#math-and-meta
1 messages ยท Page 614 of 1
idk, I always build slightly more of stuff in vital systems, where stuff backing up can mess up a lot of stuff
true and in such systems the only solution would be to rebuild the entire thing from scratch with that in mind
Eh, depending on the setup, one could just add smart splitters for overflow wherever needed, but still... Even in the best case scenario, changing a setup from "no overflow" to "all overflows" is not a small thing
you can preciously now wait to for all of your machines to clog now, as its now utterly impossible to do sushi into single inputs on machines and have it run properly without failing
I'm on the other hand of the spectrum in that regard, but I think it's fair to say a good portion of people don't do as you do simply to build "just as much as necessary" outside of some situations (eg: using up all a node, want all the concrete!, whatever)
which is kind of unfortunate i did like that previous sushi rod plant you made...i wonder if there is anyway to fix it with this information being true....hmmm maybe but would require alot of rework
can do sushi still but do have to use all inputs for all machines now, noway around that hmmmm
Tbf, I think I'll still do it (single-input feeds) in some situations:
- Direct inputs: whenever I simply merge stuff to feed something eg: stuff for a single beacon manufacturer). Item duplication shouldn't affect this.
- Big stack sizes. Eg: beacons, oscillators and ECRs for UFRs (low throughput) or Wire + Steel Pipes for Stators (decent stack sizes)
Manifold sushi with overflow connection FTW ๐
well still fail at some point because of item duplication regardless of stack sizes, so you would have to use inputs for each item required, otherwise your back to the current problem, where the machines clog at some point, best you would be doing is delaying when that point happens
or have slightly more processing
and hope the duplication bug duplicates items roughly equally between types
yes just do whatever and pray it all works despite the item duplication that happens at splitters...sounds like a great solution๐คฆโโ๏ธ
yes lets just do this thing that we know can cause issues and pray to the rng gods it doesn't happen.....
statistically the duplication in sushi setups should happen "in correct ratio", so just increasing consumption capability should be theoretically enough
Oh, I forgot to elaborate on that (point 2)
I expected a MAX duplication in my systems of roughly 2 items per load for every consumer machine (accounting for the max number of splitters I usually use per-machine). This is in the worst case scenario of 780/min throughput with 6 splitters involved, in practice I think I could bring it down to 1 item every 2/3 loads when the throughput is lower and less splitters are involved. So with stack sizes of 200 and over this gives me an upper limit that I think I won't personally pass
TLDR: given big enough stack sizes and few splitters used, I can have more than ~150 loads of the save before expecting issues. That many (for how I play) are fine for systems I'm willing to go "clear up" after a long while, if I can get to 300+ "safe saves" I'd just forget about it.
That's... An interesting point 
Though, the issues would still be
- bad RNG might cause an item to duplicate up to stack size long before any other
- Single-input would still be a no-no
I stand on the opinion that having dedicated setups dealing with overflow is the "cleanest" solution
I assumed smart sushi setups ๐ค
and yeah, bad RNG can still fuck you up, but it's less likely to happen
cleanest is still no sushi ๐
how about it's a bug and should be fixed ๐คจ
I beg to differ on most multi-input production lines
we've made most of the bugs into features already, this won't be any different
Hopefully... Together with the precision issues (maxed belts/pipes, fluid load)
didn't some streamer guy have a ticket duplication machine ๐ i guess that's a feature
this a big assumption, because your assuming a, duplication happens evenly and both of them would have to be inside of splitter at the same, and there certainly is no guarantee of that one, especially for a bug that isn't intended behavior, meaning your so called correct ratio, over x period would become unbalanced, causing the issue of clogging mentioned.
assuming a duplication happens when item is in certain state in the splitter (which means e.g. one or more concrete ticks in the item's lifetime), the chances of each item-type being in that state would be in ratio to each other (based on ratio of items on the sushi belt). So assuming you do a lot of save-loads, you should get duplicated items roughly in the correct ratio
I'm not saying it is correct after one save-load. I'm saying it'll (statistically) even out over multiple save loads
yep so more assuming and praying to the rng that always holds true, which there is definitely no guarantee of.
and also this ^
hence why I mentioned "statistically" and "theoretically" ๐คทโโ๏ธ
This could be stress-tested easily:
-Make a row of foundries (or anything else with >1 input, recipe is not important) needing X/min of item A and Y/min of B, EXACTLY.
-Feed them all via a sushifold, overflowing at the end (so the only thing coming out would be duplicated items that can't be consumed)
-Add one foundry at the end of the line using up the overflow
Now let the system run (prime all but the last refinery if you wish to speed things up) and start saving-loading the hell out of it
you might but item duplication is going to cause such designs to ultimately fail, as its now impossible to properly balance, so i see no way around having to use the required inputs for machines given this information, your welcome to try to make it work, but its safe to say all bets are off.
You might have answered the wrong message... ๐ค
Regardless, as I said, I know (quite for certain) that I won't load a savefile more than a certain amount of times. The bigger the savefile, the LESS I wanna load it ๐
So if a system can run for >300 loads without issues, I can think of it as safe (again, FOR ME)
the solution for nuclear waste is not hard. You swap splitters in your manifold for smart splitters with an overflow. All overflow lines feed to another building that handles the occasional "duplication". This is not "my whole planet is doomed" kind of a problem. Anything that is duplicated in the buffer feeds into the overflow, and if your system was somewhat balanced before (ie, you have just enough buildings to handle the waste), then the extra building would only ever be handling the duplicated stuff from the splitter.
Making things robust by accounting for a margin of error is part of playing games and just dealing with computers in general for me
which is basically the same as "expand waste processing plant to allow for slightly more consumption than your planned production", as I suggested
sure.
looks a bit wonky, but this is a belt limiter for 780 belt that can substract up to 60 items, with resolution of 1 item, if my test is correct
does quicksave quickload work in the game ?
I don't even know what that is.
press F5 to quicksave the game and F8 to quickload is the normal buttons.
Are those listed as hotkeys in Satisfactory or are you just assuming because other games use it, this one automatically does?
seem like the wording was wrong i was asking if there is a feature to quicksave that is put in the game ๐
there isn't
thanks
however, F4 to instaquit, that's there :eyeroll:
there's no "quicksave" as "quicksave" would be same speed as normal save, which isn't "quick" by any means
It's fairly quick... In the early game.
sure besides this "feature" isn't documented and there is noway of knowing how many extra items are going to be made and that its more than just nuclear waste that its duplicated, its everything that is made from it also, because remember anywhere a splitter is used now is another place anywhere on your production line can now get extra items on it now.
And I don't think you see the degree of the problem, nuclear waste backing is one thing, sure my nuclear is shutdown now because more waste than was made for the original 2520 waste a min plan, but everything that was made from it has stopped functioning as well, because of the extra that was produced, all connected machines have stopped functioning as well, leading to the doomed scenario has more items of everything exists that is more than the system was made to handle.
so yes it is doomed in the aspect that the entire plant basically isnt functioning now because of it
I mean you know the max limit of items duped
how often are you loading from save? LOL It's not like it continues to duplicate as you are playing. You know what...enjoy your doomed world. You're the same guy that was suggesting that hazmat suits not protect you while you are out exploring...which is EXACTLY when you'd want them to protect you. LOL Enjoy the game, or cry about the end of the world. I am moving on.
No your not understanding, but you do you๐
but yes there is a definite limit to it relative to the amount if splitters in a system, so it wouldn't be difficult to calculate what be the theoretical worst case, and this would be also be equal to the most that could be produced within a given instance, also because it would essentially a one time event per load in these cases, it wouldn't be a constant amount, so i imagine that as long as its correctly accounted for with being a overflow extra amount that can occasionally be made it wouldn't be hard to balance out a system as long as its taken into account.
you can check the system and get a good idea of how much waste you need to overflow based on how backed up it is
every splitter would duplicate the waste, the non-fissile uranium, the plutonium pellets, the encased plutonium cells, it would all need to have a overflow end attached to it for separate processing to handle the extra that could arise from all of the uranium products, as each split, so yes that idea but it would have to be extended to cover the entire production chain
quicksave is historically referring to a single keybind (to a hardcoded slot/file). with a corresponding quickload keybind. Fyi. obviously the save to file process is the same regardless. have you not played a game with quicksave/load? ๐ฎ
it's really more for like, FPS progression games when the music gets all ominous and you're like oh shit, big bad up ahead, better quicksave <jabs key>
Half-Life had it ๐
just fyi ๐ ๐
Think about it this way: fluid load loss, vut in reverse

I guess the joke about it not being quick was missed 
It was! ๐คฃ
is this tool showing /minute?
where?
I don't see it anywhere (though the screenshot quality is bad so idk if I've missed something)
The per minute is written on the arrows
What tool is this?
SCIM
Thanks
@frosty owl i guess
The fucking fluid void bug was fixed
fluids were fucking?
you know that 5mยณ that were missing from every machine upon loading the game?
that was fixed
im really mad that there is no mention of that in the notes, yea
maybe it was a test fix and they want to see if it worked or not
also, was it really in this version?
yes
according to Kyrium, who checked the header
there ewas a tag added to the FluidBox whatever so its now saved too
im making a QA post to complain about the lack of patch notes but also as a thank you
Type: Bug
Project: patch notes
Bug in the patch notes 
Couldn't we just ask the CMs?
Also, this comes right in time, I was debating someone over wether the bug existed or not and they were preparing a save to send... I guess now I can just share the good news
Do you know wether there have been any tests on it or if we can just assume the issue is fixed now?
Snutt not doing his job again? ๐
snutt doesnt make patch notes
How'd it go?
very good! no sloshing after a load, and no missing mยณ
ZERO.
SLOSHING.
NO.
FLUID.
LOST.
HAPPPPPPYYYYY
ITS A MIRACLE
That's great news. Imma be making a post about it, could you add some details on who and how they noticed the issue? (If I mention them, I wanna put the capital letters in the right places ๐ )
i complained to another user, Kyrium, who is a modder, that fluid dont save correctly.
He checked the FluidBox and saw a UPROPERTY (SaveGame) was added to it
and that was the most recent patch
Imma throw a quick at, given the interested person is online...
Quick question @cyan pendant: did you intentionally omit the "fluid load fix" from #patch-notes or was it forgotten?
Could you add details confirming it?
(Sorry if ping is inappropriate)
i already pinged snutt in main chat and asked about it, i dunno if today they also have a holiday in sweden
Guess we'll wait and see~
i forgor ๐
whyyyyyyyyyy 
can you edit the patchnotes then, or make a new small one?
this is very important since it affects a lot of things
so, with that resolved, you can forget about the whole overproduction with fluids involved
knowing how bad this game is at maintaining precision
i doubt it changes much for the acid loop
i will monitor the fuel buffers on top of the fuel power plant the next days, maybe i'll even try to OC the last gen on the loop to match the math
it does matter a lot
the fluids, despite all the precision shittery, get saved right and processed right
this 5mยณ issue was the one and only reason 1 to 1 loops didnt work
if the difference is that your acid loop fails in 10 hours instead of 2 saves, it doesnt matter all that much
shouldn't the acid loop now never fail?
the root question is if it can maintain fluid quantity
or due to imprecision it will decrease in time
with this issue resolved, yes.
and any issue that removed fluid also adds it, according to Ben
anyhow this will not change my usual layout for working with fluids involving buffers at the end of the line. They are just for precaution, and i feel safer if they stay there and i can check them from time to time to see how "the line" is going
buffers are just large pipes ๐คทโโ๏ธ
Thank you for confirming and not getting mad at our impatience ๐
I know, but ahestetically i prefer those
Love 'em to fill things faster and have a "handle" on the fluid's status
no more fluid void? cant imagine a patch being bigger than a major update
aye, no more fluid void
FINALLY we can use fluid loops safely 
I'm still wrapping my head around that, it's been so long since I used to include them in my factory-thinking... 
got too excited and forgot that throughput problems probably arent all fixed yet
yeah, buuut it does mean you should be able to do nuclear properly again, if you have stable 600 flow
added 4 more so all fuel can be used
6 of the existing ones died
gotta wait for the fill of course
also..... is that network looped 
if not, good luck getting good flow
they dont usually fill up even before the patch so no surprise here
wait for fill = turn them on after they are filled, not keep them running and hope they fill
wait is this about train moving fluids?
is about 5m loss bug
fluid loss on load bug was fixed
no freeaaakiing way ๐
and @ Uzu forgot to mention it in patch notes
cause there is no patch notes yeah
so :blameuzu:
yeah, I was just replying to "there is no patch notes"
ah, right
wwait wait wait... does that mean we won't need VIP junctions anymore?
like... we're 100% sure there's ZERO loss?
depends on setup. You still need it for priority, but 1:1 loops will work most likely
But are we sure that fluids donโt duplicate anywhere?
the problem was not enough fluids, not too many ๐คทโโ๏ธ
for other issues, that bug wasnt important
so for aluminum water byproduct, might still be needed
a question for you, @oblique hollow: in a VIP, in which pipes are not full all of the times (ex. using valves instead of pumps) is pretty normal that usually it works as intended but if upper pipe takes the lead it is less responsive in giving back the priority to the bottom one?
I mean, that's what i notice in recycling excess fuel back into system in my actual fuel plant. Ended up limit the upper valve to the available capacity in bottom pipe (bottom: 400 by math, upper: limited 200) and solved the delay in switching priorities, but was just curiosity
tricky question to Ben and Uzu: does satisfactory's code look like satisfactory gameplay? ๐
Uwu would be weirded if you call him Uzi
hereifixedit
now the joke is gone
i think this was intentional spaghetto
Imo satisfactory feels more finished than most games out there which are sold as finished
True. Once the bugs are gone, it will be ready
Some of them are feature at this point 
Alright. Remove most of the bugs.
to be fair, whenever something is spaghetti or not doesnt quite affect quality of result
but seeing how bugs happen in this game, i would wager its pretty spaghetti
I'm happy that fluid loss bug is gone, but i enjoyed reworking design around it
As a programmer, every sw soon or later is gonna be ๐
Just call them features
as a programmer, this mostly depends on how features are pushed and how much leeway is left for fixing
Fluids disappearing? Itโs pipe leaking mechanics
Truck going to space because you touched it? Itโs new space technology, you are playing a game with main objective being throwing shit in space elevator
Cyber wagon existing? Yes
Wait, what?
Yeah i'm talking about code being "neat" somehow. In my experience, very rarely you have the time to refactor working code to make it simpler/organized/pretty. Usually you just run after deadlines and hope everything gonna be alright ๐
yep
they forgot to mention in patch-notes, but is being tested & confirmed. Look up in this channel ๐
no probably more like "wait what? you LIKED working around that?"
I mean, the challenge in this game is pretty much absent imho. Don't take me wrong, but when you are able to make something work, scale up is easy. The difficult part for me is make thing looks nice (to me), but building machinery is the minor part of my playtime. So "solving"/"mitigating" that problem was fun ๐
Not everyone builds with scalable or modular design.
I do Throttleable designs late game. Max out an area, then flip some switches to get a certain ppm.
Too bad fluid is no longer lost in loads now so this is no longer a valid comparison
BRUH 
get Bruh'd
Im going to test with my acid loop with my waste processing, because I know it failed because of this very thing. So I'll know later if the loop on that can now work properly without having to supply extra acid to the system to get it stable.
What i mean is that if you can make a factory work with small numbers, going up is easy. I'm not saying everything is easy, in particular the very first time you build something due to game mechanics and bug knowledge, but it is now after 1.7k hours in
can you mine biomass or there will be a bot what goes and cuts trees for you?
I don't think biomass collection will be automated
Have a friend automate it for you
collection: manual
processing: automatic
distribution: manual
you can automate distribution by adding water
but its pathetic source of energy either way
the important part is that you can't automate distribution into biomass burners
Im thinking of converti g 6k fule to turbo fule
Is that even worth it?!
I would need to have atleast 4k coal and sulfer
I dont even know if that is reach able on phase 2
Space elevator
Its only been 5 weeks of recource gathering building math troble shooting an hairpulling
If you're on Phase 2 SE you don't even have oil yet...
Basically https://youtu.be/b5aTUMXvKBU though it'll still have some value for the new ammo in u6
Satisfactory Turbo fuel is dead in update 4
Check out Last Penfighter on:
YouTube- https://www.youtube.com/channel/UChS0D1mEUaiJWcNKTGdUShA
Twitch- https://www.twitch.tv/lastpenfighter
Hey Engineer's, today we are sadden to see a fan favorite go, but is
ultimately replaced by something even better and greater. Todays ...
Idk
You've been doing math for 5 weeks and you don't know if you have oil or not....
I have oil
Then you're on Phase 3 at least.
Turbofuel is not dead..... When you can spare the sulfur (and yes this very much depends on how you play)
its a very situational play, yea
mostly if you think nuclear is too much work but you are perfectly fine with placing 200 fuel gens
It's not much, but she's mine. Copper and iron plants done. 60 modular frames a minute, 32.5 RIPs a minute, 898 cable a minute. Steel plant is next witha goal of 60 EIBs a minute. All connected by rail
hmm, people not pronouncing nuclear properly...definitely a troll
New clear?
"Nookierr Powhrr" according to some Texan former presidents ๐คช
well, it's just a bit cringe when i think people might switch from the proper pronunciation to the other one because they hear it so much they think it's the right one
Personally I stick to the 'proper' British pronunciation. I also absolutely refuse the American English "aluminum" as the in my opinion correct pronunciation is "aluminium"
ฤฑ lost my save files on epic ๐ฆ
If im making a hypertube cannon/launcher, will the distance i fly vary any, if it all if i: 1) Hold any of W, A, S or D during flight. 2) If im wearing blade runners
- yes, 2) yes if you move
More speed in equal more speed out
Will blade runners matter if im just wearing them and not holding a direction? Id assume no
no, at least not that I've noticed
Alright cool thanks
Any approx ideas on how much just holding W will make me go further if im going from one corner to another?
Or is it just better to not hold anything
you will absolutely make it going from one corner to the other if you use 17
Damn beautifup
Why is copper powder so much of a pain in the ass
I have so much copper just going into copper powder
because it's the final objective
pure copper and copper alloy can help if you aren't already using them
I'm using pure copper
Imagine automating Project Parts 
Just to you know
About 280 fuel Gen do the same amount of energy as 20 nuclear lol (about 50k)
Useful for boolets
I'd rather just burn fuel. half the work to build, and if I'm on a world where I plan to use fuel gens as primary power source.. using all that oil for plastic or rubber is unlikely.
@daring pollen so with a 30 second pause you would get 780 units in storage right?
I guess the way to see it. Is every ten minutes you lose 780. Since you're losing 1560 for 30 seconds.
Not quite since you're losing the 1560 throughput for both unloading and loading - so 1560 every 10 min. But that's assuming it's a 10 minute trip or you're telling the train to wait until the cars are full
so it's a pretty hefty loss of product
Loading is not the issue. Buffer can refill from loading faster than the gap. Industrial should have freight storage filled before train returns. And then be refilling the storage buffer
I, do, have a wait time fairly high or until load is finished.
ok does my diagram make sense that you would get 780 parts stored after a 30 second pause?
Yes. The unload part makes sense.
ok and after the pause the parts stored stays at 780 because it's loading as fast as it's receiving right?
The loading bit keeps up because it should have the freight and buffer refilled before train returns.
The unloading is the gap. Since for 30 seconds the ISC is outputting but not being inputted.
Wheras on the loading part there is a time there it is refilling the ISC and not outputting to the filled freight station
The unloading, if you're expecting to use full 1560pm from the station to machines eating it, will have 30 seconds where your machines are starved for parts
I'm not saying you cant do this, I'm just saying you have have a massive loss of produced parts available
Yes. So I'll think about it but it has to be applying the 780 lost in those thirty seconds , spread across the time elapsed for a fill trip in minutes
and your machines will stutter because of the back log
If every drop off you lose 780. Let's say that happens once every ten minutes you lose 780
So you might as well make less parts instead of having your system stutter right?
That means an average hit of 78/m right ?
its going to be really fuzzy because machines have spin up times to make products.
In other words. If normal output was 1560,. Remove 78/m to account for the gap
plus belt to belt throuput loss
Basically if you want to be safe and have a system that doesn't stutter and is efficient it's generally best to only have 1x mk5 belt per platform
Right im accounting for the 30 second lapse of 780 , once per drop off.
Belt to belt throughput loss is different but it'll have a smaller impact
a 10 minute train trip though is really long
that's probably 1 side of the map to the next?
The math gets back close to the equation on the wiki. It says it accounts for the unloading.
If it's just doing what I did, namely the lapse / minute round trip = removed throughout
Yeah and there is a different equation for if the trip is shorter than time to unload.
the shorter the trip the more you have to account for load/unload yeah
That's in the wiki equation that looks for round trip duration.
So, it's not the full 1560, but If you can ensure a full load / unload before next trip it's not a drastic fall off in throughput.
Let's suppose a five minute trip, including the load and unload.
780 loss per trip, once every five minutes. Or, 780/5 = 156.
1560-156= 1404 throughput for a five minute trip
1300/min goes into 6 carts for 7800 total.
I think that's do able. but you're going to have a fun time using belts of 650. which is also in the safe area for what you can expect a mk5 belt to throughput.
I mean belts not moving their advertised amount is different and something I think is being worked on ?
If they move the advertised 1580 , a five minute round trip gets to 1400/cart. Or 8400 on a 6 car train (all my train stations are designed around six cars max )
1560*
I suppose the other thing to consider is you were wanting to make flexible logistics right? Making tons of one product someplace and having multiple trains coming and going to pick things up?
Which is how I have it working currently. The only difference is this will end up being a lot of wire.
Comes back to train hub, and gets distributed as needed to the outgoing trains.
Yeah that's going to get messy really fast with trying to concentrate 2 belts per platform I think. Were you thinking of having multiple trains stopping at the same station for things?
No, always one to one. One outgoing train and one incoming train station with a single train doing both ends of it.
The destination site has a separate pickup station that goes to a separate dropoff station at hub, using a different train.
Currently, the wire is all made right next to the station. So it's being fed by belt into the hub.
It's merely going to be loaded into trains as needed to go outbound to different sites
oh damn. central storage like that gets complicated real fast
Yes it has. Spreadsheet tracking how much is left of a given line of item assuming some percentage of that line is feeding a train. Remainder goes back to central storage. Makes math of distributing easier
was it you in the other channel saying you wanted to use all the world's resources efficiently?
Yes. Working towards it. I've just about efficiently consumed everything in the sound end of the map.
Right well unless you're planning on 'sinking excess items = used efficiently' doing a central sorting and resend hub is going to be a nightmare in logistics for that.
Mostly have that all figured out. Balancing and making sure what quantities are available.
I just need to find a diagram to balance a large quantity of lines
There really isn't a diagram for that. You have to customise it to whatever factories need Y number of X part.
and you'll probably want a 2nd train line to split the train throughput
That part is fine.
Issue is coming from my wire facility I have 13 lines of various outputs , I need to make each output at equal amount to have a stable predictable output
just clock the machines so they all make the same number
That's the easiest problem you have from the sounds of it
Out of the many hurdles you're doing? By far the easiest
ok yall how does the math work out for diluted packaged vs diluted fuel?
which one is more power-efficient?
since packaged requires packagers, of course but a blender uses tons of power
Packaged uses a bit more power than blender
I don't quite get that... How are your current outputs unpredictable in any way....?
Recipes have clear input/outputs 
That goes for both producer and consumer, so I don't get how your consumers are "predictable" but the producers are not, requiring convoluted beltwork in between
Apologies for a late ping..
Suppose you make 300m^3 of diluted fuel ready to go into generators;
Diluted packaged fuel requires 5 refineries, 10 packagers to produce it, 30MW a refinery, 10MW a packager. So 250MW
Diluted fuel requires 3 blenders to produce the same amount, needing 70MW each. So 210MW..
With a difference of 40MW, really, you need to be producing over 1000m^3 of diluted fuel a minute before you even lose a single fuel generator to power just that. In other words, bugger all in the big picture of things
thanks for the detailed explanation
No worries, I thought about it for a while too wondering if I go for blenders.. but really it's insignificant
also there is certain beauty in the 1:1:1 loop of diluted packaged fuel
1 package into 1 fuel and 1 canister
Will agree it looks nice, and very compact if you run the belt under the floor
but mixer are prettier
Guess it depends where you are in the playthrough. If you just got to the fuel generator stage, absolutely do packaged fuel. If you're well beyond, go blenders
I mean 1 packager, 1 unpackager, 1 refinery
oh
it's perfectly in ratio
so basically if i build a diluted packaged setup now it isn't worth it to switch to blenders once im done
also 3:4 for alt HOR -> diluted packaged fuel ratio
Up to your preference, I produce 24,000MW and calculated I lost about 200ish MW to the refinery/packager setup. Which in my eyes, tiny
amazing
and now go with turbo and you will have a even greater experience
turbofuel ๐คข
Yeahhh I thought about turbo but I'm not running a belt to where I built lol
I know... sulphur
turbofuel is just too little gain compared to standard fuel, given that next step is nuclear and it just dwarfs most (turbo)fuel setups with just a few reactors
^
I mean, from a single pure oil node, with all the alt recipes I'd assume you can easily get 20GW out of it, if you need more power, do that to get you out of trouble
Plutonium waste is where it's at, load it all up on a train and send it to the abyss
i like sinking plutonium rods more than needing a final storage place for plutonium waste
for 108 TF you need 270MW and get 3600MW power (so 3330MW netto)
and for 108Fuel you need 112MW and get 1350MW (so 1238MW netto)
hmmm I think TF is still a lot more
it is more, but why waste time with building TF setup when you can build nuclear ๐
Because I want my 1000 Fuel gens :c
or 60 nuclear plants for same power ๐
Depends what he likes in pipes more. Fuel. Or water lol
already have 80 NPP with uranium
after my 1000 Fuel gens I build my 200+ NPP with plutonium
just build on water and you don't have to pipe water pretty much at all
Truth, if only I could just slurry the nuclear waste right into the water system
first NPP is on east of the swamp, second one will be east of dune desert
Ficsit the right way, irradiated and unusable.
how much items/min an mk 4 belt can move?
480
thanks
Or the full tier list from 1-5: 60, 120, 240, 480, 780
there is mk5 ooferz
but you shouldnt really calculate with 780
it can be buggy sometimes
I go with 720 max
Cost wise, tier 1 and tier 5 are dirty cheap
i see
just make it one segment and you're fine
rn im trying to optimize the steel manufacturing, kinda done with the steel plate now comes the steel tube
but 720 is a nice number :/
Mk3 belt is 270, not 240
you will never need alot of steel beams, focus more on steel pipes ^^
Bruh I've been using them wrong this whole time lmao
or build only what you need now
I usually just use them as 240 anyway, 270 is an awkward number ๐
I swear they were 240 a while back, I guess I've never bothered to look lol
when is back than? :D
But yeah I actually use 600 on my MK5 belts only because one pure node with a 250% MK2 miner is 600
well doing some testing shows pipes seem most stable but they are still running a bit on the lower side, but im thinking its basically of what they said that 600m3 is simply to fast and they'll have to lower that amount, would explain why the pipes seems to no matter what always go empty, but its still running unlike before where the machines were actually running out of liquid, so one part of the issue definitely looks like its fixed, but the other issue where the pipes are running out of liquid anyways because of the precision issue remains๐ค
Oh boy the last time I bothered to use MK3 belts in mass was when pipes came out.. update 3?
thats the only change that was ever made to the speed
they were always 270. Mk4 were 450 back in time
Well there you go, I've been underusing them since my very first playthrough all because I can't be stuffed reading the belt lmao
And I underused Mk5 since the beginning because I always thought they are 720 xD but I wont stop using them with only 720
I find only weird things start happening when using a full 780 on a MK5 on a poor connection multiplayer, otherwise it's been fine in my playthrough single player
I don't think I've ever used mk5 as 780, or overclocked mk3 miner on pure node higher than 50%. 50% mk3 miner on pure is 720, that's my max for mk5 belt ๐
i always go to 780
i honestly dont care much if my factories dont work in practice at 100%
i want their theory to be perfect
Hello everyone,
I am setting up rubber/plastic production & was able to replicate ImKibitz's rubber production setup from his video - "300m^3 Crude oil to 900 rubber/min"
he says in-order to produce plastic just reverse the recipe for plastic/rubber. But The Residual Plastic recipe (Converting Polymer Resin to Plastic) takes 60 Polymer Resin per minute, not 40 per minute like Rubber does. So the setup is not quite interchangeable like the video says.
am i missing something or is there an another way to produce 900 plastic from 300m^3 crude oil. If this question has already been answer recently please point me to it, Thanks ๐
the key is to make rubber from the resin and recycle more rubber into plastic
since the residual rubber recipe is more efficient
Okay now that's some crazy math shit , thanks a ton โค๏ธ
I hope you mean 150%. 50% MK3 pure miner is only 240
Yeah, mean 150% ๐ Iโm always by mistake calling it 50% overclocked because that sounds more natural to meโฆ
Youโre producing 50% more -> overclocking by 50%โฆ
you can still produce residual rubber and just feed it into the recycled loop
it's not really "just reverse it", but it works
@proven prawn
the api lies, you cant rely on those numbers
the number 2.5^(1/1.321928)x300 is for purposes of calculations is correct
you cant use that for Power Gens
2.5^(1/1.321928) is the formula nuclear uses for calculations, check the wiki
you... can? ๐
250% for Power Plants is like 200% for normal Machines
not exactly
i think your confused
so what's the problem in using 2.5^(1/1.321928)?
does trainworth better than multiple belts on long distances?
I dont know
depends how you define worth...
resources used? yes
power used? no
complexity? maybe
capacity? situational
space? sometimes
nothing they are just confused about how the game does its calculations which follows that rule
then why did you object with "you can't use that for power gens"? ๐ค
because the NPP use another number than other buildings
but... we're talking about NPP, aren't we?
And I didnt know, that it is that number
personally i wish they changed the water calculations so it didnt use above 600m3, but who knows if/when they'll get around to that one
but.... they dont use above 600 
we're getting linear clocking anyway ๐คข
not for power plants, they arent changing those according to snutt, meaning nuclear is still going to have a issue with water consumption at 250% clock speeds
they use 600,000029853mยณ when you OC them to 250%
it hiccups every few hours for one time
doesnt game inaccuracy round that down to 600 anyway?
sure they dont
so they are changing machines which were just "more power" and understanded by most players, but they are not changing power plants that are confusing because clock % != speed % ๐ค
they want to leave power plants confusing i guess
oh so basically its not a better option, just different
though i dont understand whats really confusing when all of the information about consumption, etc is on the wiki๐ค
as with all other choices in the game
it's not documented ingame, not all people use wiki
also buggy UI doesn't help
true and it doesnt help the api ingame shows incorrect numbers also
i never understood why max comp is so high when the actual comp is pretty low
Do you have Trains/Trucks?
Then it means some of your buildings are idling.
๐คข
Intentionally having yellow lights on production buildings falls under "wrong way to play the game" imo.
some only produces when i take smth from my storage
No it doesnt xD
TOMATO POTATO HISKI
FEAR
so the verdict is in, mk2 pipes are too unreliable at 600m3, my sulfuric acid is somehow still running out despite the 5m3 load bug being fixed, thats a shame so mk2 pipes at full capacity still cant be relied on
I've never had a problem. Good to hear 5m3 load bug is fixed; when did that happen?
with the last patch
5m3 load bug was fixed in the last patch, still 600m3 are unreliable and run out sulfuric after some period of time, going my previous fix of oversaturation to stabilize it, i thought that fix might resolve it, but it does not
pretty certain its because of 600m3 having precision as has already been mentioned, they simply cant deliver the capacity they say
o.o
its just recycle factory, I dont need 6900 plastic and 3450 rubber per minute atm
and I dont sink :D
but awesome shop stuff is good
already have everything
even gold cup
"Never had a problem" means it's always delivered 600 for me and every build where I've been involved. It's always been reliable for that. There have been times when I've built a setup and had to turn on the liquid production first to saturate machine inputs to compensate for manifold distribution and avoid backflow issues, but that's completely different, and a valid mechanic.
no idea, its the only explanation i can find for my setup, 600m3 into the 600 system and its running out, and there isn't any variables left to account for, so my only conclusion is the one i arrived at๐ค
well it was a previous issue i was already having with the setup in the past, it was suggested it was because of the 5m3 load bug but now im certain it cant be because of that as its now fixed
They are unreliable in situations that produce sloshing. Else they are fine.
did you loop everything?
because from what i can tell, mk 2 pipes do not have an issue as long as you prevent the source pipe from being hit with backflow
is a buffer at the end good enough or is a loop better?
lmao playing a game wrong
with your feet instead of hands?
loop is better
this
Indeed.
buffer at the end relies on fluid even getting to the buffer.
but it wont
so loop it instead
i could make my bowl of spagetty even larger by leading everything into an awesome shop
but i dont bother
you mean shredder
No looping is done as I did consider that as well
its basically source to sink setup, meaning fluid only flows in one direction, i have valves on sections anyways to prevent backflow, i actually did it originally to limit flow as thats what there main purpose is but it seemed to make the issues overall worse somehow
sounds like you messed up your loop
but in any case: no mk 2 doesn have issues where it shows "600" but only moves 580 or something
if the pipe shows 600 its 600
if you cant make it 600, ~~its a skill issue
~~
how many times must i say its not a loop, i have no idea what definition your using
fluid only flows in one direction, a loop would suggest it can flow in multi directions or it connects around back onto itself, none of which happens
no amount of valve and buffers and other shenannigans comes close to fixing 600 flow issues as loops do.
it goes from the refineries that make the fluid to the blenders in a straight one direction, thats it
bad setup.
why i said in previous that 600m3 arent reliable in my setups and im going back to my previous saturation setup as its the only one that works
lol your crazy but ok
ive used 600 reliably every time
and even made other setups, like yours, that had issues, work
SIMPLY by connecting the ends
dont know what to tell you, if fluid cannot flow reliably in one direction, there is something very wrong then, as I have come to conclude.
well its a old issue, back to oversaturation at any rate
i dont know what to tell you, but if your conclusion is "you cannot use 600 reliably" and mine is "you can use 600 reliably"
that does NOT mean that your interpretation is true and holds true everywhere
yes it is does, because i have tested it does not
and i say thats nonsense
your simply wrong, sorry
no that is not how testing works
yes it is and your wrong
you dont get to hold monopoly over the result
looks like we need a 3rd voice
Loop the pipe. You'll feel better, have a cookie 
in fact, we would need at least 20 people to test it to come close to a conclusion
wont work, i have proven single direction with mk2 likes cannot deliver 600m3, looping wont change that result
buffers and things like that help the 600 pipeline stabilise, but it doesnt fix it. I run 3 600m^3 reliably into my caterium computer factory without fault
alright, got a test setup?
lets exchange then.
you give me a save where 600 doesnt work, i give you one where it does work
I did have problems, until I decided to loop the pipeline system and ensure any area that I expect low flowrate to occur past my refineries, connected all the pipes together
doesnt matter, i need setups that work, so i shall continue to use what works, so doesnt matter in any case to me
i truly don't understand the point ๐คจ I'f there's a way, pretty simple, to make things work as intended, why not using it? It doesn't even require space. I mean, i like to have a buffer and the end of the line, but is not even needed
i do, but it was suggested that mk2 pipes werent at fault and my testing proves they are, but yes i was oversaturating was a simple fix, which i shall do until another solution better, preferably better but im out of ideas.
Same, I just find the buffer at the end helps a bit with the last refineries occasionally flicking off or on, doesn't happen anymore
Also I can tell its a issue with the pipes because the flow rate does not remain constant at 600, this is likely do the underlying issues with them, which i suspect is indeed part of the real issues
if it flickers its backflow
i used them because of fluid loss bug, but as stated yestarday discussing about it i'll keep using them. I like to see full pipes below buffer level, and they allow me to check if everything is ok as they are in a closed loop. Also helps with flow going up and down due to machine different syncing imo
no because valves prevent it, this is a issue with its inability to deliver flow properly
i already said i used valves to prevent backflow
valves do not prevent backflow if you have full pipes
not directly at least
ever noticed how head lift goes both ways through a valve?
valves allow fluids to move in one direction only, so but one more thing your wrong about?
oh thats right your suggesting they allow fluids to move in both directions...which goes against all that is known about them
right so your wrong, got it
fluid cant go back through a valve
and your saying at the same time somehow i have backflow๐
but what does happen is that fluid that TRIES to go through a valve in the correct direction, but cant, will BACKFLOW
because where else would it go?
one top arrow and two bottom arrows, what does this really mean?
they prevent the fluid to go past them in the opposite direction, but still backflow can happen on both sides
what the valve does it make it possible for fluid to enter a pipe segment that is 10m above it. It has nothing to do with direction. I doubt there is even a concept of direction in pipes, considering all the fiddly bits with conveyors that relate to direction, that are absent from pipes
what about if you have a pump on one side, adding pressure on one end, would that pevent it from backflowing in any situation?
red section: no backflow. YIPPIE ๐ฅณ
blue section: backflow if red section is full. what now? 
you didnt eliminate backflow
you moved it
to a different place
doesnt matter different setup and situation, my statements hold true for my setup, so that matters not and proves nothing really, sorry
why i was asking my specific questions, but whatever
then i didnt get the question, sorry
nobody has answered me if pumps on one end prevent backflow
they do not
pumps do prevent backflow, but same rule applies as with valves
if the thing before the pump is full, it will not flow backwards.
if you want to prevent backflow, send the fluid downhill >10m
or keep your supply greater than demand
also doesnt matter because as i said the 600m3 is equal to what is consumed, and because my entire system runs out, my issues have nothing to do with backflow or fluid going in opposite direction, as it allows move in one direction
so whats being discussed doesnt apply to my setup in any case
because the fluid always moves forward
and the fact it it doesnt is because 600m3 doesnt deliver reliably as i have concluded
it applies in the form that what is preventing you from achieving 600m3 is backflow, if i understood the whole discussion
no because the discuss is the fluid has no where to go, and that simply isnt the case
here we have game developers sitting on the channel, and we are wondering how the pipes work?
where all the fun if you can't reverse eng. it ๐
this is my waste processing system it runs at fully capacity all the time, all fuid is designed it always be used
meaning the 600m3 is a constant and should be that way
fine, here is an easy test
- network with junctions, no side pipes
flow = 600
second pic is following
second test: same network but with side pipes (simulates a machine manifold
guess what the flow is?
Its absolute SHIT
3rd test: now with a bypass loop
perfect flow
anyways that about all that can be said, 600m3 isnt remaining constant for the input, despite the fact the fluid indeed has places to go, nothing more to be said really because for me its pretty obvious what the issues are
aha, so that's what the bypass loop solves
yes
machines dont continuously consume fluid. and the backflow messes with the 600 mยณ/min
does the bypass loop have to be level with the manifold "spine" or can it go over/under?
it can go over and under
I have no idea how fluids work in this game
also valves dont operate properly either, case in point i have a section of pipe 600m3 flow on one side, connected to two ends, one is limited to 480m3 the other 120, both are limited by valves, both ends also have empty pipe so fluid can move freely, so logically it should be 480m3 for one end and 120m3 for the other end right? nope its 481.9m3 for one end and 118.1m3 for the other side, yep thats right not even valves actually operate as they say, great isnt it
display error
valve works precise, but it displays flow inaccurately
its a feature
the only things i trust a bit are the 99-100%, green lights and mostly stable power consumption
Very similarly to irl
only with more~~ bugs~~ features
i've done it
Give me the power slugs.
Uses 126 Lizard Doggos (out of 129 obtainable in Update 5). As you can tell, this has done wonders for the FPS.
Effectively fully automated - it won't refill your inhalers, but I could modify things a bit and have it auto pick up some of the beryl nuts you collect for complete autonomy. Even without that, it'll go ho...
the power slugs are mine
and all it cost was my frames
post in #streams-and-videos ?
done
no doggo's were enslaved in the making of this content
Why does the fracker say 2100m^3/min potential
But each node only outputs 120m^3/min for a total of 840m^3/min
It totals 2100. Nodes have different purity.. some will do 120, others 300, and 600
^
unlikely, you probably missed a node that does 240 or something
ah oop, internet delay
sorry xd
Yeah I missed a few nodes
love the sound of fracking
Looks like they all do 300 now and I just had to wait for overclocking to catch up
but its only one part, fracking have two different sound. One with fast and one slower
random which plays
anyone know how many Nuclear plants would need for 1 Uranium Fuel Rod P/m?
5
ah, 5, thx
What's the advantage of the Cooling device alt recipe? It uses more everything but without water and less nitrogen
It doesn't seem like Nitrogen's a particularly scarce resource
nitrogen can become scarce if you build alot of thermal propulsion rockets
thats what that alt is for since it saves on nitrogen
Ah, got it
yeah some of these alts make sense when you think of them in terms of other production lines
I don't plan to try mass producing thermal propulsion rockets so I think I'll just stick with the cooling system recipe just so I don't have to deal with motors
For now at least, I'll just bring in the rubber I have next door
I think 4800 nitro/min is the max of the map supply.
That doesn't seem right? I've got 2100/min from this one node
the world has 12000 nitrogen/min
My bad, I must be thinking of something else...
slightly uneccesary pipe trivia from my tests today:
(the current information is for flat pipes. Angled ones are a different beast)
-
The flowrate through a pipe depends on volume (and in turn the resulting head lift).
If a Mk 1 Pipe with volume 16mยณ wants to transport 120 mยณ/min, it needs a minimum of 6.4 mยณ inside it (120/300 * 16mยณ). -
The current head lift inside a pipe also depends on volume. A full pipe has headlift 1.5 m, a half full one 0.75 m. This head lift seems to be the thing responsible for the flow situation above too.
so pipes are just small fluid buffers 
this also means that, any pipe that wants to transport at max rate will always be a full one
buffers are just large pipes
Does anyone know if pipe welding is a thing? I know belt welding is...
you sure?
yes
tried it. they dont weld
or if anything, they weld only up to their max length
so you cant weld 2 max length pipes to 1 super long pipe
it is, it has severe limitations, for example it only works for runs with no junctions, as this splits it up and there is noway around this, but beyond you can do single straight pipes welded together and long as you want
example of buffer and welded pipes, hmmm it has almost 200 capacity
its quite fun making super long pipes, if a bit of a glitchy experience because the engine doesn't like it but you can kind of force it to do it anyways
How is that despite limiting input to 200, somehow this loop still clogs?
It seems like the limiting isn't working how it should or something else is wrong
216 clogs it instantly, anything above 200 seems to clog it, and anything lower than that chokes it out
Hmm?
It's probably the way you have it built. x:
@oblique hollow SO , @sinful rover apparently got pipe welding to work a couples times. But the consensus was that it was so finicky and needed such specific conditions to work that it might as well not exist
can confirm
So returning waste fluids into a system is initially tricky to figure out but once you get it simple. Like most pipe work.
The most straightforward solution is to look at the pipe manual pinned in this channel and use a VIP junction.
Otherwise you need to be careful with a valve
Can confirm also and I invented pipe welding. Still I make pipes with 600m3+ capacity for memes still
lol... consen sus
And then css patches it out because we can't have fun things
what will happen with the nuclear rod alternate recipe. will it be removed?
Probably, but that's not been finalised yet.
https://youtu.be/QYMHs1aTyOs?t=100
snutt: "(...)the only exception is one of the alt recipes for uranium fuel rods that uses beacons in like the production line we won't touch that yet but we will change that recipe in some time in the unspecified future but for update six that, alt recipe won't change "
Lots of cool new additions to weapons in Update 6! We're also finally adding support for multiple body slots! ๐
โฌ Alt recipe mentioned in the video โฌ
https://satisfactory.fandom.com/wiki/Uranium_Fuel_Rod
โฌ Links and Info โฌ
Website + FAQ โฃ https://satisfactorygame.com
Community Wiki โฃ https://satisfactory.fandom.com/wiki/Satisfactory_Wiki
โฌ ...
thx.
The beacon will be removed from the recipe. The recipe itself won't disappear
*in update 7
Btw, what's up with #patch-notes still not mentioning the fluid load fix?
||Sus||
fluid loss fix?
I would be surprised if you still had to hear about it -.^
i havent been around for a while ๐
Well, brace yourself...
They fixed the fluid load loss bug
With the last patch, without mentioning it
yay
Uzu just forgot it to mention it in the patch log, thats all ^^
and maybe Uzu to lazy to edit the post
Yeah, I was assuming it would've been fixed the day it was pointed out or the one after... now we're in the weekend already ๐
I bet it will be in the next changelog as "forgot to mention"
U6 drops and they forget to announce the entire update in patch notes.

Rip
Is dedicating 940 of my 1660 aluminum production purely to heatsinks a bad choice? From looking at resources it seems like a reasonable choice for space elevator parts
Probably not. I use excess production to make other things. Like I produce close to 320 pipes/min but use half of that output to make encased materials since why would I ever need that many pipes/min
Well some of these are going to cooling systems, others are going to radios, Idk how I plan to balance those yet
Yeah youll just have to play around with the setups a bit.
Also one thing im trying to currently understand is how come for coal and iron nodes which are both normal. How come the iron is oversaturated but the coal lines arent
What do you mean?
So for a foundry to make steel it takes 3 iron and 3 coal right? Well how come my iron line is saturated completely and the foundrys each have 100 iron but I have to wait on coal
So for both iron and coal I have Mk2 miners with mk2 belts.
Okay so 120/min
Mk2 miner can be 60/120/240... So need more then that
Send a screenshot of your current setup? it sounds like something might be wrong with your conveyors
It was earlier. I could tell the mk2s were only doing 60/min but I fixed that ages ago.
did you forget a mk1 conveyor somewhere in there?
Check to make sure there's not any bottlenecks
No. I had fixed that issue earlier. All belts are saturated upon entering the factory
Then you forgot an mk1, somewhere
Go through and look for a backup at all your conveyors
Also, check splitters, they might sometimes hide a small belt inside them
Well as you can see from the above screenshot the mk2 belts are both saturated with coal or iron no spaces between them
Then the issue is further up the line
Also assuming im missing something here as well
I feel as if I could power more generators
Those are 2 lines of 60, right?
120
120 is 8 coal gens, as they want 15 per
Will this be 100% efficient?
Eventually yes.
What are you moving?
just reinforced plates
For no i have only balanced my loads. I haven't yet tried to overflow anything
Will take time to spool up but it will balance itself.
๐ k thanks
If you prefeed the system it will be better though given the low amount you're moving.
Yes i already planned on doing that
how has your power grid not failed yet?
Batteries
in other words
Sounds like a typical b2b issue. Coal belt has more belt segments, thus slightly less throughout than the iron belt - > foundries slowly run out of both until coal finishes sooner then they pile up iron.
yeah i solved it. removed all iron and now its 1:1 iron coal on each belt
I don't understand what you did
Just stopped the miners from putting any iron on the belt than restarted the factory and now they are even instead of saturated
That's a temporary "fix"
nah had 1 mk1 belt on the coal line so the iron overfilled due to lack of coal in the foundries
Well, that's a different fix than just stopping the miners ^^
Still, b2b issues are a thing when belts are full, I suggest looking into it if you're not aware yet~
well both those statements fixed it as the mk1 belt was the first issue than the iron saturating due to that was the next and both solved its been 14 hours and its fine so far. unless ofc storages fill but if it saturates it doesnt really bother me that much anyways unless its uneven lol
120X120X cole x power of 9 =
Think this can be a good balance coming out of my heatsink factory, producing 10 radio control units/min to go towards pressure conversion cubes, then 17.5 to go with the 35 cooling systems/min to produce 8.75 turbo motors/min
This is why I have 400% of capacity/consum (I Produce 4x more energy that I need xD, or 3x I think)
I use 30k
I have 110k
30/40k
I just went and brought online 10 more nuclear power plants, I had left only 10 operating, the plant and fuel have capacity for 30
I just needed to hook up water for them all
Now I have 20 online
@floral trout
Nice man
But you didnt put all of the nuclear here right?
No I didn't don't worry lol
That's just where my petrol refinery has been sitting waiting to get torn down
This is where it's at, the actual fuel production is down a bit further
Thanks god, it was a hell to do my powerplant hahaha (40 hours lol)
This massive plant is, though, it was half built when the U6 spire coast announcement was made, and I've left it half functional
Im trying tรด solve all my problems
Man want to cry with me? Hahah
Maybe
This is the coast
I've never been able to stand making my factories open floors
416 generators
300 refinaries
I always put them into buildings
Ouchhhhh
This one Will be the roof (still working at it)
Most of my major factories are built in a 'city' of sorts
With a massive network of conveyors under the floor
Yeah , and my petroleum coke (that I use tรด make my 6700 stell )
About 20 refineries tรด each phase of the process (not a lot, about 20 minutes)
This is soo cool
Let me get a better photo of mine
Most of my world is in this photo, but there's a bunch of scatter factories doing on-site processing
That must be laggy
Inside everything is separated
Well , not a lot like
I have a good pc and 16GB ram
Then not so laggy
Fair, I'm just imagining a megafactory like that must cause issues
But a little, some times it crash
Some times
For me, I have things like ingot processing and similar done at outpost factories, and all the major space elevator parts and end game parts are built in the city
But it took about 50% of the time i spent on the save
150k lol
This is the transport hub of sorts that takes all the items from those outposts and sends them to the city
Why sรณ much
32 mk5 conveyors worth of bandwidth
Like in this megafactory , i do everything in the game except the second last elevator item
In theory only about 24 mk5 belts worth can be realized, mostly just because train stations are stupid and lock when you're loading or unloading
Even turbomotor
Oh lol
Currently I'm building up my turbomotor and nuclear pasta factories, I have assembly director systems and magnetic field generators fully automated
Man , for me 3,875 turbomotor is enough BUT if you want more
(Its like 2 machines making it)
This megafactory is like 40 mini factories that help each other
Isnt that lag!
And it is easy to work at, but inside is a puzzle xD
Yeah I'm going to have 5 thermal propulsion rockets/min and 5 nuclear pasta/min once the factory is done
10 Acceerators? LOL
I have 2 and this is enough for me
Look in #screenshots for the building that houses it
Well
You will need tรด pray for copper hahaha
Also, currently have 6 assembly director systems/min and 8 magnetic field generators/min
I have a few thousand copper/min coming in from the dunes, I have no issues with copper :)
I have 4 director and 0 magnetic
I have a half made factory but im to lazy tรด work with it haha
This is the nuclear pasta factory, I have them overclocked to only need 6 instead of 10
Who much hours do you have on this save?
~500
Lol
wow
320 in my save
I play with structural solutions just for cool buildings but other than that it's pure vanilla
Oh, and fluid sinks
๐ฎ
A lot of this was made possible by me absolutely wreaking havoc early game
It all looked hideous and ugly but I was producing so many resources a minute for building that I could start from the top down with factories and trains
Then mass dismantled and sunk the majority of it, some of its skeleton still remains though
I had no regard for looking nice, it was just resources
But as I've slowly gotten closer to the carcass with my city I've been deleting more and more of it
Though right now I've just ran it over
Me too HAHAHAH
Me first game is like
Pipes floating
Train on top of trains(dont ask about it)
This was my second game, and I knew what I was doing now
300*3 fundations
My first game was no buildings, just things laid on the grass, piped and lined nicely, just taking it slow and having no fucking idea how to properly utilize parallelization
I had made basically a massive bus to draw resources from with a ton of splitters
Which meant that I was limited to a single conveyor belt's worth of whatever items I needed
It didn't work very well
Like one HAHAHAH
I did eventually upgrade to multiple lines for things I needed more of
But it was still a horribly optimized design
I can't wait for my nuclear pasta factory to be done, it's going to be so cool to watch
You need 20 thermal rockets/min
Huh?
or else
<primes nuke>
c o m p l y
I don't think I have the aluminium or nitrogen for that
you should have the nitrogen.
I do still have 720 aluminum ingots/min that have yet to be fed into making tanks and casings
aluminum might be tricky. you'll have to use the alts that prioritize aluminum saving over everything else.
Okay yeah I did the math I have the nitrogen for 20/min but I'm using too much aluminum for other things and I'm not using the right alternate recipes for my existing production
But I think if I use aluminum prioritizing recipes I won't have enough nitrogen anymore, so I'd need to balance them
do you have max nuclear or something?
Close to it in terms of production of fuel rods, but a lot of it is just getting sunk right now
And I have all the materials to have full capacity reprocessing once I get all the uranium online
I just haven't had a need to build it yet
So I'm just getting a lot of points and radiation
Also a lot of fused modular frames
Which I use the heat fused frame recipe for
Ah alright. I was wondering, because I've done almost everything I can to save aluminum, and I'm almost out, I think I'm cutting it close on nitrogen too.
Nitrogen and aluminum seem to be the most limiting late-game resources
Especially once you've gone and utilized all the nodes in the dunes
There's so much of everything over there if you can bother to go get it
alumin for sure. it was the limiter for U3 and turbomotors.
I think this somewhat glitchy place will make a good spot for a waste dump
Maybe wait until after the swamp gets updated 
I already have a huge factory there. it's nice, lots of spooder viewing areas
Nah, waste dumps are meant to be left alone. Just put it there and let devs bury it for you!
the rework of the swamp looks really nice.
nightmare fuel 
although that water was 
Home sweet home.
Ain't it just adorable?
just want to slurp it right up
I hope it likes doggos.
that's what she said
๐ต this seems pretty cheap as far as thermal propulsion rockets go
@proven prawn I've found this somewhere in my old messages
not 100% sure if that's the final version or if it has been modified since, but it should work
neither do i๐
afaik the premise was something along the lines of:
- if no red items are coming, the last splitter on the right has 120 ipm coming so it splits 60/60 (priority split but mk1s)
- if red items are coming, they reduce the flow in the green part to 60/min red + 60/min blue, so after red gets filtered, result is only 60/min, which gets priority split, hence no output to the overflow side
so, if red items are coming in (1 IN), then nothing goes out (0 OUT), and vice versa, hence making a NOT gate
๐คทโโ๏ธ
i guess the part i was really missing on this was how the logic was set on the ss, but that does give me a better idea of whats going on๐ค
Simplified version
what is the green smart splitter set to?
colors of stuff means what kind of items they are handling, blue and red are different items, green is mixed part
green splitter just filters items
OF = overflow (low priority)
0 -> 1 state (numbers = ipm on belt)
1 -> 0 state
(ofc this assumes no buggy belt and splitters, so it only works in theory, but it is definitely possible ๐คทโโ๏ธ )
I've set it up like this, but sending 0 input gives 0 output
seems the top left belt is mk1?
should be mk2 tho
how would the first SS overflow 60?
because the green merger merges 60 red (if present)
0 input again, highlighted the mk2 belts
that looks fine, how does it look with 1 input (60 ipm)?
Isnt top one to be a 5?
can be mk2 as well, doesn't matter
Ah
red items need to be different from blue items
ah
that's why there was the color lol
silica it is
the middle smart splitter should filter red items to sink (down)
I started with mk5 when drawing the thing but you only need 120 production, so mk2+ is enough
and if I pick up 1 of the incoming silica, it spits out 1 quartz
the production acts as "power" for the NOT gate
Im looking at it and wonder what its purpose is.. lol
it's a NOT gate
if items are coming in, no items are coming out
and vice versa
purpose: to prove that theoretically you can build computers inside satisfactory
Why the last ss then? If it will always be 60 in max..?
it won't
if no red items are coming, full 120 blue goes through
if red items are coming, only 60 blue goes through (as the red items limit the amount of blues in the green section)
see this
So.. its a sushi scenario only?
umm... no?
or idk what you're asking
basically it is a contraption that works like this:
- if red IN belt has 60 ipm on it, the blue OUT belt will have 0 ipm
- if red IN belt has 0 ipm, then blue OUT belt will have 60 ipm
Does that only work if red isnt the same item as blue?
yeah, red and blue items are different
it's a slow NOT gate, but it's a NOT gate ๐
Alrighty.
couldnt get it to work๐
why not? ๐ค
im guessing i dont have the smart splitter settings correct?
it looks like because its mostly mk2 belts that have 60 capacity, 60 in and 60 from the machine aka power is 120, so the overflow the ss for power is never tripped, and those 120 go to the middle ss, etc
infact looking at your setup pictures idk how anything would ever go to the overflow because its all mk2 belts and those the capacity would never make the overflow activate hmmm
it can't take both 120 from power and 60 from input and fit that on a mk2 belt
well...im dumb๐
Does anyone know if there will be logic gates added into the game?
nobody knows
It will be cool though
They can be made (it's cumbersome, but possible)
Probably not.
There is some kind of analog logic you can do (I know that makes little sense, but I'm talking about with SS and Poggers)
Mods.
You can very easily make yes/no gates with power switches and Truck Stations.
Flushing Toilet is already a DLC "announcement"
Logic gates can be made already technically
You can make a turing machine in the game if you try hard enough
Still they are useless, you cant read them or do anything else with them
You can use them to interface with a power grid in some ways
i could see something being useful in terms of logic if you wanted to make a more compact factory at the expense of needing more time to produce the same parts
because the logic could be used to switch between active and inactive machines, allocating power only where it's needed, one section of the factory at a time, for instance
i'm not really sure how else logic is useful apart from sorting items which is already possible with the splitters ๐ค hmm
you could do so much with the Combinators from factorio in this game
I have yet to find a good usage for cominator-like stuff for SF
logic is good for limited resources
(roblox house aka the argument falling apart gif)
The what?
factorio's equivalent of redstone
Redstone?
minecraft's equivalent of factorio's combinators ๐
Joy.. another game i dont play.. lol
basically it's a system that allows you to send signals through wires and react to the signals in other places. e.g. turn off machine when storage has over 1000 items or stuff like that
Which all sounds very useful in situations where you don't have unlimited resource nodes...
well yeah (though in Factorio you can also control lamps/color, play sounds from speakers and stuff like that)
It would be cool to have an ability to automatically change recipes in production buildings and manage item flow using logic (constructor makes rods. When it makes a certain amount of rods flow of iron ingots stops and it sends these rods into its own input to make screws)
that's not possible even in factorio ๐ค (without mods)
the problem with dynamically changing a recipe is how to deal with items that are in the machine
I'm just trying to find out where such functionality would be... useful?
Like I get that it would be "cool". But when would you ever actually need to be able to do it?
in Factorio it's also in the section of "cool but not required" ๐คทโโ๏ธ
I'd like to see it in SF, though I don't want it there until 1.0
Have a set of flexible constructors, manufacturers, and other machines wired up with some programmable splitters which you could remotely tell to make any part, which then gets fed to a drone port? But as mentioned the parts already in the system pose a problem. You need a way to flush them.
how do you even make logic connections look acceptable without the 2D corner cutting privileges
wdym?
you could reuse power network for that tbh
factorio doesnt have per machine cables so logic cables stand out
example of power network controlling building behavior ๐ก
it gets confusing real fast
yeah, just throwing ideas around... logical/circuit networks get confusing fast anyway ๐
The entirety of satisfactory is โcool, but not actually requiredโ
breaking news
video games start disappearing one after another at alarming speeds after their respective playerbase suggested specific features
and those it came to pass that the devs learned the hard way why not to ea games anymore, and those all games were hence forth developed and test in house until 1.0 and those peace was finally restored.
ok but imagine if you could:
set machine recipes with logic
control splitters and mergers with logic
you could make field-programmable factories - you want bullets? It's making bullets. You want nobelisks? Now its making nobelisks.
Ah okay yeah that is an intriguing prospect ๐ค
set machine recipes
how do you deal with items that are in the machine when recipe changes?
control splitters and mergers with logic
how do you deal with items in splitter's inventory?
Delete them
it's nontrivial but you can design around both of those - make sure all inputs are perfect ratios and machines finish processing and everything clears the belts before switching recipes
I mean from the game's perspective. From the code perspective
make a sad beep-boop noise and don't switch recipes if the machine has anything in its buffers?
so... all the time?
You could set belts into a flush mode that sends everything to storage or sink before feeding the next items through
also that, you could just have the machine briefly output all buffers to the output belt or something
Ye
i guess you'll still have problems with... machines that have input belts but no outputs? Are there any of those?