Needless to say there may have been some pretty severe oversights. When your ENTIRE factory turns on at the same time across the entire galaxy these really come back to bite you.

Memes
Needless to say there may have been some pretty severe oversights. When your ENTIRE factory turns on at the same time across the entire galaxy these really come back to bite you.

Posted Jan 23, 2022, 1:18 AM UTC

10825
Katsaros1•

I'm jealous I can't do that kinds math. So I plop down about 10 mk2 assemblers for each segment then scale up till I'm satisfied with end production.

My almost entire time is realizing I've incorrectly scaled because I'm horrible at math so I just wing it and spent so much extra time overbuikding for more resources.

37
SeaGroomer•

Put a whole bunch down and see which ones don't get any resources and delete them.

26
Katsaros1•

But why scale down when you can scale up?

this is probably why I'm bad at math lol

18
Roboboy3000•

There’s a great online tool for calculating factory needs that helps a lot the farther you get into big end game factories. Factoriolab is amazing

8
Katsaros1•

Thank you for this. Maybe now I'll have a good looking factory for once.

2
Noneerror•

This might help:

Throughput is ultimately limited by each ILS's {# of vessels X vessel capacity}. I'll use 10 vessels of 1000 units below in my example. Which means each entire ILS is equal to 10,000 units per round trip per ILS. (Increasing the capacity of the ILS storage does not change this.) We can ignore drones because those aren't the bottleneck. It's the planet-to-planet transfers of vessels that matters.

5.5 mk3 belts maxes that capacity out in a minute. To empty a full tower using 4 belts @ 30/sec = 10000 / 120 seconds or 88 seconds. Your drones/vessels need to match that speed (1 full vessel arriving approx every 8.8 seconds) with 4 belts. So a single max stacked mk3 belt would already be at max capacity for that ILS. Note that if a round trip instead took 90sec, this ILS could not keep up with a single stacked belt. It would be taking vessel capacity from another ILS. Either one supplying it or another on the planet that is feeding it with drones. It is robbing Peter to pay Paul.

88seconds is doable. Less than that, not really. It typically takes longer than a minute per round trip for a planet within the system let alone from outside the system. That's true even with upgrades. The longer the distance, and/or the slower the vessels, the fewer belts are necessary to completely consume the shipping capacity of an ILS. That's the bottleneck. The ILS to ILS transfer.

These designs I'm starting to see with mk3 stacked belts on every input just aren't going to work if the source is off-planet. The update made it so belts can keep up now, but the vessels were already running near max.

5
Malkiot•

I disagree, the receiving storage is THE limiting factor.

A larger storage means more concurrent vessels in flight, increasing throughput. Since storage is reserved for the whole duration of the transport, I would also avoid putting vessels in the receiving ILS, as these will limit throughput to 50% of the maximum (reserving space for the whole round-trip instead of only one way).

This is because ILS transport throughput is demand limited as supply can be scaled arbitrarily per demanding ILS. Demand is equal to the amount of empty storage in the ILS which determines how man concurrent transports are created. Vessel capacity doesn't matter, as you can simply use more sending ILS and thus more vessels.

"Receiving Storage Size / Average Reservation Time" is thus the limit.

Receiving Storage Size = 10000 * number of receiving ILS Average Reservation Time = Average Round Trip Period * 0.5 (when only relying on incoming vessels).

IMO the game is missing orbital logistics stations for interstellar logistics and should demote Interstellar Logistics Stations to Intrastellar Logistics Stations / Space Elevators which are meant for interplanetary transport and transport to and from the OLS. Orbital Logistics Stations should be expandable and have auto and manual routing (or at least priority routing for specific systems).

1
Noneerror•

you can simply use more sending ILS and thus more vessels.

That's the main thrust of your disagreement. Note that I repeatedly said "per ILS" above because I know and understand this. But think about the consequences of using more ILS.

Sure. You can have an extra one, two, dozen or a hundred ILS sending vessels to support a massive line of smelters with 9 stacked mk3 belts connected to it fed by a single ILS. Moving 1080 units/sec. That's option #1.

But that obfuscates what is happening. It's better to think of it as having a total of X number of smelters, and Y number of ILS. Option #1 is one massive factory AND a bunch of empty ILS with practically nothing connected to them. Option #2 is to balance X & Y into more manageable factories that uses all aspects of every ILS instead of hyperfocusing them and wasting the belt slots etc. Because throughput is still per ILS.

If you have a matched pair of ILS with vessels (1 demanding, one supplying) and then add a 3rd ILS to top up that input/output it doesn't matter which of those two planets that 3rd ILS is on. More importantly, that is no solution. Because that 3rd ILS is practically empty and not being well utilized. Easy to see if there were 6 ILS. It becomes two pairs of 3 ILS, vs three pairs of 2 ILS.

Your argument is basically saying "belts are the bottleneck, therefore you can just add more belts, no more bottleneck." Except replace belts with ILS or vessels or storage or whatever. It's circular reasoning. It is the unit being measured. How many people can you fit in a room? Add more rooms does not change that answer!

I also disagree that the receiving storage matters. It's a buffer. It's going to float up and down regardless where the vessels are coming from. Either what is being taken out of it will exceed its ability to refill or not. What's being taken out of it is what matters. If every ILS could hold a million units, it would either run out over time or not. It's a storage tank. It will run at a deficit or not.

1
Malkiot•

I also disagree that the receiving storage matters. It's a buffer. It's going to float up and down regardless where the vessels are coming from. Either what is being taken out of it will exceed its ability to refill or not. What's being taken out of it is what matters. If every ILS could hold a million units, it would either run out over time or not. It's a storage tank. It will run at a deficit or not.

The storage size determines the amount of goods that can be transit at any moment of time. If you were to increase the storage of the receiving ILS to 50000 then the throughput (it's ability to receive materials) would increase to 5x the original. This is because in DSP transports are only sent when the destination has free space available. If we could force ILS to send vessels regardless then that would be a different story.

1
CriticoolHitOP•

If you don't care about your little dot in the universe then you might want to check out Better Stats

All the math done for you and then some. Sadly I didn't find this until quite recently but it has helped TREMENDOUSLY to get my factory under control.

(And you're right. Always scale up)

3
Katsaros1•

So checking out better stats would be me not caring about my dot how? I'm confused.

2
CriticoolHitOP•

If you install mods you won't be automatically uploading your galaxy data. Thus your "dot" will not exist.

4
memnoch112•

Depends on the mod, some works fine with milky way

3
flyingstart999•

BetterStats will not impact on your appearance in the MilkyWay view.

3
CriticoolHitOP•

as soon as I installed bepinex and better stats I got the little sync error in the corner saying my data could no longer be updated to the galaxy.

Your mileage may vary.

2
hitlerallyliteral•

part of it is giving it in terms of x items per y second cycle is difficult to work with-without even getting into multipliers. Satisfactory (another similar factory game) gives it in terms of items per minute, with no machine multipliers. I just set up an excel spreadsheet to convert to that format lol

2
Albedo_16•

Yep, it bit me right nice. Never saw it coming. So many fires to fight. It was a blast. :D

11
CriticoolHitOP•

Fighting all those fires turned out to be a great time to go back and put in the advanced miners. Granted, I've been so busy just trying to keep the ship afloat I haven't even started with proliferation.

11
Jihatden•

OMG YEAH... My entire factory shut down because I have one planet dedicated to produce fuel and even this planet ran out of fuel because all the rest instantly asked for the double of the usual needs lol It took me a bunch of hours to fix it and put everything back online...

7
Kthulu666•

Reminds me of when Coffee Stain added fluids and made water a requirement for coal power generators.

3
Bmitchem•

It's so nice and forgiving that DSP factories just run at lower speed when their power requirements aren't met.

Compared to satisfactory where if your power requirements exceed your availability by 1 MicroAmp the whole thing shuts down instantly.

2
LudusMachinae•

same, went to setup the new things in my logistic mall and found I'm super low on mag rings :(((

4
SeaGroomer•

It's always mag rings...

6
CriticoolHitOP•

mag rings and nanotubes.

4
fathertime979•

Why is it always rings I'm trying to deal with it rn myself

3
bluemoon191•

Glad I'm not the only one, it totally messed up rocket production that had been running fine with steady output for hours.

3