@@Nilaus I guess that is correct, especially since dark matter residue is a byproduct that probably isn't worth doubling. When you get down to it sloops should only go into the machines with the most material expensive recipes you currently make. However, it is kind of satisfying to be able to multiply the products of a recipe so that the byproduct created can be fed back into the previous step and remove the need of supplying that product at all....
It's rare that I flat disagree with you, but I disagree with you on the subject of the Satisfactory fluid model. It took me a long time to understand it, but the work and experiments were well worth it. I love it now. Biographical note: My father was the superintendent of water works for a small community. I learned a lot about how they did things, and it all works in the Satisfactory fluid model. Siphons work in Satisfactory!! That's so cool! It's ok, people like different things, but I wanted to represent...
I think the issue is: how realistic should the fluid model be for engaging gameplay vs. how frustrating it is to deal with. Especially in a game that allows so much creativity in other building styles, it's strange to be so restrictive with how fluid in pipes work. It should probably be more similar to belts, or gas pipes, where the flow rate is constant throughout, regardless of elevation. Would probably simplify the back-end calculations too.
@@rthomp03 Gaming is always a tradeoff between doing things that one is familiar with versus learning how to deal with new game mechanics, right? I dispute, though, that there is any difference in calculation. Calculations are the same. The issue is that fluids don't have a priority merge or split. One can make these things with the tools one has in Satisfactory, though. I found the time I spent discovering these things to be very rewarding, and dare I say it: satisfying. I can appreciate that not everybody is like me, though. I am kind of surprised that none of the main Satisfactory content creators has gone into this, and made a video or two about how to handle fluids.
@@jgischer Except for a lack of floating point error tolerance in the fluid simulation, I think the implemented system is neat too. The fact is though, a common problem has been identified (flow system is confusing, at best) and an ideal game should have a solution. A good solution could mean simplifying the simulation to be more intuitive, or staging progression in such a way that you aren't facing these problems immediately, or providing/nudging players within the confines of the game to "discover" good ways to work with the system. We both know perfection is unachievable, and that you can't / don't want to cater to everyone, but it seems like satisfactory falls into this trap quite a lot (blueprints, snapping, nudging, rotation, collectables, train scheduling). It's more so apparent for those that had the expectation that these were early access growing pains, and that whether complexity is rewarding or overwhelming is justified selectively (fluids vs optional combinatorial logic features). This is a somewhat harsh take, definitely subjective, but I don't think it's any less valid.
@@tukib_ You are identifying issues with progression that I'm seeing in a lot of games these days. It seems that content creators are being leaned on quite a lot to fill in certain gaps. Also, we seem to be in a "games should be hard' phase.
protip for big builds: turn off 'use inventory first' so you pull first from your DDs and let them start refilling immediately so when you get to using materials from your inventory your DDs are already refilling.
You can also set up multiple depots for the same item, increasing throughput, Ie. have 2 depots with concrete going in to make 480/m into the cloud instead of 240
I have been using the trick to get a blueprint out of bounds of the blueprint cage.... I have one that is 5 nuclear plants on foundations with the splitters/mergers, this blueprint is 5x25 foundations and requires 1010 cable to build, it took me a minute to realize why I couldn't get it to turn blue no matter where I looked. I made a large temporary cable, concrete, and iron plate factory to feed additional storages to get stuff to refill in the time I spent doing conveyors and power cable connections during construction of my bank of 60 reactors because building 5 at a time is.... a lot of materials.
I would have agreed on the fluid thing in previous patches, however valves really do solve the major issues atm. Like even in your build two basic valves were more than enough to make it work. Most fluid issues existed because you didn't have accurate control over the throughput of a pipe, but now you do. Between valves and pumps, you can make things work really well, without even actually understanding how the fluid mechanics work.
My Fuel rod build requires 284 sulpheric acid to run, The byproduct is 71 which I feed back into the system and then cut the initial supplement to 213. So far so good. Valves and pumps are good.
did you experiemnt with side by side modules and feeding directly in the adjacent module? you got 5 modules of each type and 15 reactors, so you could directly feed form the first module in the second one into 3 reactors. Maybe this would make it feasable to balance between reactors instead of the manifold. This could reduce readiacive materials on the belts
it is also generally more belts to place and radioactivity is not an issue if you build it and then leave it forever, so... you can make it a coupled blueprint (which are cool, btw) if you want, he did it in a bus like way.
You can sink plutonium rods to get rid of the waste forever. I am in the process of setting up 60 overclocked reactors and the machines to make the 30 uranium rods/min to feed them.... I don't plan to use the plutonium rods, they are going straight into an item sink.... At least until I have a use for plutonium waste.
I've been liking your content for ages, but you seem unreasonably "pissed" at this game lmao, just because you don't like it or can't work with it doesn't mean something is "disgusting" and "atrocious"
I’d say the difficulties of fluid mechanics in this game is actually a good thing. Liquids should be different from solids. Stuff like this makes me wish Dyson Sphere Program did more interesting things with pipes.
I signed up for your patreon and imported the blueprints into my game, but now the game crashes on startup. If I remove the blueprint files it runs normally. I don’t know what’s causing the crashes.
If you are on windows, check if your save name or session name is a valid folder name. Some special chars (asterisk, colon, slashes, etc) are disallowed by windows as well as starting/ending with a space, or ending with a period. If you are on singleplayer you can rename the session name fairly easily I think? Ridiculous that this hasn't been patched yet, file IO error handling is not difficult to program here.
@@tukib_ It's more of Windows being funky with filesystem. Did you know that file names > 8 characters are actually truncated internally, then an extension/module maps between short and long file name? Also file names are case-insensitive, which is a PITA for compatibility with Linux for example. There are forbidden file names, and all of these is caused by MS-DOS legacy system even though none will ever run on modern Windows.
@@hanifarroisimukhlis5989 I know it's specific to the windows filesystem as you rightfully point out, but my expectation is that the satisfactory developers need to be checking the exit code of fs calls or using regex. It's unreasonable to expect players to do input sanitisation for you.
would it be worth turning overflow waste product into tickets to reduce radiation around the storage boxes, now that you're processing all of the new stuff anyway?
@@Len923_ Technically you can, just not directly; there's just a processing step between waste and fuel rods, which you can sink. (except ficsonium ones, i believe, but at that point you'd either just put them in power plants too, or sink plutonium fuel rods instead and not bother)
He could set up 1 temporary module of plutonium fuel rod factory and sink them, to consume the uranium waste stockpile. Which can be deleted afterward.
Your builds are massive, I think the planet needs a zoning permit just for you! 😂 Love how you have no shame in claiming all that space-makes everything so easy to admire! Keep those epic constructions coming!
My dad, who was a chemical engineer, used to pronounce "nitric" so the "ni" sounded the same as it does in "nitrogen", which makes sense. You don't say "nitt" rogen so why would you say "nitt" ric acid?
the way they implemented liquids to be as "realistic as possible" while belts in no way follow physics at all with the items patiently waiting for the thing in front to move without them pilling up and falling off the belt, and lifts materializing platforms out of nowhere at zero cost to move items upwards, instead of making liquids fun to work with (because this is a video game) is so irritating
MW = Megawatt = 1MW GW = Gigawatt = 1,000MW TW = Terawatt = 1,000,000MW or 1,000GW For comparison, in 2023 the USA produced around 288GW of solar and wind energy and used a total of around 438GW of power in the same year 😂
They do if you edit your engine.ini file located at %localappdata%\FactoryGame\Saved\Config\Windows. Put this text in it: [SystemSettings] r.AOGlobalDistanceField.MinMeshSDFRadius=1 ; default 20, smaller number shows more items, small signs off screen still show reflection, light effect travels further r.LumenScene.SurfaceCache.CardTexelDensityScale=1000 ; default 100, old sign light
i just love how he turned the game into factorio XD
For the final step of making Ficsonium Fuel Rods - if you Sloop it you produce hte exact amount of Dark Matter Residue needed in the previous step.
Ahhh, that is... delicious.
waste of Sloops to spend them on something as trivial as power
@@Nilaus I guess that is correct, especially since dark matter residue is a byproduct that probably isn't worth doubling. When you get down to it sloops should only go into the machines with the most material expensive recipes you currently make.
However, it is kind of satisfying to be able to multiply the products of a recipe so that the byproduct created can be fed back into the previous step and remove the need of supplying that product at all....
It's rare that I flat disagree with you, but I disagree with you on the subject of the Satisfactory fluid model. It took me a long time to understand it, but the work and experiments were well worth it. I love it now. Biographical note: My father was the superintendent of water works for a small community. I learned a lot about how they did things, and it all works in the Satisfactory fluid model. Siphons work in Satisfactory!! That's so cool!
It's ok, people like different things, but I wanted to represent...
I think the issue is: how realistic should the fluid model be for engaging gameplay vs. how frustrating it is to deal with. Especially in a game that allows so much creativity in other building styles, it's strange to be so restrictive with how fluid in pipes work. It should probably be more similar to belts, or gas pipes, where the flow rate is constant throughout, regardless of elevation. Would probably simplify the back-end calculations too.
@@rthomp03 Gaming is always a tradeoff between doing things that one is familiar with versus learning how to deal with new game mechanics, right?
I dispute, though, that there is any difference in calculation. Calculations are the same.
The issue is that fluids don't have a priority merge or split. One can make these things with the tools one has in Satisfactory, though. I found the time I spent discovering these things to be very rewarding, and dare I say it: satisfying. I can appreciate that not everybody is like me, though.
I am kind of surprised that none of the main Satisfactory content creators has gone into this, and made a video or two about how to handle fluids.
Are you saying that satisfactory's pipes are more accurate from a physics perspective? Can you elaborate on siphoning?
@@jgischer Except for a lack of floating point error tolerance in the fluid simulation, I think the implemented system is neat too. The fact is though, a common problem has been identified (flow system is confusing, at best) and an ideal game should have a solution. A good solution could mean simplifying the simulation to be more intuitive, or staging progression in such a way that you aren't facing these problems immediately, or providing/nudging players within the confines of the game to "discover" good ways to work with the system. We both know perfection is unachievable, and that you can't / don't want to cater to everyone, but it seems like satisfactory falls into this trap quite a lot (blueprints, snapping, nudging, rotation, collectables, train scheduling). It's more so apparent for those that had the expectation that these were early access growing pains, and that whether complexity is rewarding or overwhelming is justified selectively (fluids vs optional combinatorial logic features). This is a somewhat harsh take, definitely subjective, but I don't think it's any less valid.
@@tukib_ You are identifying issues with progression that I'm seeing in a lot of games these days. It seems that content creators are being leaned on quite a lot to fill in certain gaps.
Also, we seem to be in a "games should be hard' phase.
protip for big builds: turn off 'use inventory first' so you pull first from your DDs and let them start refilling immediately so when you get to using materials from your inventory your DDs are already refilling.
You can also set up multiple depots for the same item, increasing throughput, Ie. have 2 depots with concrete going in to make 480/m into the cloud instead of 240
I have been using the trick to get a blueprint out of bounds of the blueprint cage.... I have one that is 5 nuclear plants on foundations with the splitters/mergers, this blueprint is 5x25 foundations and requires 1010 cable to build, it took me a minute to realize why I couldn't get it to turn blue no matter where I looked. I made a large temporary cable, concrete, and iron plate factory to feed additional storages to get stuff to refill in the time I spent doing conveyors and power cable connections during construction of my bank of 60 reactors because building 5 at a time is.... a lot of materials.
I would have agreed on the fluid thing in previous patches, however valves really do solve the major issues atm. Like even in your build two basic valves were more than enough to make it work. Most fluid issues existed because you didn't have accurate control over the throughput of a pipe, but now you do. Between valves and pumps, you can make things work really well, without even actually understanding how the fluid mechanics work.
My Fuel rod build requires 284 sulpheric acid to run, The byproduct is 71 which I feed back into the system and then cut the initial supplement to 213. So far so good. Valves and pumps are good.
did you experiemnt with side by side modules and feeding directly in the adjacent module?
you got 5 modules of each type and 15 reactors, so you could directly feed form the first module in the second one into 3 reactors. Maybe this would make it feasable to balance between reactors instead of the manifold. This could reduce readiacive materials on the belts
it is also generally more belts to place and radioactivity is not an issue if you build it and then leave it forever, so... you can make it a coupled blueprint (which are cool, btw) if you want, he did it in a bus like way.
Ok wow, color coding the ml6 belts looks amazing.
If only it were this easy in the real world! Great series, thanks!
You can sink plutonium rods to get rid of the waste forever. I am in the process of setting up 60 overclocked reactors and the machines to make the 30 uranium rods/min to feed them.... I don't plan to use the plutonium rods, they are going straight into an item sink.... At least until I have a use for plutonium waste.
I've been liking your content for ages, but you seem unreasonably "pissed" at this game lmao, just because you don't like it or can't work with it doesn't mean something is "disgusting" and "atrocious"
question how do you get the square lights on the bottom of your platforms for the blueprints?
Mmmm, nice nitrating mixture you made there.
Glorious!
#28:28 of course it's nitric acid
Been waiting for this, first in, awesome
I’d say the difficulties of fluid mechanics in this game is actually a good thing. Liquids should be different from solids. Stuff like this makes me wish Dyson Sphere Program did more interesting things with pipes.
I signed up for your patreon and imported the blueprints into my game, but now the game crashes on startup. If I remove the blueprint files it runs normally. I don’t know what’s causing the crashes.
I’ve imported it and had no issues
If you are on windows, check if your save name or session name is a valid folder name. Some special chars (asterisk, colon, slashes, etc) are disallowed by windows as well as starting/ending with a space, or ending with a period. If you are on singleplayer you can rename the session name fairly easily I think? Ridiculous that this hasn't been patched yet, file IO error handling is not difficult to program here.
@@tukib_ It's more of Windows being funky with filesystem. Did you know that file names > 8 characters are actually truncated internally, then an extension/module maps between short and long file name? Also file names are case-insensitive, which is a PITA for compatibility with Linux for example. There are forbidden file names, and all of these is caused by MS-DOS legacy system even though none will ever run on modern Windows.
@@hanifarroisimukhlis5989 I know it's specific to the windows filesystem as you rightfully point out, but my expectation is that the satisfactory developers need to be checking the exit code of fs calls or using regex. It's unreasonable to expect players to do input sanitisation for you.
@@hanifarroisimukhlis5989 Not quite an accurate representation of 8.3 filenames in NTFS.
would it be worth turning overflow waste product into tickets to reduce radiation around the storage boxes, now that you're processing all of the new stuff anyway?
You can't sink waste mate
@@klinken2120 not unexpected, but was worth asking. ah well.
You can sink pluto rod tho
@@Len923_ Technically you can, just not directly; there's just a processing step between waste and fuel rods, which you can sink. (except ficsonium ones, i believe, but at that point you'd either just put them in power plants too, or sink plutonium fuel rods instead and not bother)
He could set up 1 temporary module of plutonium fuel rod factory and sink them, to consume the uranium waste stockpile. Which can be deleted afterward.
Ive given up on the fluids, i just package and Sink the water byproduct
Wet concrete plant. Does not use oil and pay be usefull some day other than sink.
Your builds are massive, I think the planet needs a zoning permit just for you! 😂 Love how you have no shame in claiming all that space-makes everything so easy to admire! Keep those epic constructions coming!
As a patreon supporter, I want to the Called the Nights Who Say Ni!
My dad, who was a chemical engineer, used to pronounce "nitric" so the "ni" sounded the same as it does in "nitrogen", which makes sense. You don't say "nitt" rogen so why would you say "nitt" ric acid?
I've always pronounced it the same as your Dad.
Yeah “nigh”tric acid is normal for me in Australia
He sounds Dutch or German so he probably does say nittrogen
the way they implemented liquids to be as "realistic as possible" while belts in no way follow physics at all with the items patiently waiting for the thing in front to move without them pilling up and falling off the belt, and lifts materializing platforms out of nowhere at zero cost to move items upwards, instead of making liquids fun to work with (because this is a video game) is so irritating
MW = Megawatt = 1MW
GW = Gigawatt = 1,000MW
TW = Terawatt = 1,000,000MW or 1,000GW
For comparison, in 2023 the USA produced around 288GW of solar and wind energy and used a total of around 438GW of power in the same year 😂
sick of running out of quartz crystals?..stop using signs for lights since they don't actually provide any light?
They do if you edit your engine.ini file located at %localappdata%\FactoryGame\Saved\Config\Windows. Put this text in it:
[SystemSettings]
r.AOGlobalDistanceField.MinMeshSDFRadius=1 ; default 20, smaller number shows more items, small signs off screen still show reflection, light effect travels further
r.LumenScene.SurfaceCache.CardTexelDensityScale=1000 ; default 100, old sign light