#math-and-meta

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wind spade
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then make 5 inputs instead of 4 and do 1:1

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underclock them to 80%

proven prawn
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you can by essentially having 4 rows of manifolds with the desired outputs, and you can still manifold it all by having splitters and splitting off and essentially having a manifold array

frosty owl
proven prawn
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there is no can't with manifolds, as long as it stays within the belt limits, but you'll run into those limits regardless if you use manifolds or balancers, so it doesn't solve the problem any better or worse.

north cloak
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hahaha well i am getting there right now

proven prawn
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i used many types of belt designs, balancers, manifolds, sushi balancers, sushi manifolds, etc, the sushi ones can be kind of fun to play withJaceGasm what i like about this game is there isn't a one solution option

frosty owl
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Even better, you can create problems while trying to solve one! superexcited

mint sedge
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You can split the diff and have a manifold fed in both ends, or split in the middle and feed left and right.
Depending on the length of the manifold that can get you closer to even split

north cloak
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here is the balancer lol

frosty owl
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||Well, we guessed right. It does take up more space than one more input machine (or some power shards) hehe ||

north cloak
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lol

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Especially when you refuse to clip

frosty owl
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The no-clip is appreciated though happy_hannah_2

north cloak
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haha

ashen mantle
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This is going to be the most densely packed factory in my world

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All of this

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Needs to fit in there with the exception of the silica and the circuit boards

tropic hawk
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Yeah no.

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That's not gonna fit on one level

remote flame
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Out of curiosity, by using the alt recipes: Pure Copper, Pure Caterium, Fused quick wire, Caterium circuit boards, Caterium Computers and just standard rubber and plastic recipes with all heavy oil being turned into diluted fuel, is there much room for improvement in terms of resource node efficiency?

Edit: I've been trying to avoid turbofuel to keep a sulfur and coal node free for other factories

wind spade
ornate shoal
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stamdard plastic ia not efficient for sure

vapid gorge
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100% alt recipes for hor, diluted fuel, plastic/rubber. It's 100s% more efficient

lapis jay
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Ah okay thanks

ashen mantle
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Resin can be used for fabric or whatever you want

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There should be no plastic or rubber being directly made

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Just have recycled plastic, split, half goes out, half goes into recycled rubber, split, half goes out, half goes back into the recycled plastic

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Every other recipe should be just fine

remote flame
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Cheers, I figured there would be just that area for improvement

median heath
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Bringing in Quartz lowers cost of all other resources.

remote flame
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I've got the factory set up to make 80 rubber, 80 plastic, 40 computers, 180 quickwire, 40 packed fuel per minute which is in tern, driving a 23,000MW fuel generator facility

vast orbit
ashen mantle
median heath
vast orbit
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Thanks

ashen mantle
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This factory is so unbelievably dense

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All of these buildings in here except the refineries

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Throwing the refineries in an auxiliary building next door

native crow
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55 manufacturers is a lot of floor and belt space

median heath
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Not when you mix your belts ๐Ÿ™ƒ

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Saves a considerable amount of space.

native crow
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Still a large sq footage but that can help

ashen mantle
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Mixing belts causes me too much pain, especially since none of these inputs make nice numbers

median heath
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How does it cause pain?

ashen mantle
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It always clogs and runs into issues

median heath
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Sushi Manifolds are incapable of clogging.

native crow
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Smart splitters and a scum dump wouldn't clog

ashen mantle
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Then I must be doing something wrong with my implementation

median heath
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"Scum dump"???

median heath
native crow
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"Awesome sink", same thing

median heath
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I mean there is the designed building with intentional mechanics by the devs, then there is you implying that the devs made a intentional mechanic a dirty part of the game that should be avoid...

ashen mantle
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I had some items, most notably quickwire, build up at the end and push back to a splitter and slow it down, and if it locks out the other items it'll outright stop

median heath
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So not the same...

median heath
ashen mantle
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Do you dump it into a sink at the end? I've just routed it into the final manufacturer on the end

median heath
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Sinking is an option, yes.
But where you choose to send things is up to you.

But overflow has to be sent onward. Not given the opportunity to back up.

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Sinking is the simplest. But storage works, routing to other lines works.

If you have the math and send the exact amount needed, you only need to sink during spool-up of the manifold and afterwards everything gets consumed properly within it.

ashen mantle
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If you have any input that's slightly higher than the manifold needs, then you need to sink it or it'll clog, right?

median heath
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Failsafe Sinks are a novelty for when the game decides to fuck something up if you properly do the numbers.

median heath
cinder silo
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I personally send overflows to stores, THEN a sink if that's full.

native crow
ashen mantle
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Well I can loop it back into the input, which will still just increase past the manifold capacity, I can sink it, what else do I have?

median heath
median heath
native crow
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It wasn't intended as positive. But if you are dumping cheap low end parts into it later in the game they are a waste. It isn't the sink that is bad, it's the wasted parts

median heath
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So back to "implying that the devs made an intentional mechanic a dirty part of the game that should be avoided"

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๐Ÿ‘

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Free points = waste. ๐Ÿ‘

native crow
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That was your statement not mine

median heath
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That's your position because you just restated it.

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You're talking about an intended mechanic and reiterating you don't have a positive viewpoint on it.

native crow
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I implied inefficient wasted parts are bad, and we have a tool to remove those so the system otherwise works

cinder silo
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Waste is meaningless since everything is infinite, it isn't like resource nodes die off.

median heath
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Points = Points.

native crow
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Cool, then why are you in this channel? This is for meta

median heath
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๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

cinder silo
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๐Ÿคฆโ€โ™‚๏ธ

native crow
# median heath Points = Points.

No, because you can sink cat ore or make it into wire. Or other more advanced parts, so sometimes points don't just equal points

median heath
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@cinder silo I believe I understand.

Meta = You're not allowed to sink anything that isn't a TPR or ADS.

cinder silo
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Yeah well I'll sink whatever the hell I want, such as plutonium fuel rods ๐Ÿ˜›

median heath
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Not allowed.

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Not meta.

native crow
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sigh

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Typical strawman

median heath
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Telling me to get out of an entire channel because I'm in favor of using the AWESOME Sink as a mechanic is... ๐Ÿ˜‚

dull bolt
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But you can use plutonium fuel rods for more fuel!
And then you can get rid of the waste by yeeting doggos off cliffs.

median heath
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Yeeting doggos is definitely meta.

dull bolt
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leaves the meta channel

cinder silo
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The math isn't in my favour yeeting doggos ๐Ÿ˜›

median heath
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Not entirely sure what the top recipe is about.

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Seismic seems to have been turned into Pulse.

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More uses for Crystal!

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Not sure if name-change or new item?

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@oblique hollow

oblique hollow
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gunpowder renamed?

median heath
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Black Powder is current name.

oblique hollow
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ik ik

median heath
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Using Oscillators and Crystal for ammos.
My baby Quartz is going to shine!

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Nuke Nob needs to use uranium. Plz. ๐Ÿ˜ญ

Personally I would make it use Encased Uranium Cells instead of just raw Uranium ๐Ÿคทโ€โ™‚๏ธ

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But we'll see what they do.

gloomy rock
oblique hollow
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silica

median heath
oblique hollow
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and oscillators

gloomy rock
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Ah I see

median heath
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Oscillator alt recipes are great. You bring in Quartz and reduce all other material costs.

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Crystal Computer FTW.

gloomy rock
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I gotta get more stuff done in the mam I havenโ€™t done much in that

oblique hollow
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@median heath how TF did you miss this

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ACTUAL USE FOR TURBOFUEL

median heath
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๐Ÿ‘€

median heath
oblique hollow
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default ammo

median heath
median heath
oblique hollow
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as it should be

median heath
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Still

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Stun Rebar + Basher = Game EZ

median heath
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@oblique hollow wait, so if we use Turbo Blend with Diluted Fuel for that ammo recipe... would that mean we're making Diluted Ammo???

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@dull bolt hehe

oblique hollow
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technically yes

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also... consider the following:
Turbo Heavy Biocoal Ammo

median heath
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Diluted Packaged Ammo JaceGasm

dull bolt
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If diluted ammo gets added into the game...

median heath
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U6 = Diluted Ammo

proven prawn
dense stream
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diluted ammo is just shitty surplus

sullen perch
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Turbo ammo is just ammo with lube

median heath
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DiLUBEted Ammo?

glad vigil
glad vigil
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No way

robust acorn
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hey I'm wondering if this is the right channel for help with fluid dynamics?

soft scarab
robust acorn
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awesome thank you

copper sage
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load balancing is pretty good. Its always fun and challenging to figure out. But when it comes to load balancing fluids...now thats interesting. Is it worth load balancing fluids? I haven't personally heard much discussion on this, and its something I've often thought about it. For example, take the 6 oil nodes at the most southeastern portion of the map, what is commonly I think referred to as the blue crater lake area. 3 Pure nodes, 2 normal nodes, and 1 impure node. Some people say that using full 600 m3 fluid flow in a mk2 pipe is a little sketchy. it works but then under cutting it a little might be best. Others say mixing pipes is bad or can cause problems (glitchiness or bugs). Well regardless of these issues, it still is an interesting question for balancing the flow of liquids to multiple pipelines. Sure junctions provide splits in a way, and valves direct flow, but can we truly balance liquids accurately and efficiently? Or is there going to be some kind of offset range that's acceptable to allow over or under. OR is there no math to it? just get as much fluid as possible?

soft scarab
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What

median heath
burnt wraith
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so you could really only do powers of 2 and your pipe system would look like a sports bracket

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basically there's no way to accurately and efficiently balance with pipes like you can with belts

proven prawn
copper sage
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i got a math issue i need solving. 85 heavy oil residue refineries, each refinery 40 m3 per minute. I need to split these refineries into both blenders and other refineries. Blenders that make alternate recipe turbofuel, while i'm using other blenders to make the diluted fuel for the turbofuel blenders. Than i also need refineries that make petroleum coke which requires heavy oil residue as well as the diluted fuel blenders AND the turbofuel blenders. the math is rough and my brain hurts lol.

85 refineries at 40m3 Heavy Oil Residue
Don't know how many blenders i will need for turbofuel and diluted fuel and how many refineries i will need for petroleum coke.
It takes 1 heavy oil residue refinery to supply 1 petroleum coke refinery
Turbofuel blender requires:

  • 15m3 per minute of fuel
  • 30 m3 per minute of Heavy oil residue
  • 22.5 per minute of sulfur (i should have this covered, no issue there)
  • 22.5 per minute petroleum coke

Diluted Fuel blender requires:

  • 50 m3 per minute heavy oil residue
  • 100 m3 per minute water

Petroleum coke refinery requires:
-40 heavy oil residue

As far as I can gather, with my 85 refineries, i can use 1 refinery to supply 4 blenders to meet the 40 + 10 requirement for 4 blenders.

Trying to figure out rest of math...any help is appreciated. so i guess the question is how many of each would i need to be efficient.

soft scarab
copper sage
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that looks way too confusing

tropic hawk
# copper sage that looks way too confusing

It's really not. You put in the end product you want, and it splits out best way to do it. You can fiddle with what it has to work with whether it be inputs or recipes, and it will automatically optimize things for youm

oblique hollow
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so if you make 40 hor, that will equal 40 turbo fuel in the end. you can use that info by setting up a blender that makes 40 fuel and then you just need to look at how much HOR and coke and fuel it needs

arctic mauve
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how am i supposed to split it up like that

oblique hollow
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overflow

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also, these are 7 constructors

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im sure you can group them in a way that you get 2 seperate outputs

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one of 60, one of 45

frosty cloud
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isnt it possible to limit the output with conveyer belts?

arctic mauve
oblique hollow
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the simplest solution is definitely to just group 3 constructors and 4 constructors

wind spade
wind spade
arctic mauve
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well im still figuring out how to make stuff look nice

oblique hollow
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the eternal struggle of satis players

wind spade
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Probably best to first learn how to make it functional

oblique hollow
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once you make functional stuff you can experiment with the prettiness part

arctic mauve
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this is how i made it look for now it does some iron stuffv

remote ice
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i contemplated making a grid of those for balancing the oil lines in the crater lake, until i realised that was stupid and i just connected them with pipe junctions in a line

arctic mauve
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is there a way i can tell it "i have this much whats the best i can make out of it"

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or do i just have to try

vapid kernel
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I think Items, Input tab on the left

oblique hollow
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there is no calc that tells you "you could make all these different items right now"

arctic mauve
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with the stuff i have i cant make it run at 100% but meh whatever

oblique hollow
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thats how it rolls

frosty owl
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||Neither can belts, but the bugs creep in much slower in that case, making issues much less noticeable||

frosty owl
wind spade
frosty owl
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And can be prevented. Similarly to how items backing up on a belt "ruin a split"

median heath
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One day people will finally stop thinking about pipes in terms of belts...

vapid gorge
median heath
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Ouch.

muted crypt
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So it will happen eventually.... just not for a while

crude coyote
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one day we get base defense? ๐Ÿ˜›

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we are already getting all these fancy ammo and boom-booms

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I wish maybe there were more ways of hack-and-slash

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like xeno-flaming-sword

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or xeno-double-handed-axe

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or xeno-nuclear-basher

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just kidding, I hate the combat aspect of Satisfactory

cinder silo
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I'm happy enough with more ammunition in a magazine and no beacons for it.

versed violet
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Not sure where to put this, but for reference - the game still runs on intel HD 4600 ( t540p with i5-4330M processor).
With all video set to lowest I could load into the main menu/slideshow, but game would crash when loading map. Reducing the resolution from HD to 1280x720 allowed me to load in. 5 fps is still perfectly playable, yes?

cinder silo
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5fps? ๐Ÿคฎ

versed violet
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[hands over a bucket]
Just checking that it works. So if anyone else has problems with getting it to run, its likely not a specs problem, unless you have older machine than my web-browsing laptop.

median heath
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Different Xenobasher variants sounds interesting though..

cinder silo
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I took to abusing power poles, the hover pack and the rifle, unless they're adding any tougher fauna to the game I doubt anything else apart from the million snowballs I have will be needed.

versed violet
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I wonder if any of the new nobelisks offer killing fauna without damaging flora

median heath
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Baseline basher destroys everything so idk why people hover...

versed violet
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Enemy can't hit you, if they can't reach you. (except the flameys)

cinder silo
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I do try to avoid nuking the flora, not only does it make the landscape look poorer for it (unless building there) it impacts on save time.

median heath
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It's also, imo, dumb gameplay that people can do it and I preferred the days before we had hoverpack.
But I'd be happier if they just altered it so that flying everywhere was so annoying it wasn't viable.

cinder silo
versed violet
versed violet
cinder silo
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I tend to avoid mods due to their innate ability to break spectacularly with the slightest update.

median heath
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Take the nuclear radiation thing, based on how much is in one spot.
Make the hoverpack work on energy but the amount is based on how many full production buildings are clustered. -- so you can float around your factories but out in the wild it doesn't operate.

cinder silo
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I walk power poles just to make it operate, mostly just so I don't have to build massive concrete ramps to deal with terrain while exploring, being able to skytrooper the fauna is merely a side effect.

median heath
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I don't like using it for either purpose, but I know removal isn't going to happen so I'm trying to think within the system. ๐Ÿคทโ€โ™‚๏ธ

cinder silo
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I was surprised when I found turbo fuel wasn't usable for transport/jetpack.

median heath
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Transport?

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Works in all vehicles.

versed violet
cinder silo
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Been a while since I tried it, my old turbo power station had a little siphon station to provide fuel that was a giant waste of time.

versed violet
cinder silo
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Something I no doubt missed, I'll re-watch it.

median heath
soft scarab
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New fuel for chainsaws when??

median heath
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Also possible if they did alter the jetpack.

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I assume they are saving that announcement for another video if true.

soft scarab
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Need my nuclear powered chainsaw

median heath
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More uses for Plut Rods.

soft scarab
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Exactly

median heath
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Use Paint-powered chainsaw to gather more flowers ๐Ÿ˜‰

soft scarab
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That actually would be super helpful, instead of running around a field of flowers pressing e all the time like an idiot

median heath
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Oh yeah. Why would you ever hand-pick flowers?

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They are in massive fields for a reason.

late orchid
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I'm trying to decide how to pull together the three pure caterium nodes in the southwest area of the map to supply a factory making electromagnetic control rods, with the factory being located centrally between the three nodes where I have a train line running past. Would you truck these in, make train stations, or just use long conveyor belts?

median heath
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Depends on whom you ask.

late orchid
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I am interested in hearing a variety of opinions, which is why I asked. Maybe there is something I haven't thought about, or someone has a good idea (or has done it before)

median heath
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You listed every method other than drones.
So you know your options ๐Ÿคทโ€โ™‚๏ธ

uncut sigil
median heath
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If you already have a trainline through an area and you haven't decided where you're going to build in said area... I have questions.

late orchid
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I laid a main train loop around the map while collecting hard drives and exploring.

late orchid
median heath
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Build YOUR factory, not someone else's.

You know your logistics options, pick the one that works best for how YOU want to build. ๐Ÿคทโ€โ™‚๏ธ

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This has always been my stance.

tropic hawk
late orchid
tropic hawk
median heath
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I never said I am against global networks.

tropic hawk
late orchid
median heath
# late orchid I feel like there is a difference between asking someone to build a factory for ...

You basically said "hey I want to build here and here are 3 equally viable options to do logistics - pick for me"
Because you know they are equally viable options. And 3 different people could all tell you different answers to the question of which to pick.

Meaning at the end of the day the question of which to pick circles back to where it was in the beginning - you having to make the choice for yourself.
So I find the whole point of the question somewhat moot tbh ๐Ÿคทโ€โ™‚๏ธ

median heath
tropic hawk
# late orchid Hmm, okay. I feel like the belts are getting too long when they are running stra...

IIRC, in TotalXclipse's logistics guide, he claimed that once you cross the 1 km mark, trains get higher throughput than belts for cheaper cost. Trucks are a bit unstable and you would have to figure out both routes and fueling and for trains you have to lay the tracks for them. Belts are typically the simplest and usually the easiest, but trains are usually better. Trucks are the 'funner' option as you are being more unique.

late orchid
tropic hawk
median heath
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"Seem like fun"?
Did you get to trains without ever using trucks?

mystic moon
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Lol

tropic hawk
median heath
versed violet
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Sounds backwards. You go to scim, pick a couple candidate spots with respources, survey them via explorer, then build a train line there, then build factory. Correct?

median heath
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No.

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How do you accurately connect a train to a factory that doesn't exist?

versed violet
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I do not. I build train station, then build factory.
If one of factory buildings need more space, I move the train station.

median heath
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Aren't you the one who can't add an extra car to fix logistics sometimes because "no space"?

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๐Ÿ˜

glad vigil
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Real chads add extra train every time the logistics fail

median heath
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That actually lowers your throughput so... no.

versed violet
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Not if roundtrip time is so long the station fills.

median heath
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Longer trip times get a single train platform closer to 1560 without it ever actually being able to reach.
Adding another train lowers that max value.

versed violet
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there is no point in it having a max value, if it runs out of items to unload

proven prawn
glad vigil
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1560 items per minute is impossible for train platforms because 20 second pause exists

median heath
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27.08s

versed violet
proven prawn
versed violet
proven prawn
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Now if only platforms wouldnt lock to unload and could multi tasks at once, but I guess multi thread programming is beyond css programming skills because they don't have the talenthehe

median heath
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I would hate that change.

versed violet
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pretty sure thats a business limitation (from Mark) not a dev limitation.

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also, from a software dev perpsective: it is funny to watch all 3 types of stations have completely different implementation of cargo loading.
tuck station - loads stuff - simple.
Train station - loads, but with a pause?
drone station - has separate load and unload inventories. Doesnt' pause (?)

tropic hawk
proven prawn
river pagoda
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So Im assuming this wont have too many issues with headlift?

soft scarab
# river pagoda

It depends. Which way are the pipes going? What are they coming from?

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If it is coming out of a building it needs a pump to traverse more than 10 meters of vertical uphill distance

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Flowing downhill is no problem

river pagoda
soft scarab
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Sounds like insufficient water extractors instead of a head lift issue

river pagoda
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How many though? I read 2 per 4 coal generators

soft scarab
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The normal ratio is 3 extractors for 8 coal gens so 2:4 will work too

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As long as youโ€™re not trying to supply 8 gens off of on mk1 pipe?

river pagoda
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Nope just 4

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Pipes fill up and all gens run for a bit but than pumps shut off and so does the water obviously

soft scarab
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Make sure your first pumps are near water level and that none of them say more than 20 head lift

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The water extractors only provide 10 meters (2.5 walls) so they have to be within that height

river pagoda
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Looks like .3 is the highest I have atm

soft scarab
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.3?

river pagoda
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Yeah pumps were just a meter shy of where they needed to be

remote ice
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IIIIIIIIIII'VE DONE IT. Behold:

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all creature spawns on the map. Note: slightly variable, position may vary near the spawnpoint between worlds (will still be pretty close), and spawn count can vary for about 4 of those spawnpoints (no more than about half a dozen creatures difference altogether)

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total number of lizard doggos is either 118 or 119, depending on that random spawn. I'm not actually sure if it varies between worlds or between games loads or even game versions. I know it's determined as soon as a map is loaded, at least.

EDIT, READ THIS: A issue with these maps caused them to not display something like a third of all creatures, I resolved it, see updated version here: #math-and-meta message

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and here's a map with only lizard doggos

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as far as i'm aware i'm the first person to actually map these out, and for lizard doggos at least this is pretty useful

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time to maximize that power slug production

vapid gorge
remote ice
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now, if you go and alter a bunch of the entity paths, that would be a pain

vapid kernel
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So useful. I have 70 Doggo's so far. Thank you for sharing

wind spade
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Inb4 devs remove slugs from doggos

fringe pawn
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I think it would be fantastic to remove the click grind of doggo farming by creating a way to automate power shards in T8 or something.

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Some absurdly hungry particle accelerator recipe that demonstrates that you've already 'solved' power use as a problem.

wind spade
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No, have limited shards

fringe pawn
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I'm not opposed to limited shards

wind spade
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With linear clocking, unlimited shards are super weird

fringe pawn
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Personally linear clocks won't change how I use shards if they remain unlimited.

wind spade
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Practically it would end up being "always good", since there would be no disadvantage

fringe pawn
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You either spend time gathering shards or you spend time building more buildings. There's no easy way to say which is more difficult to any particular person. People who struggle to make enough components for blenders and refineries might prefer finding slugs. People who have no such supply issue might have no interest in the repetitive clickfest of doggos or combing the map.

wind spade
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I meamt with automated slugs

fringe pawn
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Ah, I see. Which is true. But it also elongates the overall factory setup process. WHich might be undesirable pacing depending on how slowly they're produced.

glad vigil
vapid kernel
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@remote ice It appears that there is even more Doggo's then that map is showing. Roughly 7 to 10 more in the Northern Forest

remote ice
vapid kernel
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Doesn't look like it. many are close to the cliffs

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The rest of the map seems accurate. just in that Biome

remote ice
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i'll test some things and see if i can figure it out

remote ice
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ah, yep, okay there's some sort of complexity to how loading creature spawns works, i'll try to fix it

vapid kernel
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Nice one

remote ice
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also, what initial spawn did you choose for your world?

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just trying to see if that's a factor involved or not

vapid kernel
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Rocky Desert

remote ice
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ok i believe i found the issue, the game was using the same filename for different spawners in different folders so some stuff got overwritten. I think that this is the complete map this time:

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doggo only:

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i'll do some more checking tomorrow to be sure, though

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but i'm fairly sure it was just a file issue with how i was doing it.

#

total creature count is as follows:
{'crabspawner': 516, 'charger': 972, 'alphacharger': 106, 'spitter': 439, 'alphaspitter': 181, 'plasmaspitter': 102, 'stinger': 409, 'alphastinger': 124, 'gasstinger': 25, 'bird': 623, 'what': 171, 'doggo': 132}

vapid kernel
#

Looks great now. Yay. Thanks again for sharing ๐Ÿ˜

remote ice
#

np

frosty owl
frosty owl
oblique hollow
#

It somehow always boils down to:

  1. "NOOOO don't make OC better it will be the default thing to do!"
    => Why is that bad?
  2. "Shards are unlimited and therefore it is a no-brainer to Overclock"
    => Why are shards unlimited?
  3. "Doggo farms"

So in sum its: have non-linear OC and endless shards or have linear OC and limited shards.
I prefer the limited option because its a much more interesting decision-making thing. And it ACTUALLY reduces manchine count, while non-linear OC leads to an inflate of power production thats harder to account for

#

oh yea ig. @frosty owl and @wind spade

frosty owl
#

I don't see any big issue in having linear OC and endless shards. Getting slugs is much faster when exploring than Doggo-farming anyway (until you need to travel far, ofc). Doggo-farming requires time and patience, I think it's unfair to think of the products of that as stuff that one gets with "no effort at all"

frosty owl
#

Ofc there's a limit and getting slugs becomes harder the more you get close to it, but in the beginning you get quite an amount (>100 shards before it's a bit annoying?) for relatively little effort. Conversely, getting the same amount with doggos require prep-work (getting the doggos) and patience (checking on them regularly enough). Also surely more time (the time trade-off depends on slugs remainig in the wild, doggos aviable, yadda yadda)

#

The shard amount is not the point, but if I wanted just 200 shards, I would probably just harvest the slugs. Would take less time than taming >10 doggos ๐Ÿคทโ€โ™‚๏ธ (ofc, that's based on how long I take on doing these things)
If I wanted >200 though....

woven elbow
#

hey

#

i have a problem about flow rates

#

im exactly sure that i calculated everything right and build pipes and pumps but still got problems about flow rate

#

is there anything important i should know about valves?

median heath
#

Doing fluids in exact amounts almost never ends well.

#

Valves don't do precise amounts, just close to what you have set - and only when the pipe is FULL.

#

Also for the record about previous conversation: shard amount is the point.

#

No. Kill them all.

woven elbow
#

I'm thinking about recording amount of water in the industrial fluid buffer as a video, then getting data from this video and creating a amount vs time graph. If i get the slope, then maybe i can find the exact value for the valve

frosty owl
#

You should probably at @oblique hollow for details on it

dense cave
#

3/4 of my factory is over the spire coast area ๐Ÿ˜ฆ

uncut sigil
#

My space elevator and all the endgame parts are in the canyon. I feel you. I hope I can finish it before the update happens (or that they leave the canyon undamaged).

visual grail
#

that's unfortunate, but you can use the same site that made that map to move your base. also... devs have been warning since U5 released not to build there

tropic hawk
dense cave
#

thats a lot of moving :S

#

when is U6 released?

#

maybe I can see the damage first, then roll the game/server back to an older version

tropic hawk
#

Early June I think...

uncut sigil
#

Experimental hopefully June. Actual release will be longer.

dense cave
#

perhaps my main factory is tall enough to avoid any conflicts

#

but for sure ill have to move my oil processing center

#

both of them aparently

tropic hawk
#

What I believe is that the terrain will change in ways which makes maintenance hard, so you can go back and fix things

oblique hollow
woven elbow
#

but anyway, forget about it. I'll find an easier way

oblique hollow
#

valves are essentially ratio limiters if you dont put an equal number of limits on every pipe

#

example: one pipe with a valve limited to 150 and a mk 1 pipe at limit 300

#

if you have an input flow of 300, this results in a flow of 100 through the valve and 200 through the pipe with limit 300

oblique hollow
#

this page describes their exact behaviour

#

and also has that example i mentioned

brisk nebula
oblique hollow
#

thats intended

median heath
#

^

oblique hollow
#

valves are pressure based

#

they dont simply cut off flow rate above the limit

brisk nebula
median heath
brisk nebula
#

belts are strange on dedicated server. visually they stop without a reason and a second later they flow again

median heath
#

You say "without reason"

#

I say "Multiplayer Broken. Plz Fix."

brisk nebula
#

okay but first plsss better auto save without laags

median heath
#

How would you accomplish that?

#

Game has to gather all the information it is saving and update the file.
The more you build the more info it has to grab for that update.

#

That takes processing power to do.
Which means you're going to have lag.

brisk nebula
#

hmm. When i look at Minecraft. I can't remember to have the same problem. Maybe it need a complete reimplementation of the save mechanism

median heath
#

This isn't Minecraft ๐Ÿ™ƒ

brisk nebula
#

don't know. Maybe storing all builded items in a database could be a solution

#

store all information in memory and backup with an interval to database

tropic hawk
brisk nebula
#

I got no contact with game development :/

wind spade
brisk nebula
wind spade
#

Not really

tropic hawk
tropic hawk
#

Autocorrect is roasting me today...

tropic hawk
brisk nebula
#

i will hope that auto save will get a rework before 1.0. ๐Ÿ˜„ Hope dies last

tropic hawk
wind spade
mystic moon
#

@brisk nebula, the other difference is the size of the save, it's a nit larger than with minecraft

tropic hawk
mystic moon
#

The reason that it has to stop the game while it saves is because if belts and machines kept running, you would end up with duplicate items and all sort of other problems as well

remote ice
#

in general, having something change while a computer tries to copy it is a recipe for disaster.

Even windows itself has a sort of 'lockout' system that prevents more than one thing from trying to use or modify a file at once, although its subtle enough that you usually don't notice it.

mystic moon
#

Ever tried to move a file and gotten "this file is open in another program"? That's what that is

remote ice
#

for satisfactory, imagine if you... lets say, deconstructed a train+track after the train saved but before the track saved. You'd end up with a train floating in midair if you loaded the save.

#

at least we're not factorio in that regard. They went all-in for deterministic gameplay, so they arguably have all-around worse performance, even though satisfactory is 3d, because they have to do a lot of important stuff without multithreading

#

clever optimization can only do so much to alleviate the fact that you can only utilize something like a fourth of modern processor architecture.

tropic hawk
#

<nods like I understand all of this>

remote ice
#

basically, the satisfactory devs just wanted to make things consistent enough for players to make sense of it and get rid of bugs and stuff

the factorio devs went way further, and made stuff so consistent that you could go back to the start of a 200h save, and if you pressed all your keys the same way you did for the first playthrough, the second playthrough would be exactly the same. Enemies would move the same, 'random' events would be the same, everything

#

this came at a cost, so much so that satisfactory arguably runs better despite being a way more complicated 3d game.

wind spade
remote ice
# wind spade how do you know that SF is not deterministic? ๐Ÿค”

... it probably isn't? I don't know for sure admittedly, but they have proper multithreading that can take up all of your CPU (pretty hard to have full-fledged multithreading and determinism), and they run on a pre-existing game engine - and most game engines are not designed to be deterministic between different hardware.

It might be deterministic if you started the same game at the exact same time on the same hardware, etc, but then many programs are like that. But on the other hand, i wouldn't be surprised Unreal feeds it's pRNG from standard sources like cpu thermal noise, making it truly non-deterministic.

#

keep in mind, factorio uses a custom game engine. Something as simple as using floating point math (like Unreal and most other engines) can break determinism between different machines.

cloud swan
#

is it more efficient to transport raw quartz or quartz crystal?

ashen mantle
#

What happened here?

#

I loaded my save and this is what happens

#

Power shuts off instantly even though I have plenty of capacity

burnt wraith
#

I thought it was a bit odd that so many other games can autosave without freezing, but I guess Satisfactory save files are big so maybe that's it

wicked tinsel
#

as to whenever simulation itself is deterministic, it probably isnt by virtue of no attention paid to this

#

since there is no deterministic multiplayer, there is no value in having deterministic simulation

tropic hawk
median heath
wicked tinsel
#

randomization doesnt affect determinism in any way tho

remote ice
#

that's a pretty succint way to put it - you have to design for determinism, and the dev team has no apparent reason to do so

boreal cypress
#

or you dont supply your generators enough for full load?

ashen mantle
#

It works fine all the time, I have a massive power storage system, it's only when I load my save or like 20% of the time when I delete a railroad track

ashen mantle
#

Nope, nuclear

median heath
#

What is a dyslexic Satisfactory player's favorite power source?

#

||Unclear||

tropic hawk
cloud swan
#

so, I had a plan to maximize rubber and plastic production and it came up with this diagram where it wants me to cycle them among the recycled alternate recipe, dos this actually work?

cloud swan
#

but it also wants my output to be on the residual rubber instead of the recycled rubber

burnt wraith
#

exactly

cloud swan
#

so does that mean that residual rubber is better than recycled rubber?

#

should I just put all the rubber to be turned into recycled plastic then cycle them over and over?

burnt wraith
#

no it just means it's trying to use up all your polymer resin

cloud swan
#

oh

magic island
cloud swan
brisk nebula
# remote ice keep in mind, factorio uses a custom game engine. Something as simple as using f...

I understand the problem but the implement solution for this is bad. You can only play without lags that are not announced on servers when you build less items. This solution can not be the final version for 1.0. I'm sure that other games that need to save a bunch have a better solution. I don't think that the actual solution be considered as the final solution and we are all happy with it

proven prawn
#

I'm not going to try to pretend I understand the whole problem and possible solution sets, so I'm just going to assume what we have is as good as they can do for now and be happy with

oblique hollow
#

the thing is autosaves are supposed to be announced

#

and in mp only the host sees it

elfin wyvern
#

And on Dedi nobody sees it ๐Ÿ˜ฉ

wind spade
remote ice
#

it has a full fledged physics engine, those tend to be a bit of a hotbed of non-determinism

wind spade
#

I'm not saying it is deterministic. I'm saying that random doesn't always mean non-deterministic

remote ice
#

fair

#

pseudo-RNG algorithms are deterministic with the same seed by definition, though often they're seeded from stuff like system time or even thermal noise so they're random in practice

stark bronze
#

No one generated seeds from cursor movement

sullen mulch
#

ok right, I did not think to ask this question before I started my nuclear build, but, can you use 40 reactors at 100% efficiency or is there not enough uranium

vapid kernel
#

252 Reactors for the whole map

sullen mulch
#

oh wow ok I might be able to double up my setup

vapid kernel
#

Just gotta use the correct recipe's to get that many and still sink plutonium

sullen mulch
#

right yeah I am going to have to take a moment to figure out the recipes once I have the reactors and infrastructure built

vapid kernel
sullen mulch
#

i'm basically diving in head first to the shallow end of the radioactive pool here

#

what fuel do the reactors actually need haha

#

i'll go plug that in once I find out how much fuel p/m the reactors need

vapid kernel
#

Already worked out in that link

sullen mulch
#

oh wow awesome

#

wow the numbers get ugly

vapid kernel
#

haha yeah

sullen mulch
#

hahaha god this is going to be a nightmare but it will be so satisfying when it's done

vapid kernel
#
sullen mulch
#

thats really handy thanks

vapid kernel
#

Also we may or may not get more Uranium in the future

#

And the Beacons will get removed after U6

sullen mulch
#

ahhh yeah i just saw that

#

I was going to say I would wait but didn't CS say they weren't going to mess with the nuclear recipes for the time being

vapid kernel
#

Correct. Not until after U6

sullen mulch
#

right well that is ok because this will take me atleast 1 update to complete haha

#

so I reckon I might wait until U7 to do everything production wise and just build all of the architecture to go with it

#

but atleast I can set up the watewr for the reactors in advance

vapid kernel
#

Yeah. I'm making all my buildings expandable

sullen mulch
#

right now I am planning to use the entire dune desert

#

if I go up to 80 reactors that platform doubles length wise

#

and already needs to double in width

#

and looking at the wiki I can see why the numbers get so scary

ornate shoal
#

@median heath are you familiar with such idea of sushi belt limiter?

median heath
ornate shoal
#

hmm, ok

#

theoretically, this setup allows me to change the belt speed from 60 to 120 with 2/min increments, so basically what some people have been asking for

oak atlas
#
  1. C has no resource sink. as C approach container limit the belt slowly clog
ornate shoal
#

the main input belt needs to be clogged, otherwise the system doesn't work

#

and it can throttle down from 100% to 50%, but no lower than that

#

and for faster belts you would need probably different setups

#

but it's very quirky to make and requires lots of calculating, for which i'm too braindead

#

for setup on the picture, belt loop that silica runs on can contain exactly 60 items, including the merger buffers, that made calculation easier, so the lenght of the loop is actually relevant here.

oak atlas
#

so it's less math heavy to use a packager-unpackager to tune for the exact number, I'll just need a relay system to activate the belt limiter.

wind spade
ornate shoal
#

yes it is, the length of the loop is precisely measured in the picture, once you move the merger/splitter the math doesn't add up anymore ๐Ÿ˜„

median heath
#

Same reason prio mergers aren't needed.

#

People just keep wanting to play this game like the other one instead of playing it like it is.

ornate shoal
#

but people want to use other stuff as well, not just standard manifolds, sometimes

median heath
#

๐Ÿคทโ€โ™‚๏ธ

wind spade
median heath
#

People don't expirement with the system though. They just cry about not having things from the other system.

oak atlas
ornate shoal
#

yes, i should have specified that distance between merger/splitter centers is 29 meters

median heath
#

Infinite resource nodes changes how things should be done compared to games that have finite resource nodes. ๐Ÿคทโ€โ™‚๏ธ

wind spade
oak atlas
median heath
#

Only 1 GW?

wind spade
oak atlas
#

no, there's 8 belt unbalanced at close to mk5 limit, I'm trying to balance them before sending into further processing

wind spade
#

why not put each belt into X machines further down the line? (X being the amount to exactly eat the whole belt)

oak atlas
#

my dumb ass back then decided to build it perfectly for symmetry, and it's too late to scrap it when I realized that

median heath
#

It's never too late to scrap something.

#

100% materials refund.

oak atlas
#

but....but....that's mah beAuTiFouL FacToRy !

wind spade
#

oh the classic "building the factory before considering the logistics" ๐Ÿ˜›

median heath
#

Indeed.

median heath
oak atlas
#

Gambler fallacy, I already invested so much into it might as well try to retrofit it

median heath
#

People seriously need to learn when to let go ๐Ÿ˜ญ

#

It's like having kids.
First one is never your best work. ๐Ÿ˜‰

oak atlas
#

and because of how poorly I design it the retrofit turn out to be more work than building from scrap XD

median heath
#

๐Ÿ˜‚

oak atlas
#

btw, since the ability to add signs come out I'm playing around with power poles to build some sort of power control panel at hub so I can easily decide what to turn on or off for remote sites.

It does feel like my actual job looking at a SCADA system, but just on/off control

median heath
#

Why turn things off?

wind spade
#

inb4 "you're building power wrong"

tropic hawk
median heath
tropic hawk
oak atlas
#

multi usage, sometimes I don't need that much power so I'm better off turning off fuel plant and let overflow splitter send them into plastic/rubber/computer line

#

of course, with some pipe elevation built in as well to act as overflow

wind spade
#

so your factories aren't running at 100% by default?

median heath
#

Oh God... are you a yellow-light player? ๐Ÿ˜ฌ

oak atlas
#

always design to maximize resources node to parts, but designed with ability to turn off stuff when it can be redirected

#

a more modular approach to things

wind spade
#

so... your factories don't run at 100% ๐Ÿคทโ€โ™‚๏ธ

oak atlas
#

it's 100% when all on

median heath
#

Which means they don't run at 100%.

#

Because you turn them off...

wind spade
#

if you turn one factory off, where do the extra resources go, if everything else is already at 100%?

oak atlas
#

usually overflow to a secondary priority items or consumables factory

#

the belt work is crazy though

wind spade
#

so that factory isn't running at 100%

median heath
#

I will never understand how some people play. ๐Ÿคทโ€โ™‚๏ธ
Not saying the approach is wrong or bad, just something I don't understand.

oak atlas
wind spade
#

well, you said

it's 100% when all on
which just isn't true then ๐Ÿคทโ€โ™‚๏ธ I was just confused because you were saying different things, so wanted to clarify

oak atlas
#

so I have a use case like this:

I have limited nodes and too lazy to build another train network.
the factory run like this:

Example:

Primary:
plate/rod/screw/etc. [Resource sink on/off by control panel, with configurable production rate in modules, each modules connect to on/off for production rate control]

Secondary:
make space elevator parts/consumables [Controllable factory, on/off by control panels]

So depends on whether I want to direct all the resource to primary or secondary I can use on/off control on it, when either of them is on it is always 100% efficient.
So say I have 5 modules in primary, I can make a split of resources like 100/0, 80/20, 60/40,...etc.

#

TLDR: I hate train so much that I designed a system to not use trains

wind spade
#

I would just build every factory near nodes it needs, so there's no primary/secondary, no need to turn stuff off and no complex logistic for overflowing between factories

median heath
#

The TLDR to me is "I choose to not use more nodes" ๐Ÿคทโ€โ™‚๏ธ

#

Also it is refreshing to meet someone who hates trains in contrast to all the train fetishists.

oak atlas
#

I'm a drone fetishist though

median heath
#

So tap more nodes and drone things in..

oak atlas
wind spade
#

belts do not consume anything

oak atlas
wind spade
#

belt != spaghetti

median heath
#

Trucks ๐Ÿคทโ€โ™‚๏ธ

oak atlas
median heath
#

๐Ÿ‘

wind spade
#

if you hate majority of transport options, then maybe building near nodes would be better ๐Ÿ˜›

oak atlas
#

I always maximize the nodes I find to 250%,
so when I'm producing 100 motor per minutes as excess byproducts of my nuclear plant, the definition of "near" becomes vague.
The same plant could be pretty far away end to end

#

Man I need a life

ornate shoal
#

ok, i have made my best attempt to boil the math of my belt limiter down to the point it makes sense to me and this is the result

frosty owl
#

Certanely, a very interesting contraption ๐Ÿ’ฏ

ornate shoal
#

i've been messing around with it for few hours and it works well if math is done correctly

#

ty senpai JaceGasm

wind spade
frosty owl
#

Aye. Once a duplicated silica is on the belt, the setup would be ruined ๐Ÿ˜ž

oblique hollow
frosty owl
#

Imo, it would be be great if we knew for sure wether this (and the fluid load loss) will be addressed or not...
Contraptions like the one just posted by @ornate shoal, one-input feeds for multi-input machines, fluid loops and funny contraptions... There's a ton of content that would be pretty much useless (and so would be creating/researching more such content) if such issues are just bound to stay

oblique hollow
wind spade
#

they are already useless

oblique hollow
#

i figured that stuff out long ago. same for valve ratios

#

its all rather simple and kind of a "duh" moment once you understand it

frosty owl
oblique hollow
#

hmmm not really, it just depends on input speed and output speeds

frosty owl
#

Can you elaborate?

oblique hollow
#

the rest is of course up to general belt rules

#

aka if you use a 5000 segment mk 5 you of course have issues

#

heres an example

#

now of course the question is: whats the expected output on A and B?

wind spade
#

wouldn't that be 75/75 due to internal splitter inventory? ๐Ÿค”

#

or nvm

oblique hollow
#

both belts have a capacity way above 150/min

#

though its not 50/50 output (if i remember right)

wind spade
#

120 > 150 confirmed

oblique hollow
#

ah

#

oh well 120> 150/2

oblique hollow
#

so best case its 50/50

#

but its not really 50/50 if you test it

wind spade
#

would be slightly more on mk3 side I'd say

oblique hollow
#

it should be more like
B = 46.1538/ min
A = 103.8461/ min

#

mk 4 and mk 2 belt should be nicer

median heath
oblique hollow
#

so if A is a mk 4 belt:
A = 120
B = 30

#

that should be easily tested

oblique hollow
median heath
oblique hollow
#

or rather: ratio of 120 or 270 to 390

oblique hollow
median heath
oblique hollow
#

lemme test it out real quick

ornate shoal
#

the problem is that for example at 150 items/min, the belt you are describing is not full, it has some gaps and some filled sections, so the split is variable there

median heath
#

Like the first image you shared should be 50/50 because both can handle 75/min output.

oblique hollow
#

its precisely because you are moving 150/min on a 270/min belt

#

the speed matters

ornate shoal
#

so basically on a 150 items /min belt you have some sections that are 270/min and some sections that are 0

#

and once 270/min section reaches the splitter the rules change, the 120 belt cannot service that section at full speed

oblique hollow
#

in that case the easies test is to have 150 evenly spaced to see if that matters, buuut i guess thats a bit too much

wind spade
#

it would most likely differ based on spacing between items

ornate shoal
#

if you place items on the splitter evenly, then you should get even splits in youre example

median heath
#

If you hook a miner to it at 150 then you have 150 evenly spaced.

#

If so, should be an equal 50/50 split on the first image.

#

If it is not even then, yes I can see the mk3 having higher because 120 < 135

ornate shoal
#

yes, the miners should put out items 1 at a time

wicked tinsel
#

the problem likely stems from the fact that slower belt is slower, not that splitter misbehaves

#

it tries to push new item, but slow belt is still in "item hasnt moved far away enough to fit new item", so it instead goes to other belt

oblique hollow
#

hm.... i might actually be misremembering

#

and the condition was that one output belt is slower than the 50/50 split of course

#

for pipes i know that this ratio rule always applies, but for belts not i think

lime karma
#

I realized my oil refinery was using a pure node, wasting a bunch a oil per minute

burnt wraith
#

I just tested it with a mk2 belt carrying alternating plates and rods
split to a mk1 belt and mk2 belt

lime karma
#

Two normal one pure

oblique hollow
#

thats not what efficiency is about

lime karma
#

I know, this is actually good news for me because I was hoping to get some more plastic produced

oblique hollow
#

efficiency is about making the most out of the resource you actually do need

oblique hollow
#

if you do a 50/50 and the belts can handle it, you get 50/50

#

buuuut i think im now remembering when this weird stuff happens

median heath
#

It's because we figured out their just cycle outputs. M/L/R iirc.
So as long as the output can take something when it is q'd to do so, it will.

#

Have to move shit faster than an output can handle, like having pockets of 270 on that mk3 which would create pockets of the mk2 not being able to handle 135.

oblique hollow
#

it does happen as i expect it

#

but ONLY if the input belt speed is higher than the sum of output belt speeds

median heath
#

Yeah, that's working the way we know they would.

oblique hollow
#

there is no backing up here of course

median heath
#

Aye.

oblique hollow
#

the output belts of the splitter never get blocked

#

so now, belt ratio rules apply

#

which leads to what i wrote

#

its necessary of course for the input speed to be fast enough to supply both belts at once

#

what your actual input rate is doesnt matter

#

... as long as its smaller than the sum of the outputs

#

if you use mk 5 belts, you can do ratio math for a lot of combinations.
the limit of this is mk 3 + mk 4 belt i think

burnt wraith
#

if the input is 750, how would it not get backed up trying to output half of that to a mk2 belt?

oblique hollow
#

750 is not smaller than 120 + 480

#

so this doesnt apply

#

your limit for this setup is 600

#

which leads to saturated belts

#

750 would work with mk 3 + mk 4 outputs

#

which once again is the saturation point

#

mk 2 + mk 4 belt is a 20/80 splitter, with limit 600/min

#

mk 3 + mk 4 should be a 36/64 splitter, with limit 750/min

burnt wraith
#

So in order for it to split unevenly, the input has to be over half the smaller belt's capacity. And in order to not get bottlenecked it has to be under the sum of the belt's capacities.

oblique hollow
#

lets see, lemme run a test with only 50/min going in

#

should be 10/min to 40/min

#

alright, that seems to work?

oblique hollow
#

50/min on a mk 5 going into a splitter with mk 4 and mk 2, does a 20%/80% split as expected

#

the actual rules are:

  1. the input BELT speed needs to be greater than the sum of the output belts
  2. the input ITEM RATE needs to be no greater than the sum of the output belts
#

so the smallest ratio splitter is mk 2 and mk 1 output with mk 3 input

median heath
#

Is that another way of saying output belt speeds need to be equal to or greater than (1/Number of Outputs) * Input Speed?

oblique hollow
median heath
#

Depends on what you want?

oblique hollow
#

if you want a 20/80 split, or 36/64. or 33/66

median heath
#

If you want an even split then you need to make sure (1/NO) * Input >= Input

oblique hollow
#

just have to make sure (Sum of Output Speeds) < Input Belt Speed

#

we are kinda getting into tricky territory with words now

#

whats input to you? belt speed? or actual item rate?

median heath
#

Oh you're intentionally making ratio splitters.

#

Item rate.

oblique hollow
median heath
oblique hollow
#

if you DONT want weird ratio stuff happening..... then
Input Belt Tier <= Sum of Output Belt Tier

#

that way you get normal output math.

#

so 1/2 or 1/3

#

above that, you get belt tier ratios

median heath
#

Aye.

oblique hollow
#

i could make a list of all the ratios you can achieve

burnt wraith
#

it split 50/50

#

60 input on mk5

median heath
#

So if (1/NO) * Input >= Input then you get even speed.
Beyond that you go into ratio splits.

proven prawn
#

i think i started to hate belt math when i realized i couldn't actually get deterministic behavior for a perfectly balanced system, i hate belts so muchtired_jace

oblique hollow
#

those weird splitter/merger combos are rate limiters. precisely, 30/min limiters
the upper one must be 40 because it keeps overflowing

#

and the bottom one is slower than the 30/min from the upper limiter

#

so it must be slower than 30

burnt wraith
oblique hollow
#

maybe....

#

this is where batch size gets important i guess

burnt wraith
#

basically your items have to be running along the belt fast enough for it to skip the lower rated belt

oblique hollow
#

aye, else its a 50/50 situation, most likely

#

oooor your test needs to run longer and eventually, some cable will land on the other side

burnt wraith
#

I made it a closed loop and I'll let it run

oblique hollow
#

now i get a 60/40 split with mk 4 and mk 2

#

instead of 80/20

boreal cypress
#

dont forget, that splitter/merger have an inventory of 10
did you account that too?

burnt wraith
#

as far as I know it works how Sev said; the inequality comes from the splitter trying to send output to a belt that can't handle it

oblique hollow
#

none of them

boreal cypress
#

maybe its the same like an ICS which have 2 outputs but dont distrubute it evenly

oblique hollow
#

the actual split right now seems to be 0.3666/0.6333

oblique hollow
#

now wtf kind of ratio is 36.6% to 63.3%

proven prawn
#

wellhehe

oblique hollow
#

... or is it actually 0.36/0.64?

#

which is weird cuz thats the mk 4 and mk 3 ratio

#

but i have mk 4 and mk 2

proven prawn
#

us trying to understand belts when all of the code is frame dependent and is those inherently unpredictablesimon_smile

median heath
#

So yes. Lol. Clockwise.

glad vigil
#

And items donโ€™t get stuck anywhere

thin carbon
#

what is the best way to get power from oil?

#

these are my available recipes

glad vigil
#

The first thing you do is turn all crude oil into heavy oil residue

#

Using alt recipe

median heath
glad vigil
#

Second is diluted water fuel

#

Thatโ€™s basically the current meta of all oil processing

thin carbon
#

So i get my node i overclock it then do math to see how much heavy oil i get

#

ok that is some math and building to be done

uncut sigil
#

If you can be bothered with the coal and sulphur, Turbo blend fuel is the best one.

thin carbon
#

how much of both?

median heath
#

It is the simplest setup for what you need.

proven prawn
# thin carbon i need power now and i dont have acid set up nor uranium nor have i found uraniu...

well on the other side, because eventually, at some point the recipes for nuclear fuel rods are going to definitely change, wont be until a later date past u6, it might be a better idea not to invest to much into a nuclear setup right now anyways, because the production lines are going to be changed later on, unless you really need the power now and are prepared to do the production line changes later, specifically because at some point beacons is going to be removed from the alternative fuel rod recipe, but we don't a definite time frame on when this is going to happen.

ornate shoal
#

why do you think nuclear recipes are gonna change past the bracon one?

proven prawn
median heath
thin carbon
#

so i have a pure crude node that i max out

#

so 180*2.5 so 450/min

#

i turn that into diluted fuel somehow and feed that to the generators?

oblique hollow
#

pure nodes are 600 at max

#

not 450

thin carbon
#

ops so pure is X2 and impure is 1/2 my mistake

oblique hollow
#

600 crude oil = 1600 fuel, if you use heavy oil and diluted fuel alt

thin carbon
wind spade
thin carbon
#

ok

#

20 refineries and 16 blenders + x turbines , blenders will be hard but it is just a matter or time

#

how much power can i get from the 1600 fuel ?

burnt wraith
#

20,000MW

wind spade
#

53.3 GW according to my calculations

#

with diluted fuel and alt HOR

thin carbon
#

HOR?

burnt wraith
#

eh

wind spade
#

heavy oil residue

burnt wraith
#

wait how

thin carbon
#

20GW is great but i am tempted about the 53GW

wind spade
#

nvm, I can't read

#

1600 fuel, not 1600 oil

thin carbon
#

ok so 20GW then

burnt wraith
#

Fuel Generators use 12 fuel and make 150 MW
1600 * (12/150)

thin carbon
#

ok so this is the best way ok time to start building

wind spade
#

you can get 44.4 GW with turbofuel, but TF is pointless to do IMO

thin carbon
#

TF?

burnt wraith
#

turbofuel

thin carbon
#

is it that hard?

burnt wraith
#

the amount of time it takes to set up is time you could spend on Nuclear instead

proven prawn
#

tf is going to be great in u6, finally a real practical use with turbo ammo, infact that is probably going to be the one and only reason i setup a turbofuel plant to make that spicey new ammo, etc that requires turbo fuel

thin carbon
#

600 oil would make 800 turbofuel but it costs S and polymer out is the same

proven prawn
#

i like that polymer resin is even useful, you can even make fabric or rubber/plastic with it

thin carbon
#

here we go

soft scarab
frosty owl
#

@oblique hollow would you happen to know if the fluid load-bug doesn't apply if machines are (1) idle (full output or lack of input)
Or (2) not powered?

oblique hollow
#

applies to idle machines too

#

as for not powered, i think too

frosty owl
#

๐Ÿ‘

analog loom
#

I currently have mk1 everything except mk2 belts. currently i have access to 3 unused pure iron nodes. i would like a factory to produce reinforced plates and maybe rotors too. I can pull up to 120 wire/min and 120 screws/min from nearby factories as well. Given this info, what would be the best choice from my 3 recipes in the #screenshots and should i do both rotors and plates, or just one or the other

old sparrow
#

should 80 plates, 300 screws, and 90 rods a minute be a good ratio for production?

soft scarab
#

But generally yes make whatever you want in whatever quantities

#

And if you need more you can almost always find a way to make more

old sparrow
#

at the moment im building up to making heavy modular frames if that helps, thank you :D

tropic hawk
old sparrow
#

ok, now the copper. How does 240 wire and 90 sheets a minute sound?

tropic hawk
old sparrow
#

thank you for reminding me about cables! :D

tropic hawk
# old sparrow thank you for reminding me about cables! :D

You are welcome. I have run out way to many times because I like straight wires so I make a lot of poles. I would also recommend about 4 SC capacity for concrete with a constructor feeding into it. Plenty for building unless you make a LOT of platforms

old sparrow
#

sorry, SC capacity?

tropic hawk
#

Storage container

old sparrow
#

ah, thank you :D i appreciate the help!

tropic hawk
#

My pleasure. If you have any questions, feel free to ask me.

analog loom
#

I currently have an excess of 120 screws/min, what do i put them towards

tropic hawk
analog loom
#

I already have another 120 for handcrafting ๐Ÿ˜…

#

Iโ€™ll just belt them to the rotor and RIP factory for now

ashen mantle
#

My assembly director system and supercomputer factory is finally online, after a day and a half of slowly rolling on all the systems and half a week of building

#

And some belt fuckery because quickwire is a pain in the ass

median heath
#

QW is Screws 2.0

ashen mantle
#

QW is worse than screws because you can't remove it with alternate recipes, it is the alternate recipe solution

median heath
#

Hence the 2.0 ๐Ÿ™ƒ

#

Also imagine automating Project Parts...

ashen mantle
#

I consider it a fun challenge

#

I automate everything I can, batch processing is a pain when all my time is spent building

#

Though part of me wanted to make a manual batch factory just as a concept

median heath
#

Batch?

boreal cypress
#

I like Quickwire

ashen mantle
#

Rail car of material x, rail car of material y, unloads into a mini factory, loads back in to another rail car, everything is segmented but very scalar and allows manual control of what items are being produced

#

Completely pointless, but it would be fun to try to optimize

median heath
#

I'll take your word for it because I can't wrap my head around that description.

ashen mantle
#

Essentially each step of a process is isolated into it's own factory

#

Nothing flows automatically

median heath
#

I'm with you until you say nothing flows automatically

#

Because my outposts are similarly specialized, but continually flowing.

ashen mantle
#

I take a ton of items, they get one step of processing, then load back into a vehicle, that vehicle can take them to, say, a high speed connector factory. Obviously takes large buffers, but really if you wanted to and made some very capable rail infrastructure, I guess you could automate it

median heath
#

Doing logistics is what makes outposting fun.

ashen mantle
#

Again, useless, but I think it would be fun to try to set up

#

Logistics is my favorite part of this game

median heath
#

Also half of my stuff is moved via truck, not train.

ashen mantle
#

I've been moving to trucks a lot more, they're surprisingly practical for a lot of use cases

median heath
#

I've been saying that since update 2...

ashen mantle
#

I'll admit I used trains and long conveyor belts for way too long, but trucks are great

#

And I don't need to worry about signals! It's great!

#

Though I do suck at driving and always take a few tries to record a good path without nicking a rail or similar

#

I repurposed my small three node rubber factory purely into a packaged fuel refinery and hooked it up to my rail network

#

Fuel is distributed to each station by rail

#

I've been getting rid of my short rail lines and been having long distance high capacity rail lines unload into trucks for last mile delivery

#

Been greatly reducing congestion on my lines

#

Also giving me a lot of free space that used to be dedicated to rail stations

glad vigil
#

Railroads are satisfying to build though

fierce ruin
#

i like it more to build a train track on the whole world

mystic flower
#

Hello, does the type of conveyor belts affect the ratio of the spliter? Like If I need to split 40 to 20+20 - and first output of 20 is Belt 1 and second output is Belt 4 - the ration will be still 20 - 20 ?

burnt wraith
#

The splitter will try to send one item to each output one at a time, so it will always split evenly across all 3 unless there is no belt attached to the output or the belt itโ€™s outputting to is not empty

#

So if you split 780 between mk1 and mk5, youโ€™ll get 60/720
But if you split 120 between mk1 and mk5 youโ€™ll get 60/60

mystic flower
#

Ok thanks - this is little bit more difficult I have expect ๐Ÿ˜„

wind spade
wind spade
vapid gorge
fierce ruin
#

How do I show that every group of odd order is solvable?

vapid gorge
zinc eagle
#

what is the best method to calculate production if i dont have the best stuff available yet?

wind spade
#

that depends what you mean by best

glad vigil
wind spade
#

or online tools linked in pins or #welcome

zinc eagle
#

okidoki

#

i was checking already tge pins

#

ill look into better when ill have free time

tropic hawk
tropic hawk
craggy forge
#

aight so, can someone help me calcuate how much turbofuel i can produce with 780pm Coal & Sulfur, and 1200m3 pm Crude oil?

#

and not to forget i have Turbo blend fuel alternative, i also got heavy oil residue alt + diluted fuel in the blender

vapid estuary
#

the sulfur is the limit. you can get about 10% more turbofuel if you find more sulfur.

#

also that produces a lot of polymer resin

#

so, plan for that

craggy forge
#

thanks, i have no idea how to use that planner thing

vapid estuary
#

the above is a link to the planner for your situation

#

if you're on a real computer, the left column has production, items, and recipes sections. In Recipes I turned on all the alts. Under items, I set your resource limits

#

Under production I asked for max turbofuel, then there we are.

craggy forge
#

๐Ÿ‘

#

kind of concerned how im gonna set up my turbofuel plant, i did the math and i need 367 fuel generators

#

and if im not wrong, i can make 52 gigawatts out of 1560 turbofuel per minute

vapid estuary
#

seems overkill to me, but that's not a real reason to not do something in this game

craggy forge
#

i mean its always better to have more power than having blown fuse

vapid estuary
#

i would base your planning around the capacity of a mk2 pipe - 600. 1560 / 600 rounded up is 3, so your factory will need 3 'wings' with a 1/3rd of the refineries feeding 1/3rd of the generators

#

you can bring up each third as your power demands go up, you might hit nuclear well before you build the third third

craggy forge
#

oh yeah im also concerned about another thing

#

is my potato pc even gonna be able to run it when its completely finished?

vapid estuary
#

let us know!

#

i run on an i3 10100 and it's ok

#

the gfx load for individual items on belts is what usually kills people i think

craggy forge
#

i plan on building crude oil pipeline anways, the conveyors shouldnt be a problem since my sulfur node will be really close + my polymer resin will be sinked straight away or used for other things

#

im just worried about the object amount

#

367 fuel generators, for sure lots of foundations, all the things needed for turbofuel

#

atleast gonna be a thousand objects or more

vapid estuary
#

unless you have a 80286 you'll be fine

wind spade
vapid estuary
#

i've no idea how your site renders on a phone or tablet. but yah

wind spade
#

horribly, because I've done pretty much no optimisation ๐Ÿ˜„

uncut sigil
#

It's not terrible on the ipad (at least U4, didn't have a U5 tab link handy). At least for viewing.

wind spade
#

u4/u5 should be similar in terms of layout

uncut sigil
#

It doesn't matter too much tbh. If I am planning I want SCIM open as well, and that seems to not like mobile without huge memory issues.

frosty owl
versed violet
#

Do resource deposits (the rocky things, not miner things) respawn after game load? Or after map update?
trying to decide if to clean them up yet.

median heath
#

Map update I believe. Same as foliage.

versed violet
#

ok, no point vacuuming before hannah gets to it then

median heath
#

Only like... 4 more of those maximum though ๐Ÿ˜‰

#

I really wish you could sf_nobelisk those.

#

Would make cleanup faster and not have random ores in my inventory.

versed violet
#

Only if it doesnt destroy foilage

median heath
#

I'm mainly thinking the ones in the deserts that stick out as massive eyesores.

versed violet
#

S.I.N.K. Project stage 2 complete - all uranium and quartz nodes have been claimed for processing!
Next: exploit all bauxite on the mapp.

cedar mica
#

Sinking raw resources or doing a few steps?

versed violet
#

Currently sinking what I'm not using, this is S.I.N.K. Project, not Process-Project ๐Ÿ˜‰

cedar mica
#

Feels that 1 step processing, still fills that requirement.

versed violet
#

will throw down some constructors for quartz once all nodes are tapped, but it suffices for now. points are points

native oak
#

I am looking at what I need to automate heavy modular frames. It looks like I need to automate the regular modular frames and the encased industrial beams to be able to make the first heavy frames at a crafting bench.

mystic moon
#

I wouldn't bother handcrafted any but what's absolutely necessary

They're very slow

burnt wraith
#

I do most of my exploring for the playthrough while the space elevator parts are being created for package 2

native oak
#

I just need enough to build 10 for a manufacturer

burnt wraith
#

if you grab enough computers and heavy frames you can unlock Mk4 belts early

sharp canyon
#

Would this work to split 300 and 180 coal for my generators and a small factory? (selecting Coal on the mk1 and mk2 and Overflow on the mk4)

Miner (480 coal) -mk4-> Smart Splitter -mk2-> 120 coal |
| -mk3-> Merger -mk3-> Coal Gen. (180 coal)
-mk1-> 60 coal |
-mk4-> overflow (300 coal)?

burnt wraith
#

I think it would work without a smart splitter

#

it would work with only 1 splitter

#

the 240 coal would fill up the generators and after that they would only accept 180, pushing the remaining 60 into the other output

sharp canyon
#

Thing is, I got a truck transporting the coal to the generators, so that would mess it up every time it empties the station. That's why I thought I'd do it like that.

burnt wraith
#

yeah a normal splitter would try to send 160 on each belt, but since the mk2 only takes 120 and the mk1 only takes 60, it would overflow the remaining 140 along with the 160 on the mk4

sharp canyon
#

What I was worried about with just a normal splitter was for the mk4 to maybe take more than 300 and kill my power. But I take it the way it works is an equal split until overflow and then it does another equal split on the remaining belts and so on (in my case, just the one mk4)?

burnt wraith
#

it tries to send an item through the middle output, then the right output, then the left output, then the middle output, etc. If it can't send out an item (e.g. there is no belt or the belt already has an item on it) then it goes to the next output.

#

so exactly what you said, it splits evenly until one belt is filled up, then splits evenly until the next is full, then sends all into the remaining

sharp canyon
#

I see. I'll give it a try with a normal splitter when I get to it and see how it works. Thanks!

burnt wraith
#

you're welcome! happy building!

frosty owl
#

@burnt wraith @sharp canyon I'll TLDR a conversation from yesterday for you:
When splitting a belt with a normal splitter, only SOME situations where the outputs are of different MKs actually result in an even split, it's quite common to see what @sharp canyon was worried about: the speedier belt getting more items than it should.
Using a smart splitter is the best option for this particular example imo. Also, take care of making sure the maxed out MK2 belt is only 1 segment long (see "b2b issue")

wind spade
frosty owl
#

Correct. I thought it was implied

wind spade
#

I wasn't part of the yesterday's conversation (at least not part of the whole convo) so I checked just to be sure ๐Ÿคทโ€โ™‚๏ธ

frosty owl
#

I think it was like... In the premise ๐Ÿ˜…

oblique hollow
#

funky belt stuff

proven prawn
#

i had no idea how unreliable belts actually were until just today๐Ÿ˜ญ

wind spade
#

they are reliable if you use them correctly ๐Ÿคทโ€โ™‚๏ธ

wind spade
proven prawn
#

apparently item belt duplication is a thing and my designs are doomed๐Ÿ˜ญ

wind spade
#

the "fail" here is that load-balanced setups will fill

#

but it doesn't hurt efficiency at all

proven prawn
#

nuclear shut downs, insert more doom here

wind spade
#

you should have more waste processing than you need anyway, for the occasional lizard doggo waste and for security in case something happens to the waste processing setup

#

but other than that, it's not "fail" ๐Ÿคทโ€โ™‚๏ธ

proven prawn
#

no its called out to accurate for what plants would logically produce

proven prawn
#

and its also fail, because that means my entire grid shut downs, no more power

wind spade
#

in case you accidentally disconnect some belt or something and the waste processing will stop for a while, it will never be able to catch up (if you have it exact). Hence why I said "you should always have slightly more waste processing"

proven prawn
#

so yeah failure in this case is quite critical, as my entire world literally has no power when it fails

wind spade
#

same as you have buffers with water off-grid for restarting coal or power storages for preventing blackouts

proven prawn
#

So yes belts are quite unreliable, far more than i predicted

wind spade
#

your problem is that you don't have extra processing. duplication is just one of the ways stuff can go wrong

proven prawn
#

and all because splitters duplicate items when they shouldn't...so thats cool in a oh looking my entire waste processing plant is going to fail now kind of way

ornate shoal
#

one way to make it catch up is sink some uranium rods ๐Ÿ˜‰ i've done it a lot because my plutonium processing is failure as well

wind spade
#

so it's kinda weird to blame belt duplication for the fact that your setup isn't issue-proof ๐Ÿคทโ€โ™‚๏ธ

proven prawn
#

nowhere on the splitter does it say it'll make extra items

wind spade
#

my point is that there's more ways stuff can go the bad way

#

so you should make the processing have more capacity than the amount you produce, to prevent all of these issues

proven prawn
#

yes but all of those are obvious, item duplication with something that has no indication that can happen is not one of them

wind spade
#

it's not documented as it's not a feature ๐Ÿคทโ€โ™‚๏ธ

proven prawn
#

correct its a bug, but one that has now doomed my waste processing plant

frosty owl
wind spade
proven prawn
frosty owl
wind spade
#

any amount will be as olution

#

as long as you have more capacity than you need

#

also I just documented it ๐Ÿ˜›

proven prawn
wind spade
proven prawn
#

because if i didn't have enough waste already, look out its duplicated belt waste now, fun for all ๐Ÿ˜„

frosty owl
ornate shoal
#

is there any more information about the duplication glitch? like can mergers also duplicate items? does the item need to be in the splitter buffer to be duplicated?

wind spade
frosty owl
wind spade
#

you can then hook your lizard doggo waste container to your setup without fear of overflowing waste

proven prawn