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SiriusCowKing
Приєднався 19 гру 2014
Chill streams on twitch, either creative or strategic stuff. I use youtube to keep the good vods and post tutorials.
Different fuels comparison in satisfactory and why rocket fuel is best
The setup: 0:29
- Heavy oil residue (and why diluted fuel) 0:49
- Diluted fuel 2:16
- Turbo fuel: 2:55
- Rocket fuel: 4:46
Power plants comparison: 6:56
- Rocket fuel (and the real numbers) 8:43
- Ionized fuel 11:33
What's the point of ionized fuel? - 15:54
Jetpack comparison - 17:05
- Heavy oil residue (and why diluted fuel) 0:49
- Diluted fuel 2:16
- Turbo fuel: 2:55
- Rocket fuel: 4:46
Power plants comparison: 6:56
- Rocket fuel (and the real numbers) 8:43
- Ionized fuel 11:33
What's the point of ionized fuel? - 15:54
Jetpack comparison - 17:05
Переглядів: 1 308
Відео
How to actually get 600 out of a pure oil node in satisfactory
Переглядів 39 тис.Місяць тому
explaining the 600 issue - 0:40 how to make the split - 2:41 smart splitters for liquid using gravity - 7:57 more things you can do with gravity - 10:15
The basics of liquid in satisfactory and how to avoid mistakes
Переглядів 404Місяць тому
priority by gravity and backflow - 0:18 headlift - 5:00 liquid throughput (aluminum and nuclear) - 8:20
How to optimize trains for better transfer per min in satisfactory
Переглядів 9386 місяців тому
Skip to a subject: Explanations 3:06 How to find your min and max interval range 9:43 Setting up the rail system 14:32 - Having the right amount of trains 17:57 - Making adjustments to the interval 19:01 - Rail systems with intersections 21:04 Note on dealing with bad framerate 25:02 32 stacks per freight car locks 28sec per trip, 0.467 metric min (I made that up, it's not a term that exists) m...
Satisfactory - Moo Tower: The tower of everything
Переглядів 2,4 тис.8 місяців тому
The video was recorded by kylo, he forgot to remove his overlay which is why there's a grey thingy at the top haha. Raw resources are gathered from all around the world by train and brought to the tower, everything is transformed inside the tower itself. The production is based on completing phase 4 within 8 hours, and a bit of everything else toward the warehouse to have access to everything. ...
Things you can do with the grappling hook in Meet your Maker
Переглядів 123Рік тому
Skip to a subject: When to expect the grappling hook to instantly let go - 0:31 How to get your double jump back - 2:13 Solid acid cubes count as solid block - 5:58 How to deal with acid cubes in a tight spot - 7:13 Keep the delay in mind - 10:26 Grappling jump - 12:03 Deflecting your own grappling hook to get a speed boost - 14:50 Make sure to leave a comment if you want me to make a tutorial ...
Planet coaster - Presenting Moo Shapes, fully improvised minipark
Переглядів 130Рік тому
I built this park without a plan in mind other than "using giant art shapes as scenery", pretty happy with how it turned out. Everything is custom, pure vanilla, no DLC or toolkit items. Challenge mode hardest difficulty. Link to my steam workshop: steamcommunity.com/profiles/76561198049646283/myworkshopfiles?appid=493340
Planco Friendly Frenzy - Jungle
Переглядів 37Рік тому
Skip to results: SiriusCowKing - 2:01:00 fuero1982 - 2:06:14 FireflyNL84 - 2:10:02 rellimetep - 2:14:25 LuckyCreativity - 2:21:31 deathfearsnone - 2:26:53 This was a speed building event, players are given 2 hours to build whatever they want, the theme was randomized 1 day in advanced.
Guards and their mods in Meet your Maker
Переглядів 116Рік тому
Enforcers - 0:19 Warmongers - 5:45 Hornets - 15:12 Cannonbacks - 20:01 Modifiers - 26:31 Extra Tips - 40:01 Make sure to leave a comment if you want me to make a tutorial video on a certain subject or any other question. Also check out my twitch: www.twitch.tv/siriuscowking This is a tutorial video about the guards and their modifiers in meet your maker, how to use them and how to beat them.
Traps and their mods in Meet your Maker
Переглядів 186Рік тому
Skip to a trap: boltshots - 0:36 impalers - 12:25 holocubes - 19:18 corrosive cubes - 28:28 how to deal with 2nd wave dead man switch exploding guards falling through acid - 39:54 plasma sentinel - 43:45 don't use plasma cloud if the sentinel can aim at the entrance of a room - 49:27 iron claw - 58:30 the catch and release mod for iron claw - 1:06:30 death pistons - 1:09:02 bombs ejector - 1:17...
How to make good outposts in Meet your Maker
Переглядів 2,9 тис.Рік тому
Skip to a subject: It's all about variety and spreading out - 0:42 Keep art in mind from the start - 2:59 Use the terrain - 3:38 Variate and rotate your blocks - 7:26 Don't just make 1 block wide corridors - 10:40 Leave yourself room to grow - 12:57 Take breaks as needed - 16:28 Uneven surfaces gives opportunities - 17:39 You can silence tombs by breaking them in testing - 20:21 The most import...
Basics of outpost building in Meet your Maker
Переглядів 393Рік тому
Skip to a subject: buying a lot and what to look for - 0:18 first look - 4:45 stripping the outpost and what is permanent - 5:56 the forsaken tomb - 6:59 start of building - 7:52 what is a legal harvester path - 8:28 basic controls - 10:10 using build distance - 12:03 click and drag to make a whole wall - 15:34 undo/redo - 16:37 harvester path and minimum defense - 17:30 guards, and recording p...
What you can actually do with weapons in Meet your Maker
Переглядів 1 тис.Рік тому
Skip to a specific weapon: Volt Lancer (heavy crossbow) - 0:20 Fury's Edge (light blade) - 3:24 Falconic Plasmabow (light crossbow) - 7:22 Sledgeblade (heavy blade) - 10:18 Arc Barrier (shield) - 14:55 Make sure to leave a comment if you want me to make a tutorial video on a certain subject or any other question. Also check out my twitch: www.twitch.tv/siriuscowking This is a tutorial video abo...
General raiding tips for Meet your Maker
Переглядів 2 тис.Рік тому
Skip to a specific tip: guards cannot leave the outpost - 0:16 traps cannot re-enable, exp, loot, and tombs - 0:58 boosts have 3 levels, and leveling up only gives resources - 3:06 friendly fire is a thing on both sides - 4:44 you can grapple through an acid cube - 5:29 possible placement of 2nd wave traps - 6:19 you can abandon and come back later, and how to remove from rotation - 8:06 you ca...
Planco Friendly Frenzy - Old School Video Games
Переглядів 30Рік тому
Skip to the results: SiriusCowKing - 2:01:00 Rellimetep - 2:04:25 DeathFearsNone - 2:08:18 LuckyCreativity - 2:13:55 Metaparks - 2:18:50 CockWaddle - 2:23:00 This was a speed building event, players are given 2 hours to build whatever they want, the theme was randomized 1 day in advanced. Sorry for the cropping again, I made a shortcut to turn it on and off for banner ads and I messed it up, wo...
How to make merged tracks in planet coaster
Переглядів 567Рік тому
How to make merged tracks in planet coaster
Planet coaster - Sweet corner coasters POV
Переглядів 216Рік тому
Planet coaster - Sweet corner coasters POV
How to make custom inversions in planet coaster
Переглядів 2,4 тис.2 роки тому
How to make custom inversions in planet coaster
Planet coaster - The wooden POV (from moo cavern)
Переглядів 302 роки тому
Planet coaster - The wooden POV (from moo cavern)
Planet coaster - Presenting "Moo Cavern", a 5 synchronized coaster mini park
Переглядів 1082 роки тому
Planet coaster - Presenting "Moo Cavern", a 5 synchronized coaster mini park
How to do landscaping in planet coaster
Переглядів 3,2 тис.2 роки тому
How to do landscaping in planet coaster
bro, thx, UR so damn cool. As a beginner, I connected the pipes from below and my production stopped. Thx
This is pretty cool. Do you have somewhere that you are sharing this blueprint ?
@@Holistra it takes 5 min to make, just place a foundation with a junction on it, build 2 more junctions, build the valves, connect the pipes to everything, delete the foundation
So why wouldn't I want full pipes?, also, would yu say use the splitter you made for water as well? And what abut adding a water tower?
@@deadcell66 full pipes has no impact on wether they are working well or not, a water tower is the equivalent of a very large pipe and has no impact either. Any source other than a pure oil node maxed out will give you less than 600 per min, just don't have 600 per min in a pipe unless you have to
@@siriuscowking Righty. Fluid mechanics are still confusing to me. This system does seem to work amazingly! So thanks for that. Now I'm just wondering if it would be wise to use more simplified versions of this on other machines that provide fluids as well, like refineries, mixers, fluid storage. Or is this only applicable when you're dealing with full pipes?
I’ve never had a problem getting my oil to go at 600/min except the normal stuff like running out of headlift or a buggy pipe connection. Didn’t realize this was a thing people had to work at
Hey, where did you build your rocket fuel plant? Couldn't figure it out from the video. I want to build a plant like yours which is independent from trains and just runs on belts and pipes. Seems doable before tier 9. Thanks so much for the great explanation, rocket fuel for the win!
@@FynnR this example was built in the lagoon, go all the way north in the map, toward the middle of it. Theres a lot of crude oil in that area and easy access to water which makes it ideal for diluted fuel and basic oil products, a bit harder for turbo and rocket fuel. Most resources were belted in for the purpose of the video, which makes for very long belts, the nitric acid was actually sitting in a container and unpackaged on site for convenience. You can always do part of the process there, then transport the fuel with very long pipes to a better location before turning it to turbofuel, otherwise bring in the rest of the ingredients with long belts. Remember that if you want to transport a liquid by belt instead of pipes you'll need to return the empty canisters with another belt, that being said once you build your supports its not difficult to just build a 2nd belt, and make sure you have enough empty canisters, and possibly a container in the loop as buffer.
can we customize colors for paths and queues in this game?
@@consciencelibre4223 planco 1 you have 16 choices of colors for each, planco 2 has easier pathing tools still with choices
Your "metric minute" is a minute divided by 60? Did you know it’s called a "second"?😂 You basically made your calculation per second instead of per minute, which does fit the metric system standard.
@@leGUIGUI Here in canada we mesure time in maple syrup per year and then convert to whatever number of hours it takes to reach that number. For some reason I didn't even realized it was seconds...
@@siriuscowking actually, looking again at your numbers, I realised I was a bit mistaken as it is the seconds you divided by 60 (28/60= 0.467) so what you actually did was converting seconds into minutes. which make sense seeing most flow rates in Satisfactory are rated per minutes. Your "metric minutes" are simply minutes.😅
I just use a buffer high up. Works for me.
Had issues with pipes in the past, most of it was headlift, but I've learned a few things that help things want to stay stabilized. First, if you're flat and within the 10m natural headlift, you dont need to gravity feed from above, but if you are building taller, add a pump and give your pipe a 4m bump at the top before it comes back down to where you need it. Second, if your machines divide the input evenly, theres no reason not to feed from one end of the the pipe or the other, adding into the middle invites feedback issues. Third, try letting the input pipes fill up entirely before you connect the refineries to power, bonus points if you do this just before the extractor comes to rest, but itll work from cold start full pipes. This last point holds doubly true for coal generators, always let them fill with water entirely before the first nugget enters the line. Hope this helps =)
bro thank you so much. i spent 2 weeks on my alternate turbo fuel refinary and still have some refinaries in the yellow...will try some of these
Thank you for this. I am having trouble with aluminium production [balancing the water between pumps and byproduct], and you have given me an idea how to solve it. Also, your other video re getting 600 m3 from an oil extractor was helpful too.
I always just run fluids up to a storage tank that is at a higher elevation than any of the sinks. I do also use the elevated "bumps" to create overflow gates. For valves, what I've heard is that you should only use valves with equal limit values connected to a given node.
Incroyable, ça fonctionne merci beaucoup :D
Not sure if I have a use for this exact layout, but I think I see the principle behind it's behavior. I recently built a modest aluminum ingot factory (1200/m) and have been struggling super hard getting fluids moving correctly. At this point I'm 90% functional and that was good enough, but I may go back and have another look with some of this in mind.
@@thehuggz-i9k for aluminum I have a very simple setup in my other video, the safety strat is to have multiple small network of pipes and pumping in only the water needed to make sure the water doesn't clog in the machine
Nice video and explanation of fluid dynamics. I noticed a distinct lack of vertical pipe junctions.... Much of what you did can be simplified by using a vertical junction, either by attaching to an existing pipe or placing on temp walls (use nudge or walkway for wall placement/alignment). A vertical junction has 3 levels of priority/flow. Feed machines using overhead manifolds with vertical junctions to prevents backflow and force sequential filling (same as using smart splitters with overflow along a manifold). Placing an inverted U to act as a literal fluid overflow helps prevent backflow too.
Would a fluid buffer do the same thing? Or is this better for some reason?
@@Piecesxiii a fluid buffer simply holds a lot of liquid like a big pipe, the limit of the flow is still 600 per min, it does not solve the problem
I just smack water towers everywhere. :P
You can just grab the excess and trash it? 500 hours in and i didnt know that
@@drachenchunter yeah thats very useful to quick fix a setup manually, I use it to test my systems, as long as the numbers no longer go up I know there's no accumulation somewhere
French Canadian accent > French accent, amirite boys?
@@deeteeohbee6794 montreal
Issue has just been sent down the line. Adding head height above the intake is what solves it.
j'aime ton split , pi la balance en de sous
This is a very important concept and your method offers a far better solution than how I tried to fix it. Try to minimize the amount of time a pipe is at max flow rate. The small pipe leading to a machine will always flow backwards at the first junction due to work pressure. Allowing room for fluctuations to occur is vital in pipe balancing. My method was to feed both ends of my manifold and have multiple fluid compensators in series to ensure a consistent 600 pressure. I would add a single compensator to the end of your blueprint, but splitting at the beginning is elegant enough
Also. Valves aren’t really broken at lower capacity, they just behave poorly in general. A full pipe has a work pressure of 100%, which allows maximum throughput. So a mk2 pipe with 600 fluid running through it will only push that 600 when the pipe is full. A half full pipe will push less. (Not sure if it’s linear so don’t want to say 300). A valve is weird where it both acts and doesn’t act like a pipe. A valve will only push the amount of liquid it’s limited to if and only if the pipe feeding it is full. However, considering the use cases for attempting this, the input pipe will almost never be full. So, in short, don’t use valves as limiters lol.
Probelms only happen in 600 m.s systems. Your system works becase the very first junction has made a loop. valves and pumps have nothing to do with it. it has nothing to do with sloshing either. static.wikia.nocookie.net/satisfactory_gamepedia_en/images/3/39/Pipeline_Manual.pdf no one has ever got 600 flow from a pipe without it making a loop. the flow will revse at the very first junction as soon as all your machines fill.
The valves are not helping with fluid sloshing. The proper way to deal with the issue is to build a second pipe above the the one supplying refineries, parallel to it, and connect it to the ends of the feeding pipe. This way any sloshing you get will be above the input line, until it fills up, and while its happening the lower pipe will always be full anyway. If refinery gets blocked in the meantime, excess oil from the upper pipe will always act as a buffer.
Do you have to solve the same backflow issue with gas ?
gas doesn't actually flow, it just sort of fills the entire system at the same rate, so as long as you have enough flow capacity you will never have any problem
With gases it is all about pressure. So, no.
I always have fluid input manifolds Above the connection point and looped instead of strait line and equal or below connection point. that way gravity is never working against flow. This way my input manifolds are essentially fluid buffers that gravity feed. Never had any issues with flow since starting to do it this way and always utilize max yield from oil nodes. And always make sure to prime your pipes, let them fill to max including input and output buffers of factories and mines before turning on production lines. If you turn on a production line without maxing fill capacity of the pipeline, you will never get correct flow even if you're producing enough
The big difference is the power required to make the ionized fuel. The power to make enough ionized fuel to run one powerplant (produces 250 mw/min irrespective of the fuel) is 34.3 mw. (up to 57 when the encoders and accelerators are at full speed) for 3 units/min of ionized fuel. . Compared to 4.452 mw to make 4.16666/min Rocket fuel to power the same generator. So the increased output is FAR eclipsed by the power cost to make the fuel. Meaning Ionized fuel is useless in power generation. Really, Coffee Stain needs to significantly increase the benefit of ionized fuel.
You don't necessarly need the valves. The important part is that liquids get liftet at least once higher than the machine input. Also as far as i'm aware the pipe can't handle the full 600 from a number representation issue. It will take many hours / a view days. But unless they fixed it for 1.0 its 599,9996 or something like that.
I have had the game running on this save file for over 300h now in 1.0 and it's still running at 600 with the setup shown in the video. I know I "shouldn't" need the valves, but it works with them. Let's remember that this is a video game, not real physics, sometimes you need these things for them to work properly
@@siriuscowking Oh, cool. Thanks. Then they fixed it to 0.8, and now. The lift above was not necessarily because of real physics. The algorithm sees everything as a volume, and each liquid has a dynamic number. If a pipe network is on the same level, a fraction of the volume moves from the higher to the lower level. If you filled a tank with water and made a huge splitter with like 9-27 pipes coming out and merging into a new tank it used to swap back and forth basically forever. If you have an elevation change it fills every volume on the same level first. As machines consume and have a buffer they are basically never full. The valve and pumps cut the backflow completely, so they serve the same purpose for the most part.
Hi! I watched this video about a few days ago and I was amazed by these designs. However, today I saw another video: ua-cam.com/video/ZwO-F82sYE4/v-deo.html And I feel like the first design and the one you're using as an example at the aluminum build are the same. To my surprise, that's the one that failed the missing item test, while a valve surprisingly worked just fine. And even though I don't know how that second design works, it performed very well compared to all the other options. Is there a difference between the two examples or would your system have the same issue if it lacks the items for some time? Because in case it does have the same problem, it might be better to use a different method.
@@nebula600 the method I suggest in my basic liquid tutorial is the simplest way to deal with liquid byproduct, just throw it back in the loop. As long as there is no power shortage, there will never by a missing item input. On that same note, you should always have an awesome sink to deal with the overflow. If you are the kind of player who doesn't keep an eye on their power usage and also don't have a reserve battery, then you might want to consider using the liquid on a 2ndary production. That being said, making more power plants isn't difficult considering the amount of rocket fuel you can make for even just 150 crude oil, see my next video.
@@siriuscowking Oh don't worry, I would give ANYTHING to make my power chart 2 straight lines. Technically just for my OCD, but of course the good part is if something isn't at 100% efficiency, I can read that off from the power chart which would be AMAZING, if not for those things that consume/produce power in an oscillating way.😡
i produce 1200 packaged rocket fuel / min and that powers all my drone "Gas Stations". i will never have to worry about drone fuel again. currently i only use 10 drone gas stations and they use a blink of the whole production
Ionized fuel ties for best drone fuel as well.
There is no issue with pipes, only ppl that doesn't understand how they work.
Actually not sure about the numbers but I think the rocket blended fuel alt recipe does it equal. Lmk. Should run 144 fuel gens.
Couldn’t u do 400 fuel into 600 rocket fuel using blender rocket fuel alt recipe. That’s what I did.
There is a slight difference in numbers when using the alternate to rocket fuel, for 100 fuel you make 150 rocket instead of 138.88, but it uses more nitrogen and more sulfur. Due to the amount of oil available worldwide, I believe it is more valuable to use the basic recipes, and it's not like you need more rocket fuel than you can already make. But yes, it is an option, and does give clean numbers.
Do you have a tutorial on turbo fuel not making it so much but a setup that works well?
I was planning on a rocket fuel VS ionized fuel video, I could include a simple setup in it to show the process, this of course would include turbo fuel and diluted fuel
@@siriuscowking Ionized is actually fun, I am building a setup that will output 1200 ionized fuel per minute only using SAM, water, oil, coal and nitrogen. Alt recipes ftw haha (oops will be more like 2400 since I'll be boosting my final stage with sloops)
Pipes are still such a hot topic ^^ I just redid my rocket fuel factory after 6h of troubleshooting my previous one in the past. The main difference? I'm using exclusively MK1 pipes. Supposedly, MK2 pipes have been fixed, but only after this I was able to get a fully working factory. And in this new setup I'm not using a single valve or buffer. It just works.
Using a water tower?
@@Miglow Nope, just normal pumps right after the water extractors. By now, I have experimented a bit and I think the main issue is that MK2 pipes can't reliably transport 600/min, while MK1 pipes can reliably transport 300/min. I don't know what the threshold is after which MK2 pipes "break", but I'm successfully using them sparingly in places where 600/min are not needed.
Doesn't carrying the liquid up to a higher position then the manifold line by pumps then splitting it and connecting it to the both ends of the manifold fix the issues with 600m³? I mean do we really need this much?
that's not always an option or fit the design of what you're doing, if anything I'm doing that on a small scale
@@siriuscowkingYou may be right. I always design my factories around the feeding from the top principle so I wouldn't know
Why is there backflow if the system is never saturated? Won't the fluid only go in one direction?
even if the pipe is saturated, the liquid will flow in both directions unless going down a slope
@@siriuscowking Do you consider this a bug or more of a feature of the fluid system?
No unlike belts fluids will flow in any direction and accumulate at the lowest point. This is intentional, as it's low compute approximation of what liquids in pipes would do.
if you loop the ends of your pipe manifold back to your feed pipe it does teh same thing without any extra bp or valves or anything. the loop will allow fluid to flow into the manifold of pipes from multiple directions without worrying about valves or "load balancing" - you are basically doing the same thing with your bp, but in a more complex and unnecessary way. Also, VOLUME (full pipe) does NOT affect FLOW (throughput m3/min) - you *want* full pipes with full volume to prevent backflow. Full pipes = happy pipes. Simply loooping the pipes i have multiple 600m3/min systems without anything so complex as this
that does not prevent backflow at the first junction
@@siriuscowking in a pipe loop, backflow only happens when the connected production machines are not able to consume all of the incoming flow. So, while you're, technically correct, it doesn't matter because if you built enough production machines, no backflow will happen. Edit: Oh and even if it did, both directions would need to be simultaneously blocked for it to cause the extractor to accumulate fluid to it's buffer.
@@siriuscowking you dont need to prevent backflow. If the system is full, and looped, and you are using the same amount that is being produced, you will have no "effective" backflow. (it will still occur through your system between every segment of pipe because pipes are bi directional, and fluid will always flow toward where there is none - which will result in fluid flowing both ways (backflow) out of all segements anytime a machine gulps down fluid (which it does far faster than pipes can fill back up) the internal buffer on machines is a *good* thing and it should be full, because it helps smooth out small variances in the way liquid flows back and forth down pipe systems, letting sometimes more liquid is in that section than needed and sometimes less. with 100% full (Volume) pipes slosh/backflow is not a problem. Fill your pipes before turning on machines, turn machines on in sequence letting pipes fill up again in between, and you will not have issues with backflow at all.
Ever since pipes were introduced I have been having to help friends fix their pipe networks and in every case they had their network set up in an overly complex manner and purely simplifying it fixed all of their problems. Typically, they have a bunch of valves or pumps set up in an attempt to fix the issue of the overly complex network and are frustrated. I do as Lynx said, I loop half my liquids to the far end of my manifold and feed half from each end and have had zero issues since the beginning in my own networks. I have never used valves and only have used a pump in the rare case I need more head-lift, which is rare since I always try to build my fluid networks on ground level.
i use pump + junction + valve + pump to create manifolds, it works great, right know i'm using it on 3 places in my 2400 turbo fuel energy plant
I would just use tanks
oui oui
Good video and great solution - for upcoming problems, not there yet but planning ahead! Great comments too, Thanks much!
Orrrrrrrrrrr, you set the two other valves at 300 each, problem solved without the extra pipe intersection....If you need a 200/400 devide, set 1valvue to 200, the other to 400. Not that difficult.
Ve says that he's had issues with valves when set to any intermediate value.
if your pipes are ever not full (VOLUME not FLOW) behind the valve, it will *not* send 300 m3 through the valve.
this is not about setting specific values, it's about making sure a full 600 flows out
I hate fluid in this game!! 😂
they are pretty simple once you understand the basics, check out my other video for that
The problem with mk2 pipes isnt sloshing, its in how the calculates flow with floating point values. Theres nothing you can do to make a mk2 flow 600 perfectly forever. The best solution is to never design your factories in such a way that youre counting on a pipe to carry 600
The pipe coming out of your extractor needs to hit 600.
yet there is. They fixed the floating point values. I have multiple oil extractors which run at 600 cubic meters at 100% efficiency with 0 trouble if you remove sloshing and have a good setup.
@@joshuasteffanie947 coffee stain posted a video less than a week ago basically saying it will never be fixed.
@@FraterAlephyou got a link? Because this specifically says its fixed ua-cam.com/video/ASfKo0dKBbU/v-deo.htmlsi=nIXOuorHdAImGZTH
@@FraterAleph which video says that because i've heard several times in stream that they specifically said it is fixed.
The core of the solution seems to be to not use pipes for 100%, right? Even with verticality and valve, that by itself would not prevent the stoppage from going up to the oil output. The principle of transmission is "can't flow forward", not "flowing backward"
a pure oil node maxed out is exactly 600, that is the only situation where it can't be avoided
The simple solution is to use downflowing feedpipes into any consumer of fluid.
that's not always an option, besides you'll most likely have an issue at the first junction either way if you only count on that
Interesting. Never had this issue. Whenever there was any issues with refineries going yellow, the issue always was somewhere else. Like forgetting to upgrade to Mk.2 pipe or something backing up down the line. Never the oil input. Weird.
Same for me. I can’t think of a single time my problem was that oil wasn’t going fast enough. Always something with a manifold, a part of the production chain not being correctly optimized, something like that
Nice. Have you read or seen the fluid manual made for satisfactory?
In the first bit with the blueprint. It appears you made a flow compensator. The other bit at alum fac is a high and low priority splitter using gravity. Let me know. if right or wrong.