Yeah I know. My voice. Didn't feel well the last couple of days which is why the video is so late. Can we still reach 8k subscribers by the end of the year?
Right to the point, no BS, no sponsor nonsense, pure information presented in the time necessary to convey it. One would wish the TH-cam algorithm would reward something like that.
Agreed! Love that the videos are well organized, explains the details of the circuits and why and legitimate ways to reasonably test (ie the light going on and off).
One minor detail about the "no constant combinator" variant is that the system will now start counting from zero instead of one, so your 10-tick clock is now an 11-tick clock. If you change the "
Yeah I changed the thresholdds in the linked blueprint. Didn't want to make the video even longer with more explanations. Thanks for the clarification though!
Yo avaddi. I think you are a gem in the factorio community. Not only you debunk some myths and dogmatisms (which i think the factorio community is plagued by them), you also offer god tier advice and design patterns. I always look forward for you next video!
Pro tip: To prevent the pumps from wasting fuel while the ship is stopped, you can test for Velocity with signal "V" from the platform hub. If you do not allow fuel to flow when velocity is below 50, the engines will keep enough fuel to restart and get back up to 50 when the ship resumes. BUT... the pumps will stop feeding fuel, which means you don't dump a thruster full of fuel into the thrusters every stop. Saves a lot of fuel.
If you run out of fuel, you will softlock the ship because your speed will be always zero or less. And, frankly, there is no reason to not pump fuel to the trusters while stopped: platform will go futher on "overdrive" in less time, while burning what is essentially overproduction, and the fuel is free.
@@FabriceNormandin95 each planet has their own gravity, 10km/s will be add to your speed, this explain why when you to vulcanus, at the middle, your speed increase about 20 km/h despite of no changing in production and pump, -10km/h is removed and +10km/h is added
Great explanation here! Would love to see more like this on circuits and logistics stuff. Doing full network vs isolated things and when it matters, like you selected a circle here but can you only use that circle here or can it be used elsewhere? I can't really find any good newer vids on this stuff and the game's item description isn't great imo. I don't really know if i understood the constant combinator and the symbol selected stuff still. Some ideas below?: Id love to learn how to start 1. implementing small circuits for basic recipe swapping (like quality modules based on inventory available in a few boxes) 2. or turning on/off different production lines to help an unbalanced factory.. lets say turn off half of a red circuits production to allow for some other production thats below a (%of total vs just a flat number) to catch up until another threshold [if below 50% of total stored capacity, turn off half (other production) until above 80%] 3. or setting up warnings of a stalled oil production chain because its unbalanced and you need to identify the (maxed out or empty) resource? 4. or when a production of a specific resource is not keeping up with the consumption as a warning that maybe you need more smelting or mining or that a patch of ore has actually ran empty? Few other items I haven't seen addressed well with space age or 2.0: - robo port + big electric pole grid spacing, how to keep robots evenly distributed etc. - basic train logistics, no giant mega base super game grid things that assume you have everything unlocked.. need some good early and mid game ideas that you can build up on towards mega base stuff
Thanks! A lot of good ideas. For 2.) since Space Age you can turn on/off producing entities like assemblers. Whats more complicated is counting items because they are probably scattered all over the factory so you need to find some trigger to start stop production. I personally design my bases in a way that reaches a natural equilibrium so that there's no need for circuit logic to balance things.
Also your videos are perfect. I can't express to you how much I loathe intros on youtube videos, dumbass sponsors and the waste of time nonsense people add to videos. You're the mark to beat for many factorio content producers.
I really like this approach. it completely bypasses the need to use ship speed for throttling purposes, since it's not inherently intuitive how fast your ship should go to maintain fuel. But knowing how much fuel you're actually producing? that's easy! it says it right in the log!
110 hours in, and still learning basic stuff from these videos. Good s**t, man, thank you. PS: That last part, of only allowing fuel once reaches is going to be so helpful. Been stopping the rocket from moving with a custom condition of F=1, but adding that always everywhere is so annoying. With that, I can tell the ship to move to A, but it won't move because no thrusters. Thank you.
Short, simple, and to the point. This is what we need. Also if you really REALLY want to save fuel for some reason, you can cut fuel once you past the half-way point and coast to the next planet at 10 km/s. Can be good as long as you can make enough ammo.
@@submachinegun5737 It's mainly useful if you have a very marginal design on your first ship - if you get half way you can cut power and have a decent chance of making it. For actual ships I doubt there's a purpose.
What I've been doing is pumping from one tank to another, and throttling the pump based on how full the output tank is. ~300 units of fluid keeps the engines are a nice and cozy ~40% which is just about the sweet spot for efficiency vs. thrust. Doesn't require any combinators, either.
You couldn't have uploaded this at a better time, I'm designing another early game spaceship for my Gleba runs. I started a new game and went to Gleba first after seeing how you do it. I'm getting absolutely wrecked by the stompers but everything else is fantastic thanks to your tips!
I’ve been messing around with what I think is a PI controller, that is, a PID (proportional integral derivative) controller on my ships that lets me pick a target speed and then the circuit changes the fuel flow to match that speed.
awesome video AVADII!! Love it. I was surprised to be using a constant combinator as it's no longer required, but perhaps it's better for demonstration purposes. Anyways, great video once again.
@@nar2872 the new 2.0 fluid mechanics makes machines draw fluids from pipes proportionally, based on how full the fluid network is. (though this approach requires, you to use double the amount of tanks if you also want to have a buffer. which isn't ideal given the limited space you've got on space platforms.)
if you use 10 thrusters, the consumption rate will equal the pump's flow rate, meaning you can get any percentage listed on the performance graph based on the clock speaking of the clock, you don't need a constant combinator anymore, For your original example 2 minutes into the video, simply add a second output of 1 circle when circle is less than 22, then connect a wire to create a feedback loop within the combinator (edit: you realised this already lol)
Nice system, i just put tank between pump an thrusters and set to fill it up to disaired amount of fuel per second multiplied by number of thrusters and change, yeah it waste some fuel when ship not moving but it only matter if you dont use calcite fuel and can be fixed by setting pump to work only if ship moves
I always tried to overproduce (I got to Aquilo without using the circuit network) but there comes a point where you need to be efficient for long trips or multiple trips. Thanks
I use two tanks. with a pump in the middle. and read how much fuel is left in the tank at the thruster end to start the pump. I can precisely control the energy saving I want. thats my way
Video author - does nice cover for video without giving main mechanics right away. Me - casually opens video sees pump with wires. "Ok got it". Thanks for advice anyway.
7:45 - wait, what? That's a thing? I could have sworn I looked for that, and it wasn't there... but no, it does seem to have been there in 2.0 from the start, based on my reading of the changelog. How/why did I convince myself it was otherwise? Hmm, not sure. Maybe just because you can't have the outputs be dependent on different sets of conditions within one, and that's what I was wanting at the time? Anyway, this is super cool... a self-contained clock, a filter for multiple signals but not all, etc. etc. Cool! Thanks!
Video Request: I'm building a late game spaceship to get to the system edge and beyond and am having difficulty balancing the advanced crusher outputs without stalls while making explosive rockets, railgun rounds, and fuel. Do you have any guidance?
I built a big ass space ship with no storage for fluid because you dont really need that and put clock on the pumps to pump every 10ticks out of 60 and it gets my thing going at 130km/h with excess fluid so in reserve
If you want to stop the grabber from grabbing to much asteroid chunks, you can set the filters via circuit signals. Just have a constant combinator with the desired amount, read the amount from the belt, subtract both and feed the output signal to the grabber and set it to "Set Filter". Only positive values will be used, so whenever there are less chunks on the belt, the subtraction yields a positive value and the grabber has a filter for said chunk
Would it be plausible to just read the speed V the ship is going at and make it so the pumps get deactivated if the ship is moving too fast (consuming too much fuel) That way no combinators would be needed, just some simple CTRL + R
that requires much more math. You have to determine what your expected speed would be at the ideal fuel rate. combinator approach let's you simply use your existing fuel production to figure out what consumption rate you need. Just make them identical.
@@fresh218 omg i knew that there was drag in space probably due to space dust and chunks crashing against the ship but didnt knew it affected the speed so much more than weight
@AVADIIStrategy if i remember correct, 1 chemical plant for each (fuel and oxidizer) can produce enough to feed 5 thrusters. the only downside i think is, not being able to change the speed incase you need to
@DavidLindes Yes! The fluids are consumed with the rate of the lowest one. Os if you have one completely filled engines and the other just up to half them they both will be consumed with the half speed
-I have learned that you dont even need the constant combinator now since you can just add the same output in the decider combinators output section (just remember to set it to only output 1)- nvm I didnt watch the video fully Another tip I have found is with many ships having to adjust the throttle control on each one separately when they go too fast/slow gets kind of annoying, so I have a constant combinator with a logistics group for some type of ships (for example all the transport ships) with a value (in your case 2) that controls when the pumps start pumping, so that when I change the number in the logistics group it changes on all the ships.
Your design for the logic circuit to control the fuel feed is the most parsimonious compared to what I have seen, but I wonder why you have a pump on the water too? Isn't it enough to have the pump controlled to the fuel only? I saw the 0-9 == 10 ticks comment below, so that will help end any confusion, and you have it spec'd right in your BPs. I don't understand why you have two versions of your Boxcar though as BPs. I've downloaded both (tyvm) and I'll study them... then again, I'm a Factorio noob, so I may miss the difference(s)...
Yes you only need one pump but I like symmetry. There's only one Boxcar version, not sure what you mean exactly, but there are additional blueprints for improved quality.
@AVADIIStrategy Thank you for your response. I downloaded the two you gave links to in the description of this video... to me, I thought they were upgraded Boxcar versions (!) I was working out the circuit logic to send to and from home for Vulcanus, science and supplies from Nauvis yesterday along with building up my "infinite limit" pipe supplied sulfuric acid to make stuff on Vulcanus, so I didn't study both BPs of yours yet, but I will today. Don't let symmetry rule you, except maybe for the ladies in your life. My ex-wife was a former child actress from Puerto Rico and her facial symmetry slayed me and most men around her (as an adult) and eventually caused our divorce because DNA testing my kids is a deal breaker, at least for meh... she made JLo look like a common girl from the bronx with much dark skin... I do get that symmetry preference in design, but in my CGI work, before I gave up cause: AI, I found perfect symmetry in my stuff made it read less "real." e.g., th-cam.com/video/w0bnigQ17JE/w-d-xo.html I "got into trouble" on the Satisfactory discord for daring to ask them for a character creation screen, cause I didn't want to play as an obese woman. Boy, that was taken the wrong way. So, to answer their: "f' u, no," from the half head shaven lady that was "yelling" at me in text, I created the above video. I got banned from their server in a day, but I have had that seen many thousands of times off another video databasing platform...
@AVADIIStrategy Have you considered adding a belt weaving storage version of any of your designs... that was the other thing that I was working on to understand yesterday... I think I've got a general understanding, but I won't know until I replicate a design. I think even with your Boxcar design doing a space using equivalent to one cargo bay footprint would add a "huge" amount of storage that could be snaked around and modify the design in a minimal way.
@homeape. I... Must google what ISP is But when I'm out of data I usually call it... Here it coooomes: My Internet is over Atleast I think that's how I would translate it
@homeape. Funny enough First thing that comes up when I type isp is Inwestycyjny serwer policyjny So through that logic police cuts of my internet Neat Yes I know this is not it XD It's Internet service provider So... My operator Like play, plus, T-Mobile, orange etc
I've found that this kind of thruster control for the purposes of fuel efficiency is pointless. You can just pipe your fuel and oxidizer plants straight into your engines and the small buffer in those pipes plus a bit of hysteresis means that your speed will naturally reach equilibrium where it uses 100% of your production most efficiently. Hell, you can even add dumb tanks if you think it's valuable to have idle time in orbit increase overall speed during transit. I am only actively controlling thrust on my prometheum chunk farm ship, I throttle it back based on the deficit in my stockpile of turret ammo, again, relying on hysteresis to reach equilibrium at my ship's safe maximum speed.
You dont need the constant combinator. You just need to Output both "O = 1" and "O = input count" signals in the same combinator. And it will work the same.
This is a very stupid and ugly design from developers, just play with a valve mod. I solved the equation for desirable flow but forgot I cannot directly control flow rates. The equation for on and off is ugly and opening and closing the valve to achieve a certain flow is just silly. I copied the circuit from the forum, won't do it again.
Why did you spend nearly half of an 8 minute video about thruster throttling talking about the minutiae of timer circuits, for which there are dozens of tutorials from a decade ago until now? Please be more considerate of your audience's attention and time.
I think it's more important and useful to know how and why this works, so they themselves can apply it in other situations. anyone already familiar with circuits can probably deduce how it should be done, very easily. besides, you could just skip to the part you wanted to know about, if you didn't want to waste your precious 4 minutes.
Riddle me this: I spend the first 20 seconds telling you exactly what I will explain in the video (setting up thruster throttling) and what I won't go into (talking about the pros and cons of throttling and when to do it). Why did you keep watching if you already know how it's done? Especially because I'm considerate of my audience's time I made clear what the video is about right at the start.
I don't understand your criticism either. This channel in particular leaves out all the BS and really only explains what is necessary. If you know everything, you shouldn't be watching videos like this.
@AVADIIStrategy The idea of using a timer circuit as a PWM mechanism on a pump is interesting, useful, and novel. The parts of the video actually discussing the topic at hand from 0:00 to 1:22 and from 4:00 to the end are great. The explanation of the timer circuit itself from 1:23 to 3:59 is completely unnecessary in this video.
Yeah I know. My voice.
Didn't feel well the last couple of days which is why the video is so late.
Can we still reach 8k subscribers by the end of the year?
Get well soon!
Minor minor nitpick on an amazing video once again: Threshold, not threthold. ;)
ja man direkt abo dagelassen.... es hilft alles so sehr bei diesem spiel
"shweshhold" ♥
Sounded perfectly fine to me, you're probably just overthinking it being in the spotlight 🍻
Right to the point, no BS, no sponsor nonsense, pure information presented in the time necessary to convey it. One would wish the TH-cam algorithm would reward something like that.
Wow, the first time I see a super thanks.
That's rare even on the most popular channels.
Thank you so much!
Agreed!
Love that the videos are well organized, explains the details of the circuits and why and legitimate ways to reasonably test (ie the light going on and off).
One minor detail about the "no constant combinator" variant is that the system will now start counting from zero instead of one, so your 10-tick clock is now an 11-tick clock. If you change the "
Yeah I changed the thresholdds in the linked blueprint. Didn't want to make the video even longer with more explanations. Thanks for the clarification though!
you can also use
Yo avaddi. I think you are a gem in the factorio community. Not only you debunk some myths and dogmatisms (which i think the factorio community is plagued by them), you also offer god tier advice and design patterns. I always look forward for you next video!
Thank you sir!
Pro tip: To prevent the pumps from wasting fuel while the ship is stopped, you can test for Velocity with signal "V" from the platform hub. If you do not allow fuel to flow when velocity is below 50, the engines will keep enough fuel to restart and get back up to 50 when the ship resumes. BUT... the pumps will stop feeding fuel, which means you don't dump a thruster full of fuel into the thrusters every stop. Saves a lot of fuel.
If you run out of fuel, you will softlock the ship because your speed will be always zero or less. And, frankly, there is no reason to not pump fuel to the trusters while stopped: platform will go futher on "overdrive" in less time, while burning what is essentially overproduction, and the fuel is free.
@@rogo7330 wdym you will soft lock the ship?
If you end up with no fuel in the thrusters, the speed cant increase, so the ship is stuck.
@@FabriceNormandin95 they added a failsafe for that: the minimal speed is 10 km/s
@@FabriceNormandin95 each planet has their own gravity, 10km/s will be add to your speed, this explain why when you to vulcanus, at the middle, your speed increase about 20 km/h despite of no changing in production and pump, -10km/h is removed and +10km/h is added
I finally understood how combinator counting works, thanks!
You're welcome. Tried to be a bit slower in my explanations because I know that circuit logic can be harder to understand sometimes.
Great explanation here!
Would love to see more like this on circuits and logistics stuff. Doing full network vs isolated things and when it matters, like you selected a circle here but can you only use that circle here or can it be used elsewhere?
I can't really find any good newer vids on this stuff and the game's item description isn't great imo. I don't really know if i understood the constant combinator and the symbol selected stuff still.
Some ideas below?:
Id love to learn how to start
1. implementing small circuits for basic recipe swapping (like quality modules based on inventory available in a few boxes)
2. or turning on/off different production lines to help an unbalanced factory.. lets say turn off half of a red circuits production to allow for some other production thats below a (%of total vs just a flat number) to catch up until another threshold [if below 50% of total stored capacity, turn off half (other production) until above 80%]
3. or setting up warnings of a stalled oil production chain because its unbalanced and you need to identify the (maxed out or empty) resource?
4. or when a production of a specific resource is not keeping up with the consumption as a warning that maybe you need more smelting or mining or that a patch of ore has actually ran empty?
Few other items I haven't seen addressed well with space age or 2.0:
- robo port + big electric pole grid spacing, how to keep robots evenly distributed etc.
- basic train logistics, no giant mega base super game grid things that assume you have everything unlocked.. need some good early and mid game ideas that you can build up on towards mega base stuff
Added a few things at the end in my edit 🍻
Thanks! A lot of good ideas. For 2.) since Space Age you can turn on/off producing entities like assemblers. Whats more complicated is counting items because they are probably scattered all over the factory so you need to find some trigger to start stop production.
I personally design my bases in a way that reaches a natural equilibrium so that there's no need for circuit logic to balance things.
I tend to use an etho hopper clock for things like this
Clever design. Also threthhold.
Really good explanation of such simple concept(after watching video ofc) for someone who never tried this part of Factorio. Thank you!
Thank you sir. You are a scholar and a gentleman.
I learned more than just how to throttle my engines.
Also your videos are perfect. I can't express to you how much I loathe intros on youtube videos, dumbass sponsors and the waste of time nonsense people add to videos. You're the mark to beat for many factorio content producers.
I really like this approach. it completely bypasses the need to use ship speed for throttling purposes, since it's not inherently intuitive how fast your ship should go to maintain fuel. But knowing how much fuel you're actually producing? that's easy! it says it right in the log!
Very informative video! Thanks for the help!
One small nitpick: a lot of the times you say treTHold instead of threShold
Haha I'm lucky I didn't twist my tongue into a pretzel while saying it.
110 hours in, and still learning basic stuff from these videos.
Good s**t, man, thank you.
PS: That last part, of only allowing fuel once reaches is going to be so helpful. Been stopping the rocket from moving with a custom condition of F=1, but adding that always everywhere is so annoying. With that, I can tell the ship to move to A, but it won't move because no thrusters. Thank you.
I get a little hit of dopamine when I hear "Hello dear viewer!" Thanks for making this easy to understand.
Short, simple, and to the point. This is what we need. Also if you really REALLY want to save fuel for some reason, you can cut fuel once you past the half-way point and coast to the next planet at 10 km/s. Can be good as long as you can make enough ammo.
True and an interesting strat, but honestly with asteroids being literally infinite I see little reason to do so
@@submachinegun5737 It's mainly useful if you have a very marginal design on your first ship - if you get half way you can cut power and have a decent chance of making it. For actual ships I doubt there's a purpose.
1:00 I saw that. Wube went through all that trouble to make super force building and people still delete pipes manually.😔
i.imgflip.com/7ky8s3.jpg
What I've been doing is pumping from one tank to another, and throttling the pump based on how full the output tank is. ~300 units of fluid keeps the engines are a nice and cozy ~40% which is just about the sweet spot for efficiency vs. thrust. Doesn't require any combinators, either.
oh, nice, gonna try this approach (i did build my own combinators version, inhibited when parked, that is any planet signal =3)
You couldn't have uploaded this at a better time, I'm designing another early game spaceship for my Gleba runs. I started a new game and went to Gleba first after seeing how you do it. I'm getting absolutely wrecked by the stompers but everything else is fantastic thanks to your tips!
I’ve been messing around with what I think is a PI controller, that is, a PID (proportional integral derivative) controller on my ships that lets me pick a target speed and then the circuit changes the fuel flow to match that speed.
Iirc you don't need 2 pumps since even if other liquid is full, it can only use whatever the lowest amount of material there is.
True. Good advice. I like symmetry though which is why I can't design it with just one pump XD.
Also, the flame that comes out of the thruster will depend on how much of a liquid it has 🤓 red or blue or purple!
@@Gorre022 I was wondering why the coloring seemed to be fluctuating randomly!
awesome video AVADII!! Love it.
I was surprised to be using a constant combinator as it's no longer required, but perhaps it's better for demonstration purposes.
Anyways, great video once again.
This is far more elegant, modular, and has better control behaviour than sets of empirical equations I've made for the exact same purpose. . . ._.
I'm using a tank on the thruster side, wired to the pump, set to fill the tank to 10 which gives me modulation and a low pass filter.
does setting the tank to 10 ensure that's always at least some fuel in the thruster, without filling up the thruster entirely?
@@nar2872 the new 2.0 fluid mechanics makes machines draw fluids from pipes proportionally, based on how full the fluid network is.
(though this approach requires, you to use double the amount of tanks if you also want to have a buffer. which isn't ideal given the limited space you've got on space platforms.)
if you use 10 thrusters, the consumption rate will equal the pump's flow rate, meaning you can get any percentage listed on the performance graph based on the clock
speaking of the clock, you don't need a constant combinator anymore, For your original example 2 minutes into the video, simply add a second output of 1 circle when circle is less than 22, then connect a wire to create a feedback loop within the combinator (edit: you realised this already lol)
Very helpful video showing how to make and use a clock
screw that. FULL THROTTLE!
I really love your videos man! Keep on the good work!
meddl
Nice system, i just put tank between pump an thrusters and set to fill it up to disaired amount of fuel per second multiplied by number of thrusters and change, yeah it waste some fuel when ship not moving but it only matter if you dont use calcite fuel and can be fixed by setting pump to work only if ship moves
Threshold, throttle and thrusters all start with the same syllable:)
5:20
i mean we dont see your finger press the button, but we see the button being pressed? what am i missing here
Set a pump going into a tank and monitor the tank to not go above 100 units. you will achieve the same or even better result that way
I always tried to overproduce (I got to Aquilo without using the circuit network) but there comes a point where you need to be efficient for long trips or multiple trips. Thanks
I use two tanks. with a pump in the middle. and read how much fuel is left in the tank at the thruster end to start the pump. I can precisely control the energy saving I want. thats my way
Ive seen the post on reddit, implemented it and hvae never looked back
Video author - does nice cover for video without giving main mechanics right away.
Me - casually opens video sees pump with wires. "Ok got it".
Thanks for advice anyway.
Where do you do your designing for spaceships and testing? Is there an editor/lab mod you use?
It is a Pulse Width Modulation (PWM)
7:45 - wait, what? That's a thing? I could have sworn I looked for that, and it wasn't there... but no, it does seem to have been there in 2.0 from the start, based on my reading of the changelog. How/why did I convince myself it was otherwise? Hmm, not sure. Maybe just because you can't have the outputs be dependent on different sets of conditions within one, and that's what I was wanting at the time? Anyway, this is super cool... a self-contained clock, a filter for multiple signals but not all, etc. etc. Cool! Thanks!
Oh yeah, and also the stuff about thruster throttling. Though... I notice you just kinda didn't talk about the fluid mixing aspects here. :D
Video Request: I'm building a late game spaceship to get to the system edge and beyond and am having difficulty balancing the advanced crusher outputs without stalls while making explosive rockets, railgun rounds, and fuel. Do you have any guidance?
Can you make a short how you set up your testbench? I tried it in Scenario Mode but i only can build ghosts
I just use /editor so I'm not sure what to tell you.
I don't know what scenario mode is tbh.
@AVADIIStrategy Einfach den normalen Spielstand im Editor Mode aufgerufen, bzw. ne Copie vom Spielstand? (Will die Achievements nicht deaktivieren)
@@Xadoras Yeah just save your normal game. Go into editor and test whatever you want (maybe make a blueprint). Then go back to your savegame.
I built a big ass space ship with no storage for fluid because you dont really need that and put clock on the pumps to pump every 10ticks out of 60 and it gets my thing going at 130km/h with excess fluid so in reserve
Is there a way to use combinators so that the astroid grabbers don't collect more than 13 carbon, 13 iron and 13 ice?
If you want to stop the grabber from grabbing to much asteroid chunks, you can set the filters via circuit signals. Just have a constant combinator with the desired amount, read the amount from the belt, subtract both and feed the output signal to the grabber and set it to "Set Filter". Only positive values will be used, so whenever there are less chunks on the belt, the subtraction yields a positive value and the grabber has a filter for said chunk
Would it be plausible to just read the speed V the ship is going at and make it so the pumps get deactivated if the ship is moving too fast (consuming too much fuel)
That way no combinators would be needed, just some simple CTRL + R
that requires much more math. You have to determine what your expected speed would be at the ideal fuel rate. combinator approach let's you simply use your existing fuel production to figure out what consumption rate you need. Just make them identical.
you would need to adjust it every time you change the weight of the ship tho
@@marmoran9493 Good point, though speed only gets affected by ship width
Don't know why Wube designed it to not scale with weight
@@fresh218 omg i knew that there was drag in space probably due to space dust and chunks crashing against the ship but didnt knew it affected the speed so much more than weight
what if you just produce enough to barely go below %100 efficency ? wouldnt it be easier to prevent the problem
3 thrusters with 100% efficiency = 30 MN thrust. Thats VERY slow.
@AVADIIStrategy if i remember correct, 1 chemical plant for each (fuel and oxidizer) can produce enough to feed 5 thrusters. the only downside i think is, not being able to change the speed incase you need to
@@theofpower4404 But the ship doesn't have 5 only 3 ;)
FYI you dont need to control both fluids, one is enough - the other will be consumed at the same rate as the fist one.
Even when mixing them this way? (Could be, I'm not sure... just a question.)
@DavidLindes Yes! The fluids are consumed with the rate of the lowest one. Os if you have one completely filled engines and the other just up to half them they both will be consumed with the half speed
-I have learned that you dont even need the constant combinator now since you can just add the same output in the decider combinators output section (just remember to set it to only output 1)- nvm I didnt watch the video fully
Another tip I have found is with many ships having to adjust the throttle control on each one separately when they go too fast/slow gets kind of annoying, so I have a constant combinator with a logistics group for some type of ships (for example all the transport ships) with a value (in your case 2) that controls when the pumps start pumping, so that when I change the number in the logistics group it changes on all the ships.
That's very clever. But the ships then have to be the exact same model / have the same schedule.
I don't have any identical ships. :D
Your design for the logic circuit to control the fuel feed is the most parsimonious compared to what I have seen, but I wonder why you have a pump on the water too? Isn't it enough to have the pump controlled to the fuel only? I saw the 0-9 == 10 ticks comment below, so that will help end any confusion, and you have it spec'd right in your BPs. I don't understand why you have two versions of your Boxcar though as BPs. I've downloaded both (tyvm) and I'll study them... then again, I'm a Factorio noob, so I may miss the difference(s)...
Yes you only need one pump but I like symmetry.
There's only one Boxcar version, not sure what you mean exactly, but there are additional blueprints for improved quality.
@AVADIIStrategy Thank you for your response. I downloaded the two you gave links to in the description of this video... to me, I thought they were upgraded Boxcar versions (!)
I was working out the circuit logic to send to and from home for Vulcanus, science and supplies from Nauvis yesterday along with building up my "infinite limit" pipe supplied sulfuric acid to make stuff on Vulcanus, so I didn't study both BPs of yours yet, but I will today.
Don't let symmetry rule you, except maybe for the ladies in your life. My ex-wife was a former child actress from Puerto Rico and her facial symmetry slayed me and most men around her (as an adult) and eventually caused our divorce because DNA testing my kids is a deal breaker, at least for meh... she made JLo look like a common girl from the bronx with much dark skin...
I do get that symmetry preference in design, but in my CGI work, before I gave up cause: AI, I found perfect symmetry in my stuff made it read less "real." e.g., th-cam.com/video/w0bnigQ17JE/w-d-xo.html
I "got into trouble" on the Satisfactory discord for daring to ask them for a character creation screen, cause I didn't want to play as an obese woman.
Boy, that was taken the wrong way. So, to answer their: "f' u, no," from the half head shaven lady that was "yelling" at me in text, I created the above video. I got banned from their server in a day, but I have had that seen many thousands of times off another video databasing platform...
@AVADIIStrategy Have you considered adding a belt weaving storage version of any of your designs... that was the other thing that I was working on to understand yesterday... I think I've got a general understanding, but I won't know until I replicate a design.
I think even with your Boxcar design doing a space using equivalent to one cargo bay footprint would add a "huge" amount of storage that could be snaked around and modify the design in a minimal way.
@AVADIIStrategy My bad. I opened up your 2 BPs and they are specifically just the tanks and circuit logic. K. Ty for the share.
Like, subscription
You're really cool, man, thank you
👍🏻
to be honest... this is the first time i see word Throttling in my life
how do you call it, when an ISP reduces your speed, e.g. when youre out of data at the end of the month?
@homeape. I... Must google what ISP is
But when I'm out of data
I usually call it... Here it coooomes:
My Internet is over
Atleast I think that's how I would translate it
@homeape. Funny enough
First thing that comes up when I type isp is
Inwestycyjny serwer policyjny
So through that logic police cuts of my internet
Neat
Yes I know this is not it XD
It's Internet service provider
So...
My operator
Like play, plus, T-Mobile, orange etc
@@homeape. jewing
I've found that this kind of thruster control for the purposes of fuel efficiency is pointless. You can just pipe your fuel and oxidizer plants straight into your engines and the small buffer in those pipes plus a bit of hysteresis means that your speed will naturally reach equilibrium where it uses 100% of your production most efficiently. Hell, you can even add dumb tanks if you think it's valuable to have idle time in orbit increase overall speed during transit.
I am only actively controlling thrust on my prometheum chunk farm ship, I throttle it back based on the deficit in my stockpile of turret ammo, again, relying on hysteresis to reach equilibrium at my ship's safe maximum speed.
you dont need a constant combinator anymore
Hello Dear Viewer!
You dont need the constant combinator. You just need to Output both "O = 1" and "O = input count" signals in the same combinator. And it will work the same.
I don't like this method, it feels so hacky and inelegant to me 🙈Why can't we properly control the pumping rate or the thruster instead?
This is a very stupid and ugly design from developers, just play with a valve mod. I solved the equation for desirable flow but forgot I cannot directly control flow rates. The equation for on and off is ugly and opening and closing the valve to achieve a certain flow is just silly. I copied the circuit from the forum, won't do it again.
btw, solving the rate by current velocity is unreliable. It results in pulsing acceleration -> pulsing velocity. Use fixed thrust% base on chart.
Why did you spend nearly half of an 8 minute video about thruster throttling talking about the minutiae of timer circuits, for which there are dozens of tutorials from a decade ago until now?
Please be more considerate of your audience's attention and time.
I think it's more important and useful to know how and why this works, so they themselves can apply it in other situations.
anyone already familiar with circuits can probably deduce how it should be done, very easily.
besides, you could just skip to the part you wanted to know about, if you didn't want to waste your precious 4 minutes.
Riddle me this:
I spend the first 20 seconds telling you exactly what I will explain in the video (setting up thruster throttling) and what I won't go into (talking about the pros and cons of throttling and when to do it).
Why did you keep watching if you already know how it's done?
Especially because I'm considerate of my audience's time I made clear what the video is about right at the start.
I don't understand your criticism either. This channel in particular leaves out all the BS and really only explains what is necessary. If you know everything, you shouldn't be watching videos like this.
@AVADIIStrategy The idea of using a timer circuit as a PWM mechanism on a pump is interesting, useful, and novel. The parts of the video actually discussing the topic at hand from 0:00 to 1:22 and from 4:00 to the end are great. The explanation of the timer circuit itself from 1:23 to 3:59 is completely unnecessary in this video.