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Manifold and Load Balancing ADVANCED Tips | Satisfactory 

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It turns out math is hard, and I made some mistakes in my previous video about manifolds and load balancing. Not wanting to lead you astray, hopefully these additional details and corrections help. Did I make any more errors here? If so, let me know. And if it's all good, I appreciate positive comments as well.
The video I am referencing: • Satisfactory: Manifold...
TIMESTAMPS:
00:00 - 00:35 Intro
00:36 - 1:16 Manifold: Optimal Belt Speed
1:17 - 1:50 Manifold: Smart Splitters
1:51 - 2:34 Manifold: Prime the Factory
2:35 - 3:27 Balancing: My Math Mistake
3:28 - 4:56 Balancing: Loopback Clogs
4:57 - 5:29 Balancing: Loopback Belt Speed
5:30 - 7:55 Balancing: Clarified Rules
7:55 - 8:29 Balancing: Underclocking
8:30 - 9:17 Balancing: Loopback Overflow
9:18 Outro

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30 июн 2024

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Комментарии : 67   
@ColonelSandersLite
@ColonelSandersLite 3 месяца назад
I just want to point out two things - It's obvious when you sit down and think about this, but I think a lot of people don't realize this for quite a while. Besides splitters and mergers, the game also has a hybrid of the two. The Industrial Storage. Has two inputs *AND* two outputs. Only thing you have to keep in mind is that its behavior can be kind of odd if you're using a mixed resource belt. Storage units only output from the last stack. When choosing between a manifold and a balancer, there's a third option - You can hybridize the two. Suppose you're feeding an array of 12 machines. There's nothing saying that you can't split the feed into 4 mini manifolds of 3 machines. Pros and cons sit right between the two options.
@SalamanderBSC
@SalamanderBSC 8 дней назад
There's also hybrid setups where you have a manifold that feeds into several mini-load-balancers. They are frequently suitable for many low-tier stuff - iron/copper smelters take 30/m, so you can just have a single splitter between two smelters and its input comes from a mk1 belt coming from a manifold. Similar thing happens with iron plate, steel pipe and cable constructors (2 constructors for 60/m input), iron rod and copper wire constructors (4 constructors for 60/m, slightly more complex but not by much), steel beams (no splitter, just make the input belt a mk1). Heck, there's even some late-game recipes that can use it like the heat sink alternate recipe that uses 30/m of both casings and rubber. They show up all over the place if you look, and you get the modularity of manifolds with the rapid startup of load balancing for a very minor amount of extra work.
@spindriftprime
@spindriftprime Месяц назад
I appreciate the detailed information on load balancer theory. I'm not a Math Person myself, so when a video is like "here's an example of a load balancer" and shows off some pre-made assemblage of splitters and conveyors with little explanation of why it is built the way that it is, it doesn't help me understand how to actually implement one. This video helped tremendously. Thank you!
@SatisfactoryNews
@SatisfactoryNews Месяц назад
That is exactly why I made these videos about balancers. I never understood it from other explanations, so I really dove into how they worked and tried to explain it in a way that would have made sense to me. I'm glad that is resonating with other people!
@bovax6259
@bovax6259 3 месяца назад
I've been playing the game since inception and there's a couple things here I've even been overlooking in my maths of committing to load balancing. Couple of my latest load balancing builds just were not running up to snuff when I knew they should have been so I switched them to Manifold. Now, that worked and I won't be going back but I could have possibly tried some of your fixes and kept load balancing. I will keep these fixes in mind for future when I get back to the game when 1.0 is released. TY!!
@rbroach68
@rbroach68 5 месяцев назад
Glad to see this uploaded again! It'll get better every time. 🤠
@VoidMusic824
@VoidMusic824 5 месяцев назад
I think the most correct way to tell whether you'll need loopback belts is that if *every* prime factor is 2 or 3 you can skip them, rather than if *one* prime factor is 2 or 3. Your text restatement around 5:40 says the same as your original statement :)
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
I think my intention was to communicate that, but perhaps I didn't. I tried to use simple language to avoid being wrong about something but maybe it was too simple lol.
@haskinsian
@haskinsian 5 месяцев назад
It's hard to be specific and succinct without using terms that most people forget as soon as they leave school lol.
@MrBwian
@MrBwian 5 месяцев назад
Fantastic explanation and will be used by me as my maths is not great! I also stage my factories: build a section, prime it with materials Then I use a throughput mod and dump the output into a sink to see how that section performs Once sorted, I move onto the next, leaving space for an overflow smart splitter should my calculations be wrong (they usually are... I love overflow splitters)
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
I'm with you on overflow splitters, I have more than a few of those 😂
@freedomhq4075
@freedomhq4075 11 дней назад
4:57 There may be a mistake here, or maybe a miscommunication. The loop back belt returns 60 materials a minute, and the total input stabilizes to 360 to compensate. I know this after applying an infinite geometric series formula to the problem (learned it in calculus 2). The formula is S = a/(1-r). r is the common ratio which is 1/6. a is 50 at the first iteration of our 300's division. Plugging it in and doing the math, we find that 50 becomes 350, then divides, and adds to the next 300 to become 358.33. This continues, slightly larger every time, 359.72, and again infinitely, until you approach the value of S, which is =60. Therefore your topmost conveyors need to take another 60, not 50, which is equal to your non-feedback output members.
@SatisfactoryNews
@SatisfactoryNews 10 дней назад
That's beyond my pay grade, so I'll trust you. As far as I understand, if you require X materials, you input X materials into a loopback system, and for a while it not deliver the right amount to each machine, but after several iterations, it will balance out and each machine will get what it needs.
@freedomhq4075
@freedomhq4075 10 дней назад
@@SatisfactoryNews In reality I suppose thats all you need to know xD. Im just saying that the feedback loop in the video gives back 60 not 50. Resulting in 360, not 350. Overall I used your video for in depth reference and took notes on everything. Which is how I found that issue. You did great regardless!
@freedomhq4075
@freedomhq4075 10 дней назад
@@SatisfactoryNews for this same reason is why some of your bigger builds with loop backs require that overflow solution, because more circulation is present than expected. I believe its because the infinite division changes when the outputs are not uniform.
@vencam9498
@vencam9498 5 месяцев назад
Very nice video. As an enthusiast of logistics, I find it both enjoyable and informative and appreciate you taking the time to (re)make it despite having covered the topic already. Well done. As a sidenote, most of the concepts covered could be extended to mixed belt (sushi) scenarios. Mixed-item manifolds (aka "sushifolds") can be commonly seen (especially at higher tiers and lower throughputs) and possibly confuse new players. And, even if with much more niche usage than mixed manifolds, even mixed belts can be load-balanced in different ways and even make use of loop-backs in some scenarios (just like normal balancers, but with more than one kind of item). If interested in covering the subject, I can provide more in-depth info (afaik, the only (rudimentary) video on the subject is on my channel, atm).
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
Thank you! I couldn't live with my errors anymore, haha. I haven't seen too many players using sushi belts but i will check out your video because that sounds interesting.
@gamer61k3
@gamer61k3 3 месяца назад
Appreciate the time you take to do make these videos. It's interesting to see others understanding of these methods, I agree you should use use whatever you are happy with, though given I always "load balance" first, it always seems that the disadvantages of "manifolds" are understated and those for load balancing exaggerated. Especially the space taken, which is usually more, but your 1 input to 10 output example, probably expanded to illustrate the loopback mechanism, can be built on the one 4m wide strip of tiles next to the machine inputs, so the same as allocated for a manifold. The power of load balancing also goes beyond the simple one input to multiple outputs shown in your videos, to distributing a common source in the exact amounts required by multiple processes. There is some math involved with this and needs to be done out of game, same as working out what splitter/merger assemply is required to do this, but can be used whenever the same ratios are present, whether you're making 10 parts per minute or 100. I unfortunately do have to remark on the Balancing: Loopback Overflow section. If overflow is required in the normal running of a process then balancing is not being done.
@SatisfactoryNews
@SatisfactoryNews 2 месяца назад
I think load balancing gets a bad reputation because it's most unnecessary. Manifold will get the job done 99% of the time. There are very few cases where a factory requires a load balancing system to function properly. You're right that size isn't really an excuse, especially in this massive game world, but it's something to keep in mind. As far as the loopback overflow section, there is some truth to your comment. When you have to do this, it becomes a less-than-perfect system. However, it gets pretty close. The system is not very efficient at the beginning, but the more iterations it goes through, the more balanced and up-to-speed it gets. It's also a "simple" solution that gets close enough for, again, like 99% of cases.
@TAiiNE
@TAiiNE 5 дней назад
One video addon to this that I would love for someone to do is explaining how machines also impact how many items fit on a belt. Far FAR too many people keep asking for ratio splitters because they 'only want 24 of x item down this line' as that's 'all that line needs' When if the machines on that line only need 24, then only 24 will fit on that belt line. There's no point nor need to ever tell a splitter how many items to allow on a belt. It may sound simple and common sense but many are not getting it. So something to show and explain how machines through put effects the amount of items on a belt would be great. Bonus, is also adding that just because a belt says 480ipm, don't mean every mixed item that gets added is also 480ipm each, then don't understand why their mixed belt isn't giving them the throughput they want. Some people just need to see thus stuff for themselves. I wish I could do it myself as MMMGH some of these people are too insistant... but my desktop only records gameplay footage at the rate of a slide show.
@SatisfactoryNews
@SatisfactoryNews 5 дней назад
That's a really good point, and I have the same annoyance with people! I might make a Short about this. If I do, I will be sure to shout out your comment.
@TAiiNE
@TAiiNE 5 дней назад
@@SatisfactoryNews Id do a full vid, just to nail the point. because holy cow... we have one person in the q&a site right now going and I quote: "if i split the 30 steel beamsPM thats go to send 15 a minute each way which is going to force me to overflow the 6 line and undeflow the 24 line, which with the idea i suggested wouldnt happen ever as it would split into the ratios set/required by this well thought out system" Then he ALSO add's. "how do you plan to split a conveyor belt of 120 between 9 coal generators (all underclocked at 88.888% which needs 13.3333> coalPM and 40 waterPM (makes it so i can use 3 coal gens per water extractor)) precision is key with a game like this." and I look at my 46 coal gens, my lines making 6000 quickwire... and everything else in my world and wonder what this kid is smoking.
@jeecee8283
@jeecee8283 5 месяцев назад
One thing I do, on any type feed system, is to power all buildings, then switch them until the input(s) is full. I then turn on the buildings one at a time from closest to source to farthest.
@ChampionGaming
@ChampionGaming 5 месяцев назад
8:18 that plus 1 machine isnt taking up more space than all those splitters and mergers for the loopback
@vencam9498
@vencam9498 5 месяцев назад
A note about the first two chapters, regarding how to reduce the "startup time" of manifolds. There's 2 preferences I'd like to highlight: wanting all machines to produce/reach 100% efficiency as soon as possible, or wanting to have output items come out of the system as soon as possible (these can lead to different results). Trying to have all machines in production, with a manifold, means that all machines (minus one or two) need to have an inventory full of input items. The QUICKEST ways to do so are (from the fastest): 1) Manual prefill. 2) Smart splitters in the manifold. 3) Normal manifold. 4) Manifold with low-tier input belts for machines (exception being when the belts' throughput matches the input requirement exactly, aka "balancefold", or the main belt has more input than the line of machines need so it can "overfeed" all inputs). What's a bit counterintuitive, is that method (4), while being the best at satisfying the second preference mentioned earlier, it's also the one that takes the longest to fill up all machines with input items. The reason for that is that since more machines start running while the whole system fills up, more input items will be consumed, thus needing more time for the main belt to provide the items to fill up machines AND feed the ones already consuming. On the opposite end, using smart splitters leads to the least items produced AND consumed by turning on machines one by one. Addition: if one dislikes manually filling machines but still wishes to speed up a normal manifold, they can add one or more container(s) and connect them to the manifold via (temporary) mergers. When provided with items, the containers will "refill" the manifold at the merging points, ideally after it has too few items/min on it as they're being used to fill up the first few machines of the production line.
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
Thank you for the comment and all the additional information! I'm hearting this comment so it appears up at the top so people can see it.
@Maulus
@Maulus 5 месяцев назад
Ya, nah, i'll stick with the manifold. ot enough problems with math to use the loadbalancing type lol Great video. followed you until the load balancer
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
Yeah this load balancing stuff isn't for me, either 😂 I am generally not a fan.
@l4zycod3r
@l4zycod3r 4 месяца назад
Top level balancers and 4 splitters manifold, works reasonably well
@TankHammer
@TankHammer 5 месяцев назад
I thought for a moment that you had Drew Scanlon guesting on your video from that thumbnail.
@giacomoboldrini7752
@giacomoboldrini7752 5 месяцев назад
I'm good with math but i really don't like the bunch of splitters, mergers and belts (and in some cases spaghettiness) needed for load balancing, i fell in love with "modular load balancers" mod, it's very aesthetic and easy to learn to use for everyone, a must have for lovers of order and minimalist design ❤
@brodriguez11000
@brodriguez11000 5 месяцев назад
"Multi Splitter/MergerBalancer" mod also has balancers. Made everything look pretty, functional, and consume less space.
@TheTeetai
@TheTeetai 5 месяцев назад
If want you can use manifold input also center so example 4 smelters your input is between 2 and 3 working maybe little bit better 🤔
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
Yeah I cover manifold injection in the original video
@Jason-ZombieBreath
@Jason-ZombieBreath 4 месяца назад
In my opinion, a complex loop-back system is better than under-clocking because we have an abundance of space for the footprint but only a limited amount of power. Conveyors don't suck up any power (THANK YOU for that magic Coffee Stain!) so spamming them like a pile of spaghetti is only aesthetically problematic.
@kyeush1398
@kyeush1398 4 месяца назад
yeah? you can underclock the buildings/machines so that they dont consume extra power than needed for the desired amount though
@edgunther8136
@edgunther8136 2 месяца назад
Underclocking saves power per item
@EternalNewb
@EternalNewb 5 месяцев назад
I linked an imgur gallery of load balancer designs to the last vid, but it looks like my comment was removed before the last vid was taken down. Are links like that not allowed? Also, good vid. I've recently switched to using manifolds myself, but I find balancers to be more aesthetically pleasing.
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
RU-vid probably flagged it if it had a link, so I did not see it.
@javiermoralesrojas5638
@javiermoralesrojas5638 5 месяцев назад
omg, I love you
@gamerdweebentertainment1616
@gamerdweebentertainment1616 26 дней назад
Great... I'm ahead of progress then UGH and last belt is on last 2 elevator upgrade, and I just spend hours on mini factories setup, luckily not too detailed, but still. edit: figured it out, will do extra steps, but need shift the 1/5 later part.of the chain, phew
@XS_01
@XS_01 Месяц назад
I use load balancing and underclocking for inputs to all machines, it makes me feel wasteful to let all machines load up And use manifold only when produce has to be only stored and not sent to another machine
@munin81
@munin81 20 дней назад
For the overflow, if you don't need the additional overflow, could you just sink it? Like, if you had 120 output, but only needed 115, instead of looping back the extra 5, it'd just get sunk.
@SatisfactoryNews
@SatisfactoryNews 19 дней назад
Definitely could do that! Nothing wrong either leaving extra in the system to smooth out any irregularities but if the belts being backed up would cause an issue, you should definitely sink the extra.
@JonpaulGee
@JonpaulGee 5 месяцев назад
How come you had to reupload this one?
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
Someone was quick to point out that my math was STILL wrong about load balancing , so I re-recorded some information and re-uploaded it.
@gamerplayz-6394
@gamerplayz-6394 9 дней назад
I just use Manifolds... they are so much simpler
@SirHackaL0t.
@SirHackaL0t. 5 месяцев назад
Is this a re-upload?
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
Yeah, I had to fix a few errors with the math that were pointed out
@wernercd
@wernercd 5 месяцев назад
Not for nothing but I've never felt the need to use balancers instead of manifolds. Takes time to saturate? And? you'll set it up once and walk away. All the funky math around loop backs on balancers? slap a manifold on it and walk away lol
@Stukov961
@Stukov961 Месяц назад
One additional way to remove the manifold warm up is to just manually put a full stack in each machine. Load balancers are for perverts imho.
@SatisfactoryNews
@SatisfactoryNews Месяц назад
That's an... interesting description.
@angrygreek1985
@angrygreek1985 5 месяцев назад
Why does anyone even care to use a load balancing system?
@ExRetribution
@ExRetribution 5 месяцев назад
It only really matters for power set ups without buffers.
@SatisfactoryNews
@SatisfactoryNews 5 месяцев назад
It matters in some very particular cases, and it's a way to nerd out about math which some people like. I have exactly one load balancer in my game, it's really not needed in most cases.
@RainbowGin
@RainbowGin 5 месяцев назад
Because they make for a satisfying factory.
@vrnvorona
@vrnvorona 5 месяцев назад
@@RainbowGin But they look ugly and manifold is definition of conveyor factory - belt in, belt out
@ramsho9369
@ramsho9369 5 месяцев назад
i am here at this video because i just made 6 nuclear power plants. and the first plant is filled up with materials but the last plant is still at 0. due to not all 6 plants receiving a 1 to 1 input. the machines previously in the chain are backing up on sulfuric acid because i set it all up to be a perfect 1:1 ratio. load balancing would have fixed my issue but i went manifold
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