#math-and-meta
1 messages ยท Page 593 of 1
And then you tell em to VIP it and all is good 
This is simoly a ploy to sell more people on the idea of a VIP
So that once the VIP mechanic no longer functions, everyone suffers 
Making a VIP is part of rethinking the pipe network ๐คทโโ๏ธ
Which is not an issue per se, but saying that buffers are useless excludes the situations in which they actually save work over redesigning the whole network
Its not redesigning if you always build vip to begin with
You don't have a problem if you don't have a problem to begin with 

Also I'm me, of course i dont have pipe issues
Time for a shitty meme:
"Tired of pipe problems?
Easily fixed!
Step 1: be me"
Solid buffers
Not fluid
Does anyone have a rough estimate for the throughput of a drone? I know it varies on distance but they are very fast
Depends even more on stack sizes.
Can even a t5 belt load a full port In time?
Depends how long the return flight is and the stack sizes XD 50 sized stacks are pretty damn fast
Oh ofc - am very thick
You'd want REAL long flights for wire though
Am going for a near full drone build so a central battery distribution hub and trying to figure out how many Iโll need etc
I think it's close to 30 seconds take off and landing so you'd have 2 minutes +flight time to load.
Wish they added a second loading belt ๐ฆ
You can avoid a ton of battery usage and flights needed by building at the location of hte resources though.
Which resources? And which location do you recommend then
Well it depends on what you want to build and how much. There's a nice spot against NW of the blue crater that's pretty good for bauxite refinery, but if you want it all you'll need to transport the bauxite from other ends of hte map
Underclocking is good to save power especially early game if that's an issue. Otherwise I generally build huge power station so I don't worry about power
So Iโve centralised all the bauxite into one place in the middle
Good plan ๐ Have you got the alt recipes for them?
Yes
Nice, and the Classic Battery recipe?
Played with a friend who collected all the hard drives for me - have every recipe
600mw is ok very early on but working on setting up a 4-5000mw coal power station wlil help you get to fuel w/o worrying about shorting out
That again is very dependent. For Batteries I'd go classic all the way. Simpler and better.
Which are the bottleneck resources ? It used to easily be bauxite
Sulfur
Our aim is to max nucelsr power, drone as much as we can
Then sulfur will be your bottleneck
Maxing nuclear power is surprisingly cheap on resources. The alt recipes for them are gneerally pretty evident on which to use too
Though even that is questionable since you can do nuclear and have more than half of all sulfur left
Thanks
How much coal do i need for that?
Is there a resource I can use to find this stuff out?
And how many nodes?
@midnight oar to both of you, look at the satisfactory wiki ๐
1 coal (resource) = 10mw
Does the wiki say which your bottleneck will be?
Try this https://satisfactory-calculator.com/ it DOES contain map spoilers though if that maters to you
Well Coal generators do 75mw each I think, so 10x for 750mw. Check out the wiki for the numbers ๐
Same deal, just with fewer issues afaik (it still comes down to fluids clogging due to solids clogging)
solids clogging isn't issue of buffers, but not sinking products
Problem with physical buffers is, in most cases outside of the afore mentioned vehicle stations, production is constant. So if the output side of the buffer can't handle the amount the input side is, a buffer isn't going to change anything - in x time it will just be full anyways and machines will start to shut down.
Buffers are intended to smooth throughput. But with physical items in SF the only time your throughput fluctuates is with vehicles (which was again mentioned as the only time to need them). Every other situation (ie somewhere in belt lines) the flow is constant.
Even with vehicles, there is a built in "buffer" in the internal inventory of the station. And then only if your input sometimes exceeds (1560 + (1560/minutes between vehicles arriving) a minute do you actually need an external buffer. Anything less than that value and the output theoretically can handle it (and if your not using it that fast, a buffer again doesn't matter cause it will just fill up and then be full as your still not using it faster than it comes in) and again that's only if it fluctuates and sometimes is below 1560 a minute. (Or replace 1560 with whatever belts you have attached) - if it is never below the Max that can be extracted from station a buffer won't do anything
Fluid buffers have other problems. But you can make use of them if they are cleverly placed.
I'm not arguing how little use they have if one only considers smoothing out throughput. We agree on that ^^
What I'm pointing out is that there are situations in which buffering can be needed. Of course, one could sink, but that is if one have thought that there could be a buffering issue if they don't do so ^^ (the issues can happen on startup, or whenever the input-outputs fluctuate)
Just keep adding pumps until it works properly -- A quote from what it looks like everyone tries when getting to Coal power.
Pump description: literally talks about headlift and nothing else.
People who can't read: PUMPS PUSH MORE FLUID THROUGH THE PIPE RIGHT? LIKE OVERCAP IT BEYOND THE 300 MAXIMUM?
Sushi-pipes when
eh, its understandable for folks new to the game. The game does not give a great description about how fluids actually work in game.
? Pipes talking only about headlift is "understandable" that people think they do more than headlift???
Or are you taking the route of "It's completely understandable that some underappreciated, well-meaning dev legitimately wastes time writing descriptions because of how many people refuse to read"?
My heart goes out to that dev... ๐ญ
I am sure some people read the docs about head lift and it doesn't quite click for them right away.
sorry, I mean the one sentence in the codex.
"Can be attached to a Pipeline to apply Head Lift.
Maximum Head Lift: 20 meters.
(Allows fluids to be transported 20 meters upwards.)
Note: Has an in- and output direction.
Note: Head Lift does not stack, so space between Pumps is recommended."
What part of this makes people think they have any other function?
Even just the first line.
"Can be attached to a Pipeline to apply Head Lift."
Leaves no room for interpretation. Yet somehow people are thinking they are magical constructs that have anything to do with how much fluid is sent anywhere.
๐คท possibly confusing head lift with flow. We all know your reading comprehension is perfectly ok.
Not fully understanding how a system works so you just throw shit at the wall is a common thing ๐ I see it often even in the field of software.
Also some people just aren't used to playing games with these types of systems, so I can see how a certain type of person might get confused that's all.
but also, yes RTFM.
I'm just more inclined to temper my outrage about it, especially when someone is asking a question in the channels meant to ask those questions in.
I am going to attribute it mostly to this tbh.
Because back in the day, games had manuals. We read them on the way home, and later we read them during the day 1 patch.
We were used to reading. Now, they don't, so people aren't.
shakes fist damn whippersnappers ๐
oh and FYI, built my first little sushi manifold the other day
I might consider doing it again lol
๐ฎ
When they add copy/paste splitter settings there will be a lot less of a barrier to them tbh.
Just a handful of assemblers and 2 manufacturers for a small battery factory. I just did not feel like running 6 belts
It is ridiculously pleasing (satisfying if you will) to look at.
I'm kind of confused here, starting with this reactor blueprint: https://www.satisfactorytools.com/production?share=dYFO2ov79MznNw3tzurx , I decided to simplify the oil production part so I could look at how using or not using residual rubber/plastic changed things without the whole rest of it and to my surprise, the oil consumption is higher as I had expected it to be the same, https://www.satisfactorytools.com/production?share=GSUPgF35Xp2WXNkLBylv I attempted to do lowest common denominator with the products and almost replicated the original one, but even then, the oil consumption is a bit higher, https://www.satisfactorytools.com/production?share=zGzR77mlxoQynPqUxxBT Aside from the uranium waste not being in the other two, they're identical in settings, so, what's going on here?
I went and checked what I wanted on the main one, but still wondering what the discrepancy is all about, I totally expected it to be the same if I plugged in the same numbers.
you posted three different links ๐ค
like each one having completely different production
Thing is that I plugged in the exact total outputs of the initial oil products.
the tool can optimise differently based on byproducts needed ๐คทโโ๏ธ
Although...... actually, I shoulda subtracted the stuff that was within the recycle loop, I think that's the mistake I made.
Yep, that was my mistake, way to overcomplicate XD
I personally need to break down the production line to much smaller chunks. That first one is information overload to my brain.
but also I have a lot of outpost factories that produce some of the parts I will eventually need for nuclear.
So I just supply those as existing inputs.
I just kind of do it section by section visually and split it into aggregate or something. I've been doing mostly the rail infrastructure so far and some smaller sections.
Haven't started building the main nuke area yet.
So your talking about situation where you have turned on some machines, but not others, and you want those origin machines not get backed up yet? So younput a container instead of a sink?
They still will tho, given time. (Backup) All a container is then is storage. And even if you get the next section turned on before that container is full, time again renders this unnecessary.
The internal inventories of machines and the belts themselves perform this exact same function, just not as large.
Don't get me wrong. If someone wants to do it for aesthetic or in order to build up a supply (either for build gun use or to reduce the time it takes thr manifold after to saturate for example) I'm not saying don't. I'm just saying it doesn't actually fill any great purpose or actually do what the definition of a buffer is: smooth out item flow, because there is no fluctuation that occurs naturally (only from your influence of adding more items to some point, removing items, or adding new lines to the systeml
Buffer away If that's someone's desire. Just understand that mechically it does nothing
I am just in the planning myself. I am going around scaling up some of the factories that produce inputs I will need.
I'm doing outposting myself, and using existing established outposts as well.
I am still not sure where I will build the nukes. I did just finish running my trainline down into the swamp area to make batteries and uranium is right there under that waterfall.
I've already chosen a site, first thing I did since I needed to know where infrastructure was going. It'll be at this lake here (and whoops, left a few crates around)
Good area, that is where my aluminum factory is.
Gonna do the aluminum there because the miner at the outpost a bit north can't support what I need.
Ive done some planning for a factory to make an encased industrial beam factory but i need to make the steel beams first.
Ive set my miners to 225 ore per minute for coal and iron (using base recipe) so it can distribute them equally for 5 foundries, but due to splitters being only able to split evenly would it be possible to split my load into 5?
!wikisearch manifold
OnlyFolds.
in terms of not wasting time, how bad is idea of building a factory and bring everything to it just to finish phase 3 in 100 minutes& (once everything working)
I personally just belted resources out of my central storage and setup a couple of temporary adhoc assembly lines and let it run while I was off doing other shit.
@twin cargo @vapid gorge Thank you so much!
If that wasn't totally clear I can elaborate ๐
The batteries can charge at a rate of 100mwh/h (100mw sustained over 1h), but can discharge infinitely fast
I think of 3 batteries as being 2 "backup" fuel generators for an hour
or, did. I need to repurpose that into nuclear terms now.
The feeling of: it could break... But it works perfectly and I know why 
Honestly, I get ticked off more when players ask for the QA site ๐
To each their own ||pet peeve|| 
Well, I know of some situations in which a buffer to smooth item flow can actually help, but they all revoke around quote delicate systems (eg: balancing the output of machines or groups of machines outputting in bursts, like pure iron, can take advantage of buffers, even if used jist for the first few inventory slots)... but that wasn't the point I was trying to make xD
I'm not referring to situations in which one purposefully leaves a part of the machines turned off, but such situations can easily occur depending on the dependencies one create inside the factories. Sayigg otherwise assumes everyone build while avoiding such situations (which I don't think is the case)
An example: your fuel generators run on fuel made from HOR. The byproduct resin is turned into rubber and the rubber is sent to a heat sinks production. Now, everything could be fine, but depending on setup the alu production could take so long to boot up (compared to the residual rubber, which comes from oil in just 2 steps) that the rubber could back up into the heat sinks assemblers. If the alu takes too long to get there, the HOR production could clog, causing a power failure. Of course, this isn't an extremely common scenario, but I've seen similar situations happen and then the user try identifying the issue may attempt some extra complicated solutions when one could... Just add a buffer for rubber ^^ (or for the HOR or whatever, the point is: CONSIDERING the use of buffers to solve the issue rather than other solutions which can be more complicated/cumbersome)
Hope I'm making sense, morning writing isn't my best ๐
๐
another angle to consider is that without in-depth analysis, it's often unclear whether a buffer will indeed fix the issue permanently, or just serve as a bandaid to buy some time
Ofc, but that's for the one having the issue to figure out (or the one helping xD)
My point is that solid buffers can fix some issues ^^ (without just delaying it for later)
Add a smart splitter and sink the excess.
If the heatsink factory doesn't use it, there is no reason to keep it laying around.
That's one solution... that requires more space and more power than a buffer ๐คทโโ๏ธ
Btw, the example was just one for a system starting up, ideally the heatsink factory should always be in use, it just lacks aluminium due to [insert any of the many reasons why somebody's alu plant isn't outputting as they expected]
Buffers are useful for headlift injection exploits :p
I personally prefer sink, as that is a bulletproof method of important things not stalling.
Also, if your alu delivery stops, then there will be never an 'extra' aluminium, or 'extra' machines to process the rubber backlog. This means the buffer will only ever fill but never go empty (unless you refinery dies), and eventually overflow.
Sink turns it into useful point, instead of having a box or five sitting around doing nothing.
If I recall correctly, awesome sink only draws power when grinding things down, so if it has nothing to process, it just chills there, consuming 0,1Kw to light up the standby diodes.
If you don't have space to add sink, you can bypass the overflow into factory output, and let the target area solve the issue ๐
I appreciate your willingness to try and say that such things aren't black and white, and usually I'm all for that opinion. Most things aren't black and white. but since this is a game mechanic we can indeed say its black and white.
If you look at things in a micro sense over a T (time) of a very small period, then it appears that a physical item buffer is useful. But SF isn't built like this. Time is not contained over small units but over infinite because resources do not run out. if your ratios are correct and all items are arriving via belts, then the system will run forever without interruption (assuming constant power)
Ah i hear you say already, assuming constant power. Yes yes. But the thing is, in your given scenario what happens once the alu arrives? You end up with one of 3 situations:
Input = Output on the storage container, Input > Output on the storage container, and Input < Output on the storage container. Because there is no mechanic to release in bursts once belts are hooked up to a container (ie its always a constant flow output = the belt speed being hooked up) then you have:
If I = O as T approaches infinity, then the amount that is currently in the storage container will stay constant and not change.
If I > O as T approaches infinity, then the storage container will fill up and the system will lock up anyways
if I < O as T approaches infinity, then the storage container will empty and be nothing more than a pass through.
If your I < 60 you could replace the whole storage container with a long snaking mk1 belt and achieve the same effect., assuming I <= O. But in any situation where, over time, your I > O the system will always lock up and a buffer wont stop it. It doesn't fix the inherent problem, it just delays it.
And as previously mentioned, vehicles do break this - because they arrive in bursts. And because vehicle pathing can produce a variable arrival time, buffers are useful here, because they smooth this variable travel time out - but again, as mentioned previously, it has to be an input > MxBeltSpd+(MxBeltSpd/minutes between vehicle arrival) at the highest point, but at the lowest point of items arriving it has to be I < transport input max (being the same equation as before) in order to be useful, because thats the only situation where the internal storage of the vehicle station wont be able to handle the current influx. If the value is always I > then its just going to take longer to lock up, thats all. But it will still lock up.
i thought this text channel was just like 200 x 20 but holy shiz
Vehicle pathing has a variable arrival time?
How?
Also the buffer is already there, the truck stop itself. (Unless talking trains, then yes, buffer, and variable arrival times for those as well depending on setup).
Yes that is what I was saying
And vehicles have a variable arriving time because of the collision avoidance system
They won't always have to stop and wait or go around at thr same places, which gives them a slight variance in their total travel time. It's probably no more than 10-15 seconds depending in how much traffic you have (I suppose a super busy system could endnup with a lot of issues or none at all lol
As for the station already having the buffer, yes. I said that. The only time you need an external buffer is if your vehicle input fluctuates above and below thr maximum output of thr station per minute (mk belt speed x2) + the items that would be removed between vehicle visits, in other words you sometimes have more items that arrive than can be removed in thr same perio6 (your I > O for the station) and sometimes it's less and In that situation an external buffer can be needed if the variance results in long periods of more before a long period of less, and the total more exceeds the internal storage.
That's not going to happen often, but it could potentially happen
If you do trucks properly there is no variance.
Yes, but there can be and I'm talking about abstract math here. And as the theoretical single use for a physical buffer to be added to your system beyond internal machine inventory
but satisfactory is finite
you cant just take t to infinity cause then you could beat the game with 1 iron/min
If done right of course you don't need the buffer because your input will be constant and once it's constantly, I to O will never change and so a buffer does nothing. But as a potential location a buffer would be needed in a belt network, it's the one place where you might have a variable I to O
"They can be" -- so we are doing math-meta based on people doing things intentionally wrong?
Um. You just disproved yourself. You can indeed do it so... yes. Time is infinite. See my original post: over infinite time a system will not stop as long as it is balanced. That's the point
Are you like only reading half my post?
The original discussion was do you need a physical item buffer in a belt system. And the only situation I can see based on the mechanics of the game, is an imperfect vehicle system. So... yes, based on the original question, I did the math for a single situation that could conceivable need a buffer, not that it was a viable one
At work so yes I am skimming. If the premise is people aren't doing things correctly, then fair points all around.
Confused why it turned into an entire blog post instead of just the sentence "when people do things incorrectly". ๐คทโโ๏ธ
But I will recuse myself given I skimmed.
Cause it's been ongoing for a few days heh
That's the confusing part ๐
so ive been wondering how i should setup my base so i have the least amount of lines on my bus
so i tried to simulate it by shuffling all factories i need and then calculating how many lines i would need between them
turns out 51 combinations is alot though so ive just been monte carloing it (ive tested 200 million setups so far)
but thats still quite insignificant to how many possibilities there are
that screenshot is what i have so far which means the HMF->Alu casing on the top side of the BUS and Supercomputer->Automated Wiring on the bottom side
you can see that the more common items tend to be in the middle but with this low sample size im not sure if thats just random
anyone have any ideas on how you could solve this analytically? (or faster)
i guess for a more general approach you could just make it square based, so it simulates normal factory planning but i just went with what i do which is a main bus
So you have 2 rows of all your factories and your busses can go forwards & backwards? Makes sense for the common stuff to be in the middle then so it can go both ways more easily and be at the center of everything
ye thats what i was doing so far #screenshots message
im just wondering if theres a way to calculate the exact optimal solution, causing saving belts/time would be nice
Anything with an output that only goes to the input of a single factory could be grouped together as a single unit, reducing the number of entities to deal with
ye i have that if the distance is 1 then i dont add a weight cause you can just connect the factories
thats why steel pipe is next to steel ingot i guess etc.
but for the more complex parts like thermal propulsion rockets etc. it becomes impossible to predict if its better/worse to place it somewhere
so ive been wondering how i should setup my base so i have the least amount of lines on my bus
don't build a bus - 0 lanes ๐
well as i said you can just generalize it to solve any factory layout with the least space
least space is unsolvable without trying everything ๐ค
i feel like there has to be some heuristic thats better than random guessing
I assume it would require some kind of modified pallet building algorithms
He has to build busses, otherwise he wouldn't be bussin.
but ye so far ive learned that building it in the natural progression (unlock iron plates -> unlock frames -> unlock HMF etc.) is pretty bad so maybe i should start building like one of those solutions
it just kinda sucks to have to plan to leave just enough space to fit multiple manifolds in a space 
most of factories are directed graph so you probably can build it like this
curent tooling is rather poor at displaying it properly but its ultimately pretty true
recycled rubber/plastic has entered chat
its like one case where there could be backward arrow
and its usually not even used like this
There's like 4 cases iirc
rest is water or some other liquid iirc
aluminum has loop but its between two buildings etc
Also self-feed with sulfuric acid
i think recycled aside, everything else is water backflow
but you could just connect the arrow to input and it would be same result
and for recycled, you dont actually need to make a loop there, most often
Water / acid back, thats about it
Otherwise the only other thing that goes "back" is packaging loops
either way, visualizing it like this helps with factory design
since you have bunch of tiers and belts going forward only (except for those mentioned loops), sometimes skipping few tiers
as example
What's the rate for having idk like 30 coal generators?
I remember isn't it 3 water extractors enough to put at least 8 of them correct?
8 generators is 3 extractors and 120 coal
so for 30 generators you need 11.25 extractors and 450 coal ๐คทโโ๏ธ
Hmmm
Or 5 extractors at 225% ๐
?
I have 8 coal generators in manifold pattern, each 2 generators are powered with 1-shard water extractors at 150%, all powered by 2 MK2 miners producing 120 coal each.
This is the last generator in chain, I had put manually 100 coal in it - why is the coal dropping? Looks like is stabilised at 12-13 coal, but I worry that it will drop even further. Each generator uses up less than 30 coal, it should be stable at 100. The one before this stabilised at 14-15, the rest are 100. What am I missing?
This is on multiplayer, dedicated server.
Is there a way to measure the item speed on a conveyor(not the speed of conveyor itself) without going to the origin and calculating it by hand? Even a mod would be ok.
The coal dropped because the first 7 in your chain had to fill up to 100 coal. Wait a while longer and it should eventually fill up
Not in vanilla, donโt know about mods
hmm, alright, thanks for the clarification ๐
thank you omega
@thorn bane if you're running a monte carlo simulation, can I recommend pausing to analyze the topography of the solution space?
so there are going to be locally optimal configurations, could be advantageous to try to identify a handful of local optima and zeroing in from there?
alternatively, could you model it like a neural/convolution network?
The purpose of my question is to understand the logic behind the lack of reservation during the docking ๐
My theory being the switch of locomotives acts like an additional path signal of some sort, clearing the first half of the path reserved originally
yeah but in this case why in 4 the path is correctly reserved when the train leave the station, I even tried to launch a train from the other station to collide, it didn't happen
say whats the rate for a 45 or 50 coal gens
Why wouldnt it reserve correczly
15 coal per generator
It does, but if it was working the "regular way", the middle rail section couldn't be used by another train to enter the second station, there would be no step 3
what about water extractors
A lot of pipes and some nice belting
Anything as long as you get 600 coal
Overclock, more miners, better miners, doesnt matter
hmmm
That's it. I wasn't timing the train I wanted to collide right. I managed to make 2 colliding.
So in the end the reservation end when the train stop at the station. Good to know for the few niche uses in bi directionnal setups ๐
I dont know how to phrase it but :
Do you usually make one big iron ingot fabric and then redirect to were you need it for plates and rods
or do you make two iron ingot fabric near the plate and rods fabrics ?
I did the first option but i find its harder to change stuff later on.
If I'm understanding the question:
No, I do not.
But other people do.
Both models have pros and cons. I do split my item production, all items made from raw ressources, like concrete, ingots etc. are made in large quantities while others are made the "pioneer way"
I make my ingots where they get used. When using pure alternate recipes, itโs easier to transport the ore than the ingots. I also like to plan my factories based upon what resources are available nearby and try to transport mostly only processed products long distances
I think i'll keep doing like i feel it, im still new to the game even after 100h played.
Oh yeah only 100h keep playing around and see what you like / what works for you
for now the distances i transport stuff are still really small for t4 conveyor is very fast
i got trains unlocked but didnt feel the need for them yet ๐
Yeah youโll get there donโt worry ๐ but also donโt rush it, enjoy the journey
I spend most of my time trying to make stuff look cool instead of making new factories. 
Should I use alloy iron (7 ore for 13 ingots) and pure steel (2 iron ingots and 2 coal for 3 steel)
Or petroleum Coke steel ( 15 iron ore and petroleum Coke for 20 steel)
I am using all steel alternatives for iron stuff
Same. Spent like 2 1/2 hours making an oil refining plant but tore it down because it looked like crap
Then I spent 5 1/2 hours making it look awesome and more productive
๐ญ
Depends if you have / want to use more oil or more coal
Yeah I checked everything but WIP
you need
1 pure miner
2 normal miners
4 impure miners
and
(amout of miners * 2) smelters
to get 120 iron ingots!
and did i get it right?
1 pure miner is 4 *tier smelters
And a normal is half that and a impure is half of a normal
depends on which recipe you use, which mk of miner, which purity of node, etc.
Are you considering mixed use belts?
If it's a bidirectional bus, you can shove a sink at the terminal end next to the refeed. As long as it always flows at max rate you can smart split off without issue
i considered it but i dont like sinking items, id rather save power
This would save tons of bus space
idk i dont think it would save that much
at that scale im already close to 780 with alot of things
you know what also saves tons of bus space? ๐ค not building a bus ๐
But then you're not bussin.
which is a good thing ๐คทโโ๏ธ
So for a fist time phase 4 elevator completion, without doing anything too crazy, what production rate do people usually go for?
4:4:1:1 /min
Thanks!
Soo, decided what to do with my non fissle water byproduct. Just gonna burn it in coal gens ๐ im gonna make 1008 water as byproduct so it will work out quite well imo.
Shove it all into a mk1 pipe and throw like 14 pumps on it then complain about your coal gens not working in #old-questions-and-help ๐
thats 806.4 wet concrete that youre missing out on
Is it odd to anyone that Coal Gens have a static water input but the Coal/Coke/Compacted is the only variable?
not really ๐ค
Fair.
Nope
Have no need for wet concrete ๐
Atm
Nah using instant plutonium cells
ah
You get a heck of alot more plutonium cells vua that alt
My build isnt for sinking but for actual usage
Fair, but I think the overall MW was higher if you used it, I would need to check.
Yes but you cant use fertile with max uranium rods due to fertile using uranium ore
fertile is less MW afaik
Aware.
But if you're burning Plut rods it sounds like your goal is MW maxing.
So thought it might have mattered.
Like I said I would need to check.
When I went over it all with Ven months ago the conclusion was "use Fertile if burning Plut rods"
Nah not maxing. Im just not worried about waste ๐
But I would need to look at the actual numbers.
Well maxing is cool n all but still.
Oh you do you, was just remarking on those 2 being special to burning Plut vs. sinking it.
ZyRa was the one who talked me out of using Instant Cell, saved me an ass ton of aluminium.
Im gonna use 600 alu ingots for this, out of my total of 12300
im getting 0.96TW with fertile (30.5 plutonium 22.9 uranium)
vs 1.1TW without (22.4 plutonium 50.4 uranium)
(Just verifying) -- still using Instant Cell?
yep
So then Fertile is... useless?
yep
Add that to the short, short list of "objectively bad" recipes.
no recipe is useless ๐ค
well its simpler and kinda makes sense if you see uranium as free since you wont need all power anyway
Objectively Bad.
Too late. On the list.
Give me the objectively good use for Fertile given the above information ๐
The issue is the uranium ore trade imo
ONLY if you mod in more uranium nodes
Mods ๐คข
๐
faster to produce
People really need to stop saying faster....
Production speed is only a factor of how many buildings you have.
doest use quartz
I'm going to say "can be fine if you're not going max nuke".
But if you're doing nuke without make nuke, why do nuke at all ๐
...............

Wouldn't it be easier to just feed it back into the Sulfuric Acid prod? Self contained loop?
Yes as its 1:1
But I really try to avoid those situations of looped byproduct esp as I cant sink non feetile material
closed loops (1:1) are a big nono with the fluid loss bug since they will just stop running completely
I only need one normal coal node too which isnt a big ask
Yeah fair, forgot about the buffer loss bit
1000 non-fissile uranium:
normal recipe: ~64 buildings
fertile uranium: ~25 buildings
here is your advantage
Lot lower power output though with fertile though right?
Yes.
Less Power but also takes less space.
which is advantage for some ๐คทโโ๏ธ
Indeed.
hence not "useless" or "objectively bad" (:
Overclock everything! ๐
Funny how less space is less power, which is the opposite of overclocking things ๐
Example of a fully built max normal recipe non fissle setup
Turbo Heavy Fuel is objectively bad, and you can't even argue that one.
simpler
No.
skips fuel step
TBF > TF >>>> THF
I refuse to accept anything you say in defense of Turbo Heavy when both base Turbo and Turbo Blend exist in far, far superior states.
Blend is superior for one reason. Drastic sulfur usage reduction
I mean.. it IS simpler. Which is SOMETHING. But I think most people don't value that small boost to simplicity over the major efficiency loss
Blend is less sulfur less power, base is most power.
some people may find it useful ๐คทโโ๏ธ
but thats like your opinion man
yeah I'm fine with that
Wait... why is cast screw bad now? Isn't it purely great over base?
Um... I can pull logs that say otherwise. ๐
You hit people on Cast Screw with the same consistency I say "Mods ๐คข " lmao
steel screws are way better and screwless (except copper rotor) as well
Ah yeah if you want to do that sure. But Cast is amazing when all you've got is Base and you stlil need screws
casted screw isn't bad, it's just there's better
or you dont have steel?
Last couple maps I've done my best to hunt for Cast Screws really early to remove the whole rod step
me not liking it and not recommending it doesn't mean it's objectively bad
It does mean you are not "fine with that" though ๐
I'm fine with people using it
I'm just telling them that there are better ways to do stuff
but if they even after that want to use it, that's their choice
Raw oil usage for a supply of 2400 turbo fuel
TF with diluted fuel > 1080
THF > 2250
TBF > 1800
Interesting imo
thats a bad metric and you should feel bad for using it
It depends though how valuable oil is to you though right?
And for sulfur
TF > 1920
TBF > 1200
THF > 2400
well kinda it just doesnt make sence to look at resources 1 by 1
theres a reason we use weighted resources literally everywhere
Yup
you say
TBF 44 sulfur 48 oil total 82
TF 16 coal 70 sulfur 23 oil total 109
THF 20 coal 88 sulfur 48 oil total 156
thats like asking whats the most wire you can make out of 1 copper node
answer infinite cause iron wire
that logic just doesnt make sense
Your comparing a common resource to a much less common one.
Such as I chose TBF souly on the sulfur use, as sulfur is the deciding factor due to scarcity.
well by that logic you would just do normal fuel to not waste sulfur
its just bad logic
you weigh them based on how common they are and then sum them up
If u dont have the Blender THF might be the one ๐ค
Your not understanding me at all. Just because I chose based on sulfur use does not equal better to not use it at all.
but that means that you are not chosing it based on sulfur otherwise you would chose the one that doesnt use sulfur
what are you using the sulfur for instead?
Nuclear, plutonium, batteries, small amount for munitions
So, so many things.
well if youre doing nuclear youre not doing fuel anymore
its really just batteries -> supercomputers/drones/magnetic thingies for me
Gotta get that 1k Batteries per minute.
its also that you need to find new nodes more if one of the resources is used alot
finding 6000 sulfur/min takes alot of time to pull to 1 location
where 3375 oil is literally just 1 patch (the required oil if you use def. TF)
Im using three oil patches so far.
- Islands > TF
- Middle map lake near titan forest > petro coke
- Blue crater > plastic, rubber, petro coke
And all the coke is for my alu plant.
Says you. Iโm probably going to need 700GW XD
My opinion on it is closer to (small difference but important) "If you're willing to use plutonium power, fertile cuts down on lots of costs for the same MW" (no mention of max power) ^^
The max power IS a bit less (way more pluto power, but so much little uranium power the total is still less), but the resource savings can be quite interesting depending on production plan
Sounds like you'll just have to use a bit of plutonium ^^
Oh, yet another post about smart splitters "eating items"... Nice... 
Could anyone explain how do some people get to the conclusion that "any undefined" includes "overflow" when it and the specified items are the only things it doesn't include? ๐คฆโโ๏ธ
Noooooo
How much does a fuel generator make with normal fuel?
Little question cause in a bit db and haveng played for a while
When you can hear the game, and hear you interacting with it, but the Respawn_sequence.bat is still loading...
short question i have about 800 uranium per min to transport over about 2km should i use drones or a train (i oped for a drone since all the other ress for my power plant are in reach for an conveyor ) my problem is just that i cant find how much a drone can trans port per min (ik the number changer per distance)
if you know that it changes with distance, then what do you expect us to say? ๐ค
you've answered your own question there - it varies
you can always just use more drones though, if you need more throughput
same as you can use more trains or longer trains
the question is more about what kind of transport you want to build:
- trains use power, need tracks, but those tracks can also carry power and can be used by other trains as well
- drones use batteries, don't need tracks
i mean how fast is a drone i dont find the speed only the duration (of the start and landing) on the wiki
have you even looked?
i really should go to sleep i only searched thru the texts on the left
sorry to have bothered you
you're not bothering ๐
but yeah, any transport method is fine, just pick one that suits you
throughput can always be increased and speed is pretty much irrelevant
When it comes to drones, there is 2 speeds. Take off and cruising speed. For take off to not be a main factor, you need to not place high buildings next to the platform. The drone will go to the top of the highest building around it, then change to cruising speed. Reverse when landing
i wanted to know the speed so i can calulate my thruput
its impossible to calculate
just try it
should be the other way - build enough drones to meet your desired throughput
is it? i mean i know the distance and with the speed i can calculate the time per trip and i also know how much one trip transports so i can calculate the ress per min
you don't know the distance and the speed changes based on how the drone flies
distance isn't just distance between two ports, it's also the path the drone takes
drones fly vertically over landscape so unless you have a model of that particular landscape and a formula do adjust the speed for that its impossible
i mean a rough estimate is probably fine but then again just trying it takes no time
i figured that so id add 500m in flight length and a min in duration the worst that can happen is that to much is shiped
why not just build the drone and see if it's enough
The drone does the work for you, just let it fly a few times
and keep adding drones until it is enough
but wouldnt i need to build a new port for every new drone test so i would probably run out of space
You already have 2 ports, just to get it working
you just build 1 and see the throughput
if its 200 you build 4
if its 400 you build 2
Think cross map is something like 200 a minute, throughput. Depending on how you place the drone ports. Then one on each side, should be 400/m
iยดll be back in a min as soon as i am done with the testing and thanks
but wouldnt i need mor ports for more drones
Each port can have 1 drone. So you can start with a drone on each port
Thats double the throughput, right of the bat
Trains
?
Nope lol
Meh.
Belts
all transport methods are fine
In terms of speed from point to point - hypercannon.
each one has their own benefits and drawbacks
Trucks outclass trains when it comes to efficiency actually
If they work right that is
which efficiency? power?
Yes, but they take recources
Power and partially transport
Power and throughput technically.
And? Power = resources
Yes, but I like to use power
Resources are also infinite. Tbf.
doesn't one train with several freight cars outclass several trucks?
Build multiple stops.
One truck outclasses a train with 2 freight cars
even then
Yes, but train still better
Better is subjective.
its super easy to add multiple trains though
Faster, and you can use longer trains
Trucks too. Place it down and load the path. Done
What do you mean by "faster"?
but not a train with 4 freight cars, right?
Faster speed
Well, 2 trucks there you go
speed is irrelevant
Again, build another stop.
How is this relevant?
for?
The truck.
Again, add more trains
Again, add more trucks
so guys i am back i have build the drone and it says it does 3,2 stacks per min i am currently testing if that number is correct
You need to record a path for it
how does more stops help with ouclassing trains
Yeah and? Just save the path
But you need to drive it by yourself
Because you can unload into multiple stops.
Which means multiple actual 1560 outputs.
Which trains cannot reach.
but that's not what I'm saying. I'm saying one train with 4 cars use less power than equal amount of trucks and stations
This is not even close to true.
I did the math
truck's fuel is considered as power as well
Truck wins by far
I'm aware.
I did the fuel and power math
Why not use both
Thats more like it

Truck route needs to have over 24 active vehicles on it before a train even comes close to competing in terms of MW.
lul wat
Yes.
Aye. 3 fuel for 750 m
The truck is simply faster and more power efficient up to like..... 1.5 km or so
But do you know what is the best transport
Trains are a trade of a massive increase in space and MW usage for "simplicity" @thorn bane
theres no way
Gues i have to dig up the math..
Tractor
I'll get back to this once I finish checking the math, but I don't think it's that way
Forget trucks and trains. Back to tractors
" 24 active vehicles on it before a train even comes close to competing in terms of MW."
again
no fucking way
Train station is 50 MW continuous.
You need 2.
Platform will be 50 MW for 27.08s, you need 4.
Compared to Truck Stop, 20 MW for a max of 24s. You need 2.
Now you're just comparing Fuel MW for truck route time vs. continual MW drawn by train and keep adding more trucks until you get close to trains being competitive.
you know vehicles take fuel right?
"NOW YOU'RE JUST COMPARING FUEL MW FOR TRUCK ROUTE TIME"
Thats why you need trains
I really don't.
so youre saying you did the math and its 24x?
ye no way
More trains
tbh, the fact that i dont need to think about fuel logistics makes trains superior in most cases
ADD MORE TRAINS ON THE SAME TRACK
McGalleon did the maths.
wish the train station wasnt disabled while its unloading
but i consider this a bug that might be fixed some day
This is the point. The tradeoff for trains is simplicity.
also trucks are still extremely glichy and pain in ass to use
they do look cool tho
Mine aren't. ๐คทโโ๏ธ
in particular, it seem the truck bounding box is wrong
I have routes that use jump pads to launch trucks upward and they still work fine ๐คทโโ๏ธ
they cant pass each other properly somehow
And you will get much more throughput than trucks
what vehicle and what fuel?
adding trains doesnt increase throughput massively usually
Truck and Orange.
Yeah, more trains isn't really the right answer.
Look at the damn graph
Mixed logistics is best imo.
Trucks, Trains, and Drones all working in concert.
Aye
Tractor
Yes tractors suck
trucks have a lot of disadvantages unfortunately
mostly due to extremely poor implementation
Use tractor
It works perfectly for me
not following track properly, not passing properly, https://questions.satisfactorygame.com/post/61d8c8dd831c85205236830e crashing into station due to bad placement, randomly stopping, randomly falling out of track
Clarification: When I say Truck I usually mean Explorer.
randomly rolling over
Explorer cannot be better than train
Until Explorers get nerfed they are the best Truck route option.
also track loading/saving doesnt work for trucks on multiplayer
You're meme-ing at this point so I will just let it go.
but i guess that was to be expected
explorers are best vehicle currently, unless you are going for visual
No, I say it cannot be better than trains
they are fast and have decent cargo space
It 100% can but we had this debate already, scroll up.
Must get their cargo nerfed
Agreed they need a nerf.
Which is probably in the works tbh.
To be fair devs did say the truck physics engine was garbo
And will get replaced
95% of problems isnt really due to physics engine
Hatent touched trucks in ages
stuff like that yellow node purging nodes around station is just 100% bad implementation on coffee side
stuff like trucks failing to pass each other too
Factory Cart on dirt is FUN.
Another part for "truck physics" is the stop and go
at very least, i wish they would allow train stations to continue loading/unloading
this is 500% shit mechanic that just need to go asap
and possibly, allow multiple stations with automatic balancing too
If you dont have a factory kart racetrack your not doing it right
Ehhhh. You're making trains a bit too powerful now imo.
given how much pain it is to set them up, no, not really
I feep like copying from trucks could work. A set transfer speed
Imo trains are fine atm
Since those CAN do both at once
Load / unload belt / truck at once
So the locking seems a bit unneeded
there is no technical limitations anywhere, they are just bullshitting through the poor design choice
possibly to nerf trains
They need to have drawbacks though.
Otherwise you live in a "trains can do all" world.
Which isn't balance.
Right now the main drawback is the lockout timer.
trains are pain in ass to setup, they are massive af, they cant do curves properly, they cant share track properly
there is a lot of drawbacks, lockout isnt one
Tbh the best train nerf is better trucks
pretty much
"Can't share track properly"?
just trucks need to be better to compensate for lockout removal
trains have minimal clearance equal to spacing of signals, but you can only put signals at end of segments
so there is usually a lot of space between trains, you cant just add more trains usually
Give me smart-loading on trucks and you can do whatever you want to with trains.
well, obviously
They just need solid driving and then the truck can easily outclass a train
For a given distance
My trucks drive just fine ๐
no clue why smart loading isnt on trucks, coffee strain consistently inconsistent
Consistency
we got a bunch of trucks on our nuclear facility
and they are definitely not driivng just fine
I believe trains were the test to see if they could actually do it.
Now that they know it works, I expect it for trucks in the next update.
also we had one just disappear this week ๐
fucking gone completely
fixing the yellow node would be big improvement to current truck state
and doing something about passing too
or maybe recoding should actually show entire bounding box instead of those pointless arrows that show nothing
can a truck reach 1560/min throughput? (single truck, two stations)
basically - is there a loading/unloading delay like with trains?
no and yes
no, there is no delay, yes, there is a fixed stack based transfer rate
it transfers 120 stacks per minute iirc
or something of this rate
Yes.
100% yes.
Only "no" would be if you made the route too long. (In which case add +1 truck)
Otherwise yes.
yeah in ideal case
There is no lockout animation. Items hit the belt the moment the truck enters the stop hitbox.
^
So yes, they can do 1560.
Which a single train car cannot.
single freight car*
That transfer rate is technically better than the train's
Sooo if trains simply had..... 60/minute but no lock out it would probably result in the same with docking time
for record, train has 32 slots and take 25 seconds to unload
so its only 76.8 stacks per minute
vs 120 on truck
AND it cant unload at 1560 either
So a set speed of 80/min could work
They take 27.08s to unload.
took 25s from wiki
Wiki is wrong.
realistically its much slower, probably 35-40s
since they also need to enter the station, slow down super slowly, then leave it
even 50s for train load wouldnt be surprising
and having longer trains make this worse since they crawl through
wiki is 27.08
Not to mention freight weight affects transport speed massively now
Wiki is right and wrong at the same time. 
tldr: trains kinda sux
there is also bunch of random problems that arent that visible
for example, trains slow down before path signals for no reason
hopefully some of those issues will get addressed in U6 
Before red or green ones
what fuels do you folks use for trucks?
Anything
I've only played with them once and default to trains, but I want to try them this time
do you run fuel to all truck stops, or just one on the route?
There is a reason they slow down before path signals.
One is enough technically, unless you have really long routes
If you are traveling along a long of series of blocks it will start to look ahead for a path signal and hit the breaks so it can stop in time if it cannot reserve a route but it only tries to reserve that route in the block right before said path signal.
I actually have some intersections to fix, you need a longer block right before a path signal. I will admit it is annoying.
Aka have long approach blocks for path signals
Yup, kind of annoying if you want to build a few blocks for trains to queue
path signals are always red
they dont actually stop, just slow down for no reason
even if there are no other trains anywhere nearby
annoying feature
But there is a reason.
And you can build around it by putting a long block before the path but yes it is annoying
due to the approval process i guess. up until the train is in the block leading to the path signal, it doesnt ask for approval
anyone knows what's the formula for acceleration of train depending on number of carriages? (if there's any?)
like.... gravity?
there definitely is one, buuuut it would take some time to remath it
i could try with the debug mode
doesnt that also depends on the weigth of the freight now?
i already did the math for weight and stuff
yep
ill just make tests with 100 tons each
How is weight calculated? Dumb number of slots taken up or do diffent items have different weights?
1.75 tons * number of full stacks
that + 14 and + 30 = 100 tons
the 1.75 is purely item weight
14 is:
if you load one item, the container appears
aka the container weighs 14 tons
and the empty carriage is 30 t
Carriage: 30 t
Container: 14 t
Cargo: 56 t
So a container full of leaves weighs as much as a container full of iron ingots ๐
yes
its purely stack size that counts
so that also means: a container full of coffee cups weighs as much as one full of iron
Ya, I mean it makes sense to not overcomplicate the simulation
and as for the acceleration @wind spade
presumably pull force of the loc / total weight
so 2000 kN / weight in tons
๐ค
any idea how does that transfer to power used?
or is it 115 MW while accelerating and then some smaller number constantly?
entirely depends on amount of kN needed i think
so a train thats actively moving doesnt need 2000 kN to keep at 120 km/h on a flat track
buuuuut there IS drag
dont ask HOW drag is calculated, presumably some constant * velocity
not to mention the rolling force
a nightmare
ill hop ingame and try to see if it simply is (current force used / 2000)*110 MW
115 while accelerating, X when moving, 0 when deccelerating? ๐ค
decelleration is -33
I guess not 0
powering a factory by sending trains down the hill ๐ค
aye
you can charge storages with it
but it takes a long and heavy train
aaaaaand its not really enough for anything
but then the train needs to go back up hill
they do
and brake much faster so they can maintain better speed
but slope is important
friend deconstructs it down there and puts items to container that moves it back up to you
did you just invent prepeptual motion!?
a slope of 30ยฐ is enough to reduce the train force effectivly by half
since, you know, geometry/trigonometry
hm how do i find the average of my trains consumption?
btw, there is one more mess with tracks that is often overlooked
for some reason, they transfer power wirelessly to nearby tracks
it happens on tracks where trains can pass each other without issues tho
might be just badly computed bounding box tho
still, its just bad, why is it even computed like this
effectively makes power separation for train networks impossible
*not easy
i mean once you cross the tracks it is kinda unavoidable
and otherwise: keep distance
its not that close actually
one rail width distance should seperate them electrically
the worst offenders to this are curved rails since they extend quite far out with their "induction zone" if you will
is there a way to get a more accurate fuel per min number? i wanna do some math
uh no
you can save the track and then it lists fuel usage
but not sure what happens with the last fuel canister
if its just thrown away or adds up slowly
its hidden from view. canisters in the decimal range are simply once every x rounds
but only fuel per trip not per minute
there is trip length too iirc
yes but i dont know the average speed
cant be helped then i guess ๐ฆ
if the route shows fuel used for the entire route just divide by fuel per minute?
to get minutes per route
the problem is it rounds it to integer
i want to know the fuel per minute but accurate and not rounded to 3
so you dont know if its 20 fuel or 20.9
ya but does it really need to be that accurate?
does it round down or up?
dont know but everything else i know of just rounds
id guess it is exactly 3 since for every other number i see in such interfaces it always has one decimal
ya, it would make sense that they just round up a unit. That would give some buffer if the trucks go crazy.
Trying to calcuate fuel used down to a decimal place seems completely unneeded.
yeah and if you use one decimal to calculate then why not display it too
alright @oblique hollow @median heath
i build a test setup for trains vs trucks
the train did 1274/min and used 60MW on average
the truck did ~2000/min used 3 packaged fuel/min and 9MW on average
so thats 0.72/min fuel for power for the truck station
and 4.8/min for the trains
packaged fuel costs more than fuel though (22.5 instead of 16.875)
so in total its 1.8 oil/min for the train
and 1.11 oil/min for the truck if you adjust for the throughput (* 1274/2000)
so yes trucks use less resources but its nowhere close to what your guys math said
did you also take into account the constant power demand of the train station and such
also wth is that, thats nowhere near comparable
thats one loc with nothing else
it was on a seperate power line set to 60MW and i monitored the power storage which was constant
the problem is that train uses more power when its full
so its 2 carriages minimum
dump some stuff into the wagon
its equal because i adjusted for it (* 1274/2000)
the train was carring 1274 limestone/min
idk but thats the number
#math-and-meta message
thats the whole setup on a seperate grid
๐ค
is the wiki power outdated or what
you can see the fuel gen and the power connection in the screenshot
wiki might be outdated indeed
50 MW train station (constant) plus variable power by the loc plus 27.08 secoonds of 100 MW (2 * 50)
divided by round time
the train station itself should be constant
only the freight platform should be variable
maybe they changed it in U5 ๐คท
27.08 * 50
- 27.08 * 50
2 times docking per round
its the same as 27.08 * 100
#math-and-meta message his graph looks like this, he has two stations attached
so it should have constant consumption of 100mw and only add on top of it
ugh they really changed it i think
but looking at it, he has like 20 mw max
start is when it starts docking jumping from ~28 to 75
yuuuup they changed the power usage of stations
its now only 50 MW when something is docked
time to edit the wiki
stations don't use power anymore? (when no train in them?)
snut not doing his job again ๐
yep similar to truck stations
hm i wonder if you can calculate the docking time from that
um..... i cant get the train station to use power at all
its only the freight platforms
soooo that seems like a bug
the only thing with constant power demand is the train, with 25 MW in idle
soooo the station is borked
to be fair, its a good change
absolutely no reason why station should burn 50mw constantly
balance for trains of course 
^
still pretty insane how efficient both are though
1 oil/min to transport ~1200/min over ~750m
and thats with fuel which isnt even that great
you are comparing it with belts that are completely free tho
๐
but trains look way cooler then cars or converyors
not my problem 
and another big point i should say is that if you build a factory wich uses all ress you probably would rather use trains since you need the oil for plastic etc
Meh, the 2 million entity cap gets impacted by giant belt messes faster than scaling up with tracks
Not that most people will hit it
I thought that mass trains would hit it faster if you buffer alot.
Happened to me when I had about 70 trains back in U3
People who do trucks and refuse to let them ever touch dirt bother me.
Anyway my world has not hit the entinty limit yet and its 99% beltwork only
Few days old
2 million is a couple entities
The other 1% is pipes. ๐
yes its like building a train without tracks like why would someone do this
๐คทโโ๏ธ
Heh prob not anymore :D. Last I checked SCIM it claimed about 150km of pipes. Now...dont wanna know
how did you get an overview like that?
the interactive map website
if I just search interactive map will it show up
Was going to say you might have to put the game name. Lol.
Just "interactive map" is a broad search.
how many objects are you up to?
maybe you guys can help me out:
does this flow chart work? I mean will this system overflow or not? (machines always running at full power)
asking here because its math here xD another factory is overflowing with a similar flow chart so I want to make sure
I am not even sure where to find that info
i personally dont trust valves but ye should โข๏ธ work
whats the 270,7
its the return of electrode aluminia scrap
I can show you my own setup for alu
i mean i think it could work
if you solved that problem in a better way sure
Dealing with the Water output from Aluminium Aluminium scrap refineries produce water as a byproduct, which can cause the refinery to shut down if the buffer fills up, so it must be dealt with. There is multiple ways to deal with the water: 1: Use the water in different parts of the Factory 2: P...
but thats almost the same as mine...isnt it?
mine has 700 so its similar
Id drop to 600. Its cleaner on the machinery ratios. No OC/UC needed
But as always u do u ๐
not a huge fan of 600/min pipes though
Im talking ore not pipes
If you go to https://satisfactory-calculator.com/en/interactive-map, and then upload your save, then immediately have it save a copy to your Desktop, the progress bar will tell you how many objects are in the save.
Oh the total water is 600 yes but it never maxes the pipes
well with sloppy alumina bauxite=water
and in your picture that bottom pipe has 600/min
I could also limit the input pipe to 427 to be clean but in the last factory i calculated this system went into overflow for now reason
Yes but it never fully reaches that total because
420 water > < 180 water
oh youre right nvm
I do the same solution for the alumnia. It is actually 720 total splution but in two pipes per set
but ye anyway as i said i dont trust valves
just build a VIP (pictures in the guide i linked)
okay ill try that thing...maybe that solves the problem
hm you sure that works? im getting 453062 objects on a world that someone send me thats close to the object limit
531k objects
I am not, this was suggested in another channel by @vague tangle
Yea not believing that either
Testies, testies, 1,2,3
yea no way thats just 531k objects
hold on, I'm counting.
That giant platform will sooner or later house 252 nuke reactors
Surprised it fit without death wall issues
later than sooner I'd imagine.
what are these blue dots on every long straight line?
Ooh, think those are power cables
Ok so I recently found out that valves stop flow until the pipe behind it is full .
This may have been the reason my old bauxite plant was stuttering as I was feeding it back into the sloppy loop.
Have people had success with just returning the water or do you need pipe trickery to make it consistent?
Mine uses valves but I also let the pipes fill before really starting the system.
Itโs not a โfullโ problem, thats my first troubleshoot. It was weird. Iโll reload an old save where itโs standing and try to work it out :/
not entirely. they only partially let some flow through until the pipe behind them is full
example:
limit is 150
pipe behind can do 300, but its only like halfway full
ergo valve only does 75 at best
God dam it
Iโve developed a hatred for valves because they were preventing like 6gw power from being made. I had though it was purely directional prior
slap a pump on the pipe to give it some extra force
I was under the impression from peeps that it didnโt increase flow?
it doesnt. it just helps with head lift
which is the thing that affects valves kind of
My the pipes the valves were on were horizontal until they got to the machines, does any verticallity fuck valves?
no it isnt that drastic
Ah then I can say my pipes were pretty flat :/
but were they full
They were just causing stuttering on production refineries , and yes they were full but the machines werenโt getting it
eh, consult the manual, you'll find a sufficient answer in there
And the refs were stuttering so the total HOR wouldnโt have been enough since calcs were based on constant production
due to how buggy water backflow is, i guess the only sensible designs are where you throw excess water into other set of machines
I got another 6gw after removing them. Still only getting 93% max prod sadly
Iโll have to look those up
link is in the pins
I donโt split my lines to different prod lines though
I hate that idea XD more points of failure to Dubug other prod line issues
I guuueeeeesssssssssssโฆโฆ
or wet concrete
but usually you can just split your production line
so part is feed with input water and part is feed with extra water
โฆ. Wet concrete isnโt a terrible ideaโฆ.
its also not quite ideal, since you now have to bring in limestone
while you already have coal or water there
Yeah I WAS valving waste water back on
limestone is virtually everywhere tho
True. But my oil/coal budget for the area is tight
the red forest is surprisingly defficient in limestone
Not at my factory site sadly and Iโm not replanning fir lime stone.
Is the priority pipe thing the WIP design thing?
the VIP, yea
Ta. Iโll give it a once over. Itโs prob my best bet
the vertical arrangement is important
i need to think some decent design for the reprocessing so it doesnt get too much water somewhere
you too may bask in the glory of a VIP Junction 
valves have another anti feature btw
you cant set the limit as client / on dedicated server
anti-feature aka bug
Multiplayer Broken. Plz Fix.
Hm, in this case, do I leave the fourth 4 as is or round up to 5? Context is the steel coated plate in this plan: https://www.satisfactorytools.com/production?share=NQs03svcerKUnJdj6EoB
one at 54.4444% and one at 54.4445%
'k
caterium wire or bolted frame quick
Wut at name....
Anyways, I'd avoid bolted frame because screws, but if you don't have a better alternative available, sure.
i have cast screws nerd
@wind spade you seem helpful, you know how many screws and copper sheets it'd take to make 10 rotors per minute with the copper rotor alt?
if oyu dont mind me asking
this guy is also helpful, cept it takes questions anytime without delay!
hes called wiki
well given its not a particularly simple math but still
its pretty dumb how you have to underclock something THEN make the item itself inside of the constructor just to get proper readouts
like why cant it tell you on the spot
they probably dont have the logic for when you change clocking when an item is being made so they just dont let you do it in the first place
gonna pretend i understood that and look for a mod that fixes it
He already solved it for you https://www.satisfactorytools.com/
incredible
Not sure why you're calling me a nerd because I wouldn't know if you had cast screws. :P
its my way of saying "fuck you and thanks for asking"
O-kay.
is there ever a point in having a miner or any single machine making more than 780 of something? like mk3 mines can go up to 1200/min, there's never a point in having it go that fast right?
Correct, because belts canโt carry that much. Devs are considering either adding 2 outputs to mk3 miners or rescaling things so the max output is 780, since belts canโt go faster due to engine limitations
okay interesting. thanks
I like putting it to 781 anyway just to ensure about it or something.
underflow protection
Still limited by belt anyway.
how much can a mk2 belt carry per minute?
120