I tested 4 methods for fluid byproducts in Satisfactory U8

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  • Опубліковано 7 лип 2024
  • From trivial to sophisticated, here are four different methods for recycling byproduct water in Satisfactory.
    For completeness sake, I will say that there is a fifth method: Send the byproduct water to a different production building (e.g. a refinery on Wet Concrete or a coal generator). I did not include this in the video because I wanted a solution that did not involve setting up any unrelated production lines.
    Grab a copy of my save file and blueprints: dl.xyrillian.de/satisfactory/...
    The raw footage from my tests is available on my second channel: • Raw footage of my flui...
    Major sources and tools used (not including all the Reddit comments, Discord messages etc. that I did not end up bookmarking):
    Map tool by AnthorNet: satisfactory-calculator.com/e...
    Production planner by Greeny: www.satisfactorytools.com/pro...
    Plumbing Manual by McGalleon: satisfactory.wiki.gg/wiki/Fil...
    Junction design by JinkyRain: / simple_safe_nopower_fl...
    The comment by Sytharin on my previous video: / kp4l2ah
    Just when my script was done and I started shooting, the devs came out with an update on the issues with Mk.2 Pipes that you might be interested in: • Q&A: Mk.2 Pipe bug?
    00:00:00 Introduction
    00:02:05 Why is backflow so tricky?
    00:02:59 Possible solutions
    00:09:59 The test gauntlet
    00:15:42 Finale
  • Ігри

КОМЕНТАРІ • 169

  • @XyrillPlays
    @XyrillPlays  21 день тому +6

    This video was discussed on Reddit, including detailed responses from Sytharin and JinkyRain: www.reddit.com/r/SatisfactoryGame/comments/1dgs4gg/fluid_byproducts_i_tested_the_vip_junction/

  • @TheCreat
    @TheCreat 20 днів тому +88

    for a channel with just 325 subscriber, this is incredible production value. Well done! The point was brought across expertly, with some entertainment along the way.

  • @kiligir
    @kiligir 15 днів тому +57

    "Let's just sink them." Spoken like a true German engineer. Efficency at its finest! Great video, happy to sub.

  • @matlo25
    @matlo25 22 дні тому +46

    Underrated channel

  • @gnuble
    @gnuble 21 день тому +37

    Very cool video. I've been playing quite a while and my solution to output water is...limestone. Make it into concrete and either use it or sink it. I really like the Headlift Reset idea and I will be using it going forward. Thanks for this!

    • @XyrillPlays
      @XyrillPlays  21 день тому +7

      Yes, I realized too late that I should have referenced that option in the script, and so ended up only putting it in the video description.

    • @BookWormXtreme
      @BookWormXtreme 3 дні тому

      @@XyrillPlays I really liked your video dude, I watched the whole thing. I just wanted to mention, couldn't you use a smaller liquid buffer? Literally just by lifting it up 2-4 meters, making it as tall or taller than the industrial sized buffer. Or is there something I am missing, like the larger buffer making the pressure rise more/quicker?

  • @Robinson_Entertainment
    @Robinson_Entertainment 7 днів тому +3

    Small YT channel producing quality content? I love to see it. Ive never played or ever wanted to play Satisfactory ever. But quality video and made me interested.

  • @LegendaryDreamslayer
    @LegendaryDreamslayer 16 днів тому +11

    After numerous failures I've adopted a sledgehammer approach. I package everything then unpackage it directly into the machine. This is the only way I've ever found to make machine runs that never fail or lose efficiency. It costs power and machines but it saves my sanity and for anything that MUST NEVER FAIL its really quite effective. My understanding is that under the right situation all of these except for the split method will eventually fail under the right circumstances.

    • @baymarin4456
      @baymarin4456 15 днів тому +1

      Plus the bonus feature of no pumps needed as you can put the unpackager as high up as you'd need it so that gravity would feed everything below.

    • @44R0Ndin
      @44R0Ndin 10 днів тому +1

      Water is pretty much the only fluid that is used as both ingredient and byproduct (aside from sulfuric acid for batteries, but to solve that problem we have the "Classic Battery" recipe still, I think?).
      Anyways, there's a neat and handy way to solve this without all the packagers.
      Stop Recycling, make more concrete, use more limestone, sink the excess concrete.
      The "Wet Concrete" alt recipe is what you need to enable this.
      Byproduct water stays in it's own pipe, never interacting with input water. Instead of recycling the water by ANY method, we "use it for something else instead", namely to make Wet Concrete. A handy feature of the Wet Concrete recipe is that it is VERY water hungry, and does NOT produce a liquid byproduct.
      If you want to recycle the concrete, you can, but it's not mandatory. If you do, it's as simple as a priority splitter set to "Overflow" one way, with that way leading to an AWESOME sink.
      And just like that, the water's GONE!
      Isn't that nice?

    • @collinkaufman2316
      @collinkaufman2316 2 дні тому

      ​@@44R0Ndini believe water concrete is for water sinking and concrete being i a byproduct

    • @44R0Ndin
      @44R0Ndin 2 дні тому

      @@collinkaufman2316
      Maybe that's what it's designed for, but I find it to also be the best concrete recipe anyways, all you need is water and limestone, meaning that if you move the limestone TO the water source, you don't need to transport huge volumes of water. 600 m3/min of water (1 mk2 pipe) runs 6 refineries making wet concrete, which produces A LOT of concrete, either 600 or 780 a minute (I forget if it's 100 or 120 concrete/min output per refinery, but I know it's one of those), meaning that unlike the normal concrete recipe in a constructor, you get MORE concrete out than you put in limestone. There aren't many other recipes that come close to that, and the ones that do require a rarer resource than concrete or water to make work (like quartz in the form of silica, for one of them).
      Point is, for the way I play, Wet Concrete is the best way to get rid of water AND the best way to acquire concrete.

  • @fusselgammler469
    @fusselgammler469 6 днів тому +8

    As a fellow min-maxing german: I have never been so proud. (Also this channel actually deserves more attention, let's hope the YT algorithm does its thing)

    • @XyrillPlays
      @XyrillPlays  5 днів тому +2

      It absolutely does. Both with this and the previous video, the first 100 or so views were majorly from social media (Reddit, Discord, etc.), and then the algorithm got attuned to it and started recommending it on people's homepages.

  • @overloader7900
    @overloader7900 18 днів тому +24

    Its wild that when unconcerned with necessity for support, practically everyone starts building sky islands for their industry

    • @Uriel238
      @Uriel238 13 днів тому +2

      I do with the intent to add pillars later, and sometimes I'll put the pillars in before I start building on the factory, but yes, this does make it easier. For me it's mostly cantilevered overhangs off a cliff, sometimes with pillars added later.

    • @overloader7900
      @overloader7900 13 днів тому +1

      @@Uriel238 keep the AC6 aesthetic

    • @pinkyandbrain123
      @pinkyandbrain123 8 днів тому

      Nope. I can’t wrap my head around floating objects that defy gravity. Even my rail must have 2m blocks as support and bridges contain girder and/or pillars

    • @Ecliptor.
      @Ecliptor. 4 дні тому

      I used to put support on my platforms, but building takes so long even with blueprints that I just couldn't be bothered. No one is gonna look at my stuff anyways. I stopped using walls, even.

  • @Denkkar
    @Denkkar 21 день тому +9

    Amazing post! Thank you. I think the most valuable thing here was the whiteboard. Ahem, I mean the test setup, where you identified what would cause stalls and then verified them. I had no idea that input starvation would behave differently than output clogging. Neat.
    FYI: I invariably use the boring method since the pipes behave so differently from reality and they're so unfriendly in terms of debugging what's happening.

    • @XyrillPlays
      @XyrillPlays  21 день тому +1

      The tests are shown in the same order in which I did them, and I was certainly very happy that the Missing Input test was decisive in some way. A conclusion of "they all work" would have been quite boring (and not in the good way).

    • @44R0Ndin
      @44R0Ndin 10 днів тому

      @@XyrillPlays
      Yeah it would have been boring in the "How the heck am I supposed to make this into a video" way.
      There are 2 other methods you didn't test tho, Gravity Priority (have the refineries high up and let the byproduct water fall down into a junction that is also fed from below by the water extractors, using pumps to raise the water to the input of the refineries), and "Break the loop" (use the Wet Concrete recipe to dispose of the byproduct water instead of recycling it, which gives you the option of either sinking or recycling the... concrete, which is a lot easier than doing the same with the Water).

  • @Scep42
    @Scep42 3 дні тому

    I don't even play or watch Satisfactory videos. Somehow, this came on my UA-cam recommended, and your video editing for a channel with almost 900 subs is incredibly impressive. Great work, sir. I wish you luck on your endeavors.

  • @Varatic0
    @Varatic0 15 днів тому +4

    I'm surprised the simplest and most reliable option wasn't a contender here: gravity. Just have one water extractor feed into a junction from below, feed to refineries from the sides via pumps that have enough headlift and let the recycled water fall in from the top. As long as the refineries are high enough above the junction, the virgin water source can't fill up the pipe coming down from top, but the inputs are kept full. The system never gets deadlocked and has instant recovery when the solids are moving again.

    • @44R0Ndin
      @44R0Ndin 10 днів тому

      +1 to the Gravity Priority Valve idea (that's what I call it).

  • @arctic.wizard
    @arctic.wizard 6 днів тому +1

    Great video! I've wrestled with byproduct water in the past and what I came up with was nowhere as clean as these solutions.

  • @CanadaInTheKnow
    @CanadaInTheKnow 3 дні тому

    Great video! As a long time Satisfactory player > 3000 hrs, pipe mechanics have been a bit of an enigma and I've always tried to keep it simple. The optimized fluid buffer approach that you demonstrated is urging me to be more creative with the pipe mechanics.

  • @honestgoat
    @honestgoat 19 днів тому +1

    Sick video bro. Diggin your style.

  • @rhonin210
    @rhonin210 21 день тому +7

    just as a note: the ficsit plumbing manual is a bit outdated. Update 7 fixcet alot of the pipe problems, but in update 8 the problems were back again. lets wait till 1.0 to see what the pipes will do then. Great video thow, i liked watching it and loved your solutions.

  • @maelstromeous
    @maelstromeous 20 днів тому +1

    Love the detail you've gone into here, bravo!

    • @XyrillPlays
      @XyrillPlays  20 днів тому

      You don't even know how much stuff I cut out to keep this below 20 minutes. :) It's so easy to just get lost in this game.

  • @shubhamghag1704
    @shubhamghag1704 6 днів тому

    dude just two mins in, im hooked, great production. I am already in love with this, talk about taking a game seriously! Please keep at it.

  • @WuddupDok
    @WuddupDok 21 день тому

    I love you for making this. Wonderful video, thanks!

  • @cmdr_thrudd
    @cmdr_thrudd 20 днів тому

    This was great, thanks for the tests and explanations!

  • @rellify3
    @rellify3 8 днів тому

    Awesome analysis! I'll definitely be revisiting this when I replay the game. I found the VIP junctions fine enough and small when I played in U6 but looks like I should revisit. Valve is very tempting!

  • @TheExileFox
    @TheExileFox 20 днів тому

    Thanks, now i have a reason to use that huge fluid buffer and incorporate it for more interesting factory layouts. Previously i have considered it for decor but I haven't actually used it. The video editing is also excellent, totally worth a like and sub.

  • @evanhruskar
    @evanhruskar День тому

    Wow! your satisfactory world is astonishingly organized. You must have a very disciplined way of playing the game. I'd love to see more of it. Maybe a lets play?

  • @stevelawrie9115
    @stevelawrie9115 8 днів тому

    🙂 Brilliant descriptions and great video. I also like your builds and enjoyed the humour.

  • @lowstrife
    @lowstrife 20 днів тому +2

    The amount of effort you put into this really shows lol. For what is just a... game video describing some functions. I'm quite pleasantly surprised!

  • @marv6424
    @marv6424 20 днів тому

    Love it, many thanks for the insights and a fun video to watch!

  • @arthurod44
    @arthurod44 9 днів тому

    Deutsche Qualität !!! Thanks man, finally someone who dug deep into that infamous topic !! you will def help many people. Thanks again and really good job man

  • @MB-ht9lx
    @MB-ht9lx 15 днів тому

    Love the video and humor.
    Subscribed

  • @Surkai25
    @Surkai25 20 днів тому

    I never knew of this pipeline manual and have 1000 hours in the game. Thank you friend!

  • @zacharyschmidtke3674
    @zacharyschmidtke3674 15 днів тому

    Love it! Keep it up

  • @Fred-lq2kp
    @Fred-lq2kp 5 днів тому

    Love how you included the pump storage plant Niederwartha in the intro! Love from Radebeul :D

  • @fluffls
    @fluffls 2 дні тому

    You deserve a sub, tis is amazingly well and easily digestable information
    We need more of this!
    Ich bedanke mich bei dir :)

  • @AtreidaeChibiko
    @AtreidaeChibiko 21 день тому +4

    That whiteboard joke earned my like and subscription. Well done

  • @1ue999
    @1ue999 50 хвилин тому

    ima just reccomend 2 fun games: Mindustry and Factorio. Mindustry mainly focuses on defense for a bit, then on automation (its split into sectors, once you captured the sector, you should focus on recources), Factorio mainly focuses on automation.

  • @andrewhill7073
    @andrewhill7073 4 дні тому

    @Xyrill Plays
    - 14:16
    For the VIP junction, I don’t know about anybody else personally, but when I use a junction on a pipe, I delete the excess pipe at the dead end to avoid sloshing (which becomes possible since adding a junction splits the pipe into two separate entities).

  • @bobingabout
    @bobingabout 20 днів тому +1

    It's been a while since I did the Aluminium line in Satisfactory.
    I think the way I got around the water waste was based on the headlift limit. My plant was up-hill compared to the water source, so the headlift of the water pump could only fill a water storage half way. With the other open pipe connector of the water storage on the same level as the chemical plants, I just fed the output back to the input, with the storage also on the input. It just worked.
    I guess this is like your headlift reset example, but this was back in Update 3, before pumps existed, so the fluid buffer is doing the same job as your unpowered pump.

  • @Rajathon
    @Rajathon 16 днів тому

    Well done sir!

  • @j-cool-guy-OFFICIAL-CHANNEL
    @j-cool-guy-OFFICIAL-CHANNEL 9 годин тому

    this is a very good video and channel deserves lots of subscribers excellent quality

  • @lupo5586
    @lupo5586 19 днів тому

    Amazing video!! I love the humour and editing, plus it's really well explained and scientific!
    Would have needed this like a month ago when I built my first aluminium facility with VIP junctions, which almost drove me insane. 😅
    I went with a mergeless design in the end. Just valves didn't work for me either, but maybe I just messed something up...

  • @mz00956
    @mz00956 21 день тому +1

    Great video editing 😂 i love it

  • @Dreadou79
    @Dreadou79 14 днів тому

    Sehr gut !! Merci beaucoup :)

  • @m1stertux
    @m1stertux 21 день тому

    very good information here!

  • @snakejawz
    @snakejawz 10 днів тому +1

    in the headlift reset design you can use a small fluid buffer lifted on a 4m foundation to increase the head height, this will save on space.

  • @canigetuhhhhhhh-12
    @canigetuhhhhhhh-12 15 днів тому +3

    As an American that has never used public transportation I laughed when I saw the bus was a Mercedes

  • @Uriel238
    @Uriel238 13 днів тому

    I've _just started_ with aluminum, and fed water back to the bauxite processing line just using gravity, an augmented head lift (ballast water tower) and a huge buffer that takes time to fill if things get jammed. It did fail due to a fallen head lift, but when I got it back up again, production restored.

  • @bovax6259
    @bovax6259 14 днів тому

    My current build for the Bauxite in the Gold Coast area uses the "tested Boring" method of recycled water. I never cared if a build was slow to recover because I am slow and methodical at my play anyways. Just as long as it comes back to full scale, then I'm not gonna sweat it coming back online slowly.

  • @alessandrosantarini9880
    @alessandrosantarini9880 20 днів тому +2

    Interesting, I usually go with the valve, easy, clean and it works just fine.
    Just one nitpick pipes don't have pressure, not at all. What Darren Plays explained this pretty well, we need to start think those pipes as bottles and that is why the VIP is working that way.
    The bottom one is a bottle that will receive water from top when "there is space for it". If the bottom bottle is full => the top will not provide any water, if the bottom have space the top bottle will star adding water to the bottom one. Easy as that. On why this stops is kinda tricky, but I suspect this is a deadlock. You can't consume, so you can't add more water and the water itself is just clogged. If you remove the any water from either input or output it will probably restart and get back to 100%. Additionally I suspect the HLR will suffer the same problem, just wait until the buffer is full and you will have a deadlock as well. You can check that as well by looking at the buffer before the input removal and after, then wait a while... I suspect the buffer will be nearly the same amount and will never drop to zero again. Is just a delayed deadlock probably.
    Hope this helps!

    • @bencoad8492
      @bencoad8492 19 днів тому +1

      I go with, sink the water into a coal gen lol, easier if u have spare coal..

    • @44R0Ndin
      @44R0Ndin 10 днів тому

      @@bencoad8492 You know what uses more water than a coal gen (and therefore takes up less space), uses Limestone instead of coal (which is much more abundant) and produces Concrete (a lot easier to recycle into something useful than the pesky water)?
      Refineries. Not the aluminum refineries tho, those don't use Limestone.
      Refineries using the Wet Concrete alt recipe!.
      Each one uses a whole 100 m3/min Water, and 60 Limestone/min, to output a whopping 120 Concrete/min!
      That's a LOT of concrete! Sure concrete's not worth much, but you can recycle it a lot easier into the feeds supplying your Encased Industrial Beam and Heavy Modular Frame production, or just put it into an AWESOME Sink if that's too much trouble.
      Concrete is worth like 3 points per item I think? Sure, not a lot, but when you've got T5 belts running at 780/min, that's 2340 points per minute per full T5 belt of concrete you're sinking, and you only need half that much Limestone (and 600 m3/min water, or a full Mk2 pipe) to keep that rate up infinitely.
      Considering that 2 T5 belts of Aluminum Ingots output takes 3 T5 belts of Bauxite Input, and that you output less than 2 Mk2 pipes of Water (as a byproduct) for that rate of production, just shoving the byproduct water into the wet concrete recipe makes a lot of sense to me. Sure it takes power, but coal power plants don't really give you a whole lot of power for your water investment anyways, they're your "starter fully automated" power production after all, even when overclocked.

  • @cobaltofdoom
    @cobaltofdoom Годину тому

    You can direct feed waste into the main line but you use a powered pump instead - and you *cannot* have repeating decimals in the system and need everything flat. It's by far the most delicate choice. Largely I imagine because valves don't prevent back flow which is explained in the pipe manual

  • @DavidCookeZ80
    @DavidCookeZ80 20 днів тому +1

    I've tried all four designs in various playthroughs and have fifth solution that I typically use as I like to process fluids from the top down (like your rubber/plastic setup), and see belts of items flowing. It would pass all those tests and is easy to expand horizontally:
    Top level: a priority merger (made of ordinary splitters x3 and mergers x3) feeds water unpackagers. This is configured to favour packaged recycled water (~97%) over packaged fresh water if both are available.
    Below that: alumina solution refineries
    Below that: aluminium scrap refineries
    Below that: recycled water packagers
    Below that: Aluminium scrap processing
    Bottom level: Water extractors and fresh water packagers
    This does use a little more power (offset by never needing pumps as moving solids up on conveyor lifts is free), and has a nice cascade of items going up and down.
    Notes:
    * U8 changed things about the way the simulation worked in game. There's some evidence it's using worker threads and parallel processing compared to U7 and earlier, which changes the observed behaviour. The "pipe build order" became less significant (or less reliable).
    * There used to be a fluid loss bug on save/load that caused closed-loop recycling systems to fail (fixed in U6 or U7?).
    * I've had "just a valve" fail in U6 and earlier as the valve settings weren't precise enough.
    * The "fluid buffer" can be a regular one if you raise it up on a 4m foundation (it's the height that's critical). Just a vertical pipe with one end unconnected should work also.
    * The "never merge" solution needs to be sized to handle *all* the recycled water (including it's own and any backlog), which makes the maths a little trickier and if you're manifold feeding the bauxite feed the "recycled" side in favour of the "fresh" side. Or use a smart splitter to prioritise "recycled" - that should fix the restart speed.
    * While it works (used to work?), I regard the VIP junction as an "exploit" that *may* stop working in the future.

    • @bencoad8492
      @bencoad8492 19 днів тому

      I go with, sink the water into a coal gen lol, easier if u have spare coal..

  • @aerophage
    @aerophage 20 днів тому +1

    The advantage of diluted packaged fuel over diluted fuel is that it's available earlier, since it uses a refinery instead of a blender.

  • @turosianarcher8771
    @turosianarcher8771 3 дні тому

    Very entertaining and informative video here. Subbed immediately.
    With respect to the designs you showed, I've had some luck with just putting my fluid buffers higher to increase head lift. You should be able to get away with a standard buffer if you put it up on a 4m foundation to increase its relative height. In fact, I wonder if a vertical pipe > 12m high would provide the same backpressure as the storage tank does, or if it wouldn't have enough volume to allow for equilibrium to be achieved. Whelp, another thing on the list of things to try next time I boot the game...

  • @Xhaleon
    @Xhaleon День тому

    Huh, when I last used a VIP junction I didn't have an issue with it, though this test shows it only breaks when solid input is cut and its functional otherwise. My variation had no pump for the upper pipe (from extractor) and had a small buffer tank for safety behind the pump for the lower pipe. The reason why any fluid locks up in this game is a combination of the start-and-stop fluid consumption of machines, the small buffer size of pipes, and when the fresh input fluid has time to saturate the pipes. Really for most people, simply adding a small tank to the byproduct fluid side can help prevent lockups and is flushable in case it does happen, as long as your design isn't constantly being starved through poor supply.

  • @loli141
    @loli141 День тому

    i haven't played for a while but i remember putting the byproduct and the fresh on different side of the machine, for manifold designs its first come first served and this is true with pipes as well, the closer to the main pipe/belt you are, the faster it will fill up. you can see this when starting machine for the first time. it would probably be a a similar thing as the mergeless but without the extra machine. maybe instead of limiting the input of the fresh side, limit the difference between the fresh and byproduct middle machine.
    From the 360 pipe have 200 go in the first machine and a valve to 160 go to the middle one, then with the 240 pipe have 200 in the first machine from the other side and valve to 40 in the middle machine.
    i dont know how well it would do compare to those you shown, you would still get a slower startup time then putting them in the same input but remain the reliability of mergeless but a bit more compact :/

  • @Steampunk_Wizard
    @Steampunk_Wizard 21 день тому

    After spending so much time in my first playthrough building a merged design, I have to say building a mergeless design my second time was a heck of a lot easier.
    My original design was probably closest to the tank design. However, instead of using an unpowered pump and tank, I used powered pumps and a staggered building height.
    The initial water pumps were easily 20+ meters below the factory floor, so I positioned an inline pump to raise the head lift to precisely the halfway point between the two staggered floors.
    The upper floor made aluminum scrap, letting the output water flow downhill into the system below it.
    The final system operated on effectively the same principals, using head lift to reserve an empty space in the pipes/tank, giving the backflow a guaranteed space to flow into.
    It feels cool to outsmart the fluid mechanics in such a way, but imho adding a single extra machine felt much easier to incorporate than a system of pumps and tanks.

  • @DEADGAMESINC
    @DEADGAMESINC 3 дні тому

    That was some proper german engineering sir, finally I find this channel

  • @EnderSpy007
    @EnderSpy007 14 днів тому

    I'm 3 minutes in and I'm already howling with laughter! This guy is a comedy virtuoso

  • @KodakYarr
    @KodakYarr 21 день тому

    I used a valve for the fresh water input. Worked perfectly fine.

  • @ZeCatable
    @ZeCatable 9 днів тому

    I love the humor!

  • @aVitold
    @aVitold 21 день тому +3

    Hello. I haven't play Satisfactory for 2 years now but I find this video fascinating :) Got a question:
    Could we use just a 12m high vertical pipe instead of Industrial Fluid Buffer in the Head Lift Reset solution 7:20 ? Or normal buffer on 4m high elevation.
    (I can't test it myself cause I'm waiting for v1.0)

    • @Denkkar
      @Denkkar 21 день тому +2

      That was my immediate thought, the regular Fluid Buffer should work just fine as long as you give it a base that lifts it up a few meters.
      I don't think just a vertical pipe would be enough, since pipe capacity is so limited, making it a very weak buffer. Best case scenario: it works but slowly.

    • @XyrillPlays
      @XyrillPlays  21 день тому +1

      Hah, when I showed this to some friends as a test audience, they had the same question immediately. Given that fluid buffers are just bulky pipes, I think the answer is "yes", with the caveat that @Denkkar also gave, but I have not explicitly tested it.

  • @tomaszpankowski8903
    @tomaszpankowski8903 13 днів тому

    Amazing

  • @GarryGabriel
    @GarryGabriel 19 днів тому

    looks like wonderwall covered the vip problem, the 2 pumps are equaling the pressure you need the pressure differential to prioritize one of the lines, the lift and extra length does that. I was also under the impression that headlift is the overall headlift of the loop while work pressure is: headlift - resistance / distance, or something like that.

  • @realquaker3488
    @realquaker3488 16 днів тому +1

    As far as I understand, the problem with valves is that their real thruput is not always what it shows on display, but somwhere around that value. According to Wiki page, the reason for that is that valve operates on set of predefined values, rather than the values set by player. It is possible that in your test you accidentally hit one of the the "round" values (which would make this design work just fine), or there was simply not enough time for that "fraction" error to clog the output (or empty the pipes, depending on whether the real value more or less than the shown one).

  • @Ast-rt6ti
    @Ast-rt6ti 16 днів тому

    Will you be making more Satisfactory videos? This is incredibly informative and your world looks amazing from what we've seen

    • @XyrillPlays
      @XyrillPlays  14 днів тому +1

      Not on fluid management, but I have one video that is in the research stage, and I have one very vague idea. But I won't be making videos just to fill a schedule. There will be a video whenever I have something to say that I find worthy of the audience's time.

    • @Ast-rt6ti
      @Ast-rt6ti 13 днів тому

      @@XyrillPlays Makes perfect sense, looking forward to it already :)

  • @ThePizzabrothersGaming
    @ThePizzabrothersGaming 2 дні тому

    You really are playing factorio, implementing a main bus and transporting the most dense products by train

  • @_Aarius_
    @_Aarius_ 2 дні тому

    I always just used mergeless with the refineries overclocked to hell with the byproduct water ones getting priority in other inputs, so they are always consuming all available byproduct fluid. Never had any issues

  • @SirBlehhh
    @SirBlehhh 16 днів тому

    This video is underrated

  • @williamlove9856
    @williamlove9856 9 днів тому

    I'm surprised the video only focused on recycling the water back into the manufacturing process, instead of using it to produce something sinkable instead. Wet concrete is a popular option for this, but you can also use excess water to turn waste resin into plastic or rubber (IIRC plastic consumes more water per minute than rubber, but I may have that wrong). I used a combination of the valve method and wet concrete to handle waste water from my nuclear waste reprocessing (waste water is prioritized into wet concrete used to make EUCs, and excess concrete is sunk). I built my aluminum processing plant on the gold coast by my petrochemical set up and use the waste water to make plastic when combined with resin produced by the HOR recipe. Again, the resin production *always* outstrips the waste water production, and if resin backs up, it gets sunk directly instead of the plastic.

  • @Moronic221
    @Moronic221 21 день тому +2

    wait a minutes, Only 196 subscribers?!

  • @elnitano
    @elnitano 12 годин тому

    I kinda gave up on the Aluminum production with levelling out the water using pipes.. So instead I did it dirty with Packing into contained water, as its easier to control Conveyors than Pipes :D

  • @Messier1071
    @Messier1071 5 днів тому

    "so this is what it feels like to play factorio"
    the thought og this man playing factorio now scares me

  • @theravenone3439
    @theravenone3439 День тому

    Very good video, great work. This could have been a hundred hour tutorial though, there is a ton of other poorly-documented variables you didn't even mention here that mostly fall onto the enigma of fluid simulation and unreal engine rounding errors. Pipe length, number of pipes, multiplayer bugs, Intel vs AMD systems handing rounding every so barely slightly differently. 2 hours is not a meaningful test length when compared to the timelines on a dedicated server, for instance. Two very similar aluminum builds on two different save files will behave very differently over the course of a five hundred hour golden nut run, and I highly recommend merge-less for putting your fears to rest, or using wet concrete to sink your byproduct water.

  • @TheFinagle
    @TheFinagle 16 годин тому

    I think a better test for under output and input would have been to run for an extended duration with slower belts (1 tier lower) to see if it can keep consistent against back lock or under input. That way you would better see how the system behaves against real shortages, or output limitations. Likely get the similar results, but you might get more than just pass fail on long term stability.

  • @billgaudette5524
    @billgaudette5524 16 днів тому

    I've tried the JustAValve method before looking anywhere else for help, as I assumed that it would solve the problem. For some reason it didn't, so I tried the VIP method...which also didn't work for me. Perhaps I already had too much pump pressure in my main line (I needed a pump somewhat close to my refineries in my layout). I ended up making a very simple junction which has the byproduct (lower flow rate) water coming in on the Refinery level, and the main line coming in (at the same height) to a 4-way that faces up. So the main line bends up and then straight down into the 4-way. That hasn't failed me yet, and doesn't require the area or materials of the VIP setup.

  • @Basedbort
    @Basedbort 6 днів тому

    the problem with the vip junction is the pumps. I don't remember the exact configuration because I haven't played it in a while but you may need to remove one or the other pumps to get it to work

  • @Qacona
    @Qacona 20 днів тому

    This was great, just adding my comment to please the algorithm so you make more.

  • @NorroTaku
    @NorroTaku 2 дні тому

    good video
    despite the low key cringy transitions (keep them one day they'll be good if you keep refuning) its actually a good guide

  • @boxworker
    @boxworker 19 днів тому

    I've never tested it, but I've always wondered if starving water input in the beginning would have the same effect as the Certified Boring ™ method.
    i.e, for a single machine, supply 60 water, which will take longer to fill initially, but send the 120 water from the Aluminum Scrap back in which will have higher pressure.

  • @scottthelen489
    @scottthelen489 9 днів тому

    I would like to pose a possible reason why the VIP junction doesn't work as intended. The simple solution would be to remove the pump for the intake/upper path. The reasoning can be found in this other testing done for fluid mechanics and junctions in Satisfactory: ua-cam.com/video/bTzUVk9sUns/v-deo.html (time stamped for most similar situation). The test is done on an older build of the game. So it is likely outdated but I've seen most of the testing to still be accurate in my world as well. Essentially, the pipe cross junction is likely seeing that both of the inputs have an identical head lift/pressure going into it and will pull from both evenly. In my latest factory for Aluminum, I used a modified VIP junction with 2 fresh water inputs and 3 recycled water inputs and the recycled water pipes backed up. I changed where my pump to the fresh water was located to give minimal head lift/pressure at the junction and now the system will always prioritize the high pressured recycled water. The junction has been working for 50+ hours without any issues.
    Sadly, this knowledge might become useless once 1.0 releases and pipes/fluids will function slightly differently.

  • @linuxsquare
    @linuxsquare 8 днів тому

    I see, you're a man of culture. 😂
    👀at Breeze Cursor Theme

  • @Dude29
    @Dude29 6 днів тому

    Very scientific!

  • @NYKevin100
    @NYKevin100 16 днів тому

    1:48 - It might be preferring diluted packaged fuel because it does not require unlocking the blender, so it is available earlier in the game's progression.

  • @AggroPF
    @AggroPF 20 днів тому +1

    Now I am scared to come back to Satisfactory

  • @brokedude9999
    @brokedude9999 16 днів тому

    There's a simpler solution to the water output.
    *Use the water in another process*
    Since You are alreary making complex teir C,D, or higher items by the time You need to solve this output- chances are that another item in a chain would require water.
    In Your case, aluminum outputs water at some point.
    Which means You'll likely need copper within a recipe, or a copper substitute.
    You can make Copper ingots with water in a Refinery and get higher yeilds. This helps during the Aluminum Sheets chain.
    I think there is a water and coal in a refinery alt recipe, but I've never rolled it in RNG.
    Or use iron ingots and water in a Refinery, along with The Iron Wire Recipe.
    Which can become useful in the Turbo Motor Chain.
    In the Nuclear and Plutonium Chain, You'll have several ways to use the Output water along the way.
    Especially if Your build is vertical not horizontal.
    Sending the water down a few floors to the simpler items chain, then belting the ingredients up, eliminates the potential sloshy in the pipe

  • @stavinaircaeruleum2275
    @stavinaircaeruleum2275 20 днів тому

    Here take my subscription

  • @russbillings_ky
    @russbillings_ky 16 днів тому

    Interesting - my memory of the VIP design has unpowered pumps stacked one above the other. That may have been an older version of the fluids guide.
    In the design that I use, the byproduct water is attached to the lower pump, while the external water is attached to the higher one:
    / - - -

  • @Skill5able
    @Skill5able 3 дні тому

    In my last build I had coal power plants to consume extra water. Admittedly a waste of coal and space, but 100% reliable and very low effort.

  • @Xahnel
    @Xahnel 4 дні тому

    Yeah, the name gives it away. Priority. Just like how in Melee, players will want controller port one, this isn't a question of fluid mechanics or any sort of principle of physics, it's a question of programming priority and which input/output is addressed first by the code.
    In Melee, player one has priority, which means that there are certain points where two players can engage in the same interaction and player one will win the interaction every time, simply because the Gamecube looks at player 1's controller inputs first.
    Someone looked at the code, figured out how fluid/pipe I/O priority worked, and built pipe intersections which exploit that coding quirk with no consideration for realism.

  • @44R0Ndin
    @44R0Ndin 10 днів тому

    Valves are inconsistent at large scales, VIP junctions are inconsistent at larger scales, I'll have to try the Head Lift Reset method for myself tho.
    I know that a Gravity Priority system works.
    I'm probably going to try that Head Lift Reset method next time I play.
    But there's another method.
    What if you just Don't Recycle? I don't mean the "tested boring" method either, you can still stick with your nice small refinery count, you don't have to add any extras for that recipe.
    I know you're asking, "Where does the water go if not recycling it?"
    The answer is simple. There's a recipe that uses a massively abundant raw resource and a LOT of water (more than a coal generator) to produce... well quite frankly more concrete than I usually know what to do with.
    Wet Concrete recipe, in a refinery. Per minute, it takes in 60 Limestone and 100 M3 Water, and spits out 120 Concrete (per minute again).
    If you want to get DISPOSE of a lot of water (NOT recycle it) in a small space, this is the way to do it.
    Six refineries, fed with half a T5 belt of Limestone, and a full T2 pipe of water, will output a full T5 belt of concrete.
    I hear you thinking "So you've traded Water for Concrete, and now I have MORE of it to deal with, how is this a solution?" It's a SOLID, on BELTS, not a liquid in pipes, this makes figuring out how to prioritize it trivially easy. Just put a priority splitter on the concrete output, and then have one of the outputs of that splitter go to an AWESOME sink. Set that output of the splitter to "Overflow" and the other ones to "Any Unfiltered" and you're done, the other two outputs can go to anything you have that needs Concrete (including a train station or drone port to move that concrete somewhere it's actually needed).
    Problem gone!
    If anything, it's EVEN MORE BORING than the "boring" method in this video, because you're not even TRYING to recycle the water in ANY way, it's a "once thru" open-cycle system, so it's literally impossible for it to jam as long as the limestone input stays fed.

  • @protator
    @protator 15 днів тому

    Unpowered pumps act the way most ppl think fully opened valves act in-game - which is how it should be imo - as if they were simple one-way-valves.
    Valves are programmed to act like proportional valves, tho, not self-regulating flow-limiters like the UI implies.
    Some of that unnecessary weirdness is still present even when the flow isn't limited ... because it actually still is limited - to the respective pipe's nominal flow-rate.
    If you put a valve on a Mk.I pipe and set it to/leave it at the full flowrate of 300, it won't let the full 300m³/min through unless the input pipe is completely full - which it rarely is thanks to all the backflow and sloshing around in Satisfactory's fluid systems.
    Unfortunately that makes valves more or less useless, unless you stumble across a rare use case where you can make their behavior work in your favor.

  • @tristanridley1601
    @tristanridley1601 3 дні тому

    The space inefficiency of mergeless is solved by simply having a much, much bigger factory. I still somehow managed to jam it, once.

  • @n00b2001
    @n00b2001 2 дні тому

    I think that after the VIP clogged, you could stop fresh water, flush one or two pipes and restart the machine - my thought process is that too much water is in the system at one time (full refineries and pipes of water) after the product wasn't therefor some time

  • @donvitogonzalle
    @donvitogonzalle День тому

    Good Video, but I will just stick with the good old Valve (+ a pump for the byproduct water)

  • @Cheesebread42
    @Cheesebread42 16 днів тому

    @1:15 oh La di da, efficient German mass transit!
    @3:05 oh La di da, efficient German humor!
    😅

  • @mz00956
    @mz00956 21 день тому +1

    14:40 can I just use a small tank but place it 8m up from the "ground level"?

    • @XyrillPlays
      @XyrillPlays  21 день тому

      Haven't tested it, but since a fluid buffer is pretty much just a bulky pipe, it ought to work.

  • @SondreGrneng
    @SondreGrneng 4 дні тому

    Headlift reset is my dream come true. It works wonderfully and it gives me a good excuse to put IFBs everywhere.,

  • @starbomber
    @starbomber 15 днів тому

    13:46 I think I know what's happening? I know that pipes in Satisfactory are a little janky. Sometimes, fluid can get stuck in the pipe, and just, hang there. I'm not sure why, but removing the pipe and then rebuilding it usually works (as well as sometimes flushing the full pipe network.) But like you, I'm not sure why the VIP junction deadlocked, while the others did not. Probably something to do with the way junction crosses are, because they are ***not*** like a splitter.
    Also with the "just a valve" solution, usually when starting or restarting the system you can crank the input valve to full open, so it will only consume fresh water, but once the system starts to operate you can set the valve back to the proper flow.

  • @kyleacampbell
    @kyleacampbell День тому

    What mod is being used to show everything on the map like that? The one shown at 14:15

  • @andocromn8755
    @andocromn8755 11 днів тому

    Satisfactory in a nutshell: "After 5 hours I decided to cut my losses and move on"

  • @SeedlingNL
    @SeedlingNL 11 днів тому

    Your VIP system fails due to the pumps. If there ever is a moment the recycled water pipe feeds back into the fresh water pipe, the whole mess will equalize and negate the priority flow. I actually use this glitch/trick on one of my builds, a single pump to pressurize 16 pipes coming from 40 water extractors and leading to 100 coal power plants burning petroleum coke.
    Also, the regular fluid buffer will work just like the industrial one, if you elevate it by 4m.

  • @Cheesebread42
    @Cheesebread42 3 дні тому

    Alright, this Head Lift Reset junction has taken up tenancy in my head rent free.
    I would love if you produced a video showing the HLRJ in more applications in the game, like oil wells, water, etc. because looking at my old saves, some of my setups only work by voodoo, and im not sure if im really avoiding losses in pipe systems where I need 600/min @ 100% efficiency. The HLRJ in your video only shows the application in the case where all the pipes and buildings are at the same z-height. What happens when the inputs are higher, etc. etc.