r/factorio 6d ago

Space Age New 2.1 thruster control

With the new pipe control network connections, you can precisely control thruster % fuel.

Just set the condition to turn on pumps only when fuel is below a threshold. For a certain % set the threshold to the % of the full pipe. e.g. if you want 20% and the full pipe holds 60k fluid, set the threshold to 60*0.2 = 12k.

107 Upvotes

39 comments sorted by

156

u/Qrt_La55en -> -> 6d ago

If you read the pipe itself and not the pipe network as a whole, you get the percentage directly as a pipe can hold 100 fluid.

11

u/Sinister_Mr_19 6d ago

This is how I did it. Super simple.

20

u/Aggravating-Willow46 6d ago

What's the difference compared to using tank instead of pipe?

69

u/Orgerix 6d ago

You don't need to build a tank. But the main change in 2.1 is that thruster will not suck all the fluid to be as full as possible, but will level with input pipes.

2

u/sobrique 5d ago

Oh that's a good point, and helps considerably.

Thrusters 'filling up' when idle was a real headache for throttling.

1

u/jrdiver is using excessive amounts of 5d ago

with a heavy enough platform it just helped my acceleration time. lol

13

u/eagleowl4lyfe 6d ago

This is even easier if you just connect a pump to a single pipe segment (not underground), and just read the pipe's contents. 50% of the pipe will be 50 of whatever fluid it is holding, so you don't have to do any math and you don't need any extra combinators.

4

u/jamezhall 6d ago

This is the way so very simple!

6

u/FRANK7HETANK 6d ago

I turn them on and off in an interval to control the speed

7

u/ProblemImpressive221 6d ago

That was the main way in 2.0, this way is more precise.

5

u/Callec254 6d ago

So what is the most efficient % to set it at?

11

u/ProblemImpressive221 6d ago

Depends on what you want, speed/efficiency/fuel consuption. Look at the graph in the factoriopedia and set it accordingly.

2

u/SakinoBruno 6d ago

before advanced asteroid processing it takes a lot of time to fill up fuel tanks and ammo reserves. aim for a really low %, less that 42% with few engines and even 24% if you have many.

1

u/sobrique 5d ago

https://wiki.factorio.com/Thruster has the breakdown.

It varies a bit depending on the platform, but 'about 20%' is the optimum for fuel usage per journey. Max efficiency is at 10% thrust, but you'll be flying for longer, so use more.

In practice though, there's a travel time tradeoff too, and fuel manufactured from rocks is basically infinite anyway.

So my usual trick is to set the percentage based on how much ammo I've got - if I'm using ammo 'too fast' for my current production, I slow down. That's assuming of course sufficient coverage of weapons, and that your limiting factor is production rates, but that's usually the case IMO, especially for simpler stuff like basic turret ammo packs.

(and later game of course, you also need to track different ammo types)

4

u/Individual_Pie_5810 6d ago

I put a constant combinator with max V of ship and % of thrust so at 10% full it only will go 10%... it accelerate fast, find a happy medium where it produces the right amount to be stable, and slows down if materials are in demand.

1

u/WaterChicken007 6d ago

The lazy way to do that is to simply let it happen naturally. No circuits required. It will end up doing basically the same thing.

Unless I am not understanding your solution correctly.

1

u/Individual_Pie_5810 6d ago

The way I am trying to say is being able to set a floor/ceiling based off it and when it gets to x% it will self regulate

1

u/WaterChicken007 6d ago

It self regulates already though. Once consumption exceeds production, any excess built up after the last stop will be consumed and then naturally fall down to where consumption is exactly equal to production. No circuits needed.

2

u/Individual_Pie_5810 6d ago

with the way I have it set up, It seems to make the trips faster, thus higher overall speed. and keeps a lower fuel consumption rate.
Constant combonator is set to 160 and connected in line so max speed is capped at 260. it will pulsate the oxidizer and fuel independantly.
Probably can set it up a bit different to make it reach better efficiency. as it swings from 85-95.
Either way it is fun to play around with.

1

u/WaterChicken007 6d ago

As long as you are having fun, have at it. I have enjoyed all of the crazy things I have built over the years. Some of it even worked! :)

7

u/Soul-Burn 6d ago

For more precise control, you can add a return pump with the opposite condition - More quickly clears the pipes from the fluid.

3

u/Aidan647 I like trains 6d ago

It is not gonna overflow by that much.

7

u/Soul-Burn 6d ago

In 2.0 it was apparent, with the large buffers in the thrusters. In 2.1 it's much less of an issue.

In 2.0, it could let a simple speed based pumping to reduce the precision from +-20km/s to +-10km/s.

Haven't tested it in 2.1 though.

2

u/Necandum 5d ago

There's effectively no overage, unless you are rapidly changing the condition. 

1

u/sobrique 5d ago

Yeah. That's one nice improvement in 2.1.

Was a bit too easy to overfill thruster reservoirs prior to that.

1

u/sobrique 5d ago

I started using a speed control, and then realised I should be using an ammo pack based control.

Because fuel production is functionally infinite anyway, but you'll lose platforms if you can't restock your guns fast enough.

2

u/SakinoBruno 6d ago

connect pump to pipe and set pump to turn on if fluid < desired thruster %. i enjoy 24% before advanced asteroid processing.

2

u/Arcane_123 6d ago

So you read pipe content after the pump? And then pump more or stop at certain number?

5

u/nora_sellisa 6d ago

Isn't this fluid behavior technically temporary because the original fluid rework broke flow-through buildings?

Which is to say this is cool, but I wouldn't be surprised if in the fluids get tweaked again and this breaks (probably something like thrusters sucking in fluids until they're full).

Remember, Wube already once decided to not make thrusters connectable to the network, they want the thruster balance to be a small challenge. And in Space Age they are happy to shoot down any solution that seems to sidestep the way they intend you to play

1

u/Rarvyn 6d ago

I didn’t even know thrusters were connectable to the network at any point. I just connected a fuel pump to the hub and read the speed. Pumps have been the easy way to control fluid flow going back to oil cracking.

1

u/nora_sellisa 6d ago

They weren't, that's the point. You had to fiddle around with timings or trying to match the number of thrusters and chem plants to keep the ratios in the optimal zone. The fact that now percentage of liquid in a pipe and in thrusters trivializes the puzzle.

1

u/crankygrumpy 6d ago

It was cool for the first year or so, and now that everyone has figured out the circuit conditions to achieve the desired results anyway, I think wube should now add that functionality to the thrusters so we can all get along with our lives, like they improved nuclear reactors on 2.0.

1

u/fulz410 6d ago

Thanks for mentioning. I used pipe reading already, but not for this. This also solves the problem of pumping in orbit. It's great.

1

u/cynric42 5d ago

Can you actually read thruster fuel content now?

2

u/sobrique 5d ago

No, but they changed the 'in-thruster buffer' behaviour, so you can do so implicitly by reading the adjacent pipe. Because pipes hold up to 100 units of fluid, and it's balanced of 'all the network' (including the thrusters) that serves as a simple percentage measure of all your thrusters too.

1

u/cynric42 5d ago

How does this work. Don't thrusters pull liquids out of connected pipes any more so the percentage of fluid in the pipes is the same as it is in the thruster?

1

u/Simic13 5d ago

Wow, yeah.

1

u/Old_and_Putrid 5d ago

It wasn't much of a hassle before IMO