#satisfactory
1 messages · Page 279 of 1
use smart splitters to filter out excess resources if you want that
Your world is so beautiful
You really gotta make a walkthrough video or something to show it off
i have a total of 300 nuclear reators and only use pure receipes
Ah right, a lot more than I can see xD
mmmm considering
guys so I am currently building my first ever petrolenergie stations and my machine produces 40 per minute and I have 2 Generators hooked up and I wanna split 20/20 but it doesnt work
just lemme get a full view from the map website
I'm currently working on my homage to Let's Game It Out's conveyor tornado
i should have done this with overflow splitters first i think ngl
#screenshots message got a drunker tornado
I unironically really love that holy shit that's beautiful
Mine is still a WIP - I started GIRTHY but I kinda wanna progress now so I may call it and finish it off now #screenshots message
edit: scaffolding catwalks are temporary
#screenshots message @glad drum
is the game gonna be crossplay when it comes to xbox and ps?
yuh
Okay I think that is the most plumbing I have ever seen, and I've seen a lot on Reddit lol
i fuckin love it dude you're a true pioneer
I'm trying not to clip in my world so it's tough maintaining appropriate levels of jank
plus only just got to steel so I've got a ways to go
just sent my waste disposal image
red zone means max radiations damage
that's a lot of 6 eyed fish
anyway time for me to stack some more derailed trains on each other
Is this the water tower design ppl keep talkin about?
i hope it aint LMAO
No
If someone talks about a water tower they're talking about a feature in the game that lets you ignore headlift
Ik what a water tower is lol
If you take a single water pipe and build it into the sky then back down
Theres simpler ways to ignore headlift tho
What you don't enjoy building a single pipe for each liguid to build height so you never have to deal with headlift anywhere else
emergency waste disposal might have been a good idea to build
Yeah I usually get plutonium cell production online before ramping up my nuclear power
i did but im backing up on waste because my stator manifold is being wonky
Then I can just sink the plutonium cells
fixing it now but its gonna take a minute
It's a good thing the reactors don't actually meltdown
yes
Backups just make things unliveable
enough should still be running to keep everything online and i have batteries anyways
but i dont think the 50 or so batteries i have will last very long under the strain of 100GW of consumption
No i just build flat headlift is for losers
Yeah my checklist for nuclear power usually has battery backup and plutonium production as top priorities
Nah I like recreating new york
i've got all that going, even have a system to send plutonium around the world to use as fuel
Skyscrapers and concrete
Yep
basically manifold the fluid and wait for it to equalize
honestly it looks really good
How long it been since you played last
it just doesnt why does the game put all the fuel in the longer pipelines
it's really trippy lol i've always built conveyor 90 deg angles
0.8
I got a massive water source on a cliff i can just pull from that
#screenshots message really nice for big busses i think
a bit of 1.0
We're full release now
We have more hypahtoob parts and auto connecting blueprints now
Oooooh and elevators
With swanky music
https://questions.satisfactorygame.com/post/68b72b4bdbe2e46a549b0cb9 that´s what i call a good suggestion XD
What in the world lol Almost looks like a bot wrote it.
does this work at a 4:4 load balancer?
the guy is spamming it so probably is a bot
What exactly does it mean when part of a pipeline turns purple (color) and you flush it?
Purple is hevy oil residue
color is the fluid inside
should I worry about it?
are you putting heavy oil into it?
yes
Its good
ok, thanks guys
But you gotta process it so you dont gotta keep flushing it
Yeah flushing is to get rid of a liquid that shouldn't be there
processing it into packed fuel
Like if you accidentally got water in a HOR pipe
Or switching productions. Kinda just qol so u donnt gotta rebuild ir
bro someone help me with making a 20/20 split fuel into generators
hard to see where belts go, but my first question would be why do you want such balancer?
use pipeline junction to split it
it makes it even worse then all the fuel goes to the left side and right side is just dead
Then you need to use junctions to inject more fuel
I dont understand people that capitalize first letter of every word
fill all the pipes first
germans
If some of em aren't getting fuel it's cause you don't have enough
auto correction
Huh?
Do you have anywhere else connected to that line
nowhere just 2 generators
Hmmmmmm interesting
autocorrection on my phone changes every first letter in a sentence into a capital letter since its the correct way of making sentences in my language
i have an aluminum factory with 4 conveyor outputs and im running them to smelters
its like the pipes from the generator is getting sucked dry to the other one
Understandable
Do you have them over clocked
no
Okay
Delete all the pipes and junctions. Place your junctions first and then connect the pipes after. Helps avoid some problems
Try it
If ur makin 40 and using 40 you gotta let the pipes fill otherwise production will lag.if you make like 45 it will fill on its own
how long does one gas mask filter last
Depends
on
On rad level
rad????
Max rad level is like 30s I think
Gas mask filters
Mb
all good
Ionized filter* depends on concentration
run each output to the amount of smelters it can feed
I thought the radiation filter for the mask
going too a quartz cave near northen forest
Idk the exact numbers but i think it was like 2.5 a minute at max or smth?
i overclocked it to 45 and it still doesnt work
need gas mask dont wanna bring not enough
Its gonna take a while
Still gotta let it fill
You have to let the pipes backup
so that gives me 45mins
- Automate Gas Filter Production
- Send to Depot
- Occasionally drag a few more to your inventory! :)
5 a minute gotta fill all the internal buffers
i have a long list of stuff i wanna do
Once the gen is at max storage cap then the pipes will back up and start feeding the other gen
my friend who is the explorer will do that cuz thats a great idea
is it correct that the valve works the same as a check valve in real life restricting water flow the opposite way?
- bombs
- blow up gas rock
i think the waste issue has been fixed now
Gotta remember that gen and production machines have internal buffers that you gotta fill before thing back up
at least im making the correct amount of control rods now
huh
Everything that has inputs has an amount of an item that it can store internally called the internal buffer
Pretty much. It also resets headlift iirc
Valves should prevent liquid from flowing "backwards," yes. Though I recommend never using valves. Better to build pipe systems where they're unnecessary
curious, has anyone made like a really tall tower filled with just biomass burners? ive managed to cramp 10 biomass burners together in a single mk1 blueprint in a stackable way, with 10 floors and every biomass burner overclocked it produces 7,500MW. im just wondering if anyone else has had the idea is all (also i thought of the idea and made it because it was fun to just mess around lol)
Before items will start backing up on the conveyor or fluids will start backing up in pipes the machines internal buffer has to fill first
I got like 30 in a grid thats about it
yeah but why u telling me this
Cause I just realized that may have been the issue
ah alr
I certainly never had a need to have that many biomass burners. I don't think I could feed enough biomass to keep that going.
i used them so that water cant flow back because i made a grid so that enough water can distribute to a line of coal generators
Probably not, considering any and every future type of power plant would take 10x less time and logistical simplicity, plus no maintenance once it's complete
The one gens internal buffer was taking the extra 20pm from the other gen
Id have to up my liquid biofuel production if i wanted more
And if you do need something to block flow, unpowered pumps work a bit better than valves though no idea why.
I forget how much they can store internally but it should sort it self with time
power augmenters go up to 30% boost when they have a power matrix right?
idk, I watch Kibitz's video and it seems he always place a valve at the byproduct part of the aluminum scrap production?
Valves are definitely not needed to supply coal gens with water. If you have a pipe network which is having backflow issues, I recommend a looped manifold (#screenshots message ) instead of messing with valves, but you shouldn't run into that need with coal gens, in general
Yeah 6-8 is enough to move on to coal
For aluminum (or other fluid recycling), I always highly recommend just keeping the "fresh" and "recycled" pipe systems totally separate. Easier to set up, and zero time spent debugging potential issues with a mixed-pipe build
ive found that if you cut down a lotta trees for only like 30ish minutes youll have plenty of leaves and wood to convert to liquid biofuel, not to mention the alien remains are effectively a 1:400 conversion from the remains to protein and protein to biomass (when slooped)
That's one way to do it, and Kibz has a detailed understanding of the game so he understands (I hope) the impact of those. Other methods are more resilient
You can certainly mix fresh+recycled, and a "VIP Junction" is one way to do that (and I think that does use a valve in there, yeah), but IMO it's better to keep your pipes as simple as possible
thats valid
(I've done plenty of mixed fresh+recycled in the past on older saves; it can definitely be done. I just eventually reached a point where I was tired of debugging pipe issues and so I just go for the simple + resilient solutions nowadays. Not that setting up mixed systems is difficult once you're used to it, but I just like having as few points of failure as possible now)
can i show you a screenshot of what i did to explain
Theres a whole thing on valves in the wiki
yeah I keep mine seperate, I think he does too, but he still places a valve, not sure why. I haven't had a problem without valves, the only problem I have is the uneven water distribution then the refineries running on recycled water shuts down 
I actually did some concept work for a smart junction
and wouldnt that loop manifold proritize 1 generator before the rest?
A #1038092680493801533 thread would probably be best; can inline images there. :)
Yeah, you can absolutely have working systems with valves. It's more just that there's always a way to do the pipes such that the valve is 100% superfluous, so I just do without. :)
so Im letting the pipe fill rn but it fills like 3 m³ and then something sucks some out of the pipe and it just goes on and on
That's an inherent feature of manifolds; they prioritize machines/junctions closest to the input but eventually fill the entire system
NOW IT WORKS
Once the pipes fill up, everything'll be getting what it needs (one of the other tips is: always pre-fill your pipes)
omg finally
Am I able to get help for moding in the #1038092680493801533 channel?
Or just ask general questions about it there
Maybe but its better to just go to the modding discord
Although honestly for feeding coal gens, it's extremely rare to have to worry about sloshing and such; I don't think many people use looped manifolds for coal gens
Alr. I didn't know there was a separate one.
(I do, just 'cause that's the habit I'm in and because that way all my pipes are standardized, but I suspect I'm an outlier. :)
and from where can I get polymer
I have never looped a pipe manifold
I'll at least loop the two pipes in the standard coal plant configuration at the end
i tend to use modules for my coal gens. i'll have one water extractor at 75% feeding two gens. easy to expand, and very little room for too many problems
never had a need for valves, and for large manifolds like 144 fuel gens running on rocket fuel, I just connect the ends of the manifolds together, so there's no real ends, just a big loop, idk what that's called but it works better than a fluid buffer at each ending of the manifold
rocket fuel is a gas and gasses have a terrible relationship with buffers anyway
you should try, that can help a lot
Packaged Liquid Biofuel does last a bloody long time in the jetpack but I miss the kick of Rocket Fuel too much XD
time for ionized fuel!
Ha, yeah
my friend who played pre-1.0 told me to put buffers to prevent sloshing or something but I never really understood the mechanic xD
Nah dude the loop logic stupid its easier to just over produce
if only pipes worked that way
That's because buffers can be thought of almost like another machine, they equalize (read: lower) the amount of fluid in a pipe to their storage
buffers are more like big pipes, less like machines
you dont need buffers if you allow the pipes to run full before turning the mashines on
a full pipe works.
(Conditions apply)
I need buffers for my fluid trains
thats a different context
btw I also noticed a pipe transporting gas's fill level is almost perfectly in line with it's current transfer rate?
like a mk2 pipe transferring 400m³/s fills up to 2/3rd of the way despite me over-producing
yes for gas flow rate is always proportional to fill level, assuming the pipe wasnt overfilled
if it is fuller than it needs to be it tends to jump around between very high and very low flow
depending on if a machine is currently pushing more gas in or consuming gas
and if I junction a mk2 in, mk2 out, and mk1 out, the split is also proportional to their max transfer rate, the mk2 got double the max transfer rate of the mk1, so it got 400m³/s, while the mk1 got 200m³/s from an input of 600m³/s
liquids do the same
600 in via mk 2, mk 2 and mk 1 exit pipes
you get 400 and 200 out
interesting, it's as if the inner diameter of the pipes are different, yet we can't see that part
how else would they be able to flow more fluid? 😛
magic
well if i ever make another giant nuclear plant i think i'll have to use overflow splitters instead of regular ones
shouldn't that make mk1 pipes cost more copper because it has thicker walls? 

no, it's [thin sheet of copper] [vacuum] [thin sheet of copper]
they arent, but the flow rate limits are different.
you can imagine that their inner friction is different and so one has a higher pressure limit - in a way
https://www.youtube.com/watch?v=Ze_eG6pjvE0 @glad drum hey i broke the entire sound system of satisfactory
i love breaking the game
now its left as a permanent REALLY LOUD bubble of trains
thats what you get professor
I’d like a big pipe I could use to put different liquids into my coffee cup
uknow seeing my save file, i think my pc would have stabbed me long before if it could have
your PC would first stab you and then itself is my bet
then thinner walls = less pressure resistance, it'd be fun if pipes can burst if you build water towers and stack up too much headlift
I'd like to see water hammers in the game too
oh absolutly LMAO
we already have water hammer
and it sucks hard
worst mechanic ever invented
instead of a pressure spike causing noise, this pressure spike causes flow rate spikes which interrupt your other pipe's flow rates
oof
dont try to bring realism in this game to much, next thing we got real life cable diameters for each machine to hook up
imagine deleting a pipe on your manifold and the cap of the junction pops off because the change in pressure is too abrupt, it's similar to shutting off a valve immediately, triggering the water hammer
and trust me, that would make things a whole LOT more complicated
im not bringing in more realism, the pipe sim is ALREADY this realistic
this IS what is happening
not tooooo i must say
but yeah as much as a game can get it right
yes theres no real big friction and what not
but the pipes run freakin bernoulli
they got density, gravity, viscosity and a minor amount of friction
I think there's technically viscosity too, right? Just that all fluids have the same viscosity set so that doesn't actually matter much
hats off to the real life engineers who have to deal with these problems
yes there is viscosity.
and its 1 - the same for every liquid
viscosity of 1 does nothing in the code
Ah, gotcha
its not even per liquid - its just all universal for the pipe liquid math
those nerds just need to feed it from both ends like a true pioneer plumber!
wtb CSS solving the Navier-Stokes singularity point during the development of the game
navier stokes would kill it ( 0.05 FPS)
cant wait to let 24000 waste drain at a rate of 1 every few seconds
just load it into a truck and drive that truck into the pit in the middle of the map instead
i'd rather not do that if possible
I just realized, this game is mostly just logistic construction
probably just gonna let the game run while i stock up on power shards and stuff, gonna wait until i know im processing waste fast enough and won't run into any problems tho
if you have power and aren't already overclocking stuff you should crank that up for a while too
debating letting my uranium fuel rod production go up to as fast as it can go but im not sure if i want to given all the other problems ive had with waste processing
uranium rods can be sunk for coupons if you want to run it but not deal with maximum waste amounts yet
i've got like 450-700GW to play with depending on how many reactors arent backed up and if i make some temporary power augmenters
and i just automated power shards
i forgot you could automate those
I have never gotten that far before restarting with a new save
already making ~35-40 instead of the full 50
reactors have been slowly filling up over the last 20 hours or so
i've got enough processing ability to deal with the full 50 rods of waste, just not sure if i want to put it under that much stress given my scuffed belting/piping
guys i have a question, dont know if this is the right channel for it but i've been playing satisfactory for a long time now but i never manage to get far, like i've never been further than phase 4 and i find it hard to keep playing cuase i want to be far in the game but it takes so long, at least, in my experience, but does anyone have any tips to get trough te first few stages easy and fast?
I think that weapons that dont shoot at the crosshair and dont have homing projectiles are garbage
Like some weapons in terraria calamity for example
This guy doesnt know how to aim
just keep everything organized and leave room for expansion i guess
How do you aim when your weapon doesnt shoot where you point at?
you take a small red sticker and put it in the middle of your monitor, right?
speeding through the first few phases really comes with experience
- get closer
- pray
Thank you brother
I find that the more times I restart the longer it takes to get through the early stages, I keep over engineering factories
So, as I understand it, if the residue from an oil extractor has no where to go....ie...your storage fills up for something like packaged fuel, then the oil extractor will stop producing......correct?
Yeah
yes, and thats where byproduct/alt recipes come in
ok, ty
yeah if outputs on machines don't have anywhere to go and they fill up they stop running
You can recycle byproducts with alt recipes
you can recycle every byproduct without alts too.
Alts just give you more options
Polymer
Where does it go
sink
residual plastic / rubber
if you dont want to turn it into rubber/plastic
Is residual unlocked from the start?
yes
into cloth => filters => use the filters because I irradiated my entire world
there is literally never a point in the game where you get byproducts and dont have a way to deal with them
(*ok im making an exception for nuclear waste lol)
yeah and if you can't deal with it just use it to fill up a truck then drive that truck into the pit in the middle of the map
You get ways to deal with nuclear waste.
yes - at a later time
They are just... Late game and excessively complicated.
usually you get a way to deal with byproducts as soon as you unlock those byproducts
There is a 2GB patch being downloaded yet the info seems small?
dont mistake small info for "oh the patch must be small"
Yeah okay I see what you mean now.
if they make small changes everywhere then unreal engine has to package all files that were changed again anyway
and that means every changed file has to be re-downloaded - no matter how small the change to it
but then I would expect to more details in the patch notes, that is what I meant ..
could have been literally all translations
true, can't say anything on that 😄
See #announcements message for explanations about patch size for Satisfactory (and other UE games which use the same packaging structures)
and the change for dedicated:
Potential fixes to desync and high CPU usage issues
really ambiguous, could have been a lot of things
no telling in what needs to be changed on the dedicated server game version only and what needed to be changed for clients
ok ok, let's close the discussion, it is clear allright
😅
good to see them fix bug i actually encountered
boombox bug messed my game and replaced coffee cup with another boombox)
2 coupon profit calculated
oh they say fixed disconnections) but i hope they fixed whole issue
im trying to make a nuclear reactor but quick wire and other materials are far from my uranium location, whats the best way to transport across long distances?
trains
how good are drones?
Good enough I say. You can indeed use them too.
how long to fuel rods last?
easy to set up but need fuel and have a much lower throughput than trains
when i place conveyors, it only lets me go so high off the ground. is there a way to make them taller?
Lifts
I'm running into that problem right now with my STEEL CYCLONE of conveyors - but basically you need to place something else to place it on... You could do conveyor poles on top of conveyor poles, or if it's a bigger build, it may be better to build foundations where you want your floating conveyors to be
im confused, am i getting close to my energy limit or do i have until 26 gw?
edit: STACKACBLE conveyor poles - lol im so silly yeah just use these for taller
26 GW is your max consumption. the consumption you'd have if all your machines were running
i should probly start using foundations. im 10 hours into my first ever playthrough and all I have is a giant bowl of spaghetti🫠
Dude ur screwed unless you can get a bunch more power made
Guys why doesnt my fluid buffer drain the water that i dont need?
my whole machinery is stuck
I'm happy to see you are embracing spaghetti 🙂 I'm over 60 hours in and have no intention on ever unlocking foundations for my spaghetti.
ive been putting off TF bc the coal and sulfur... rip 😄
Ur like 10gw ish over
at least i have like 2800 fuel/min being made rn
you don't need TF tho
just make more fuel
He needs somethin hahaha
should i just hook up that 2800 fuel/min to normal generators? would that be good until nuclear
Guys why doesnt my fluid buffer drain the water that i dont need?
my whole machinery is stuck
Prolly. Whats ur current plan for it
that'd be 35 GW
Guys why doesnt my fluid buffer drain the water that i dont need?
my whole machinery is stuck
buffers don't drain by themselves
Lol theres no drain
how can i make them drain?
use the water for something
Yeah you gotta either drain it manually when it backs up or use it to make something else or package it and sink it
Coal gens
Do you ever get bigger personal storage chests other than those orange collored ones?
Industrial storage
storage containers?
Yeah you get the dimensional depot
Or that
the small ones
But you can just use the big chests as personal chests
oooo morning pioneers, new patch ^_^
the small ones are personal storage
not containers
containers are bigger
Thats why I called them chests
!wikisearch isc
NormalIndustrial
The Storage Container is a building that is capable of storing large quantities of items, which allows for storage automation and large storage buffers.
The Industrial Storage Container is the larger variant of the Storage Container with double the size and double the storage capacity...
I use the double containers for everything
Real alpha males carry everything themselves. Storages are not enough for their manliness.
I know you can use the big ones....I was just wondering if they had bigger personal storage chests later on.
Those are the bigger personal storage chests
Real men use death crates to store stuff
dismantle and death crates have infinite capacity lol
I currently have a floating dismantle chest i cant reach
Inventory full? Off yourself
No, I meant at about the same size as the small chest
No there isnt, thats why im saying those are the personal storage chests with more inventory
I mean you can get custom ones in the awesome shop
But I believe those are the same size
Alright then, thank you
Imma isc spam next time im on
I already have about 10 that idk what to do with
From when I rebuilt factory
I got like 5 iscs full of solid biofuel. It was supposed to be emergency power but now the 2.5gw is just a drop in the bucket
I only ever had like 400 mw of bioburners
Well i kinda upgraded it in p3
Fair, I have 1000mw of backup battery to get my first fuel gens active next time I get on
(fyi, batteries don't store MW, but MWh)
They also aren't called batteries 😛
So now they run off of packaged liquid biofuel
Thats what I meant
Genuine question, if i were to go 1000 mw over my production, would it last an irl hour or in game hour?
they're the same lol
there is no difference, hence why we see things in parts per minute
i dont want so setup batteries because the last time i did that it deleted 50 batteries worth of materials when i tried to place it
unless you're assuming day length = duration between sunsets ingame
but yeah, all the "minutes" you see in the game are IRL minutes
Which is what I was assuming, but wasnt sure
an in-game day lasts 2h iirc
Maybe but all youd have to do is change it from a 24 hour cycle
wasn't it like 45min?
I knew that the items per minute was irl, but didnt know it that included the power from like batteries
Since the modern hour is defined using the speed of light I guess we can move away from linking it to the rotation cycle of a planet
skyUI lets me say day at 599 minutes and night at 1 minute 😛
ah, was close - 45min day, 15min night
Its unlimited discharge right
That is what the description says
indeed
So if I went 2k over id only last 30 mins
infinite discharge, up to 100MW charge
Is it decided by mw over consumption/how many batteries you have placed?
Up to 100 per battery
up to 100 MW per power storage
that assumes you have enough excess production to actually charge at that speed
Meaning if I only had 100 mw of headroom in power, but 2 batteries each would charge at 50
200 but 4 also 50
Heard
i have 2 belts which trasfer 1560 iron in a min and other two which does 1440 in a min so total 3k, is there a way to transfer exact same number of iron by train or do i have to make big ass belt(s)
you can transfer however much you want by train
you just need enough wagons
yea but will it deliver 3000 iron in a min?
it takes time to deliver and dock and shi
If you make it big enough
how big are we talking gents
yes, if you have enough wagons/trains
Depends how far a distance you want to go
It depends on rtt
depends on distance and your max belt speed
why are you moving 3000 iron?
for 20 hmf a min
i can built it very far away but i want it at base
so is there a way to calculate distance in game? and i have mk5 belts
I generally do 1 belt per wagon and scale as required from there
Why dont you build it "far away" and then just ship it back via train?
Iron ore only stacks to like 100 right? Thats gonna be a lot of wagons
that's at least 50% morethan you need. you're using some awful recipes
You could just make the 20 hmf far and then train in the hmf
im using only base
build the route and time how long it takes a train to drive it
Generally round trip duration is used for trains rather than distance as they do not travel at a constant speed
moving 20 hmf via train is vastly simpler than trying to move 3000 iron
im saying what scim told me
yea but its what i have
then go get more hard drives
What's the fun in that tho 😛
i already wasted more time than i shouldve looking for alts
my guy
I would never build HMFs with defaults
Alt finding isnt a waste of time
you can gather sloops and mercer spheres at the same time
and slugs
You have 3 priorities in this game at all times
- Power
- AGGRESSIVE MAM and Hard Drive Research
- Whatever you want
i just got bolted iron plate recipe shoudl i take it
awful
anything that makes or uses screws is meh at best
should i rescan everytime
no
why
shit recipes you will never use, leave em, and they will never come up again
i.e you get both biocoal options, leave em
Screws aren't even the worst part, it's more expensive than the default and barely saves space and power
but if i rescan i might get what i want no?
I thought it was better to rescan and then leave them if they still suck because atleast you would have the chance to get what you want
or you get the shit ones again you never want to see
I'd say always rescan
gamble
if you actually spend time gaining a surplus of drives, this makes sense
I'd sat never rescan
Unless the initial picks are truly awful
i have couple of recips i guess ill send screenshot and if any of em are good let me know
that's why I said "makes or uses screws"
As we've said many times now: very few recipes have any wide consensus as to "good" or "bad." They're all at least situationally useful
#screenshots message are any of em good?
If you have no opinions, just pick one at random and then try it out when you have an opportunity to
I'd rather take a chance to get lucky than wait another 10 minutes, if I don't get what i'm looking for it's no big deal either way
encased pipe and pure iron ingot
if you want to save space at the cost of extra resources, sure
Even generally-considered-"good" recipes won't always be appropriate, and even generally-considered-"bad" recipes have situations where they're an attractive option
Pick recycled rubber, trust me
"good" depends on your preferences
as you can see, KYO has some, other people have others, you may have different ones. I'd recommend doing your own research
damn thats actuially good for me
It's good for a lot of people 😄
thx
(Granted, doing your own research is likely to lead you to dozens of similarly-conflicting "tier lists" online, which are their own set of problems. :D)
I've just started using whatever recipe I feel like these days tbh
if i make train track does it tell me the distance?
Getting bored of using the same stuff all the time
no. but you have to measure the actual time regardless
I didn't think of the idea myself, but I am legit considering adding a "random recipe" mode to my own personal factory solver and doing a run based on that. Whatever the solver spits out first is the solution I'll be bound to. :D
Imagine you need thousands of iron plates and it makes you use coated 😛
Heh, well, I'm actually a Coated Iron Plate apologist
(I am actually a user of this alt at times)
Like it's far from my go-to, but I've definitely used it occasionally
if you're making thousands, it's actually a good idea
it would be terrible for like 30
Yeah, if you're already bringing oil into a production chain, it's not necessarily the worst. I know iron is cheap, but so is oil. :D
big ass belt(s) it is
I think I just had thousands of plastic I wasn't using
why
Go for the train, it will make your life easy in the long run. The hard part is the first one because you start from scratch but the good thing is railways can be scaled upon easily
Do yall build sky trains?
factories are all nice and neat, trains flow with terrain on pylons
I have a sky road i never ended up using because I just did a floor road instead
i would if i knew how much of what i need
is steamed copper or caterium computer good?
Steamed is significantly cheaper in terms of copper for the cost of water (and a refinery). Caterium has it's uses
trains are actually easier to start than most people give it credit for
Just start with a two lane highway and use junctions to branch off to stations and you'll be fine, and it can scale up infinitely
If you want to simplify your logistics, take literally every alt and use whatever one fits best into the area you are building in
i dont even understand wtf are you saying, i already have train tracks i just dont know how much freight wagons and stations should i use to transport 3000 iron in a minute
i have lot of train im in phase4
Do you have a single track rail or a double track rail
Start experimenting! Try with one car. If that's not sufficient, go up to 2, etc.
2 1-4 trains should be enough in most cases. but you'd have to measure the round trip time to make sure
i have 3-4 single tracks back n forth
Respectfully, thats a bad set up and doesnt lend itself to scaling well
The actual throughput cap for a train car is gonna be related to the route's round-trip time, and you won't know that until you start laying track and setting routes. Personally I don't ever really bother trying to calculate stuff in advance. I just give it a try and then expand if I need to
Building a 2 lane highway is much easier in the long run, with BPs it takes no time at all
(That does mean that you'll want to leave some room for more stations before "finalizing" your train stations, of course)
1 in either direction is all you need, due to how signalling works the trains will never really use the extra lines
Also, dont look at it as 3000 iron
Break it down into 600/780 lines
I'd also recommend building some headroom into your train throughputs just so they can tolerate minor round-trip-time variance
never used those signals couldnt understand them well
1 wagon per belt is usually a good start
You don't want to run your cars right at their throughput limits unless they're on their own isolated tracks
Overkill in a lot of cases but can save headache
i have two which trasports iron at 780 a min and other two which does it at 720
because you built a one lane track, signaling one lane tracks is sucicide mode in terms of difficulty
Yeah, you leave a lot of potential throughput on the ground if you go one belt per car, but it undeniably simplifies your setup decisions
After almost 2000 hours in this game i'm looking to cause the least amount of annoyances as possible by doing things like that haha
my days of minmaxing are over
really good for transporting quickwire or anything else that has 500 stacks
1 belt per platform, not wagon. if you do 1 full belt per wagon, you won't get far with just 1 train
thats a crazy statement
droned quickwire is wild
Of course depending on the route + material + throughput, one car per belt might not actually be enough. :D So testing is required regardless
anyone else not able to load into a multiplayer world
not really. drones' throughput is measured in stacks/min, so with a stack size of 500, you could easily saturate a mk6 belt
can i calculate distance by coordinates?
measure the goddamn time
told you like 4 times already
HOW do i just set up trains and drive them
yes
do i gotta whip out stopwatch
yes
You dont need to if you aren't trying to minimise the size of your train
Yeah, round-trip time is the important thing, and you won't know that for sure until the route's running. It's related to the distance between sites, of course, but it's the time that's important
And you don't even need to measure it exactly. As I said, just set up a route and see how it goes!
If the cars you set up initially are sufficient, then great! You're done
If they're insufficient, then add another car to the route
(keeping in mind that eventually you might need to add another engine to the train, if things get too slow)
(though with that last parenthetical I should probably mention that it's only acceleration that more engines will give you -- they don't increase the train's max speed at all)
should i do it with 4 freight wagons or it doesnt matter
Man I really should have been seperating out my refineries for aluminum. Really makes sure that all water gets used with making it be impossible to back up. No longer have to worry about sinking all of my aluminum stuff.
And also also keep in mind that train cars are heavier the more they're filled with Stuff, so even yet more reason to just build the route and test it out, rather than getting too hung up on measurements
Give it a go
4 is a nice size
a single 4 wagon train will only be enough for a round trip time up to 4 minutes 16 seconds
and that's assuming it's fully loaded for each trip
wish that was what she said
so how much js give me any number atp
at will start timing
And that is why ?
just try it
This game's about experimentation and learning stuff
You could have been setting up the route already. There's no penalty for failure in this game (or even anything that could be considered a failure state); you can just experiment and see how it goes
i am already setting it up
build the route and stations, without any platforms. then set the autopilot to drive the route, and time how long it takes between one departure honk and then the departure honk from the same station after the train has completed the entire route
Back to work, then! 🥳 👷
if you time the route without cargo, you'll need to add about 30 seconds for every station the train will get loaded/unload at
do i time it when train makes it to other station or back to the starting one
the entire route
from a departure from a station to the departure from the same station
There's no point in you timing it if you don't know what to do with that time though
starting now
Hi guys, is there a way to make all new constructors one color swatch, and all assemblers a different swatch?
Right when I create them without me setting the color explicitly
Not exactly (at least without mods which may or may not exist). You can set a swatch to be the default for various categories, but all machines are in the same category
weather when?
Thanks @white dawn ! Can you please point me to where I can see the category / swatch list?
Never
Right-click on a swatch/pattern in the Customizer. :)
We used to have weather effects but they got removed
it's always sunny. I bought satisfactory like three days before the engine update. I miss the rain
Well, AFAIK CSS still intends to bring rain back
They were hoping to get it ready in time for 1.1 but that didn't happen. Hopefully for 1.2!
Thanks @white dawn !
incoming rain collectors??? 😮
(Rain got removed 'cause the implementation they were using (which they got from some third-party source) no longer worked in UE5)
Power max nuclear setup off of rain only challenge
adding rain cant be that hard
It's the other issues that crop up from having rain that was the problem
They've talked about it a few times: https://archive.satisfactory.video/topics/environment/weather-systems/
It's more work than you might think, though it's mainly just a matter of prioritization
tbh a lot of stuff in the programming world is a lot more work than i think
Do they spend the development time working on something which, in the end, is purely cosmetic, or put resources towards actual gameplay, etc
@hard ivy it took around 3min and 6sec
Anyway, here's hoping for 1.2. I too would enjoy having rain back. :)
cut a part of the dev team off and let em make it rain
so, what does "Hierarchical Z-Buffer Occlusion" actually do? should it be on or off for a high-end PC?
if they add rain (back) I want lightning strikes that hit if you're parachuting and you can build lightning rod towers to harness electrical storms
and if they wanna go crazy, storm generators that can charge up and produce lightning storms in a given area using idk quantum stuff
with just a locomotive, no cargo? how many stations?
btw do we know when 1.2 comes?
Nope, would be in #announcements if we knew. :)
nope, but I personally wouldn't expect anything before the console release, and unlikely they'll fit anything in that Nov-Dec window
Technically we don't even know if there will be a v1.2, though I'm assuming there will be
with two locomotives and 2 station, one at where i get my iron and other at my base
so itll come next year?
it should take about 4 minutes to drive the route with cargo loading/unloading. so just barely enough for 4 wagons. I would probably use 5 wagons or 2 trains
5 wagons ok, ill take your word for it and it does display how much item youre recieving right
at freight stations
yeah, once a few transfers happen, the platforms will display how many items on average they transferred
maybe Satisfactory 1.1 1/2 on September 10th? 😮 birthday celebration woo
SF's birthday is on March 19 
one last thing, as i said i have 4 belts 2 moving 780 a min and other 2 moving 720 so do i just equally divide those across 5 freight stations?
if you have 6 belts total, then you probably could use 6 platforms and 6 wagons
just 1:1
i have 4...
oh, I read that wrong
I would use 4:4 balancers, 4 platforms and 2 trains on the route, both set to only depart when empty/full
does noone know?
Hey guys
Hows everyone doing today?
why not have 4 stations and use what you have on the belt?
You gotta overthink and complicate everything.
I'd say that using one entire station per belt is overcomplicating it
yes, throughput on stacksize for drones is better with 500 items.
At the same time, why are we shipping any 500 stacked items and not making them on site for use?
way less than "balance it"
Man my spaghetti is gonna be off the charts.
you can't really reliably do 2 trains without balancing
and 1 isn't enough at this distance
especially a not completely full one
anyone know how to unlock Blueprints Mk 3?
tier 9
grrr.... but thanks lol
wdym
Anybody know how to use epic games satisfactory with a controller?
I don't have Mk.3 Blueprints, but I can use the Mk.3 Blueprints I imported from an old save. Is that supposed to work?
Hah nm, I"m just glad it does!
Just go to settings and change input type to controller
each belt goes to one station
each car carries "one belt"
on the other side you have same 4 belts
thx for all your help and time but could you do me a solid and translate that from bullshit to english?
will that deliver 3000 iron in a minute?
yes
ok
r/confidentlyincorrect
is there a list with all commands for the ingame console?
if the distance is too far, it literally won't
more trains
!wikisearch debug+console
The debug console in Satisfactory can be used to access debug data (like player coordinates or a list of radiation sources) or for changing some options not available in the game's settings, such as disabling the fog or enabling an FPS counter. It cannot be used for cheating (e.g. spawning items), Advanced...
and then they bunch up and it's still not enough
you need them equally spaced to actually benefit from them
full load order
unless they're equally loaded, it won't work
that'll bottleneck all belts to the slowest belt
they will be equally loaded... fully
which means you'll get 4x720
the 780 belts will be bottlenecked to 720
because the train will wait for the 720s to fill
which isn't a problem with buffers

i can make other 2 do 780
you don't know shit about trains. please stop misleading people
but it would be more than 3k which i really dont give a fuck about atp
will that fix it?
except I'm right 🤷
you will get 4x720 if you do "depart when empty/full"
not 2x720+2x780
I have tested this
i said i can do 4x780
then that will work without a balancer
your argument is literally "it won't work if you build it wrong"
Hi, where's the best place in your opinion guys to build aluminium factory? And how much should i get to smoothly achieve phase 4?
near bauxite
is that alien tryna rizz up ada? it said her curves are beautiful😂

go on, then, build a setup with 2x780 + 2x720 belts, connected directly to buffers, with depart when empty/full that works
that wasn't my initial response
fuck that i already did 4x780 now do i hook each up at 4 freight stations
.....
How long, approximately, is your round trip, even?
one belt to one platform
yeah, the original setup you suggested wouldn't work either 🤣
it would 🤷
with only two locomotives around 3minutes 5 seconds
according to him @hard ivy with cargo and shit that goes up to 4min
Kyo is right
It's when you use splitters and mergers in a way that makes all belts have the same amount of items
I mean, if the trip is short enough, then you just split the line into two ISC and have them load in
yup got schooled already
it wouldn't, because the limit for 4 wagons is 4min 16s, and the RTD is basicall that. plus with your setup, the wagons wouldn't be full at default settings and bottlenecked to 720 with depart when empty
for one train
one train wouldn't work because the route is too long
so i gotta use two separate tracks?
for 600 lines, I usually do 3 cars, 4 for 780 for my longer routes, ensures proper throughput
As I told you earlier, you need a 2 lane highway, your one lane rail wil not support a large influx of trains
2 lanes in one direction? i've never ever had that kind of congestion
so two tracks each with four cars?
im just being confused here
hence why I said multiple trains ffs
which won't work without a balancer ffs
it will, was tested
You're making this harder than it needs to be
You need a 2 lane highway. Think of it as a road with traffic going in both directions.
Trains drive on the right, presuming you also drive on the right hand side of the road
with default settings, they can bunch up and not work. with depart when empty, they're bottlnecked to 720. how does this "work", then?
ask that to all the people who have that setup working for multiple hundreds of hours 🤷
excuse me but ive never attempted "2 lane highway" so this will be interesting
Can you start a thread in #1038092680493801533 asking for help with trains and load balancing them?
That way I can send you screenshots for ease of access
I am kinda new, is there a way to increase ores mined from veins? Lets say iron for example, i read about purity but almost all of my nodes are low purity and im not sure if u can increase it, i feel like i rly dont have that much reasources
overclock miner or use better miner
2 lane tracks are significantly easier to set up than 1 lane tracks, by quite a lot
Setting up functional 1 lane rails are super difficult
||power shards|| which are learned in the MAM
Okay, i dont have better miner, and i dont think the overlocking part is accessible to me rn? I guess?
Or is it the slug power shards?
unlockable in the MAM
available basically as soon as you have the MAM
i made thread
if I may offer a piece of advice:
You have 3 priorities in this game at all times
- Power, Isolated from other factories, until you learn more
- AGGRESSIVE MAM and Hard Drive Research. You need to be neck deep in the MAM at all times trying to figure out how to unlock stuff
- Whatever you want
bless the rains down in
africagothenburg
If you're in the grassy fields there's probably more iron nodes nearby you're not using
Ohh okay, i understood the power part frim the start, bio energy was ahh choppin trees so i made quite some coal factory
And i hate MAM so far but ill try to get more into it xd
see alternatively,
bless the rains down in graaaaaasy fields
is there a console command to speed up simulation speed?
/drink coffee
I like to imagine that when you're researching in the MAM you're just furious and screaming at it.
I see the couple lizard doggo emotes we have, but is cunfuzzled as to why there's no lizard doggo w/ headpats emote/sticker
scan faster damn you!

headpats
🫳

Why is this discord always full of people saying things don't work that do work when used correctly :/
¯_(ツ)_/¯
welcome to the internet
I preferred the internet in the old days when you needed a PhD to use it
pretty sure discord won't work under mosaic
bring back ICQ
-... .-. .. -. --. / -... .- -.-. -.- / -- --- .-. ... . / -.-. --- -.. .
that was the start of the end, it allowed normies to actually talk to you, embrace the chaos
A friend of mine set his phone keyboard to morse code, and he used it unironically for a while. Some people just like the world to burn. My phone keyboard is Dvorak, that's bad enough
if you preferred the internet when it required a phd, i would've thought you'd prefer a t9-style keyboard
phone keyboard on an alternatr layout is strange to me. tried it for a while but didn't like it
yes I am definintely a t9 enjoyer, but it's not too convenient for heated raging debates that are the norm these days
are there any known bugs where some of your machines just go idle for a little bit despite having enough resources?
Did the 1.1.1.3 release cause fauna to respawn? I seem to have things trying to eat me all over my factories
<@&370483737957236737> to keep it on-topic:
363708430549273036446042830202888465306702562221
figured out whats causing it, is there a way to fix your hoverpack screwing up powerlines or am i cooked
remove power switches
on the entire network or just at the top/bottom
the bug happens when the hoverpack changes its connection from one side of a switch to the other
dmdp tgd jgwapd dmhm gatd a avgmjd mp ajmfa
feels like ROT13 but it isn't
hmmm
the t9 generator didn't do the multi-press thing
i see
d'oh
No no, no anger here
The MAM is often overlooked by new folks when its one of the most powerful things in this game
I have to say I have come to hate whatever realism pipes are using, mk2 pipes cannot even reliability move 600m3. Hate to say it but the devs dropped the ball hard on this one, pipes in this game are the definition of not fun to work with, you cannot predict how it will work at all, why it might work in some cases and not others, this is all a total mess
they can do 600/min tho
maybe you can't predict how they will behave, but some people can
as long as you follow a few rules that fix the very few weird behaviours of pipes you wont have problems
and when you can predict how they can work it's not fun game knowledge to do it, it's essentially black magic from a normal player's perspective
it's like if the current 1.1 train bugs were "part of the fun" instead of just broken
I'm just riffing on the phrase "AGGRESSIVE MAM research" is all. :D Just bein' silly, ignore me! I agree that the MAM is both very powerful and often overlooked. :)
I'm not saying it's a good system. it's just not completely broken
yeah! people should fight the power by using factory carts instead!
Pipes work just fine for me, except the pipeline floor hole gets buggy sometimes
Here's the advice I've got saved which will nearly always get you to working 600/min. IMO it's good advice even below that point, though the system is usually more forgiving before then. Note of course that people have gotten working systems while ignoring large swaths of this, and occasionally due to build styles or other vagaries you might still have problems even with all this. But IME it's nearly always "the pipes Just Work":
- Keep the system as simple and short as possible.
- Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
- Feed fluid from above, so gravity does part of the work for you
4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary) - Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
- Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.
See #screenshots message for an example of 2+3 specifically. And of course, as mentioned, the fluid simulation tends to be more forgiving as the rate goes down, so keeping your pipe systems below 600/min is another option too.
am I having deja vu or did you just do this pipe conversation yesterday?
and the day before.....
I remember the QA guy even requesting unmodded save files that show it happening 😆
(I don't disagree that the user experience with pipes is subpar, but at least we do have ways of working with it. :)
Thats just it they can only do it in some cases and not others, and you cannot predict when and how that will be, making mk2 pipes unreliable and not even something you can predict
yeah, somehow CSS says that they never knew about the "frustrations" until well after shipping them. which seems pretty embarrassing for them
Sure you can predict, how unreliable mk2 pipes actually are....
This is good, I'd also add that if you need verticality it's better to just make a straight 90 degree pipe upwards rather than have it on a slope. Cuz headlift gets tricky on slopes
Idk man, afaik McGalleon has fixed every save with problematic pipes that was sent to him. So I'm pretty sure it's always possible to make things work. It's just that the fixes make no sense and you cannot expect the average player will know them
I'd sort of agree it's not intuitive/transparent for new players but it's very predictable once you know how they work
I already sent the devs reproducible case of mk2 pipes not working even close to expected, they have cases now and should know, was talking to guru already about it and yeah they now know....because im definitely not making any of this up, mk2 pipes are a mess throughput wise
i think my waste debacle has finally been solved
im actually getting fried by pipes rn ty for this im trying to do like all of this but its still a struggle to get like good pipes
maybe we can talk about something else then like how much better factory carts are than pipes at moving fluids
lets hope the scuffed beltwork i had to do holds up to the 100 reactors im about to unleash once all this excess waste gets dealt with
for some reason the pipe likes to go down like 100-200 in flow rate for a bit
Well, in the meantime, check the build methods I suggested above. As I say, IME it's a route to "The Pipes Just Work," regardless of throughput
I agree it can be frustrating if there's a setup which "should" work but doesn't, but there are ways of getting reliable 600/min
The problem is that some of the solutions require going back and redoing them if things go funny. Like flooding pipes. Well, what if your source gets starved, now when it restarts you have to know that it happened and refill the pipes.
is there any way I can stop belts when i'm placing them on straight mode from having a small little bend right at the very end? If I place them on default it just works as intended but sometimes with straight (not all the time) it just puts a little bend which is annoying
IMO it's more that CSS, being the ones who wrote the game, have a better inherent intuition about how to build pipes in ways which happen to work. So basically nobody over there was running into problems
We've had plenty of people come in here who say that likewise they've never had problems with 600/min on pipes
are you seeing a turn or an incline/decline?
If a Factory Cart fell off a cliff, does it keep you up at night XD
A lot of it's down to build technique, and if you happen to build it in ways which the game sort of expects (and I'd expect a CSS dev to be among the people who do so), then you might not even notice the problem
Nah they just simulate their route when I'm out of sight and fix any issues like that automatically. Sleeping actually fixes the issue
It's like a magic reset, gotcha xD
May I send you a screenshot?
Are you using mk2 pipes by and chance and how much throughput?
yeah its supposed to have 600/m
actually i just tagged in the screenshots channel
Mostly in my testing mk2 pipes can only reliability do up to about 500m3 and beyond that issues start to happen
Here's the advice I've got saved which will nearly always get you to working 600/min. IMO it's good advice even below that point, though the system is usually more forgiving before then. Note of course that people have gotten working systems while ignoring large swaths of this, and occasionally due to build styles or other vagaries you might still have problems even with all this. But IME it's nearly always "the pipes Just Work":
- Keep the system as simple and short as possible.
- Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
- Feed fluid from above, so gravity does part of the work for you
4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary) - Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
- Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.
See #screenshots message for an example of 2+3 specifically. And of course, as mentioned, the fluid simulation tends to be more forgiving as the rate goes down, so keeping your pipe systems below 600/min is another option too.
They still haven't fixed that unfortunately. I just use default and only switch to straight when it's needed, for this reason
Right its supposed to, unfortunately I have found them to have throughput issues that makes that not true
i love this game ill try to use mk1 pipes
oof, i guess i'll just deal with it
But there is some work around, such as doing pipe loops, you can try that and see if it helps
im doing 600 just fine without really doing anything special, im just running them like belts
Going to go build a new factory in the desert and my main factory doing space elevator things is in the main forest biome. Will my factory still be working when I'm super far from it?
yes
All of mine work exactly the way I expect them to. Is my game install different to yours?
Regrettably this seems to be pretty common with pipes, they arent very initiative to use and i personally blame a bad implementation
ahh didn't know there was a current issue - was wondering if you might have just accidentally used your mouse wheel or something 😆
no, it's a bug. they've said they'll fix it. just switch to normal mode -- oh I see someone already answered
do you know if they have they said anything about the hoverpack bug where it shuts down some machines when connecting to different power grids?
I've not heard of any mention of addressing that
It's been reported at the Questions site so they must be aware of it. I don't know if they've ever actually responded about that in specific, though
afaik its been around since U5
Yeah, been around for quite awhile
I ended up just not using segregated grids 'cause I'd prefer hoverpack to PPSes. :D
I love destroying the environment
No and the devs can see the same issues, guru a qa tester already looked at it and they are able to see the same, so as I said CSS knows
just gives me an excuse to use ionized fuel because i don't want to have to rewire my entire nuclear control room for now ig
If you mean Ionized Fuel for power generation, btw, I'd recommend against that. You lose a lot of power by converting Rocket Fuel to Ionized; you're far better off sticking with Rocket Fuel
Do valves stop liquids from going one way?
They said it was good to have reproduce issues in saves, question is if css will fix the mk2 pipe throughput issues, impossible to really say
not entirely. My understanding is that slosh can go backwards through a valve
Presumably you can make Ionized net-power-positive with really aggressive underclocking + hundreds of machines. :P
i spent like 40 or 50 hours on a nuclear power plant, no way im using ionized for power now lmao
just using it as jetpack fuel
Hah, k. 👍
Yeah, Ionized is A+ for jetpack
But css has reproduce cases, really up to the devs now if they want to do anything about it
yes its amazing
I admittedly haven't used valves recently - does this also happen if you use an unpowered pump?
same power as rocket fuel with the same duration as liquid biofuel
the best solution is to not have designs that need valves or tanks (except at liquid rail platforms)
In the end, most of the fluid "issues" just come down to the fluid simulation doing what it's supposed to do (combined with the fact that machines consume chunks of liquid all at once instead of actually having a constant intake)
Fixing the "issues" with fluids probably means a total fluids rewrite.
Though I have heard that there's a mod which lets you tweak a lot of pipe values in the code, and apparently there's some stuff you can do in there which can bypass some of folks' main pain points
Forget what that's called though (and don't know what those values are)
Ok but then I have a physics questions. What state is chunky liquid is that like jello?
I'm still convinced they just found a research paper on a real-time fluid simulation and implemented it blindly without really thinking about what they were doing. I doubt anyone there actually knows how it works -- much less how to change how it works to make it more game friendly
Btw rotating the conveyor sometimes fixes it, but it's not for all cases. If you mess around with it over time you'll know when it will work and when it won't. But yeah otherwise just go with default
I tried the pipe tuner mod, unfortunately didn't fix my issues, because apparently pipes have throughput issues that mods can't fix either...
Well, regardless, there are at least build methods which nearly always work
I tried it but it basically didn't work, same issues are pressnt
I haven't actually had throughput problems on pipes in years since I just succumbed to the Community Best Practices for piping.
like looping the manifolds like this? #screenshots message
I changed much of my pipes to packaged stuff (including like 16000/m fuel) -- and the design is so much easier. but RIP my FPS 🙁
I did spend plenty of time fighting with 600/min problems years ago, when I first started playing the game, but I eventually decided I'd had enough of that and just went with the recommendations
(at the time, I'm not actually sure that our current recommendations had really coalesced)
Yeah I gotta watch some guides
I like building up
and as an added bonus you can now move the packages with the best liquid logistics solution, the factory cart
Heh, to avoid pasting it for a third time in like ten minutes, it's basically just this: #satisfactory message
also elevators are cool af
I swear ever since I learned to just make sure that all input pipes for machines be lifted to be above the input port of that machine, I never had fluid issues. Then again, I have made sure to not have a full 600/min of fluid go through a mk2 pipe unless it is water or oil.
What we really need is a mk3 pipe. It won't fix anything people complain about but it WILL shift the target away from the mk2 which will be a nice change of pace
& avoid bottom feeding unless you're pretty confident
Why is point 6 a thing? What does it change which order I build?
Maybe the Mk.3 pipe should be wider diameter... that will really delight everyone XD
okay its deciding to work for now but idk if it will keep it up
Yes you got it, unfortunately when you want to do 600m3 with pipe manifolds, it means running two pipes, to connect both ends like that and then having it all go into the output pipe line
Any other building method I have always had throughput issues with
I actually think a wider 2400/m mk3 pipe with adapters for connecting mk1/2 pipes to it would be super cool. And a 2400/m water extractor mk2, too
ohhh like 2 splitters on the main line then connect them at the end?
Yea XD
It's mostly just to guard against junction-snaps creating really short pipe segments, when junctions are placed too closely to pipe intersection points. Really small segments can screw things up
we all know that the size of the pipe doesn't matter it's how you manage the sloshing fluids inside it
Point 6 in there honestly rarely comes up in practice -- you can generally do just fine even if you do snap -- but given how often we do see incredibly short pipe segments due to stuff like that, I felt it was worth throwing it in there
this would actually be amazing
I suspect slosh would still be a thing yep 😄
The sloshing we never visually see but know it happens
Well you could do that but you have the general idea down
Coming up next... glass pipes? XD
Technically you could watch a pipe segment's flow meter and infer that sloshing is going on by the rate that quickly bounces past zero. But the meter isn't signed, so you've gotta kind of intuit that it's changing directions
Pipe loops do seem to be necessary for mk2 pipes in general when trying to get 600m3, as a workaround for the throughput issues
That'll definitely help our frame rates. I'll second this idea
lol
Frame rate is just an illusion
I always just build looped manifolds no matter what my flow rate is, nowadays
Nice standard pipe builds, and practically-guaranteed performance.
If one finds such arrangements ugly, that might feel like an annoying concession to make
And say work around because it seems to be a patch work solution to try to mitigate whatever stops mk2 pipes from working at full capacity, personally I blame something is wrong with however this game is calculating things like flow rate, I can see that is partly true as pipes become more empty
My pipe idea was pipe outlets that are just portals since those are canon now. Anyone who doesn't like liquid physics could just pay 5mw per outlet or whatever and bypass it
Although, CPU intensity is real
I still have yet to need to do this but only because I haven't had a build that needed 600/min of a fluid.
I know CobaltOfDoom actually does do bottomfeeding quite often, and uses a kind of adapted loop under the floor to do it. :P
Technically the 600/min issues can pop up even before that, especially at 300/min on mk1s. It's trying to get the full flow rate on a pipe where it's most likely to be problematic. But yeah, 300/min on mk1s is more forgiving regardless, so it pops up less often then
okay i have 0/m flow rate but stuff is still moving around i love this game
That's a neat bug
Yeah I tend to use mk2 pipes no matter the flow rate. Haven't had any issues yet doing this as well as gravity feeding.
Pipes are so funny in this game
It';s like some of the oil just vanishes I swear
I pre-filled all pipes, including the residue and such, and 10 minutes later machines are stopping due to not enough oil input despite me using a 900 Oil/min deposit with 4 extractors
sorry if this is stated elsewhere, but are there any items that let you set a cap on how much of something is produced? like lets say i only want 200 copper wire (random number) at any given time, is there a cap i can set on a constructer to only make that amount and keep it in a container or sum
I just want to finish this power plant ive been working on it for like 40 hours and like 10 of those are just to sloshing
A lot of people get so fixated on "it's not right, you must fix this so I can do it the way it should be" and put so much effort into arguing the point, when just accepting it isn't perfect and use one of the very many simple workarounds and move on
Yes!
You unlock it by collecting the glowing worms around the map and researching them in the MAM. You can then overclock or underclock buildings. If a building usually makes 30 of something, you can set it to anything between 0 and 90!
Exactly.
There isn't the right or wrong way, just some ways take longer :P
Well yes to a point but pipe loops do appear to be necessary with mk2 pipes, so i would say its a needed concession as I never found any other work around solution
Agreed. As long as it works for ya, then definitely no need to change it unless you like the way it looks since the rule of cool trumps all other rules.
ah perfect
what phase is that unlocked at?
I edited my message, please check it again:D
well, yes, sort of. there are some things that are obviously bugs, but to me working around them with known workarounds are reliable enough and is a lot less effort than people are putting into arguing about it
ah yes phase 90
ahhh lovely 💖 tyy
You only need the MAM unlocked which is Phase 1 or 2 I think
I find it fun to playtest certain aspects in a creative world and fix anything that doesn't work and then build it in my survival world.
Tonights task is sorting out all my SAM usage, it's a mess
Have fun with that
200 in total, no
200 per minute, yes
My new megafactory is going to need 2200/min, but all my nodes are used up, but I do have much more than 2200/min spare, it's just a bit here and a bit there all over the place. Going to try and pull all the SAM in the world into one place then distribute it where it's needed from there
Right now i'm working on my plutonium plant farm.
I have a feeling this little side project is going to end up way bigger than intended
While I agree, problem is the game doesnt tell you about any of this, so from a user experience you expect something to do what it says, because the game gives you no logical why it shouldn't, so I can only disagree on that, because the game gives no expectation it should be that way
I agree it's not perfect, but honestly, finding workarounds that work is still a lot less effort than people are putting into campaigning to change it. I don't see the point.
And you can tell because players even now expect mk2 pipes should do 600m3, which is reasonable because thats what the game says, but that in reality isnt the case
You can put single items to fill up slots in a storage container so it only has space for X stacks of Wire (or whatever you input into it)
And for the waste, it is a hassle to set up, but i'm just going to run the plutonium waste into ficsonium reactors because i don't want waste build-up, and i just don't like storing waste in general, knowing it's there.
ahhh thats a good method
ty
okay i waited like 10 minutes and it worked like a lot of the time but then it decided to slow down i was pretty sure it would be because it was filled up but no its like not even half filled up i swear and i mean it should only take a few minutes to fill this up but idk i love fluids in this game
We're slighly playing semantics here, but the pipes themselves are perfectly capable of 600/min; it's the manifolding technique which ends up causing stuff like sloshing, and therefore throughput issues (which, yeah, pipe looping is one of the most effective ways of dealing with)
I do 100% agree that the user experience with it is not good, though
I didn't think that CSS was going to overhaul pipes for 1.0 (they only really got to grips with the problems that a lot of folks run into pretty late in the beta phase leading up to 1.0), but I was hoping that they'd figure out a decent way to ease players into the "better" ways of handling manifolds
Change, not sure what you, only thing im campaigning for is mk2 actually doing what the game says, which to be honest is more than reasonable
The user experience is made worse since, by and large, pipes are far more forgiving prior to 600/min, so the stuff you're used to working suddenly doesn't, and that's not a great feeling
Is there a good way to equalize pipes?
Because to be honest how mk2 pipes work is nothing I can consider reasonable, sorry to say
yes, but don't tell anyone
What do you mean by "equalize," btw?
pipe load balancer
they work like any other manifold system (as much as pipes work). As long as you're providing more than you're consuming it will fill up and then the right amount will go to each thing that wants it
Aha. It can certainly be done, but as always: I highly recommend simplicity. Keep the pipes separate; process them in separate sets of machines.
i actually like give up on mk2 pipes im gonna destroy all of my mk2 pipes on this and just ty mk1
When a pipe network goes screwy, you want as few potential points of failure. As soon as you make a pipe network more complicated than it needs to be, you're griefing yourself with debugging time
i'd rather just have two equal pipes so I can pump them into 30 refineries each for my turbofuel
Long manifolds are especially susceptible to flow-rate problems, btw. I highly recommend building those in smaller modules
and of course you can always package the liquid, load balance the packaged stuff, then unpackage
if the total liquid going in is equal or more than the amount you're using, it'll all just work itself out, same as a belt manifold. with pipes there is sloshing though, easy way to deal with that is don't have an "end", make it in a loop, then it works fine
(Those problems can often be mitigated with the techniques I pasted a few times above, but still)
Fair, mk2 pipes do seem to be frustrating from a user experience if anything else, but if you still want to use them i would suggest staying with the workaround solutions
if i use a junction with valves on the two outputs does it essentially turn it into a one-way splitter?
i think they lowk just hate me 💔
i've got two 480 fuel pipes and one 240 pipe, i need the 240 to go to both of the 480 pipes so it equals both out
is there stuff in the water thats gonna eat me btw lmfao
rebar them twin
They hate me to🙂
im begging you to check #screenshots rn 😭
that might be the stupidest possible solution to a problem that actually worked
LMAO
Lol
fucking fullboxed 😭
r-click copy message link, makes it easy to find ur message
OK, dumb question. I have a bad habit of pressing RMB to exit build mode. But it always takes me back to the build menu, how can I exit easily?
😭 😭 😭
a
not out at sea, but islands often have stuff on them that will shoot at you
like hey if it worksa it works 🤷
wait this is actually like a amazing a idea what if i make like a zoo or smth
i would stick 100 nukes to it and blow it up
LOL
click the hotbar bind again
???
doesn't work if I've changed my input with 'e'
just average how much harder are the spiders than the hogs
am i gonna get packed up if i try to kill one lol
esc
that would involve moving my hand pretty far :(((
its like 1 inch away from WASD
Double right click while swiping right is faster, just awkward.
it's a super awkward movement and then you risk missing wasd when you come back.
how should i go up a very big hill that doesnt really have a path with a train
the issue is they swarm you