if they just tried their many-to-many approach... 
Generally speaking, I think one should keep the "any-to-any" approach only for some transportations, doing that for any kind of transport and volume you may need can end up in a (lag-wise) terribly convoluted train network
TLDR: Imo, trying to use a "many-to-many" approach, with or without hubs, rises the number of trains needed way too much for little gain, best to keep that approach for some specific kind of items or volumes of items
@vast jungle might be able to add some good info on this, if the convo interests him ^^
hey guys just a quick one, im running 40x refineries for turbofuel, both compacted coal and the fuel itself are in manifold style setups and the belts are at the right speeds as they move down the line - is 40x machines too many for a manifold?
the numbers are right throughout so.. in theory..
As long as you're not trying to exceed your belt throughput anywhere, you're good ^^
great ๐ i let the belts and pipes saturate the machines fully bit by bit as well with some buffers before production
That's generally referred to as "priming" your manifold of belts or pipes ^^
Great to avoid possibly huge waiting times before the factory reaches full efficiency
The fluid loss bug remains an issue for fuel generators. As long as you have some power storages you'll be fine. Or are overproducing turbofuel.
i read somewhere 3 water pumps/generators are enough for 8 coal plants, how do I go dividing it fit all 8?
1 pipe merging the 3, each end of the pipe can feed 4 gens
Some layout examples can be found in the wiki
!wikisearch coal generator
Yeah itโs not trying to reduce the number of trains and stations, but rather simplify the system design - they were originally (from my understanding) trying to come up with a universal station layout for every factory/outpost that would allow any train to go to any other station. Hub-and-spoke allows one-to-many; it takes more stations but the stations can be smaller and more custom for the specific factory/outpost. It isnโt really a โmany-to-manyโ approach because the hub is a centralizing point - itโs โmany-to-oneโ and โone-to-manyโ
Could even just be a bunch of โone-to-oneโs that are linked at the hub via belts
Ah, makes sense ๐
hub and spoke is what the big shipping companies (Fedex/UPS) use for their distribution networks, by the way
actually too a multi tiered hub and spoke - with big primary hubs like (for FedEx) Chicago and Memphis, that spoke to small terminals and smaller hubs (Indianapolis, Atlanta) and then to smaller stations beyond that
I found logistics very quickly gets away from you in this game.
I thought this game is logistics ๐
Hah, might well be, moving stuff seems to take more time than building ๐
Before you know it, your train station is the size of an entire biome.
Oh crap, I was so concerned about getting the heat sinks made, I never planned on how to get them down to the plutonium fuel rod factory that's half a dozen buildings over and a level down, past the criss cross of belts.
That depends a lot on how complex your buildings are (how many processing steps they include). As in: the less complex the factories, the heavier the load on long-range logistics
Itโs also what passenger airlines use - thereโs a reason youโre always transferring in Denver/chicago/Texas/Atlanta (in the US), and itโs not because planes canโt fly across the country without refueling
Imagine having it all in one place instead 
Or just your local transit network. Cars are pretty unique in their any-to-any functionality, but thatโs also because we mandate universal design access stations for automobiles (ie parking) at virtually every destination & origin point
The trouble with my fairly ad-hoc nuclear on a large scale with each building having it's own job, that isn't as straight forward as it would seem.
Trucks!
No room.
Easy, divide the production in chunks that each takes care of the entire chain
๐
(Sorry for the messy pic, but gives an idea of the distance between my sinks production and rods production)
More zoomed in at least ๐
This doesnโt work?
I'm using the only SCIM screen I could find ๐