How do you feel about having to start over ? OR are you going too ? when 1.0 comes I think it will break alot of things in my factroy so I am thinking about starting over.. You have more time invested than most.. what are your thought?
Fun fact. This facility has dozen high tech countermeasures, but it doesn't have filters on the impuls. A simple low tech solution what would prevent entire disaster! But TBH everyone did make this mistake sometimes.
Also another good advise. Typically it better to have coal or fuel plants as backup systems. With option to cut them off from main grid and purely keep them for critical infrastructure. Building small backup facility is probably as much complicated as installing battery cell, but would remove major headaches. Overall it is also good to have switch facilities to turn off less critical infrastructure.
This is probably the sanity caused by realising how close together the release of the factorio expansion and satisfactory 1.0 are and that he's going to make a series on both
It’s also good design practice for the next builds. His previous melt downs showed him how to build in redundancy and backups. This was the ultimate test. It proved his design worked and was recoverable from the worst case scenario. Next build will incorporate something similar.
I had that same thought ages ago so my main thought for this video considering his past was....."he didn't show that he fixed the problem he made on camera.....did he forget to do so or just was saving us from seeing it" and it turns out he forgot to fix it ;P
Lesson: all item inputs into the main power plant should have a smart splitter filter on them right before they enter the plant, no exceptions. That way, even if something somehow contaminates the line, it won't make it inside the plant and ruin everything. Even if that line is just carrying bologna sandwiches. Even if you've double and triple check that nothing other than bologna sandwiches are being sent to that belt. You will have a final, unavoidable check to make sure no BLTs contaminate your lunch breaks.
@@CouchPotator He has priority switches at most of his factories. The ones that "turned off automatically" were priority ones. And update 8 is on early access and he also played at that time.
Bingo! A power switch's "switch" and the power network's fuse "switch" on a network are two separate things. The network's fuse blew when the priority switch disconnected during the power outage. So when he reconnected the networks together via the power switch, the fuse on the sub-network is still blown so when the networks are merged you get a notification that the fuse is still blown on the sub-network.
honestly I love how because of how large the scale of the project is the human mind physically can't remember the entirety of it. Seeing things you made previously being rediscovered and even in certain moments aiding you reminded me of going through old code, finding notes telling you what it is you were thinking when you created it and figuring out why it existed in the first place.
My at least plan when building it up is a two step restart Step 1: Transition to a 3k-ish fuel back up that is on an entirely isolated grid as that's around how much geothermal can run. Step 2: Reboot the plant (or half of it as max/min is more than that geo-fuel provides) Step 2.5: Reboot the other half of the plant if its that big.
and this is why you need a smart splitter on any entry of your main resources input, in case something goes wrong and spaghettis start forming your smart splitter will avoid any critical "funny" moment
Which works right up until you forget that bit when you built [insert factory here] where you quickly threw a power connection to your train station to get it started and never took it down again
18:51 that's probably because of the way Priority Switches work. If a subgrid is self-sustaining and its connection to the main grid is cut by the priority switch, it remains operational on itself. That also means that if you built a self-sustaining nuclear grid, it wouldn't crash because of a power overload, just the rest of the main grid
@@pixeliyteI saw that it looked cool but I'm not convinced that it requires power Honestly I think it would be a horrible design decision even if it's max level if a conveyor belt required power lol Maaaaaybe there's one way they could do it that it would be acceptable But I'm like 95% sure that the cool power coil aesthetic is just that, aesthetic.
@@aurias42 unless maybe the power coil aspect is actually to allow the belt to also act like a power pole for transmitting power along conveyor belts without building pylons alongside it? that way the belt doesnt need power, but the power coil has a functional use
Note to self: If I ever build a big nuclear plant in Satisfactory, make sure to include "belt poisoning protections" to all critical factory parts. i.e. some smart splitters before manufacturing input lines splitting off unwanted items, going into big overflow bin, with Awesome Sink hooked up. Sinking wouldn't work for all items, and not for long probably, but helps to drain the lines in case of emergency.
For your next 1.0 playthrough, might I suggest running the power for each of your separate factories through isolated dedicated power building? think "breaker boxes" but the size of a small house. Wiring discipline in this game is important.
This was the playthrough that Kibz was doing doing that. He put a ton of work in to doing just that as you can see from the video. But as im sure most of us have experienced the longer the playthrough goes the more you let things slip.
Discipline?! How do you power up a sky-bridge passage-way that you want to be able to hover by? Or the Towers for the zip-line, should i leave those unconnected? 🤔 ( But that would mean i can't hover near them, would have to use up fuel. :-s )
Even knowing he was doing it on purpose as an “educational exercise” I was still screaming it. I hope everyone noticed the spam of errors saying they were all turning off.
@@craigmccune6066 They were but not from the start as it's why he did control towers on his early builds and I don't think he retrofitted everything hence why the oil rig was still running.
@@kennys-dt8od 1. i know he started before them, but quite a few nonesential builds were after, and he used them in those 2. if the oil rig did not use them, then it wuld be as off as the rest of the system. he retrofited the oil rig with one when they were added. that is why it was runing dispite the failing power grid
When I started I had bad power problems...so now I make a center hub with switches to everything every factory and power plant ...all of those have batteries to as emergency..most importantly my transport stuff is even more battery backed up ....now it's always real nice playthroughs
When a fully connected network crashes, all power poles flip off. When you reconnect the again-working power to the already off switches it soft crashes the grid again as a safety feature. All you need to do is reflip any switch on the connected grid
You should set up and have written down the steps and procedures for restarting the nuclear power plant. When I get to that in 1.0 I'm planning on redirecting the old fuel plant to back up battery banks at each plant producing parts for the main plant. on its own power grid. Then in the control room I will have the exact step by step to follow to isolate, repower, and restart the main plant.
He's having his annual 24hr Twitch stream on the 10th when 1.0 drops. The Kibz community voted to start 2 hours early, so he's likely going to start stream at 9am PT.
Honestly I’m just impressed that you remember where everything is and what it does (especially the power switches). With a save this complex I would have no idea after 1 week of not playing
I really appreciated seeing all the work you put in to having a backup plan for your power being utilized. We got to see a bit of it through the whole playthrough, you saved your self with your backups many times. But it was awesome seeing that all your work would've been worth it if the whole thing had actually crashed.
So, I think a problem you bumped into was an A/B side of the switches when you turn them on. If the power is coming in the "B" side and the "A" side of the grid blew a fuse instead of being simply Turned off, it may connected the "blown fuse" on A side, and mark the "B" side as now including a "blown fuse" and it all shuts down. I am not positive about this, and I re-wired my latest map everything as going into out and out of B... but the key may be if the "B" side was marked as blown, it may do it as well. Looking forward to my rebuild with Smart Switches and controlled cascading segments.
been watching this series waiting for 1.0 to release as I play factorio SEK2BZ. I really learned to check, double check and plan everything before walking away. can't wait for satisfactory overhaul mods
Watching this makes me happy that I put so many priority grids on my factories. Priority switches also being great as I can shutdown factories remotely.
yeah this thing happened to me but with the coal plants and its becase i had one LV 1 pipe transporting water for 7-9 coal plants so half of them didint have water i just resently added 2 more water pipes from the pond so they would have water
I have a backup system that I’ve never had to use that is 10 floors of batteries in a 10x10 grid. It was the first skyscraper style building I ever made in Satisfactory.
@@Oxibase thats poer power plant location ill be adding on to it as my factory grows as well as a battery shed attached to each factory, i want to get 20hrs of power plant down time total if i need to for the whole play through
GJ on the fix for a created problem, ah Nuclear problems and Satisfactory is a iconic duo. Also here's is hoping you remembered to remake that one manfactory you broke down for the car in the desert factory area.
Wow. A completley accurate video about grid collapse and the troubles of a black start. Which would take days. I can't wait to see nucler engineer reacts do this video.
For these, you could also do what's done IRL. Have backup generators and large fuel storage at the NPP site. Also nuclear fuel buffers already in place as well as nuclear waste buffers (for the game case). You could then decouple the NPP from the grid (which you should have different switchable circuits for each part of the grid), start the generators, and restart the NPP. Then recouple the NPP to the grid
If you make a prevention system in which you filter only uranium from everything else when it arrives, well you do are saving time and effort to not do all of this things because it cannot happen again
I had a longer break from Kibitz and Satisfactory than I wished I had. I can't wait for version 1.0 and the new content that comes with it! Keep up the great work!
Every time I watch KiBitz videos is a mix of emotions, since comedy to high impression of your expertise and project, in special of Satisfactory videos. Every time you found backup energy or mechanisms ("Thanks past Kibitz") i take a long laugh. Congrats for take so much time to play this game and produce this material. Just waiting for 1.0 to get started all over again .
I would suggest making use of more priority switches. One on the outside of each factory. Once you have a large enough spread of factories, just group each one into a category: aluminum, steel, iron etc; Space Elevator, Rubber, Plastic etc; and instead of running around all over the map, just isolate the factories you don't need running, turn them all off and once ready to reboot the map, go from smallest draw to largest.
I see indications of two issues you want to know about. First, when a power grid goes offline, it sits in a fault state. If you use a switch to separate a faulted grid and then turn one side back on, the other side is still in fault. If you do not reset this side first, when you turn the connection between them back on you will fault both sides again. I put power poles on both sides of any switch to see that each side is healthy before connecting them with the switch. Second, take a look at your array of particle accelerators. You turned them off at a switch, but when you restored nuclear power, these were running again and you did not turn on that switch. This means you have a power source to them that runs around your switch. You will want to fix this to correctly isolate them when needed.
That's why it is a good idea to have a completely separate power grid just for the powerplant and waste handling. Because should something in the main grid fail is the secondary one there to handle the waste processing, allowing it to remain online and deal with the waste.
For connecting the power grids, what I noticed playing the game is that when you connect a working grid to one that blew a fuse it tends to blow a fuse in working one just out of principle. Dunno why, but it's just how it is.
Kibs: "Managed to avoid a complete grid shutdown in my main play through (...) so lets make that happen now and see how i manage." and that is exactly what separates plebs like myself from madmen and masters like Kibbitz (well the deliniation line between madness and mastery is rather think in case of this factory)
For a game that's generally a bit less intense than Factorio (finite world, infinite resources, no logic stuff outside of power switches) this was remarkably involved. Quite cool how 'real' trying to fix this massive mess ended up feeling (minus the pockets stuffed full of half a million barrels of nuclear waste). Makes you appreciate the giant control rooms in actual nuclear power plants.
I just liked how after intentionally sabotaging his system to simulate a meltdown, Kibitz almost had a real meltdown because he FORGOT to stop putting caterium into the system.
honestly its facinating how real even if basic Satisfactory treats this kind nuclear disaster. got to have power to generate power, and have to have power to cool even an inactive reactor and the constant battle to get ahead of those two things.
Not only true for nuclear power. Most non-nuclear sources on the grid require power to make power. A full black start of a grid is an incredibly tricky thing to do!
While this is an impressive recovery, it's not quite a full system crash. You had fuel rods left. What really will cause a problem is when your grid goes down gradually because uranium production locks up. I uh... once forgot to hook a single power line up and that crashed a 300 GW nuclear plant. I had taken down every other power source around the world for parts/space and had to build the mother of fuel based kicker plants to spin uranium back up. IIRC it was about 10 GW in fuel power to get that going. After that i stored about 200 large tanks of fuel on site in the roof of the kicker plant and deactivated it, as i wasn't sure that i had found the source of my issues. I hadn't and was really happy that i had stored that fuel.
I have a "bandaid" solution to this and that is a WASTE DUMP OVERFLOW known as the TOWER OF PAIN. A stacked item container connected top to bottom with elevators that forces the waste to climb the tower. The denser the waste stacks the bigger the radiation gets though, so you can actually make an entire region radiated. Man that was a fun solution...
I have 2 backup power sources for my nuclear power plant. 1 : a fully automatic backup generator that powers the uranium fuel rods production that can last for more than 30 hours; 2 : a 500 GWh backup battery that powers the pumps for the reactors.
The sinks should be mandatory on all inputs to a factory just be sure the have a smart splitter overflow 2 ways and have small belt with the offending item visible and going nowhere, otherwise you will never catch the germlings slowing your throughput.
I am not 100% Certain, on this, but I have done some testing with the Power Switches, if you Flip Them Super Quickly, It will kill the grid because of the "Shock" to the System, but if you do it slower, it won't crash out
I dont know if this was intentional but this is a great video for troubleshooting pre 1.0 factories in 1.0. Since nodes were moved around you have to assume you are going to be in complete failure as your troubleshoot.
Having a small secondary power setup as backup that uses another type of fuel to recharge the battery bank is what I did in factorio when we did a no solar power challenge
the easist fix to avoid such a crash is filters. massive amount of filters everywhere, and only accepting the actual items and redirect the rest towards location bins or central points. Also the earlier the filters the less issues along the chain!
Full playlist of how I built this world - ua-cam.com/video/iAC0bcHzFJs/v-deo.html
Enjoy!
How do you feel about having to start over ? OR are you going too ? when 1.0 comes I think it will break alot of things in my factroy so I am thinking about starting over.. You have more time invested than most.. what are your thought?
Kibz, CSS just dropped new teaser
Fun fact. This facility has dozen high tech countermeasures, but it doesn't have filters on the impuls.
A simple low tech solution what would prevent entire disaster! But TBH everyone did make this mistake sometimes.
Also another good advise. Typically it better to have coal or fuel plants as backup systems. With option to cut them off from main grid and purely keep them for critical infrastructure. Building small backup facility is probably as much complicated as installing battery cell, but would remove major headaches. Overall it is also good to have switch facilities to turn off less critical infrastructure.
will there be a 1.0 lets play
When I saw you intentionally sabotage the nuclear plant, I just told myself "Yeah, he finally lost it"
I mean the playthrough is finished, this is just extra content before the 1.0 release.
@@joshuadelaughter
I know. I watched his playtrough 3 times already and am halfway trough the 4th
This is probably the sanity caused by realising how close together the release of the factorio expansion and satisfactory 1.0 are and that he's going to make a series on both
It’s also good design practice for the next builds. His previous melt downs showed him how to build in redundancy and backups. This was the ultimate test. It proved his design worked and was recoverable from the worst case scenario. Next build will incorporate something similar.
I had that same thought ages ago so my main thought for this video considering his past was....."he didn't show that he fixed the problem he made on camera.....did he forget to do so or just was saving us from seeing it" and it turns out he forgot to fix it ;P
Lesson: all item inputs into the main power plant should have a smart splitter filter on them right before they enter the plant, no exceptions. That way, even if something somehow contaminates the line, it won't make it inside the plant and ruin everything.
Even if that line is just carrying bologna sandwiches.
Even if you've double and triple check that nothing other than bologna sandwiches are being sent to that belt.
You will have a final, unavoidable check to make sure no BLTs contaminate your lunch breaks.
Lord of the Nuclear Disasters: The return of the Satisfactory king!
this is the funniest shit i have ever seen
He’s got to be the best Satisfactory player I’ve ever seen…
So it would seem…
*Kibitz blowing out his grid for funny*
The real question is, did Kibz put back that Manufacturer?
noooo
@@Im_Just_Here187Kibz face after his whole factory shuts down because of that one manufacturer: (your pfp)
Coffee Stain at this point be like:
"How many times do we have to teach you this lesson, old man?"
At least once more, Ms Swann, as always...
and this is why i have never got close to nuclear - hell even Aluminium scares me.
@@anthonyflury3979 ... but the Project won't Assembly itself, tho. :-s
IT'S A BIRD, IT'S A PLANE, NO, IT'S IMKIBITZ WITH SATISFACTORY! OUR PRAYERS HAVE BEEN ANSWERED!
lmao, of course when we get back to Satisfactory it's a NUCLEAR problem of all things
He forgot about priority switches lol.
He never used the beta branch for this playthrough, so priority switches weren't available
@@CouchPotator He has priority switches at most of his factories. The ones that "turned off automatically" were priority ones. And update 8 is on early access and he also played at that time.
@@beefy___ yeah he did get the notifications for priority switches turning off
@@panzervpl9406 Yes. But he was surprised when his switches were off.
29:42 I think if you connect a network with a broken fuse to another network it will just thinks that the entire network has a broken fuse
Correct!
Bingo! A power switch's "switch" and the power network's fuse "switch" on a network are two separate things. The network's fuse blew when the priority switch disconnected during the power outage. So when he reconnected the networks together via the power switch, the fuse on the sub-network is still blown so when the networks are merged you get a notification that the fuse is still blown on the sub-network.
honestly I love how because of how large the scale of the project is the human mind physically can't remember the entirety of it. Seeing things you made previously being rediscovered and even in certain moments aiding you reminded me of going through old code, finding notes telling you what it is you were thinking when you created it and figuring out why it existed in the first place.
My at least plan when building it up is a two step restart
Step 1: Transition to a 3k-ish fuel back up that is on an entirely isolated grid as that's around how much geothermal can run.
Step 2: Reboot the plant (or half of it as max/min is more than that geo-fuel provides)
Step 2.5: Reboot the other half of the plant if its that big.
Nuclear Distasters and Kibitz just goes so well together just like PB&J
and this is why you need a smart splitter on any entry of your main resources input, in case something goes wrong and spaghettis start forming your smart splitter will avoid any critical "funny" moment
Which works right up until you forget that bit when you built [insert factory here] where you quickly threw a power connection to your train station to get it started and never took it down again
18:51 that's probably because of the way Priority Switches work. If a subgrid is self-sustaining and its connection to the main grid is cut by the priority switch, it remains operational on itself. That also means that if you built a self-sustaining nuclear grid, it wouldn't crash because of a power overload, just the rest of the main grid
Imagine if they add another belt tier that requires Power to run and this happens
Yes please
They actually did, in the most recent trailer you can see one of those power coils on the belts
@@pixeliyte those are already in the game lol, theres a stackable conveyor variant thats a powerpole.
@@pixeliyteI saw that it looked cool but I'm not convinced that it requires power
Honestly I think it would be a horrible design decision even if it's max level if a conveyor belt required power lol
Maaaaaybe there's one way they could do it that it would be acceptable
But I'm like 95% sure that the cool power coil aesthetic is just that, aesthetic.
@@aurias42 unless maybe the power coil aspect is actually to allow the belt to also act like a power pole for transmitting power along conveyor belts without building pylons alongside it? that way the belt doesnt need power, but the power coil has a functional use
That spider, nonchalantly sitting on top of a highly radioactive train... you just need it bite you and you'll be a superhero
Note to self: If I ever build a big nuclear plant in Satisfactory, make sure to include "belt poisoning protections" to all critical factory parts.
i.e. some smart splitters before manufacturing input lines splitting off unwanted items, going into big overflow bin, with Awesome Sink hooked up. Sinking wouldn't work for all items, and not for long probably, but helps to drain the lines in case of emergency.
For your next 1.0 playthrough, might I suggest running the power for each of your separate factories through isolated dedicated power building? think "breaker boxes" but the size of a small house. Wiring discipline in this game is important.
This was the playthrough that Kibz was doing doing that. He put a ton of work in to doing just that as you can see from the video. But as im sure most of us have experienced the longer the playthrough goes the more you let things slip.
Discipline?! How do you power up a sky-bridge passage-way that you want to be able to hover by? Or the Towers for the zip-line, should i leave those unconnected? 🤔 ( But that would mean i can't hover near them, would have to use up fuel. :-s )
i hope im not the only one that was screaming "KIBZ! THE PRIORITY POWER SWITCHES!" the entire video
Even knowing he was doing it on purpose as an “educational exercise” I was still screaming it. I hope everyone noticed the spam of errors saying they were all turning off.
Not available in the version of the game he played on.
@@CouchPotator no, they were. you can see them all thruout the vid. that is why so many things disconnected themselves
@@craigmccune6066 They were but not from the start as it's why he did control towers on his early builds and I don't think he retrofitted everything hence why the oil rig was still running.
@@kennys-dt8od 1. i know he started before them, but quite a few nonesential builds were after, and he used them in those
2. if the oil rig did not use them, then it wuld be as off as the rest of the system. he retrofited the oil rig with one when they were added. that is why it was runing dispite the failing power grid
Suggestions : Play shapez 2
Play Shapez 2
PLAY SHAPEZ 2
IT HAS CHUU(TRAINS) PLEASE😊
PLAY IT KIBZ
he played it the past two fridays on stream :)
@@floschy_1 can i watch it now?
@@SilverPhoenix020 the past streams are still available on twitch, yes. Though im not totally sure if that is because im subscribed or not
2 weeks... Just 2 weeks... I can do it... 2 weeks... Im thinking about the Eric Cartman freezing method... 🤣
Ugh wow grind and factory growing!!!
Yessssssss Kibz! Are you going to make a new safe for 1.0?
Me thinking this is an old video
Me noticing 36min ago
Me thinking: AGAIN
MORE KIBITZ AND SATISFACTORY CONTENT!
you still have atleast 1 belt contaminated with caterium. when you replaced a belt a caterium entered the new belt first
When I started I had bad power problems...so now I make a center hub with switches to everything every factory and power plant ...all of those have batteries to as emergency..most importantly my transport stuff is even more battery backed up ....now it's always real nice playthroughs
When a fully connected network crashes, all power poles flip off. When you reconnect the again-working power to the already off switches it soft crashes the grid again as a safety feature. All you need to do is reflip any switch on the connected grid
This reminds me of my favorite part of playing of Sim City.... unleashing holy hell on it.
Mr kibitz sir, we must have a 1.0 play through...
You know what? I ain't even mad about the ads. You make great content and you deserve to be monetized. Good for you.
Oh look a new Kibitz satisfactory video, hopefully their isn't a nuclear issue
OMG Youre back! YAY!
You should set up and have written down the steps and procedures for restarting the nuclear power plant. When I get to that in 1.0 I'm planning on redirecting the old fuel plant to back up battery banks at each plant producing parts for the main plant. on its own power grid. Then in the control room I will have the exact step by step to follow to isolate, repower, and restart the main plant.
MORE KIBITZ SATISFACTORY!!!!! LEZGOOOO
Can't wait to see you start playing the big 1.0 update!
He's having his annual 24hr Twitch stream on the 10th when 1.0 drops.
The Kibz community voted to start 2 hours early, so he's likely going to start stream at 9am PT.
Honestly I’m just impressed that you remember where everything is and what it does (especially the power switches). With a save this complex I would have no idea after 1 week of not playing
ITS BACK SATIFACTORY IS BACK!!!!!!!!!!
I actually asked myself what would have happened, interesting to see. Looking forward to the next playthrough.
I really appreciated seeing all the work you put in to having a backup plan for your power being utilized. We got to see a bit of it through the whole playthrough, you saved your self with your backups many times. But it was awesome seeing that all your work would've been worth it if the whole thing had actually crashed.
YES! Great to see you back kibz!
Whenever you bridge a crashed powergrid with an running grid, it will crash the running grid
So, I think a problem you bumped into was an A/B side of the switches when you turn them on. If the power is coming in the "B" side and the "A" side of the grid blew a fuse instead of being simply Turned off, it may connected the "blown fuse" on A side, and mark the "B" side as now including a "blown fuse" and it all shuts down.
I am not positive about this, and I re-wired my latest map everything as going into out and out of B... but the key may be if the "B" side was marked as blown, it may do it as well.
Looking forward to my rebuild with Smart Switches and controlled cascading segments.
*Messa da Requiem: II Dires ires starts playing*
been watching this series waiting for 1.0 to release as I play factorio SEK2BZ. I really learned to check, double check and plan everything before walking away. can't wait for satisfactory overhaul mods
Finally…. More satisfactory!!! 🎉
how could you forget about the the priority power switch?
Its amazing to see how much your past self was thinking ahead for failures. I would call this engineer worthy.
3:08 - Why does that left drone port power connector pivot upwards when you zoom in? lol
Kibitz: Everything is running absolutely great!
Also Kibitz: LETS WATCH THE WORLD BURN
He is alive🎉
Watching this makes me happy that I put so many priority grids on my factories. Priority switches also being great as I can shutdown factories remotely.
yeah this thing happened to me but with the coal plants and its becase i had one LV 1 pipe transporting water for 7-9 coal plants so half of them didint have water i just resently added 2 more water pipes from the pond so they would have water
i have a 3 storey battery hose thats three wide 27 deep. holding about 40500 megawatts
by each power plant
I have a backup system that I’ve never had to use that is 10 floors of batteries in a 10x10 grid. It was the first skyscraper style building I ever made in Satisfactory.
@@Oxibase thats poer power plant location ill be adding on to it as my factory grows as well as a battery shed attached to each factory, i want to get 20hrs of power plant down time total if i need to for the whole play through
GJ on the fix for a created problem, ah Nuclear problems and Satisfactory is a iconic duo. Also here's is hoping you remembered to remake that one manfactory you broke down for the car in the desert factory area.
Wow. A completley accurate video about grid collapse and the troubles of a black start. Which would take days.
I can't wait to see nucler engineer reacts do this video.
15:00 Do you know what a PRIORITY POWER SWITCH is?
HE'S BACKKKK!!!!!!!!!!!!!!!!!!!!!!!!!
For these, you could also do what's done IRL. Have backup generators and large fuel storage at the NPP site. Also nuclear fuel buffers already in place as well as nuclear waste buffers (for the game case). You could then decouple the NPP from the grid (which you should have different switchable circuits for each part of the grid), start the generators, and restart the NPP. Then recouple the NPP to the grid
5:10 an appropriate first response to a fuse blowing.
@Let'sGameItOut
A NEW CHALLENGER APPEARED!
If you make a prevention system in which you filter only uranium from everything else when it arrives, well you do are saving time and effort to not do all of this things because it cannot happen again
yes! I am the type to design failure breakers and restart systems in my factory and I've always wondered how they would fare in a worst case scenario
Man... I'm looking forward to Kibz' 1.0 playthrough just about as much as 1.0 itself!
I had a longer break from Kibitz and Satisfactory than I wished I had. I can't wait for version 1.0 and the new content that comes with it! Keep up the great work!
Cant wait for yout 1.0 playthrough.
Every time I watch KiBitz videos is a mix of emotions, since comedy to high impression of your expertise and project, in special of Satisfactory videos. Every time you found backup energy or mechanisms ("Thanks past Kibitz") i take a long laugh.
Congrats for take so much time to play this game and produce this material.
Just waiting for 1.0 to get started all over again .
I would suggest making use of more priority switches. One on the outside of each factory. Once you have a large enough spread of factories, just group each one into a category: aluminum, steel, iron etc; Space Elevator, Rubber, Plastic etc; and instead of running around all over the map, just isolate the factories you don't need running, turn them all off and once ready to reboot the map, go from smallest draw to largest.
Another kibitz video 🥳🥳
I see indications of two issues you want to know about. First, when a power grid goes offline, it sits in a fault state. If you use a switch to separate a faulted grid and then turn one side back on, the other side is still in fault. If you do not reset this side first, when you turn the connection between them back on you will fault both sides again. I put power poles on both sides of any switch to see that each side is healthy before connecting them with the switch. Second, take a look at your array of particle accelerators. You turned them off at a switch, but when you restored nuclear power, these were running again and you did not turn on that switch. This means you have a power source to them that runs around your switch. You will want to fix this to correctly isolate them when needed.
That's why it is a good idea to have a completely separate power grid just for the powerplant and waste handling. Because should something in the main grid fail is the secondary one there to handle the waste processing, allowing it to remain online and deal with the waste.
I love this. You had to go back and learn things about your factory. The beast you created now lives without you.
Lesson learned. Always have a smart splitter to dispose of ANYTHING that could clog the line
That save with the car going over the ledge, holy shit. Good reflexes
I love how Kibs travels to each factory to take them off the grid rather than just disconnect the rails at the power plant xD
Love the higher quality videos, been watching your videos for a couple years now and the videos have gotten better and better.
For connecting the power grids, what I noticed playing the game is that when you connect a working grid to one that blew a fuse it tends to blow a fuse in working one just out of principle. Dunno why, but it's just how it is.
"But its clearly working"
walks around a corner...
"Oh, the lights are off..."
Kibs:
"Managed to avoid a complete grid shutdown in my main play through
(...)
so lets make that happen now and see how i manage."
and that is exactly what separates plebs like myself from madmen and masters like Kibbitz (well the deliniation line between madness and mastery is rather think in case of this factory)
For a game that's generally a bit less intense than Factorio (finite world, infinite resources, no logic stuff outside of power switches) this was remarkably involved. Quite cool how 'real' trying to fix this massive mess ended up feeling (minus the pockets stuffed full of half a million barrels of nuclear waste). Makes you appreciate the giant control rooms in actual nuclear power plants.
Kibitz you're kinda the GOAT of this type of content. Keep it up!
I just liked how after intentionally sabotaging his system to simulate a meltdown, Kibitz almost had a real meltdown because he FORGOT to stop putting caterium into the system.
as someone getting into Satisfactory i am now greatly worried about how bad my base looks if this is considered a basic one
I enjoyed the festive Ficsmas skins on the drones, bringing you surprise caterium presents.
This is a nice addition to the game itself, adding an in-game campaign and challenges
To turn a breaker back on, one needs only click the lower half of the handle. Click+Hold+Drag is not required.
honestly its facinating how real even if basic Satisfactory treats this kind nuclear disaster. got to have power to generate power, and have to have power to cool even an inactive reactor and the constant battle to get ahead of those two things.
Not only true for nuclear power. Most non-nuclear sources on the grid require power to make power. A full black start of a grid is an incredibly tricky thing to do!
While this is an impressive recovery, it's not quite a full system crash. You had fuel rods left. What really will cause a problem is when your grid goes down gradually because uranium production locks up.
I uh... once forgot to hook a single power line up and that crashed a 300 GW nuclear plant. I had taken down every other power source around the world for parts/space and had to build the mother of fuel based kicker plants to spin uranium back up. IIRC it was about 10 GW in fuel power to get that going.
After that i stored about 200 large tanks of fuel on site in the roof of the kicker plant and deactivated it, as i wasn't sure that i had found the source of my issues. I hadn't and was really happy that i had stored that fuel.
I have a "bandaid" solution to this and that is a WASTE DUMP OVERFLOW known as the TOWER OF PAIN. A stacked item container connected top to bottom with elevators that forces the waste to climb the tower. The denser the waste stacks the bigger the radiation gets though, so you can actually make an entire region radiated. Man that was a fun solution...
I have 2 backup power sources for my nuclear power plant.
1 : a fully automatic backup generator that powers the uranium fuel rods production that can last for more than 30 hours;
2 : a 500 GWh backup battery that powers the pumps for the reactors.
The sinks should be mandatory on all inputs to a factory just be sure the have a smart splitter overflow 2 ways and have small belt with the offending item visible and going nowhere, otherwise you will never catch the germlings slowing your throughput.
This was a very big build and I watched every video when they came out. I'm curious to see the 1.0 play-thru and what new neat designs he can make
I am not 100% Certain, on this, but I have done some testing with the Power Switches, if you Flip Them Super Quickly, It will kill the grid because of the "Shock" to the System, but if you do it slower, it won't crash out
Welcome to another installment of the ImKibitz classic: A nuclear disaster
I dont know if this was intentional but this is a great video for troubleshooting pre 1.0 factories in 1.0. Since nodes were moved around you have to assume you are going to be in complete failure as your troubleshoot.
Having a small secondary power setup as backup that uses another type of fuel to recharge the battery bank is what I did in factorio when we did a no solar power challenge
Imagine being so good at a game that you have to create issues in your world. Keep it up
22:40
Love that gliched yes
HE HAS RETURNED
the easist fix to avoid such a crash is filters. massive amount of filters everywhere, and only accepting the actual items and redirect the rest towards location bins or central points. Also the earlier the filters the less issues along the chain!