#math-and-meta
1 messages · Page 616 of 1
well no since they are viscous
its roughly 3 gens in a double sided manifold between full and empty
YOU WILL SHARE MY PAIN
🇵 🇦 🇮 🇳
Something happened to headlift?
U.N. Owen was Headlift? 
nvm its the buffers i forgot to take out
am I right to assume that a train that takes 4m13s to perform a roundtrip with both loading and unloading of a liquid is rated 379.45 m3 / minute on 1 cart?
correct
I see, thanks
all this time I'm counting the stuffs coming from train based on their source miners
Plutonium rods take like 2x as long to burn I think, so you could power 2x the number of nuclear reactors. So it's kinda like they do give 5k
Technically it gives 1.5 TJ
Couldn't recall the exact amount extra they give, ta!
And uranium ones give 750 GJ (half)
yes thats kinda my point you still need to build the same amount of reactors which takes a long time
what does the item/min in the freight platforms signify?
its saying like 336 items / min on a train that takes 5.47m roundtrip bringing coke on 1 cart
is 1 item = 1 stack?
so like, only whats being taken into/from that platform?
Yes. Belts are your rate-limit regardless of what method you choose for transport.
As long as you realize no freight platform is capable of actually doing max belt capacity, yes.
*2 max mk5's a single max belt is fine since you have 2 outputs/inputs on the platform and the ISC
*2 max anything
I'm pretty sure they are if you have enough trains and use the ISC trick. (At least for 1 780 belt.)
2max mk4 can move it.. but you have to use mk5 between platform and buffer
I feel like I'm getting a masterclass in "you both know exactly what I mean but are pointing at what I do not"
if you have mk5 unlocked, I wouldn't consider mk4 the max belt anymore
pipe question
Is there any actual good use of aluminium sheets not counting buildings and battery alt?
I don't think so, similar to steel beam
AC are inputs. BD are outputs.
Pipe A is 560, Pipe C is 383.3 repeating. Total of 943.3 repeating input
B needs 600, D needs 343.3 repeating. Should this balance even though the total amount of fluids is greater than the capacity of a Mk. 2 pipe?
Can I just leave 1 assembler making sheets and throw all aluminium into casings using assembler alt
Yes, you can have over 600 going through a junction
ty ty
junctions have no limit
so you could, at max, have 1200 in and 1200 out of a junction
Is there a way to cleanly split 45 into 25 and 20?
I'm not convinced that manifolds will work in this setup
simply split the machine that produces the 45
prevent having to split belts by starting at the root
adjust their clocks to be 20/min, 12.5/min and 12.5/min
then you dont have this problem
there is no clean way to split this belt
But if I adjust the clocks that just moves the problem to the input side
yep. which might be easier to split
Well I guess a manifold could work there
your ratio is 0.555555/0.444444
thats a shitty ratio
Well 20 can be comprised of a 15 and a third of a 15 right
I'm having trouble visualizing that though
MSPaint time
machine 1: no split
machine 2: split output in 3
machine 3: no split
merge 1/3 of machine 2 with m 1 and 2/3 of machine 2 with m 3
or this?
Why would a manifold not work in this setup?
Manifolds can work anywhere
ok just making sure
no need to combine the 15 into 45
just.... split them directly after the machines
this will look ugly :)
yea, better get used to it xd
yeah i get that but it just works better with the design of my factory to have them merged for a bit
especially because half the floor plan is gonna be taken up by this ungodly splitter
try manifolding next time
manifold should work with any split
just takes time to "warm up"
Prefeed to eliminate warmup time 🙃
true, guess the train of thought is, because once you get to a certain size in nuclear plants you'll be making plutonium rods for sinking anyways so while you don't save any time in having to build reactors, due to fact the amount you have to build for the extra does not change, only the burn time as plutonium fuel rods burn at 0.1/min as opposed 0.2/min, so you save time having to build more uranium processing for more uranium fuel rods as the trade off of having extra power now and plutonium waste you now cannot ever get rid of basically as power of that trade off in immediate power at the moment. So I see it as more of a niche use case, as its now only in a scenario where you need the extra power now right this moment for whatever reason and you don't want to make more uranium processing. Though the u6 effectively gets rid of the actual need for plutonium, because all power can easily supplied for manufacturing by uranium, and I don't see that scenario changing as long as linear overclocking remains in place.
What is a manifold? 🤔
!wikisearch manifold
Ty ❤️
Can 4 extracts feed 10 gens?
- how much does a gen use?
- how much does an extractor produce?
You're halfway through understanding the example I gave yesterday. Keep going! 
I see everyone complaining about how plutonium is complicated. I laugh, knowing that it is really not, it's just repetitive.
Imo it's as complex or a bit less than Uranium Processing (which is the most complex production in the game atm)
||Still not complex enough to discourage me from sushing them||
hello, train supply/demand question
say I have a train that performs a roundtrip in 5.42minutes
and it is delivering coke via 1 cart, source of that coke is producing 480/min
it is being loaded via single mk5 belt, and also being unloaded via single mk5 belt
anyone can give me a reference or formula on what I can use to identify maximum demand/min I can support per single storage being fed by train?
- Double-belt all your platforms.
- Finding the formula.
since the coke being produced at around 2601 while train was on the trip, would it matter if its single/double belt?
honestly, most of the time you don't really need to know how much capacity certain line has. You only care if what you put in goes out at the other end. Which is just a matter of "send one train and if it isn't enough send another"
i want my meths and im failing horribly
TimeToFill = (StackSize x 32) / 1560
If TTF >= RoundTripTime
MaxThrough = {[RTT - (27.08/60)] / RTT} x 1560
If TTF < RTT
MaxThrough = (TTF / RTT) x 1560
27.08 is... un/load time?
whats 36 and 1560?
wait is it not 32?
I can fix that, lol.
I just have it written as "Car Capacity"
The above gets you max theoretical throughput.
As long as you're double-belted from your buffers to the station and your target throughput is less than the max, you will get what you're expecting.
TTF = 4.1025
RTT = 5.42min
soooooooooooo (4.1025/5.42)*1560 = 1180?
Yup.
is production/min not a variable? since its the thing that is filling the storage/cart
Not when determining MAX throughput.
Because maximum theoretical would be 1560 production.
mhmmmm
So if you had fully saturated mk5's on that route the most you could pull is 1180/min per car
oh, so this is per min?
per min per car, yes.
The reason it drops to 1180 is because the station has enough to fill the entire car before the car even returns.
So anything after that point (for an entire minute+ it seems) is just dead space where you're technically moving 0/min
All of that pushes the average down.
mhmmmm,
with max throughput defined as something like my ceiling
how do I define my actual supply/min with production/min as variable
If less than max throughput, what you're putting in is what you get out.
Provided you have buffers double-belted to your platforms on both ends.
oh, so its still 480/min in my case?
or you just do this and not care about all the math ^
dw, I do respect that everyone want to play the way they want,
so I hope you also do 
Yes. If you have 480 going into the ISC that is double-mk5'd to the platform.
alright, thanks a lot
a little design problem hmmmm
That would work because I can do overflow only for a first splitter, forcing items to always into that, essentially offering a solution as well, good idea I didn't think about that one🤔
Why is my brain not able to read this channel name correctly after all those meth and meta memes? 🧠
What a way to start a question 😁
Just to get it right from the start...
Given I use satisfactory tools and I want to know how much stuff I can make with given resources/nodes do I just limit the raw resources to whatever I plan on using for the given plan and set the outputs to maximize?
basically yes. you may want to tune the recipes too, otherwise calc will insist on using refineries for everything.
Thanks for the tip! I already figured out that unchecking some alts is required sometimes
unless youre looking for max you can do from given mats, calc is good for that
is the reinforced iron plate alternative recipe better than the original one? it seems to use more materials than the normal one
the bolted one
is it mainly to just use less power?
All alt recipes, have something they do different. In case of the Bolted Iron Plate, its pure amount per minutes.
Steel Screw + Coated Iron Plate + Bolted Iron Plate + a little clock tinkering and you cut down a lot of size, on the Reinforced Iron Plate factory.
Iron + Coal + a little Oil, is more expensive then pure Iron, but some times its not about cost.
depends what alts you use, you can for example do coal or oil trade offs with that alt, i wouldn't recommend it though as oil I consider a more valuable resource than, you can also trade coal for more iron ore savings with that alt by using steel rods with it, essentially trading coal for iron. I consider by and large stitched iron plates a better alt, as you save in iron ore compared to default and you use less power, so its a overall better recipe in most situations.
Oil might be more valuable, but if you do Oil power, you do end up some run off that can be turned into a small amount of Plastic or Rubber. Not enough for a big production, but enough to increase other areas.
true, trade off can be considered in certain situations but if your looking for a overall better recipe its always best to look at the stitched iron plate, because it saves on everything while making the same amount of reinforced iron plates.
Only consider adhered if you have a recycled rubber setup and late game
mmmmm recycled rubber 😋
methamphetamines?
need help with some math
https://www.satisfactorytools.com/codex/buildings/coal-generator only shows water consumption for integer clock speeds, i can use decimal to lock in the water usage to as close to exactly 15 as possible but i dont know the formula to determine water usage
coal generators take 45/min water at 100%, are you asking about overclocking/underclocking?
what do you mean by "formula to determine water usage"?
underclocking. 25% clock speed != 25% water used
The formula for fuel burn time is:
{\displaystyle fuel\ burn\ time=initial\ fuel\ burn\ time\times {\sqrt[{1.3}]{\frac {100}{clock\ speed}}}}
where {\displaystyle clock\ speed} is a number with up to 4 decimals between 1 and 250, and
both {\displaystyle fuel\ burn\ time} and {\displaystyle initial\ fuel\ burn\ time} are measured in seconds.
Just me or is the jetpack kinda weak?
so water and fuel scale at the same rat e
yes I think so
but I have not tested it myself directly, though, but there should be no reason why they don't scale the same for under/overclocking
because each cycle consumes coal and water at a specific ratio
looks like 23.9741031077 is my answer
seems to check out as 23 is .5 below and 24 is .01 over
use in in combo with hypertube cannons, and you can travel quite a distance
I thought hypertube cannons were patched
I tried to make one and it did barely anything
maybe you did it wrong. or maybe i missed out on something. im just coming back after a long break
its not much but ive spent many hours messing with piping trying to get these stable lines
i have 403 hours but most of that was around u4. i peeked in for a second after u5 but didnt stick around
I bought the game in u2 but got confused and stopped playing. I convinced a friend to buy recently since I have a better gpu now and it's been a blast
i played ~240 in one month when i bought it
kind sorta severely burned myself out
disassembled my starter iron plant to implement pure ingots and got overwhelmed and stopped playing
numbers like these scare me
I'm barely using 80-100mw
Max nuke is 1.19 TW 😁
😵
so I tore down all my turbofuel plants because of the saveload loss... and then barely weeks later they fixed it
so now I have to recalc everything
rip
You could've just standby'd a gen or two and not had issues..
reload old save?
I've moved on, because I replaced the turbofuel aray with a 100GW diluted fuel arrya
the other turbofuel stuff won't be replaced until after U6 is out glares at CSS "It's already 5th of June!"
its a small thing but it took a lot of messing with it to get it looking like this
oops wrong channel\
Hi Guys is there a possibility to get all resources of a fully overclocked pure MK3 Miner ? all 1200 ores?
Nah. MK5 belt limit. Maybe in the future we will get miners with 2 outputs. Hopefully
Mods 🤢
Didn’t the devs say something about an issue with faster belts causing an issue? They should just add double outputs to mk3 miners.
that also has some issues according to the devs
all belts have issues on belt-to-belt connections, just mk5s are most obvious. Dual output has priority issues, see industrial containers
I would think priority issues would be much easier to fix then belt connections.
they don't want to do 1200/min anyway since one possible fix for mk5 belt is scaling everything down
Hello there.
So after 41 hours in game, I´m now at the point where I´ll need oil. I found that Spot around the large lake with 6 Oil nodes.
want to make a big Factory for plastic, rubber and fuel for generators and vehicles. Which recipe should i use now?
My plan so far was to use the ones where It has Heavy oil residue as a byproduct and use that for fuel. Is there a better way?
depends how you define better
if you mean better = most fuel/rubber/plastic per oil, then best path is "alternate HOR -> diluted (packaged) fuel (-> recycled rubber/plastic)" with byproduct polymer resin processed by residual rubber recipe
diluted fuel recipe is unlocked by a crashed pod right
all of those 4 recipes are
oh no
I have none of them yet
- alternate HOR
- diluted (packaged) fuel
- recycled plastic
- recycled rubber
I just made a starter factory to get about 200 rubber and plastic a minute and 80 packaged fuel a minute, then unlocked the jetpack to do a large hard drive run to get the 4 above recipes
the jetpack makes doing hard drive runs substantially easier
I also need a ton of power, so I was thinking about using the 4 normal coal nodes for coal power
also steel is a big problem
imma boot up the game
you could make the factory Net 0 power draw if you turn the heavy oil residue from the rubber and plastic normal recipes into fuel, then fuel generators, just need a battery system to take the slack for a few minutes (:
At your stage in the game, I don't think you need lots of oil products, so I would make fuel mainly and use the resin to make your plastic and rubber
I also need quarz for the map because i have no idea where that lake is on the map. but i think its the bottom right
Blue crater you mean?
thants kinda the plan. forgot about the batterys tho
Weird large lake in area with Mushroom plateaus
As you advance, it seems to get smaller.
I will have to rework all my current factories at some point
bit, other than some people, i tried to not make spaghetti
Also, I looked through some stuff and if i use the recipes with residue, I have enough oil for exactly 75 refineries
thats this one right
Yep. That's blue crater.
Bold of you to use the default foundation instead of concrete foundations.
dont have that yet
I make coupons really slow
oh and another question: can I just feed the resources from the previous phases into a sink?
you dont need them after phase 2 do you
because thats a ton of coupons
does dyno really react every time you say
coupons
so the temporary solution for the power that i have in mind is to use the coal that is here for coal power. I only use 2 of the 4 nodes, not overclocked. that should be enough for 16 coal plants. Would you say that this is enough? will switch to fuel after that, and connect it to my main grid (2.2 KM away...) later
Anything can be sunk, excluding some special items (like power shards, Sam ore, etc) and nuclear waste byproducts, so if you got a factory idling, just plug it into a sink (:
yeah sadly sam ore neither
Yes on both counts
so for now I think I´ll use the standard recipes for the oil, the ones with oil residue
i dont have the other recipes sooo
Yeah make a basic oil facility, my first one had 900m^3 oil running into it making about 200 plastic, 160 rubber and 80 fuel canisters a minute. I overclocked all my oil wells to save some nodes (used 2 normal, 2 impures at 250%).. once I used it to get the jet pack and researched my way to the buggy, big hard drive run is what I recommend (:
If you're using the standard recipes (no alternates), I definitely recommend just making a smaller factory first, less ripping apart later on
yeah would be smarter
I mean i have enough oil for 75 refineries
overkill
should probably make like 15 for rubber and plastic, and a lot of fuel
Do you have pipes MK2? I recommend getting it before engaging in mega factories/power plants
sadly no.
working on it tho
i just had a look aaand... i need rubber for that. so now the plan is get rubber and plastic, research, make bigger factory
Just hook up a single mk1 pipe to a pile of refs doing regular plastic and rubber recipies bout 50/50 and that will get you more than enough. You can tear it down when you have your big setup later
@worldly vector
And just sink the residue
yup thats the plan
cant yet, dont have the packaging yet. or is it possible tto connect a pipe to the sink?
At that rate might as well set up some coal gens and burn it.
petroleum stuff?
ye
Id still sink it
coal, coke and compacted coal are all possible to put in coal gens
i mean i need power so its actually useful in plants
You are not going to be use them for long
it has less energy per piece
If you do go ahead
there is coal near the oil anyway tho
if you're sinking it, you may as well get more power out of them for free
better: put into coal plant, overflow goes into a sink
Ye just set up a line of smart splitters force manifolding it
gonna work on the milestone industrial manufacturing now
just the last one needs to be smart
will go with that for now.
its looking good. did the math, this should work out well. 100 plastic and 100 rubber, producing 140 residue which is made into petroleum coke (one of the 4 is set to 75% for 100% efficiency) and the coke will power some coal plants. excess coal is put in a sink. thanks for helping
Anybody try designing something with a blocking mechanism before, like I want to only go past the splitter if if the items have nowhere else to go. I feel like what I'm looking at is probably like a priority splitter that the game doesn't actually have.
first smart splitter top any or the item, right overflow, right smart splitter top any or the item and right any undifined?
sorry didn't do a larger picture of the problem, i have multi splitter that i want the items to go down also, essentially i want items to go down and through splitters until the last one, and only go into over flow if all of the lines before hand cant take anymore items
that i didn't actually correctly show the real scope of the problem
i need a second opinion because my friends are annoying. im making a concrete storage. is it enough for me to have 32 stacks of 42 storage containers for a total of 1344 storage slots, or 672000 concrete (math may be a little off idk)
im thinking this is a priority splitter problem that the game basically doesn't have and such a problem doesn't have a solution hmmm
will priority is a bad word, as want even splitters on all of the rows of splitters, but they are basically priority in that i want items to only go down them first and never to overflow unless no other route exists
You shouldnt need that much concrete. But you do you.
oh so you have the downside problem of an manifold, that the first one takes all and takes to long for the others to fill?
but like, is that a good idea that wont result in a terrible idea
overflow splitter into a balancer?
I don't think I understand.
What I hear is that you are building a system that only lets something out an input once all the others are full. Smart splitters with overflow set up in a manifold fashion should do the trick
my opinion is that that you only need one container of each item. for concrete, maybe 2-3 containers max
You will hate creating the silos. A stack of 5 storage containers linked to a concrete production line should be plenty.
Only need one if you're making 495/min of it 🙃
my opinion on any storage of item, you should put overflow to sinks for every item, and produce more then u take from storage,
yeah sort of, its a sushi manifold, so i have to allow items to flow through it in all cases, why the overflow exists at the end, but it wastes items that get sent to the sink, when i would rather them just stay on the line but i dont see anyway to really tell them to stay on the lines instead
never take from storage
because i can only tell the prog, to either block each splitter, which i dont, or its just a normal splitter, aka some items go one way and some go another way, which i also dont actually want
so no good solution, besides items are going to be wasted i guess, i dont see any other behavior i can get out of it...
no priority splitter i guess is a mechanic limitation
i should say that what i currently have is a massive storage complex that has currently 2 sorting systems for 32 different items running in parallel, that feed what effectively constitute 32 stacks of 42 storage containers, giving each item a ton of storage, with an overflow system going into sinks
priority splitter is a thing 🤷♂️ I just think you mean something else than priority splitter
as i said i dont want all items to go into the machine until they are full, only if they cant move down further down the line to a certain point
meaning i want it to operate almost like a manifold and partly like a splitter if that makes any sense
why not put the overflow splitter at the place which you're talking about?
i personaly always prefer the produce from ore methot, and dont over produce to many items, all items go into central storage, if all containers for a spesific item is full, all overflow goes into sinks, so factories dont stop when storage is full, so when u take from storage, the sinks just stop taking for a wile
so its like partly manifold and balanced system sort of
So wait... Don't enter the machine until it's full?!?! It will never enter the machine then....
thats a pretty good idea tbh ive been trying to work something similar
no the idea is, they would go down the splitter line doing splitting like normal, until the last machine and block at that point, and continue to fill up each machine by normal splitter logic until each one is full, the idea is fill at somewhat of a even rate, which if i do overflow wont be the desired behavior
So don't fill each machine until the last one is full, then waterfall backwards?
and there isnt a way to tell the last prog to operate like a blocker until the items have nowhere else to go basically
well yes and no, it wouldn't ideally waterful ,it would operate like a normal splitter system, besides the last prog splitter before the sink, that wouldnt let any items pass unless the belt is at full saturation
full saturation would be then no items have any place to go and should then pass the sink
mm, no the way the smart spitter works is function ANY, lets out any item, ANY UNDIFINED, lets out all items that is not selected, OVERFLOW, only sets out items when all other outputs are blocked
overflow unfortunately doesnt work that way
i tested it, if the last line is blocked for instance and the ones before have someplace to go, it'll let items pass if even one of them is blocked, which is also the issue
i thought it would to, but i tested it, nope it doesnt
overflow only cares about the ouputs from itself, and not the belts that are connected as the input, which is interesting
If you want a single belt doing this, that's a no. You could put a merger at the beginning and an extra splitter at the end and do a simple any-overflow set up, but for what your are describing, there is no way.
in my storage system, i have 4 difrent items on the same belt, right side is storage, so right side is selected on the item, middle is any undifined, meaning any item that is not the item in storage passes, left is overflow, it only sends out the overflow if the right side item is full,
yeah i know i thought so, priority splitters dont actually exist after all, though there still might be a complex way to design one, ill look more into it
Let me know once you figure it out. I just wish belt compressors we're more compact myself.
yeah if only overflow cared about the inputs for the belts that would definitely solve the issue, but they dont so...back to the drawing board
yea, its best to design with what the game can do,
thats why i often use manifold imputs instead of splitting it out evenly, if ur imput math is correct, it all balances out within 30 minutes
I was worried that I would have to put in a lot of work to get color cartridges, since they're made from non automated resources, but uh, don't think that'll be an issue
here is a solution to one of the problems, adding a extra prog splitter to the end, because it only cares about its outputs we can take advantage of that fact and loop it back into the system, so as long as items can be used in the system, the overflow line well remain clear, problem solved👍
it was actually a fairly easy and simple solution to making a blocker splitter now that I think about it🤔
Tbh, I don't understand why you can't just have a row of SS or PS EACH sending overflow forward to do the job... The first machine fills up, then the second and so on until there's nowehere else to go and the items finally overflow out of the system
Creating a loop-back for the overflow, you're effectively waiting for item-duplication to fill up that belt with items (assuming consumption = production) that would then have no way ti get out of the system
well the duplicated items wouldn't be trapped and have noway out of the system, because once it reaches basically the maximum amount of items that can be held on the belts, any more items has no chose but to go to overflow to the right, and also because of item dupping, every once and a while more items would be on the belt than what would be. But there is some other potential downsides and issues why this design might be a bad idea, one you can't predict what items are going to be duplicated, so say you have a line of copper and caterium ingots, you could end up getting a imbalance of copper or caterium ingots on the belt, that would then be essentially starving the machines for resources, and if the belts remained at maximum saturation you would essentially be waiting for the machines to clear up. Would require more testing to see how much of a issue if any any of that is, but in any case I probably won't implement a backflow loop until more testing is done on these aspects to see how much of a issue exists with them, for now having and keeping the belt clean of old items and refreshing them constantly with new items would be the safer approach. I can at least guarantee with my setups that item dupping is basically a none issue.
"fuel split"? pipes self-balance
I think you might be missing my point: if you feed your overflow back IN the system, you're effectively taking away the possibility to overflow from the system (as all overflows comes back to the input), leading to any overflow piling up IN the system with no way out
no in my testing that does not happen, provided there is some input into the loop, which there always is some amount of material going out through the overflow, that is enough to always push materials out of the overflow and in any actual factory setup that is always going to happen.
I've got 3 437,5 lines of silica coming in
and i need to distribute them over 17,5 foundries
what would be the best way to do it
maybe a injected manifold because both of those are odd numbers, so it would hard to attempt to a normal balancer for it.
whats an injected manifold?
Is there any route for the overflow to exit the system?
i think it would still be a problem
cuz two lines combined is 875
which doesn't divide by 75
That's why he's combining the lines after some items are consumed
Notice how the top line is cut in half and the other half isn't added until later. So by the time you're adding more, it isn't 875
i think I would need to do this but then add the remaining 50 to the third line
Technically you don't even need to go half/half.
You can just run line 2 on top of line 1 until enough machines have chewed input to then add the entirety of line 2.
because its mostly like a normal manifold, but extended and you combine parts, such as remainders at the end of one line with the sums of the next line, its typically used in situations where the entire manifold is has different characteristics, like being a odd number of machines and the input are odd numbers also and are hard to balance normally, so you basically dont try to do that and just seek to have the manifold use the entire amount that needs to into it, it would work fine in this case
Hey just a question to the pipe savvy folk on here;
Just when I thought I had my head wrapped around fluid mechanics, I still mess it up lol.
I have a single MK2 pipe set up like a manifold coming off of a bunch of refineries, should add up to 600m^3 flowrate. I made sure to make a full loop to the other end of the pipe above the other one they all inject in to and it remerges right before the MK 2 pump to give it headlift to the next floor.. Problem is I find the flow rate is 'bouncing' around and is not a stable 600m^3 whereas the system right next door, identical in every way, doesn't
just wondering if anyone might have other ideas on what the cause is
build 3 sets of 6 refineries, make a simple manifold for each set
how much should I downclock one refinery in each set?
Is it really identical in every way?
That can be important, as having perfectly identical setups make troubleshooting easier
*foundries
downlock by 50/3, so 83.3334%
I'll do 84% then just to be safe
yep, the only thing that differs is the pipe length to the pump (no change in elevation), which shouldn't make any difference
||Inaccurate clock reee||
thanks a lot
||accurate enough for the game||
I'm glad you pointed that out as way too many details are often lost because "well, it should be the same so why mention it" 😅
Sounds like the kind of issue that could use some hands-on troubleshooting. Possible candidates could be (of aviable and willful):
@oblique hollow @earnest glen or @vapid gorge
yes, it has a overflow that is triggered when the system gets above a certain amounts, which it normally doesnt get triggered but would in cases where somehow more items are on the belts via item dupping, etc, so there is always a way for items to leave the system.
I have no idea what your issue is then...
First you seemed to complain about needing to overflow to a sink and searching for a way to make sure that overflow comes back to the input instead of being sinked... Now your telling me the overflow actually goes out of the system...
I'm lost
I can hop in and see if i can help, but I'm at work atm. I'll be available in 4hours. From the info written here is hard to tell where the issue could be
multiplayer server, not mine sadly. But from what I've currently experimented with it's like some of the pipe intersections have 'welded' together instead of properly connected now after the restart perhaps, so I'll rip the whole pipe up and see if that does indeed fix the problem
Multiplayer Broken. Plz Fix.
It's because I design systems with all fail safes in mind, aka my attempts to account for almost anything that can happen, so the overflow is for those just in case scenario's aka item dupping, etc, though one might consider it over engineering everything but i kind of like it that way.
I'm all down for overflow management, I just don't see any unavoidable reason to feed the overflow back to the input line
Moreover the comments about priority splitting seems irrelevant now: as long as you overflow properly on each step of your logistics, all items will reach their destination in appropriate amounts (assuming inputs are primed already) and overflow to where you dictate
Could be, once a i had a segment with zero flow in it (not because of the loop), and after rebuilding it in the same exact way everything was working.. 🤷♂️
bwahaha I found the problem, kinda dumb.. All I did was change the refinery pipes that inject the MK2 pipes to MK1 pipes, it now works exactly as intended
what
I once had a pipe between a pipe floor hole and a buffer that caused the whole game to crash when dismantled
(reproduceable bug)
Keep an eye on it and don't assume anything before making sure everything is working as expected 👍
I am afk watching it lol, still 600m^3
That sounds like you're monitoring one part of the system and assuming how everything else is running 😅
I'm not saying assuming is always bad, but... Just beware, alright? ^^
price of playing on experimental i guess
Nope that was EA 
ah I'm right on the output pipe, no refinery is backed up with any fuel anymore, flow rate in each segment is scaling down as I walk down the pipe as expected
honestly don't know how that makes a difference but, it works now
wasn't the time i tested it because it only happened on the ex branch at the time, but maybe the feature made it over to ea in a future ea patch sometime after that
No, it's that one bug, I might just be missremembering
Those pictures are from my video. And by split I mean how many machines producing recycled rubber/recycled plastic should be constructed.
ah I see. Then I'd recommend "refinery split" or "refinery ratio"
Yeah, would probably be a better term 🙂
There was another pipe that gave me grief so I literally turned the factory off and on again from the fuse switch and it fixed it.. I am straying further from understanding any logic in pipes lol
idk should i ask here, in design or in questiosn, but do you guys have any simple 10/20 coal power plant designs? I don't want to go lets game it out but meticulous planning is not an option as well
not 10/20, but 3 water extractors to 8 generators
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
pipes like this
needs 120 coal
repeat as many times as you need
thank you
ended up making this, 3 pumps at 100% and the 4th one at 75%, perfect for 10 generators
hardly the nicest design but quick to put together and doesn't look half bad imo
This is Satisfactory
Wouldn’t that be too much flow for that one pipe bringing it across?
I used mk2 pipes where they were needed
Ah got ya
Did I understand that correctly that because the pipes at the generators are raised, the first generator gets a high priority because fluids take the pipe that goes down first?
Glad you sorted it! Pipe problems are extremely specific to how things are laid out so dw, it’s like that for everyone
As for the mk1 fix, yeah, I suspect especially with machines that require a ton of fluid they can drain sections so quick it can cause sloshing so mk1 feeds sometimes solved this.
The elevation set up of the manifold is important too
Not exactly. In this case, the junction is horizontal, not vertical. I believe the "down first" rule only applies for vertically-set junctions. In this case, both the one going down to the first generator and the pipe leading onward to the next junction have "equal" priority.
Someone may correct me on this though
However, that said, the downward pipe will take water in and it will not backflow until the generator and that pipe are full. So that does help
My guess that it still has slight priority, just not as much as when the junction would be horizontal. Might be completely wrong here tho
Im not really experienced with that, I’m playing since like 9 days
Ah it’s a backflow fix then to prevent sloshing, alright
No idea, I always rise pipes
so they don't interfere with conveyor belts
you can imagine it like this:
a smaller pipe flow means a smaller internal volume
if we take the ratio of a mk 1 pipe vs a mk 2 in and out (so a T junction configuration) then flow is
Input * Output / (Sum of all Output Speeds)
In this case: 600 * 300 (one output) / 900 (=600 + 300)
in effect, the mk 1 pipe now has one third the influence and gets one third the flow
this should prevent sloshing between pipes
mk 2 pipes in manifolds are REALLY sensitive to backflow
and mk 1 pipes, as far as i could tell, do not cause as many issues because they are less "dynamic"
Yeah it baffles me since the setup next door works perfectly, but has the exact same layout
are you sure the loop is on the exact same place?
All pipework is indeed, in every way, identical including the loop system, head lift to next story of the facility, it just behaves differently
It is on multiplayer so I have no idea if that is influencing it
when in doubt i always place a buffer in the pipe that loops around the outside
oh and yea, MP is wonky as hell
I did find however sections of the pipe 'welded' to joins and then others just ran through it (could demo gun the whole length through intersections)
So I'm currently blaming that as the primary difference.. since the other does not have any issues with that
Multiplayer Broken. Plz Fix.
i guess at that point mp bugged a bit and now its built different
Pretty much, due to it not being my server, I came to the compromise that most of my local premiers do:
If it doesn't work, delay fixing it long enough to make it the next persons problem (: stress level is now 0 good luck next pioneer
my preferred way of manifolding near 600 flow
since i know no machine ever needs 600 flow
i dont need mk 2 pipes into them
so they all get that 1/3 priority vs the main pipe
prevents sudden flow changes
and the buffer here acts as an Equalizer circuit
which dampens fluctuations
Actually I haven't utilised valves at all now that I'm looking at it
a few valves here and there, used correctly, can work nicely
but if a valve doesnt work, a pump will
since pumps reset the pressure and make the pipe system after it not depend on the pipe before it
since usually, a pipe only gets pressure if the one before it is full
pumps decouple this
which is a property thats hard to describe on WHEN its best used
but if you feel like you dont get enough "consistency", use a pump instead of a valve
Pump between every machine in the manifold 
Yeah I will admit I find myself making more resilient systems in multiplayer lol, so it can't behave unexpectedly
But I'll just have a play around with the secondary pipe and see what I can come up with, cheers!
did you use mk2 pipes? if not, you need the pipe to other end as well
nvm just read you did
How did this user end up setting up a 10 gen coal power while also having plastic and mk2 pipes unlocked
there are two impure coal nodes on the desert coast
I had them set up with mk1 miners at the very start of my playthrough
now I made my aluminum processing plant so I needed some extra juice
but I really didn't want to play with oil
so I just upgraded those two nodes to fully overclocked mark 2s
Made this quick 10 generator design and just copy pasted it once more using area actions
because building shit like this really burns me out
why the avoidance of oil
because I'm sure if I touch oil I will have another 2 year break
I have a love/hate relationship with satisfactory
well.... overdoing things can burn you out yeah
its why i avoid doing large projects
but i love all the production, so i do start some anyway.
just trying to keep it small
big projects with the goal far away burn you out a lot faster
hence i do smaller ones, but more of them
yeah I noticed, tried recreating what kibitz did, got tired after building the front row of the "legs" xD
but oil is annoying because you have to use every last drop or it all clogs up
if you try to replicate kibz stuff you are on a suicide mission xd
eh same with solid stuff
just in case of emergency, you have the sink there
if there were liquid sinks i would go for oil 100%
the liquid sinks are the fuel gens
oil power cant really clog tho
unless you dont clear the solids
choice one: base fuel recipe (oil to fuel) - if you dont use all fuel the refineries stop. not too bad, since it wont starve the generators
choice two: heavy oil to fuel - same deal
so the clogging REALLY isnt an issue unless you are a perfectionist
it will run, no matter if you use all the fuel or not
alternatively: do nothing with excess heavy oil.
unless you need the resin
since if the heavy oil backs up, its just the Heavy oil refineries that stop
the fuel blenders / refineries will not be affected in any way
though you could also simply turn off some heavy oil refineries
for relevancy, heres a project of mine thats a bit ambitious, but not too large as to burn me out:
15 computers / min
#screenshots message
quite nice indeed
i think the total was around.... 30 refineries for just rubber / plastic and quickwire stuff, and another 9 for fuel power
with 25 fuel generators
Going big is stressful, yet completing a big project is very satisfiying. To reduce the stress anyway i always have some smaller project here and there
hey people quick question, how do i make all the iron ingots i possibly can with 10800 iron ore using the alternate recipe pure iron ingots (i have infinite power shards)

i like going big
because i'm smol
you... put it into refineries making pure iron? 🤔
holy Queen Elisabeth , how i can't even come up with such a clear idea, thanks man really appreciate 
yea, sorry i'm terrible at maths
I mean... what else do you want to know?
how to make 600 line in to 60, i'm tired of waiting to each machine full up for the hole factory to run at 100%
manifold and pre-fill 🤷♂️ or balance
balance, for me it looks nicer
then do that if you like it 🤷♂️
i'm 700 hours in this game and i don't know how to balance properly, i look ridiculous 
it's not necessary in this game
i know, but it's more complicated, and i like complicating my live 
well, i will find out some way or other, thanx man
use 1:5 splitter then split the 5 into 10
#screenshots message
or split in 2 and use two 1:5 splitters
Or just mk1s off of 4 splitters.. lol
or mk5
Does anyone know if the "variable priority junctions" for pipes outlined on page 14 of this doc from the wiki still work?
I have tried and tried to use these to balance recycling waste water in an aluminum factory but I just can't get it to work. Eventually my factory locks up because the water backs up.
https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/3/39/Pipeline_Manual.pdf
should™️ still work
VIPs work, but work far more reliably if you use mk1s.
Mk2s have issues for some people.
yeah i used the vip in an aluminium factory not too long ago and it worked
From a mathematical standpoint ... what would yall define as 'early'?
Do we think its evenly split into thirds? Like early-mid-late 33% each?
Or is it more like the first quater is early and the last quater late?
it's very opinional imo
some people don't consider the game to start before mk5s
some consider that lategame 🤷♂️
Oh ... yeah ... game ... I definitely wasn't talking about a hypothetical event that's going to happen in 'early' June :D
oh
Although that does raise some interesting questions about where we draw the line for early/mid/late game
well they said "we are aiming for early june" which means no guarantees anyway
they never said "the update will 100% be ready for early june"
June is one of those "J" months after July, yes?
I would suspect it's nothing to with vpj's not being able to work as intended but rather a mistake you made in not designing it correctly, because all of my system that use correctly designed vpj's still function as they should.
Ah, perhaps this was it. I was mixing mk1 and mk2 pipes in different areas.
mk2 pipes have some weird issues with reaching max flow that I found makes VIPs not work as expected
i need an expert to help my friends and i set up a power plant with 6000m3/s oil -> 10272m3/s turbofuel
what alternates do you have?
you know, that this is the max ammount of sulfur on the map?
wont be an issue
you can have more than that?
https://www.satisfactorytools.com/production?share=qrWfMi6f1DZqVR554GMq than go with this
0 issue
have fun with almost 3k fuel gens
I would recommend to OC everything to like 250%
when you say so ^^
the gens will prolly not be overclocked or under
for the sake of my sanity
i also plan on having an overflow of turbofuel for trucks
lots of trucks
I hate like.. every part of this plan. But do enjoy building it, and post in #screenshots when done!
I always am 🙃
i am puting it on and around the top oil region
made 3 roads to help truck in the coal / sulfer / packaged oil
Max sulfur for Turbofuel means you are not making any nuclear or any batteries for drones. Also this looks like you are tapping the oil from the spire coast nodes which are going to move along with a complete update of the spire coast in update 6.
or use mods to get more than the world can give you
apologies for the ping,
I actually found it was just bouncing the flow rate around purely because I wasn't looping the pipework on the top floors enough, now it behaves perfectly
you can disable the ping you know?
Is your world goal to just generate a bunch of power w/o any other tiered item?
Had you flooded the system before making it go full speed?
I find I get pretty good results with this set up to get max flow of 600. I sometimes need to put in a buffer on one end but not often https://media.discordapp.net/attachments/558721941410807812/973904986071236639/Basic_2.JPG
A slightly modified version with mk1 feeds, a pump at the start of the manifold and a buffer at the end of the loop. Those are small edits which are sometimes needed, not often and not necessarily all of them on the same system. https://media.discordapp.net/attachments/558721941410807812/973905186370236436/Edit_2.JPG
I like how your background changes over those 2 pics
although it feels like it's the same place
it's like time travel
because 2nd pic is far more lfet than right but you are kinda right ^^
Ah yeah It's a little higher POV in the 2nd one as well to take in the buffer work
and further back
The other thing I like about this design is that I can manage to get 600 flow while feeding machines from underneath. https://media.discordapp.net/attachments/558721941410807812/973905186730962944/Edit_1.JPG
to be fair I'm 1500h in and still learning so much about piping
Ditto. Takes a lot of practice and patience
I think that pressure could be a better form to measure pipes than flow. With enough pressure the flow into the machine should be a given
@small kayak - You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @boreal cypress
iirc game has no pressure
True
pipeline junction testing:
https://discord.com/channels/370472939054956546/981917623040221264
(scroll to the top of the thread)
it does
it definitely does
Pipe Volume and Flowrate amd Headlift are all in a relationship
for flat pipes, you can only get max Flow with full pipes
full pipes have a headd lift of 1.5 M
Buffers also need 1.5 m Head lift
which suggests that head lift is more than just "fluid can rise to this height"
a headlift of less than 1.5 m results in less flow
aka a pipe volume of less than 100%
iirc ben or someone said it's just trying to simulate pressure but doesn't actually calculate one. But I may misremember
angled pipes complicate this
then its a result of volume.
in any case, volume and HL are connected
and in that case, HL / Volume and Flow are connected
if you have a 10 m pipe going down, if you want max flow, it will need a minimum of (1.5 / 10 * max Volume of pipe) m3
as far as i remember from the Dylan videos, there is a pressure component that calculates flow
aka pipes determine the pressure between each other and then the flow between them
yeah no idea I'm just trying to remember what I've been told a few years back xD
I just build my pipes the way according to suggestions from ppl that say this will give the least ammount of trouble.
But I should take more time to play with pipes and to set up a few tests for experimentation.
I used to have severe MK2 surging problems like the rant last night trying to fix it, it was just multiplayer being a bit touchy with pipe placement being not correct and 'welding pipes' together, not a proper 'snap join'. Singleplayer I've got it reliably working though
It appears that I accidentally designed a fuel plant for 178 fuel generators
what would be the best way of connecting them to the fuel line?
split them into groups
if you make groups of 8, its 267 fuel per group
groups of 4 could work too, if you feed fuel from both ends
I'm using turbofuel
you have mk 2 pipes?
yup
then just connect them all to one manifold and feed from both ends
its just 801 fuel
pair 2 x 180 into a 270. repeat 3x. send the extra to a merger, the final 270
i SERIOUSLY hope that the liquid isnt measures in cubic METERS
but in actually, what unit is liquid measured in?
i want to calculate the amount of gallons of fuel im storing
It's in cubic meters.
that makes me think
trucks are gas guzzlers
a single canister holds ~264 gallons of fuel
and the truck uses 1 fuel canister every 5-6 seconds you are holding w
ingame you see m3, internally in liters
yeah I think someone said it's liters/1000
no it's m3*1000 = liters
I mean.. they can also haul an unfathomable amount of weight, so fuel inefficiency is something I can overlook.
assuming its in cubic meters, the truck uses 3168 gallons of fuel every minute
Which is fine given how much they can move. 🤷♂️
if the internal number is 5000 liters, and the game outputs 5m3, the game takes the liters and divides by 1000
yeah which is what I wrote
me too
now ima calculate how much it would cost irl to get fuel for this
lets assume its diesel
the real question is how much money can we make from the oil nodes
and ima use the us standard deisel prices
The US inflated AF due to price-gouging prices?
yes those
so since i cant fiindd the numbers in 2022 ima add 50 cents to the gas price in our area since we have low gas prices
so ~5.50 per gallon
Bear in mind the truck can haul hundreds of millions of pounds without even slowing down.
so it would cost $17,424 per minute to drive that truck
ik
that's assuming game fuel is same as our fuel
i stated that right here
idk how much energy can diesel provide
but it's definitely not as much as ingame fuel 🙂
Turbo would be more deisel given the need of sulfur content tbh.
because it is?
is this all just for fun or serious? since the answer is "game logic" and "different universe"
speaking of turbo its obvious the truck has a turbo booster
assuming thats the loud whistling
also this just happened
my day is good now
Kill it
Yes.
that's 147,512 horsepower. The chonkiest locomotive ever built had about a eight of that
so its pretty much like that with all vehicle figures, not just trucks
power plants produce crazy amounts of power, etc
also fuel technically has like 2% of the energy density it should compared to real hydrocarbons. Stuff like that
basically if you see a figure related to energy assume it's wrong
I have never and will never think about the game that realistically.
This is all assuming the game is set in our universe tho
Realistically speaking it's all about balancing 😁
It's all about hunting lizard doggos to extinction.
no its all about hunting peacefully gathering all lizard doggos for your factory farm happy joy pens of power shard production
the real question is: how to automate doggo farming?
it's... debatably possible in unmodded vanilla
depends on if you consider input scripting to be 'vanilla'.
If you don't it's literally impossible in vanilla without player input
Give me the power slugs.
Uses 126 Lizard Doggos (out of 129 obtainable in Update 5). As you can tell, this has done wonders for the FPS.
Effectively fully automated - it won't refill your inhalers, but I could modify things a bit and have it auto pick up some of the beryl nuts you collect for complete autonomy. Even without that, it'll go ho...
oops wrong vid, that's the one with the messed up video
there we go
i've improved the farm and the script since then to make it reliable and now i have about 5k shards stockpiled
essentially, all the doggos are contained in small pens to prevent them from moving. Along the same line are ISCs placed for depositing items. A conveyor belt runs underneath, with obstacles placed over it at head height to stop the player from continuing along the belt unless they crouch.
This whole combination allows for serial access of lizard doggos, with storage containers at fixed indexes
and then you take a input script, i use autohotkey. You grab from the lizard doggo's inventory with keyboard and mouse movement/clicks, same for depositing, and you move along the track predictably by briefly crouching
in order to make it reliable in the face of lag and autosaves, i found that i also had to use pixel checking to see if the appropriate inventory screens are open. Without this, the mouse movement necessary for grabbing items from doggos will mess up your aim on a unpredictable basis
finally, the occasional radioactive waste is addressed in two ways. First, the ISCs take it away, and the relative frequency of their placement (iirc, i had 1 per 7 doggos) means that you aren't holding it for long. Second, i equip every slot with medicinal inhalers, and have the script use one and then switch to the next weapon slot during the intermediate period where the conveyor belt is taking it back to the start.
all combined, it allows for unattended lizard doggo farming at about 2/min for up to ~12 hours. I could double that with some more optimization, but i don't usually leave it running that long
i could also get it to work indefinitely if i did a little more scripting to automatically grab some of the nuts or berries that doggos make and used those instead of inhalers
you could always duplicate the slugs/power shards via the belt method also removing the need for a doggo farm all together🤔
yeah but thats cheating
the game does it anyways because its a "feature of the belts" and as far as I know there isn't anyway around it
fair, but i also don't belt shards in a way that leaves them likely to be duplicated so technically it doesn't happen on my world
plus this farming method doesn't use anything that is considered a bug, i think
All this talk of duplication brings me back to the Godly Plate of Whale era...
I do but honestly all my focus has been on the ground, will have to study 'up'.
Buggy, your scripting solution is really cool! I can see that duplication with the mentioned belt method can be considered cheating.
'd rather say it is an exploit of game internal mechanics.
But when someone is at this point... why not just use SCIM and save some time?
ok so... there's 11700 crude oil in the world if you fully overclock with wells,
divided by 30 for refineries that's 390
390/2.5 for overclocking's that's 156 refineries to fully utilize the worlds oil
Depending on the recipies
SCIM feels cheaty too. I guess it's not exactly easier to build a whole factory with SCIM, but still. Normally when i play a game like Satisfactory i prefer to thoroughly play it before i use mods or anything; with Factorio i beat it and built a big factory twice, iirc, before i tried modded
depends on the recipes like Nacho said. Though funnily enough, all the consumption rates for just oil are (almost) the same. 30/min except for oil>fuel, which is 60/min.
But for anything beyond the first step, you'll use more machines. For maximizing fuel with diluted fuel and stuff, it can be something like a 5 step process involving refineries, blenders, packagers, etc
Oh, I just meant to use SCIM as an alternative for farming doggos for slugs. As in just spawn a bunch of power shards into a container and save the time needed for scripting / duplicating
i get that, but i feel like it's a short step from that to "just use SCIM to build the factory, too". Getting the shards was just a step for building a factory after all
After long hesitation I used SCIM for the worldwide train network blueprint and never looked back.
the rest is all hand built
yeah i'm still not quite sure how to handle the train network
i'm thinking using a bunch of shorter tracks with few trains on them, rather than trying to connect everything with a single group of tracks with branching
I've done that. If you really need to, you can transfer items between pretty easily
it's more a congestion thing really
what i'm reading about Satisfactory trains is, they're not good at pathing like Factorio. Stop and go is a lot more likely.
And on top of that Satisfactory is 3d so you specifically don't need to do a large network, since you can always cross two rails without combining them (unlike a 2d world)
I heard about that, but yet have to experience it firsthand as I have just 2 trains going atm because I waste more time with exploring / sightseeing than building bigger factories 😄
190h in and climbing a mointain, building a high tower on top and just look down at my world is still a really cool thing for me to do
Those things are huge!
i have to build two of these
the good thing is that there is little to no chance for collision with the design
Yeah, no collision or rather reduction of speed. Have fun! Maybe I'll come to a point that this will make sense, but that is... I guess 1000h from now?
i know when they go onto or off of them there is an effect on speed which could possibly lead to a collision
when using signs the game should calculate the time/distance it takes for the train to stop to avoid a collision?
i wouldn't know I'm still reading up on the signs
sounds good tho honestly
from what i understand, trains don't repath to avoid obstacles. So if they have to stop along their path because a signal is indicating there's another train there, they won't just take a fork instead
but i'm not sure how exactly path signals play in to this, it sounds like they can avoid this problem but also create the risk of collisions
Trains always take the shortest route. If this route is blocked the train comes to a halt, even if the destination could be reached by another, longer route
i wish i could put limits on how close a train can be
I use block signs on practically every segment
but only because I have not figured out the path signal yet
im going to let it run and hope that it works and if it doesn't then i'll fix it somehow
trains just stop in front of the block sign if the segment after it is not free
I make stuff that way, but this is most certainly not optimal
this is what im doing
this is a pic from a save editor
i separated the map into 6 pieces and im going to gather the resources and ship them to the base at bottom left
Wow, what a giant project
yep but mostly done pink is track and black is foundation for track
wouldn't it be easier to ship the resources to a central location, maybe in the red forest ish, and then have lines running to wherever your factory is? That's my plan.
The resource-gathering lines are going to be haphazard and slow to build, so they should be as short as possible. But a dozen lines running in parallel would be fast to build.
also, the pure recipes take a lot of space and work best with closeby water, so they're ideal on the big ocean to the north
rip im moving north i guess
the southwest ocean might work too, it just has less space
naw you already tempted me
pure recipes are kinda daunting, as well. Processing all iron ore on the map with pure recipes would require 805 refineries
if you overclock all of them.
im just going to shove them into storage and use what i need
im not going to use it but i will have it
to max out everything is a real challange that would be cool, but I dont have time for that...
but having a giga factory sounds way to cool to not try to use at least all the pure nodes
if you want after im don i could send you the savefile
I you don't mind, yes please! I would have a look
path signals are basically purely to reserve a single path of crossing within a particular block, aka ensuring that two trains cannot collide, also repathing isn't really a problem, well it is if you try to do bidirectional tracks but its wise to not design those as trains aren't smart enough to find multiple paths to the same designation. I design all of my tracks as single direction on, aka I use the left and right hand rules for my tracks and there is basically zero issues.
thats why i went with 2 directional tracks instead of one bi-directional tack
twice the work but half the problems
that actually isn't a solution and your at best delaying the issue, but of course current signals weren't designed with bi-directional tracks in, aka no repathing exists.
well there really isn't a good way of fixing it yet (that i know of)
yes there is, using single direction tracks as I already mentioned, that is the current solution because signals were only designed with single track direction in mind, so that is the only way to design to have no issue.
Ok, as a non native speaker I'm a bit lost atm. Just for clarification:
'2 directional tracks' vs 'bi-directional'
- would be 2 parallel tracks where trains only move in on direction
- would be a single track where trains move in both directions
did i get that right?
yes i think
👍
im using 2 parallel tracks where trains only move in opposite directions
yes and 2 basically cannot work right with the current signals, so its not advised use them that way.
yeah. Bi directional is ok for a single train between two stations, but nothing more.
yes in a limited system such as that, it would work fine, but don't use them in anymore complex systems, aka world train networks, etc
i realise there are no turn arounds untill you get to the destination
You can always just slap a basic U-turn wherever you need one.
idk man these noodle tracks have a mind of their own
what black magic did you use
it's crossing both lines in my case, but it's compact
it could be built bigger to go over/under the main tracks
no black magic 😁
3x3 foundations = 90° turn
build the U turn first, then let it snap to the rest
3x3 foundations = 90° turn ive been useing 2x3 woops
tracks are a bit science, but watching some videos helps
nice, saves some space
I somehow started to use 3x3 for 90° and stuck to it
slight conveyer clipping
how do you plan to load/unload the freight stations? clipping?
so far I built most stations on an elevated platform and left some space for elevators down to industrial containers as buffers
and through the freight station near it
conveyor lift through floor is fine, that's technically allowed by the game except for the fact that you can't place floor holes wherever you want so they hardly ever connect directly to machines
who uses floor holes
I use a similar design! Looks good mate. If you can spare one extra foundation (i.e. each station is 5 wide) you can fit the belts and storage container. But I can totally appreciate why you would want to make it as small as possible.
nice to both of you
need to get some sleep, gn8
night
this is disgusting levels of efficiency
clipping
yes

how to split 10 ways equally with conveyors?
what are you splitting them into
single machines or giant arrays with undetermined consumption
and where is the part where you need to split them into 10?
if you need exactly 800 theres an easier way
10 assembler
great
so split the output into two 400 belts and do this in reverse (with splitters)
that wont work right cuz it always splits into half
and the 1st machine will get 200 second 100 3rd 50 etc
wait something is not right
omg i need to split 8 ways nvmmmm
considering the item is screws you need to fill the inputs up first for it to work
im stupid looked over my spreadsheet ^^"
If you need to split to 10, split to 12 first (2x2x3 splitters), then combine two of the outputs and send back before the first splitter. Provided that your belt will have space for these extra items, this will split evenly in 10.
or just manifold
That’s usually the answer, yes 🙂
I do want to try to set up load balancers for radioactive materials for my maxed nuclear plant, though. The problem is that I’ll most likely mess something up and then the load balancer will not work anyway (the point being that it would minimise radiation)… 😄
there's a few things to point out:
- nuclear is nice 1:2 or 1:3 ratio of uranium fuel rods : nuclear plant (depending on recipe), so it may be worth doing it at the same place
- splitters can duplicate items (known bug), so every balancer setup will eventually fill up (though it may take a long time)
The plan is to use the alt recipe for fuel rods (although I’m a bit scared for what happens to it in the future as it uses beacons). It produces 0.6/min and nuclear plants use 0.2/min so a three way splitter works perfectly. That duplication bug is nasty though…
the recipe is unchanged in U6
Yeah I know. But believe they said they will change it in the future.
When they do I'll be modding in the old recipe. I'm not changing my gosh durned factory.
Honestly though it would be really hard
theres always a chance they just remove beacons from the recipe and leave the rest untouched, or alter it in some other way that doesnt break factories
I’m going full defaults in my nuclear setup just because they are less likely to be impacted 
I don't know. I guess they might remove it to make it cheaper. But removing it is pretty much the only way to not break factories since they'd have to have a similar item with same components be made to 'alter' it. And then that item would be unique? It'd be weird
Perhaps they can kinda balance it with more crystal oscillators required to run the recipe. Both beacons and oscillators need almost same components to be made
would still break factories though
The thing is I've done such a specific and complicated build that more than a zero part per minute change anywhere would likely be disastrous XD
The first section of my Urod factory I built was the beacon one. It's all on curves and clocked with precise timing. Unless the change fits within a very narrow window of 'what resources it uses, parts per minute from machine' , it's going to have to be torn down
there is NO room for change XD
I plan to feed the nuke slightly more resources than it requires and then collect the things it didn’t use with overflow splitters into one train that delivers them back to production
Ah nah for me I'm doing a 100% efficient set up start to finish
I've got mixed belts feeding manufacturers that never overflow and it's beautiful
The 100% setup fans when some conveyor bug ruins the entire setup
No belt to belt connections
Either welded or to machine/splitter/merger
At least for the parts where it's running close to 780, there's enough of a give in the others
still basically no b2b connections though
The problem with changing the fuel rod recipe is that it won’t just stop one factory, it stops your whole world as most likely that power plant provides energy for everything. Which I’m sure CSS knows and needs to think about how to solve.
I've set up this if it makes you feel any better xD
Right in the U6 killzone
even if this ends up 80% underground
i don't care, because it works
Fair.
what is this?
3 industrial storage containers
best imposter
for some reason they start looking like modern art sculptures when you get far away
@limber cradle btw this will get burried in my World ^^'
messy refinery setup much?
yeah, why not one splitter and one pipe junction in front of each refinery? 😛
lol
Or maybe instead of beelining each belt, using 90 degree angles
i sacrifice neatness for functionality
except my skyway
the conveyer belts are ran neatly
so are the powerlines
different definition of neatly
Unless im missing something, The only annoying this I found about pipe splitters is they just float, I wish they would add support or have a way for it to be able to connect to supports instead of just floating...
this is full and backed up my conveyer line
There is this neat thing called the AWESOME Sink...
they aren't required 🤷♂️
im already running a factory from hell, why make it nice?
Oh ok
Make a conveyor belt tornado
Is your name Josh by any chance?
LGIO moment
maybe 💀
I like builds without foundations 🤔
should i drop my save
im sure not many people want it
I will give you @median heath's new player advice. Drop this discord entirely for now. Go play until T7 figuring everything out for yourself. The come back here and compare your experience with others
i dont need advice when my factory is already a functional mess
Suit yourself
I was joking earlier when I called you Josh... But are you actually LGIO?
no
😐oops
np :)
this is turning into a spiral not a tornado
tower of spaghetti
i would pose the question of "is there a limit?", but josh already answered that
ik what im doing with this mess
storage
at the top there will be a foundation leading to more storage units than in your dreams
who needs storage containers when you can use belt storage
i wish we had external emoji perms here
lol
luckily we dont have, else this sever would be lewd over
true
the ramp to the skyway
i think i know why my building in this game is so chaotic
the only reason i know about this game is because of LGIO
the only building ive mostly seen is LGIO's
wait, is the ocean area at risk in U6 too? I thought anything near the world edge would be essentially safe
they're changing the spire coast but they're probably not going to do much to the terrain near the border
where is the spire coast????
Shrek Quote:
Yeah? Well you thought wrong.
are they changing the water level? moving the border?
🤷♂️
wait you don't know what they're doing? Have they just said "the ocean isn't safe either" or something?
I don't see Sev saying that anywhere 🤔
Sev said that the ocean up against the world border isn't safe from U6 changes, and then shrugged when i asked what they're doing
how far do I have to scroll to find the message you're talking about?
Here, Sev responded to a post saying that a power plant which is placed directly against the northern world barrier is "Right in the U6 killzone"
#math-and-meta message
and then the followup messages are right above
so i'm confused; they're almost certainly not going to make significant terrain changes there. It's barely a intended place for players to go at all; most ocean biomes do not have interesting features right against the border
I mean the map shows this 🤷♂️
I don't know where the place is 🤷♂️ I'm just saying that anything in the white is most likely gonna be changed. They may also change other stuffs, who knows
fair enough
looking at both maps, i think this is about the planned area for changes compared to the border
so most of the edge still looks safe, unless they just didn't mark it on the map because it wouldn't fit or they didn't think they needed to
can yall help me with this math ive been stuck for 3hr on it
im trying to load balance rotor with 270 pipes pre min
can you help
do you have a minute to talk about our lord and savior manifold?
if you have the steel rotor alt, you just need to split the belt into 27
also if you have steel rotor alt you're wasting resources 🤔
but normal recipe doesnt use pipe
yes
confusion 1000
pipe is hollow,
rod is not hollow
oh btw how you do that
rods are anti-pipes
is from the wiki
how do you call pipes then?
bet about to break the sevrer rn with how many times im going to use it
no they are filled with all my hopes
bro im using 13% of my brain rn
I don't think you're even close
filled with failure
thats how I call my hopes too
ive been staying up 8hr+
thank you greeny xd
playing this game
little bit more than 1/4 :D
kek
well that's because you talk in weird channels like #old-questions-and-help or #satisfactory
You need 0.951 more results
that means 950 more messages until i achieve memehood
#math-and-meta only
Exactly.
you mean 1371
68 051 + 949 = 69 000 eks dee
69420 tho
My numbers... ruined by hacked account..
Lol, same
and how do you call actual pipes then? 😛
I played Space engineers a lot and I got a weird habit of calling iron plates “steel plates” and iron rod “small steel tubes/pipes”
Pipe
This game has a lot of pipes tbh
yeah, 3 of them actually
if you go gigabrain and warp space in your mind, everything is a pipe
I also sometimes call constructors “basic assemblers”
how dare you disrespect our lord like that
The Constructor maketh and the Constructor taketh
*construct'r
only if it's made out of caterium 🤔
heres me, thinking you got a nice game of minesweeper in your profile, but no, its a feckin Amogi
🗿
Ok, math nerds here. What is the smallest ratio of buildings needed for optimal Reinforced plate making?
major poison, can you say more about what you mean?