Throughput Counter and Limiter | Mod Review | Satisfactory 1.0

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  • Опубликовано: 26 окт 2024
  • In this Mod Review in Satisfactory 1.0 we are looking at the Throughput Counter and Limiter by SirDigby.
    Mod Link: ficsit.app/mod...
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Комментарии • 32

  • @sethlikesgreen
    @sethlikesgreen 5 дней назад +14

    Here is a way I could see the limiter being useful. Let’s say you are exporting 10 HMF’s from a factory. You want 7 to go to one factory on a train and 3 to go to another factory. You could overflow one factory with all 10 until it’s full and then overflow, but that could take forever. A limiter could be used so each factory gets their specific needed amounts right away and avoid the delay.

    • @KnightInWhite93
      @KnightInWhite93 5 дней назад +2

      In this case you could split in there, two goes to on train, the other to the first.
      I do know is not mathematically exactly what you said, but splitters and mergers solve most of the problems of this nature.

    • @thisguy35
      @thisguy35 5 дней назад +2

      agreed. if you want faster one way i guess and it would be precise without the headache of load balancing

    • @Deloxor
      @Deloxor 5 дней назад +2

      @@KnightInWhite93 but having a Single buildable solve thid instead of two already gives it a reason to exist

    • @jackblade281
      @jackblade281  4 дня назад +2

      Do a single splitter, send 5 to each starting out, the one that needs three will hit efficiency quickly, the one that needs 7 will be inefficient for a while, but it will run, and then, if you haven't put a ton of containers everywhere, the one that only needs 3 will fill up and the overflow 2/min will automatically go to the one that needs 7, now running at 100% efficiency, a single buildable, and you have probably had time to work on other stuff in the meantime, why the rush all the time?

    • @sethlikesgreen
      @sethlikesgreen 4 дня назад +3

      @@jackblade281 You're absolutely right-it’s totally doable to achieve the same results without the limiter, but I’d argue it’s less clean and more time-consuming to do an overflow method. I don’t personally use this mod, but there have been a couple of times I thought something like this could come in handy. It’s kind of like one of those tools you rarely need, but when you do, it’s really nice to have.

  • @gamer14tsb56
    @gamer14tsb56 4 дня назад +3

    "I have to wait a few minutes for the manifold to fill up."
    "I can't think of a reason why we would need a limiter."
    The benefit of a limiter is that you don't need to wait for the machines earlier in the manifold to fill up before resources are sent to the machines later in the manifold. Sure, it will happen eventually, but so much of this game is about making things take less time.

    • @jackblade281
      @jackblade281  4 дня назад +2

      so, do paralel tasks, when you finish that upand "have to wait" go and do the next thing, start pulling in the next resource, start on the next factory, start blueprinting the next set of machines you need XD
      Look, play however you want, all the power to you, will never say to not do that. But nothing I have read in the comments or experienced in the game has shown me why a limiter would be a needed mechanic such as the commenters here say.
      It is obviously a wanted thing, but definitely not a needed one. I don't want it, and I don't need it.
      The people who want it can use it, but the game already has the functionality, so the need is not there.

    • @gamer14tsb56
      @gamer14tsb56 3 дня назад +1

      @@jackblade281 I agree with the sentiment that folks should play in whatever way makes things the most fun for them. If this feature doesn't bring you joy, then ignoring it is a perfectly reasonable thing to do.
      You are also correct that there are other ways of achieving something similar in game already. I downsize my belts to achieve similar limiting to the early stages of the my manifolds or as part of priority splitters. This would offer a more compact solution though.

  • @MotherBiscuitLover
    @MotherBiscuitLover 3 дня назад +1

    The limiter is a nice on/off switch if you want to stop inflow while you rearrange your setup. Its a bit nicer the than deconstructing the whole conveyor in my opinion.

  • @mephInc
    @mephInc 4 дня назад +1

    The limiter is pointless and any issues that would use it can be resolved with a little belt work and time.
    The flow reading is nice just to keep track of what's where, especially when pulling many lines of belts and pulling some resources. Makes it easy to know the remainder.

  • @Sevetamryn
    @Sevetamryn 4 дня назад +1

    The limiting is super useful when you want to use sushi belts, especially when you want to feed sushi from volume transport (Truck etc.). There are also other use cases when you want limited item flow.

    • @jackblade281
      @jackblade281  4 дня назад

      I would argue for parallel belts with smart splitter crossovers to deal with capacity problems. I also think if you use sushi belts that much you probably already have solutions that have nothing to do with throughput limiting.

    • @steveshalliker6884
      @steveshalliker6884 3 дня назад +2

      I had a playthrough where I had a large bus with everything on it and wanted to use sushi belts for rarer items to reduce the number of belts. E.g a belt with max 120 mod frames, 120 rein plate, 40 heavy mod frames on a mk3. I built complex blueprints to throttle the components on a sushi belt using smart splitters and lower speed belts. Complicated. This would have really helped.

  • @korimiller379
    @korimiller379 5 дней назад +1

    In an example of limiting that I'm currently using, I have a production line that is using four constructors all with iron inputs. However each constructor wants different numbers per min that can't realistically be made by split/balance. Or there isn't a lot of room. Sure overflow manifold will eventually even the line input out, but using this to set the limit on the constructor input line to what that device actually needs (12.5 p/m, 10 pm, 18 p/m and 6 p/m) I can get the whole line to full production in a couple minutes without needing to saturate the belt or pre-fill the machines.

    • @jackblade281
      @jackblade281  4 дня назад +1

      the machines would fill anyway, what I mean is the limiting happens no matter what you do, you don't need a balancer or anything, just do your standard manifold with an extra splitter before the manifold starts and it will divert the remainder to whatever else you want it to do, or a sink if you have nothing else for now, or underclock the miner or previous machine lines to get the exact total you need... there are so many solution already in the game that i feel like by adding this you just make it needlessly complicated, the pipes and fluid dynamics comes to mind, the only place a valve limiting comes in handy is for recycling water lines, thats a single use case, the rest is valves just determining flow direction to prevent backflow, that's the actual value it has

    • @korimiller379
      @korimiller379 4 дня назад

      @@jackblade281 I agree that overflow works just fine. Eventually. In middle and late game, I rarely bother tuning things that far unless that site is extremely purpose built and/or far from usable infrastructure and I want something to get sorted as I expand to it. The build I mention having is early game. Very early as that production line was for the first 50 smart plates to open tier 3 & 4. Power consumption, both in how long and how much, are something to keep in mind without ending up spending more and more time deforesting wider areas and dropping more burners then I get to work on establishing locations, let alone expanding. Getting a production line to full speed as soon and as smoothly as possible is something of a hallmark to early game. Or at least it is in my games.
      So I would be of the mind that belt limiting has a use in early game before scaling really begins to kick in and you have the technology to just power through blocks.

  • @Nox2000YT
    @Nox2000YT 4 дня назад +1

    I read the title as “Throughout Counters and Limiters” and thought it was another JJK Brainrot post

  • @KnightInWhite93
    @KnightInWhite93 5 дней назад +1

    I agree, we should have a counter in vanilla. We should upvote and comment topics about this in their QA site.
    About the limiter, in one of the dev logs, Jace and Snutt said they would not make any belt limiter because the game code-wise expects belts to not be limited. I'm afraid using this part of the mod could mess up with the real numbers of the throughput, unless they surpassed this somehow. Besides, as you, I don't see a point in it.
    > I would really like tutorials about Ficsit Networks.

    • @jackblade281
      @jackblade281  4 дня назад +1

      Ficsit Networks just moved up the list! it's a big mod so will take a bit more work but should be doable. Good to know about what Jace and Snutt said :P

  • @tamedelement
    @tamedelement 5 дней назад +1

    the flow limiter would work well on my bus with smart belt, i have all recepies going onto a smart sushi belt and there are some things like wire that i dont want to send 60/m (the slowest belt) to the smart belt, id prefer to limit to like 10/m just to have *some* quantity on the smart belt, which goes into storage chests then rest garbage. lots of lower tier stuff I produce in high quantity but i only want a small small portion to go to the smart sushi belt for storage/overflow

    • @jackblade281
      @jackblade281  4 дня назад

      that can make sense, I can accept that as a use case. I would however also argue that you created the problem yourself specifically to fit your desired solution, rather than just having 2-3 sushi belts next to each other and split all the quantities between them

  • @rastadude
    @rastadude 4 дня назад +1

    Hey my dude. Just wanted to say that you make great content. Your guides are easy to understand. Im having difficulty executing my plans, but that's a skill issue on my part. Enjoying your vids. Thanks again.

  • @dimercamparini
    @dimercamparini 4 дня назад +1

    The mod is not 100% accurate...in general it slightly underestimate the numbers and also it seems more accurate if you as a player STAY NEAR the counter but when you come to see the numbers from far away they are very inaccurate (a lot lower)
    But I use it extensively in every input/output for blocks of machines anyway, cause is good for a general idea of the numbers.

  • @3685249
    @3685249 4 дня назад +1

    could you check out the Modular Load Balancers mod pls, seems like a great one for organizing big sushi belts.
    I cant decide if i need it or not 😅

    • @jackblade281
      @jackblade281  4 дня назад

      will put it on the list!

    • @dimercamparini
      @dimercamparini 4 дня назад +1

      That mod is absolutely a GAME CHANGER...indispensable for me ATM (not for sushi belts, for EVERYTHING)...probably the MOST useful mod of all time, I cant praise the creator enough...
      I now use basically only that to input and output the resources to/from machines...the mergers/splitters/vertical conveyors are OBSOLETE...
      (it also works as a "teleporter" if you wanna cheat a bit and not be "invaded" by spaghetti mess around your machines...but that is up to you...it makes very complex blueprints very stylish and clean in any case)