#math-and-meta

1 messages · Page 615 of 1

wind spade
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would be a pain to build around that. You can just make machines to produce stuff and turn on those that you need

gloomy palm
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Wha

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Yeah the power gen buildings

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They have inputs but no outputs

remote ice
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power gen buildings can't really have a recipe set though

gloomy palm
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Except nukes

wind spade
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changing recipes on machines is just not really useful in any way I can think of

remote ice
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i mean i gave you a build case

gloomy palm
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Ohhh

remote ice
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a programmable factory is a genuinely interesting idea that people would attempt

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no it might not be as efficient as a single-output factory in terms of entity count or raw speed, but people do challenge runs so...

gloomy palm
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Hmm the issue is it would need to be highly modular because machinery required to build a recipe is not static

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You'd simply have "constructor farms" and such

wind spade
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it would be just pain to build with no real advantage. Adding things just because they are cool is not always the way to go

gloomy palm
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They wouldn't be in any specific configuration of buildings and it would take longer for things to travel between building farms

remote ice
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if we had circuits people would build giant tv screens and entire processor blocks and memory just to play tetris just because they can

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and i know this because this is exactly what people do in factorio

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and that's not even getting in to potential usage for actual factories

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devs not wanting to add circuits because it would take a lot of effort is reasonable, but that doesn't mean that circuits are pointless

wind spade
# remote ice and that's not even getting in to potential usage for actual factories

this right here is my problem with the suggestion. In factorio there's tons of places where you can use the logistic network and it even kinda makes sense for the game. In Satisfactory, we have unlimited nodes, 100% return on used materials, we don't really need any fancy stuff like Factorio has. I don't see a valid usage for such a feature, at least compared to Factorio

remote ice
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that's fair, Satisfactory is designed to work well without circuits, whereas for something like Koravex Enrichment circuits are arguably the easier option.

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still, people would use them if they were available, no doubt.

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also apparently we're still getting another tier, so maybe that could take advantage of them as a sort of final challenge

wind spade
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people would definitely use them, it's just the matter of "adding things because they are cool" vs "adding things because they are useful"

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you need a bit of both for the addition to be worth dev time

remote ice
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do you want a list of things that have been added that are cool but not useful?

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because there's a lot.

wind spade
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f.e.?

remote ice
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lights.

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actually literally all decorations for that matter

wind spade
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I'd call "seeing where stuff is" useful

remote ice
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cyberwagon

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and the factory carts, barely useful.

wind spade
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cyberwagon is easter egg

stark bronze
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its not a community suggestion for that matter

wind spade
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factory cart is a transportation vehicle for smaller tight places and factories

remote ice
wind spade
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hence - lights are useful, just not 24/7

remote ice
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i think sprinting with bladerunners is actually faster

wind spade
remote ice
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circuits would be twice as useful as lights even if you didn't go really in-depth with them

wind spade
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how do you measure usefulness 🤔

remote ice
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if you can't figure out how to even measure it, maybe don't reject circuits on the basis of not being useful

wind spade
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I don't measure it, because it's not a scale. It's a yes(/situational)/no question.
Are lights useful? Yes, because there's some time where you can't see. Without lights, you can't see no matter what you do.
Are circuits useful? No, because pretty much anything I can think of you can do without them.

remote ice
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rendering lights unnecessary with a single setting

wind spade
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... that's not how it works

remote ice
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also, again, all decorations. There's a huge number of decorative items. You don't need to recolor machines, you don't need to change foundation textures, etc

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to quote, "pretty much anything I can think of you can do without them."

wind spade
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you can't have a window without building a window 🤔

remote ice
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windows are not useful for factories

stark bronze
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just remember that everything said here is invalidated when devs made their final decision when the time is right
use the energy on hating on visual glitches or something

remote ice
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you do not need a window at any point when building a factory

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nor roofs, and walls are marginally useful only

wind spade
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I never said "it needs to be useful for a factory" though... I said "there is no other way to currently do that in the game"

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you can already turn on/off machines with power networks, for changing recipes I've already expressed a problem that would need to be solved first

remote ice
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there is no other way to currently do circuit stuff in the game

wind spade
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what kind of stuff?

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"do circuit stuff" is as generic as "playing the game". Give me a concrete example of what you want from circuit network

remote ice
wind spade
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we don't have speakers though

remote ice
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... that's a circuit object

wind spade
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so your suggestion isn't "add circuits", but "add speakers"

remote ice
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why would we have a circuit-controlled sound source with no c-

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... no

wind spade
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because originally it was "I want circuits to control factory"

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now it's speakers 🤔

remote ice
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i'm not suggesting anything. i am trying. to get it. through your thick skull. that people would use circuits even if there was literally not a single goddamned use for them for controlling factories.

and there are uses for them for controlling factories, even if they're nonvital

wind spade
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I get that people would use them. But people would also use fly mode and cheats and setting that replaces every critter with Thomas the tank engine. But "people would use it" is still not a valid point for adding it

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it needs to add something to the game, it needs to follow dev's vision of the game and it needs to fit in the game. Jace talked about this in the "6 things we're not adding to SF" video

remote ice
wind spade
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you still haven't said anything that I could do with the circuits other than playing a Portal song

remote ice
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you haven't said anything i could do with painting machines

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organization? Signs. Or memory.

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aesthetics? bah

wind spade
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.... you don't get it. I'm asking concrete examples. What do you imagine under circuit network. So that we can talk about concrete examples, not "circuit network". Painting as a feature is known what you can do with it. you can paint stuff, you can change colors and swatches, etc. We have concrete examples what you can do with it. "Add circuit network" is super generic and unless you answer me, I don't really know anything about what exactly would the network do

remote ice
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i've given you examples, a thousand examples exist in factorio. People use it for stuff that has not the slightest bearing on producing iron plates. They play the Still Alive theme song, they build microcontrollers, they play tetris, they create full-color screens that lag the game if you just use them, they make devices that print text onto belts

wind spade
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factorio is a completely different game though

remote ice
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in the hypothetical Satisfactory with circuits, we'd get all that stuff

wind spade
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so you're asking for "exact copy of circuits with everything they have in factorio"?

remote ice
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it's in the same vein where some people build giant blocky factories of foundations and never touch the 'customize' tab, and others make giant artistic buildings using painting and foundations and stuff.

wind spade
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if yes, then I don't like your suggestion

uncut sigil
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How about: change lighting colour of this building according to average (or minimum, or maximum )machine efficiency?

wind spade
wind spade
remote ice
remote ice
# wind spade *I get that*. I get that some people will use it and some won't. Doesn't change ...

ok fine, i've given examples that don't do with factories, so examples that do:
field programmable factories like that idea earlier
adjusting resource usage by changing beltss, so you can switch iron from say making rotors to making steel
monitoring your factory, knowing how much steel pipe is being used, how much is in buffers, etc from a nice central control room
controlling trains remotely maybe? depends on how the circuit network can interact with factory stuff

wind spade
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I never pretended. I said that I don't see a valid usage for circuit network in your factory lines because we have infinite resources and 100% return on invested resources.

Sure you can do anything with them and people will use them. I never said that isn't the case.

I just said that adding a feature so big that has so little gain in terms of main gameplay is not really something that devs would do (in my opinion)

remote ice
# wind spade I never pretended. I said that **I** don't see a **valid** usage for circuit net...

i dispute that last point, because you can argue against the entire Customizables tab on the same basis.

But there are still uses in the factory lines for it in the same vein as Factorio, in the examples i gave for instance. There are a lot of parallels with Factorio and Satisfactory, and you can go the entire game without using circuits in Factorio as well. But they're still useful.

Alright, how about a really, really useful use for circuits? Let circuits count items passing through splits and belts and mergers, and control those to some degree. You could use this to easily make ratio-perfect, item-perfect splitters

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look at how much work goes in to getting item distribution right. Circuits could become the dominant means of doing all of that if they work well for it.

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you could synchronize different belt streams so you always get exactly enough items for each machine to process.

wind spade
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I don't think that's relevant feature given how the game is inaccurate in those fields

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also, you can already do that, because we have infinite resources and fixed output

remote ice
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yes you can just manifold everything, but people still go for perfect ratios and balancers and stuff

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and you could do if circuits could, say, do basic math and memory operations with belt and merger/splitter contents, and also could do stuff like pulse a splitter to let 1 item through on a specific belt

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Hypothetical Recipe needs 3 iron plates and 1 rod, have circuits monitor the output, every time a item exits it pulses the inputs to let 3 iron plates and 1 rod in. Or a dozen other ways to do it

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there's a whole tutorial page on the wiki for prime number splitter and how to turn that into perfect ratio splitting: https://satisfactory.fandom.com/wiki/Tutorial:Prime_splitter_arrays

Satisfactory Wiki

This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some light mathematics can allow for pla...

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imagine if you could replace that all with circuits.

wind spade
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shame it doesn't really work 😄

remote ice
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it might with circuits. Depends on implementation, but done right it would be easy

wind spade
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but yeah maybe they'll fix the splitter bugs 🤔

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but done right it would be easy
sure but doing it right is the hard part 🤷‍♂️

remote ice
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something as simple as "pulse this circuit line for this splitter to let 1 item out of the buffer along output B" would be sufficient, provided circuits also support operations and memory

wind spade
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I like how you use the word "simple" in combination with pulses, memory and operations

remote ice
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well we're talking about a wiki page with sections that look like

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if some math and formal logic scare someone away, we're already walking through the land of cats

wind spade
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given that the formula is completely unnecessary for building a balancer, I don't see a problem with that

remote ice
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i didn't read a ton of the context but it seems to be a explanation for why one of the simpler equations, which is actually used, works

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a similar analogy would be a premade circuit diagram that splits for you, and users who don't understand it just follow the instructions to "copy exactly as seen, and swap out the Beryl Nut filter for whatever item you need"

wind spade
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one of the simpler equations, which again, is unnecessary for building an actual balancer

remote ice
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unnecessary for building, more necessary for designing

wind spade
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for building and designing a balancer, you just follow a simple "splitter splits in ratio of 1:2 or 1:3"

remote ice
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yeah but understanding mathematical series and converging is certainly useful

wind spade
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which is a mechanic you already know from the game's tutorial

remote ice
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we're not just trying to make a splitter here, we're making a perfect ratio splitter which is a much more technical thing that legitimately uses this stuff

wind spade
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I've never needed any of those for designing nor building

remote ice
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nonetheless, there is a whole, in-depth tutorial page on the wiki for this.

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this is exactly the sort of thing circuits would come in and do better

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we are literally in the " #math-and-meta" channel for discussing involved technical solutions like this.

wind spade
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that's in depth tutorial for people that want to play with math, not for people to know how to build one

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theory and practical application are two different things

remote ice
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you don't need to know how a circuit would work to build one, you could absolutely have a page of circuit diagrams or w/e that just say "copy exactly as shown here to get a perfect 5-way splitter"

wind spade
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I could write a tutorial for building such splitters that's like two or three sentences and you would get the same result as the linked wiki article

remote ice
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we have a balancers page which goes into graph theory or w/e that particular diagram form is called that i can't remember, and then further down on the page is "here's some prebuilt balancers just copy as shown"

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exact same thing

wind spade
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again, the tutorial there is weird, I'm honestly not even sure why they go into such a deep theory if they could just write in two or three sentences how to build a balancer on top of that page.

remote ice
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why do we have math class if calculators exist

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yes they can tell you how to build it, and nothing else. Doesn't exactly help the technical not-so-minority who want to understand it on a theoretical level and possibly make a better one

wind spade
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for the technical minority, the rest of the page will be useful

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but you can't argument "you need to understand all of this to be able to build a balancer"

remote ice
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then it's a good thing i'm not arguing that

wind spade
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then how is talking about wiki page with math relevant to the discussion?

remote ice
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because you argued that people are going to be scared away by how technical circuits are, and so they're not viable for building perfect splitters and mergers and such

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people who are scared away will just copy the design like what already happens with balancers and such. People who are not will design those things.

wind spade
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given how many people know and use balancers vs how many people know and use circuit network in factorio, I don't think that needs to be argued

remote ice
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factorio barely needs the circuit network for this stuff because it doesn't have stupid 1-3 and 3-1 splitters/mergers exclusively

wind spade
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and my point was about the "easy", imo it's definitely more complex to make a balancer using a circuit network, than it is by using splitters and mergers

remote ice
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large balancers still get extremely complicated and technical

wind spade
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now make that one with circuit network. Would be even more complex

remote ice
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except people don't make circuit balancers much because it's unnecessary. But satisfactory has less potent tools for that stuff, so circuits would be better for some things

wind spade
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we have the same tools as factorio has. ability to merge, ability to split, ability to filter and ability to prioritise output. Only thing we don't have is the ability to prioritise input

remote ice
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it's actually smaller i think

wind spade
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size has nothing to do with complexity though

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or rather it is part of it, but pretty small part

remote ice
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it's really comparable, i... think this is a 6-6 balancer using circuits

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and no actual logic elements, just what belts can do internally

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versus a 6-6 balancer with belts

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that's comparable.

wind spade
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complexity = how hard is to understand it and build it

remote ice
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...

wind spade
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I'm not talking about size and I never was

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I was talking about your "easy"

remote ice
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i get that

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and here's some of what understanding a belt balancer looks like

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at least classes for programming are more common than classes for... whatever fucking field of math this is, something to do with graph theory i guess

lapis jay
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wait is this the satisfactory discord? gotem happy_hannah_2

remote ice
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neither are simple, both are very technical.

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circuit solutions involve more logic and programming, belt solutions involve more math. I would not say either are more complicated, just different fields

wind spade
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for splitters you just need to know how to multiply and divide. For circuit network you need to know much more. There's no debate on which one is easier to understand

lapis jay
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after my bad joke i have a legitimate question about oil processing, i'm about to set it up for the first time since pipes are a thing and idk how to divide the crude oil, I have 360 crude oil/min at hand

remote ice
lapis jay
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(Yes i haven't played in a looong while)

wind spade
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or 1:[whatever is next nice number to split to]

remote ice
wind spade
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yeah, but you actually need to understand how the pulses work and stuff. I just... split until I have enough

earnest glen
remote ice
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look, we're in a highly technicaly factory building game where normal gameplay already involves a great deal of technical planning and at least some math. You can only do so much. Asking for basic programming skills for a optional thing that some especially technical users choose to do is not much.

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if you just want everything to be fed, you're not going to use perfect ratio splitters at all. You're just going to manifold it

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but clearly, some fraction of people want this stuff and use this stuff and design this stuff and understand this stuff, because there are entire in-depth pages on the community wiki dedicated to it.

wind spade
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you got it wrong again... I'm not saying it doesn't fit. I'm just saying it is harder to grasp and more complex to build a balancer with circuit network than it is to build just with splitters...

remote ice
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it's really not, it's basic programming and logic

lapis jay
wind spade
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basic programming and logic is still more complex than basic multiplication

remote ice
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you're not designing a functional microcontroller here, the logic behind a ratio-perfect splitter is not that bad for likely implementations

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and again, this is adding functionality that doesn't exist anywhere else. Your basic multiplication splitters are only perfect ratio as they approach infinity, and that's leaving aside issues with splitters. Some people want more than that and they can't get more than that as-is.

earnest glen
lapis jay
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hmm i see

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fair

wind spade
uncut sigil
wind spade
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plan backwards, not forwards

earnest glen
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in a certain way i'm on same boat, but with all alt-recipes unlocked. So from 1200 oil i'm gonna do 1800/min of each and then connect a train to oil factory to deliver products where needed

lapis jay
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i mean is a temporary setup until i have trains, once i do. I will move the production to the coast leading to the rocky desert, as right now im in the desert cannyons

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So yeah thanks for the help! all the tips from all of you were very helpful :D

uncut sigil
lapis jay
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where the islands are

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i know the spire coast is gonna get completely changed

uncut sigil
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Ah, Gold coast. All good then 🙂

lapis jay
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yep

thorn bane
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oh imagine
circuit network that disables freshwater pump for aluminum if the buffer is >50%
so the recycled water gets priority
no more stupid fluid dynamic bugs that just break your alu factory for no apparent reason

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definitely seems easier to do than designing a VIP on your own jacelul

lapis jay
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I mean you could also use that used water for wet concrete

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And sink it

wind spade
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or for anything else (pure recipes, generators) and don't even sink it

lapis jay
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Yea true

median heath
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Designing VIP junctions is difficult?

lapis jay
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What is VIP junctions btw?

median heath
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Bottom pipe has flow priority and top will add only if bottom pipe can fit more.

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So if you're recycling the Aluminium water byproduct you use them to have Water Extractors adding more without backing the system up.

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And if you do them without adjusting the Extractor, it automatically turns off when the top pipe is full. 🤷‍♂️

frosty owl
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Answer to both: output them. User will have to deal with the "overflow"

wicked tinsel
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due to how primitive the game is overall, i dont think factorio's circuit network would fit at all

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there is nothing to control really, maybe only water input into alu production

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the only thing i could potentially see as controllable is disabling nuclear powerplants when they idle

burnt wraith
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like biomass burners?

wicked tinsel
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yeah

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current design is pretty damn bad

burnt wraith
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I think a lot of people prefer consistency over efficiency

wicked tinsel
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not sure what that means tbh

burnt wraith
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for example sinking

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some people use the sink to make sure the machines run 100% of the time

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but when you sink items, you aren't using them for production

wicked tinsel
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its a design problem that sole existence of sink produces

wicked tinsel
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concept of sink throws away large part of game and makes a lot of things trivial, imo

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but its too late to fix design mistakes

earnest glen
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well, it cope well with the infinite resources

wicked tinsel
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imo, if getting rid of shit needs to be a core game mechanic, then it should be delegated and limited to space elevator

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then it would actually make sense setting wise and offer for interesting factory designs

burnt wraith
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I think the sink should stay as is

remote flame
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Once you cap every node in the game, sink all the outputs. Satisfactory cookie clicker, watch the numbers soar and get doggo statue along the way

oblique hollow
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the alternative to sink is everthing people did before: store all the shit and then empty containers

burnt wraith
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you can let things back up, and when they are needed they start flowing again

oblique hollow
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i mean, a lot of people's solution to clogs isnt "let me reuse this somewhere "

its to drag it in the trash can

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due to endless resources alone, there is simply no incentive to recycle things normally.

package and unpackage is a different story, as thats continuous

remote ice
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hmm. Well, i'm certainly finding some interesting things here

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but not yet how to get the full 1200 items/s out of a miner

median heath
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You can't without cheating.

remote ice
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you can with cheating? What is 'cheating' exactly?

burnt wraith
median heath
remote ice
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ah, yeah i agree those feel like cheating

median heath
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1200 was set before they knew that 780 would have issues.

remote ice
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ofc with mods i could just add a 400000 item/sec belt or something

median heath
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So it will be addressed prior to 1.0

remote ice
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i think there's, possibly, a way to get the 1200 items out though. It's just tricky

median heath
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Not without cheating.

oblique hollow
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base game (no editors, nothing) its not possible

remote ice
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well hear out my thought process here. If i can find a way to put a splitter directly onto the miner:

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that might get you the full output. There's no belt in the way to limit throughput

burnt wraith
remote ice
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and i get that, but what i'm saying is i'm searching for glitches that will allow it, and i've found things that at least seem to be along the right track

frank mesa
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I hear an idea for a mod

burnt wraith
shadow prairieBOT
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Ask for mods over at the [official modding discord](#welcome message). - <3 @median heath

median heath
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^ @frank mesa

remote ice
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you're sure? because i've found a way to stick a splitter at the beginning of a belt leading in to the miner

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which results in very strange things like overlapping belts, but no max output yet

frank mesa
burnt wraith
median heath
earnest glen
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if there's a belt, and it must be somewhere, you're limited.

oblique hollow
median heath
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@remote ice again, it is something they are going to address in a future update.

frank mesa
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Adding an extra output on the Mk3 miner is one of the options being looked at

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The other is rebalancing everything

wicked tinsel
oblique hollow
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i mean if it wasnt called the sink but the "Ficsit Item Exchange Booth" where you "trade" items for coupons, wouldn't it be the same?

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where you fill up a meaningless "research" bar

wicked tinsel
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nah

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imo, it should be integrated with space elevator

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then it adds a reason to have interbase network, it actually adds an use to elevator

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and adds possibility to play the animation more than 3 times

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and is consistent with game theme too

oblique hollow
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endless elevator parts or similar are still a possibility

frank mesa
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Elevator parts for coupons

wicked tinsel
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it would also add reason why waste cant be deleted, which is completely arbitrary in current design

ornate shoal
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what if space elevator worked like current sink and sink would just allow shredding items for no points

wicked tinsel
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yeah, that also works

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currently, game is somewhat designed around sink so you cant really do anything about it anymore

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its too late to remove shredder

frank mesa
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You could still have a overflow that way for powerplants, when the resin backs up it gets shredded

ornate shoal
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i don't think it's too late

oblique hollow
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sink is an interesting design decision.
what CAN be done however is restrict more items later on from getting sunk

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like.... maybe exclude all elevator parts?

wicked tinsel
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you cant even make turbofuel without sink

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its super integrated into game design

oblique hollow
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everyone regards it as trash

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unless they WANT the plastic or rubber

wicked tinsel
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you literally cant do anything with polymer resign if you just want power

oblique hollow
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yeah. so use it for production elsewhere

wicked tinsel
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you can convert it into plastic which gives you .. other thing to shred

frank mesa
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I actually use the resin for rubber and plastic 😂

wicked tinsel
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sure, i do so too

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but this isnt feasible without shredder anyway

oblique hollow
wicked tinsel
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since if your main factory stops working for some reason, your power will crash

frank mesa
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But there's a smart splitter and sink involved

wicked tinsel
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ye

oblique hollow
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a limit on the amount of sinks you can build would be.... interesting

wicked tinsel
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sure, you would like to prioritize plastic from power plant, but .. there is no priority merger 😄

oblique hollow
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but thats not before 1.0

wicked tinsel
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well played

burnt wraith
oblique hollow
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wrong for 90% of stuff above tier 4

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since there you enter byproduct land

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buuut it does show that resin deserves more love

burnt wraith
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not if you build it a certain way

oblique hollow
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which will hopefully be fixed with that recipe overhaul/rebalance they plan

burnt wraith
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I wish you could turn resin into coke

oblique hollow
earnest glen
oblique hollow
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Priority merger is the same kind of cheap-out solution that a sink is to overflow

wicked tinsel
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imho, the root problem is, a lot of people., you included, only think about end result and never process of getting to it

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if your end result is 100% efficient factory and you will build it in one go, then obviously, none of this matters

frank mesa
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I actually find resin could use a bit more attention, it does yield a fair amount of rubber/plastic, especially when used to feed recycled rubber/plastic, it's also where one really needs to get the numbers right

wicked tinsel
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but this is also how we got to the point that nuclear powerplants run at 100% efficiency always

oblique hollow
frank mesa
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In a combined power and rubber plastic plant

wicked tinsel
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and you are forced to build ahead

oblique hollow
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if we wanna talk about the inbetween steps, then yea
what are you gonna do about that poly resin if sinks arent a thing?

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container sure works for.... however long

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until you find a use for the resin

wicked tinsel
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honestly, i would add more recipes that use it for something

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its resin, so use it for some glued * recipes

oblique hollow
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that i agree, resin is underused

wicked tinsel
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glued frame, glued plate, glued whatever

oblique hollow
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always has been

#

but that also means that you now start with the heavy interconnection again

#

now you need to to stuff with the glued whatevers

wicked tinsel
#

the other solution would be to have some basic oil processing that doesnt make resin

burnt wraith
#

that exists

wicked tinsel
#

less efficient but still working

oblique hollow
#

no. you will never take resin away from meeeeeeeeeeeeeeeeeeeeee

wicked tinsel
#

also tbh

oblique hollow
#

heavy oil i can see being easy, because coke

wicked tinsel
#

resin seem like rather outlandish thing

oblique hollow
#

its not that abstract

wicked tinsel
#

i dont recall oil processing in real world producing something like this

burnt wraith
#

the basic oil -> plastic+HOR doesn't give resin

wicked tinsel
#

sulfur yeah, but resin?

oblique hollow
#

there is petroleum resin

#

and that is a thing that gets left behind from distillation of fuels, afaik

#

not the same, buuut resin

median heath
#

@oblique hollow when you can check dms and tell me if I am an idiot or not it would be appreciated.

oblique hollow
#

yes, ill get to that

median heath
#

If I am right it gives me a bunch of ideas..

oblique hollow
wicked tinsel
#

i mean

oblique hollow
#

its a bit of a reach with the polymer part

#

classic dyno

wicked tinsel
oblique hollow
#

oh i know that chart

#

and its not complete

#

its a simplification

wicked tinsel
#

well yeah

oblique hollow
#

of course it leaves out all the details

wicked tinsel
#

but out of all things that could be produced, they went for some random stuff 😄

oblique hollow
#

asphalt is a choice of course

#

but i guess they wanted a split between heavy fractions and light fractions

#

The Fuel Recipe correlates to the diesel fraction. which leaves (probably) light fractions like naphta and such

#

aaaaaand naphtha, with some more processing, yields polymers

#

so i guess resin is simply their "light oil fraction but solid" solution

#

and they ditched sulfur cuz sulfur nodes

#

and making sulfur only from oil would make oil even more of a pain than it needs to be

#

severs that interconnection some more

#

if they went with real numbers, 95% of oil would only be fuel power anyway

#

all things considered, making resin is no magic

#

its a complex process compressed down into one machine

#

because no we do not want to get into real refinery stuff

wicked tinsel
#

i mean, yeah, that might had been it

#

or, given that its a factorio clone, they probably tried to clone the oil processing from factorio, that used to produce stuff you had to store for time being (ie. what heavy oil is here)

#

but then factorio discovered that its a crap design and changed it, and we got left with old design

oblique hollow
#

you do not have to store heavy oil. Did you forget coke exists?

#

they rather went with a different approach than factorio

they compressed the plastic production part, but gave us a more realistic bottoms distillation part

#

heavy oil to coke or fuel

#

and you can burn the coke in coal gens

#

which is, from what i can tell, the intended solution before you unlock fuel gens

#

Oil to Plastic Rubber, Heavy Oil to Coke, make Power

#

and that makes sense realistically too

#

or of course using coke for aluminum or steel

#

while factorio went with the simplified route of
) Gas Oil
) Naphtha
) LFG (or simply Refinery Gas in general)

Satis went with multiple choices

  1. Condensed light fractions (Plastic / Rubber) plus gas oil
    -) Gas Oil then going into Coke or Diesel, we even have a Hydrocracking Recipe (Diluted Fuel)
  2. Diesel plus condensed light fractions (Resin)
#

overall, having played both now, i vastly prefer Satis Oil.
Factorio Oil is rather monotonous. Yea it has Coal Liquefaction, which is cool, but its not necessary for us

wind spade
stray pagoda
#

Someone who has done the math, how much does 1 packaged liquid is worth; context: to create 10 fused frames you need like we 1250000 (give or take a 0) I have packaged nitrogen but how many tanks is 1250000

proven prawn
stray pagoda
#

Yeah exactly lol that's not it

#

I think I used around 100?

#

Honestly not sure, that's why I'm asking for someone who already may know

proven prawn
#

opps its 240 to 1 ration lmao

#

i was looking at the bottom number only lmao

stray pagoda
#

So you telling me that 1 tank has "240 nitrogen gas"when it comes to the to do list?

burnt wraith
#

I thought 1 package was 1m^3

stray pagoda
#

Yeah yeah

#

But in the to do list, if you add a fused frames

#

It will show this huge number

burnt wraith
#

and I thought 1 fused frame was 25 nitrogen

stray pagoda
#

Yes when you see it in the blender

oblique hollow
burnt wraith
#

so 10 would be 250 packages?

stray pagoda
#

Ah so there's the answer

#

1 tank is 1000

#

When it comes to the to do list

oblique hollow
#

for packaged gas, one tank is 4000 liters

#

it compresses gas

burnt wraith
#

ah

stray pagoda
#

God

oblique hollow
#

instead of the usual 1 m³ its 4 m³

stray pagoda
#

Liquids are dumb

oblique hollow
#

fluids*

stray pagoda
#

Lmao

oblique hollow
proven prawn
#

right so my math was right as 80 tanks supply 320 a minute, so 1250000m3 of liquid nitrogen would be the number i stated, not that it matters as there isnt that much nitrogen on the map

#

though 10 requires the 320 or 80 tanks so idk where they got that number from hmmm

wintry lily
#

Anyone use paper and pen to make their own calculations or do most people use online tools? I prefer the idea of doing things myself. Making my own tables of items as and when I encounter them so I don't get overwhelmed

burnt wraith
burnt wraith
#

though it was handwriting on a tablet not strictly pen and paper

wintry lily
#

I'll be using Excel so it's more a figure of speech than a literal 🙂

#

I'm at beginning and now calculating how to create a small but efficient rotor factory now that I have thousands of screws and rods.

remote ice
#

huh. So looking at the Cooling System recipes, isn't Cooling Device basically a straight downgrade?

#

costs more heatsinks, costs a motor per Cooling System instead of 2 rubber...

#

only upside is less nitrogen required and no water required

#

and nitrogen is kinda plentiful

oblique hollow
#

not really

#

12000 m³/min max from what i remember.

#

and most recipes consume straight up 240/min or 120/min

remote ice
#

hmm. I guess it does have lower WP on the wiki. Still seems like a lot of iron usage, though

wind spade
#

sfTools prefer it, so I guess it is part of more resource efficient path 🤷‍♂️

proven prawn
remote ice
#

but iron is used for a lot of stuff. Nitrogen has three uses: This item, fused frames, and uranium reprocessing

burnt wraith
#

I just like it because no water

remote ice
#

yeah having to run 2x pipes is a bit of a headache

thorn bane
#

iron is super free cause of steel recipes
unless you use insane amounts of iron wire

proven prawn
remote ice
#

that's fair i guess, refinery recipes are pretty great

#

if a little machine intensive

proven prawn
#

also look at thermal propulsion rocket, wont be able to get above a certain amount without cooling systems, thats one clear example in which the alt really shines

#

but like many recipes its a trade off, but in terms of other production lines the trade off can be worth it depending on end production goals

thorn bane
#

default is alot less buildings though

frosty owl
proven prawn
# thorn bane default is alot less buildings though

while true, in terms of overall production heat fused frames and cooling devices are better for making more thermal prolusion rockets, but yes you can consider additional building as part of the trade off

wind spade
frosty owl
#

So what?

#

For all you know, one could be merging the output with the overflow from the inputs already anyway... There's such people like that...

Still, it's something very easy to account for. Just a but if overflow going "through a machine" instead of a splitter (getting rid of the internal buffer)

proven prawn
#

well also because those systems were never stable even before that little feature was know, because of the other obvious reasons, now its just even more un-stable hmmmm

wind spade
proven prawn
#

not to mention i can see absolutely no scenario why would want to do that

wind spade
#

was a discussion after a suggestion to add "something like factorio's circuit network"

frosty owl
#

To me, that one point seemed pretty straight forward and not conflicting current game's design

proven prawn
#

well if one was to code it would be as simple as dumping the items into the output belts, but i cant see the real use case so idk why to implement it

#

about the only thing you could do without majorly changing the games design anyways

#

alternatively they could add additional internal item buffer and supply keep the items inside them, that would be a option also

frosty owl
#

You'd need more context to know why we're even talking about a machine duping inputs through its output...
Try following the chain replys

proven prawn
#

wait dont items dupped on splitters stay on the belt they are attached to🤔

frosty owl
#

"duping" as in "throwing away on a belt"

proven prawn
#

beyond the obvious sink method etc

remote ice
#

speaking of circuits, i had a interesting thought for a good usecase for them (that i can't do)

normally you build factories to make one thing or the other or some specific mix, right? Well, what if i wanted more flexibility. I want to be able to decide on-the-fly to make thermal propulsion rockets, or nuclear pasta, or 50/50 or 20/80 or etc

Well, if i want to do that switch with a set factory, i would have to rebuild half of the factory if i want optimal efficiency. I need to use different alt recipes everywhere to maximize production, because the products use different ratios of stuff.

Or, if circuits existed, I could get fancy and have all the alt-recipes already set up, and calculate and distribute resources to them on the fly...

frosty owl
#

☝️ this was what I was arguing about @proven prawn

remote ice
#

if we're comparing Satisfactory and Factorio, Factorio pretty much lacks alt recipes entirely. There's one best way to produce a thing. Satisfactory doesn't, so if you want maximum production from fixed resource inputs you gotta go switch around all the alt recipes to get as close to the required ratio as you can.

Circuits could let you do that.

proven prawn
# frosty owl ☝️ this was what I was arguing about <@266595345167810561>

well to attempt to answer this theoretical scenario, my previous suggestions would apply, and also would apply for splitter inventory, with additional coding so the machine would still accept those items for inputs and then either keep them in internal buffer or put them output buffer, so that logic follow to deal with that also

frosty owl
#

Holding them in inventory until the recipe using them is selected again would lead to unbalanced storing capacity

#

In other words: OP storaging

remote ice
#

why not just a "purge mode"

#

when you switch recipe, all items in the machine go out the output belts.

#

sorting them out of the output feed is up to the user

#

and if the hypothetical circuit network had a way to control programmable splitters, you could potentially get the inputs of the recipe from the machine and relay that to the splitter

frosty owl
remote ice
#

so if you switch a smelter from copper to iron, you detect the copper ore input via the circuit (or just preset it), set the programmable splitter on the output belt to filter copper ore to the side, switch the machine, it dumps both copper ingots and copper ore out the front, and then switches to iron ingot production

oblique hollow
#

the question is why EVER switch recipes

remote ice
#

giving people tools.

oblique hollow
#

for?

remote ice
#

for building factories

frosty owl
#

Factory auto-reprogramming, if I got things right

oblique hollow
#

tools for disaster it sounds like xd

remote ice
#

let us not speak of what LetsGameItOut would do with tools this powerful

#

that way lies madness

oblique hollow
#

the issue i have is this ignores all sense of ratios

frosty owl
oblique hollow
#

you just essentially overbuild factories and then logic-mangle them together

remote ice
oblique hollow
#

on a scale of 1-10, how niche is this

#

cuz there are general tools and then there is the PhD Redstone Engineer tool
(middle grounds dont exist xd)

remote ice
#

hard to say, honestly. In general, circuits give you a general-use tool for doing stuff that's currently really hard. Namely, controlling parts of your factory intelligently based on other parts of the factory

frosty owl
remote ice
#

like, as a really basic example, aluminium production. Circuits are a prime use case for controlling that water, and right now you gotta use this wonky thing based on really specific fluid physics to get it to work right.

oblique hollow
#

right, but the question is how generally useful are dynamic factories when you have mostly static in and outputs

remote ice
#

if logic-accessible machine recipes are the only feature of the circuit network, do not bother adding the circuit network

frosty owl
#

Why is it "wonky" if it works and follows the game's principles?

remote ice
#

this is not the reason to add a circuit network, it's a reason. It's one feature that would help build up a comprehensive and useful game mechanic

oblique hollow
#

because "pipe system bad, nobody understands why the VIP works. and how"

#

i dont get why the VIP works

#

it just works ™️

frosty owl
#

It's perfect

Though it needing to be almost always "picture perfect" can be a bit annoying

remote ice
#

also it's kinda bad if the devs make a minor change to fluid physics and risk breaking all aluminium production in every player's world

oblique hollow
#

they like doing that simon_smile

#

its not like they shy away from breaking our factories

remote ice
#

fair

frosty owl
#

Game gotta better

oblique hollow
#

aluminum has many tools for the water though

#

wanna know the easiest and most accessible one?

#

overflow coal gens

#

you got coal or coke RIGHT there

#

feed part back, overflow to coal gen

#

coal has very limited use after steel anyway

#

ive never heard of someone running out of coal

frosty owl
#

Have you ever heard of someone running out of steel?

oblique hollow
#

also not

remote ice
#

though aluminium's not the only place you could use circuits. Circuits are good for anywhere you want to say "I want X to happen, but only if Y."
"I want to disable iron alloy ingot if i get low on copper because i took too much copper sheet from construction storage."
"I want this train to pick up from the Fine Concrete factory only if we have a excess of quartz crystal, otherwise go to the normal concrete factory"
etc

#

it's not something absolutely needed, no. You could technically get around those scenarios in a less flexible way, or just wait. But it's a new tool in a sandbox game, a tool that lets you do things you can't really do well with anything else. That's a good reason for it's existence.

frosty owl
slow falcon
#

I translate this page on Wiki now, and I have one question to everyone, since this channel called "math..."
what the heck is "exponent factor"?!

slow falcon
#

so that's what it's. thanks

proven prawn
#

and then everybody is like...so why is all of my production stopped and my water backing up, new feature timejace_smile

remote ice
#

it is kinda funny to me how Aluminium is a shining example of those recipes that exist to make you delve into more complex resource sorting/prioritization mechanics, like how Kovarex Enrichment pushes you to use splitter priority stuff or circuits in Factorio

#

and then we have nothing like that for fluids at all so use fluid mechanic jankyness instead

proven prawn
analog valve
median heath
#

Anyone want to guess what flowrate distribution is?

#

Another fun one 🙂

#

Now THIS is interesting.

boreal cypress
#

you know, that you missed the bottom pipe in pic 2/3?

median heath
#

That's on purpose. Simulates that line being "full" so you're going into overflow mechanics.

#

Which is what makes 3 so interesting.

#

If the input is bottom and the bottom line fills, it bumps up BOTH LEVELS.
If the input iis mid and the bottom fills it just goes 600 through mid.

proven prawn
stark bronze
#

have they revealed their final stance on it yet

proven prawn
stark bronze
#

grr streams

proven prawn
#

just breath and live in the twitch streamshehe

stark bronze
#

marv to the rescue

proven prawn
stark bronze
#

already looking through all of it sf_steve

frosty owl
vapid gorge
#

Oh overclock? Darn

proven prawn
vapid gorge
#

Pretty much everything in the game is a trade off, now there’s no reason to not.

wind spade
proven prawn
wind spade
#

so it went from "underutilised" to "you won't ever have extra shards"?

#

also I feel like it was in pretty good shape at that point

proven prawn
#

well u6 is about exploration, or in this case the new found quest to find all of the slugs for all of the power shards you now wanthehe

oblique hollow
#

you guys say that its the new meta, but will you all actually overclock everything? i doubt it

wind spade
#

not everything, but groups of machines that are >2.5 machines

oblique hollow
#

overclocking is reappy now just a way to compress huge setups.

#

and that taking shards is fine imo

#

"i dont wanna build that much" so you overclock now

wind spade
#

shards are still infinite though right?

oblique hollow
#

but keep in mind that belt limits exist

oblique hollow
wind spade
#

no idea 🤷‍♂️

oblique hollow
#

then its about darn time someone finds out

#

if its one shard for every x hours on average, and you have like 6 dogs, i dont consider that op

#

it just means you cant always overclock when you want to

#

because no way will you ever have all the shards you need right when you need them

proven prawn
remote ice
# oblique hollow if its one shard for every x hours on average, and you have like 6 dogs, i dont ...

REUPLOADED, this is the old unlisted one. Only difference is i fixed the beginning that VLC chopped off.

Give me the power slugs.

Uses 126 Lizard Doggos (out of 129 obtainable in Update 5).

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...

▶ Play video
#

(funnily enough, i don't so much want it for building less. I'm overclocking everything for performance's sake - 2.5x less machines, 2.5x less belts (ish), etc)

oblique hollow
#

aaaand how many hours did that take to make?

#

from 126 doggos

remote ice
oblique hollow
#

1400 shards for.... 6? 8? hours of continous game uptime

#

completely ignoring the tike it takes to find and gather all doggos of course

vapid gorge
remote ice
wind spade
#

I'd consider that "modded" tbh

oblique hollow
#

ah yes, "automation"

vapid gorge
#

Ah

remote ice
#

i mean, if devs want to add a feature where the only automation method is external mouse and keyboard...

oblique hollow
#

and yes scripts are external tools, so this isnt a true vanilla experience

remote ice
#

eh, it's as close to automated in vanilla as possible then

oblique hollow
#

how long did it take to set this up

bronze barn
#

Do I even want to know how you'd go about getting them there

vapid gorge
#

I just added hundreds of them in SCIM. Cbf manually doggo farming

remote ice
oblique hollow
#

also, you spend 8 hours of doing nothing for this. which is a pretty big investment just to later overclock 466 machines

#

so im. not sure anyone would do this

wind spade
#

there's so many people that afk every night

oblique hollow
#

yeah but setting up autoscripts

#

its your issue honestly if you prefer wasting irl power for funny game points

remote ice
#

finding and retrieving all the lizard doggos on the map took approximately 31 hours of gameplay. Additionally, 3-4 days of coding and wrangling modding tools to create a map of all lizard doggos to actually find them.

Setting up the farm, coding the AHK script... probably not more than another 10 hours?

oblique hollow
#

roughly 80 hours then

remote ice
#

doing this is cheaper than buying a $3,000 dollar gaming rig that could handle it

oblique hollow
#

just to get 3 shards / min

wind spade
#

the "map of all doggos" step is one-time though. Now it's available for people so it's not a cost

oblique hollow
#

if we go by all this, a doggo roughly generates 0.02 shards / min

#

thats just assuming you get 1400 shards every 8 hours

#

which of course all depends on what Buggy's sleeping habits are jace_smile

bronze barn
#

I mean sure, if you're already afk'ing your 8 hours a night, it's better to do that

remote ice
#

^

bronze barn
#

But I'd honestly rather just exit and close the game

oblique hollow
#

yeah ill never bother with doggo farms

remote ice
#

again, hard computational limits

wind spade
#

tbh if you're at the point where you want to play SF as idle game, I'd rather just spawn the required resources in via a save editor or something

oblique hollow
#

and neither will the common player

#

im never going to reach any kind of game limit either

remote ice
#

this is not just to save building time, this is so i can actually physically build the factory i want to build. This was all a required step.

oblique hollow
#

so for a majority of players, infinite shards dont exist and linear OC is nice, but shards are still exploration stuff

#

all in all this is neat for everyone and people with large saves will do anything to serve the machine and keep it working

#

soooo i actually see no nothing wrong with linear OC

frosty owl
frosty owl
slow falcon
frosty owl
oblique hollow
#

good luck with your 1 Slug per Hour doggo farm.

remote flame
#

As long as you all are overclocking oil nodes, you will pass as normal. The sociopaths underclock them 👀

oblique hollow
#

i do neither simon_smile

#

chaotic neutral

median heath
#

That's neutral

#

Chaotic neutral is under and over clocking all of them but it still has the same output total as if you didnt.

dull bolt
#

I'm probably more to the Chaotic evil...

thorn bane
#

yo thoughts about a setup like this for alu?
it limits the bauxite intake to 300/min and then smart splits it to a recycled water refinery and overflow to a freshwater refinery
this way if there is for some reason more water in the buffer, then the recycled water refinery will take all the bauxite, starving the freshwater refinery, resulting in a net negative water system

frosty owl
#

Seems familiar
Should work as detailed 👍

thorn bane
frosty owl
#

I'm a bit familiar with that refining area

boreal cypress
#

whats a VIP?

thorn bane
remote ice
#

are there performance reasons to use <MK5 belts? Do they tick less often or something like that?

frosty owl
#

I think it would make sense for low-tier belts to require a bit less CPU-power than high-tier ones (for the same items/min)...

||(Speculation) additionally, since items would spend less time in/out of splitters with high tier belts, using all MK5 might help against the duplication bug on load.||

mint sedge
#

I have a recycled rubber plant, and wanted to build a "priority merger" of sorts so that the plant output only feeds back into the input when there is a shortage of rubber coming from the polymer resin refineries. Otherwise the rubber output would 'overflow' and continue as output.

I have implemented this with a cascading series of splitters and mergers, a bit like we used to make for overflow splitters before we got Smart Splitters.

Is there another way to do this? This idea being that I want the max. fuel to be consumed, so that those blenders don't back up the HOR refineries and crimp my coke production

burnt wraith
#

a container is a priority merger but you are bottlenecked to 2 belts

storm crown
#

I like smart splitters but until you get them decrease or increase production in buildings to not have overflow

boreal cypress
burnt wraith
mint sedge
sand epoch
mint sedge
#

You still need to merge the lines, and they merge 50:50 from each belt.

sand epoch
#

Right, and when it backs up the SS will overflow regardless of source. Problem solved

mint sedge
#

Ah I'm with you now, have both overflow and not care which source the rubber originally came from (recycled or polymer resin)

#

Thanks!

oblique hollow
#

container rules are absolutely inconsistent

frosty owl
wind spade
frosty owl
#

ISCs can actually be used to make reliable priority mergers (the on/off kind, no 99.99% priority shenanigans). Need at least 2 containers and a couple splitters + mergers for one contraption iirc

frosty owl
#

I'm a bit lazy right now... Could you try looking it up on Reddit? 😅
Iirc the title included "priority merging" and either "ISC" or "CONTAINER"...

wind spade
#

only "reliable" priority merger I know of is using vehicles/trains

wind spade
frosty owl
#

It is, for both input and output. I had to take that into account when priority-merging ("traditionally") stuff back to ISCs for unloading stations

#

That just adds a few extra steps

wind spade
#

well... it does have some priority, but the priority is semi-random and can change when loading/saving/lagging

#

basically it depends on load/save order, build order, belt mk and some other stuffs, at least based on tests that were done for that

frosty owl
#

I haven't noticed changes (I also never touched that beltwork after setting it)
Nor were they mentioned in the post

wind spade
#

and given that you need a priority merger in places where not merging properly would break your factory, I wouldn't rely on a contraption that may break.

frosty owl
#

To give an example: some of my priotiy-merged lines needed an overflow to be added so that I priority-merged on both ISCs input (bottom had priority for me), others were fine with the single priority input (throughput reasons). If the priority changed, the latter I mentioned would risk backing up due to too little merging power "

wind spade
#

from wiki

An Industrial Storage Container usually prefers the belt that is built first, but it can switch priority after a save-load. As it does not balance either the inputs or outputs, this can lead to strange behavior and unevenly dispensed items.

mint sedge
#

I like Zedisious' solution (smart splitters on input and output, works in this case as it's the same part). Also it handles overflow in case of the input backing up, and also helps start the system by priming all of the output back to the input until the input buffers are full. It's quite elegant

wind spade
#

another way to do "priority input" is to just have the input go straight into buildings

#

so e.g. for residual rubber, you just put that rubber directly into X refineries making recycled plastic (X being the exact amount you need)

#

that way you have guaranteed that the rubber will be always processed (as long as you have fuel ofc)

mint sedge
#

The issues in my case are they I can't have the resin or fuel back up. By using the overflow above I can be sure that the rubber plant will consume both rubber and fuel at its maximum rate

wind spade
#

well with my solution you could also prioritise fuel to the machines that need priority 🙂

proven prawn
wind spade
proven prawn
wind spade
#

three train stations. One loads items, two unload. Train loads everything it can in first station and overflow gets unloaded to second station. Priority merger works very similarly (two load, one unload station)

proven prawn
# wind spade three train stations. One loads items, two unload. Train loads everything it can...

im not sure im 100% following but i think the idea is one train station is the priority and the unloading logic could be exploited so only one train ever can unload somehow, not exactly sure how I would set it up though, though it seems like it would useful for my usage cases in which the priority merge is always at full capacity anyways, aka always fun, and then i would just have to figure out how to properly setup the train logic for the unloading and loading and trains to get the proper behavior maybe hmmm

wind spade
#

there's one train that loops through those three stations

still trout
#

or, maybe, just 1 smart splitter to do the job?

wind spade
#

which is the same thing just inversed

#

two loading stations, one unloading

proven prawn
# wind spade

I would setup it like low priority input station 1, high priority station two, unload station, the high priority would be a full unload and wait operation, the low priority would do a full unload or wait operation, the waiting conditions i think would be critical to getting it work properly, because it would make the low priority never be able to unload, aka the system is already in full saturation and the high priority can always as the and operation on the waiting condition forces it to always do so

#

i think in theory that would allow a 100% priority merger hmmm

wind spade
proven prawn
# wind spade I think just this with no specific conditions for trains would work as well 🤔

hmmm i dont think so, because if the low priority was set to full unload and wait, the low priority would go into the, lets call it priority output station, aka the items you dont to into the line if its already saturated, remember for priority mergers you want all of one line to be used before the other, so setting the proper waiting conditions with and/or waiting conditions would be key to getting proper behavior

wind spade
#

there's just one output 🤔

proven prawn
# wind spade there's just one output 🤔

aye but remember we would have to have two trains one for each station to get proper behavior and we cant have them having the same waiting conditions for unloading, otherwise we dont get the priority merging behavior we are looking for.

wind spade
#

no, there's just one train

proven prawn
#

hmmm then i totally dont understand how that would work, as all of the items would be getting unloaded then

wind spade
#

priority input (load) -> underflow input (load) -> output (unload)

#

the point is that if the train is full from first load, it doesn't load anything in the second station

#

so it only loads in second station if the first station fails to provide enough items

proven prawn
#

hmmm so there would be two setup options in this case that would both work🤔

#

yours does seem to be better overall though as it reduced complexity and only requires one train hmmmm

wind spade
#

it works on manifold-like functionality, the train gets full, output station gets full and only the required amount is unloaded to output, hence only the required amount is loaded in the input

proven prawn
#

hmm yeah that would do it alright for a priority merger with trains at 100% it looks like, a simple and elegant design that does the job, though its main downside is of course its size because it requires trains, but for setups that need 100% priority mergers that would be a definite solution to the problem hmmm

wind spade
#

you can also use vehicles instead of trains

analog valve
#

I’m going to try this. I have a spot where I overproduce a few resources and wasn’t doing well balancing

median heath
#

Fluid Dynamics Testing

#

@oblique hollow Tell me if there is anything we didn't already know 🤷‍♂️
Going to do the same tests with mk1's then upload all of those.

crude coyote
#

you should really do a Youtube video with that

median heath
#

Eh. The summary basically comes to "mk1s behave better when doing variable output"

#

Mk2's are fully capable of pushing 600 though.

#

Could make a fun reddit post though...

#

Need to test some VIP stuff because this is all VOP setup.

#

Oh this is a fun interaction!!

#

First 2 images after VIP.

crude coyote
#

are you telling me... my Mk2 VIPs have never worked 😮

median heath
#

Depends on how you do them?

#

This is testing double-junction setup.

#

Not having 2 junctions changes how they work. (Will get to that in a bit)

#

@crude coyote found out why it happens. Photo uploaded.

oblique hollow
boreal cypress
#

@proven prawn wasnt the name slechtvalk before?

oblique hollow
#

wait.....
this all gave me an idea

#

something i should have tested before

median heath
wind spade
# wicked tinsel

in factorio it's at least needed. in satisfactory it usually isn't

oblique hollow
#

priority merging is a luxury

remote ice
#

its not 45 degrees, IT'S NOT 45 DEGREES

#

oh wait i flipped the angles

#

All better. Except for NOT BEING A RIGHT 45 DEGREE ANGLE MY BUILDS AAAAAA

median heath
#

?

#

90 = right angle.

remote ice
#

seriously though, there goes my plan of nestling a wall up against those borders and building there. I guess the northern ocean is still all right angles and free real estate

versed violet
#

You wouldn't be able anyway, because we're limited to 10deg rotations, so either 40 or 50 degrees.

#

[Joking, we can now do a 45 degree turn on foundations]

remote ice
#

Good news though, the other one is basically 45 degrees

swift robin
vapid gorge
swift robin
#

it's the factorio splitter, a wonderful machine

#

you can set both priority inputs AND priority outputs

boreal cypress
#

ez, compact and have alot of functions

swift robin
#

the satisfactory splitter is pathetic in comparison

boreal cypress
#

dont forget how long it took that the splitter in factorio have those options

swift robin
#

dont forget satisfactory devs could have just followed the example but noooo

vapid gorge
#

You gotta work for your priority output/inputs.

swift robin
#

actually no

#

the devs need to

tropic hawk
tropic hawk
vapid gorge
analog valve
vapid gorge
# analog valve I can do something like this with smart splitter, no?

I think with an extremely complicated set up of splitters and belts? Depends what you want to do I think.
I've seen some set ups for something thats probably similar and I find it an interesting thought problem to solve but I think there are very few instances where it's not much simpler to avoid the situation entirely

fresh mesa
#

I am debating on oc'ing to 200 % on a pure coal node to feed more than 8 gens. How much can I attach to it? 12?

#

although honestly, I have currently 8 gens being fed by 4 WE on a normal OC 200% node. Once I have the 8 filled up, can I not add a couple more?

vapid gorge
#

having 64 coal gens before hitting fuel is a pretty solid number I find

fresh mesa
#

64 damn...

vapid gorge
fresh mesa
#

steel is my next stop

vapid gorge
#

Grassy fields?

fresh mesa
#

Jungle but I expanded out into desert

vapid gorge
fresh mesa
#

there's one pure and 2 normal nodes near me

#

yeah

vapid gorge
#

ah yeah the ones on a small lake with cliff sides?

fresh mesa
#

that's the one

vapid gorge
#

Hmmm that should be 3 pure 1 normal there. Must be thinking of a nother spot

fresh mesa
#

What I don't understand is why my last two gens are struggling to fill

vapid gorge
#

are your 3 water extractors using only 1 pipe?

fresh mesa
#

water isn't the problem, it's coal

vapid gorge
#

You might have a lower mk belt segment somewhere

#

or you might not have clocked your miner right

fresh mesa
#

it's clocked at 120 ppm on a normal node

vapid gorge
#

it's very common

fresh mesa
#

they're all mark 2, lift is mk 2 as well. The first three belt sections are full but somehow the last is slacking behind

vapid gorge
fresh mesa
vapid gorge
#

like the 2 end ones?

fresh mesa
#

yeah

vapid gorge
#

ok well fill the last few manually, then come back and check if you're still having issues after it ran awhile

#

if they end up starving again then there's a deeper, probably really simple problem happening

#

If it's stlil a problem build an observation tower and take some arial shots. Easier to troubleshoot

fresh mesa
#

yeah

frosty owl
vapid gorge
frosty owl
#

If they need 120 coal/min and the input is a MK2 belt and there's not water issues... That sounds quite definitive to me ^^

weak helm
#

Hello everyone! I want to discuss overclocking math once and for all. It should result in a power consumption function F(clock speed).
First of all we should decide what we want. My opinion:
0. F(1) = 1

  1. Balanced setup should be optimal : F(1)+F(0.5) > 2*F(0.75), i.e. function should be convex.
  2. Underloaded machine is better to be underclocked. For example, if machine works only half of the time : 0.5*F(1)+0.5*F(0) > F(0.5)
  3. This means F(0) > 0. Stuck machine is not equal to turned off machine. It still uses some power.
  4. This means Underclocked machine spamming should be inefficient : F(1) < 2*F(0.5). It's an interesting conclusion.
  5. I suppose (4) should also be true for OC > 1. I.e. overclocked machines should be more efficient?
    What do you think?
    Accepting all of the above, EXP(OC-1) is a very good function:
    0% 37%
    10% 41%
    50% 61%
    100% 100%
    150% 165%
    200% 272%
    250% 448%
wind spade
#

F(0) is invalid, because F is defined only for range of 1-250

#

(or 0.01-2.5)

weak helm
wind spade
#

stuck machine != oc to 0

#

stuck machine can still be clocked to whatever clock speed you want, but it doesn't use the clock speed formula to calculate it's consumption

oblique hollow
#

Zero OC = disabled machine, basically

weak helm
#

Why not? We can define it this way. But I agree it's discussable. Your oppinion?

wind spade
#

it's not discussable if in game code/data there's literally defined property for "consumption when machine is stuck" 😛

oblique hollow
#

defined minimum is 0.1 MW

wind spade
#

technically every machine can have it different

#

but currently none has (afaik)

oblique hollow
#

yeah but they didnt bother

#

what is different between every machine however is idle time

#

constructor has like 0 seconds, refinery has like 6 seconds

weak helm
#

We are not talking how it is implemented right now. Devs asked for community opinion about OC math.

wind spade
#

given that they already said they are going with linear, I'm not sure how these discussions help 🤷‍♂️

#

my opinion is that current state is fine 🤷‍♂️

weak helm
#

Discussions always helps. And they only mentioned linear as an option. Until 1.0 it's not final.

wind spade
#

they said they will do linear for U6 🤷‍♂️

#

and we don't know if 1.0 is final

mint sedge
#

Just like how we will only get 4 body slots for U6

oblique hollow
#

head... body.... back.... legs..... and 6 hands jace_smile_2

weak helm
oblique hollow
#

Discussion here doesnt help as devs do not save this chat

wind spade
#

I'm saying "these should be discussed a month back when devs were still gathering feedback"

oblique hollow
#

discussion on the QA site would help

weak helm
wind spade
#

hence my point about being a month late

weak helm
wind spade
#

... what

#

I've given you constructive feedback, notified you about errors in your suggestion and said that the discussion is late for U6. I'm not deleting your messages or anything like that what would prevent you to discuss it

weak helm
#

Instead of discussing math, we discuss why we shouldn't discuss it. Great.

#

First few posts were constructive. And after that two pages of some BS that totally prevented any futher discussion and involving of other people.

oblique hollow
#

ok, math time.

im fine with linear oc because the infinite slug argument falls flat

#

at best you get 3 shards/min if you gather all dogs and use a script to auto harvest them

#

wasting your time

#

instead of building factories

#

so the next best alternative is hunting

wind spade
#

I don't like linear and it's not because of slugs

oblique hollow
#

which will hopefully improve with U6

weak helm
#

"F(0) is invalid" - true. Lets define it as a limit of F(OC -> 0)

wind spade
#

but... F(x) is defined only for 0.01 <= x <= 2.5

weak helm
oblique hollow
#

Because 0% OC is useless anyway

wind spade
#

and impossible

oblique hollow
#

might aswell put the machine on standby

#

or remove it

weak helm
#

Let's assume F is at least continuous

oblique hollow
#

thus it doesnt make sensen to include a 0% value

wind spade
#

basically F(x) is defined for multiplies of 0.000001 between 0.01 and 2.5

#

so there indeed is a fixed set of values

oblique hollow
#

due to how the game handles decimals

weak helm
#

Standby (turned off) doesn't consume power. I think, we all can agree on this.

wind spade
#

same as blocked machine

oblique hollow
#

because real machines also consume power when in standby

#

standby and OFF are two different things

#

one is a digital halt with power saving , the other is complete removal of power

#

remember: machinds in standby have a yellow light. not red

weak helm
#

wait-wait-wait. Turned off machine (red button) should not consume pawer at all.
Standby/Stuck (no input or backed up output) consumes power and is what I call F(0)

oblique hollow
#

so they consume their idle power, which is 0.1 MW

wind spade
#

also I disagree with "what I call F(0)". Because F isn't defined for 0 (and it also doesn't make sense for idle power draw to be variable based on clock speed imo)

weak helm
#

Okey, effect of red "turn off" button is another story. Let's get back to OC.

oblique hollow
#

right. 0% is still useless to use.

it doesnt produce anything, and shouldnt be a valid speed

#

because no ratio in the game, when entered in the input or output, ever reaches 0

proven prawn
# weak helm Instead of discussing math, we discuss why we shouldn't discuss it. Great.

well lets put the fact that this discussion doesn't matter as production and power is going linear for u6, I still wouldn't want your suggestion as your is basically going to result in machines using even more power if im understanding your percentage math, aka 448% would result in over 4x power usage, meaning my manufacturer would be using even more power than the current model, so basically no as machines already use enough power even with the current model.

weak helm
#

Do you agree with (1) - Function should be convex?

wind spade
#

not really

oblique hollow
#

if i take 0.2 and 0.1%, power shouldnt drop below mimimum idle power

#

it makes no sense to have that available. Especially since the game scale is MW.

You have basically no production for basically no power.

these tiny ranges should not exist at all if you ask me

weak helm
# wind spade not really

Why not? I think it's a good thing to encourage player to balance production a little. Power difference is more or less insignificant, but still.

wind spade
#

clocking to 1% is weird anyway

#

not sure what you mean by "balance production a little"

weak helm
#

more tuning -> more profit

proven prawn
#

its a solution in search of a problem, best case your only encouraging players to make machines for production at the moment, because now you have machines using far more power at idle than they currently do, so your basically forcing and encouraging a very specific type of play style by such decisions.

wind spade
#

if that is advantageous, then it discourages players from doing things like direct input with exact clock speed, because that will have more power requirement

weak helm
#

5x0.9 should be better than 4x1+1x0.5 . No?

proven prawn
wind spade
#

I don't see a reason to make it better

weak helm
proven prawn
#

at any rate it doesn't matter because the dev's have decided u6 is going with linear overclocking, so its to late to discuss otherwise at any rate

#

though i know what this means in terms of gameplay, one major impact is plutonium power is going to be obsolete and service no function, which is unfortunate

noble agate
#

It serves no purpose even now. You can produce enough power to never run out of it with nuclear and oil.

wind spade
#

you can definitely run out of power

noble agate
#

I think my pc will at least run out of fps before running out of power once my maxed nuclear plant is up

weak helm
#

we return to initial point : F(1)+F(0.5) ??? 2*F(0.75)

#

<=>

proven prawn
# wind spade wdym?

for example a late game factory at 100% clock speed uses at most up to 605gw roughly, full uranium power provides 630gw, meaning with linear overclocking you'll never need extra power anymore

wind spade
#

trains?

#

lights? pumps? jump pads? hypertubes?

proven prawn
#

no matter how i do the math, the answer is the same, linear overclocking means plutonium power serves no function anymore

wind spade
#

there's tons of non-production things that need power

#

also it assumes you use all of the resources, it's the classic local vs global resource cap

proven prawn
#

you would have to be doing some serious non production stuff to possibly even begin to consume all of that extra power

weak helm
#

global power scaling is a completelly another topic, let's not mix

proven prawn
wind spade
#

one train is 110 MW, one station/platform is 50 MW. Assuming two 1-4 trains on each route with two stations, it's 770 MW per route. 33 routes and you're already over limit. Without any hypertubes, lights, jump pads, anything like that

crude coyote
#

If only we can channel the power into increasing the UObject limit

wind spade
#

you can do that in some config file somewhere

proven prawn
weak helm
#

Humanity is doomed....

proven prawn
#

at any rate it looks like its the end of the story for plutonium powers applications, at least for now, not that i really used it but its sad to see it going into such a niche case that 99.9% of players will be like, so what on earth am i ever going to use this source of power for

wind spade
#

what I mean is that platforms and stations have fixed consumption, trains have variable but you still need to account for max

wind spade
proven prawn
#

its like your picking the worst cases and im like, for the average user that basically isnt the case

#

infact im certain thats exactly what your doing hmmmm

wind spade
#

so depending on how many trains you run, you may as well use more than 25 GW just for trains

#

and again, it's a "global vs local" argument

proven prawn
wind spade
#

210 power? that's two stations and one train, no platforms

#

where's your platforms' power consumption?

proven prawn
#

and im like, if your using even close to 25gw in your train network, im sorry you have done something seriously design wise very wrong

wind spade
#

what if you have 200 trains? am I doing it wrong because I have 200 trains?

proven prawn
#

and thats assuming you use more than one train and station per route, which i normally dont do, but lets assume the player does, but then sure you can get that number up, but i normally dont design that way unless i have a very good reason to

wind spade
wind spade
oblique hollow
#

its unfair to assume

wind spade
#

yeah I said that several times already 🤷‍♂️

weak helm
#

right and wrong ways? what?

proven prawn
# oblique hollow its unfair to assume

that still wouldn't change my assessment im afraid, because linear overclocking will still never give the player the need for the extra power, regardless of much they do nuclear or not, that scenario is definitely not changing with linear.

oblique hollow
#

and thats ok.

i do not want to inflate my dave with more power and that footprint if i want to safe space

proven prawn
#

after all what reason would the player have to use a power source that makes a byproduct they can never get rid of, especially when they don't actually need the extra power, none i can really see that makes any sense

wind spade
#

if they do only 1/10th of nuclear and need more power because their production is big, they may as well do plutonium 🤷‍♂️

oblique hollow
#

the assumption that overclocking needs some drawback is absurd because, again, shards are, by all mortal means, still limited

proven prawn
#

simply put the incentive that plutonium power once had in this setup, is basically gone

oblique hollow
#

plutonium makes waste anyway and nobody wants that

#

you burn 1/3 of uranium power just to process plutonium if i remember right

#

especially now that underclocked accelerators dont save as much power

#

also nobody ever worries about neesing to use plutonium anyway to to the low power needes to "beat" the game .

these are nonexistent issues for a majority of players

#

and by all means, plutonium can suck it for all i care. into the sink it goes

wind spade
#

there's tons of stuff in the game that you may never use but it's a option for players nevertheless. Everyone can make their own decisions what will they use

proven prawn
# wind spade if they do only 1/10th of nuclear and need more power because their production i...

but again why make a byproduct when you can simply expand your existing setup and not make a byproduct that is permanently going to be part of your world, the incentive existed before because you needed the extra power because buildings used more power with overclocking, now buildings use the same amount of power regardless of there clock settings, so that incentive doesnt exist anymore

oblique hollow
#
  1. plutonium, even in setups that needed it, will in no way ever be an issue. put it in a corner and you are done

  2. yes, nobody wants the waste.

wind spade
oblique hollow
#

plutonium is only ever an issue for people who are about to crash their game with the object limit.

#

no normal player ever had or will have to worry about it

#

unless they wish to

weak helm
oblique hollow
#

is that base 2 log?
i dont get this notation

proven prawn
#

so yeah in just over a one hour enjoy another 24000 barrels of plutonium waste you can never rid of, oh what fun

wind spade
#

it's the same over and over again - assuming people do full setups

proven prawn
wind spade
#

yes, and all these possibilities are fine and anyone can do it. The fact that only one is "meta" by your standards doesn't mean others are not valid options

proven prawn
wind spade
#

in a sandbox game everything makes sense as long as the player is having fun

proven prawn
#

just because you can go with a option, doesn't mean its something you should do

wind spade
#

why are you forcing me (or other players) to do certain options? 🤔

proven prawn
#

im not here to offer bad advise, though i cant speak for others

#

but you want to go on offering bad advise go right ahead, nobody is going to stop you

wind spade
#

better is subjective

proven prawn
#

no its not, not when its based on math, which i have already provided, so hardly subjective

wind spade
#

for someone it's better to do no waste build. for someone it's better to do build that uses local resources 🤷‍♂️

proven prawn
#

605gw<630gw, its not that hard to understand

wind spade
proven prawn
wind spade
#

...

#

it's like talking to a wall. not everybody builds full nuclear

proven prawn
#

and because you refute it your having to go off on this other tangent, so good luck with that

proven prawn
wind spade
#

I'm not saying it's better to go plutonium. I'm saying it's situational, same as everything else in the game.

#

It's a choice for player, everyone will make their own choice based on their own preferences of how they want to play the game

#

yes, for minmax meta players plutonium isn't too much of a value, but not everyone is a minmax meta player

proven prawn
#

as i was saying, will plutonium power ever make sense again sometime in the future, maybe, but not as long as the need for power isn't present, though the dev's have mentioned they may or may not keep the linear change so we'll see

wind spade
#

"make sense" is for the player to decide

proven prawn
#

605gw<630gw, hopefully normal players can see the simple logic, unlike some people....

wind spade
#

not all players are minmaxers, some just want to have fun and build what they want 🤷‍♂️

proven prawn
#

btw sense when was this channel always so opinion based, aren't we supposed to discuss math and numbers and logic, im not really seeing much of that anymore

#

gone are the days of numbers and logic?🤔

#

well im sure the numbers and logic are hiding somewhere around here hmmmm

wind spade
#

or I just don't assume that everyone is a minmaxer

#

I already said for minmaxers you're right, but that's hardly majority of playuers

thorn bane
#

i feel like the problem with plutonium is that the time consuming part of nuclear is making the plants and getting water not the actual production (if you do it on a big scale) and plutonium doesnt reduce that amount
so maybe if plutonium rods gave 5000 power instead of 2500 it would be a more appealing choice?

proven prawn
#

would have been a good idea if you hadn't gone the linear oc route, but well they did so that definitely changes things

frosty owl
# proven prawn 605gw<630gw, hopefully normal players can see the simple logic, unlike some peop...

I know I haven't read enough of the convo to say anything specific on it, but I think I have a decent example.

Trying to finish the last space elevator shipment I make one more factory and realize my power is not enough. Now I have 3 main choices:
1)Expand non-nuclear power generators: this one I'd find annoying unless I have extra oil close, as setting up diluted fuel generators can be quite quick.
2)Expand nuclear processing: this requires to either plan another factory or build another "module" of your nuclear factory... Still, lots of power, but also lots of planning.
3)Start burning the plutonium I'm sinking and set up a few ISCs. Considering my usual power usage when reaching endgame (up to 20 GW now), that would probably be <10 waste/min, an amount very easy to manage... Even more so if I plan on turning off factories after finishing the space elevator delivery.

So, I can appreciate (3) being there as it's a very convenient way to get extra power

frosty owl
frosty owl
#

Btw, I strongly disagree with your statement about makijng the powerplant taking longer than making the processing machines. I feel like that opinion stems from being used to have most of the required items already being produced by other factories (that you made long ago so it hard to "sum" all the effort taken to build that production)
On the other hand, setting up the generators is the easiest part to plan, so many will do it in bulk, having it leave a relatively stronger "effort impression" as they spend quite some time bulding just that

#

My experience having built an ores->Rods factory: the generators take 25~40% of the building time and <30% of the planning

#

I mean, just think about it this way: a single UFR manufacturer can feed 3 generators, but requires >5 additional processing machines to run (EXCLUDING miners/extractors). The generator just needs a water extractor

proven prawn
# frosty owl Btw, I strongly disagree with your statement about makijng the powerplant taking...

Definitely, thats why I'm like, no matter how you slice it making the processing machines is either going to take the same amount of time or longer than making more power plants, so even on that aspect at best its dead even, in which case plutonium still losses because the waste you cant get rid of, or worse it takes longer to build and its still worse overall, because again the waste you cant get rid of, combined with the fact that linear oc is going to get rid of the incentive to need the extra power ontop of that, yeah plutonium power just doesn't have much going for it as route I can really see any player really having a need to take in almost any situation, maybe some really niche case but I'm really just not seeing it.

frosty owl
#

I gave you an example that I think isn't quite niche (point 3 of my previous message). And that's under my preferences: depending on situation, I'd much rather set up a few ISCs + powerplants than a new factory + powerplant

proven prawn
wind spade
#

some people want to experience all the content 🤷‍♂️

stark bronze
#

Are fluid buffers useful in 1:1 supply demand at all now? Since theres no more fluid loss they'll just act like a place that fluid can go to instead of the machines, and if there are some in there itll act like backpressure for the supplying machines

median heath
#

Their primary function is now flow stabilizers as outlined in the manual, in my opinion.

stark bronze
#

in this case guess i can do away with the end-of-manifold anti fluid loss array now

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or ill just fill them and cut them off for aesthetics

median heath
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Does putting a buffer at the end of a manifold do the same thing as looping or does it create the same (if not more) sloshing issues?

oblique hollow
stark bronze
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its nothing like looping, they are just there so they can cover for the suppliers in times of fluid loss

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which isnt the case anymore

median heath
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Aye.

oblique hollow
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and are even helpful by smoothing flow

median heath
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Aye. That's the primary function of buffers now imo. 🤷‍♂️

oblique hollow
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and thats perfectly fine

median heath
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Still trying to think of when I would ever use a VOP now that I understand them.

thorn bane
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fuel -> packaged fuel and if full -> generators to burn off

oblique hollow
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full flow to the first line, once full fill the next line

median heath
oblique hollow
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you know damn well it instantly spreads out