#satisfactory
1 messages · Page 275 of 1
But coal and water is pretty close, getting coal setup is really straight forward
I think the grassy fields is an excellent first time starting location
And oil is literally right next to you in the spiral coast
It's flat, the impure nodes make it easy to understand resource flow, the mobs are easy, and the less rich resources encourage exploration
Its funny I consider grass fields harder than dune desert
Which is good for teaching the game
I find it really funny that the other 3 starts have way richer resources in their respective biomes than the grassy fields
I think if your just starting out grass fields at least might not be the best starting location
At the very least, 1.0 made the grassy fields a much nicer start with quartz in the nearby forest and the blue crater being amazing
I think it's a great starting location when you just start because it teaches you the game the best
Although all 4 starts are fine
I wish spiral coast could be picked as a starting location
grass fields is perfectly fine
It is indeed the home of the mighty Conveyor Cocoon 
I still remember climbing a mountain for quartz in update 3
Spiral coast all the way for me, thats a interesting biome
That was fun
you can always walk anywhere to start there
True!
Spawn location doesn't mean start here, it's just a spawn location.
Start in the swamp
What's the best way when running rail up/down over supports to avoid the kinda ripple effect where it levels off over the support then goes down again, etc ?
Definitely the best starting location
Maybe to get to somewhere faster that you couldn't get to in any other spawn
Shrek, is that you?
Now i realize how much this game lacks anyway to really set custom spawn location
Honestly I feel like the titan forest is the scariest in terms of mobs with how many mobs spawn there at night
The mob spawning map even backs it up
I can imagine LGIO, if custom spawns were a thing, he'd have his spawn rrRIGHT beside a uranium node. 😆
Because whyy not


Or inside of a poison cloud, inside of the swamp
ill do it
I think a starting location in the swamp would be a funky challenge
Pretty much every resource is available either in the swamp or right next to the swamp
It's a pretty good starting point in that regard, disregarding the mobs, and is also a reason why it's a great place to build nuclear
have to go full fortnite
https://discordapp.com/channels/370472939054956546/553550313533997057/1411651352777588736 @silk ocean how did you get that screen? Looks like SCIM but I can't find that particular list on mine
Yes but which tab. I've been looking all over for it haha
Aha nice, thanks!
FICSIT would like to take this day to remember the labor of pioneers, like you and those who came before you, and to remind you of how important your labor is to all of humanity. Get back to work.
humbling to see how tiny my factory is after 5 hours of gameplay
No, its only bernoulli.
Modified bernoulli but still bernoulli.
No differential equations. Just multiplicstion addition, subtraction, division
what deciated server service should i buy from?
Mmm... should I sink every intermediate product too, or the final product in chain only. 🤔
you shouldn't have excess intermediates to begin with, but if you do, why not
sink wherever you have potential for an excess
Wait how do you know this
I no I shouldn't but somehow... 🤷
Literally talked to someone who managed to peer inside
The equations are recursive so I'd say they're kinda differential
Loops be loops.
What's the problem?
Interesting 
Dynamic pressure
And junctions acting funny when you turn them vertical
https://www.reddit.com/r/SatisfactoryGame/comments/1mwji7e/beware_of_the_vertical_junctions/ this is apparently a thing
junctions in this game do alot of undocumented features apparently
Not as much
They do a lot but not that much apparently
the only issue is the way their exit's height is calculated
you can literally make this to bypass using pumps for vertical lift
i thought water towers were the only thing but you can use junctions for moving fluid vertical without pumps also, this is fun
Water tower is a feature, junction tower is a bug
And dynamic pressure is a misconfigured feature tbh
Like yes its a feature, it works as designed..... but its wonky
I feel this is perfectly fine to move fluids vertical without pumps, exactly as it should be
All Fluids are Gasses mod says hi
But you can do this without mods, so I don't need it
the fact that gases don't require pumps annoys me somewhat as that's not how that works IRL
Lets not bring more IRL nonsense to pipes
Im happy with the gas being less realistic tbh
our building at work had to get a booster pump installed on it's gas supply because the street pressure wasn't high enough to push the gas up 30 storeys
it's more the inconsistency of it that annoys me.
people already have enough issues with pipes, lets not add more issues by making it more realistic
Whatever issues pipe have, im for less realism, not more
removing dynamic pressure would be a major step towards that
So its only gravity and pumps
so dynamic pressure is the thing causing all the issues
Dynamic pressure can return to the shadow realm
You saw our discussions
And what happens when you change fluid density and gravity in such a way that dynamic pressure is minimized
talk about vertical junction, does it only bugged on the one snapped onto pipe or it also affect the one snapped on walls?
is there a way to make an overflow system in pipes
It's the orientation that matters, not what it's placed on
It doesnt matter where its snapped to, the rotation / orientation matters
Gravity. Stuff thats lower down gets filled first
so nothing changes then, got it
Only works for liquids though, not gasses
most of them yes, part of the work around is pipe loops, but this is because dynamic pressure isn't exactly a fun feature of pipes
You can literally remove it using console commands if you enable cheat commands
and whats worse is even though the pipes says 600/min3 should be delivered, in practice I have seen this not be the case and I personally blame dynamic pressure....
Newsflash: it is dynamic pressure
I have had to do pipe loops to even get close to 600min3 and even now question if thats stable....
yup, all my nuclear plants are at 99% of rated power for this very reason
if you have them at 100% they constantly start/stop
No dynamic pressure and suddenly liquids behave like little angels.Gas is a different story though.
Yes
That has another issue related to it: loading a save file causes all fluids to lag behind a bit
I have even had issues with small straight pipes running from water extractors right into the nuclear plant and because of dynamic pressure, still have issues....
my game runs on a dedicated server.
in other words 600m3 seems to be a illusion for what pipes can actually do
Its possible if you minimize dynamic pressure
yup so bring on mk3 pipes already 😛
Which you can do with console commands or the PipeTuner mod
That's a different topic 
hot take, i consider mk2 pipes broken
Mk 3 Pipes are probably even worse cause they have even MORE dynamic pressure from the higher flow rate
speaking of, just checked, 25'519 hours run time: #screenshots message
Pipe-load-balancing FTW 
Thats how long you've had the world???
I don't have a QA site post but can make one if you wish.
My own opinion on the situation is this: the fluids system focuses on trying to have a realistic fluids simulation, rather than focusing on being intuitive or fun. There are many pitfalls new players experience because things that seemingly should work just don't.
When filling a row of buildings, it's necessary to wrap the pipe around to guarantee enough flow, even if consumption matches production. https://satisfactory.wiki.gg/wiki/Pipeline_manifold#/media/File:Pipeline_Manifold_Schematics.png
Bottom feeding buildings tends to be unreliable due to the nature of bottom pipes filling first.
The expectation would be that if I'm providing 600 m3/min and consuming 600 m3/min, it "just works" without a complicated flow simulation having to take place. I shouldn't need to take precautions or be forced to stick to proven working setups if I want my factory to work at 100% (or...at all). I mean that's how it works with bels.
Forgive me for making a comparison to another game: Factorio faced a similar issue with their fluids system and chose to rework it to be simple and intuitive https://factorio.com/blog/post/fff-416. While not an ideal solution (the game "just got easier"), it ended up making it - in my opinion - more fun.
I'm not calling for a full rework, but really any change to make pipes more intuitive (not necessarily easier) would be welcome. This should hopefully be possible without reducing the amount of intended puzzles the game gives to the player (maintaining head lift, being limited by pipe limits or fluid byproduct loopbacks).
console commands, whats this
that's how long it's been running, there's a few breaks in there due to server downtime etc, but it's just about constant in that time.
3 years
I wonder if I can make mk2 more stable if I can minimize dynamic pressure hmmmm
enable cheats commands.
Pipe_TweakGravity 300
Pipe_TweakFluidDensity 0.133
Done. You just solved pipe problems
yup
@split trench counter-point: insufficient feedback as to the internal goings-on when problems occur in pipes (i.e. "give more visual / audio feedback" vs. "simplify le pipe")
now ask me what the server it's running on is 😛
did mikael say we get t3 pipes?
make flow indicators scream in pain when the pipe in question runs out of head lift or something
do what happens in real life, make the pumps scream in pain
January 14th, 2025 Livestream
Q&A: Pipeline Mk.3, when?
https://youtu.be/4dpQBDV3VFc
we can't go further
however no amount of "indication" will solve what I said about being forced into proven working setups (e.g. loopback pipe)
large industrial pumps running out of headlift HOWL
really, ill definitely do some testing with this
I was thinking more "hammer particle spawns when water hammer goes ding"
Alternatively, use the Pipetuner mod, it can do the same
Pumps do make a weird noise when over headlift limit, but it's not quite scream-level...
doesn't make it clear where it stops in the pipe itself
@green fiber what do you think about what I posted btw
any recommendations on what to do as im just starting phase 4? (already got 144MW of rocket fuel and a small aluminum setup going)
you mean 144 GW
yeah lol
I'm well on my way to 1TW
144 kmw 
That's what the individual pipe segments do (showing wether they're full or not) 
wdym we cant ;(
math and multiplayer
time to make my own t3 pipes...
yeah but that doesn't necessarily mean head lift stopped there, that could just be caused by the fluid going elsewhere
Many things are not intuitive, but the system rn also has quite a few bugs that really trip you iver
Valves can "forget" head lift when you put em in series.
That whole junction rotation bit.
And also pipes apparently are "longer" when you build them bottom to top vs top to botton
pipe stat readout in the HUD based on what the reticule is looking at
yeah, trains face a similar issue where they're not necessarily complicated but are just buggy to build, or don't communicate some stuff to the player
solve plumbing with french vampires
le stat
signal loops into itself
railway is straight with no loops
riddle me this batman
You can check. The point is that you can see immediately where the issue is: as soon as you spot a non-full pipe followed by an empty one (or just an empty one).
Now we also have the fluid headlift indicator showing exactly where headlift reaches too
context?
previous message #satisfactory message
will read after job interview
Oh see, thanks I'll look into that to👍
best of luck!
ty
Pretty accurate. But yes I find myself having to agree with the Factorio approach far more than the CSS implementation, its a game and should be more fun, pipe seems to be more frustrating if anything else.
I love complicated things
Meh. While I agree that some simplification can be nice, going "full Factorio" seems way too extreme of a simplification. Different games have different needs (see "don't want to understand sloshing with a biter biting your pipes")
that's what I said in the post 😭
the Factorio solution isn't ideal, but I still think it would be better than what we have
some middle ground would be best
does anyone has experience with eye adaptation in this game? no matter what I do I can't get it to work or nothing that I do in the console makes any difference
And yeah, the mk 2 issue and slosh is something that CAN be remedied / solved in the current system. It then all just works, even bottom feeding manifolds
note that the Factorio solution doesn't consider some puzzles like pipe throughput limits or head lift, which we would still deal with even with instant flow @sterile blade
And I said that would be "way too extreme of a simplification" ^^
I'd rather keep the current issues with complexity than have no complexity and no issues
If the pipes are "fixed" in the way that was suggested, what effect would that have on existing VIP junctions? My entire world relies on loads of them and they currently work perfectly for me, would I have to change them all?
Ive tried all saves with issues that people sent me and every save works fine with those values adjusted
Factorio pumps have limits too. I don't quite get what you're trying to point out here
I mean they have limits but said limits are far less of a problem than in this game
you immedialy have to deal with limits in your very first fluid setup in this game
Yea it's SCIM - it's in the Power Grid section, the little button of a power plug on the far right
in Factorio you can go a long way without much care
Factorio specificall is now mostly a distance limit
Thanks, Ondar helped me find it 🙂 I posted a screenshot of my own, what do you htink
You can go X tiles before the pipes are "overextended" and then you must add a pump
Otherwise, throughout is basically unbounded
I still don't see what you're trying to say 
Interestingly, the limits before the fluid fix were similar in both games as you could have troubles setting up a coal powerplant in either game
ik ik (we just got to aquillo yesterday)
Feedback is valid and I don't mind the comparison personally 😄 . I personally have not run into fluids issue in my personal save file but I instead have issues with reaching 100% throughput through other logistics.
Factorio by nature is a way more stressfull game.
I'm pointing it out because I frown upon suggestions like "Factorio has construction drones plz add construction drones" so it'd make me a hypocrite
The issue mostly appears when you try to do a split with mk 2 pipes and that split is not very symmetrical
Which like... i guess if CSS wants that its ok but this is neither obvious nor intuitive nor fun to work around
I don't love Factorio's implementation of pipes. the overextension limit is just arbitrary
Very nice, you got a lotta Rocket Fuel XD
Fluids in satsifactory are honestly just bullshit.
They should just work like belts but for fluids.
Once you know the worksrounds its nit much of an issue
If I was to pick between factorio or css implementation of pipes I would pick Factorio every single time, because I want system that are actually fun to use and well sorry this is isnt it
Don't tell KYO lol
Which is why I say that it's much easier to make pipes "too simple" in a relaxed game like SF than in one like Factorio:
only in one you literally run against time to get stuff done; the other encourages you to spend time understanding things however deeply you want from the get-go
if you just started reading chat, TLDR it's not perfect but it's better what we have if the focus is on being intuitive/fun
There are fun problems to solve and jnfun ones.
Fluid to me falls into the extremely unfun category.
I never signed up to solve fluid simulations
Im fine with pipes being a puzzle you have to understand. height and bidirectionality are neat things. But the intricacies of their implementation lead to some designs just not working outright even if the rules the game does tell you about were abided by
Stops me from doing thr things i actually want to do in the game.
I dont wan to do fluids, i want to play the actual game
I think pipes connecting and stuff is easy
oh, I've been (mostly) reading the chat. I'm just saying that factorio's implementation isn't really intuitive. like why does the pipe work fine until 320m, but at 321 it completely stops working
same
(I know how to work with pipesnow, but that was my perspective starting with the game.)
And i still think its a misplaced problem in this game
Do note that I haven't commented on the current system, but rather on wether replicating Factorio's would be a neat solution or not.
I think it's pretty obvious that the current one can use some tuning
Idk how it works for that game
Honestly if I could go back to using belts for fluids at this point, how it was in u2 I would at this point i would, because that is definitely more fun than this
which phase are you that you hate fluids that much
If pipes were belts then it would all be onedirectional
I guess the bidirectionality is the main point of them
Fluids are to me the worst thing about satisfactory
Bidirectionality + height limits.
Thats all fine. If it all were always that intuitive or clear
I completed the game 3 times.
I know how to deal with them, but i still hate them
I think it is intuitive. You get a warning that it's too long and it tells you exactly what it wants to be fixed. Plain and simple
Here, if something doesn't flow, it just doesn't and get screwed
Hence my recommendation on reducing dynamic pressure.
It makes the stuff that should work actually work.
Gas needs some more finetuning however as it is on the verge of breaking without it
3 times is crazy how come you hate them if you need to do them the whole time
Loving the rest more than the part they hate? 
I may have missed your earlier comment here, wdym by dynamic pressure here?
I remember how G2 talked about "fluid endlessly flowing between buffers" in one of the dev interviews.
The endless slosh
Sad but true. Don't know if you played in U2 but it was much better fluid was, because that was before pipes were implemented
That is due to somethinf in the pipe code that makes flow rate flow faster depending on how fast it was actually flowing
Because its not fun to do.
You need to wait for all pipes to be full, always loop back, feed from the top and so on.
Thats the only way i found for pipes to not drop throughput randomly.
Its more work than it should be. And not only that its the the fun kind.
Something in the pipe code accelerates flow rate depending on if flow rate is already fast.
It tends to lead to runaway accelerations
When you tweak the fluid "density" property this effect mostly goes away.
https://questions.satisfactorygame.com/post/68b22be2dbe2e46a549b0664
"factorio is 2d, take away the third dimension" 
im not that far in the game maybe I will hate them later
Having to do workarounds means something isnt working.
If it was i wouldnt have to do them
You should prolly link the QA site post
Indeed it is not😔 This is a game, this level of realism is far past the point of actual fun I'm not even sure what to say beyond that.....
Tbh, while I dislike the lack of clarity around what works well and what doesn't, I appreciate that the system allows one to find many different solutions and work well with them so long as they apply them properly (eg: I use only 1 of the three "always meed to do tips" you shared, the "wait for pipes to fill" one, and happened to find a way to avoid that one too xD)
maybe I will get to that point
Fuel power with a full mk2 pipe.
Sometimes it takes like 10 hours to break if you made a mistake
And then you habe to troubleshoot it for another hour
"Break"?
"Made a mistake"
More like assumed it would work and let you play the game
Yeah as in the last generators running dry
Last generator doesnt get fuel.
First refineey cant produce fuel because output full.
Thats bust rage inducing
That's just a drop in efficiency...
I don't mean to sound pedantic, but it's on a whole other level than a system breaking (ie: needing manual intervention to restart)
I found thats because 600m3 is a illusion, thats a ideal rate, but whatever its doing, makes that rate basically impossible to achieve, so when I design 600m3 system with the expectation 600m3 will actually be true, it breaks because that ends up not being true
dont make me frustrated without even building my first oil pump
No, i calculated the numbers, i put in hours making that plan reality.
It better work
Which I can only dislike greatly, because the game doesn't tell you "btw that 600m3, yeah good luck actually getting that
"
Having the last plant drop in efficienty is completely unacceptable
is there a way to make the hypertubes even faster except for building them steep
more entrances in series
it fails not because i made an actual mistake, it fails because the fluid system is needlessly complicated.
"It better work exactly as I want it to"
Some systems can really break if flow issues arise. They don't just drop in efficency, they eventually grind to a halt. They're very different things
Which gets solved with that thing i talked about btw.
I tested 600/min fuel plants with all mk 2 pipes and it ran fine, even without loops and whatnot
can you explain further im a beginner
to me its broken
if the power line is not stable, its broken
the wiki will do it better than me
https://satisfactory.wiki.gg/wiki/Tutorial:Hypertube_cannon
Do be aware that the wording will cause confusion 🤷♂️
Hypercannons are pretty much my sole form of transport
it does not work as intended is broken to me
i cant do that ill die of fall damage I dont have a jetpack yet
Yes. I understood that the first time you explained that 😅
you can just put those in front of a regular hypertube and travel through that
you can connect it to a tube and then you'll just travel through it very quickly
also, there's the parachite
ohh like in a tube just build more entrances cause they give you a speed boost right?
yep
Question
better to do it at the start instead of in the middle, but yes
Can the game be played on the steam deck?
should be, but i cant speak on the performance in mid to lategame
Oh I’m boutta have so much fun being in bed :3
good chance it gets laggy lategame
If it can run cyberpunk pretty well, I’m sure it can run satisfactory well
yeah but lategame is uhh sometimes hard to run.
struggles even on high end desktop
Really interesting, because that was the exact cases I noticed some not small issues with, because I designed by fuel generators with 600m3 in mind, but then I noticed my power kept on dropping and thats because the fuel wasn't making it fast enough to them, despite the fact the blenders were all outputting at 600m3, but the pipes themselves just couldn't deliver because, well
if you build enough
So what you’re telling me is that it’s possible to hit a 2010 google slide show?
Golden…
unlikely
Might have been able to underclock them and just ignore the obvious problem of 600m3 not being able to actually deliver that rate....
im just sayin that ifyou build A LOT lategame it might not run too well
average playthrough is probably going to be fine
Fill time is still something that will exist of course. But once thats done, it really does work smooth like it should (with the tweaked values)
Well- I’m gonna go make steel stuff now :3 (PC save)
is this one of those "scope of feedback is too local to regional/global problem" things ?
fluid sink would solve all the problem, right
sink should be solid, sink made of fluid go splish
depends what problem your trying to solve, would it fix the 600m3 throughput issue I cant escape, from, no
Mainly about fluid behavior in complex manifolds.
To get the average closer to absolute max.
but according to above I can fix it with console commands or mods, so i think there is still things i can do hmmmm
well guess ill just pretend that should be part of the vanilla game and this is all fine
I wouldnt be surprised if this turns into some "must have mod" for pipes
If you want 600m3 to you know actually work correctly....very likely yes
because vanilla, those mk2 pipes sure are questionable
Even at 600/min
Oh and buffers manage to sort of equalize their fluid levels
And pipes still slosh around a bit, but not that much anymore
Fluid input to base toilet, when ?
No flushing until you connect water pipe?
the toilet must be a fluid sink.
where does the water go?
Pro: you get fluid sink
Con: there's just one. In the HUB
Directly attach the pipe to the toilet
Run it through the living chambers
Sounds like a fair trade off to me
oh you made this mod I see
Con: only flushes when you flush, and only 1m3 at a time
Co-authored. Digby made the code - i annoyed him and told him the values 
there already is a fluid sink, you just turn it into solids and flush those
I see
All that mod does is tweak variables you could otherwise tweak with console commands (mostly) - the rest are from the header files
what's the best variable I can tweak with best being entirely subjective?
Density + Gravity.
3rd place: the distance the pump head lift hologram ring travels before giving up
Means you can have a pump on the beginning of a 2km long pipeline and still see that ring
guys im tryna automate cooling systems and im setting up pipes for nitrogen but i need 600nitrogen in a min but mk2 pipes for whatever the fucking reason only have 302 flowrate
is there smth i can do or will it be fixed after hooking up to blenders
You have a mk 1 limiting your flow
you have a mk1 somewhere
gasses have no issues with mk2 pipes afaik
Minimally, gas still has dynamic pressure
i js chekced i dont
You do. Somewhere
i have 3 extractors each extracting 200
you do
bro i have very short pipeline
Then maybe its wedged underneath a junction
Check again
are you actually consuming 600 nitro atm?
Whatever it is, you DO have a mk 1 somewhere in all likelyhood
#screenshots message
am i making things too compact?
no i havent hooked it up to blenders yet
i js noticed that and got concerned
might the pipes just be full/partially full?
idk im gonna hook it up to blender and then check
Probably not for a smaller build like that but my general advice for newer players is to leave yourself more space than you think you'll need. It makes troublehsooting easier and sometimes you forget stuff and need space for it
like whenever i build new pipe to drag it near my base flowrate is capped at 302
for example, some of those mergers/splitter crunched right up against the machine would be annoying to troubleshoot if you missed a belt somewhere or something
Doing some testing and god I hate mk2 pipes. I have 6 blenders here, outputting a total of 600m3 and guess whats happening on vanilla here, the pipe out of the system is running out of fluid in the pipe and the last machine is actually going idle because these mk2 pipes are cursed and won't output the fluid fast enough
Dear god send help.....
Can someone help me I found a pc on Facebook marketplace and I wanna make sure it’s a good enough pc before I get it
Classic. Now try with the mod lol
Mod Save Settings > Preset set to Hydrostatic > apply
Not really, just make sure to check input and outputs got belts properly etc
obvious skill issue btw
I'm still super curious about some people seemingly having lots of issues with mk2 pipes while I'm not sure I've noticed any that weren't caused by non-pipe problems 😆
what server host site should i go with?
People seeing "up to 600m^3/min" and designing so that they need that as average too.
When buildings input and output in bursts.
You are wrong though. Even if you are right. Some folks declared that it is either "messy setup", "skill issue" or "ur mom" when it comes to pipes.
This game's pipe system is insanely good. Yes.
I am and this is bullshit, so I had I used the hydrostatic preset and now the last machine isn't idling anymore, which it should have anyways because this is a 600m3 system on a 600m3 mk2 pipe.....
what part of what I said is "wrong" lol
Seriously why didn't css fix any of this, mk2 pipes are clearly broken....
Thats the deeepest lore. You weren't 
Its technically not a bug, its just misconfigured - if they accept dynamic pressure as a thing that is
I can give you a sort of advice to which one NOT to pick ..
PingPlayers doesn't really support much of Satisfactory server hosting, yes it runs your server - but you have no access to logs via their Admin Panel, you can barely make anything but Start, Stop, Reboot from the Admin Panel - although they say otherwise on the website..
So I can't recommend them :)
because 6 blenders outputting 600m3, none of the machines should be going idle on mk2 pipes, there is so much just so very wrong here
Well, basically acting as surface level flow, instead of pressurized pipe flow.
even assuming I need all 600 there's basically nothing a pipe loop or inputting from both sides hasn't solved for me
Which ups the pipe capacity to 1200m^3/min.
like hell those mk2 pipes actually move 600m3, because I have machines going idle and btw all of them only output 600m3....
While retaining need for 600m^3/min as average.
ehh mostly it combats sloshing on a manifold-y pipe setup
this shit my dear sir is broken every single day of the week at this point, idk whats wrong but this is all clearly broken....
So like is it working now or not i cannot tell 
This was awesome btw. And shows everything that is wrong with fluids.
your mod actually is and best of all the blenders aren't sitting idle for no logic reason
Hooray
If anything only with your mod am I getting any kind of what should be actual normal behavior for the mk2 pipes, which tells me, yeah whatever code they are using, the vanilla isn't working very well....
Its just some variables that wete tuned
What mod is it so I can download it😭
So to get what should be normal. I have to use mods to fix whatever is going wrong here
how many coal and sulfur do i need to process 64kfuel to turbo fuel?
The rest is still vanilla code
what you are having issue is in 1:24 time at https://www.reddit.com/r/SatisfactoryGame/comments/1n05m48/visualization_of_fluids_from_games_perspective/
Sudden burst succ that causing internal floshing that makes some fluid go backwards instead, causing issues
PipeTuner with Hydrostatic preset
yeah, this is apparently a most have mod at it turns out...otherwise mk2 pipes don't behave as you would expect
I think the actual "pipe issue" is that he doesn't understand how they work and wants them to just be a conveyor analog for liquids
yes but can you blame him? I can't.
refusing to learn game systems is a choice for sure 🙂
That fine I'll just keep this mod enabled and pretend the game has no issues, well at the end of the day as long as the mod works and my mk2 pipes aren't doing things I don't understand, this is all fine now I think
The game teaches you a lot, but not this.
Game isn't telling at all brotherman.
Keep in mind that if you do, everything pipe related will drop to like 80% output, potentially for several hours, until it fixes itself
Until everything fills back up again
yeah but he's claiming it's only doing it for mk2 pipes for him, not that it's a liquids issue in general
mk2 pipes are generally the majority of issues coming from
Its more common for mk 2, i nailed that specific issue down
You can try mk 1 vs mk 2 and mk 1 has it sometimes but mk 2 much more often
And thats because mk 2 has 4 times higher pressure from high flow rates compared to mk 1
And that pressure is disruptive
" I had that for my ultra simple Coal Gen setup of 8 gens to 3 water pumps simply did NOT work despite filling them prior.
The problem was fixed when I actually added pumps to prevent the backside long pipes causing sloshing on the far end coal gen connections.
NOWHERE in game tells me why it happens and the solution. I only used pumps because I thought it was a headlift issue (it wasn't).
And right now I am using valves and they work PERFECTLY fine for what I need whereas 95% of players think valves are borked and wack.
Make it make sense and let me know brotherman."
It empties out pipes when they shouldn't and it interrupts flow in junctioms by flowing back from sidelines into the main line
I think i remember that problematic coal power plant....
do you still have that save?
Can you DM it to me?
I wanna see if that magically gets fixed too
No doubt, that's happened to me too. My issue is more with people coming here, asking for help, getting suggestions for ways to build differently and avoid the issue and continuing to blame the liquids system instead of taking any of the advice
like in your example the loop fixes it, or water extractors on both ends fixes it
People shouldn't need advice from others. If I need to read something from wiki and reddit, that's design fault.
I guess maybe I'm just bringing my QA brain to the table for stuff like this and I actually enjoy "solving" how stuff works
Maybe not even with your tuner mk2 pipes still aren't running at 600m3 and after more testing the last blender is going back to idle again, so this was a false positive
Ok so my guess hasn't actually been fixed with the tuner unfortunately
it would be interesting to see some summarized amount of that reddit post as an ingame tutorial
I dont think I have that save anymore but it is very easy to produce in Rocky Desert.
Make Coal Gens slightly above Water-level and make Water Extractors send water via longest pipes via 2 pipes that goes into a pipe manifold from middle that is fed from below. (like logistics floor for belts).
The very end Coal Gens at left and right should not get enough water.
and see if people handled it better
Am I just having such severe "skill issues" not even mods can help me
Is rocket fuel the best fuel for jetpack?
Literally not enough time has passed since this has been discussed for the manifolds to figure themselves out
Give it 3 hours
there's any number of games where you need to access details on mechanics from outside sources. It's perfectly reasonable
it isn't.
Personally - Liquid Biofuel is fairly decent pick as a cheap alternative imho
There's no "the" best fuel for the jetpack. There's like 3, depending on what you care about exactly
damn I guess all game wikis are just examples of total failures of games >.>
What's next you gonna defend? Bethasda games are fine because mods can fix them?
Am I dreaming? Is this a nightmare? Are people getting paid to make such silly comments?
And for me, there wasn't anything weird with fluids.
Outside VIP, which comes as side effect of the exact coding.
if you do creature remains > biofuel you can get a STUPID amount of biofuel pretty quickly
especially if you sommersloop it
Yeah I think it depends how-accessible games need to be for their audience. I have plenty of games where like 80% of it is intuitive and the rest I don't figure out or notice until someone (friend, reddit, discord, etc) points it out
Base level understanding of IRL piping or fluids is enough for the ingame fluids.
But people keep designing to the absolute max rating for some insane reason.
if wikis are mandatory, yes. Game is not giving enough information. Therefore needing outside source to have information filled.
What if someone plays Satisfactory without internet connection?
Is that a skill issue too then?
Like brotherman. Stop being a brotherman for a second.
With IRL fluids, you NEVER try to design to absolute max.
having external info being compared to bethesda games is a shit argument. You either know this and are being deceptive, or don't and your opinion becomes worthless
Well, IRL you never try to design to absolute max, in anything.
idk my pipe is now at 578m3 flow rate, the blenders are all outputting at 600m3 btw
really don't ask me what these pipes are doing, it should be at 600m3 flow rate if it was actually working right or am I going insane here
how much nuclear waste does 10 power plants at 250% make?
The game can absolutely be completed without any guides or wiki or discord or reddit or youtube.
Following guides and tutorials will help you make things more efficent, for sure, but 100% is not absolutely required
hmmm nope its even worse flow rate is now down to 563m3 flow rate
Game Info Needed from Reddit = Game is not telling enough info
Bethaesda Games need fixes via mods = Game has issues that dev is not fixing.
Again, same thing.
Still, defending "lack of game information" being justified by "check wiki or ask around wiki bro" is amusing to say the least.
same as 25.
calculate waste by uranium rod burned pm, as that stays the same
I can see my pipe also isn't full all of the way for some reason, hmm I wonder
and the most interesting games have tons of info that really need wiki or other break downs that you just can't fit in game.
I sincerely doubt they do since they have their own supply that got disrupted by the mod.
Also, probably restart the game to make sure the values have been applied.
McGalleon said it needs to be applied twice I think?
Majority of reddit posts being about pipe problems say otherwise.
Majority of playerbase is hardly trying to use pipes to 100% and still having problems.
Only "information" that is needed is that with pipes and bidirectional flow, you shouldn't try to design to the absolute max?
Which should be self-evident in my eyes.
by their argument Redstone in Minecraft is a failure of gaming
Not sure what you're getting at imho..
Many many many sandbox type games stores valuable information via Wikipedia.
Something thats community driven, and shares as a community.. The developers gives you the tools, community is exploring way to "exploit" the tools for best efficiency..
That said, you can play Satisfactory without any information outside the game.. It may not be the most optimal approach.. But as its a sandbox, there is no Correct or Incorrect solution to playing the game
wait cuse like 10 use 10 uranium rods so what now
idk it seemed like it working but now Im not sure....
so like 100 uranium waste per min?
Still feels like a skill issue to me
Does not justify the lack of information and tutorials about fluid systems.
you can DM me the save in question if you want
And then only other issue is people who miss that headlift exists.
You feel wrong.
My feelings are my own
alr thx
that link shows that 0.2 rods burned pm gives 10 waste pm.
so 1 rod pm is 50 pm 🙂 figure out the fuel you're burning and you're golden
As far as audience, factory games attract a lot of certain types of gamers who are going to fixate on that 97% efficiency and not just let it run and go have fun but I'd agree it's totally not necessary to finish the game and enjoy yourself
a so 500 got it
While I agree, #satisfactory message
This was still my first issue ever.
but this info comes from the wiki, so as we all know, this means nuclear power makes Satisfactory a failed game 😛
thank you so much
Didn't say they weren't. It is ok to have wrong feelings.
I agree. What I find strange is that mine work 100%. So it seems to me that it's possible to do. It does work, just not the way some people want it to work
Your feelings are wrong, in my opinion
Sure if you want to look at it. I was just testing this with my rocket fuel plant, 6 blenders here that should keep a output of 600m3 ontop a pipe, its all basically a manifold pipe setup, you know the ones everyone has problems with
No, you are just wrong.
that's almost exactly what I was saying earlier. Once you know a trick or two it works without any problems in my experience 😆
oh rocket fuel?
So gas it is then
Is the gas the issue or the liquid inputs
Exactly, the way I've made mine work isn't even complicated
"Majority of players having issue in a certain topic = Skill Issue" is just.. being wrong.
Try to make a 600/min HOR pipe, then
"Skilled players being able to do a thing 100%, majority of players being able to do it 97%"
There is no day ever in reddit that isn't flooded with "pipe issues and questions".
Well if we just look at the fluid.. What information is missing in game?
The basic information is shown in game for fluids.. As in Heap lift ect.
I think there's kind of two tracks there. It is a skill issue because it's avoidable when you learn how. It also isn't intuitive for many players and probably needs at least more explanation/feedback about what's happening ingame
When there are just two common issues that come along again and again.
Missing headlift.
And trying to design to max pipe flow.
Pipes have a high skill floor and ceiling, that much is certain
That's hardly a benchmark. There is no day in reddit that doesn't have someone posted a politician's face photoshopped onto a war criminal. Doesn't make it relevant or useful
But some issues require some.... not even ridiculous high skill, just knowledge
People just keep thinking pipes and fluids are just different graphics for conveyers.
Its not skill issue per se, its a knowledge issue
I agree with it.
But brother, hear me out:
Game allows you to be 100% efficient with belts, even with mk6 belts.
But it is now "skill issue" to not have any system explanations and want to have mk2 pipes to work 100% too?
God forbid someone asks for mk3 pipes. Some folk here just go "skill issue" rage mode.
mk3 pipes are completely different and unrelated conversation
Eh... mk 6 belt also has issues sometimes. Framerate matters ive heard
Before mk 6, mk 5 belts were the issue
Ah man, pipe topic again.
And those struggled due to some bugs
isnt it the same case as mk5 back then?
It is a benchmark when EVERYDAY is an indicator.
I think so but im not sire
And my point previously was that people miss that fluids are fluids, and pipes are not conveyers.
Which IMHO is self-evident.
You seem to be upset that you are unable to do something that some other people can do perfectly fine. Don't worry, have you tried lego?
Wow, personal insults definitely make you correct. Sorry.
Also, I am perfectly fine with mk2 pipes and I even use valves and buffer.
You had a nice try but please.
Also Legos can be extremely complicated too.
This tells alot about your personality.
Could you all not be so obtuse about a black box system being hard to use in certain edge cases?
Imo, all pipe issues are skill issues. It's just the skill required to have zero issues is 1000+h of experience playing the game
can ask how to use the blueprint auto connect mode
weren't all belts an issue back in teh b2b days?
We need to get back to the case where Oil Extractors just has Oil Barrels as outputs onto Conveyors 🙈
Thats the main problem. Being required to use pipes for hundreds of hours to find out all intricacies on your own to use them correctly
@mortal ginkgo I am of the camp that the "600 fluid/minute pipe feature" is definitely in the bugged or just bad game design category. But it's very well established that the devs aren't going to change it for legitimate game dev reasons. Because of that players kinda have to just accept reality in the game. That leads to people here disliking people calling out the bad design. Idk the topic has a lot going on with it.
Someone finally gets it.
I make one disparaging comment borne out of frustration at your insistence of my opinion being objectively wrong, which by the way I was personally offended at, but didn't bother to call you out on it, and you from this determine that you know all about my personality. Does your comment mean I'm now free to make assumptions about your personality, which I do have strong feelings about
Inspired by this convo, here's my ranked list for moving liquids in order of bestness:
- packaged liquids in factory carts
- packaged liquids in trains
- mk2 pipes
- liquids in trains
- mk1 pipes
- package liquids in tractors
- packaged liquids in drones
- packaged liquid in trucks
- all other options
And yeah, by all means, the mk 2 issue is not a bug - its a design issue.
If you are getting frustrated about a game discussion, then don't. Personal insults are still a justification.
should jsut be able to set the mode and the hologram should change to show the connections ?
yes rocket fuel, the gas is the issue for some reason, retested it, even after letting the pipe full its now become more empty again and the flow rate is less than 600m3
honestly im not sure what the problem is, maybe i need to tune harder to try to fix this
Other things about pipes are bugged though. Like valves forgetting head lift if you go with 2 valves in series
Then don't tell me my opinion is wrong
Gas is not as easy to fix
yeah unfortunately, still having problems here
To be clear on the term "bug". A "bug" in a game is a feature until the point the devs patch the game to change the feature. It's a very fluid set of terms.
I'm perfectly fine with how Fluid works in the game..
But I also did read the Wiki to give me pointers - so I didn't flood my self with 500 Pumps to get my Coal Powerplant working as an example..
It has the same trouble, but for gas i cant just crank up the gravity bevause....gas has none
As expected?
600m^3/min as absolute max rating.
Bidirectionality of transport.
Bursty inputs and outputs.
Result is that getting the average flow to stay at the absolute max flow is HARD.
And that you NEVER design to absolute max IRL etc.
Even less with fluids/pipes.
hmmm maybe i can fix it by changing some values
Yeah, I am sure we will not have any pipe update or whatever and I am fine with it.
But people saying:
- Skill issue bro
- Check wikis bro
- Don't go 100% efficiency bro
- Weird setup bro
- Go play with legos bro
- Bro
- This game is awesome and do not criticize it despite the fact that you got hundreds of ours and you like the game bro
Are just.. Paid actors I think. They really need to get paid to defend a system designed wrong and that they would lose NOTHING if it was fixed to a degree.
@mortal ginkgo You have a valid set of points. It is the internet and people tend to have strong thoughts. All good.
to be fair, playing with legos is always a good idea even if the person saying it is trying to be patronizing
Exactly. I mean, what we lack is ADA romance options and I don't call people skill issue for not asking for it.
You get offended and upset when someone says something negative to you, so clean your tongue and stop saying anything negative about others. I will report any further comments that claim anyone is a "paid actor"
Except you can get 600/min reliably in some situations, and in all situations with minor tweaks.
Besides, this is a game. If it says "600/min max", then the players will expect that they'll be able to get that. Because it's a reasonable expectation
It wasn't a negative thing. It was an insult. I am not upset, I just think you aren't worthy of discussion at that point.
and the blenders are still going idle at 600m3 pipe, so that means 600m3 actually isnt making it through the pipes
once you know how to keep pipes simple, 600 flows aren't awful targets mind you. You just can't go around laying hte pipes all willy nilly
Not reasonable in my eyes, and I listed why not.
You don't need to "announce your report", Paid Actor is a joke. If you can't get that, you really shouldn't discuss this at all lols. Chill out bro.
so that why the pipes are starting to empty out, these mk2 just can't move 600m3 through them, even with these mod tuned values
this is all very cursed....
I have a right to an opinion which is perfectly valid and you are telling me straight up that I am not allowed an opinion, all your "paid actor" chat is not any better than someone saying "skill issue" so don't be hypocritcal
That it works with right building is because the actual max cap is AFAIK actually 603m^3/min at least in short duration bursts.
I never said you can't have an opinion. I just said you are wrong. Your assumptions are clearly a terrible judgement on your end. Now please.
<@&387163995947270144> people bein babies in chat
@void gorge maybe @mortal ginkgo and @shy mulch should just chill out,
It has a chance to work bezzer if you use the classic method of "merge 3 mk 1 pipes into a mk 2"
this is all quite the holy war for a problem that could be solved somehow by just using more factory carts
If its any consultation or help..
99% of my fluid issue is fixed by pumping the liquid source to a higher point than where they're consumed.. And let gravity do the rest of the work..
yeah thats what I was doing before, aka the looped piped
I am open for all the criticism about the game and specific game mechanics and have been reading every single comment, I may agree with some and disagree with others but no personal comments here.
and I guess I still have to, as mk2 pipes cant deliver 600m3 through them, for whatever reason
Fine I stop. Even I was the one that got insulted and told to play with Legos...
I mean Legos are cool...
The holy pipe wars continue
[ban hammer dot gif]
Not really a loop, just a straight sinple merge
Nah it's been going around plenty
And not only today
I also have eyeballs
Let's chill out
I like pipes but I do want to be able to play satisfactory from inside the hub the way they did in the console release trailer. Truly a missed opportunity
You just need to build IRL HUB?
what I mean is im connecting the end of the blender manifold to the other side of the blender manifold, that in the past seemed to be the only way to fix the throughput issue with mk2 pipes, aka loop but your right its a merge to
FWIW we're also taking recent uhh, "buzz", about certain features into consideration for upcoming videos (mainly pipes) but we'll see when that slots in
<@&370483737957236737> work with @open bone and IKEA to get some flatpack HUB furniture
too bad 20 actual iron ores wont cut it irl
Just need to mod actually working internals into the Heroic Replicas Build Gun?
You can technically do that if you mod the "Game Render" to Texture and keep character in HuB while having another Fake Player Character being operated via player control.
This could cause insane issues especially in multiplayer and almost do 2x fps issues but in the end, it is doable.
I mean pipes could probably be fixed by an intern in an afternoon 
satisfactory in satisfactory would be perfect when paired with VR (using the tutorial i made)
It'd take longer to test whether the fix actually worked in all cases
fix the mk2 throughput issues, idk, im not sure whats wrong with them
but i can definitely see mk2 cant move 600m3 through them, so thats a illusion....
ok but Mr Jason, can I ask 2 questions that are very important?
- Where are Half Foundation Ramps?
- Where are ADA Romance options?
Thank you.
- Leon
the blenders going idle here, pipes going more empty, flow rate dropping below 600m3, the results speak for themselves....
Are you sure you used the mod correctly?
Cause like all of my 600/min pipes work after installing it
#screenshots message @silk ocean turbo bass boombox
Satisfactory VR when... Hypertube Cannon incoming!!!! :D
Half-wide walls.
PR disaster
And couple of missing roof corner shapes.
- i dunno
- i keep sending hannah my AO3 fan fic with ADA but she stopped responding. ill get back to u
Oh really? xD
to be ultra fair, we got large beams for that
inverted ramp corner for roof is simply.. forgotten because foundations have that so lol
yep really works blast them away for 1 damage they live easily
wow thanks never knew that
can you put one blender for each pipe network and have them underclocked so you dont lose sanity?
Making conveyer and pipe pole tilts actually match the ramp tilts?
And stackable ones with tilt to the actual connection point too, for same reason?
yeah I can see its working as intended, just more issues going on with mk2 pipes
the only way that ever worked even in the past was looping the pipes, this mod unfortunately doesn't look like its going to change that, as the mk2 pipes still have throughput issues
Womp womp
too late my sanity is already gone
Pipe throughput topic back on the menu 
Well at least nobody suggesting Carts to be a good way to transport stuff...
You gotta put a lil more fluid in pipes to fully prussurize em. My dad told me that when i was little.
with portals now being canon maybe we just need portal pipes that are slosh-less
btw I have seen looking at these issues for over a year, so i lost my sanity some time ago as you can imagine
I did that earlier, it's way better than mk2 pipes bugs or not 😄
ok now I really want to @ mods now.
you know what would be adorable though? liquid trailers for factory carts
I've been looking at it over years now and I would like to see a save file that reliably shows the issue 😄
Ask McGalleon, they collected multiple problematic saves from people
You sure you want this save?
Can equipment not take from the depot when you first unlock it?
Its pretty easy for me to reproduce here, with these blenders going idle. I had to loop these pipes to even get some decent throughput on these pipes
why not (no if you have used mods)
Equipment can't take from depot
hmmm qol mods but no content, but I can disable the mods, it doesn't impact the results, this is all vanilla logic, most just bp mods I used in this case
But its fine if you dont want the save, ill just work around whatever is going on here, as I did in the past
huh I thought it could, I havent used depots in builds before and I just unlocked the jetpack in this save lol
seems to be most of the same issues other people have experienced, probably why my standard looping pipes seems to be the only thing that works at all
Because for 1.0 we did collect a bunch of save file and did find issues with pipe connections (like building them in specific ways would cause flow rate to be blocked) but regards to flow rate , all the saves we got we ran the simulation for hours and they eventually did get fixed.
you can craft from the depot, but equipment dont work like that
yeah so I just have to make sure that I take some out of the depot everyonce and a while when I wanna fly lol
hmmmm no issues with pipe connections, for me its a simple throughput issue with mk2 pipes, from what I can tell everything is connected fine, its just the mk2 pipes really suck with throughput, thought the tuner mod might help but basically same result, aka these blenders are going idle, even on mk2 pipes, they are only outputting 600m3 but i guess its too much for a mk2 pipe to handle😔
You might want to talk with this guy. He got literrally 2 extractors linked to a reactor that asks for 600m2 water but while some setups work fine, some reactors are simply starved out of water
well that was true in the past when I first setup this rocket fuel plant, why i had to loop the pipes together, as that was the only thing that seemed to work
but ive always had problems with mk2 pipes, even before 1.0 also
alot of previous manifold setups with mk2 pipes also didn't exactly work very well, all had similar issues
I will just do a very ultra silly guess that, assuming devs using multithreading for complex fluid dynamics, not all CPUs are used as they should be.
Same setup having no issue with one guy while the other guy just can never fix them etc
Please share me your save file 😄
idk I have a 32 thread system, doesnt seem to help.....
do you snap pipes to junctions or junctions to pipes?
ironically, the more threads the more trouble it might be. dont wanna give too much detail but big thread number doesn't mean good performanc
well if 6 blenders outputting 100m3 is to much for a mk2 pipe to handle, im probably beyond help
again, this is a problem of machines succing in big bursts but not in sync, causing sloshing and backflow. even it happening one time can cause one machine to be starved etc
yeah i know, but given how long i have seen issues with mk2 pipes i cant really say exactly whats going on with them
beyond the obvious fact they seem to suck....alot
can you try the setup at 1:44 and wait until all pipes are full?
and start the buildings up one after another
Fugg it, send me your save file
pipes look ultra silly but give it a go I say
how do you guys keep factories neat ish, when you need to run in resources from like multiple different factories
Logistics Floor™
ah so its more hide the spaghetti from view rather than fixing it haha
mostly planning and sorting out the layouts and paths for belts and pipes before hand 🙂
I just try to avoid spaghetty by any means
Even if that means that i need to rebuild the whole factory
well you are a bug with a plan so
Also helps to build foundations on the world grid
sure, honestly the mods that were used surely couldnt have impacted these results, but feel free to say if im wrong somehow, but this is all vanilla content here, blenders, pipes, its all standard stuff, i actually make it a practice not to use none vanilla content that much, aka i could easily remove all mods, only thing i would lose would be like modded bp designers but thats about it
my god 15k coal and sulfur can only run 250 generators
Guys im a big dum dum
I remembered that i tried to build a pipeline for nitro, instead of using drones and tanks

yeah just share after disabling it
No one told me there were machines with four inputs
ADA have mercy on this FICSIT® Inc. owned soul
We're going to need a bigger truck...
Maybe with some kind of specialised road to get to its destination faster
I can even remove the tires and use the bare metal wheels for decreased friction

🥽 

Could top that..
Packaged Liquid transporting 600m3/min via Carts 🙈
This is a Factory Crime at this point!
Heard rumours doing this, will unlock ADA Romance talks :D
Perfectly viable and correct way of providing fluids yes. 🙂↕️
VR should have cat-gif disabled for reasons yes.
Alright time to start over my factory & do a carts only logistics factory
Slech mate, can I ask for the save myself as well?
Is there enough Hard Drives to cover all the options?
Yep, with spares
Nice! Thank you.
(Also, late in the game you can just buy drives from the AWESOME shop, if you don't feel like exploring)
100 coupons can be really expensive tho'
Still nice to have the option tho.
All that time spent Not Exploring was presumably going into pumping those sinks full of material! :D
why does everyone want my save suddenly
I wanna test something too!
you are famous
You won this time. But I will be back. With stronger arguements that defeat you completely!
cant you make something and test it in your save
all your going to see is the stuff i have built
Problem is, you have the problem that I don't.
but its ok 👍
what problem is that
constant mk2 pipe flow
but i dont have that
ok I think I borked...
mine is infact inconstant pipe flow
Thats what I meant but alas.
can you try the setup at 1:44 and wait until all pipes are full?
and start the buildings up one after another
im just giving you a hard time, you can have it i dont mind
this save is basically a major wip anyways
you can also try the solution above
feel free to try it without providing save etc
most of my projects i really never finished
hmmm, looks to be a standard pipe manifold
basically my entire rocket fuel plant is designed that way, but part of me is thinking pipes dont seem to like that kind of setup so maybe i need to rework it
the one at 1:24 is, but not the one at 1:44, give it a try I say
not sure what i need to rework and how, mostly throughput issues with mk2, would need to do alot more testing to figure out how much of a issue it is though
but my blenders going constantly idle is...concerning
I seem to have slowed the game down, any idea what I pressed? XD
It's like in super slowmo
Try the setup mentioned above at blender setup
This Mk.6 belt is moving at like 5cm per second xD
would yall rather use sloops on turbo fuel or compacted coal?
"Just tap more oil" might be a better solution than slooping
neither
Neither?
a plan for 1120 tf
yall replayed satisfactory after 1.0?
replayed no, kept playing, very much so.
i miscalculated... i have 14 blenders making 200 fuel/min with diluted fuel recipe. so i have 2800 fuel/min to use for turbo fuel
well alter the plan linked. it'll show you the numbers
go straight for rocket fuel
i dont have it unlocked in mam yet
eh, you can avoid rocket fuel entirely
nitrogen and any other gas doesn't need pumps, right?
Okay just when I thought I couldn't become any more enamored with this game, I just learned of the existence of Johnny the jetpack hog
of who
Lots of mentions about him lately
Did we up the spawn rate?
I'm so glad you asked. Apparently there was a joke made at CSS about hogs being countered by jetpacks. So lym added an alpha hog to the game named Johnny the jetpack hog that has a 1/1000 spawn rate, who drops his jetpack on death, allowing you to access it before tier 5 if you find him before then
Not that I'm aware of, but I just saw a reddit post and learned about it. I think this is one of those incredible little additions that really give a game a bit of the IT factor
oh i love that lmfao
And who does kamikaze attacks on players using that jetpack, exploding on impact with anything.
I mostly counter them using nobelisks, maybe we should give them some of those next
I mostly just get them to start that attack and dodge on ground.
Or shoot with rifle.
let them yeet you off a ledge and parachute out while they fall to their death
speaking of, they really need parachutes for it to be fair
Doesn't work with Johnny.
Don’t use sloops for anything but dna/slugs/elevator parts
Or you use them to make more golden factory carts 
depends on how much extra power you have, if you overbuilt power it's "free" to get some extra production for anything for a while
always sloop modular frames 🙂↕️
???
fair lmao
@unkempt blade nice name
Have you done any projects with factory carts?
yeah I use them more than makes actual sense probably 😄
It actually sounds pretty cool!
In my current setup, my whole interfactory network is done with trucks and tractors
Replace them with factory carts
Can't, too much sushi
one day devs gonna say "belts need power to work" and you gonna go "ITS MY TIME TO SHINE!"
can i have a picture of a stackable refinery blue print that can auto connect
i need it to make more power
any fellow germans here that can tell me wether the half nudging feature is working for them with german keyboard layout?
but what about half nudging when holding ctrl?
also works perfectly fine
thank you
I don’t think there should be a difference in the different keyboard layouts since you use ctrl + the arrow keys and pos1 and pos2
yeah i'm just trying to figure out the problem
Some of the upgrades are bugged in 1.1 and don't work.
Been reported on QA site, but no dev reaction so far.
IIRC one +6, one +3, and one hand slot.
so that's why I'm still missing 3 inventoryslots
I'd actually support some amount of belt power requirement. You'd have to balance it right (only higher tiers, maybe cost per length or something?) but then it would actually be more of a decision vs vehicles options
right now vehicles are kind of just there for fun vs being there because they offer some significant situational advantage over belts that run without power or fuel requirements
if 480 canisters go into a packager then how much turbo fuel is coming out?
should tell you in the recipe
I'd support a power boost, rather than a requirement. That way it is totally optional. Make a "belt feeder" that you can attach to a belt in a similar way to how you attach a throughput counter, connect the feeder to power and it gives you double speed on any belt, for a cost of something like 1MW per meter
I'm looking at the recipe on the wiki , it says 2 packages in, 2 units of TF out
or 20 packages pm , gives 20 units of TF pm
Yeah I think a power requirement on phase 1 stuff would probably just make stuff tedious but I don't see any reason higher end belts shouldn't have a power cost. Or do some sort of overclock for them like you're suggesting
oh so its still 480 then
yeah it doesn't multiply
I still remember the moment I thought I'd found a game breaking idea of putting sloops in packagers, and just having an array of them packaging and unpackaging stuff to multiply it. Then almost immediately realised that obviously the devs thought of that and made you unable to sloop packagers 😄
ok now i can turn oil > heavy oil > fuel then > TF
eh, slooping is pretty dumb even w/o that
even if it's a circle?
One of the things I like from DSP belts is the "stacker" so the same number of spots on a conveyor are occupied but at increasing density as your stack size increases per-spot. I could totally see a power cost for something like that in satis
especially if it's a circle. That'd be blasphemy
it wouldn't even be that OP. packagers are slow (for most recipes). it'd only be worth it for liquid biofuel for the jetpack and maybe for nitrogen
to dilute fuel i should package water down low then belt them up correct?
I don't know what you mean by that? you can package it however you like
but the simplest way is probably to just have
packagber -> refinery -> unpackager -> loop back
so i mean to run pipe i need pumps right?
Only thing I package is fuel for drones / jetpack
for diluted packaged fuel, you should do closed 1:1:1 loops. 1 water packager, one DPF refinery, one fuel unpackager. loop back the empty canisters. do not merge or split canisters from multiple refineries/packagers
if i package water then i dont need pumps?
that would save you a few pumps probably but if you're doing a diluted fuel setup you're probably going to scale your power past any amount a pump would matter for
if you need to move fluid upwards you often need a pump yes
Far better to just use fluid trains if moving distances, rather than package/unpackage, imo
sure but depending on how you design it it could be much more annoying bringing them back
Packaging is more efficient tho
Than just loading it directly into a train?
I use 10 drones to send 1500/min packaged crude oil to my processing plant and send the barrels back to the extractors 😛
People really throw efficient around without any meaning >.>
wait a minute if using manafold then empty canister will pile up in the first machine
yeah, don't do that
do not merge canisters from multiple packagers
I am here to be 1% efficient
Then they'll pile up at 2nd, 3rd, and eventually the whole system will be set.
You can do it with manifold, but if the machines are 1:1 anyway there's really no need to
and now you need several times more canisters than you would otherwise. it's a terrible idea with DPF
Well, if i'm not speedrunning, that's fine.
it's a waste of time, effort and resources with 0 benefit. why would you do that?
cause pretty
Wet Concrete conversion complete
Water availability in the dune desert becoming a bit of an issue xD
Have to migrate to the coast 😄
-_- i need 37.5 refinery and another 37.5 packager for diluted fuel?
so do i need 38 belts?
where's the issue with that? just make a blueprint that contains 1 of everything and paste it 38 times
no no i trying imagine how it work
I require inspiration for my rails, I can't make them look nice lmao
whoever suggested that you can sloop aliens->biomass->biofuel
that's uhhh pretty useless advice given it takes circuit boards and a huge amount of steel to unlock slooping
and by the time you have steel, you shouldn't have biomass power...
you can find them
plus you still can use biofuel for the jetpack
I guess it makes sense for the jetpack but is that really worth 2 sloops
CB yes, but that's way too much steel to find
there's enough to unlock depots at least
Hello Satisfactory Community. Once again I forgot to post in the Satisfactory subreddit here on Discord.
https://www.reddit.com/r/SatisfactoryGame/s/ydST9Zi3dw
Goodbye Satisfactory Community. Apologize to greeny for me.
Hope this helps.
-Doug
Don't be gone for long !
It may be a while. I just cannot bring myself to manually delete a third rocket fuel factory.
Thanks, -Doug
Best keep it for the future 🙂
2 sloops for 10 minutes once and then you get them back 😄
How bad was it?
Man, if satisfactorytools.com saved the positions of nodes in the visualize tab, I'd be so golden right now.
I mean you can screenshot it
How do people get pipe wall holes to attach to foundations like this? When I try its red and says must snap to a wall or similar, but wont build. https://i.imgur.com/R9YAFjy.png
if I had to venture a guess, maybe they placed a wall there then deleted the wall?
Tried that, but it only goes through the wall, Not all the way through the foundation
the workaround trick that I see working here is you do that on both sides of where the foundation will be, clip a pipe on the inside, then place the foundation
Im guessing it works anyway. I loaded a blueprint from someone else, and it doesnt appear they do go through the wall.....so I guess magic pipes
Press h and use the arrow keys
So I have relocated my entire coal power plant so I can have 120 coal going into it and 3 water plants
Is that enough for 8 reactors
2 options:
- make a wall but use nudge with ctrl to go half a step back, then put the wall connecctor on it, then dismantle the wall and put a foundation
- make a pipe with a support pole normally, build foundation on top
yes
Sweet
120 coal, 8 generators, 3 water extractors is the ideal ratio
easiest way to get the water in without going over the 300 limit is connect 2 water extractors at one end and 1 at the other end
as long as youre taking water out as fast as youre putting it in, no problem
make sure the pipe have time to fill up with water and the generators have time to fill with coal before you start wiring up the generators
Balance
generators will keep themselves switched off when they have no power connection, but they will still accept coal and water so you can use that to prepare them. when theyre all full you start connecting them up and you won't have an issue where the first generator keeps stealing all the coal before the last generator can get any
hey, that's a good info
I've been manually switching them off and then on. I didn't realize just not connecting them had the same effect
Hey there banana
well hello there
I didnt eat any bananas today
how unfortunate
Thats a shame
We dont have them at home
RIP
they will still work as long as they are connected to any power pole, even if there is no building demands power
so it is ok to switching off etc
is it just always best to have a double railway like side to side i know i might run into issues with single track but i cant think of them now, im just hooking up a plastic and rubber back to main base, with one train probably
if one train, its ok
but having double railway would even make that easier to be fair
yeah just later i might hook it up too more stations, so i could rebuild then, or just save the time and make double right away
make double right away I say
would be a good tutorial as well
You could do like this guy: https://www.youtube.com/watch?v=5TLyqBIkaec 😏
it doesn't take much more effort to build double track over single track, but makes the network expandable and saves you headaches
He starts with "it is not finished yet", btw.
make sure to leave a 1 foundation gap between tracks (it can work with less, but may be prune to problems if you put them too close)
yeah that might be like a super very definite possibility
That he does... but what he does have finished ......
what I mean is like "brother gonna double this I bet"
yeah i think ill just rip some blueprints off the internet
There is this one you can use if going to do that 🤣 https://satisfactory-calculator.com/en/megaprints/index/details/id/1584/name/Hornslet+1.0+Global+Rail+Network
"/megaprints"
So?
I would strongly recommend against that
kinda...defeats the point of playing the game
Any why is that? If they are just going to download blueprints anyways
plus unless you build it, you won't know how it works
I mean, I do agree that building themselves would be better... but if they aren't ... 🤷♂️
Eh, its their game. Let'em do what they want.
Game wont let me place a miner of any mk on a sulfur node in the jungle spires, any ideas why?
Did you clear the top portion of the node (if there?) Post a screenshot of the node in #screenshots
almost done with phase 3 again
Looks clear... did you try to reload the game? And are there any "errors" when trying to place a miner?
Error is "must be placed on a resource node". I'll try reloading.
No dice. 🙁
Seems bugged but I don't know why
still no power except alien power 😛
This node btw #screenshots message
Was the save started before 1.0?
Yes
Then you are trying to place miner on moved node.
And you already/still have miner at the old location.
With no node graphics under it, happily mining, and reserving the node.
The node still shows in an old location when loading the save into 1.0+ client?
Ahh, I see what you're saying
Fascinating! Yeah I have a miner on one in the grass fields but that one isn't on the map so I was curious about that. That is definitely the issue. Thanks!
When you do resource scan, the node will show up as in use in the map.
Ah, yes. Thanks!
Also it doesn't ping the node my miner is on. Fascinating.
Because there is no node there anymore.
Just that build miners don't care where they are.
Just get tied to specific node ID when built.
You can after move them freely with save editor etc.
And 1.0 moved some of the nodes.
Removed some, added some, changed some.
lets goooo i finally have radio control units automated, im making 6/min
my bottleneck is crystal oscillators but can easily scale that up
its everyone's including my mom's bottleneck
I remember now, yeah. Thanks for the help.
station gives you info about how much fuel spent etc
after one round of transfer
tractors especially use really low coal
yes or you will lose insanity
you can but you shouldn't (because you will be needing to use a lot of systems to make sure one item wont clog the entire station)
you can also fuel all tractors etc with one station where everything is sent, assuming you send coal there too
even then you would need Sink system etc, its kinda pain
why tractor and not a factory cart?
Because there is only one or two mad people in this community.
who are those two?

You and Factory Cart boi!
points at all the sushi belters again
i wish there was a way to flip a conveyors direction
🪞 🖥️
conveyor lifts exist
#screenshots message
no i mean like this
Conveyor direction is determind either by which way you pull from, or when attached to something that sets the direction (machine, splitter/merger, etc)
beautiful morning, pioneers! spring is here
i know... im saying i wish there was a fast was to flip it around lmao
my allergies say you are late to the party
🫱🖥️🫲⤵️⤵️
There is. Delete and pull from the opposite direction
with my spaghetti that aint easy 🥲
🍝🍴
can use scim to bulk delete belts in one go
@balmy kiln how much of a PITA would it be to have a context menu option for "reverse direction of selected belts" (but only those not connected to splitters/mergers/machines/etc.)
Thaaaat's not spagehtti! 😏
Easier before 1.0 🤣
[crocodile dundee voice]: that's not spaghetti, this is spaghetti https://communityhighlights.satisfactory.video/meta-search/?q=spaghett
its worse now
Daaamn, who was it that had the mass tendrals of pipes and belts recently ... (Not LGIO of course)
THIS is spageht ...... #screenshots message 🤣
we all know that the correct way to build is lasagna and not spaghetti
like wtf is that
lasagna gives you the smooth predictable surface that factory carts crave so it's superior
I call it nightmare fuel! 🤣
no way
I don't know what we're talking about but I feel obligated to say "yes way"
another tinker
"Thee" Tinker tyvm .... 😏
pfft, you’re the knockoff here
Considering you seem Tinker with games... and I Tinker with EVERYTHING ....... iiiii don't knooow .... 🤣
quality over quantity as they say😎
You know ... the full phrase is "Jack of all trades, but a master of none, but better than a mater of one"
The only solution is feats of strength to decide who gets to keep the name. I suggest a factory cart skate park building+trick contest
“but often times better than a master of one”
to join someone with a session open to friends, do you just need to search for the session name? my friend wasn't able to find mine
is that testing my strength of will to use this games’ awful build system (in a game about building no less)
blasphemy! you're clearly the false tinker!
Idk, looking at #screenshots and #design-and-architecture, the games build system is pretty good imo ... Guess ya just need to "tinker" some more to figure it out 😏
so far I’ve found that jump pads are inconsistent to where the only explanation is that some of them have “performance issues” (if you know…), found that hypertubes can’t do vertical connections right to save their life, and elevators aren’t multiplayer friendly when the host has poor internet
only jump pads are relevant for the feat of strength though 😄
blueprints let you overlap so much stuff and yet any belts will not connect even if they really should
#screenshots message #screenshots message and #screenshots message should give ya some inspiration 🙂
Or check any of @noble zodiac 's, @mortal ginkgo's, or many other builds...
Though, I know Kimper does use mods. Though so do I now because I want to save time when doing curves lol.
are the first and last link the same thing or is discord that great
Many curves can be done without mods but mod lets you keep your sanity intact.
Ahh, nah, my bad.
Meant to past this one first: #design-and-architecture message
Wait... nobelisks don't stick to eachother in 1.1..?
Those are all vanilla btw. Didn't start using the Curvebuilder mod until after the full build shown
I can't make the face-hugger 2000???
What is this Half Life xD
yeah or if you're a weirdo like me here's my masterpiece to inspire you #screenshots message
Lol, was that done with SCIM's Image maker thingy? 🤣
I used paint to get a pixel grid then did it by hand (with a flying mod to make it easier)
Niice.
I'll have to dig up some of my other images sometime but I enjoy the emoji art on the side of my factories #screenshots message
@split ravine Sometimes though, ya just gotta use a few beams ... #design-and-architecture message 🤣
Out of curiosity, does anyone else have the fauna hostility to retaliate? And if so, do they actually retaliate?
This server is not big enough for 2 tinkers

There are 6 of 'us' here lol
Hi Guys,
can I somehow tell my splitters by how much they should split? e.g. I have 3 splitters back to back and I want each of them to Split by 33% so it is evenly distributed?
perhaps with Intelligent splitters?
If only there was more sushi 
Oh, we'll have to organize some sort of round robin tournament for the feats of strength I guess
No. Look up 'balancers'
most people just use manifolds
--S--S--S--S--S--S
| | | | | |
I have that as well! 😄 I thought it would not split evenly
it won't at first.. but the machines themselves limit how much they can get
Perferred method, as they will "auto balance". Probably only caveat is with nuclear
so the rest will overflow
You can't directly set rates for splitters (that's kinda against the devs' idea of logistical challenges)
But you can leverage splitters' and belts' mechanics to achieve whatever rates you want (as mentioned)
if the machines each use 1/3 the input then it doesn’t matter
Do note that while splitters can't be set, machines can ^^
When it fills up all the way it's "saturated" and at that point it splits evenly. Before it's saturated it would favor the machines closer to the input side
It just makes the usual problems more obvious 🤷♂️
Yeah, so long as the main feed belt supports the throughput, manifolds are the way to go. They may take a while to "balance".. But that time can be shortened by letting everything "prime" (or manually priming the machines with resources)
You know if I actually used the brain I was born with perhaps I could have figured that one out 😄
Thanks I will try to keep it balanced because my third Smelter is not getting as much Input because its the furthest away
something like not giving them an output belt?
Or putting them in standby, or clocking them to .1% but yeah.
yeah before it's saturated you get like...
1/2 to first machine pass along 1/2
1/4 to the second machine then pass along 1/4
1/8 to the third machine then pass along 1/8 etc.
But once it fills up the earlier machines more stuff gets passed along as a result
Using lower versions of belt that goes into machines can also make manifold go 100% faster, as long as the belt is enough to sustain the machine
like mk6 for main line, mk1 for smelter entries etc
I find it curios how few people use the "storage container solution" to the problem of filling manifolds faster ^^
Need to be able to underclock belts XD
once I have depots I'll manually load it sometimes if I want to speed it up but mostly I leave the earlier stage running while I build the next stage and there's some already filling it up as I work
Using lower mk1 is what it does kek
It's a bit counter-intuitive, but that actually makes manifolds take longer to reach 100% than using max belt speeds