10:50 Its fine. Its fine. He can make the floor whatever color he wants. It doesn't have to match. Its fine. We're ok. We will not freak out. Why? because its his factory, his choice. Its fine.
You'd be limited by fuel. But you might be able to make it more efficient by doing some oil->plastic->rubber->plastic->rubber, injecting some extra fuel from the most efficient fuel recipe.
Love the build! TIP: when you are flying down a long way, just hit "c" twice to cut your motor and let yourself fall, then hit "space" to stop where you want. Works great unless you have some lag, then you die; but that's what makes it fun.
When ever I saw you building this rubber making U N I T. I thought it was easy, but now I am struggling to maintain constant production in my factory, I feel really sorry for what you have done to yourself. This is pure and I will say, GENIUS of you to complete it successfully. Edit: And I am in early game, so I am expecting more trouble.
I've found that going on the Reddit, seeing what other people do, inspires me. I built a project someone mentioned on reddit and it 'Freeeed my miiinnd' of just the possibilities of concrete work and angles and really gave me the burst of creativity to go from copying something, to creating something.
Just love watching each and every single one of your satisfactory videos. I love how you split up between doing the belt work and factory stuff between your building details
I’m so glad everything worked. I know it doesn’t really effect me but I was low key having a mini panic attack watching everything and then only one final rubber line coming out 😂. Good job Mr. Kibitz!
I just finished building this myself with 3600 oil into 5kish rubber and plastic, i ended up having to add in a pipe overflow for the heavy oil residue on the floor below my first step refineries to make it more stable, turn into coke and sink, i also added overflow sinks for the polymer resin, these always run whether my end of line sinks for the rubber/plastic are running or not. Makes the buildup/backup of the system a lot smoother. I can send you pictures of the system if you like
Yessss I wanna see you do a collab with realcivilengineer ever since you and him posted the same timberborn video btw. If you and him did a multiplayer satisfactory world that’d be insane.
Cool to see just how much rubber you can get out of the oil in the Blue Crater; I made an oil factory there last year using "most" of the oil with the same recipes but I went for both rubber and plastic - 3040 rubber, 1520 plastic. It was vastly more than I'll ever need and I've not gone back to it since update 5 (I've not steeled myself to go and fix the trains... I've not even tried the new train stuff yet!).
I did same thing but without blenders. you have packed recipe if this as well, where you get 120 bottled water in and get 120 packaged fuel back. it have 1 big advantage, packed stuff travels up without pumps :) so "unpacking" fuel is my highest point in my factory, and fuel just trickle down to recycled rubber/plastic. power generators etc.... its also much more efficient in space-to-storage ratios so I can keep a ton of it saved for later.
When you have really weird throughputs to work with, or you're trying to manage rubber and plastic in the positive feedback loop with fuel, have you ever tried using lower-tier belts as "throughput throttles"? like, a splitter with 2 mk. 2 belts and a single mk.1 belt going immediately back into a merger would throttle to 300 items/min, which given that splitters & mergers operate on 3's, can allow you to get a line of 33.3333333 or 66.66666667 items/minute of something after the throttle. Not the most... elegant solution, and how well it actually works in the simulation would need testing, but theoretically/mathematically it checks out. Like pipe Valves, but for belts. Any time you have multiples of 600 of an item, that'd be a mk.4 belt (480) + a mk. 2 belt (120) as the throttle
Looks over at my pitiful 3 story Iron factory. "Man, my factory looks like a playground compared to this monolith". "Work in progress. work in progress. Just need more power."
I actually found this fairly easy to build, doing 600 oil at a time. 600 to plastic 600 to rubber and 600 to fuel for power.. Temporarily.. I actually use refined power mod.. I love the modular power plants you can build with it. They're just expensive. But I'm able to turn 120 coal into 3000 mw or 48 compacted coal, which they're on. I've made 3 of those so far
I'm currently in the process of doing exactly this. 1,800 crude oil into around 10k ppm split between rubber and plastic, not counting the rubber and plastic that I have to feed back into the system. I haven't calculated the final exportable goods.
Your technique of breaking rubber down before rebuilding it is certainly end-game stuff. Do you think Coffee Stain intended for this combination of recipes to work?
not while the machine is paused, until it starts a new cycle. he probably didn't start at least one cycle after setting up the overclocking, and thus still sees the old values !?
i think kibitz needs the mod TFIT, and yes, the acronim is what you thought, as it "displays a description of the building you look at" i think its useful
Great Scott!!! It WORKED!!! I humbly tip my hat and bow to you my friend. What a fantastic marvel, keep up the amazing work, and keep inspiring us to be better. peace and chicken grease.
I just had an idea, what if you took some pipes like Mark 1 pipes and ran them through the smoke stacks on the refineries and then ran those pipes outside you can have decorative Smoke Stacks, decorative inside and outside
The factory reminds me of Iakov Chernikhov's Composition 26, he was a early Soviet era Constructivist, look it up its pretty cool might get a few ideas.
Hay kibitz love your content!! Quick question though are you going to use the ficsit farming mod in this session at all? You didn’t really get to use it in your last session with the dogo house
Me, having 30 hours into the game and finally built my first refinery: I wonder, what all those stackable belts and pipes is gonna be used for... seems like overkill
Have you tried using the solver tool in excel for your factories? Not the easiest to learn but it will make your life soooooo much easier when trying to build 100% efficient large scale factories.
I want to see you play with the mods that remove the need for power wires. (Justified by power running along conveyors and pipes and tracks, as they would in real life.) Also, the mod which allows multiple connections, without conveyors. (I forget what it is called, but you can have one input spread out to multiple outputs, or the other way around. But there are no conveyors, as if they are virtually underground.) Also the mod where all fluids are gasses, so pumps are not needed. (Because the pumps in this game are a horrible representation of reality, in every way.) Additionally, a few more mods that auto-smelt ore by adding a tiny module to the miners. (Because, there is no use for raw ore, unsmelted, and that should have all been one process in the first place.) Finally, use teleporter conveyors, so you can get rid of some of those trains and almost all your vehicles. Along with the pipes that can handle more volume, if that is possible with the "liquids are gasses" mod. Now, if they had a "larger foundations mod", which made simple, massive foundations... Like 16x16 and 32x32 and 64x64... as well as double-sized walls... Your lag would be almost MOOT. (Drawing all those individual high-poly objects, even low-poly objects, is just killing the game. Because you build on such large scales, it becomes an exponential problem. Unless you build all remote stations, which are out of LOD range and out of view, which is essentially just like using the mods above, virtually.) Having LOD helps, because the alternative of drawing the individual high-poly objects, everywhere, is worse. However, having more LODs, means you are loading more individual "unique" objects and textures too. If there was simply larger foundations, because we all use them, everywhere... That severely reduces the number of polygons and textures being rendered, or not rendered. Especially since there would also be no "gaps" to look between foundation platforms, like they are built now. (If we can see between them, it is rendering the sides and also anything below them, and trying to "cast light" into those cracks too.) They could also gain from having prefab "large round foundations", with snap-ready "smart" wall placements. As small as a 3-round triangle, 4-round box (already there), 6-round, 8-round, 12-round, 16-round, 24-round and a modestly large 32-round and 48-round. All with an option to "grid-snap" by cube or center alignment. (Again, this would reduce the number of polygons, since the massive object could be seamless and reduced to a singular object, as a floor or foundation. Foundations should not have a bottom and should extend, as needed, until every edge passes through the ground, entirely... or up to a reasonable limit, where there is no actual ground. As a bonus, foundations could also be used to CULL or remove any ground polygons that are entirely within the foundation. There is more polygon savings, as well as gaming issues solved. No spawns if there is no ground, so no creatures or trees growing up through a foundation that should be solid and "blocking" those things.)
In short, yes, normal splitters work fine for almost every application. Once you start building large factories, you'll probably give up on perfect load balancing, and settle for "manifolds" of machines with splitters. This type of production line is MUCH easier to build and, if you've done your sums correctly, it's only inefficient for the first 10-15 mins after startup. Since the goal of most large factories is continuous production, inefficiency during startup is unimportant, so ease of construction becomes the driving force. IMO, the only place you really NEED smart/programmable splitters is for high-level logic. Eg1: If you're using sinks, you want to use the "overflow" feature to ensure that every production line is saturated before you destroy resources. Eg2: If you're building a factory with multiple fallbacks and prioritisation (I did this for my FICSMAS factory), all your logic will be encoded in smart splitters. I suspect that Kibitz is so in-game rich that it's just easier for him to use smart splitters everywhere, instead of having to think about which type of splitter to use in each place.
@@jon_j__ Thank you for that. I have been using smart splitters on all of my overflow production lines. I do use them for when I am sinking. Could you explain manifolds? I do not quite understand them. I have heard this method thrown around but never understood it.
Can you use the new floor passthroughss for vertical belts on a platform outside and then delete the platform to make one continous belt for your item spines?
would be cool to make the lifts go the full height without the little dip into the wall. could put a 1m floor and floor hole where it needs to continue, then just delete the floor. like a continuous lift connector ^.^
Congratz on the first mega project not exploding on you!! its almost like you have played this game for 3k+ hrs or something 😂 hope you are enjoying your time off!!
I've only just recently gotten into this game, and your builds are so inspiring to me. Sure, I'm probably going to need to figure out how to put together several spreadsheets to make things work properly, but it's a fun game nonetheless.
What about transparent pipes? Also mistakes would easily be seen. Or auto color based on what's inside and default in areas fluid isn't in Belts should slow based on item use
10:24 "effectively turning water into oil" he's industrial Jesus
Underrated comment
@@mountain_tiger256 along with burgers and bananas
@@jacobk75 now its the comment with the most amount of likes
10:50 Its fine. Its fine. He can make the floor whatever color he wants. It doesn't have to match. Its fine. We're ok. We will not freak out. Why? because its his factory, his choice. Its fine.
I feel like we are one good update oversight away from an infinite oil/plastic/rubber loop.
You'd be limited by fuel. But you might be able to make it more efficient by doing some oil->plastic->rubber->plastic->rubber, injecting some extra fuel from the most efficient fuel recipe.
Love the build! TIP: when you are flying down a long way, just hit "c" twice to cut your motor and let yourself fall, then hit "space" to stop where you want. Works great unless you have some lag, then you die; but that's what makes it fun.
Ah, satisfactory, the only game where you need a math degree in order make a working factory
And patience LOTS OF PATIENCE
That's kinda true.Things you learn comes helpfull in this game never thought that would happen
@@r0und603 you are right
No, a Perfect factory
I wouldn’t say NEED but my MBA and the excel skills I’ve learned with that degree definitely have made my life easier.
8min old video already has 1k views. Very spicy, people have been waiting for you Kibitz!
1h and 12K
13 hour and 70k +1(me!)
two weeks later and "only" a hundred k more ...
1 year and 264k
When ever I saw you building this rubber making U N I T. I thought it was easy, but now I am struggling to maintain constant production in my factory, I feel really sorry for what you have done to yourself. This is pure and I will say, GENIUS of you to complete it successfully. Edit: And I am in early game, so I am expecting more trouble.
expect it and build over flow functions into EVERYTHING or power gets sooooo hard to manage with the start and stop fluctuations
When i found this channel i binch-wachted this whole serie in one go. i LOVE it
Welcome to the chaos that is kibs
hello fellow furry!
@@stutterpunk9573 hello. Im actualy a icewolf but i like furries too
@@mauritspijnenburg3928 oh sickkk
I've found that going on the Reddit, seeing what other people do, inspires me. I built a project someone mentioned on reddit and it 'Freeeed my miiinnd' of just the possibilities of concrete work and angles and really gave me the burst of creativity to go from copying something, to creating something.
You're dedication to load balancing restores my faith in humanity. One day I will be a good person too!
Just love watching each and every single one of your satisfactory videos. I love how you split up between doing the belt work and factory stuff between your building details
its crazy to see that whole giant build started with just 5 pipes
I really like seeing him run/fly around showing off all those visual glitches and platforms clipping through each other
At 12:24 there is an unconnected lift. Not sure if you’ve seen already. And impressive work my Dude. Must have taken a long moment.
I’m so glad everything worked. I know it doesn’t really effect me but I was low key having a mini panic attack watching everything and then only one final rubber line coming out 😂.
Good job Mr. Kibitz!
I just finished building this myself with 3600 oil into 5kish rubber and plastic, i ended up having to add in a pipe overflow for the heavy oil residue on the floor below my first step refineries to make it more stable, turn into coke and sink, i also added overflow sinks for the polymer resin, these always run whether my end of line sinks for the rubber/plastic are running or not. Makes the buildup/backup of the system a lot smoother. I can send you pictures of the system if you like
Yessss
I wanna see you do a collab with realcivilengineer ever since you and him posted the same timberborn video btw. If you and him did a multiplayer satisfactory world that’d be insane.
0:12 Are we meant to just not mention these ICBMs? LOL
Cool to see just how much rubber you can get out of the oil in the Blue Crater; I made an oil factory there last year using "most" of the oil with the same recipes but I went for both rubber and plastic - 3040 rubber, 1520 plastic. It was vastly more than I'll ever need and I've not gone back to it since update 5 (I've not steeled myself to go and fix the trains... I've not even tried the new train stuff yet!).
I did same thing but without blenders.
you have packed recipe if this as well, where you get 120 bottled water in and get 120 packaged fuel back.
it have 1 big advantage, packed stuff travels up without pumps :)
so "unpacking" fuel is my highest point in my factory, and fuel just trickle down to recycled rubber/plastic. power generators etc....
its also much more efficient in space-to-storage ratios so I can keep a ton of it saved for later.
Everything worked perfectly first try???? Cap, no way, that never happens lol
Luck changes things and you are kinda right too
hello fellow furry!
kibz finally got a break and a mega project worked first try and he doesn't have to go mad trying to fix it
You literally reignited this game for me and I’ve been waiting for the new video lol
Man, that was indeed "a shocking twist that nobody saw coming"!!
When you have really weird throughputs to work with, or you're trying to manage rubber and plastic in the positive feedback loop with fuel, have you ever tried using lower-tier belts as "throughput throttles"? like, a splitter with 2 mk. 2 belts and a single mk.1 belt going immediately back into a merger would throttle to 300 items/min, which given that splitters & mergers operate on 3's, can allow you to get a line of 33.3333333 or 66.66666667 items/minute of something after the throttle. Not the most... elegant solution, and how well it actually works in the simulation would need testing, but theoretically/mathematically it checks out. Like pipe Valves, but for belts.
Any time you have multiples of 600 of an item, that'd be a mk.4 belt (480) + a mk. 2 belt (120) as the throttle
hello fellow furry!
he has done that im the past
"that's when things will be in fact NOT FINE" hahahaha
video turned out great
What a great project. Good job Kibz.
LOVE the exterior designt of this factory City that's growing here. Very cool indeed
The Belt work is always so crisp. Never looks out of place.
This video really help with a problem i was having in my factory, thanks man
Your legit my satisfactory dad you teach the birds and bees of satisfactory
sooooo good! love the base tours
This is insane! This structure looks soooo good. I didn't know that this was possible in this game 😂
Have you ever tried Surviving Mars? I think you could make an amazing new series with that game. It fits your wheel house.
Looks over at my pitiful 3 story Iron factory. "Man, my factory looks like a playground compared to this monolith". "Work in progress. work in progress. Just need more power."
You have a ton of rubber - but what will you do with it? Making a ton of love dolls?
I actually found this fairly easy to build, doing 600 oil at a time. 600 to plastic 600 to rubber and 600 to fuel for power.. Temporarily.. I actually use refined power mod.. I love the modular power plants you can build with it. They're just expensive. But I'm able to turn 120 coal into 3000 mw or 48 compacted coal, which they're on. I've made 3 of those so far
I'm currently in the process of doing exactly this. 1,800 crude oil into around 10k ppm split between rubber and plastic, not counting the rubber and plastic that I have to feed back into the system. I haven't calculated the final exportable goods.
Yeah!! Another episode!!!
Your technique of breaking rubber down before rebuilding it is certainly end-game stuff. Do you think Coffee Stain intended for this combination of recipes to work?
I think so
Thats more rubber than I've built in my 2 Playthrougs combined^^
6:26 oof, who's gonna tell him that the "x per minute" counter updates when you overclock?
He just vastly over-supplied the factories.
not while the machine is paused, until it starts a new cycle.
he probably didn't start at least one cycle after setting up the overclocking, and thus still sees the old values !?
i think kibitz needs the mod TFIT, and yes, the acronim is what you thought, as it "displays a description of the building you look at" i think its useful
Great Scott!!! It WORKED!!! I humbly tip my hat and bow to you my friend. What a fantastic marvel, keep up the amazing work, and keep inspiring us to be better. peace and chicken grease.
nice work! dayum i wanted to do this setup but i keep stopping lol
We really need a tutorial on your pipeworks! How do you get rid of the fluctuations ? (especially in fuel/coal power plans)
Kibs, this is INSANITY!!!
he is finely going crazy
"If you have enought time on your hands and are slightly crazy" - I laughed so hard at that. (gf said crazy knows crazy lol)
Perfect way to start my day.
I just had an idea, what if you took some pipes like Mark 1 pipes and ran them through the smoke stacks on the refineries and then ran those pipes outside you can have decorative Smoke Stacks, decorative inside and outside
Another day, another glorious video.
Well done, Kibs!
The factory reminds me of Iakov Chernikhov's Composition 26, he was a early Soviet era Constructivist, look it up its pretty cool might get a few ideas.
Your videos are a life saver because I got covid
What are you doing, man? Are you trying to re-addict me to this game?
You finally did it
I might be weird, but I love belt work in satisfactory
You never disappoint. Thanks for all the hours of content.
hey can you please continue your 2019 city skyline series i really enjoyed that series and want to see the industries in that city
at 14:40 i saw a window in collision and at 15:40 there is a misplaced foundation
*smiles in "i will probably never have the attention span to make something like this"*
Hay kibitz love your content!! Quick question though are you going to use the ficsit farming mod in this session at all? You didn’t really get to use it in your last session with the dogo house
I knew it would work!
This isn't mere "late game" - this is post-endgame plus scale :D
Me, having 30 hours into the game and finally built my first refinery: I wonder, what all those stackable belts and pipes is gonna be used for... seems like overkill
Have you tried using the solver tool in excel for your factories? Not the easiest to learn but it will make your life soooooo much easier when trying to build 100% efficient large scale factories.
You could use the underground like let'sgameitout did because it is genius.
A factory line just looks like a big electric circuit where everything has a efficient fonction
there is a mod that's gives for 1 crude oil - 20 rubber + 20 heavy oil residue or 6 crude oil - 90 polymer resin + 120 fuel
When the city skylines episode coming out I Can't wait literally
I want to see you play with the mods that remove the need for power wires. (Justified by power running along conveyors and pipes and tracks, as they would in real life.) Also, the mod which allows multiple connections, without conveyors. (I forget what it is called, but you can have one input spread out to multiple outputs, or the other way around. But there are no conveyors, as if they are virtually underground.) Also the mod where all fluids are gasses, so pumps are not needed. (Because the pumps in this game are a horrible representation of reality, in every way.) Additionally, a few more mods that auto-smelt ore by adding a tiny module to the miners. (Because, there is no use for raw ore, unsmelted, and that should have all been one process in the first place.) Finally, use teleporter conveyors, so you can get rid of some of those trains and almost all your vehicles. Along with the pipes that can handle more volume, if that is possible with the "liquids are gasses" mod.
Now, if they had a "larger foundations mod", which made simple, massive foundations... Like 16x16 and 32x32 and 64x64... as well as double-sized walls... Your lag would be almost MOOT. (Drawing all those individual high-poly objects, even low-poly objects, is just killing the game. Because you build on such large scales, it becomes an exponential problem. Unless you build all remote stations, which are out of LOD range and out of view, which is essentially just like using the mods above, virtually.)
Having LOD helps, because the alternative of drawing the individual high-poly objects, everywhere, is worse. However, having more LODs, means you are loading more individual "unique" objects and textures too. If there was simply larger foundations, because we all use them, everywhere... That severely reduces the number of polygons and textures being rendered, or not rendered. Especially since there would also be no "gaps" to look between foundation platforms, like they are built now. (If we can see between them, it is rendering the sides and also anything below them, and trying to "cast light" into those cracks too.)
They could also gain from having prefab "large round foundations", with snap-ready "smart" wall placements. As small as a 3-round triangle, 4-round box (already there), 6-round, 8-round, 12-round, 16-round, 24-round and a modestly large 32-round and 48-round. All with an option to "grid-snap" by cube or center alignment. (Again, this would reduce the number of polygons, since the massive object could be seamless and reduced to a singular object, as a floor or foundation. Foundations should not have a bottom and should extend, as needed, until every edge passes through the ground, entirely... or up to a reasonable limit, where there is no actual ground. As a bonus, foundations could also be used to CULL or remove any ground polygons that are entirely within the foundation. There is more polygon savings, as well as gaming issues solved. No spawns if there is no ground, so no creatures or trees growing up through a foundation that should be solid and "blocking" those things.)
Can you do the overflow method with a regular splitter? Or can it only be done with a smart splitter?
In short, yes, normal splitters work fine for almost every application.
Once you start building large factories, you'll probably give up on perfect load balancing, and settle for "manifolds" of machines with splitters. This type of production line is MUCH easier to build and, if you've done your sums correctly, it's only inefficient for the first 10-15 mins after startup. Since the goal of most large factories is continuous production, inefficiency during startup is unimportant, so ease of construction becomes the driving force.
IMO, the only place you really NEED smart/programmable splitters is for high-level logic. Eg1: If you're using sinks, you want to use the "overflow" feature to ensure that every production line is saturated before you destroy resources. Eg2: If you're building a factory with multiple fallbacks and prioritisation (I did this for my FICSMAS factory), all your logic will be encoded in smart splitters.
I suspect that Kibitz is so in-game rich that it's just easier for him to use smart splitters everywhere, instead of having to think about which type of splitter to use in each place.
@@jon_j__ Thank you for that. I have been using smart splitters on all of my overflow production lines. I do use them for when I am sinking.
Could you explain manifolds? I do not quite understand them. I have heard this method thrown around but never understood it.
Its beautiful
Can you use the new floor passthroughss for vertical belts on a platform outside and then delete the platform to make one continous belt for your item spines?
Looking insane is the only sane part...
You don't lose material when you disassemble right? Just tear and rebuild.
uploaded 7mins ago... yes please 😍♥
That's a lot of rubbers.
10:17 ah no more packaged diluted fuel, were in 2022
Kibitz upload yay :DDDDDDDD
Hey kibitz can you do a playthrough for the new game thrive.. I feel you'll appreciate the complexity
Yeeeeeees new videoooooooooo
This could be a thesis for engineering school.
would be cool to make the lifts go the full height without the little dip into the wall. could put a 1m floor and floor hole where it needs to continue, then just delete the floor. like a continuous lift connector ^.^
hello fellow furry!
@@stutterpunk9573 yes, we are all over the internet ^.^
@@tegirvaru thank god
Dear Kibz. Considering this game might be the modern day Crysis, what gaming rig can actually handle this thing?
Ah seeing this game makes my brain feel like it's being nuked nice video too like it a lot
I was here when he was making this vid =)
More cities skyline pls
See what I'm wondering is how your computer hasn't kicked the bucket
Man you really need to modularize. That'll fix all the issues of weird ratios
I noticed you made multiple belts in a row randomly, but can you zoop them in?
Congratz on the first mega project not exploding on you!! its almost like you have played this game for 3k+ hrs or something 😂
hope you are enjoying your time off!!
✓ Pipes!
you make a few thousand rubber per minute while most other people only use a few (less than 10) per day ... :-)
i need to know, how much time do u have on this game? like i need an answer.
Fantastic
Wait, you can type into the quick search and have it do MATH for you?! @3:53
I've only just recently gotten into this game, and your builds are so inspiring to me. Sure, I'm probably going to need to figure out how to put together several spreadsheets to make things work properly, but it's a fun game nonetheless.
What about transparent pipes? Also mistakes would easily be seen.
Or auto color based on what's inside and default in areas fluid isn't in
Belts should slow based on item use
Are those pipes a thing? That would be awesome!