Literally would halt all production nearly indefinitely. Can you imagine how many pioneers would get stuck on the toilet trying to figure out how liquids function lol. Fiksit might actually send a second pioneer in to finish the job, thus perpetuating the situation when they find the skeleton in the WATER closet (heh heh heh) and grab the book it was clutching so firmly, only to then brush the bones away from the throne and take their own seat to figure out what the deal is with these pipes.
Being able to sit down on the toilet to read tutorials is a great idea. Add in some other stuff like a tablet with a game and ADA yelling at you while playing it
@@caffi1 another type of mini game, but this time it's the typical "pipe game" and you have to solve the pathway before the water bursts the pipes. If you get a high score, ADA congratulates you.....on being less productive than the least efficient worker at the OTHER* company, but you at least beat THEIR high score. Totally worth it, right? (*the one pictured on the poster with writing on it in the bathroom lol)
I've worked in IT for almost 20 years and this same mentality is why I DREAD telling the service desk about "significant" changes I'm making; the service desk will blame any problem that any user has in the next week afterwards on that change I have made, even if it's blatantly obvious that my change would not cause the problem they're referring to.
I feel like ignorance in regards to game programming can be forgiven. I know literally NOTHING about how game programming works, so when I see a significant change it makes perfect sense to me that this change could have some pretty random effects on other things you wouldn't expect. I've also experienced random bugs in games showing up after major updates, so people are basically thinking of that same kind of thing.
@@connorgregory5625 It's more about the mentality of people wanting something to blame because it excuses them from responsibility. I made a change to peoples' computers that switches the background image on the login screen to a different image. Someone calls in the next day with login problems. The service desk sees I made that change to the login screen background image and they think "Oh this login issue must be caused by that, not my problem, I'll send this support ticket to -Gorby-'s team". Same thing with the pipes; someone has a problem with their pipe setup, they read the first two sentences of a 2 year old Reddit post about known issues with Mk2 pipes, and they think "Oh this must be causing my problem as well, nothing I can do about it but complain online about how buggy this game is".
Same for communications technicians. If one was in the wire centre/CO/server room in the last 72 hours, no matter what they were doing, it's their fault.
@@HSkraekelig To be fair, this is generally because of shit documentation as to what actually plugs into where. Sometimes tech's can't read, though, and actually touch the wrong thing 🤣
Service desk is bad enough without making their job harder. Withholding information from them after significant change prevents them from diverting tickets. It’s especially bad when changes cause mass problems and instead of having one ticket with multiple callers the SD is inundated and pushes tons of tickets every which way and causing even more loss of work. The SD makes pennies compared to senior programmers. You get what you pay for. Don’t compound the problem. If one of my programmers made a significant change and didn’t tell the SD, I’d have to think really hard about not firing them, especially if there were problems on a large scale as a result. ESPECIALLY if I had the SD manager in my ear about how lazy my programmer was and how much it was costing her. But that just me.
I still firmly believe the mk2 pipes are broken. I have four sets of fuel generators that are supposed to burn 600 turbo fuel each and they still run out of fuel, without fail, unless I either remove a generator or underclock a generator or two. I have checked the math more times than I can count that I am making/burning the correct amount of fuel on paper, I have more pumps than I should ever need to prevent sloshing, I have checked the blenders multiple times to make sure they are operating properly, and the systems were started with full pipes, generators, industrial fluid buffers and blenders. It's the same issue I saw prior to 1.0. Meanwhile, I still have my orginal fuel generator set up using mk1 pipes and it's been out of sight and out of mind for tens of hours despite being put together with far less care and precautions.
@@SatisfactoryClipsArchive Only pipeline 'bug' I'm running into on 1.0 is that floor holes after a long vertical run of pipe don't let water thru. I've had to remove the floor holes and direct connect and water flows fine.
@@petergraphix6740 Floor hole issue is sometimes fixed by just removing the pipes and placing them in a different order etc. fiddle around with it. I've so far insisted on using them and not clipping through the floor :D :D
Priming the pipe before turning on all the machines on a pipeline works every time for me. It’s takes a little extra time but once the pipe is full then you’re good to go.
I'd agree, but even that isn't foolproof. You'd think a fully primed pipe system would just hit 100% and never not have 100% output, but it's possibly in 1.0 and I've been troubleshooting one for about 7 hours now.
yeah, their fluid dynamics are very poorly communicated and are hard to understand. Took me more hours than I'd like to admit that you can't get headlift from a pump past a valve. Like, that's not how fluids work. A one-way valve would never stop headlift coming into it in reality.
It might be user error, but when i cannot get pipes to work as they should after countless hours of trying alone as well as hours of getting other people to fix it for me, it might as well be called broken/bugged. 10/10 game but pipes are by far the worst part about it.
The best piece of advice I've gotten for pipes near capacity is to make them a loop... Connect the back ends together as well and sloshing seems to stop. Fixed my oil setup where pumps and valves did not.
So, if I were to make a pipe manifold, I would take the last end of the pipe and reconnect it to the start? Just asking because I want to know how to solve my problems as well.
Yeah this happens because a lot of people don't understand dynamic systems. If you have 600 m^3 of output going into one pipe, that is the *average* output. The refinery blender or whatever has downtime while the big progress bar makes the next batch, so that means it is instantaneously dropping 2-3x the average flow into the pipe. If all of the refineries fire off at once, then you can get into a scenario where the pipe can't flow enough material. Making a "loop" just effectively doubles your pipe count, taking you from 600 to 1200 m^3 /min max, so the refinery can drop all of its dynamic output instantly into that overhead and its fine
PLEASE add an exponential decay to sloshing. Water isn't a superfluid. It shouldn't be sinusoidal. It should be cos(at)*exp(-bt). It doesn't make sense that once sloshing starts, it just doesn't stop
I seriously doubt this will happen. Making the fluid simulation more complex will inevitably have knock on effects on performance as a whole, and right now late game performance is the best it's ever been and it would be a shame to lose that.
I don't have any steps to reproduce.. its just regularly still the case that a pipe is empty while the one next to it is over half full. Then I reconnect the pipe and it starts flowing again. Its getting frustrating if theres no elevation change but the fluid suddenly just stops flowing between connection points. There's a good chance I use them wrong, I have not yet looked into fluid dynamic guides or whatnot. I just look at how far can this pump up. Is it reaching? And then am annoyed when it does but stops when theres no longer elevation happening. And its not always resolved by adding another elevation pump. They go idle until i reconnect various pipies..
There is definitely some sort of bug where placing anything (floor hole, pump, pipe support, etc.) in the middle of an existing pipe breaks the flow through that pipe until you rebuild one or both sides. Seems to happen most often with pumps.
That's what I'm thinking. There can only be so many players struggling with pipes, specifically if they're not properly explained in regards to how they should be used, without needing to pull up a wiki of some kind. I personally haven't needed to pull up any guides or wiki pages for things in Satisfactory other than how pipes work, because they confuse me too.
@@ThePimpinator Agreed. What confuses me even more is when you do everything right according to what wiki and documentation is out there and it still doesn't work. Tried to use Mk 2 Pipes maxed out today and the system, as I remember back in 0.6 fluctuated so it never had 100% output. I still think the bug is there, or there is some nuance WAY beyond common sense that heavily halts any throughput demands above 550 on a Mk.2 for consistency and trying to get a feedback system in the game to let you know what issue, and/or where you are having it is nightmare inducing. I'll just stick to my Mk.1 Pipes running well below max capacity so if it ever does fluctuate, I have more throughput than necessary to compensate.
@@thekleefulframecounter8416 Have you eliminated water hammering effect? Do you have a buffer in the fluid line to compensate for machine fluctuations? These are the things the game does not explain well and where 95% of problems come from. A tutorial in-game would be better. An interactive guide could be on the mam or in the hub that helps diagnose and solve pipe issues would be best. Make a tree style question/answer format. "Check supply rates, if they are correct- click here, if not, add more fluid producing machines", "do you have a pump placed on the pipe at the appropriate heights?", " Is the end of your manifold capped with a splitter? This could cause hammering, and a re-flow connection from there to the front of the manifold to keep the water circulating in the desired direction", "Are you pipes in short segments? They can't hold enough liquid to supply certain machines properly", etc.....
@@rocwelledwards8942 nah, its been working this way for years and they've spent a good deal of effort ensuring that it works as designed. Games benefit from helping people understand concepts and functionality. Games should not change their mechanics because some people struggle with them.
My issue with fluid so far is just that there is almost no feedback as to what is going wrong with any pipes and the feedback that is available the game does not do a good job of telling you what it is showing you. For instance, in coal generators or any buildings that require fluid input will show you how much fluid per minute it needs, and extractors will show you how much fluid per minute it makes, but it's very difficult to figure out where in the pipeline something is causing any given input to not receive as much input as you expect. With conveyor belts you can quite clearly see visually on the belts where things are not moving as fast as you expect, making it easy to diagnose where the bottleneck is, but for fluids you have almost no visual indicators, and the only thing you see in the pipe UI is whether the pipe is filled, and you see flow rate which just goes up and down and doesn't tell you much either. Especially if fluid is arriving and being consumed but not at the rate you expect, since fluid is never being fully filled in the pipes it's even harder to tell if something is wrong in a specific segment or the fluid is just passing through it without filling...
I've had a few cases where pipes did get stuck either not giving their fluid to nearby pipes or not taking fluid from nearby pipes, but no pipe I replaced after finding it has gotten "re-infected" and of the five or so only one was touching a pipeline floor hole
I find building the receiving side of the pipeline hole (so the pipe connected on the side where you want to send stuff, build a pipe connected to the pipeline hole) and then the sending side avoid bugs.
I just clip the pipe through the floor then clip the pipeline floor hole on after. It's functionally the same thing without having to worry about pump issues.
The only issues I've had with pipes is sometimes the pump headlift auto-snap feature goes to high. I just manually put the pump a littttttlle bit below it and everything works out. Also once you know water gets priority based on height, it becomes pretty straight forward.
@@Precigian I can tell you for a fact that I had a pipe going straight up, and I put the pump on the snap point and it did not work. Wasn't even anything special about the pipe, just extractor -> up facing pipe. Moved the pump ever so slightly lower and suddenly water appeared above the pump.
@@bobothebob4716 Idk about that one. I read from wiki that pumps count their head lift 2/2.5 meters from below their center point. Maybe there's something to do with the extra pipe that stays inside the pump when you build it on top of an already existing pipe. Maybe when the pump counts from 2.5 meters instead of 2, the extra pipe makes the whole segment more than 22 meters long? Now that you mentioned this, i also had a similar problem. I solved it by reattaching one pump to the other. I wanted to get rid of the extra pipe (for looks) and I new there's an issue where the pipes look fine but they aren't actually connected, which you'd need to reattach the segment to fix it. If my teory is correct, the mk2 pump in the same context should work (cause it's bonus headlift is 5 meters, not just 2). Regardless, yes, pipes are wierd.
I can't tell if I've just gotten lucky or I just get it, but I've never had any issues with pipes. Number in equals number out, make sure you've got headlift, left machines run to fill in pipes before you start the machines they feed into. It really doesn't seem that hard.
You made good aluminum setups? I have what should be good priority merger for the water but after a while I found dodd the aluminum scrap water was backing up just a little bit because it still wasn't prioritizing correctly. I suppose perhaps I overestimated effectiveness of the priority junction and I should just not run as much water through the input instead. But it would be nice if it worked.
@@aurias42i solved that with a Fluid buffer that is elevated. Make it such that the new water from the water extractor cannot fill the buffer above a certain limit (e.g. 50%) but the byproduct water can fill it up completely (using pumps). This way your extractors stop working once the buffer is above 50% and your byproduct water will always be consumed first.
Pipes are my favorite part of the game and the irony is that even the most valued guides on pipes tend to ignore details which are actually pretty important. My theory is that a lot of issues are the result from copy/pasting pipeline designs, but without fully understanding what it does. Many pipeline designs work "on the edge": maximizing out the stats, thus _also_ leaving *no* room for extra needs. .... like having to deal with a small uplift, even if that uplift is much smaller than 10m: it'll still cause an increase in pressure requirements. Requirements which your copy/pasted design can't meet because it was never designed for that.
Go make that complete guide and share your wisdom with the rest of us! I agree completely that a lot of the guides are just "here is the setup for X" and not a great explanation of how things work. It doesn't help that they've made changes over time too so some old guides can be outdated.
Been working great for me. I feel like it's so much easier now. I also starting doing water towers up high and pumping up to them. That's helped so much.
I have an entire fuel factory running off one oil node at 600 per minute. But the issue is that the factory constantly throttles between 88 and 95%. I have a couple buffers in the system and pumps are everywhere. But yes there's definitely a bug somewhere that is making it so that liquid of some sort is not making it to the desired destination
I have that for fuel generators, 2 lines of 5 raffineries for fuel and the "blue gravel", follow by 2 lines of 3 raffineries that use the blue stuff to do 2 for plastic and 1 for rubber (@75%). I feed 2x10 fuel generators without any problem.
I was having that exact problem before because I wanted some kind of overflow system where any oil not sent to plastic and rubber production gets turned into fuel, fluid hammering caused me problems for ~4 hours because you know how it is when you pick something up for the first time in a while, but I managed to solve it by having the plastic and rubber manifolds "drop" out of a mid-air junction. Now I get closer to 599.9/min, not perfect but precision gets in the way. I'm quite sure water hammering/fluid hammering is when a loss of flow rate in the end of a system sends some backwards propogation of lowered flow rate earlier in the pipes, it's pretty annoying but realistic to a degree. Don't quote me on that though, I don't have enough time to check the wiki at the moment.
I have 2 rocket fuel refineries. Each starts with 600 crude. They have miles of pipes and end in 51.8 fully maxed and fed generators that are roughly 60m above their oil pumps. No issues at all. They have large tanks after every production chain that leads to the next phase and a small one at the end of the feed lines. If your head lift is good and you have capacity in the lines to support it you get no sloshing. Make sure anything with a solid output is met with usage or a sink and your systems should never stutter.
Probably need a good explanation. Had 2 fuel generators at the same elevation with a 26.667 m³/min input. I set up the line to the first generator consuming 20 m³/min of fuel first, then set up a second line to an underclocked generator that would only take in 6.667 m³/min of fuel. I saw a few possibilities, main one being splitting evenly like a belt splitter filling up the slow one faster. It filled up the regular one faster, didn't provide enough to fill up the slower one for consistent power and wasnt filling up the regular one fast enough to overflow. I deleted the second one and waited until fuel started to overflow then put up a second one afterwards. That is what fixed it. Tried valves also without any luck.
Thats normal Fluid arent always even, which makes sense when u think about, its just not very fun gameplay wise. Like u wrote the best fix is to fill buildings and if u want also add a fluid buffer. That way u can circumvent the fluctuations
Every time I turn something on without filling the pipe completely first, stuff like that happens. It's apparently caused by the fluid sloshing back and forth, which it can't do if the pipe is full. Or something. ¯\_(ツ)_/¯
As another user commented just wait to turn on machines when pipes are full. There is no pressure is just like bottles of water. If you pour out the same amount you are pouring in the bottles will never be full and with two different size of output could be tricky. Wait until bottles are full and then open gates while you are still pumping water in, it will work 100% of times
I haven't tested this hypothesis, but: buffers act like really thick pipes, so if you have a lot of buffers in your system, more of the fluid spends time spread out in the pipe network and less makes its way to the machines that need it it doesn't matter for anything before aluminum refining because the inputs and outputs of the process don't mix, so you just fill up the buffer until the pipes are full enough to keep the machines consuming the fluid happy 100% of the time but if you have a system that doesn't completely fill the pipes, having too many buffers acts basically the same as having a really long pipeline assuming it works like in other factory games I've looked deeper into, buildings don't suck fluid out of the pipes that aren't directly connected to them; they just suck from one pipe and then the fluid settles a bit and there's more fluid for them to suck so they grab that and it repeats if the pipe is full enough that the machine can constantly keep its internal buffer full, you're golden, but if not, the effective length of the pipe affects how fast your machine can get its input fluid
@@BenLubarAs soon as I thought in terms of pressure, fluid problems went away. The less full the pipes are, the less pressure pushes the fluid down the pipe. Keep buffers full as possible to keep the pressure moving the fluid. Moving 300 m³ of fluid in a 600 m³ pipe is not the same as using a 300 m³ pipe.
The only issue I had with pipes was when I redid my oil factory. I changed what fluid was being produced but a very-tiny amount of the original was trapped in the pipes. A full network flush got things moving finally
I had a pipe that was full (as in X out of X cubic meters) of None. After I flushed that specific pipe, nothing has broken since, and I've got no clue how to reproduce it
The way pipes flow forwards and backwards a bunch means that you need to have extra capacity compared to conveyer equivalent. Or at least that's my experience that I only use 90% of the available flow. E.g. a tier 1 pipe says 300/min but I only connect it to 6 coal so it should only use 270/min but it gets to surge to 300 and it often does
I find that valves and pumps helps a lot with pipes. Could just be placebo though. Or just rebuilding it exactly as before and it works this time around.
i havent had any issues period honestly. i see so many people do odd builds. i simply have the pipes always feed DOWNWARDS. pump up vertical, then at the peak have it go down. as long as you have machines NEVER go at the peak height you'll be fine.
We need a Garry's Mod style weld tool for the build gun, where you can click any two pipes, two conveyors etc that are within valid range and reset/reapply their connection. Just for the sake of the minor issues where two lengths of pipe forget that they're connected
I was having pipe issues. Why is the fluid surging when it should be laminar... oh, downstream, where I've injected more water and increased to 360 units, I forgot the limit is 300, not 360 for mk1. One mk2 pipe later, all working.
I've not had issues. On the first hill from the fluid source, I place a pump just below where the flow stops. I keep doing this until it gets the fluid over the high point. My factory is on a flat platform & I avoid taking fluids vertical.
Honestly have dropped 2 52 generator rocket fuel powerplants between oil pump and generators are around half a km of pipe and 40m elevation. Havent even seen a slosh rush smooth as silk. Provide headlift( check when placing pump if the headlift stops somewhere) provide capacity if your adding 600 and removing 600 and think thats somehow magically happened at the same moment 🎉 you won an unstable system. Put a small liquid storage tank at the end of long lines and fill it. If you cant fill it you dont have enough headlift to get capacity for that system.
I had a pipe mk2 bug today, only oil going in pipes. A few pumps, once we upgraded to mk2 without removing mk1, just paste. The whole system stopped flowing and the sections between pumps turned to water 😮😮😮
The only thing that annoys me is sometimes when I split items, e.g. I have 128 cables, and I want to put the 28 back in the storage, I hold right click the left box says "64", I type "28" and instead of it being 100 | 28 cable it's 99 | 29... happens a lot actually and it is quite annoying
I have an issue where I’ll feed a line of coal plants and like generator number two or three won’t be getting water, but 1 and 4 are full. Delete the stub pipes, which were full, and redo them and it works after the pipe fills. Been trying to consistently reproduce but can’t get it. Maybe it’s not snapping right and I’ve got a support under the genset? Might delete the Gen next time and see. Such an odd, but easily fixed issue.
I was on a server with a friend of mine, just having pipe mk2 unlocked I ran around upgraded fully working system to mk2 and there were some fuel generators connected to a WORKING mk1 system then I saw our fuel gens go red and no fuel was being poured into them, we were scratching our heads thinking where the issue would be, there was fuel in the pipe next to the generators and the pipes were connected, what solved all of this? disassemble pipe which is connected to the generator and put it back again (and do the same for fuel production cuz it wasn't letting made fuel out in the pipes) if that is solved then do tell what must have been done so that our fuel gens would work without all of that hassle
I've had very good luck with pipes since 7.0 though sometimes the texture misalligns and it looks ugly, and I don't want to go though the trouble of refilling the pipe. I use wall and floor holes a _lot_ but haven't seen too much trouble. You folks may be talking about completely different bugs.
I still have issues with pipes. Whenever placing in a floor hole, I have to replace both pipes on either end of said floor hole after placing them on the floor hole. Otherwise, neither pipe acts as if it's connected to whatever I have it connected to. Also have this happen sometimes when I place MK. 2 pumps on pipes, I have to replace the pipes on either end of the pump to get them to work. If these are user error, I'd like to know what I'm doing wrong! Should I not place the floor holes then connect pipes to them afterwards? Should I be placing pumps in a specific spot to get them to stop breaking the pipes?
MK2 pipes that have a capacity of 600m3 per minute should be able to use overclocked oil extractor that produces 600 m3 per minute, but it doesn't. You need to split it, or last 2 refineries won't get enough oil.
It's only floor holes that's bugged to my knowledge. Everything else works perfectly. I do suspect however that if you have an old blueprint from before 1.0 some of the bugs could still be a thing in them.
I think if pipes need an entire manual to try and understand them - it might just be a bit too complicated. Also doesn't help that nine times out of ten when you ask what's wrong with it people just say "skill issue" and don't actually help.
Don't want to rain on anyone's parade, but placing a junction on a horizontal pipe, rotating it so it's sides turn vertical then feeding it from the bottom results in negative infinity head lift. I have a vertical coal generator setup that is above the water extractors that feed it and it works without any pumps.
@@Harimau0451 well, let's see. Extractor itself is 16m tall, the plant's non-chimney part is 9m tall and there are 3 stacked on top of each other, and the plant's entry point is 1 meter above ground (so is extractor's output, so pass on that). so it's like 34m. pre-1.0 I had a fuel generator tower that was 10 gens tall and the packagers that unpack diluted fuel were between water extractors and refineries, so if one fuel gen is 20m - that makes like 300m vertical pipe that worked without any pumps.
Ether a comunity guide, or an in game guide would be helpful. cause pipes are complicated, and morw resources to learn the proper way to do pipes and troubleshoot issues eould be nice. perhaps the book next to the toilet coule become readable
Fluid dynamics is difficult. If you want to make a satisfying and intuitive game involving fluid dynamics then it has to be designed in from the beginning, and that probably needs to be the primary focus of the game. Satisfactory fluid dynamics work 'as intended', but they're not a good game mechanic.
Right now Game does not teach people much at all how it's systems work. And since you've launched 1.0, you've reached tens of thousands of people who have no history witht he game, community, updates... perhaps no patience to read wiki or experiment and try to ascertain how the system works... they just want things to work as long as they connect things together properly unless they're explained otherwise WITHIN THE GAME. Head-lift, valves, sloshing, priming, pipes having a volume etc... and that's just for the pipe and liquids. There's much other "meta" that's not explained, but learned by trial and error or never learnt. Game should definitely have tutorials, maybe masked as "pinoneer basic training courses" that'll teach these basic concepts before you start your first game.
Most things in the game are intuitive enough not to need tutorials. The fact that so many people can't get pipes to work properly is a very strong indication that the design is poor
I had a perfectly system working, then i decided to overwrite all my mk1 with mk2 pipe, just for future upgrades, everything stop working, not more fluid flow on my pipes... so yes it's bugged non early acces content
Naw dude, your mk2 pipes aren't getting the same pressure as the mk1 pipes so the fluids don't move the same amount through them. Don't upgrade until you actually have 300+ fluids/m moving through them
I can appreciate why games like Satisfactory and Factorio want to make fluid dynamics realistic, but I feel sometimes like trying to get it right is at the expense of gameplay. People having to share all sorts of isoteric tips and tricks that they aren't even actually sure works is less than ideal, in my opinion.
It's by design that the fluid dynamics are complicated. Everything other than belts were created in a way to cause headaches to the player. Without complications, the gameplay would get stale very quickly.
@@jefferylittleton1005 Except that unless it's been fixed in recent updates, achieving the full capacity in the pipes wasn't feasible because of the sloshing, so you couldn't get "full pressure"
@jefferylittleton1005 Compared to belts. Belts are the constant. Everyone can understand them. Every other logistic method in the game requires at least some baseline understanding of the new mechanic, which usually comes through tinkering or researching. The reason fluids are so misunderstood is because it's really difficult to pin down what and where problems are being caused due to the visual and UI feedback being much harder to parse.
100%, when you make a game about belts and pipes with large amounts of people saying the pipes work like shit, maybe you made a mistake when deciding to keep going with the floating numbers-no pressure-infinite slushing mess than can only be repaired by adding ridiculous loop pipes, not using specific base-game assets and forgetting 80%+ of the types of designs for any building with liquid inputs or outputs. Seriously, treat the cancer, kill the mechanic and slap belts that need uplift to go past altitude points. It's absolutely ridiculous the energy spend by humans of fixing this mess and its effects on games and learning curve about metagaming aspects compared to them just making something the hell else...
If it's so complicated why isn't it communicated in the game? There is literally 0 tutorial or help for the stupid headaches that come with mk2 pipes when the player is only introduced to simple mk1 pipes that have 0 problems. It's so stupid.
The fluid dynamics implementation is so stupid. No one should have to read a guide put together by a community member because fluids were done in a dumb, unrealistic way. Like for instance, my taps in the second floor of my house are all fed from the bottom but for some reason that doesn't cause the whole system to regularly starve for water because there's enough supply.
Gimme Pipeline Mk 3 pls because 2x Zoomersloop into Refinery gives 1200/Min of Alumina Solution. I need to be able to actually extract it. As a pipe engineer tell you what: pipes in game are okay, the dem noobs need to understand the game mechanics and attachments of their own. They mess up so bad and then blame it on devs. Skill and knowledge issue 100% confirmed. Never had issues with pipes that I couldn't resolve myself. To devs: you guys could add pressure and flow physics for awhile and see them all crying. Just for shigiggles, maybe for April's fools or something.
Pipes are the least satisfying part of this game. "You set up pipes wrongly" "you don't understand how pipes work" yeah because you made it in such awful way. Please just make them directional, or at least add directional variant, that wouldn't block itself with backflow like pipe with valve :/
I can understand the frustration, but to be honest it's pretty much a "skill issue" but don't get offended from this, i mean with a couple of videos it's possible to understand how they works once and for all
it's actually really simple, I just had this issue with my turbo fuel power setup, I always fully flush the lines once I've set up a system to make sure that if the power fluctuates it will fill without interference, everything except the last 4 generators worked within 5 minutes the last 4 took a full half hour to fill. had to go through and fix my pipes then flushed again worked perfectly, took 5 minutes.
Also be sure to raise pipes above the inputs so that the liquid flows downwards, that way it fills them up one at a time, makes it flow cleaner in my experience
Fluid dynamics is difficult. If you want to make a satisfying and intuitive game involving fluid dynamics then it has to be designed in from the beginning, and that probably needs to be the primary focus of the game. Satisfactory fluid dynamics work 'as intended', but they're not a good game mechanic.
Y'all should make the "Fluid dynamics for pioneers" book in the bathroom interactive with a detailed pipe tutorial.
Literally would halt all production nearly indefinitely. Can you imagine how many pioneers would get stuck on the toilet trying to figure out how liquids function lol. Fiksit might actually send a second pioneer in to finish the job, thus perpetuating the situation when they find the skeleton in the WATER closet (heh heh heh) and grab the book it was clutching so firmly, only to then brush the bones away from the throne and take their own seat to figure out what the deal is with these pipes.
Being able to sit down on the toilet to read tutorials is a great idea. Add in some other stuff like a tablet with a game and ADA yelling at you while playing it
@@caffi1 another type of mini game, but this time it's the typical "pipe game" and you have to solve the pathway before the water bursts the pipes.
If you get a high score, ADA congratulates you.....on being less productive than the least efficient worker at the OTHER* company, but you at least beat THEIR high score. Totally worth it, right? (*the one pictured on the poster with writing on it in the bathroom lol)
I've worked in IT for almost 20 years and this same mentality is why I DREAD telling the service desk about "significant" changes I'm making; the service desk will blame any problem that any user has in the next week afterwards on that change I have made, even if it's blatantly obvious that my change would not cause the problem they're referring to.
I feel like ignorance in regards to game programming can be forgiven. I know literally NOTHING about how game programming works, so when I see a significant change it makes perfect sense to me that this change could have some pretty random effects on other things you wouldn't expect. I've also experienced random bugs in games showing up after major updates, so people are basically thinking of that same kind of thing.
@@connorgregory5625 It's more about the mentality of people wanting something to blame because it excuses them from responsibility.
I made a change to peoples' computers that switches the background image on the login screen to a different image. Someone calls in the next day with login problems. The service desk sees I made that change to the login screen background image and they think "Oh this login issue must be caused by that, not my problem, I'll send this support ticket to -Gorby-'s team".
Same thing with the pipes; someone has a problem with their pipe setup, they read the first two sentences of a 2 year old Reddit post about known issues with Mk2 pipes, and they think "Oh this must be causing my problem as well, nothing I can do about it but complain online about how buggy this game is".
Same for communications technicians. If one was in the wire centre/CO/server room in the last 72 hours, no matter what they were doing, it's their fault.
@@HSkraekelig To be fair, this is generally because of shit documentation as to what actually plugs into where. Sometimes tech's can't read, though, and actually touch the wrong thing 🤣
Service desk is bad enough without making their job harder. Withholding information from them after significant change prevents them from diverting tickets. It’s especially bad when changes cause mass problems and instead of having one ticket with multiple callers the SD is inundated and pushes tons of tickets every which way and causing even more loss of work.
The SD makes pennies compared to senior programmers. You get what you pay for. Don’t compound the problem. If one of my programmers made a significant change and didn’t tell the SD, I’d have to think really hard about not firing them, especially if there were problems on a large scale as a result. ESPECIALLY if I had the SD manager in my ear about how lazy my programmer was and how much it was costing her.
But that just me.
I still firmly believe the mk2 pipes are broken.
I have four sets of fuel generators that are supposed to burn 600 turbo fuel each and they still run out of fuel, without fail, unless I either remove a generator or underclock a generator or two. I have checked the math more times than I can count that I am making/burning the correct amount of fuel on paper, I have more pumps than I should ever need to prevent sloshing, I have checked the blenders multiple times to make sure they are operating properly, and the systems were started with full pipes, generators, industrial fluid buffers and blenders. It's the same issue I saw prior to 1.0.
Meanwhile, I still have my orginal fuel generator set up using mk1 pipes and it's been out of sight and out of mind for tens of hours despite being put together with far less care and precautions.
My only complaint on pipes is I wish straight mode would work as well as belts 😂
September 17th, 2024 Livestream
Q&A: Pipeline straight Build Mode, when?
ua-cam.com/video/Cl9ufT3bm8U/v-deo.html
Oh man I feel that!
@@SatisfactoryClipsArchive Only pipeline 'bug' I'm running into on 1.0 is that floor holes after a long vertical run of pipe don't let water thru. I've had to remove the floor holes and direct connect and water flows fine.
@@petergraphix6740agreed, I've experienced this as well
@@petergraphix6740 Floor hole issue is sometimes fixed by just removing the pipes and placing them in a different order etc. fiddle around with it. I've so far insisted on using them and not clipping through the floor :D :D
Priming the pipe before turning on all the machines on a pipeline works every time for me. It’s takes a little extra time but once the pipe is full then you’re good to go.
Exactly this. Especially when doing a coal power plant, ideally you want water to prime into a buffer, then go to the coal generator.
Remember! Only full pipes are happy pipes!
This. Never had issues with primed pipes.
I'd agree, but even that isn't foolproof. You'd think a fully primed pipe system would just hit 100% and never not have 100% output, but it's possibly in 1.0 and I've been troubleshooting one for about 7 hours now.
If that many people are having issues with pipes to the point they think they’re bugged, maybe they should be explained a bit better in the game then
yeah, their fluid dynamics are very poorly communicated and are hard to understand. Took me more hours than I'd like to admit that you can't get headlift from a pump past a valve. Like, that's not how fluids work. A one-way valve would never stop headlift coming into it in reality.
It might be user error, but when i cannot get pipes to work as they should after countless hours of trying alone as well as hours of getting other people to fix it for me, it might as well be called broken/bugged.
10/10 game but pipes are by far the worst part about it.
The best piece of advice I've gotten for pipes near capacity is to make them a loop... Connect the back ends together as well and sloshing seems to stop. Fixed my oil setup where pumps and valves did not.
I did this once as a hail Mary thinking "this shouldn't work" and It fixed the whole problem.
So, if I were to make a pipe manifold, I would take the last end of the pipe and reconnect it to the start? Just asking because I want to know how to solve my problems as well.
@@friendofp.24 pretty much, yeah.
Yeah this happens because a lot of people don't understand dynamic systems. If you have 600 m^3 of output going into one pipe, that is the *average* output. The refinery blender or whatever has downtime while the big progress bar makes the next batch, so that means it is instantaneously dropping 2-3x the average flow into the pipe. If all of the refineries fire off at once, then you can get into a scenario where the pipe can't flow enough material.
Making a "loop" just effectively doubles your pipe count, taking you from 600 to 1200 m^3 /min max, so the refinery can drop all of its dynamic output instantly into that overhead and its fine
PLEASE add an exponential decay to sloshing. Water isn't a superfluid. It shouldn't be sinusoidal. It should be cos(at)*exp(-bt). It doesn't make sense that once sloshing starts, it just doesn't stop
I seriously doubt this will happen. Making the fluid simulation more complex will inevitably have knock on effects on performance as a whole, and right now late game performance is the best it's ever been and it would be a shame to lose that.
@deemo665 this would theoretically improve late game performance after the pipes reach equilibrium
I don't have any steps to reproduce.. its just regularly still the case that a pipe is empty while the one next to it is over half full. Then I reconnect the pipe and it starts flowing again. Its getting frustrating if theres no elevation change but the fluid suddenly just stops flowing between connection points.
There's a good chance I use them wrong, I have not yet looked into fluid dynamic guides or whatnot. I just look at how far can this pump up. Is it reaching? And then am annoyed when it does but stops when theres no longer elevation happening. And its not always resolved by adding another elevation pump. They go idle until i reconnect various pipies..
There is definitely some sort of bug where placing anything (floor hole, pump, pipe support, etc.) in the middle of an existing pipe breaks the flow through that pipe until you rebuild one or both sides. Seems to happen most often with pumps.
The pipes arent broken, but if people are complaining, the game may need to better teach players how it works and what the expectations are.
That's what I'm thinking. There can only be so many players struggling with pipes, specifically if they're not properly explained in regards to how they should be used, without needing to pull up a wiki of some kind.
I personally haven't needed to pull up any guides or wiki pages for things in Satisfactory other than how pipes work, because they confuse me too.
@@ThePimpinator Agreed. What confuses me even more is when you do everything right according to what wiki and documentation is out there and it still doesn't work. Tried to use Mk 2 Pipes maxed out today and the system, as I remember back in 0.6 fluctuated so it never had 100% output. I still think the bug is there, or there is some nuance WAY beyond common sense that heavily halts any throughput demands above 550 on a Mk.2 for consistency and trying to get a feedback system in the game to let you know what issue, and/or where you are having it is nightmare inducing.
I'll just stick to my Mk.1 Pipes running well below max capacity so if it ever does fluctuate, I have more throughput than necessary to compensate.
@@thekleefulframecounter8416 Have you eliminated water hammering effect? Do you have a buffer in the fluid line to compensate for machine fluctuations? These are the things the game does not explain well and where 95% of problems come from. A tutorial in-game would be better. An interactive guide could be on the mam or in the hub that helps diagnose and solve pipe issues would be best. Make a tree style question/answer format. "Check supply rates, if they are correct- click here, if not, add more fluid producing machines", "do you have a pump placed on the pipe at the appropriate heights?", " Is the end of your manifold capped with a splitter? This could cause hammering, and a re-flow connection from there to the front of the manifold to keep the water circulating in the desired direction", "Are you pipes in short segments? They can't hold enough liquid to supply certain machines properly", etc.....
that or redesign how it works
@@rocwelledwards8942 nah, its been working this way for years and they've spent a good deal of effort ensuring that it works as designed. Games benefit from helping people understand concepts and functionality. Games should not change their mechanics because some people struggle with them.
I wish they did official documentation, ingame or not
My issue with fluid so far is just that there is almost no feedback as to what is going wrong with any pipes and the feedback that is available the game does not do a good job of telling you what it is showing you.
For instance, in coal generators or any buildings that require fluid input will show you how much fluid per minute it needs, and extractors will show you how much fluid per minute it makes, but it's very difficult to figure out where in the pipeline something is causing any given input to not receive as much input as you expect. With conveyor belts you can quite clearly see visually on the belts where things are not moving as fast as you expect, making it easy to diagnose where the bottleneck is, but for fluids you have almost no visual indicators, and the only thing you see in the pipe UI is whether the pipe is filled, and you see flow rate which just goes up and down and doesn't tell you much either. Especially if fluid is arriving and being consumed but not at the rate you expect, since fluid is never being fully filled in the pipes it's even harder to tell if something is wrong in a specific segment or the fluid is just passing through it without filling...
The ring segments in the middle show you %filled, flow rate, and flow direction, which can help a lot
@@makeandbreakgames1791Oh no, I only use the naked version
@@guy_autordie I use normal when building, and switch to clean after all the machines are working
@@guy_autordie The problem is between the keyboard and chair
Only if you dont understand how to run your diagnostics. I can always trace back to where the issue is. Just look at where the back up happens
Pipeline hole still seems bugged unfortunately. Sometimes just removing it fixes the issue.
I've had a few cases where pipes did get stuck either not giving their fluid to nearby pipes or not taking fluid from nearby pipes, but no pipe I replaced after finding it has gotten "re-infected" and of the five or so only one was touching a pipeline floor hole
I find building the receiving side of the pipeline hole (so the pipe connected on the side where you want to send stuff, build a pipe connected to the pipeline hole) and then the sending side avoid bugs.
I just clip the pipe through the floor then clip the pipeline floor hole on after. It's functionally the same thing without having to worry about pump issues.
The only issues I've had with pipes is sometimes the pump headlift auto-snap feature goes to high. I just manually put the pump a littttttlle bit below it and everything works out. Also once you know water gets priority based on height, it becomes pretty straight forward.
But pumps have a bonus headlift of 10% of their maximum headlift and the autosnap doesn't count this bonus. So it should always work, right?
@@Precigian I can tell you for a fact that I had a pipe going straight up, and I put the pump on the snap point and it did not work. Wasn't even anything special about the pipe, just extractor -> up facing pipe. Moved the pump ever so slightly lower and suddenly water appeared above the pump.
@@bobothebob4716 Idk about that one. I read from wiki that pumps count their head lift 2/2.5 meters from below their center point. Maybe there's something to do with the extra pipe that stays inside the pump when you build it on top of an already existing pipe. Maybe when the pump counts from 2.5 meters instead of 2, the extra pipe makes the whole segment more than 22 meters long? Now that you mentioned this, i also had a similar problem. I solved it by reattaching one pump to the other. I wanted to get rid of the extra pipe (for looks) and I new there's an issue where the pipes look fine but they aren't actually connected, which you'd need to reattach the segment to fix it.
If my teory is correct, the mk2 pump in the same context should work (cause it's bonus headlift is 5 meters, not just 2). Regardless, yes, pipes are wierd.
Placing junctions on long pipes sometimes results in no throughput through the junction
Floor holes are the worst I stopped using them I'd rather a giant chunk of floor missing then placing one
I can't tell if I've just gotten lucky or I just get it, but I've never had any issues with pipes. Number in equals number out, make sure you've got headlift, left machines run to fill in pipes before you start the machines they feed into. It really doesn't seem that hard.
You made good aluminum setups? I have what should be good priority merger for the water but after a while I found dodd the aluminum scrap water was backing up just a little bit because it still wasn't prioritizing correctly. I suppose perhaps I overestimated effectiveness of the priority junction and I should just not run as much water through the input instead. But it would be nice if it worked.
@@aurias42i solved that with a Fluid buffer that is elevated. Make it such that the new water from the water extractor cannot fill the buffer above a certain limit (e.g. 50%) but the byproduct water can fill it up completely (using pumps). This way your extractors stop working once the buffer is above 50% and your byproduct water will always be consumed first.
Pipes are my favorite part of the game and the irony is that even the most valued guides on pipes tend to ignore details which are actually pretty important. My theory is that a lot of issues are the result from copy/pasting pipeline designs, but without fully understanding what it does. Many pipeline designs work "on the edge": maximizing out the stats, thus _also_ leaving *no* room for extra needs.
.... like having to deal with a small uplift, even if that uplift is much smaller than 10m: it'll still cause an increase in pressure requirements. Requirements which your copy/pasted design can't meet because it was never designed for that.
Go make that complete guide and share your wisdom with the rest of us! I agree completely that a lot of the guides are just "here is the setup for X" and not a great explanation of how things work. It doesn't help that they've made changes over time too so some old guides can be outdated.
Been working great for me. I feel like it's so much easier now. I also starting doing water towers up high and pumping up to them. That's helped so much.
The only issue I'm having with pipes so far is that you gotta replace the part between the pump and the floorhole or it just won't work.
I have an entire fuel factory running off one oil node at 600 per minute. But the issue is that the factory constantly throttles between 88 and 95%. I have a couple buffers in the system and pumps are everywhere. But yes there's definitely a bug somewhere that is making it so that liquid of some sort is not making it to the desired destination
I have that for fuel generators, 2 lines of 5 raffineries for fuel and the "blue gravel", follow by 2 lines of 3 raffineries that use the blue stuff to do 2 for plastic and 1 for rubber (@75%). I feed 2x10 fuel generators without any problem.
I was having that exact problem before because I wanted some kind of overflow system where any oil not sent to plastic and rubber production gets turned into fuel, fluid hammering caused me problems for ~4 hours because you know how it is when you pick something up for the first time in a while, but I managed to solve it by having the plastic and rubber manifolds "drop" out of a mid-air junction. Now I get closer to 599.9/min, not perfect but precision gets in the way.
I'm quite sure water hammering/fluid hammering is when a loss of flow rate in the end of a system sends some backwards propogation of lowered flow rate earlier in the pipes, it's pretty annoying but realistic to a degree. Don't quote me on that though, I don't have enough time to check the wiki at the moment.
I have 2 rocket fuel refineries. Each starts with 600 crude. They have miles of pipes and end in 51.8 fully maxed and fed generators that are roughly 60m above their oil pumps. No issues at all. They have large tanks after every production chain that leads to the next phase and a small one at the end of the feed lines. If your head lift is good and you have capacity in the lines to support it you get no sloshing. Make sure anything with a solid output is met with usage or a sink and your systems should never stutter.
That's 104 generators running off 2 pure oil nodes with no hiccups. And plenty of expendable rubber.
Probably need a good explanation. Had 2 fuel generators at the same elevation with a 26.667 m³/min input. I set up the line to the first generator consuming 20 m³/min of fuel first, then set up a second line to an underclocked generator that would only take in 6.667 m³/min of fuel. I saw a few possibilities, main one being splitting evenly like a belt splitter filling up the slow one faster. It filled up the regular one faster, didn't provide enough to fill up the slower one for consistent power and wasnt filling up the regular one fast enough to overflow. I deleted the second one and waited until fuel started to overflow then put up a second one afterwards. That is what fixed it. Tried valves also without any luck.
Thats normal Fluid arent always even, which makes sense when u think about, its just not very fun gameplay wise. Like u wrote the best fix is to fill buildings and if u want also add a fluid buffer. That way u can circumvent the fluctuations
fluids slosh back and forth if all pipes arent of equal length (likewise with buffers). You can get around this by fully filling the pipe beforehand.
Every time I turn something on without filling the pipe completely first, stuff like that happens. It's apparently caused by the fluid sloshing back and forth, which it can't do if the pipe is full. Or something. ¯\_(ツ)_/¯
As another user commented just wait to turn on machines when pipes are full. There is no pressure is just like bottles of water. If you pour out the same amount you are pouring in the bottles will never be full and with two different size of output could be tricky. Wait until bottles are full and then open gates while you are still pumping water in, it will work 100% of times
@@alessandrosantarini9880 will try
Wait, you can have too many buffers? How would one recognice something like this/what Is the Problem when doing this?
I haven't tested this hypothesis, but:
buffers act like really thick pipes, so if you have a lot of buffers in your system, more of the fluid spends time spread out in the pipe network and less makes its way to the machines that need it
it doesn't matter for anything before aluminum refining because the inputs and outputs of the process don't mix, so you just fill up the buffer until the pipes are full enough to keep the machines consuming the fluid happy 100% of the time
but if you have a system that doesn't completely fill the pipes, having too many buffers acts basically the same as having a really long pipeline
assuming it works like in other factory games I've looked deeper into, buildings don't suck fluid out of the pipes that aren't directly connected to them; they just suck from one pipe and then the fluid settles a bit and there's more fluid for them to suck so they grab that and it repeats
if the pipe is full enough that the machine can constantly keep its internal buffer full, you're golden, but if not, the effective length of the pipe affects how fast your machine can get its input fluid
@@BenLubarAs soon as I thought in terms of pressure, fluid problems went away. The less full the pipes are, the less pressure pushes the fluid down the pipe. Keep buffers full as possible to keep the pressure moving the fluid.
Moving 300 m³ of fluid in a 600 m³ pipe is not the same as using a 300 m³ pipe.
The only issue I had with pipes was when I redid my oil factory. I changed what fluid was being produced but a very-tiny amount of the original was trapped in the pipes. A full network flush got things moving finally
I had a pipe that was full (as in X out of X cubic meters) of None. After I flushed that specific pipe, nothing has broken since, and I've got no clue how to reproduce it
For what > I < found, replacing the pipes work 99% of the time.
The 1% is that you can't generate enough to feed the machines that use the fuild.
The way pipes flow forwards and backwards a bunch means that you need to have extra capacity compared to conveyer equivalent. Or at least that's my experience that I only use 90% of the available flow. E.g. a tier 1 pipe says 300/min but I only connect it to 6 coal so it should only use 270/min but it gets to surge to 300 and it often does
I find that valves and pumps helps a lot with pipes. Could just be placebo though. Or just rebuilding it exactly as before and it works this time around.
i havent had any issues period honestly.
i see so many people do odd builds.
i simply have the pipes always feed DOWNWARDS. pump up vertical, then at the peak have it go down. as long as you have machines NEVER go at the peak height you'll be fine.
We need a Garry's Mod style weld tool for the build gun, where you can click any two pipes, two conveyors etc that are within valid range and reset/reapply their connection.
Just for the sake of the minor issues where two lengths of pipe forget that they're connected
I was having pipe issues. Why is the fluid surging when it should be laminar... oh, downstream, where I've injected more water and increased to 360 units, I forgot the limit is 300, not 360 for mk1. One mk2 pipe later, all working.
I've not had issues. On the first hill from the fluid source, I place a pump just below where the flow stops. I keep doing this until it gets the fluid over the high point.
My factory is on a flat platform & I avoid taking fluids vertical.
Honestly have dropped 2 52 generator rocket fuel powerplants between oil pump and generators are around half a km of pipe and 40m elevation. Havent even seen a slosh rush smooth as silk. Provide headlift( check when placing pump if the headlift stops somewhere) provide capacity if your adding 600 and removing 600 and think thats somehow magically happened at the same moment 🎉 you won an unstable system. Put a small liquid storage tank at the end of long lines and fill it. If you cant fill it you dont have enough headlift to get capacity for that system.
Pipe floor holes are most certainly broken. As soon as I remove them fluid flows properly, and the QA site reflects that.
I had a pipe mk2 bug today, only oil going in pipes. A few pumps, once we upgraded to mk2 without removing mk1, just paste. The whole system stopped flowing and the sections between pumps turned to water 😮😮😮
The only thing that annoys me is sometimes when I split items, e.g. I have 128 cables, and I want to put the 28 back in the storage, I hold right click the left box says "64", I type "28" and instead of it being 100 | 28 cable it's 99 | 29... happens a lot actually and it is quite annoying
I have this happening too
Never had any issues with mk 1 or mk 2 pipes. Operated them at maximum flow rate several times with no hiccups or noticeable interruptions.
Can we get curved roads at some point, and a quarter corner for foundations
I have an issue where I’ll feed a line of coal plants and like generator number two or three won’t be getting water, but 1 and 4 are full. Delete the stub pipes, which were full, and redo them and it works after the pipe fills. Been trying to consistently reproduce but can’t get it. Maybe it’s not snapping right and I’ve got a support under the genset? Might delete the Gen next time and see. Such an odd, but easily fixed issue.
I was on a server with a friend of mine, just having pipe mk2 unlocked I ran around upgraded fully working system to mk2 and there were some fuel generators connected to a WORKING mk1 system then I saw our fuel gens go red and no fuel was being poured into them, we were scratching our heads thinking where the issue would be, there was fuel in the pipe next to the generators and the pipes were connected, what solved all of this? disassemble pipe which is connected to the generator and put it back again (and do the same for fuel production cuz it wasn't letting made fuel out in the pipes) if that is solved then do tell what must have been done so that our fuel gens would work without all of that hassle
short answer.... don't upgrade pipes, just tear them down and make MK.2 pipes
I've had very good luck with pipes since 7.0 though sometimes the texture misalligns and it looks ugly, and I don't want to go though the trouble of refilling the pipe.
I use wall and floor holes a _lot_ but haven't seen too much trouble.
You folks may be talking about completely different bugs.
I still have issues with pipes. Whenever placing in a floor hole, I have to replace both pipes on either end of said floor hole after placing them on the floor hole. Otherwise, neither pipe acts as if it's connected to whatever I have it connected to. Also have this happen sometimes when I place MK. 2 pumps on pipes, I have to replace the pipes on either end of the pump to get them to work. If these are user error, I'd like to know what I'm doing wrong! Should I not place the floor holes then connect pipes to them afterwards? Should I be placing pumps in a specific spot to get them to stop breaking the pipes?
MK2 pipes that have a capacity of 600m3 per minute should be able to use overclocked oil extractor that produces 600 m3 per minute, but it doesn't. You need to split it, or last 2 refineries won't get enough oil.
Just get familiar with two words and you will never get any pipes problem again: Water Tower
Ceiling mounts to run pipes under build foundations?
I still have bugs with floor holes!
The mk2 pipes are still broken
The only issue I've ever had with pipes. Is using the floor holes.
It's only floor holes that's bugged to my knowledge. Everything else works perfectly.
I do suspect however that if you have an old blueprint from before 1.0 some of the bugs could still be a thing in them.
Pipes have problems. Sometimes they are Build and Connected but nothing happend. After rebuilding a little bit it flows…
The answer to all of the issues to pipes is simply "Water pressure." If there isn't a lot of water in a pipe, how can it push more water forward?
Pipes are broken, half the time they don't fill up at all and sit empty until I deconstruct and reconstruct them.
I think if pipes need an entire manual to try and understand them - it might just be a bit too complicated.
Also doesn't help that nine times out of ten when you ask what's wrong with it people just say "skill issue" and don't actually help.
Clearly we need Mk3 Pipes, it is the only way.
Don't want to rain on anyone's parade, but placing a junction on a horizontal pipe, rotating it so it's sides turn vertical then feeding it from the bottom results in negative infinity head lift.
I have a vertical coal generator setup that is above the water extractors that feed it and it works without any pumps.
How far above? Extractors have 10m head lift on their own
@@Harimau0451 well, let's see. Extractor itself is 16m tall, the plant's non-chimney part is 9m tall and there are 3 stacked on top of each other, and the plant's entry point is 1 meter above ground (so is extractor's output, so pass on that). so it's like 34m.
pre-1.0 I had a fuel generator tower that was 10 gens tall and the packagers that unpack diluted fuel were between water extractors and refineries, so if one fuel gen is 20m - that makes like 300m vertical pipe that worked without any pumps.
The pipes problem in the game just like pipes in real life
Ether a comunity guide, or an in game guide would be helpful. cause pipes are complicated, and morw resources to learn the proper way to do pipes and troubleshoot issues eould be nice. perhaps the book next to the toilet coule become readable
Community Guide: satisfactory.wiki.gg/wiki/File:Pipeline_Manual.pdf
Fluid dynamics is difficult. If you want to make a satisfying and intuitive game involving fluid dynamics then it has to be designed in from the beginning, and that probably needs to be the primary focus of the game.
Satisfactory fluid dynamics work 'as intended', but they're not a good game mechanic.
I thought they'll say "who knows"
Right now Game does not teach people much at all how it's systems work. And since you've launched 1.0, you've reached tens of thousands of people who have no history witht he game, community, updates... perhaps no patience to read wiki or experiment and try to ascertain how the system works... they just want things to work as long as they connect things together properly unless they're explained otherwise WITHIN THE GAME.
Head-lift, valves, sloshing, priming, pipes having a volume etc... and that's just for the pipe and liquids. There's much other "meta" that's not explained, but learned by trial and error or never learnt.
Game should definitely have tutorials, maybe masked as "pinoneer basic training courses" that'll teach these basic concepts before you start your first game.
Most things in the game are intuitive enough not to need tutorials. The fact that so many people can't get pipes to work properly is a very strong indication that the design is poor
I had a perfectly system working, then i decided to overwrite all my mk1 with mk2 pipe, just for future upgrades, everything stop working, not more fluid flow on my pipes... so yes it's bugged non early acces content
Naw dude, your mk2 pipes aren't getting the same pressure as the mk1 pipes so the fluids don't move the same amount through them. Don't upgrade until you actually have 300+ fluids/m moving through them
I can appreciate why games like Satisfactory and Factorio want to make fluid dynamics realistic, but I feel sometimes like trying to get it right is at the expense of gameplay. People having to share all sorts of isoteric tips and tricks that they aren't even actually sure works is less than ideal, in my opinion.
It's by design that the fluid dynamics are complicated. Everything other than belts were created in a way to cause headaches to the player. Without complications, the gameplay would get stale very quickly.
It's not complicated though. You just need water pressure or else it will slosh around.
@@jefferylittleton1005 Except that unless it's been fixed in recent updates, achieving the full capacity in the pipes wasn't feasible because of the sloshing, so you couldn't get "full pressure"
@@jaesaces I haven't had that problem in the last 3 years. Atleast with mk1 pipes.
@jefferylittleton1005 Compared to belts. Belts are the constant. Everyone can understand them. Every other logistic method in the game requires at least some baseline understanding of the new mechanic, which usually comes through tinkering or researching. The reason fluids are so misunderstood is because it's really difficult to pin down what and where problems are being caused due to the visual and UI feedback being much harder to parse.
the real takeaway here is that Factorio 2.0's handling of fluids is the best
Definitely. In many cases Factorio has been doing things much better than Satisfactory
100%, when you make a game about belts and pipes with large amounts of people saying the pipes work like shit, maybe you made a mistake when deciding to keep going with the floating numbers-no pressure-infinite slushing mess than can only be repaired by adding ridiculous loop pipes, not using specific base-game assets and forgetting 80%+ of the types of designs for any building with liquid inputs or outputs. Seriously, treat the cancer, kill the mechanic and slap belts that need uplift to go past altitude points. It's absolutely ridiculous the energy spend by humans of fixing this mess and its effects on games and learning curve about metagaming aspects compared to them just making something the hell else...
I think they are just confusing and its a skill issue😂
If it's so complicated why isn't it communicated in the game? There is literally 0 tutorial or help for the stupid headaches that come with mk2 pipes when the player is only introduced to simple mk1 pipes that have 0 problems. It's so stupid.
The fluid dynamics implementation is so stupid. No one should have to read a guide put together by a community member because fluids were done in a dumb, unrealistic way. Like for instance, my taps in the second floor of my house are all fed from the bottom but for some reason that doesn't cause the whole system to regularly starve for water because there's enough supply.
PEBCAK
Vehicles still dissappear in caves. lost loads of loot including a helmet I found.
Why do I have to interact with Reddit weirdos to play your game? It should teach its own mechanics.
“The pipes are working the way they should” MAYBE YOU NEED TO EXPLAIN THE WAY THEY SHOULD WORK
They work like pipes. You need water pressure.
I've often said that the game could benefit from some visual / audio feedback for when things like water hammer happen
Gimme Pipeline Mk 3 pls because 2x Zoomersloop into Refinery gives 1200/Min of Alumina Solution. I need to be able to actually extract it.
As a pipe engineer tell you what: pipes in game are okay, the dem noobs need to understand the game mechanics and attachments of their own. They mess up so bad and then blame it on devs.
Skill and knowledge issue 100% confirmed. Never had issues with pipes that I couldn't resolve myself.
To devs: you guys could add pressure and flow physics for awhile and see them all crying. Just for shigiggles, maybe for April's fools or something.
Pipes are the least satisfying part of this game. "You set up pipes wrongly" "you don't understand how pipes work" yeah because you made it in such awful way. Please just make them directional, or at least add directional variant, that wouldn't block itself with backflow like pipe with valve :/
I hate pipes in this game.
They're so shitty and unintuitive.
Skill issue
I can understand the frustration, but to be honest it's pretty much a "skill issue" but don't get offended from this, i mean with a couple of videos it's possible to understand how they works once and for all
it's actually really simple, I just had this issue with my turbo fuel power setup, I always fully flush the lines once I've set up a system to make sure that if the power fluctuates it will fill without interference, everything except the last 4 generators worked within 5 minutes the last 4 took a full half hour to fill. had to go through and fix my pipes then flushed again worked perfectly, took 5 minutes.
Also be sure to raise pipes above the inputs so that the liquid flows downwards, that way it fills them up one at a time, makes it flow cleaner in my experience
it literally is a skill issue though, once you successfully make a plastic/rubber setup liquids will then be intuitive.
I'm sorry but.... @bustasnutt? I just noticed this.
Fluid dynamics is difficult. If you want to make a satisfying and intuitive game involving fluid dynamics then it has to be designed in from the beginning, and that probably needs to be the primary focus of the game.
Satisfactory fluid dynamics work 'as intended', but they're not a good game mechanic.