#math-and-meta
1 messages · Page 599 of 1
yeah, adding a second platform just doubles throughput
Its one of the main reasons that for high-throughput items (such as screws & concrete) you'll see maxed saves utilize trucks, as the truck platforms don't have the port-locking mechanism
You can get around port stall by adding buffers on both stations, making sure the belt that is connected from the output end of the buffer to the station is a mark 5 (on the loading end). The only time this doesn't work is if you've got 2 fully saturated mark 5 belts, the rates of entering and leaving the buffer would be the same and the 25 sec delay would still be an issue. But you can do it all the way up to rates of 1400 per minute which I've done in my world. But having 1560 items per minute on one train platform I don't think is possible you'll always lose some throughput due to the loading and unloading delay.
anyone know a good smart plating plan?
Any with 100% efficiency is good
Uh what would I do with 8 train stations? My friend now build 8 and I DON'T KNOW WHAT TO DO WITH IT!
Yeah that was the whole discussion 🙂
Umm.... use them to move things next to them to other stations?
If you're early on like it sounds like I generally just fill a few industrial containers with the basic parts then make a short run production of the mfed by the containers.
Almost everythign you build early on is easiest to treat as temporary
Also the next phase of the space elevator needs them as parts as well so good to build like... 3000 of them for later?
I like the 270 instead of 240.
For balancing reasons :)
good old times when mk4 was 450
780/3 is 260. So 270 makes sense, in that regard
270 is also 6*45
270 and 480 are really nice numbers to work with
480 especially when you are doing oil stuff
anyone? i dont even know how to start
You’ve got an equation on the left (8tan(2x)-5=3), and the bit in brackets on the right defines the range in which the answer can be in. Solve your equation on the left with algebra as normal, then make sure that your answer falls within the []s. Also, perhaps find a different discord. Not much trig in this game.
Or post in #off-topic-general
where do i see game math then
huh?
like a calculator or something
calculator for what?
for the game
for normal maths? graphs? satisfactory?
thanks 🙂
yeah no worries, have fun
Hi so I am starting with trains and would like an simple (if possible) explanation on how to calculate the locomotive to train ratio!
Mostly if you keep the maximum angle of rise to 2n Ramps you can have 1 loco for 4 cars
Does it multiply? Like 2 loco for 8 or na?
If it’s completely flat you can technically have infinite. But acceleration becomes a problem
It’s works out to be about that yeah
But if you need to bring in 8 cars consider doing some of the fabrication on site and ship the products. Saves a lot on logistics and the more objects you have in one spot the more your comp lags
True! I just have a really cool large design and wan't to use it lol XD
Fair!
You also CAN use 4m ramps but if you’re doing big trains may want to stick to 2m
If you have big elevation changes you could consider doing a station at the top of the cliff transferring to another at the bottom
Ah alright! Thank you so much!
Check pins, there's a lot of them
greeny over here being too humble
Press "N" for the in-game calculator/search bar
Btw, check out the freifht car wiki page, it lists how many you can do per any given ramp and train weight
!wikisearch freigh car
Aw damn it typo xd
What is a good ratio for train rail turning for spirals?
Like 3x3 snap steps for perfect curve, but when it’s also going down vertically, anyone know of a good ratio to use as standard to get a clean spiral?
Can’t test it myself until tonight but keep thinking about it :p
5 x 5 seems good, also not as steep
thank you
fasz
No spirals best spirals
Hey guys, I'm trying to plan my steel factory using satisfactorytools. Is there a way to get rid of a recommended production path? I don't want to be producing more rotors, just use what input I already have.
I thought of a solution the second I asked, of course. I disabled the recipe for rotors and that worked
That da way
i would aim for more than 5 pipes/min...
actually nvm, you'l probably have enough, just not emediatley
You're probably right. This is also a rebuild of my steel factory, I already have a few industrial storage containers stockpiled. Any idea how many you think I should aim for?
@ebon crater (forgot to tag)
as much as you think you'll need
I'm doing 50/min of both beams and pipes
but that's because I'm using a lot of rails
I tried programming in "as many as I think I'll need" and it didn't work
sad
How does pipes, handle over stuffing? Like 5 liquid wagons, filling the same pipe
idk... im doign 120/min(ish) wich is suuuper excessive. go for a multiple of one constructor, so...20/min?
thats one constructor
30 steel in, 20 pipes out
ignore the middle row, but thts the outputs of my steel setup
there are more outputs but those are less important
Yeah I've got it tweaked to 20/min now 👍 . I designed with room to expand
perfect
Thanks for the advice!
yeah no worries, hope it works out for you
also if you're not struggling on power, you can sink the stuff after your storage is full(smart splitter on overflow), and you can make some points
As a side thing to all that do you see the section in 'inputs' where you can add products? if you ad X number of rotors per min that you're already making the plan will take them into acount
I use that a lot myself
not for that purpose; just to remove already constructed factory sections from the list
sometimes it works
sometimes there's rounding errors
I know, I was being snarky. If I knew how many I needed then I wouldn't be asking!
Yeah it's a good way to excise and split plans to make it simpler to manage
How do I limit belt throughput to fraction of mk1? In relatively compact way?
So far I've built this merger->splitter thing and merge 2 belts back to get 1/3rd of mk1 at the output. Does changing belt marks will change the ratio?
yeah so the fraction of the belt speed will change thigns up I'm pretty sure.
Like if you have mk2 to mk2+mk1 you SHOULD get the mk2 doing 2/3 of the material and the mk1 doing 1/3 of it since it's 120 max and 60 max respectively
I think. I don't generally do any of th load balancing stuff.
is there a reason to overclock a mk3 miner on a pure node to 250%? like i know the mk5 belts cap out at 780 items/min but is there something I can do with splitters to use the full potential of a pure node or is it just gonna be bottlenecked?
No
Ok well that's a shame. Good to know tho
It's not lile you're gonna run out of ores anyway
@mystic vergeYou can go in the Miner, and edit the number/min to get it to 780/min. You don't have to fiddle with the % to try to get it to the right spot to make 780/min
The question was if it makes sense though
@wind spade I understand. But some people don't know you can edit just the ppm. There are a also people that don't know you can just edit the number for %, rather they try to just use the slider.
Was trying to give some side information, as it seems the answer to their question was already given
you should then provide complete information - setting ipm number means that the game calculates the clock speed % and uses that instead, which can lead to inaccuracies. Clock speed is rounded to 4 decimal places
Usual fluid priority. Like when merging solids, depending on how you set it up, you can make it so that items come from one station first, then the rest
I think a distinction should be made: one thing is if you want to split the belt, another if you need the outputs to have a SPECIFIC item/min or carry a SPECIFIC portion of the input (eg: 1/3 exactly)
If no precision is needed, what you're doing is fine, what Cobalt suggested would be more compact ^^
asd
Im making a full 30 refinery Iron refinery. pain
A full 4 pure nodes at mk 2 miners lets GOOOO
If I want to make a production line of encased beams, only one assembler, using 60 PPM of coal, iron, and limestone, how many non assembler machines will I need, and what clocking speeds?
to start:
Limestone to concrete: 3 to 1, so 60 makes 20 (1.333333 Constructors)
Steel Ingots: 1 to 1, so 60 coal and iron make 60 (1.3333333 Foundries)
Steel Beams: 4 to 1, so 60 Ingots make 15 Beams (1 Constructor)
Encased Beams: 15 Steel beams make 3.75 Encased Beams per minute, needing 18,75 Concrete (0.625 Assemblers)
Leftover: 3,75 Concrete
makes a grant total of 3.66666 Non-Assemblers.
As for clocking: 1.3333 constructors could be 1 at 100% and 1 at 33.33333%. or one at 133.33333%. up to you
ideally .3334
Sadly, replacing belts with higher mark does not help. The splitter will only send one piece to each output, and merger merges from all 3 in turn. It does however work to limit throughput to 1/3 of mk1 (20 items), probably adding a second one after this would reduce it three times again.
is it possible to get max throughput of a node (uranium) by using drones? i`m not sure by using multiple drones cab counter act the landing/lift off animation
you can just build more drone ports 🤷♂️
Total X or someone did it with 2 ports
you can also double the troughput by using a drone on each end methinks
Really? Odd really should look into how that number splitting goes
wouldn't the belt back up if that was right?
its pretty simple i think. if output belts are not slower than input, splitter will divide items evenly between all outputs. if one of outputs is slower than input or backed up, it will be skipped on ts turn.
yeah, so the mk2 would get twice as much as the mk1..
merger in turn, will attempt to pick one item from each input, in turn, provided the input belts can provide in time. if input belt is empty, it skips turn.
ah nvm, only if at max. i see what you're saying.
well, my trick relies on merger forcing all inputs into one output. if you split into 3 and backmerge into input, the 2/3rds will be forced into mk1 belt, leaving only 20 real throughput on mid belt.
increasing any of the backmerge belts does nothing, as they can only receive 1/3rd of input. [extra speed is unused]
middle belt cannot be upgraded, because its the limiter.
upgrading input also does nothing, as does the output.
i may have missed this but if you've got 80 to start with, why not use an mk1 and overflow for the other 20
cleaner schematics
input on left, output on right, merger then splitter
yeah sorry i've lost what you are trying to achieve
I'm trying to limit the belt to below 60/min. It feeds fuel into drone port, and 60/min clogs the outputs. I have to either sink it, or resend back, but resending clogs.
why not use an overflow?
Truck stations say I need 6 fuel/min for my trucks 😕
Its a bidirectional drone - hauls the fuel to HM base, brings back HMF. 60 fuel is too much to send back, and whole thing locks. drone will not unload when port is full
you only need batteries in one of the ports, unless you are forwarding the batteries onto another location
which you are, i see
using trucks in remote base, too lazy to break up a mini refinery to make total of 6 fuel/min
[and the nearest burnables are 2km away anyway, so need to ship in]
alright. you could split the input a couple of times to get to the desired number, and sink the rest, or if you aren't using them just clock down the battery factory
sorry, fuel is bulk shipped from refinery, and I have full box, so you get mk1 belt all the time at minimum. Sinking fuel is what I want to avoid, hence the backmerge
i'm surprised it works, it looks like with your backmerge you'll still get 60/min when saturated
cos the side belts will back up
or no. hm
interesting
I need to check if these can be stacked for another reduction. It might be middle belt dependent
base version when started, you can see the output is 1/3rd by the gaps
yeah, so the belt is rate limiting. you might be able to reduce further by splitter the output again and merging it with the return lanes?
it works when backed up too, here I clogged it for a standstil before unblocking
It looks they don't stack. can't be chained, output is still 1/3rd
yeah that wont work cos of the middle belt, but try what i suggested - merge the output into the previous return lanes
what if we use recurrency? It seems to work. the gap is around 9 bags now!
question of why am I building conveyors in middle of nowhere, instead of exploring, is left as exercise to the reader
@versed violet see I would have expected the belts to work on ticks, so a mk2 belt would tick at 2x the rate of a mk1.
I pointedly ignore all belt balancing mind you XD
Why not "just" send the fuel back and priority merge it with the source?
If (eg) fuel keeps flowing out at 60/min from a container, just two mergers would suffice as priority merging for a returning line (2 splitters could prioritize completely up to 45/min returning fuel in this situation)
Small note (not relevant for this example, but is vital for precise splitting): unless all output belts have the same MK (or are backing up), a splitter will NOT divide items evenly between outputs. The fastest belts tend to get a slightly bigger portion of items (<1% of error iirc)
Thank you for reinforcing my urge to never load balance 😛
manifolds forever!
and by forever i'm talking about how long it takes for them to get to full efficiency
Nuclear oscillators go brr
Questions of why you don’t demolish your radio towers however are more of a challenge
I want to make things go brr! .. 😭
Redone calculations about an Oil Refinery running on 600 m3/min crude oil factoring in the fluid bug. HOR feed prioritizes Diluted Fuel and overflows to Petroleum Coke; Fuel feed prioritizes the rubber/plastic loop and the generators and overflows to Packaged Fuel in the end.
a shipping slip on the right for the construction materials, ofc plus a bunch of concrete for foundations
lets say i have 120 iron, 60 copper, 60 coal, and one motor assembler. how many other machines will i need to optimize motor production?
Bunch of constructors and assemblers for rotors and stators
I suggest you try it the other way first: how much ore and machines do you need for 5 motors / min?
Then you can make an easy guess for your 120 iron, 60 copper and coal
overclock the drills v2
you will need more
two reasons:
- They are vital for base-to-base communications. [aka flavor]
- They provide navigational aid. On the other side, I have total of 3 beacons on my map.
Is this the best option to max out one uranium node for a nuclear build https://www.satisfactorytools.com/production?share=2bktbN8tkMEZ2razMMcj
depends what you're trying to do. looks pretty resource efficient, but it's complicated.
Just trying to get the most amount of fuel rods out of one node
also depends if you want to do just uranium, uranium with processing or uranium + plutonium
indeed. pretty hefty on the quickwire too.
Yeah I was going to do plutonium as well just to sink so there is no waste guess I should look at that as well
I think so! I'd avoid coke steel unless you happen to have a bunch of waste coke anyway.
oh wait, are you building this in the east swamp?
i am sure i will be close to there
Right fair enough, coal is annoying to get there and you'll need to make rubber for the heat sinks in the plutonium recipes anyway
oih and the oscilators too
If you're going to make plutonium rods make a plan that includes BOTH of the recipes and make 1 oil refinery that supports both. It'll be easier in the long run
I'm not sure there's much overlap between the two recipe plans other than the rubber but I haven't looked at them recently on mine
what's the best spot to set up a quick rifle ammo factory
I'd say coal lake, if you can get rubber shipped from elsewhere
this coal lake? (the one north of titan forest)
the grasslands one. Or wherever you have sulfur and coal near
k
so, does anyone know if it's feasible to use purely uranium fuel rods and turn the waste into something that can be sinked?
or is it just always better to go plutonium fuel rods
obviously they hold twice the power, but I'm just annoyed at the prospect of waste accruing
uh, you're like halfway to your answer there
so it's just a choice then
plutonium fuel rods are obtained from uranium waste processing
yea ik
you can sink the plutonium fuel rods
uranium ore -> uranium fuel rods -> power generation -> uranium waste -> plutonium fuel rods -> sink
waste some of the maps resources on refining the waste into sinkable fuel rods and take a hit to how much power you can produce, or just deal with stacking up fuel rods
you can already get quite a lot of power from nuclear w/ sinking the plutonium rods
i don't think many people go further than that
satisfactory answer, thank you 👌
Yeah in a vanilla game you'd have to aim to use all the power made by full nuclear and overclock absolutely everything you can
I'm debating between using coal to power my vehicles or setting up fuel refinement. I have access to plenty of coal and oil, but I kind of think the oil is more valuable to be made into plastic and rubber, I'm tempted to stick with coal for now. Is there some advantage to packaged fuel over coal that Im missing?
It burns for longer (per-unit), but is harder to make
Depending on having the Alt. Recipe "Diluted Fuel", and the availability of the Alt recipes for making recycled plastic and rubber. A mildly complicated setup would be needed, but feasible to go that way
Have not yet tapped in to the use of polymer residue, but that would yield some extra rubber and plastic
You're sounding fairly early on - consider: do you plan on keeping the trucks as a long term logistic process or do you think you'll swap to more focused hubs or other transport? Trains/Drones
If you're wanting trucks to be a mainstay tool you use fuel is a pretty good idea I think
Not sure, I haven't gotten this far before :p. But based on my Factorio and Dyson sphere program history I probably will replace things eventually
Yeah it depends on your play style - if you think you're the type of person who will come up with new methods or want better efficiencies in the future and don't mind rebuilding factories or processes from the groudn up? I'd stic kto coal
Not worth the time setting it up for fuel since you'll probably tear it down soon enough
on the OTHER hand, do you have the jet pack yet?
Not yet. I will definitely have a fuel setup for jetpack at least, the question is more about if I want to retool my fuel distribution :p
Yeah that was going to be my direction - you'll want at least 1 machine slowly pumping out fuel since the Jetpack is amazing for travelling horizontally over terrible terrain exploring and getting about
Look - get to like tier 6-7 and decide? Unless you have a sprawling trucks going HUUUUGE distances you probably don't need the extra energy fuel give syou
I love the idea of having trucks travelling all over my complexes but they require a lot of room. Like, I wouldn't even have them carrying anything. Just have them there for traffic XD and moving parts to make a factory that looks alive XD
Oh also it sounds like you're just at the start of the game but if you like trucks - later in game you get nuclear power that you can recycle the waste (something you can't sink) into plutonium rods. Most people sink these since you can't get rid of the radioactive waste.
Something you CAN do though is fill up your truck stations with Plutonium rods for them to use as a power source. Each rod powers a truck for 5+hrs, you could easily power an entire truck fleet on plutonium 😛
The production of plastic rubber produce HOR, unless you use the recycled recipes which uses fuel to produce the two and doesn’t produce HOR. HOR can be made into fuel. Thus using fuel wouldn’t affect your rubber and plastic production much; it’s more about your petroleum coke production since otherwise those HOR goes to coke.
My new petrochemical setup gives 60 (minus fluid bug losses of the system since it’s at the end of the line) out of 900 of the fuel production to packagers. Majorly for sinking and fluid bug balancing purposes since I barely use any fuel as I don’t really drive around.
Ooh nuclear trucks sound pretty cool.
As long as you don't mind having to wear a radiation suit anywhere near them 😄
So vehicles running nuclear leak radioactivity?
Sounds like quite an inconvenience
Well the buildings you store the fuel in for refueling will leak yeah at least. Not 100% if the trucks will or not
But who cares about a little thing like cancer when you can have infinite trucks running around!
Just need a fast answer so came here, I got 6 pure coal nods how many coal generators can use with that
Your joking right 😐
if you OC the miners you can get up to 780/minute each node
a single generator takes 15/minute
Wait mk 1 miner or 2
Mk 3
Oh I don’t have mk 3 yet
Mk 1 miner will get you 20 generators per node
Mk 2 will get you 40 per node
Mk 3 will get you 52 per node because conveyor bottlenecks
that is still enough to jump star my fuel plant thx
1500, 3000 and 3900 MW respectively
How much water? Is needed respectively
900, 1800, 2340
7.5, 15, 19.5
TECHNICALLY, one could run a vehicle on nuclear rods without radiation (they don't make waste BTW!)...
But that would require VERY precise fuel distribution 
Like feeding it 1 rod at a time so it never piles up any
I hope they will not change that and add a waste slot
@oblique hollow It got a bit lost in #old-questions-and-help - you see here two normal Oil Nodes and one pure Oil Node on the right. They will feed four Fluid Train Stations. Is there anything wrong with taking all Mk.2? Or could these all be Mk.1 pipelines in this setup (except the output pipe from the pure Node).
all mk 2 is ok, and in fact a bit safer since those can deal with fluctuations a bit better in this case
due to the higher flow capacity
I’ve had bad experiences with valves. I don’t use them unless absolutely needed and I’ll put pumps on instead if I want flow directionality
Valves pause flow until the pipe section behind it is full to a certain degree
why even limit them to below 600, just set them to 600
let it choose its path
If it does nothing, why do it
Is backflow possible? If one pipe gets emptied more quickly, maybe because one Station is already full
wouldnt matter
backflow wouldnt interrupt anything here
you have 600 flow and a total capacity of 1200
NOTHING will cause these to stall
but generally: if one pipe gets blocked, yes, pressure builds up and the fluid would try to go the other way
but that shouldnt matter
At the station, backflow shouldn't be the problem:
That is no problem, I can say "Wait till fully loaded" or "Wait 30 seconds"
You sure your pipes have enough of an internal buffer to hold the fluid while loading and unloading?
Worst case (due to train traffic), both trains arrive at the same time.
Then the internal buffer is too low, ca. 300 m3 cap. per pipeline
You could put 2 large fluid buffers so have two mk2 pipes feeding the platform?
I would leave the setup as is, put in front of each station one big buffer. (?) I want 4 cargo trains to be filled
ugh why does heavy encased frame have to have such random numbers
it could just make 3/min and be so much easier to set up
and if you want to overclock it to 3/min, you have to overclock to 106.6667%, so then you round up to 107%
because recipes don't work with per minute numbers
recipes work with absolute numbers
per minute numbers are just there for players to simplify things a bit
yeah yeah I know
What's a good target for Heavy Modular Frames / min? I just entered phase 4 of the space elevator.
I've got the stage set for 30/min, but wondering if that's overkill to do the end game and I should focus my resources elsewhere.
I think that might be a bit overboard
but my target for this factory was 11.25/minute
i am also fairly late-game and I'm mostly using them for building other structures
also the factory is technically producing 0/minute right now
What is the ratio of water extractors to coal miners?
3:8 for water extractors to generators
ratio for miners depends on the node and miner
with the recycled rubber/plastic couldnt you just keep recycling making more and more long as you have fuel?
Who told you otherwise?
i just looked at the recipe and it seems really strong like you could make near unlimited amounts
Only if you have other op fuel recipes
Its the only bridge between light and heavy oil products
Fuel is the cap
should it try to make oil plants and transport it to my base with tractors or wait until i get the monorail
sorry wrong channel
if you have the best recipes you get 3 rubber/plastic per crude
Especially the diluted fuel recipe is kinda broke. 30/m heavy reisdue + 60/m canned water = 60/m canned fuel
The normal heavy residue -> fuel recipie is less than 1:1 while the alt is doubling the output
Just add water
It takes a lot of power and they needed to stretch oil products to maximise other parts
I usually forget power because i tend to overbuild it
"Oh i need to setup coal power? Ok lets make 32 generators."
Ah a modest coal plant XD
Ah. Surprised you're not just waiting until you do. It's such a boost
Going to use the diluted packaged
Is there a huge difference ?
Is blended diluted an alt @vapid gorge ?
Its an 'alt' becaues packaged fuel was introduced before the Blender building was introduced.
Blended fuel is simpler since you can ignore the packaging and unpackaging and creating containers over and over
The base speed is faster as well
So less factories got it
I tend to overclock the blenders to 200% and get 200 fuel per min out of them
Looking up recipie
Alright thanks ill finish up the current setup and let it sit. As it is its making 4 full mk2 pipes of residue
Yeah no worries! depending on how much you want to squease your power output with blended diluted fuel, if you get the Turbo fuel recipe alt you can get about 25% more power out of your oil by adding a bit more sulfur
I need to get on that tiering up thing XD
Oh shit imma need loadsa water 8? full pipes
YAY WORK
Actually thinking about it. I might still do the containers so my production wont get clogged. Easy to sink if i dont need them
I actually restrained myself only doing 60 refineries. I had brought enough pipes over there to do 100
Entire north coast of the map right there overclocked to 250
ikr
Im thinking i might have a better idea what to do with the remaining 2 pipes later
Same with one of the residual pipes
Yes
went with priority water junction, but then i realized that it doesnt actually achieve anything if factory might get paused -.-
need to redesign the alu loop somehow
Working factory > idle factory
for now sinking the excess alu seem like feasible solution
I prefer to always do that. There's little reasons not to imo ^^ (assuming one can "afford" a sink)
one big reason is that sink building is super ugly and massive for no reason
so it doesnt really fit anything
Arguable, but most sinks are kind of temporary anyway
Ideally, wouldn't you want to have a nice-looking sinking-station somewhere?
no point really
im making some batteries as part of plutonium processing
but by design, batteries need to be made in larger quantity then necessary
so this produces excess products -> those clog alu foundry
So... Why is there no point in having a sink somewhere to deal with (all) excess items? 
there is no particular reason to sink anything else in that whole factory tho
and exporting it is pain due to train station size/throughput
no good solutions really
I'm not implying to put sinks in the factory 😉
i hoped the prio junction will help in general
If you want to keep those constrains, sure, no easy solutions 😅
If you were to somehow be able to fit a sink (or a connection to one) nicely, you'd have much less headaches 😉
but now i realize that its strictly live-only solution
i will probably put few sinks somewhere to get rid of excess resources
Honestly, just starting a factory plan with "I'll leave 1 output belt (or even just half) for overflow management" takes away tons of headaches
p:?oLKJ,MH UI ;9'P0]
Yeah, It's why I got the small sink mod XD
honestly speaking, the root problem is that whole feedback system is poorly designed
i dont think its possible to "get this right" with current recipes and bugs present
one solution i was thinking about was to provide input water with head lift less than half of pipe height
but im not quite sure if it will work fine
basically, somehow, the system always need to maintain enough air in pipes that during shutdown, refineries wont have any water and only scrap alu
but whenever its possible or not, dunno
maybe few strategically placed tanks would work
sounds very complicated, is there a easier way to do that instead of what you are doing?
well, the easier way is to never let the scrap refineries shut down
but that isnt a good solution
are you talking about a water byproduct from the scrap ref? Why don't you just use the byp water to feed some of the aluminia without extractor water (independent pipe system), wich extractors feeding the remainder?
do you recon this is overkill?
nah
as long as you have the refineries to keep up with it
you can scrunch them down into a smaller space though
that will be annoying to deal with however
w/o alt recipes it requires an input of 2160 m3/minute crude oil
all of them are overclocked too
the location you're at can support up to 1800 without bringing in oil from other sources
consider moving it to the northwest corner of the map
Spire Coast has the best oil availability
then a second one there if you somehow run low on power
Spire Coast has 2850 m3/m availability, Islands has 1800 m3/m
the only downside is just about everything within the red circle will be changed in a later update
Blue circles aren't counted for the 2850 m3/minute ****
the nodes should stay where they are though iirc
thanks
including blue circles you get 4350 m3/m
how come its so unstable? all of them are getting fue
thats alot
did you just now turn it on?
yeah
wait for it to equalize
make sure you're not trying to pump more than 600 m3/m through any pipelines too
actually wait
do you have biofuel generators somewhere?
nope
it shouldn't be changing with consumption
so consumption should be a straight line?
consumption is fine
capacity and production should be a straight line
but the fact that the two lines match is weird
mods or previous version of the game maybe?
interesting
they still havnt stabilized
I have no idea
well thanks anyway
someone else might be able to chime in with an answer
I'd give it like 30 minutes or so to see if it stabilizes then try restarting the game
is it an isolated power grid or is it connected to a larger power system?
with it being isolated the initial set up will have some slight lag on the start up until it reaches equilibrium.
its beautiful.
got it, thank you
Before I do the math from scratch is there already a known return rate for diluted packaged fuel?
It shows about 200% on my graph but I'm also running recycled reactors so it's not accurate
for each normal code how many coal gens can i power? and how many water generators thingys
Just wanted to share, if it's useful for someone. I started creating schemas like this using FigJam. I feel like this is so useful to wrap my head around complex setup. FigJam allows for easy edit and change. Probably works with Miro or other similar online whiteboarding tools. This is the first floor of a Modular Frame satellite.
it depends on the miner you are using for a standard mark 1 miner on a normal node you can run 4 coal generators as for water you can run 4 generators on 1.5 water extractors
draw.io is another excellent option
it's geared towards making flowcharts
it's also free and has google drive integration to save your charts
Ah yes, it's good too.
Diluted fuel LETS GOOOO
And based on that screenshot you can see my mistake XD
Im producing twice the fuel those 3 pipes can handle
where would be the best location to start a steel factory?
im looking at somewhere near here
might go here actually
Well the grouping of 4 iron nodes on the 2nd pic is speedrunner cliff
It's just a spot that has basically everything but bauxite very close by
oh
Near the 4 iron is very good for a megabase that make as bit of everything. So there is fine
HEAPS of spaces where there's both iron and coal. Better to ask for more complex parts you want to make
Speedrunner cliff is just great cause it has everything else you need to build stuff with your steel
i might do it there
im just thinking in the future if i need to use iron or coal near there
Well the coal to the left of it is good for power and the iron there could export more steel?
But if you get the good steel recipes the pure iron and pure coal on that cliff will last you
It's a good cliff to do just about anything in general except mass bauxite stuff
whats bauxite used for?
gotchya
But you can train some in if you really want
Oh and building there you want to expand factories UP. Flat spaces are at a premium in the area. That's the trade off
Finally, the turbofuel power plant
Now I need it to just normalize because half of the gens are not getting fuel
Try making the pipe manifolds loop on themselves so it's filling from both direction
Yeah I was thinking that but its slowly going. First rows are already full and power is going up
Could always set a bunch of them to run at like 1% and copy paste the settings, wait till they all fill, then copy paste 100%
It's not a bad idea getting them to all fill up because there's a bug that will delete some fluid out of every buffered machine when you load your game
I can also turn them off and let them fill
Too bad its really hard to move around them
I'm not sure if they fill if turned off? I thought they had to be on
generators fill when turned off
oh nice
but not normal machines
oh, make catwalks over the pipes 😄
Make pipes below the floor 
If the pipes already exist my way is easier 😛
why 😢
I'd try temporary connecting the 2 pumps directly, clipping through the floor
yea got it now somehow but i have no clue why
idk, works with the pump right next to it
ive seen em kill it too often to trust them
thoughts on my current Hypertube network?
they don't necessarily go straight to follow terrain etc
Ok so I ran a couple numbers, and it is theoretically possible to make 1000 cooling units per minute
Should that be my factory goal?
well
sounds cool
The only thing about the cooling units is that it would literally use all of the materials in the world
So it would be hard to power the entire setup
Or I could go with a modest 780 cooling units per minute
But for now I’m still pre-aluminum and I want to get a motor/stator setup to top off my their 5-6 experience
my larger hypertube transfer stations are made with foundations, modern fences and walkways clipped into the foundations, creating fences to avoid being sucked into the wrong one or getting sucked into when walking by
smaller ones is just a 3x3 grid of walkway T-crossings and crossings providing fences right in front of each hypertube entrance
do a power estimate, you might be able to meet it with coal? You can get 3000MW minus miner mk 3 and the water extracting stations from a single normal node
True, but I would need literal thousands of refineries to make the setup work even for 780 per minute
Or at least close to a thousand
But for now, I have to finish my quick wire setup, automate ai limiters, and finally automate heavy modular frames, motors and stators (motors and stators preferably in the same setup)
Quick correction, high speed wiring, not quick wire
ai limiters might not be that hard to automate depending on location
I just flew a copper sheet conveyor belt to the quickwire factory and called it a day, but well that's where things stopped
I started in rocky desert
I think I’m going to make my motor setup in rocky desert
for supercomputers I just hand carried like 1k ai limiters and dumped them to a manufacturer that's fed with plastic and HSCs
Mainly because there is already a train semi-nearby delivering computers and circuit boards ima main base
That’s my kind of setup lol
and whenever I need some supercomputers I just hand feed it computers from the container across the factory by the number since I don't need it automated lmao
are you considering the cluster of pure iron nodes on the edge of northern forest
where my FITS is on this map
I’m not 100 percent sure
I’m using a lot of iron nodes for modular frames
So about 4
you can just make a big factory across the canyon or stuffs
True
regarding power, if you don't use up all the fuel when making rubber for cooling systems you can have a LOT of fuel left for generators
my 600m3/min crude oil consumption refinery setup produces 3000 power and consumes about 3500MW so
turbofuel costs sulfur and coal tho
Yeah I would need to check the numbers again for that
Also right now, I have a 600 oil node powering 44.4 fuel generators
And it makes 6600 me
MW
But again I’m in teirs 5-6
So I just use heavy oil residue alt and turn that into fuel, while the polymer resin can be sunk or used for manufacturing
So it turns 600 oil into 6600 power plus about a 480 belt of resin
So if I was going for the 780 cooling units, I could use the leftover resin for plastic that gets turned into rubber
this can be a setup to make 1260/min rubber with only about 500mw of power input
I know how to make top oil numbers out of nodes
I turned 300 oil into about 342ish for my computer setup
you can make 17700MW of power (excluding transport and resource extraction, including refining) with 600/min oil
Yeah but I don’t have blenders yet
Still pre teir 7
But for now I have to finish the last components of my factory that isn’t automated
Excluding super computers
only a slight difference with packagers
And maybe crystal ocilators
HMF isn't automated for me but I need to have it automated soon I think
I do have everything for that at FITS
Yeah I’ll probably go for a hard drive hunt pretty soon
I need to get this nitrogen thing running to get one more and well go out hunting too
But for now I’ll just need to finish HSC, HMF, CO, and ai limiters
scaffolding with walkways isn't exactly productive but well it's safe
Howd you get that map?
Scaffolding is for the weak, rip and tear until it is done
I painted the colors myself and well the base image is from this wiki page https://satisfactory.fandom.com/wiki/Crash_Site
Head first, no regard for safety
well I just leave the walkways there usually lmao
well if you just fly a walkway over the terrain
ofc it's not very effective but hey
Exactly
Who says that you need to be productive, my first play through says otherwise
That world is a mess
I'm prob going for these 3 next since I might want those aluminum which I do not need atm
should prob focus on redoing my main factory tbh, it's pretty much at a standstill since nothing is sunk and it's very ineffective too
Same
that yellow one is because I can't make turbo motors yet lmao
I also found that crash ship, didn’t have any either
I don’t know how or why, but I’m just a natural at running in, dodging and weaving, and getting out
there are infinity amount of powerpoles in my world. I used hover pack
that's tier 8 and requires fused modular frames or whatever it's called to unlock, which is my next step actually since that's what I'm making the nitrogen line for
lmao
Train tracks also work for hover pack
well it's never gonna be a problem powering outposts
Yeah but nitrogen and aluminum is where my last world went off the rails
indeed
And nuclear
I still don't have nuclear yet lmao
I decide to squeeze every bit of coal power out first
My nuclear setup was so bad, one blender from a 120 node, so in efficient
I currently have 2 nodes powering 36 generators or something, and with Miner Mk III that can be one node powering 40
im just started nuclear stuff
Ok fwgunner, make a huge stockpile for waste
and I'll prob work on alt recipes first before making a nuclear setup to save uranium since I only have access to one node atm
not that I can't try to get more but
Trust me
it frightened me
Yeah, prob will want the fuel rod alt, crystal beacon and other alts for nuclear
And the ocilator alt
isnt there a way to get rid of waste
If not then the setup is not efficient
There is in particle enrichment teir
You can sink plutonium fuel rods
It gets rid of waste, and gives you tickets
except throwing doggo off the map with wastes
Keep a stockpile of plutonium rods as you can also burn them in vehicles without making waste iirc
The solution to all problems
You can?
Wiki said that I think
Also according to wiki you don’t take radiation damage in car so
And it would be hard to constantly be burning the fuel rods
Oh
Well that still poses the problem of burning the plutonium
You would have to have hundreds of trucks going around burning the rods
If they don’t give me the purple power slug, they get sent to the void
No survivors
We need a doggo unloader that automatically unloads the doggos inventory
For power slug factories
whats the relation between doggo and slug?
Doggos gave a chance to have power slugs in their inventory
I have so much iron potential unused
Like I literally have iron ore not processed with pure iron ingot recipe despite having already unlocked that, and FITS that actually uses pure iron ingot doesn’t use a lot of iron since I made it way too small lmao
Which is the only way to get renewable slugs
You probably don’t even use the pure steel ingot alt
Turns 40 iron bars and 40 coal into 60 steel per minute
Great alt, highly reccomend
Also what are even the point for alt alloy iron and copper recipies if we have pure iron and copper
What’s the point of crystal beacons lmao
I’m going to use that for my motor factory
Sooooo mannnny beacons
One thing about solid steel ingots vs coke steel ingots is that coke is practically free
I got cast screws really early which tbh made things much easier
I didn’t for some reason
Great way to sink iron too
I got it on my first drive which is like 300m from my HUB
I was wondering what that flaming thing in the distance is and went to check it out, glad that the modular frames it needs is already available on the site
Yeah but for my motor factory I’m using the recipe of copper sheets and wire for rotors, and the standard static recipe
Is that more feasible than the iron setup though
Makes it so that I just need to turn iron to steel instead of load balancing
And makes it so that the motor setup only takes steel and copper
You can make a spreadsheet and put in formulae for the recipes like I did planning out my refinery
Yeah I do that (sometimes)
I’ll prob do that planning out factory reworks or new factories so I can localize numbers more easily
Fluid bug means that I need to turn a sector or two down at my refinery to refill the pipes and prevent reduced flow rates, since the last thing I want is the fuel generators at the end of the pipelines network to be underfed and tripping on and off and messing up my power readings
That is exactly what my fuel plant does
You can just split the fuel line into 2, and make it go through the front and back of the fuel plant
So one goes in and the back, one goes in at the front
I can’t turn out fuel generators in batch but I can turn off refineries in my rubber-plastic loop with power switches to bring down 300/min fuel consumption in one action
Currently I do have a pipeline that bypasses all the junctions and connects to the distribution part on the other side, but since upstream there’s Mk II pipe supposed to be operating at 600m3/min throttling flow I can’t allow unfilled pipes - I need this headlift
miner production over 780 is useless right?
Correct
Just sink the extra rods 😄
Yeah I know
I’m not THAT dumb
Somebody just said that plutonium fuel rods could be used as vehicle fuel
They can! Irradiate the landscape with death cars!
They arent so bad since they introduced a loop-count refueling. Only pick as many rods as they need for trip (1 or less)
So rods last 5 hours. You'll need SOME fraction of a rod each trip. Would the truck just keep picking up 1 rod even if their current rod isn't used?
no idea, I can visit my display loop and check how much they used so far
I'd be curious
I wonder about that... My attempts (with packaged fuel) didn't go too well :/
I don't think the vehicles use a whole number of fuel to complete a lap.
Eg: station says 4 fuel per lap. You put 4 fuel, truck makes 1 lap. You put other 4 fuel in the station and let the truck keep refilling.
Eventually, the truck either runs out of fuel right before the station, or it piles up fuel (finishes a loop with an entire leftover fuel tank, starting the next lap with 4+1 canisters)
Little testing done, but this is what I got to :(
anyone know offhand what the angle of a 2m ramp is ?
arctan(0.5)
Thanks , was looking for a on screen protractor then started tearing apart my wood shop .
well maybe not a protractor but you definitely need a scientific calculator for that
unless the in game one can do trig now
well 4m is a 45 degree right? So 2m is just 22.5?
no wait. Half that
I am very tired
now feel silly I could not figure that out oopf!
Figure what out?
I just realized me and cobalt both gave wrong answers
Sorry for that
It's arctan(0.25)
14.036
indeed, arctan (2/8) which is about 14 degrees.
@paper yacht
not sure why you need it but a good use for secondary/high school math.
Not even high school math
That's stuff I learned in middle school lmao
Also just Google "side angle side" calc
We know two side lengths and that one angle is 90 degrees
working with a old mod and needed to zero in to no higher than 2 meter ramp working with elevation/trains
SOH-CAH-TOA is what i learned, before the days of google.
1m ramp is 7.125 and 4m is 26.565
i could not find my cheapo dollar store protractor
Refer to the wiki freight car page then
That lists possible allowed train length
Irl: 4% slope for trains bad
Game: lmao 25% let's go
does the perfect (comma/dot-less-)distribution setup exist?
yeah, but with available foundations your options are 25 and 50% (I'm excluding corner foundations as they're a meme to work with)
Foundations dont equal distribution tho
Ooooh that was in regards to the trains still
For?
satisfaction ^^ - the entire game, producing some/min of each highest refined item.
depends on what you mean by "perfect"
There is no real..... Commaless way that is publically known, if those even exist
I suppose that is why over and underclocking exist
Distribution setup?? 
I didnt know a word for it - the way you set up your factory line and distribute certain items to other production steps :3
Generally speaking, it's not too hard to have setups all at 100% clock as long as you're ok with:
-clocking the miners/extractors differently from 100%
-Scaling the factory so that all the ratios coincide (eg: make more frames/HMF than you would need just to keep the ratios perfect all along the production chain
If you just sink any excess, everything becomes much easier though 😉
Stupid question, didn't SCIM have an option to plan with lower Mk buildings? I can't find it anymore.
Ah, in the "Realistic" view
Not sure. I prefer Satisfactory Tools. It just tells you the raw resources you need. From there I sort out where I can extract that much with what I have
i haven't used drones yet, but am doing a bit of planning. What's the minimum/maximum items/min throughput at which they make sense?
Last I tested, cross map travel, was about 170/m throughput, with 1 drone. So its more about how many batterys you are willing to spend
But in general, anything too small to warrant a train, is drone worthy. Note, that is talking about building the train route, not one you already have in place.
I've been informed for safety you probably want 2 drones per 300 parts per min you want to move
and if you need more you'll want to split it across multiple drone ports at both send and receiving
Also because of the long take off/landing times it becomes more efficient the further the distance
Does some one knows how can i put my signals so that they can be 2 trains at the same time in this train station ?
Make the rail into 2 (or more) blocks
Thanks, I'm looking to make a 10/min supercomputer factory and was thinking drone would be cleanest way to get them out.
If you use OC supercomp recipe, you can reuse batteries too.
reuse batteries?
oc supercomputer alt uses batteries as ingredient, so you have power supply for drones at hand already i using it
you mean superstate comp right?
@last valve sorry for the ping, but I've seen your newest manifold video and still don't see the "smartest" way to do the standard splitter manifold early on... the most efficient principle is getting to make them all work as soon as possible, and that means limiting the numbers of items that go into early splitters - thus: use Mk1 belts only for connecting splitter -> smelter, this way, from the 240 initially, 120 would go to the first smelter, but can't since it's only a Mk1 belt, so only 60 go to the first smelter and 180 go to the second splitter, which means 60 go to the second smelter and 120 go to the third splitter, which means you bring the first 4, maybe even 5 smelters to 100% efficiency immediately.
that's actually not true
yes, you'll have more machines working early, but the whole manifold will start working at 100% later than if you'd use mk5 belts
this is roughly how it works, but the real graph may look different based on the manifold. Horizontal axis is time, vertical axis is production per minute (of the whole manifold)
blue line is if you use mk1 side belts, red line is when you use mk5 side belts
That's curious, I guess we'll need a video on that 
if you just care about more machines starting early and don't care about the whole manifold working at 100% faster, then sure, mk1 belts will help. But if you want your whole factory to start at 100% as fast as possible, then mk5 (or the highest belt you have) everywhere is the way to go
There's a lot of random stuff in life that is very counterintuitive like that
Thats funny it seems to be a curve of the shape 1-e^(-t/5)
Well.... Almost
But thats probably the ideal curve with infinite belt speed
Splitting question - I'm splitting 50.4 and I need it in 3 even belts. Because I need exact numbers I can't rely on having them start on one belt and then just using 1 splitter right?
why not?
50.4 does not mean "50 and 2/5 of an item"
It means "1 item ever 1.2 seconds and 1 every 150 seconds"
Splitting that in 3 means:
Each side gets 1 item every 3.6 seconds and one every 450 seconds
Which, tadah, is 16.8 items / min on every output
Aka 50.4/3
@oblique hollow I haven't tried dividing something that absolutely needs to be evenly split before into a mixed belt.
splitter divides equally if no belt is backed up
Splitters can still do equal splitting, dunno what your concern is
I suppose if there's ever a hiccup or stutter that it mess things up?
well with non mixed belts you just manifold feed until over flow
all you have to worry about is x being produced
Ask the sushi gods on how to make safe sushi then
I'm already cursing Ven. I can't actually have him know I'm sushiing
I have my pride.
I was JUST about to ping him 
I've hexxed him. Cursed his name thrice by thrice
It's not equal per se
It's called round robin
Which will work with hiccups but not pauses
In any case, short answer: overflow splitters for safety
If you dont trust sushi belt
But the shushi masters seem to trust it enough
uuugghhhhh... yeaaaahhhhhhhh... flops
Either you do some leap of faith and just do it without overflow or you play "anxiety ridden factory monk" and slap saftey measures on everything
Depends on how little you trust splitters to do their job
Actually no. I'll 'trust' them. Either they work and it's fine or I get to berate Ven for his terrible lifestyle choices.
Win win.
I played the game of trust when i published my pipe manual since if something in there doesnt work, people get to blame me.
But since nobody ever understands pipes they just blame themself and the game 
So i win 
Essentially whenever I had to do astrophysics things. Just go into extremely specific minutia and people won't admit they don't know what you are talking about even when you don't.
At least when I wasn't prepared anyway XD
Now to rebuild this factory for the 4th time over
Good nuclear power plant location?
I put my rod factory in the grass field and the reactors over where the smaller X is
I calculated that the max amount of nuclear power plants is 252 producing 630.000 MW
you're forgetting something there
What
alt recipes
also the fact that producton of plutonium is dependent on use of uranium fuel rods
I already did with alt receipes and without use of plutonium (as a nuclear power plant fuel)
that then isn't "max amount of nuclear power plants" 😛
*without waste
yeah but waste ins't a big deal anyway
if you don't want waste then you don't get plutonium
What are you doing with it
store it?
This is psychological uncomfortable xD
why so
22.9 uranium fuel rods/minute + 30.54 plutonium rods/minute gives 421 reactors
or 1,050,000-ish MW
I got (theoretically) 50,4 uranium fuel rods
it depends on recipes
one of the alt recipes for plutonium sacrifices some uranium fuel rod production for plutonium fuel rod production
but gets you more power in the end
But it doesn't have to?
you can do just normal plutonium rods form uranium waste
but I think the yield there is quite a bit lower
how wide are foundations in meters?
I might also try playing around with the balanced manifold that someone on Reddit talked about, taking advantage of all of the outputs on the splitters which would help with the equal distribution items. Maybe the balanced manifold combined with belt limiters could prove fruitful however I envision spaghetti in my future. I see that their are so many ways to handle item distribution.
4x4
actually... is it really? No, disregard that
8x8 is the correct answer
full success on the mk 2 mega pipe
Cast Screw is such a big difference... phew
Are there more recipes which reduce a whole step in production without changing the input material?
cast screw is pretty small difference compared to pretty much any other alternate recipe
a lot of alternates save you both power and resources, cast screws only save power
Why are my last generators running out of fuel? I shut them down, let them fill but once I get them back on after a while they run out of fuel.
Im using 270 oil, turning it by 9 refineries into 360 of HOR, then into 12 Refineries to make Diluted Packaged fuel which give me 720 fuel. Then with 480 compacted coal and 720 fuel into 600 of turbofuel, which should be able to supply 133 fuel generators.
do you overproduce fuel?
also, do you loop pipes?
you need to slightly overproduce every fluid
since there is fluid load loss bug - on each game load, you lose 5m3 of fluid for every building connected
In fact I should be able to power 133,33 gens, I have 133.
I dont have looped pipes but I let them filled to 100%.
Do you think the fluid container would help?
no
and filling pipes to 100% is nice, but you still need to be able to carry all the fuel
and mk2 pipes can't do 600m3
I have 30 generators connected to one pipe, which is 135m3
are all of them running at 100%?
Yes
But those turbfuel refineries are connected with single mk.2 pipe so that can be also the issue
What is the real limit of mk.2 pipes then?
decreases with pipe length
if you loop it, it shouldn't be an issue
since that essentially makes it into two pipes
thats a lot of fuel lost upon loading the game
nuclear ftw I guess
also re: pipes cant do 600: #math-and-meta message
Mein Pipes like to disagree 
thats the longest noodly ass pipe i made and it does 600 PERFECTLY
the real issue is manifolds
I have to ask... why is that not shaped like a pipe?
lasagna is a lie, only ogres have layers!
What is this for?
How would one engineer a 1-5 even split? One source to 5 other points with equal distribution?
Rather complex but doable
Do a 1-6 even split but merge the 6th back at the start
So 5050 and then 1:3 with a merger at start for the sixth
Imma draw it XD
@orchid birch
wanting some to double check my maths/logic here. heavy oil into fuel using diluted fuel into turbo fuel produce more and thus more power vs heavy oil straight into turbo fuel using turbo heavy fuel
Yup!
I've only looked at basic TF vs Blended TF and B TF is about 25% more power (though you do spend a bit more in support machinery)
Testing if mk 2 loses throughput after hundreds of meters
They dont. It all comes down to merging flow rates interrupting the mk 2
You know how when you use a merger to merge a full mk 5 belt and a, idk, mk 1 belt onto a mk 5, then the full input mk5 will start stuttering
Because of equal merging priority
Not surprising :\
But good to know I should be able to get very close to 600 using simple pipe manifolds
You can do exactly 600 if you loop it
Since then the backflow makes the input diverge
Its like putting an overflow splitter onto this full mk 5 belt line i talked about
either you do balancers to split perfectly or you just use manifolds like this:
--S--S--S--S--S
| | | | |
X X X X X
and let it balance itself. Apart from some starting delay, both setups will work the same, so unless you have a really good reason to deal with balancers, it's just not worth doing imo and manifold is easier
or go rogue extra hard and never use splitters 
Is there a maximum amount of 1409 power shards and a maximum demand of 1260 shards for resource extraction? (all miners / pressurizer / extractors @250%) without water
you can get slugs from doggos so technically shards are infinite
also mk3 miner on pure node is only relevant up to 162.5%, which saves a shard
I hope they make mark 6 belts
even mk5 belts have already issues with full throughput, they'd have to figure out what's wrong with that first
Or i cheat some 🙃
also, you most likely won't run out of resources anyway, so mk6 belts wouldn't help much either
I also hope they fix fluids/pipes i always have issues with that
loop pipes and don't run full mk5 belts and you're fine 🙂
Wait do mk5 belts have issues? I used them for my caterium wire and wondered why the last assembler is not emptied fast enough
they have some max throughput loss at each segment
so 1 segment belt is fine, but more segments usually do less than 780
for longer belts safe amount is ~750
I think you might have misunderstood what they meant... 
BTW, "balanced manifolds" can be used to talk about those manifolds in which the outputs are equal to a belt's max speed, making them auto-balancing if you match the output belts
Eg: a manifold feeding 60 items/min per output via full MK1 belts
It's nice to have a confirmation, but I kinda assumed that was the case already...? 😅
I didn't think there wasn't a specific test done for it yet
isn't there an "issue" where mk1 belts can be limited to 59/do 61?
I never heard of belts providing more than their max. Nor does it seems likely to me... 
More details?
iirc there was someone testing this, e.g. putting 480 items into a container that goes via mk4 belt to splitter into mk4 and mk1, each going into another container. You'd expect the mk1 container to have 60 items, but it had more/less
I can't remember the exact setup or the person or whether or not this was fixed, but I'm pretty sure it wasn't always 60
Less could be expected. I have zero reasons to believe more items came in though. Not without seeing the setup
yeah idk, but I think they even talked about results being 63 or smth like that
I guess testing it again would be enough to see if the "bug" is consistent
You know that I don't know technical stuff, but I got some in depth experience with the mechanics: nothing leads me to believe this is possible in any (modded or not) scenario I can think of 🤷♂️
I can take a look if you can link something
yeah I'm not claiming it's a thing, I just know there was a person who spent a lot of time testing it (but it was around like U2, so may be different now)
this setup isn't enough?
I get it, I'm just explaining why my negative feeling about it is so strong xD
I also need to know:
- Number of belt segments between splitter and containers (MK1 and MK4 both)
-How are the items/min going in the MK1 containers "counted"?
With this I could get a much better idea
you count exact amount of items, because you put in exact amount of items by hand
segments idk, but I remember screenshots where they were pretty close, so I guess 1-2
How do people normally "just count" how many items/min go in a container, again? 😅
I'm really not familiar with that, I always use other belts for comparison (eg: container outputs full MK1 belt to a machine that consumes 60/min, power draw and inventory of the machine can be observed to find pile-ups or starvings)
you... open the container and look how many items are in it?
stopwatch 
After... "exactly a minute"...?
no. you put in 1 minute worth of items in first container
but how do you work out 1 min worth of items?
mk4 belt = 480
but in the context of the items =/= belt speed
Oh nice, just loop before the actual manifold bit? Neat. Do you make the loop travel under or over the main manifold or does it not matter?
that wouldnt work
So, 540 items in container 1, expected 60 in container MK1 and 480 in container MK4, right?
for example
All this tests for is how items are split. There is NO WAY from the data to make sure that (even if 63 items made it to container MK1) the MK1 belt ever transported more than 60/min
Ot could just be the MK4 lagging behind
You can get around the throughput loss from having belt segments by only making it to splitter or machines
Or by welding belt sections together
Eg: MK4 belt has 4 belt segments and backs up (normal max throughout behaviour). This results in less than 480 items reaching container MK4 and more than 60 reaching the other
how would mk4 lag behind if it isn't full
I already fixed my problem by balancing the load better on 3x Mk 5 belts (max 630 per belt)
That was more about issues running any mk belt at max speed
I think the max speed issue is why sometimes smart splitters set to overflow "by mistake" send items on the overflow line
If the belt is full
this shouldn't be too difficult to test
If you mean it like "issue is why a smart splitter on a full belt (with multiple segments) sometimes outputs an (overflow) item even with a sink down the line", I agree xD
I've seen that happen with my sorting system
Well now you know why
it's usually one one out of like 10k items but it happens occasionally
Pipes seem surprisingly stable over distance, concerning flow cap
Only issue, like always, is junctions
That's quite literally how we tested for the bug initially 😆
Source-belt-smort(with omcontainer for overflow)-belt with many segments-sink
Btw, did you catch that one video about the "hidden issues" with back merging (like to reduce 270 to 150) @oblique hollow ?
Hmmm nope
It's the kind of thing where I went "how did I never notice
"
https://youtu.be/v4j8pw7L5b8
This video shows the differences in using different belt speeds for merging when balancing.
The left side input is a MK3 belt. The smart splitter splits towards the merger first (MK2 belt) and sends overflow towards the right. The overflow is balanced to only send 150 through, the smart splitter there sends any overflow in the container.
The ba...
Sorry if I took so long to get back to you, my phone died 😅
In the example we were using, weren't we pushing 540/min into a MK4 and a MK1 belt?
So both should be full
no, because the input belt is mk4 as well
ran that test
it's basically to test a setup "mk4/5 main belt and splitting 60/min with mk1s"
left crate ended with 417 items and right with 63 items
With a normal splitter (both @wind spade and @hazy saffron ), right?
ideally left should have 420 and right should have 60
lmao pinging the wrong person there
yeah
I'd have guessed >420 and <60 instead ahah
But still, it can be an issue with the ratio of the split 🤷♂️ (that's where my money go)
It doesn't prove MORE than 60/min go through the MK1, it only shows how many items go in each direction (missing the time)
that test was with smart splitter set to output items to right with overflow to center (or left in the case of looking at output containers)
Btw, it's already known that splitters that don't output on belts ALL with the same MK won't split evenly
testing with a normal splitter right now
Which output is what MK?
right is mk 1
left is mk 4? whichever is 480/min
and I'm putting exactly 480 concrete in the input
Then 63 items make sense. The splitter filled the MK1 belt, hogged 3 items, sent the overflow down the MK4 and finally sent the 3 items down the MK1 when the input was dry
this is the setup just to be clear
(bottom belt is mk1)
No misunderstanding on that 👌 (S is NORMAL splitter)
yeah just wanted to be sure that we're all on same page
actually I wonder if smart splitter with overflow would change anything
Should we assume all output belts are 1 segment long or not?
got 417/63 over three runs with a smart splitter and 420/60 over three runs with a normal splitter
yeah 1 segment so that throughput loss is not a thing
one segment being no conveyor poles, right?
It makes sure one belt is full (if input allows it) regardless of the other outputs
Eg: splitting 480 with a normal splitter on MK2, 3 and 4 belts assures an uneven split, smart splitter can "force" some belts to be full sending overflow on other)
A belt you can dismantle as one item
yeah that's what I have here
So yeah, in conclusion, I don't think this example is enough to prove MK1 belts can handle more than 60/min
There are plenty of counterexamples too, after all 
i don't think it even gets close to proving that
it proves they can handle ~60/minute at most
I just filled the input crate completely, in the end there should be 1500 items in the right crate
the test will take 25 minutes to complete
(using concrete because that was the first stack of 500 that came to mind)
This makes me remember how hard it is to even smart-split 60/min reliably on a MK1 belt from a mk4 or higher...
The overflow buffer (3 items) is too small 
reject conveyors
just move things manually; no need to worry about throughput loss when barely have throughput to begin with
Practical example: sushifold feeding a row of 6 refineries. 3 pure iron, 2 pure copper, 1 pure caterium.
Iron refineries get MK2 belts (they need <110 each) and work fine
Copper refineries get MK1 belts (they need <30 each)and work fine
Caterium refinery gets a MK1 belt (needs 60/min) and starves 
Provided on the sushi belt: Iron 360, Copper 180, Caterium 180
what's the reason behind using low level belts anyway?
Just aesthetic
But in the case of the 60/min output, it can be nice to be able to output a set amount
Nerdy details: ||I wanted all the refineries to start as soon as possible at startup (convenient to kickstart delicate sushi productions), so using low MK belts allow for that.||
dunno about that situation but my HMF factory needs exactly 270 concrete/minute
yeah, just sounds like another "I'm using lower level belts for no practical reason at all and I'm having issues with them" issue that's easily solved by upgrading belts 😄
and I'm using a sushi manifold for it; mk 3 belt works as an excellent rate limiter from the train station
although it looks really weird compared to the rest being Mk 5 belts
No, being able to output a specific amount from a belt can be quite important imo
As important as the generic "I want exactly 60/120/270 of this item/min from this belt" can be ^^
99% of "I want exactly X" is "machine behind wants exactly X, but if you provide more, manifold mechanics will take care of it" 🤷♂️
If all nuclear processes fall into that 1%, I don't think I can come up with anything that can raise that percentage at the top of my head (not any reasons that "everyone" could appreciate at least)
well I was talking more about people in discord requesting "exactly X balancer"
and not everybody balances nuclear anyway
so I think 1% is a pretty good guess
At the very least, whenever one attempts mixed belts together with load-balancing these mechanics become relevant imo
which isn't large amount of people 😄
using seperate manifolds for concrete in my HMF factory would just make it more annoying to set up
not using the mk 3 belt as a rate limiter would flood the sushi manifolds with concrete; backing up delivery of other things
it works incredibly well
If you're interested in a very practical example (I got some screens and such), you could try calculating the time needed to go from 0 to 100 for the following manifold 😁:
MK5 main belt with 429 Iron Ingots/min feeds (in order)
-4 Iron Wire Constructors. Input 30x4 = 120/min.
-2 Soild Ingot Foundries. Input 2x62.1 = 124.2/min.
-1 Iron Wire Constructor. Input 16/min.
-2 Iron Wire Constructors. Input 2x30 = 60/min
-1 Iron Rod Constructor. Input 7.2/min.
-1 Iron Plates Constructor. Input 32.4/min
Sidebelts may be the highest MK ||I'll allow that much
||
update on this
the expected number of items ended up in each container
also i did math wrong somewhere; right container should have ended up with 1500
dunno where I got 1200
let’s go

