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Routing for PI - 2 Questions

Author
Gajarell Deleci
Nanashi no Geemu
#1 - 2013-10-17 06:02:31 UTC
For an extraction planet: if two t1-facs are routed into 1 t2-fac and a t1-fac cant deliver/doesn't have a cycle due to lack of r0, the other t1 will still try to send it's ressources, if the input is full will the ressources be destroyed, requiring routing over the launchpad/silos?

For a factory planet: is there any problem with direct routing, considering constant production?

On a side note: Are there any plans to improve routing? (like giving the option for facs to auto-gather required ressources from pads/silos or better visualization for existing/creating routes)

Greetings
Ivain Freir
Archetype Industries
#2 - 2013-10-17 07:40:31 UTC
Route to your "planetary launcher" storage to use it as a buffer. Then send materials from it to your industries.
Gajarell Deleci
Nanashi no Geemu
#3 - 2013-10-17 08:10:08 UTC
Ivain Freir wrote:
Route to your "planetary launcher" storage to use it as a buffer. Then send materials from it to your industries.


I assume that means "yes" to the first question - material would get destroyed. Why would i do that for a factory planet?
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#4 - 2013-10-17 09:32:13 UTC
Gajarell Deleci wrote:
Ivain Freir wrote:
Route to your "planetary launcher" storage to use it as a buffer. Then send materials from it to your industries.


I assume that means "yes" to the first question - material would get destroyed. Why would i do that for a factory planet?


Safety reasons in case of any kind of production imbalance or whatnot, always route from factory to some storage.
Even if the item doesnt actually end up sitting at storage its nice to have the knowledge it will when/if there is issue.
Velicitia
XS Tech
#5 - 2013-10-17 09:51:23 UTC
Gajarell Deleci wrote:
Ivain Freir wrote:
Route to your "planetary launcher" storage to use it as a buffer. Then send materials from it to your industries.


I assume that means "yes" to the first question - material would get destroyed. Why would i do that for a factory planet?


You always should be routing

(extractor/processor) -> storage (launchpad) -> processor -> storage

Now, unless they've changed it (I haven't done PI in a while), you have to do more than just "route over" the storage structures -- that is, you literally have to tell the extractor (or processor) to dump to storage, and the next processor to pick up from that storage.

The reason you do this is because you will practically never have the ticks right, and so the storage buffer keeps you from losing the PI goo when one processor finishes before the one that will be using the stuff. Doesn't matter if it's an extraction planet or a factory planet, no buffer means lost product, and lost profits.


Assuming a 5/5 factory, you'd have a setup like this. (there are better ways to cluster - see youtube - but that's hard to draw Blink)

1 -------\.........../------- 6
2 --------\........./-------- 7
3 ---------- LP --------- 8
4 ---------/.....\---------- 9
5 --------/........\--------- 10

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Gajarell Deleci
Nanashi no Geemu
#6 - 2013-10-17 16:56:49 UTC  |  Edited by: Gajarell Deleci
Velicitia wrote:
Gajarell Deleci wrote:
Ivain Freir wrote:
Route to your "planetary launcher" storage to use it as a buffer. Then send materials from it to your industries.


I assume that means "yes" to the first question - material would get destroyed. Why would i do that for a factory planet?


You always should be routing

(extractor/processor) -> storage (launchpad) -> processor -> storage

Now, unless they've changed it (I haven't done PI in a while), you have to do more than just "route over" the storage structures -- that is, you literally have to tell the extractor (or processor) to dump to storage, and the next processor to pick up from that storage.

The reason you do this is because you will practically never have the ticks right, and so the storage buffer keeps you from losing the PI goo when one processor finishes before the one that will be using the stuff. Doesn't matter if it's an extraction planet or a factory planet, no buffer means lost product, and lost profits.


Assuming a 5/5 factory, you'd have a setup like this. (there are better ways to cluster - see youtube - but that's hard to draw Blink)

1 -------\.........../------- 6
2 --------\........./-------- 7
3 ---------- LP --------- 8
4 ---------/.....\---------- 9
5 --------/........\--------- 10


@Routing over

Yeah i meant dumping into, sorry for beeing not absolutly explicit.

@Factory Planet

I don't understand that. Why would there ever be production/material loss on a pure factory planet. (I assume that you imply that it player error is too likely, correct?)
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#7 - 2013-10-17 22:17:22 UTC
Well there is always possibility of timing glitch, lower tier factory pushing into higher one before higher one has completed its cycle. Unless you stagger the factories for couple seconds/minutes when setting up and always keeping it running. I personally just route through pads instead.
Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2013-10-18 00:49:04 UTC  |  Edited by: Tau Cabalander
Consider the three processes:

#1: A + B -> C
#2: D + E -> F
#3: C + F -> G

Problem: Which is processed first? You can never know for certain!

1, 2, 3: You lose materials C and F.
1, 3, 2: You lose material C.
2, 1, 3: You lose materials C and F.
2, 3, 1: You lose material F.
3, 1, 2: Okay
3, 2, 1: Okay

Hence every route should be buffered by starting or ending on storage, but not both starting and ending on storage. Storage can be a command center (CC), or launch pad, or silo.
Huttan Funaila
Caldari Provisions
Caldari State
#9 - 2013-10-18 03:34:55 UTC
Gajarell Deleci wrote:
For an extraction planet: if two t1-facs are routed into 1 t2-fac and a t1-factory can't deliver/doesn't have a cycle due to lack of r0, the other t1 will still try to send it's resources, if the input is full will the resources be destroyed, requiring routing over the launchpad/silos?

Yes, the resources will be destroyed. The idiot workers will just push stuff out the airlock if there is no room. In the real world, this is called malicious compliance, or "work to rule." Always route stuff through a storage buffer. Sometimes the idiot is between the keyboard and chair. I speak from experience on this.
Gajarell Deleci
Nanashi no Geemu
#10 - 2013-10-18 12:29:26 UTC  |  Edited by: Gajarell Deleci
Tau Cabalander wrote:
Consider the three processes:

#1: A + B -> C
#2: D + E -> F
#3: C + F -> G

Problem: Which is processed first? You can never know for certain!

1, 2, 3: You lose materials C and F.
1, 3, 2: You lose material C.
2, 1, 3: You lose materials C and F.
2, 3, 1: You lose material F.
3, 1, 2: Okay
3, 2, 1: Okay

Hence every route should be buffered by starting or ending on storage, but not both starting and ending on storage. Storage can be a command center (CC), or launch pad, or silo.


Thanks!

But isn't the "input" of a factory an innate solution for those non-human-error cases? I assumed that the input of a factory is cleared as soon as their cycle starts, making room for the lower level cycle products.

Given clean factories:

A+B deliver to C (A and B have a slightly faster finished next cycle), C gets ressources in Input, C starts cycle and input of C is cleared, while C is still working A+B deliver to C Input, C finishes and grabs ressources from Input for next cycle. (same goes for next tier and other branch)

For a full 1h-cycle chain:

0:00 A+B end/start
0:00 D+E end/start
0:00 C+F input filled
0:01 C+F start, input cleared
1:00 A+B end/start
1:00 A+B end/start
1:00 C+F input filled
1:01 C+F end/start, input cleared
1:01 G input filled
1:02 G start, input cleared

-> no input is full atm

Breaks down ofc as soon as you have one unclean batch.

@Huttan Funaila

I agree human error is a good reasoning for buffering with pads.
Velicitia
XS Tech
#11 - 2013-10-18 15:22:47 UTC  |  Edited by: Velicitia
Gajarell Deleci wrote:
(stuff)



Well, sort of... but because each factory is a "different thing" they can get weird

Say you have a 3 stage factory planet

Basic Factories 1, 2, 3, and 4

Intermediate 5,6

Advanced A


1,2 feed 5
3,4 feed 6

5+6 feed A


Now, "on paper" it looks like what you're thinking:

0.00 (nothing outputs, 1,2,3,4 pull inputs)
0.30 (1,2,3,4) push to (5,6)
1.00 (1,2,3,4) push to (5,6), which start
1.30 (1,2,3,4) push to (5,6), which are halfway through their cycle (and have their buffer filled)
2.00 (1,2,3,4) push to (5,6), which finished and pushed to A <-- it falls apart right here

Thing is, there is no guarantee that at hour 2, your factories (5,6) will dump their product (and then clear their input buffer) before factories (1,2,3,4) finish and dump their product to the (still full) buffers.

So, using the launchpad, at hour 2, the ticks might look like this

1.59.59 --> (1,2,3,4) have 1 sec left, (5,6) have 1 sec left, each has a full buffer (2 units of P1 input)
2.00.01 --> (1,2,3,4) finish and dump product to the silo, there are now 4 P1 in the silo, (5,6) have 1 sec left
2.00.02 --> (5,6) finish and dump 2 units of P2 (A) immediately grabs. (5,6) clear buffer, then each pull 2x P1 (total 4 P1) from the silo.

Current status is then:
(1,2,3,4) -> running, full buffer
(5,6) -> running, full buffer
(A) -> running, empty buffer.

Or maybe (5,6) finish at 2.00.01 and then (1,2,3,4) finish at 2.00.02 -- but there is no way you can, with 100% certainty say that it will occur one way or the other. So dump it all to buffer, and let the factories keep themselves supplied from somewhere that won't destroy the materials.

Or maybe (3,4) and (5) finish at 2.00.01 ... since (3,4) are only feeding (6) their materials are destroyed. When (1,2) finish at 2.00.02 factory (5) gets the buffer filled halfway, leaving you always having a half-hour lag between 5 and 6. Now that 5 and 6 are out of sync, their feed of factory (A) gets out of sync and ends up wasting even more materials.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Gajarell Deleci
Nanashi no Geemu
#12 - 2013-10-18 15:46:58 UTC  |  Edited by: Gajarell Deleci
Velicitia wrote:

Now, "on paper" it looks like what you're thinking:

0.00 (nothing outputs, 1,2,3,4 pull inputs)
0.30 (1,2,3,4) push to (5,6)
1.00 (1,2,3,4) push to (5,6), which start
1.30 (1,2,3,4) push to (5,6), which are halfway through their cycle (and have their buffer filled)
2.00 (1,2,3,4) push to (5,6), which finished and pushed to A <-- it falls apart right here

Thing is, there is no guarantee that at hour 2, your factories (5,6) will dump their product (and then clear their input buffer) before factories (1,2,3,4) finish and dump their product to the (still full) buffers.


I assume that the buffer looks like that

1:30 - 5,6 buffer 50% filled, cycle 50% done
2:00 - 5,6 buffer 100%, cycle done
2:00:0x - 5,6 buffer empty, cycle started

Or why would a 30m cycle factory input completly fill the buffer? And if thats the case, why wouldn't 5,6 start at 0:30?
Rengerel en Distel
#13 - 2013-10-19 12:35:24 UTC
The real question is why after asking the question, and getting the best possible answer (hedge your bets and always route to storage) that you keep fighting to do it your way? If you want to do it your way, do it your way and find out if you lose anything over time.

With the increase in shiptoasting, the Report timer needs to be shortened.

Gajarell Deleci
Nanashi no Geemu
#14 - 2013-10-20 03:17:01 UTC  |  Edited by: Gajarell Deleci
Rengerel en Distel wrote:
The real question is why after asking the question, and getting the best possible answer (hedge your bets and always route to storage) that you keep fighting to do it your way? If you want to do it your way, do it your way and find out if you lose anything over time.


If you want to ask real questions why not start with yourself and ask why you bother writing this.

But for what it's worth, i already agreed with human error part and the related probably-better-to-buffer-with-storage solution, but i still want to understand all PI related mechanics - to make a fully informed decision, to get deeper insights into the game or finally just cause - i fail to see why my motives matter.

The quality of this thread/the searchvalue was probably increased by primary discussion and is probably decreased by this one.

Thnx
Bahr Cudas
Beta Ray Bill
#15 - 2013-10-20 05:00:32 UTC
Always route to storage or launchpad first. Anything else is either a beginner mistake, or overthinking it...