I always add a "Receiving" room between my trains and factory. Smart splitters, containers and a Sink. If there is a mistake in the cargo, it takes 15 seconds to clear the lines, and nothing ever clogs the main production line. This is also where I balance
@@bluewonder8214 I have the same, it means I don't have to think so much about the train scheduling and the output of remote factories. Any excess is stored and anything in excess of storage is sunk.
I just wish they would add the realism of items falling off any conveyors that aren't linked to anything, like a waterfall effect. It would make for some interesting layouts!
I have noticed that liquids in pipes behave surprisingly realistically. You can build in a buffer if you ensure that your liquids always flow downwards right before they go into something. That way you're not running into the issue of liquid sloshing around in a pipe, meaning that whatever needs that liquid is occasionally not getting any flow. Because I worked in a factory where many of our resources were fed in from the ceiling (water, pressurized air, argon, nitrogen, coolant, power), I tend to build my factories this way anyway.
That probably also helps with the way they work on pressure, you always have a buffer already in the system so it doesn't take time to re push, or has 2 sources to push that buffer back into the system.
Or just put one pump almost anywhere near the input of your build if elevation isn’t convenient. The only thing that’s frustrating is they don’t let you make pressure tanks or air release valves.
I ALWAYS recommend using a “water tower” type of fluid buffer prior to starting up fuel generators. The process can be made much easier by filling up that fluid buffer as you set up all the pipes and build the genny’s with valves built between each section and then opening it up each section and waiting for the lines to fill before opening the next
So the video can be summed up in: "Do not rely on just-in-time production - it is only a tiny bit cheaper to build but will fail spectacularly if even the tiniest bit goes wrong". In 2021 we had seen just how stupid that concept is in the real world - a single ship caused international problems cause nobody had any reserves and nobody could coop with the loss of transportation of a single route.
Yup exactly. Over produce everything that gets used anywhere else and you basically eliminate most of these problems, and real problems are much easier to find because you just need to look for empty belts or pipes.
Also, car factories not having enough chips to finish the cars, not realizing that chips have a lead time of *months*. You keep them in stock, or else.
@@KhedaarI'm faced with the opposite. I can make efficient designs. That look like garbage. For the life of me I can't do the exquisite architecture you see in these videos. 😢
Don't be stingy with Valves. Placing one at the top after a lift will prevent any backflow falling back down if for some reason production slows, and if you ever merge larger pipe sections, set valves on any input so they won't push into each other. The fluid behavior can be unpredictable, so just restrict it any way you can to limit those options.
Yes please cover the belt balancers! I was working one out for concrete but for some reason the first of the 3 lines was backing up to the machines. I thought I had done my math correctly but it appears the mergers will take them 1-1 from each input I semi fixed it by putting a lower tier belt between the smart splitter and merger but I was still having back up issues. So I would love a proper vid on that. its always great to watch your vids and I cant wait to upgrade my GPU to get back to Satisfactory.
Yeah balancers would be nice to hear more on. I also just had a problem today with a new save where total production of screws should hae 100% satisfied rotors and reinforced plates, but the rotor assembler was not getting enough and all the constructors were backed up with screws (belt speed was fine on paper).
@@torxe3922Something I've noticed about the cargo containers is if they're empty then they stop acting as balancers. If they have one item inside, then that item always goes to the top output. I haven't tested this extensively, but I just remember watching a container I'd been using to balance just spewing all of its items out of the top output because it had run dry. They also don't work as splitters for this same reason. I guess otherwise they'd be a bit OP as the only merger+splitter object in the game.
When you remember that a pipe has to fill up before something can escape the top of it, things get much simpler. When a machine consumes fluid it does so INSTANTLY and it does that every cycle which means that, for a short time each cycle, the pipe is no longer full. In my factories, pipes going into a machine go downwards. Pipes coming out of a machine go upwards. This also makes refinery manifolds easier to build because I can build splitters/mergers on the floor with their hologram arrows overlapping the refinery arrows and the pipes won't do any nasty clipping. When I have two rows in a manifold, I line up the rows of refineries by their belt connections and use a 2m foundation to place the pipe junctions first, then I have the splitters/mergers stacked with the junctions and the belts are flat and I maintain my rule of pipe inputs flowing down and pipe outputs flowing up. I never build a junction on an existing pipe unless there is no other option. In the rare cases when I am forced to build a junction on a pipe, I immediately dismantle the pipes and rebuild them. Building a junction on the end of a pipe is fine though, but be careful because it should ACTUALLY be on the end and should not cut the existing pipe. If I'm making a huge fluid manifold like fuel generators, and I can't wait to turn them on for whatever reason, at the end of the build I can manually switch off a few of the consuming machines at the end of the line and wait for the pipes to fill. Then I'd check the fluid production machines and wait for them to start backing up (at least half of them with yellow lights) and then finally I can switch those consumers back on. When building a large manifold of fuel generators it usually works best to let the pipes fill up first and then start connecting the power cables because when doing that the generators don't have their cycles synchronised and their consumption is less spikey. Stop making power connections and check the levels after every 20 or so generators. Let them fill. This is also the reason why pipes cannot provide fluid at their max throughput and remain full at the same time - if you need exactly 300 fluid every 60 seconds, that means on average the pipe was emptying for half the time and filling for half the time. If the pipe was both emptying and filling it would remain at the same level and if that level is empty, it remains empty. If the pipe is full it can remain full, but that won't happen in practise because the production machines take a short while to start up. The pipes themselves act as a buffer and the machines also have built-in buffer (50m³) which you should make the most of by giving all the things time to fill up.
One very basic efficiency you're missing out on is input and output buffer containers on stations. If for example you had 2 nodes feeding a station with 240/min each and a train pulls into the station. Well the station then stops accepting items, the belts fill up and eventually after enough cycles, the miner fills up and stops producing. This means that the average rate of production over time will drop below 240/min. Similarly, if a factory relies on a belt being saturated all the time, the moment a train pulls into the station, the belt starts depleting and the throughput on that belt will also be less than nominal over time. Lastly, it's important that they both be used at either end so that items per minute are balanced on both input and output for the entire system. Essentially the only bottleneck of the system then becomes the throughput capacity of the journey itself (total car capacity/trip time); as long as that's higher than the input and output capacity, the entire trainline can be ignored as a bottle neck (providing you let it fill up a little bit first). Items seemingly go in and come out the other end without any interruption in between. VERY IMPORTANT: the belt connection between the station and the container must have faster throughput than the intended nominal input or output to make up for lost time during the loading/unloading animations. As an aside, using another equation (total line capacity (i.e. all trains on a line carrying that specific cargo)/input output capacity) gives us the maximum average interval time for a given station. If you have a very large distance to cover, you can use that equation to add either more trains, or split the journey with cargo stations in between effectively creating multiple buffered train routes with balanced inputs and outputs (as above, it can then be discounted as a source of bottle necking since the input and output are balanced and continuous).
A lot less writing... Stations stop accepting materials when loading/unloading. Use industrial storage. If you are shipping ore for example, single belt into storage, 2 belts from storage to station. On receiving/unloading station, 2 belts from station to storage and single belt out. This keeps things running and stops things like miners from backing up and ensures your station empties quickly into a boxes so your belts dont starve.
@@Domtronic Depends how you define buffer. A section of faster line could be called a buffer. Whatever the case if you want to deliver X items/min you need to be able to move amount > X items/min out of the station and have enough of it available to feed your X item/min bottleneck for the duration of the unload. Same idea for loading.
@@Domtronic If you want to have 100% efficiency a buffer IS needed for train loading and unloading. When a train is loading or unloading NO items go in or out of the station via belts. This means there is "dead" time which requires a buffer of some sort. A line that is long enough and faster then required does act as a buffer. For example if you were say pumping 240 ore/min on mk.2 belts into a station and using two mk.2 belts on the unload station, you would not be able to use 240 ore/min on the other side because you would have time during load where the belts going in are backed up and time during unload where the belts going aren't being fed. Trains need buffers because they have a variable rate intake and outake, that variation being 0/min during load/unload. You don't need buffer in other areas because the rate is constant.
One fail safe I use is smart splitters for the full manifold. It dramatically smooths out power spikes as the manifold fills one machine at a time. It also allows for interesting designs like my steel factory that can build entirely pipes or beams depending on need. Balanced if both are needed, fully one or the other if one is backstuffed.
Oooh, now that's a very nice and clever use of things to add efficiency and using smart splitters like that is obvious now you mention it and takes no more space than normal splitters! Thanks. I take it that your steel factory has interleaved pipe/beam manufacturing therefore the flow just happens depending on what is backed up on the outputs? Or have you also separated out the power for each so you can turn or or other off as necessary?
I have something like that set up with my oil packer / unpacker lines for my belts between the NW oil field and green fields. With 4 lines of 15 machines, and enough buffer on each end to hold the entire loop of product (wild overkill, 68k in cross balanced storage on each end for what is 'only' 1800 per/min in belts). If there is an in input failure, Id much rather them start shutting off one at a time, rather then roughly all at once.
@@nickryan3417 well the trick is a container that runs full and smart splitter on the input. You build machines for 100% of the input resource. If both containers are not full it will produce 50-50. As soon as one container is full it will only produce the other item. You could add power switches in case you run out of one item but the other is not full jet. I like this for my buildable items.
Nah. I think its more fun to do the math and perfect split to all your machines. Also why would anyone use trains when you can just run belts and/or pipes the whole way. Takes a while I grant you but perfect throughput with no interuptions.
Just found this Video. The "Letting the pipes Fill up" could have saved me from quite a headache a couple of days ago, but i figured it out by myself After all. 😂
Before update 8, I ran a separate power system for the power systems...if that makes sense, I used different color poles to mark them. The entire supply line ran on their own power, I did this as I ran into the problem you described where I ran out of all of the power.
I did this too, though i haven't played since U2 or so. Coal plants always had the required amount for max output plus one extra, and had priority feed of coal... saved my butt so many times.
When creating a power station you really need a plan for how to bring it back online after a brown-out or black-out. My tips would be: * Build in end-to-end "slices": Work out the minimum set of machines that efficiently produce what you need. eg. for DPF - 1xOil extractor, 2xunderclocked HOR, 1xWater extractor, 2xPackaged water, 2x DPF, 2xUnpack Fuel, 10xFuel gen, 1xPower switch. * Get this to stable running, working "live" so pipes/manifolds fill up, and there's minimal additional load on the existing power sources, and to find bugs fast. * Measure the power needed by this self-sustaining slice. Build power storage to run it, charge it up, then disconnect the batteries ready for a cold re-start. Use a manual power switch to connect the storage to slice one for a restart. Alternatively run the first slice of geothermal with power storage for smoothing. * Work out how many slices you will build total, and what proportion of the generated power is needed to run them. * Build separate power grids: 1 for the first slice (that can be battery booted), one for x other slices to power the rest, and one for the load to the rest of your factories. Priority power switches are not needed as an outage on one isolated circuit can never bring down another. * Build the remaining slices one at a time. Now you know what a working slice looks like, go to town with blueprints. It's all self sustaining so you aren't loading your main power grid by building them. * Relax knowing you'll have reliable power, and if the worst happens it's one switch away from running again. For liquids: * Use gravity: arrange for liquids to flow *down* to the next machine in line, even if it means initially having to pump the crude oil up high. Always feed from above, and make sure the input pipe segment to a machine has a larger volume than the machine's "gulp" size (vol/min * 60 / cycle time in seconds). Pipe floor holes "fail" because short pipe elbows from floor to machine input don't satisfy this condition. * Working in slices means never having to merge all the fuel (or whatever) into a single pipe. Big pipe manifolds are where you'll have all the sloshing trouble. Don't use them. * To ensure fuel gens start and run reliably place humps (elevated pipe supports or stackabe pipe supports) between the junctions to each generator. That way the first fuel gen is completely filled before the next one starts and so on. Also: * No "unreliable" transport (tractors, trucks, trains, or drones) should be part of a power generation plant. The goal is to maximise steady power output!
Building the backup power system was one of the most satisfying things to me...including a podest with an elevated "valve of shame" used to flush the turbofuel plant with stored fuel from a tower in case everything went totally south and needed to be kickstarted.
Not sure 90% of that is necessary. A single generator attached to an extractor and a container of coal outputting into a merger will fix that. Bonus points if you put an elevated buffer or load balancer but they’re not necessary. Also you can totally use huge manifolds without sloshing. You just need positive pressure. It’s no different than the fuel pump in your car.
I don't understand the need for semi-balancing the lines in the video example at 7:50. What problem is this supposed to fix exactly? If there aren't enough resources making it to the machine at the far end, what is splitting things at the middle accomplishing? It's the same total amount of resources being processed overall.
Yup, that tip is 100% worthless. Assuming the train can deliver items at a rate that is at least slightly greater than 100% of the items being used, then eventually it will balance itself out because of the machines at the end not running. The problem more likely is that their trains aren’t delivering the products fast enough so the end machines get starved over time anyway.
@@mechbfp3219Idk, I just had to put in a load balancer in my coal powerplant because it wasn’t getting coal past the first 4 of 8 generators. Once the splitters filled the first few they would just halve their output instead of sending the overflow down the conveyor to the next splitter. Even overclocking to 200% didn’t help. Coal just wasn’t getting past half way.
@@AnarexicSumoAre you sure that the belt that had to transport the coal to 7 of the 8 generators had the relevant capacity to do that? (i.e. was at least a Mk2 conveyor belt.)
The game really needs a "Flush conveyors" feature like it has for the pipelines. After feeding in wrong items its not just the conveyors full of wrong items, they also get stuck in mergers, splitters etc and keep coming out of there forever. A real pain to clean up.
I always include a "bootstrap" section in every primary power plant I build ("primary" meaning intended specifically as a power plant; I occasionally use generators as a method of getting rid of byproducts). A bootstrap section is a section that can power all of the infrastructure necessary to get the plant going, is operable from a completely cold start (meaning my main grid is completely down and all attached power storage has run dry), and can keep going for at least five minutes. My preference is a set of biofuel tanks that feed into a pipe which goes above their head lift level and a pump run by a normally-off switch to a biofuel generator or power storage. If the power dies, just run to the nearest priority switch, isolate the power station from the main grid, then turn on the pump -- it will push biofuel over the 'hump' and into the backup generators, which will then bootstrap the power plant back to life. It's also possible to make a remote-start for solids by placing a smart splitter next to a sink controlled by a priority switch, leaving the switch off, adding some limestone to the belt, and setting the splitter to route limestone to the sink and undefined to another output; while the sink is unpowered, the belt is blocked, but as soon as it gets a little bit of juice it's going to clear the belt and allow items to flow. You can use this for a remote-start backup coal or nuclear plant, but be sure that the plant has water reserves as well.
I had one 2 meter long belt to a sink I forgot to connect that slowly shut down my entire turbo fuel power plant. Since 90% of my power came off this one plant it took several hours to get it running again. My big issue was getting the enough energy to power the plant to produce enough fuel to power the generators. To prevent it from happening again I created a huge fuel storage facility, this included emergency buffers for all the materials coming into the factory so that I wasn’t coming from a cold start. I also isolated a small section that would power only the machines needed for fuel production so that I didn’t have to worry about cold starting the entire factory, just a smaller plant. This all was before power storage and smart switches. Even still I design storage and fail safes in so that I never have to cold start all of my power again.
I don't use fail safes, but I am heavily into the math side of Satisfactory. For me it is not complicated to simply calculate how much I need and build on a healthy margin. I also tend to have a goal of producing twice as much power as my average use and always keep it above the max use line.
Building on healthy margins reduces efficiency, which becomes problematic for later builds where need to, for example, feedback outputs and supplement. It also makes it difficult to balance usage of the more scarce resources.
One thing you forgot to mention, make sure your power storage is always in fuse group 1, so if things are going offline, which will only happen if storage runs dry, your storage can be recharging while you fix the issue.
Batteries work great in conjunction with priority switches if you are using modular factories or modular powergrids in a megafactory. Putting a bank of batteries on the factory side of a priority switch can offer some production continuity in low priority zones (or high priority zones if things are bad) while you troubleshoot the power shortage. With the switch flipped, those batteries aren't being drained to supply the whole grid, just the cut off segment. This is particularly useful for train stations, truck stations, pump stations, and other outposts which may be lower priority but you want them to keep working as long as possible. They may never get used, but never plan for things to always work perfectly.
I agree with the idea of making the failsafe. TL;DR: 1, agree. ALLWAYS load your system up with batteries. 2, Good idea to start using Priority Power Switches early, as when you do need it and don't have them it'll be a pain. 3, can be useful, but only really useful for belts with multiple items or large-scale factories. 4, Combining multiple outputs then splitting again can help, but the final conversion before splitting again can be a choke point and actually SLOW production. Make sure to check the belt's max speeds! 5, Really only useful for extremely large scale builds as doing this with normal builds can be accomplished by looking at which factories flash yellow occasionally on their indicator light. 6, pipes can break like that, but it's just something you need to keep in mind. 7, same as six, just keep it in mind. 8, ALLWAYS USE PUMPS IF GOING UPHILL. It's a basic mechanic of the game that the things that produce the fluids can't push the fluid uphill alone. 1. I love the first one as it saved me on multiple occasions. I build what I call in the game, Capacitors. Basically, 1 capacitor is a 3x3 grid of batteries. Capacitors are built to be stacked on top of one another to allow them to interlace. I also build a backup capacitor which is secluded with a switch that I can turn on or off at will incase of the need to jumpstart my factory again. 2. Priority Power Switches something I have not used yet, but plan to. I recently built 2 massive builds in my world, Computer and Advanced Modular Frame production. These, especially the computer production (basic recipe overclocked to %250), increased the required power a lot, causing my batteries to be in use when I had not yet configured that area. Priority Power Switches will allow me to kill these factories without killing my main production. (Hopefully I should realize the Capacitors are draining by the time this happens though). 3. I've rarely done this in factories (as I rarely make large scale ones). most of the time I put this in areas when 2 items share 1 belt. Though I do not really use this feature (I mostly use the smart splitter for overflows), I can agree this is an amazing failsafe to have. 4. Used this a couple times when I was having the same productivity issues as you. It saved my rear a plethera of times and I love this tactic. I suggest this for some builds. Key word, some. Since you are moving them all to 1 line, then splitting them again, it can slow rates as conveyors can only move so fast. 5. Never done this as I've always found it easier to do it large scale(ish). I can tell how on a massive scale it can be a huge time save though. 6. Just recently (as I was making a computer factory) had to do this. I was partially running off of another line I had already set up for something, I did that, then it didn't work as well until I replaced the pipe. Not too useful, but good thing to know and keep in the back of your mind. 7. I... Did not know that... I've never had that problem, but it makes (sorta) sense. I always thought it was weird. I mean, Convayors get dedicated wall hole structures, but the Hyper Tubes and Fluid Pipes only get holes you can place. I guess it makes sense. Just like 6, not too important but a good thing to keep in the back of your mind. 8. YES, GOD YES. If you check a pump and it's reaching maximum head lift, p l a c e , m o r e . I cannot voice how much it's saved me. Whenever you do something to your pipes, ALLWAYS check the pump afterwards along with the pipes with their flow rate. Did I comment too much? Sorry, I like this game a lot. Nice video though!
I've literally never built a turbo fuel power plant away from the production facility, nor away from the oil pumps. When I set up my turbo fuel plants, I always set them up to be right on the spot. Huge, but more or less right next to the oil veins. I then use electrical towers to connect the electricity to wherever I need it. I've never really transported turbo fuel via packaged turbo fuel. Just piped it straight from the refineries to the generators. I typically only ever package them when I want fuel for my jetpack.
8:37 to add onto this tip, while it’s not a complete failsafe for picking out those “needles in a haystack” issues, you should remember the existence and significance of the Status Lights mounted to virtually every machine. They are the thin, tall, colored lights generally located in the uppermost part of the machine, often in a corner. They serve the word not only telling you which machine(s) in a large area are inactive, but also tell you slightly finer status information. Like which machines are overclocked (the light is white), unpowered or has no recipe selected (red light), inactive but still powered with a recipe (yellow), or actively operating at baseline efficiency (green light) The number of times that remembering about this system has either saved me is surprisingly high. Since it helps minimize the amount of time I’ll spend looking through my factories for an issue. Be it either hunting through a complex for power shards I stupidly misplaced last session…. Or trying to root out which machine block is causing a lower output or volatile power fluctuation in a multi-floor, multi building complex with dozens of Constructors per level
i add a water tower to all liquid systems, set higher then any machine. that requires pumps only on one pipe to reach the liquid storage on top instead of all the pipes and it never stalls.
An elevated buffer is the correct answer, but if that’s not convenient you don’t need a pump on every pipe. Just the extractors. One on the output side of a buffer will work as well.
What I found works even better than switching a few of the consuming machines off entirely, is underclocking them. Just anything in the 1-25% range, not even any need to be exact about it. The reason is that a switched-off machine doesn't seem to buffer inputs, so while the pipes will fill, the machines' internal buffers will still be empty and immediately need fluid. But an underclocked machine will still fill its internal buffer at the same rate as if it were at 100%. The big caveat with this is, don't use copy-and-paste on the machines' setup to bring things back to 100%: doing so seems to empty out the internal buffers (I *think* back into the pipes/conveyors so not destroying the resources? But if the pipe's full, it would destroy the excess anyway.) so you may as well use the switching-off strategy at that point. This worked for helping my own turbofuel plant finally stop fluctuating in output, and I plan to use the same to get the water loop up to speed in the aluminum factory I'm building.
honestly i think a video id like would be about pipes, pumps and flow control, how high pipe can go without a pump, all the bugs the pipes can get and the fixes and to check the flow properly. those are the things i struggled the most with
@10:00 if pipe is not full or close to full (the bubble) flow will drop - max flow is only when pipe is close to 100% fill. So if you did not prime your pipes you will never reach max capacity if input and output is matched. This is fine and easey on local plants, but for one that can get occasional input drops, I would suggest to have output reduced so in case ot su[pplu drop happen, pipe can refill, as otherwise whole system will slowly shutdown.
Good job for doing all this wonder of a factory! It truly is a lot of work and can become a mess so easily! Even though you ran into a lot of trouble, im eager to see your next satisfactory video! Turning every defeat into a lesson is the way to go! Amazing!
One thing I do is make pipes go vertically, with a pump for a distance higher than the head lift without the pump, and then straight back down. Extra points if you put a buffer up there. This makes fluids so, so much more reliable since they can't flow backwards
Nice tips, one thing that disturbed me a bit is how you were dismantle the conveyor belts 1 by 1 in 05:37 instead of use the dismantle filter which would be a lot better in comodity. Dismantle Filter + Mass dismantle would be a bit less painful to see, you probably know it now but just in case.
Moral of the story, don't cut corners. But there were some really good tips. Looping your train like that was a pretty big mistake though... should have just kept it as push pull with no loops, instead of push pull with a single loop. Adding a second loop at the other end also works, then you don't need push pull at all
Heya Total! Your failsafe video came right in time for my power plant build. I have 24 refineries producing 960 heavy oil per min. I then have 25.6 refineries using 37.5 heavy oil and 4 compacted coal per min to make 768 Turbofuel per min. I divided that output by 4.5 per min to determine the amount of generators i would need. 170.666667. Anyway, i built all those, waited for everything to run at 100% after fixing several problems. At 100 % i am getting 17,100 MW, by my calculations I should be getting 25,000 MW so i just chalked that up to being on experimental until i saw this video. I built a 10 by 10 and a 3 by 10 grid of power storage devices, waited for them to charge and then systematically turned off each generator. I waited for my pipes to over saturate and then turned everyone back on. Everything is running at 100% but i’m still only getting 17,100 MW. Can you possibly give me any idea as to why i cant reach full production? Thanx for your time and love your vids!!
First of, don´t use "Turbo Heavy Fuel" it´s the least efficient recipe for Turbo fuel. Secondly, do you have enough Generators build? It´s true you produce enough for 170,666 Generators, alhough 8500 MW is 56.6666 Generators and it´s kinda hard to forget 1/3 of the Generators you have to build. Wich would be more understandable if you overclock your Generators. Thirdly, if you have a certain number of Sulfur (and coal) available, the standart recipe for TF mixed with normal Fuel is the most Energie gaining, if my math works out. From what you said it seems you have 720 Oil and 768 Sulfur/Coal. With Turbo Heavy Fuel you get 768 TF wich is 25.600 MW. Now reducing the production cost you´re at a net gain of 23.655,013 MW. If you use the "Turbo Blend Fuel" recipe, wich is the most sulfur efficient one of the 3, you get 960 TF out of 720 Oil and only use 480 Sulfur. 960 TF is 32.000 MW, but it´s a net gain of 29.333,513 MW, wich is 5.678,5 MW more and you still have 272 sulfur more. But Blenders are a Tier 7 maschine, so you might not have excess to them, although you can very easily get around that with Blueprints. If you were to go max TF with 768 Sulfur you´d get 1190,4 TF, but that requires the standart and the Blender recipe and is "only" a net gain of 36.002,9 MW. For the biggest net gain of Energie with 720 Oil and 768 Sulfur (and Coal), you´d use the standart recipe to make 960 TF and use the remaining Fuel (768) in extra Fuel generators. This results in a net gain of 37.452,775 MW. If your wondering about the Sulfur efficiency of the recipes: Turbo Heavy : 1 Sulfur = 1 TF Turbo : 1 Sulfur = 1,25 TF Turbo Blend : 1 Sulfur = 2 TF
@7:30 So you split one manifold into two. Prupoese of U shape manifold is to see inefficiency in input of output by seeing drop on ennd machines or clogs on belt (the S-manifold will show inefficiency by machines only). If you split into two manifolds you didn't solve issue, you mask it by fact that two smallet manifolds will gave smaller total buffer, and in youre example input ratio suddenly was in threshold. But yes, it helps for output ratios as in effect You feed two smaller production lines now. Ultimate version of this is non-manifold setup.
I learned the hard way: Avoid MK2 pipes, they showed a flow of 598m3 instead 300. Two mk1 just did the trick. Maybe it was because of three fluid inputs with different amount of input. I tested Valves and pumps with no effect. In 1.0 that is
Thank you for doing this video and providing all this valuable information as well as your insight on a lot of stuff in the game. Also sorry I haven't commented much on any of your videos because I've been kind of preoccupied with personal items and the fact that I had stepped away from the game for quite some time and now I am finally getting back into it.
and with power issues u have main switches that throttle parts of my factory so if i do start running close i can shut sections of it off or least half my production until i can get better power going it has saved me so many times doing that way with careful power grid planning
A good rule of thumb for power storage backups that i live by is i build them as large as necessary in order to match the full output of my power plant for 1 hour. So if i have a 30 gigawatt fuel power plant i will have a 30 gigawatt/hour power storage facility. There are two mods that i think are utterly essential for making a large power storage array. the Smart mod (for building lots of stuff at once) and daisy chain everything. Without them building these large arrays, and doing the cable management for them is a real pain in the nuts.
My last tf 40GW build was a mess, dropping the efficiency by 3-5% costantly. After an hours of debugging and trying to solve this, I gave up. And rebuild the thing from scratch, dividing the liquid into sections equally. So far it’s working grate 😂
Usually I just kickstart a new powerplant setup with a single bioburner and progressively activate more and more buildings to full potential. (Yeah, forgot to build a powerline at first, and I couldn't be bothered running back across the map :P)
10:15 This is unfortunately still an issue in 1.0, and I think it's less a bug and more just a quirk in how fluids work in this game. The best thing to do is to start everything on your pipe network turned off - build it, then immediately turn it off before connecting it, then connect everything up with pipes, then wait for the network to fully saturate so every pipe is full. Once that happens, turn each building on one by one, letting them fill and the pipe network to refill before going to the next one. Can be tedious with really large factories, but it prevents any weirdness with pipes not filling completely and causing surges in production.
I usually build things in stages or modules that can be progressively activated. In the early game, often because I need the product of the line I'm building to build the line (plates, rods, mod frames) or the power plant has to bootstrap itself (It's real fun getting a coal plant primed with water). In the later game, mostly because there's a limit to the belt capacity for ingredients so building components larger than a mk 2 pipe or a mk 5 belt doesn't make any sense. Because of the rail network, I always end up with one global power grid, and I often just don't build big enough to have power problems before I install something new. I build a coal plant at the inlet between the northern forest and the rocky desert, both plastic and rubber produce HOR as a byproduct, which get burned for power, then about the time it's time to start making nuclear pasta I build a nuclear power plant and often a coal plant in that grotto near the giant waterfall. Oh, and geothermal. And that pretty much powers a factory.
@@fasty93 1 Packaged Liquid = 1 Unit of liquid Fluid Train has a Capacity of 1600 Units Item Cart has a Capacity of 32 Stacks wich in case of Fuel etc. is 100. So 32 * 100 = 3200 units, double that of the Fluid Carts. You need more Power to unpackage them, but you have less/shorter Trains moving. A small tip: if you want Packaged Fuel, either to Transport it or to use it, "Diluted Package Fuel" is more Energie efficient than "Diluted Fuel". Example: 100 PF DPF: 2,916666 Refinerys, 1,6666 Packager = 98.203 MW DF: 1 Blender, 2.5 Packager, 1.25 Refinerys = 133.8 MW
Place the power storage batteries in the power priority group one along with power plants. In this way when the power fails, the batteries will be empty, and the priority group will be cut. So the still working power plants will charge the batteries as long as the problem is solved. When it is solved, they will be charged and will have enough power to kickstart the non working plants.
The way ive made trains work flawless is having every train dump into an industrial storage with 2 mk5 belts, and plan for using AT MOST an mk5 and mk4 belt leaving the storage. This allows for the contents to empty out from the train station faster than the line can possibly take, and the result is you can prime the system with the storage so the manifold is alwsys full. And even if somehow your line is disrupted, repriming it isnt the end of the world. I also do this in reverse for loading trains, as i always like to match my belts going into and out of to make a virtual belt on the train car. Same logic applies to fluid cars if youre not going the packaging route, just make sure you use less than 1200/min so you can dump your fluids into 2 storages and have them flow out as needed.
I always isolate the power supply required to run the power generation from the main line meaning that even if the main power supply goes down the power required to run my power generation is still running perfectly
I would assume the manifold saturation problem is due to train throughput or the lack of buffer, which makes the machines run out, same with fuel gens, it takes pipes much longer to properly saturate in a manifold so gens burn fuel faster than it happens. My failsafe in both cases would be use of storages and buffers nit to rely on the belt/pipe system alone
Whoa, belt balancers! I haven't seen you play Factorio... ... ... did someone from Factorio give you the skinny on belt balancers? Either way, bravo, first Ficsit engineer I've seen on ytube to do it!
Thank you. Would love a detailed video about the train station load balancer and them overall. Pretty new player here, and until here, all your videos were great and detailed enough to understand them with a bit of logic thinking, but bigger load balancers still scare me a bit :D
i use a custom pillar support for my generator spam which has batterys that are charged then removed from the network if i need em i have em for rebooting the power plant.
I bought the game two days ago and atm have 11 hours on it. When I see videos like these I think I bought the game for the wrong reasons. But I am having so much fun satisfying my OCD :D
Great tips, thanks. I really need to put the priority power systems in place for my factory. I'm thinking that protecting entire self enclosed power generation setups as one unit, so in the case of my oil one that's the two oil wells and everything that hangs off them, including a sink overflow channel. Which is relevant as while your tips are great, you missed the sink overflow output. When storage is full, everything backs up, therefore if you really don't want the factory to backup then a smart splitter with the sink is essential to handle when the output storage gets full. Where a factory produces multiple goods this becomes more important, but a single output factory it's just a way to get more sink points otherwise doesn't really matter. For a power generating setup such as an oil one then it's pretty much essential just in case the removal of the "waste" products, such as plastics, doesn't happen fast enough. It's a good failsafe for something like an aluminium processing plant too.
Glad you found the video useful, we did talk about an overflow splitter in the video, but not in regards to storage as that's IMO not a failsafe situation - though you're right, we should all have resource over flows for the storage to gain tickets :)
Two things I do with my factories these days is: One: slightly over produce required components so the end product can be made at 100% regardless of any little loading bugs/hiccups that may change things. The components being slightly over produced (I'm talking 0.05-0.1%) can be sinked or left to back up Two: Is the opposite of your not concerned about light variations in the end product production but want the rest of the system to run at a consistent 100% slightly overclock the end product production by a bees dick. I use both these methods in combination in my builds to great success
How far back in Ur videos do I need to go for the most recent update vieios or do u have a playlist now of good and still useful from all updates? IV not played in about a year
I recently built a factory to produce 1200 Portable Miner per minute but I suppose 1200 Turbofuel is a big project too. Looking forward to it. My plan is to store 1200 items per minute of every item, no matter which ones. And no failsafe in there (dont know what that would be, but might need to built it in the lines)
The pipe floor hole bug sucks... Took me forever to figure it out. Has to do with putting a pump on a pipe within a certain distance of the floor hole... I also did notice the issue where i had to turn off my power plants to fill the pipes first... It is weird how that works.
Excellent video. About smart splitters to safeguard manifolds, sure, but avoid sushi lines or sushi stations as much as possible. Or do sorting immediately at the station. But sill, a final smart splitter is much easier to fix than hundreds of feeder belts. Definitely. About pipes. *sigh*deep-breath* Placing things on pipes then removing ends sometimes leaves slivers inside the pump/valve/junction (pipe device). I always and only connect pipes to supports, delete supports, add pipe device, connect from pipe device to support. Pipe floor holes are broken badly. On the mild side, a floor hole through 1m or 2m foundation always eats 4m lift. On the harsh side, they just don't work at all. You mostly rightly omit fluid storage entirely, as they just slosh infinitely and eat flow rate. The only fluid storage that works is a fill pipe to one side, and key pipe to low side with a valve set to zero to pressurize another pipe. It's self priming, mostly. Except in case of a pipe flush or pump power loss, then you must open the valve to establish pressure, then close it, and do so for all valves on the line. gl w/tht. Usually still worth it. For floor holes, sometimes I just submerge (about 0.3 or 0.4m, I forget) a pipe support. then bend it horizontally. There should be enough of a nub protruding from a foundation to attach pipes from both sides without dismantling foundation. time consuming and ugly, though I try to hide the vertical support in the rear and it's somewhat ok. But doesn't suffer head lift wonk. Sometimes you must go up or down a lot and have little choice. Can also plant junctions in 2m fountations I guess. Really like the balancer discussion. Encountered this when thinking of a train fed global wet concrete build out in the swamp (by the broken ocean water). Trying to design an overflow balancer chain loop so that any single station excess goes to the next and around to the start as needed. 8 station outputs to 7.5 belts used per line, but 10 belt (5 car) stations ... 5 of them, perhaps. Pre-filling machine's internal fluid buffers doesn't so much eliminate backflow as prevent sputtering from starvation. You never quite fully fill everything so there shouldn't be backflow.
Valves. Use them. Don't rely on ratios of pipe junctions and consumers. Just dictate how much flow goes into your consumers with a valve. The biggest problem with pipes is that when liquid is sent down a junction, the overflow is not sent the other path. So use valves. Also doubles as a check valve when you need to be function in that explicit way
The isssue at 7.40 and anyhting similar to "factories not runing at their intended full potential" can literally be fixed by, power switch on , power switch off. after it gets 1 item in, the items keep going in even if the powers off, once the conveyrbelts are fully loaded and cant move more forward. power back on ,tadaa fully perfectly working again if everyhting else is set correct
problem lies in trying to start running the factory while there converbelts arent full of items, similar to starting coal power plant before water is fully in pipes syndrome/issue
I know all about that issue with wrong resources. Happened to me multiple times in a big messy problematic way. First was my computer factory which got caterium instead of copper. I build and connected the miner on the wrong deposit. The deposits were close to each other so I didn't notice it. And I had a long spaghetti conveyor belt filled with caterium ore instead of copper. So i had to clean the caterium from the main belt first. I used a smart splitter with a storage container attached where only the caterium would go into and copper would pass through. That alone was several hundred caterium ore that went in there. After cleaning the main belt I had to go into the factory and had to rebuild every end point and obviously also pick up all the caterium that was sill on the belt. Painful process and it happened again twice when I started to use trains and wanted to do multi stage trains where the same containers are filled and emptied with different materials at each station. I didn't set a filter what was supposed to be dropped of at which station and ended up with a huge mess once trains were filled with multiple cargo types due to problems with the initial delivery numbers (initial drop to small creating shortages and overflow on other factories). Whenever I have an excess somwhere I usually try to use a sink to reduce the numbers until it is sensible. Also for me the fail safe with trains is now that every cargo container has one type of cargo intended for one specific stations. I can still have multiple pickups and drop off points but I do it in a way so that material always reaches the correct destination and I reduced the number of stops trains have to do.
balancing train loading/unloading with throughput unlimited balancers is very high on my Wishlist for the game... the inability to balance stuff without a giant ugly construction is unfortunately a flaw which is hard to remove
Just curious. I have rarely packaged fuel. It seem less efficient than just running a pipeline. Is it just a personal choice (ie, not having a huge pipeline running across your map), or is it more efficient?
While yes some of these are indeed important failsaffes, some of them are just temporary help to an already broken system. Basically some of these arent failsafes, just hiding the initial problem, fx. At 07.30 he talks about semi balancing the input to help get the factory up and working faster when a train is slow to deliver, the real problem there would be a lack of buffers which are essential with trains since they have that annoying little forced pause when a train is loading/unloading :D
Créât vidéo ! Also can you do a video about thé Belt balancing ? It seems interesting but i Think we need a more in depth vidéo on that subject in order to understand. Thanks a lot for your vidéos
I want them to hire an electrician and math out making a positive and negative terminal on the battery backups. I want to increase the voltage to send longer distance and then step it down and wire for max capacity.
Got a weird, unrelated question, How do you make it so the billboard/screen signs illuminate light? Even if I put it on glossy lvl 3 it doesnt emit any light on the ground or surface
They still don't produce light, they'll only glow. So you can backlight something cause it will create contrast, but no light is actually emitted to light up other things around
I just genuinely prefer building power plants so I've made a lot of them Safe to say that I don't think I'll have any power issues with a 15,000 mega watt overhead
I am not sure what will happen in this viedeo but my theorie with the fuel generator is that its bugged it uses more then you see i think arround 10-5% or it needs just 10 h to balace itself out
Did you make a video on balancers yet? I only implemented them on my previous play, and not a lot, so it'd be nice to see how you go about it before I get too far into my playthrough. I'm at five hours so far.
People who play multiplayer probably know that there's nothing you can do once the conveyor line is bugged and items won't go on it. Gotta demolish and rebuild the entire fricking line, fam.
Wait, did they change how power works? You linked all the batteries to each other at the start, I thought they worked the same as other buildings needing power poles connected.... Have I been doing that wrong all this time?
the inefficiency was moving liquid....by packaging it? See the problem with moving things by packaging it is you need your trains to be TWICE as long (or moving half as much), since you need half to unload the loaded fuel, the other half loading the empties. Stack this against just normal fuel cars allowing you to move at whatever size trains your running. Distance just means you need more trains moving, and with a proper mainline setup, won't be a problem.
Best failsafe is a pencil & paper, note down things turned on/off and other changes or phases during a project so that when inevitably you need to stop and comeback you have a record of what was or needs to be done.
They aren't daisy chained to each other, he has wall or ceiling connectors between each instead of poles. They work just like poles but tiny. Buy them in the shop.
Do you use Failsafes in your factories?
Short answer: yes.
Longer answer: Yes, but judging by your tips I could really do with more!
using storage tanks helps a little with fluids.
I always add a "Receiving" room between my trains and factory. Smart splitters, containers and a Sink. If there is a mistake in the cargo, it takes 15 seconds to clear the lines, and nothing ever clogs the main production line. This is also where I balance
@@bluewonder8214 I have the same, it means I don't have to think so much about the train scheduling and the output of remote factories. Any excess is stored and anything in excess of storage is sunk.
yes, i use valves on all my branching pipes, to stop backflow.
The fact you had to "prime" the pipes adds a level of realism I really appreciate!
I just wish they would add the realism of items falling off any conveyors that aren't linked to anything, like a waterfall effect.
It would make for some interesting layouts!
@@PaddyFromPaddistan Or just fluids flowing from high pressure to low. Or allowing pumps to be rigged next to each other in series.
I have noticed that liquids in pipes behave surprisingly realistically. You can build in a buffer if you ensure that your liquids always flow downwards right before they go into something. That way you're not running into the issue of liquid sloshing around in a pipe, meaning that whatever needs that liquid is occasionally not getting any flow. Because I worked in a factory where many of our resources were fed in from the ceiling (water, pressurized air, argon, nitrogen, coolant, power), I tend to build my factories this way anyway.
thanks for this, I am going to make sure I put all the pipes coming in from the roof from now on to save a lot of headaches
Yeah I try to take advantage of gravity feeding when possible for liquids. Saves on space and power not having to build unnecessary pumps.
That probably also helps with the way they work on pressure, you always have a buffer already in the system so it doesn't take time to re push, or has 2 sources to push that buffer back into the system.
Or just put one pump almost anywhere near the input of your build if elevation isn’t convenient. The only thing that’s frustrating is they don’t let you make pressure tanks or air release valves.
You have real life experience? Thats so fucking cool
I ALWAYS recommend using a “water tower” type of fluid buffer prior to starting up fuel generators. The process can be made much easier by filling up that fluid buffer as you set up all the pipes and build the genny’s with valves built between each section and then opening it up each section and waiting for the lines to fill before opening the next
So the video can be summed up in:
"Do not rely on just-in-time production - it is only a tiny bit cheaper to build but will fail spectacularly if even the tiniest bit goes wrong". In 2021 we had seen just how stupid that concept is in the real world - a single ship caused international problems cause nobody had any reserves and nobody could coop with the loss of transportation of a single route.
Yup exactly. Over produce everything that gets used anywhere else and you basically eliminate most of these problems, and real problems are much easier to find because you just need to look for empty belts or pipes.
Also, car factories not having enough chips to finish the cars, not realizing that chips have a lead time of *months*. You keep them in stock, or else.
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Ah, my favorite channel that constantly reminds me of how much I suck at Satisfactory.
I played for about 100h and havent even left the starting area. I know what you mean. My constructions are efficient my ass
@@KhedaarI'm faced with the opposite. I can make efficient designs. That look like garbage. For the life of me I can't do the exquisite architecture you see in these videos. 😢
This made me smile ear to ear! I feel your pain brother!!
It's one of the few games I still enjoy despite being terrible at it!! 😂
Don't be stingy with Valves. Placing one at the top after a lift will prevent any backflow falling back down if for some reason production slows, and if you ever merge larger pipe sections, set valves on any input so they won't push into each other. The fluid behavior can be unpredictable, so just restrict it any way you can to limit those options.
Yes please cover the belt balancers! I was working one out for concrete but for some reason the first of the 3 lines was backing up to the machines. I thought I had done my math correctly but it appears the mergers will take them 1-1 from each input I semi fixed it by putting a lower tier belt between the smart splitter and merger but I was still having back up issues. So I would love a proper vid on that. its always great to watch your vids and I cant wait to upgrade my GPU to get back to Satisfactory.
+1 my go to 'belt balancer' is the industrial cargo container but it's kind of limited in its usefullness
Yeah balancers would be nice to hear more on. I also just had a problem today with a new save where total production of screws should hae 100% satisfied rotors and reinforced plates, but the rotor assembler was not getting enough and all the constructors were backed up with screws (belt speed was fine on paper).
Definitely would love a video on the balancers (and possibly blueprints?)!
@@torxe3922Something I've noticed about the cargo containers is if they're empty then they stop acting as balancers. If they have one item inside, then that item always goes to the top output. I haven't tested this extensively, but I just remember watching a container I'd been using to balance just spewing all of its items out of the top output because it had run dry. They also don't work as splitters for this same reason. I guess otherwise they'd be a bit OP as the only merger+splitter object in the game.
When you remember that a pipe has to fill up before something can escape the top of it, things get much simpler. When a machine consumes fluid it does so INSTANTLY and it does that every cycle which means that, for a short time each cycle, the pipe is no longer full.
In my factories, pipes going into a machine go downwards. Pipes coming out of a machine go upwards.
This also makes refinery manifolds easier to build because I can build splitters/mergers on the floor with their hologram arrows overlapping the refinery arrows and the pipes won't do any nasty clipping. When I have two rows in a manifold, I line up the rows of refineries by their belt connections and use a 2m foundation to place the pipe junctions first, then I have the splitters/mergers stacked with the junctions and the belts are flat and I maintain my rule of pipe inputs flowing down and pipe outputs flowing up. I never build a junction on an existing pipe unless there is no other option. In the rare cases when I am forced to build a junction on a pipe, I immediately dismantle the pipes and rebuild them. Building a junction on the end of a pipe is fine though, but be careful because it should ACTUALLY be on the end and should not cut the existing pipe.
If I'm making a huge fluid manifold like fuel generators, and I can't wait to turn them on for whatever reason, at the end of the build I can manually switch off a few of the consuming machines at the end of the line and wait for the pipes to fill. Then I'd check the fluid production machines and wait for them to start backing up (at least half of them with yellow lights) and then finally I can switch those consumers back on.
When building a large manifold of fuel generators it usually works best to let the pipes fill up first and then start connecting the power cables because when doing that the generators don't have their cycles synchronised and their consumption is less spikey. Stop making power connections and check the levels after every 20 or so generators. Let them fill.
This is also the reason why pipes cannot provide fluid at their max throughput and remain full at the same time - if you need exactly 300 fluid every 60 seconds, that means on average the pipe was emptying for half the time and filling for half the time. If the pipe was both emptying and filling it would remain at the same level and if that level is empty, it remains empty. If the pipe is full it can remain full, but that won't happen in practise because the production machines take a short while to start up. The pipes themselves act as a buffer and the machines also have built-in buffer (50m³) which you should make the most of by giving all the things time to fill up.
One very basic efficiency you're missing out on is input and output buffer containers on stations.
If for example you had 2 nodes feeding a station with 240/min each and a train pulls into the station. Well the station then stops accepting items, the belts fill up and eventually after enough cycles, the miner fills up and stops producing. This means that the average rate of production over time will drop below 240/min.
Similarly, if a factory relies on a belt being saturated all the time, the moment a train pulls into the station, the belt starts depleting and the throughput on that belt will also be less than nominal over time.
Lastly, it's important that they both be used at either end so that items per minute are balanced on both input and output for the entire system. Essentially the only bottleneck of the system then becomes the throughput capacity of the journey itself (total car capacity/trip time); as long as that's higher than the input and output capacity, the entire trainline can be ignored as a bottle neck (providing you let it fill up a little bit first). Items seemingly go in and come out the other end without any interruption in between.
VERY IMPORTANT: the belt connection between the station and the container must have faster throughput than the intended nominal input or output to make up for lost time during the loading/unloading animations.
As an aside, using another equation (total line capacity (i.e. all trains on a line carrying that specific cargo)/input output capacity) gives us the maximum average interval time for a given station. If you have a very large distance to cover, you can use that equation to add either more trains, or split the journey with cargo stations in between effectively creating multiple buffered train routes with balanced inputs and outputs (as above, it can then be discounted as a source of bottle necking since the input and output are balanced and continuous).
A lot less writing...
Stations stop accepting materials when loading/unloading. Use industrial storage. If you are shipping ore for example, single belt into storage, 2 belts from storage to station. On receiving/unloading station, 2 belts from station to storage and single belt out. This keeps things running and stops things like miners from backing up and ensures your station empties quickly into a boxes so your belts dont starve.
Buffers aren't necessary.
@@Domtronic Depends how you define buffer. A section of faster line could be called a buffer. Whatever the case if you want to deliver X items/min you need to be able to move amount > X items/min out of the station and have enough of it available to feed your X item/min bottleneck for the duration of the unload. Same idea for loading.
@@BoredDan7 Faster lines themselves are in addition to a buffer which is not necessary. It's not nuanced.
@@Domtronic If you want to have 100% efficiency a buffer IS needed for train loading and unloading. When a train is loading or unloading NO items go in or out of the station via belts. This means there is "dead" time which requires a buffer of some sort. A line that is long enough and faster then required does act as a buffer.
For example if you were say pumping 240 ore/min on mk.2 belts into a station and using two mk.2 belts on the unload station, you would not be able to use 240 ore/min on the other side because you would have time during load where the belts going in are backed up and time during unload where the belts going aren't being fed.
Trains need buffers because they have a variable rate intake and outake, that variation being 0/min during load/unload. You don't need buffer in other areas because the rate is constant.
One fail safe I use is smart splitters for the full manifold. It dramatically smooths out power spikes as the manifold fills one machine at a time. It also allows for interesting designs like my steel factory that can build entirely pipes or beams depending on need. Balanced if both are needed, fully one or the other if one is backstuffed.
Oooh, now that's a very nice and clever use of things to add efficiency and using smart splitters like that is obvious now you mention it and takes no more space than normal splitters! Thanks. I take it that your steel factory has interleaved pipe/beam manufacturing therefore the flow just happens depending on what is backed up on the outputs? Or have you also separated out the power for each so you can turn or or other off as necessary?
I have something like that set up with my oil packer / unpacker lines for my belts between the NW oil field and green fields. With 4 lines of 15 machines, and enough buffer on each end to hold the entire loop of product (wild overkill, 68k in cross balanced storage on each end for what is 'only' 1800 per/min in belts). If there is an in input failure, Id much rather them start shutting off one at a time, rather then roughly all at once.
@@nickryan3417 well the trick is a container that runs full and smart splitter on the input. You build machines for 100% of the input resource. If both containers are not full it will produce 50-50. As soon as one container is full it will only produce the other item. You could add power switches in case you run out of one item but the other is not full jet.
I like this for my buildable items.
Nah. I think its more fun to do the math and perfect split to all your machines. Also why would anyone use trains when you can just run belts and/or pipes the whole way. Takes a while I grant you but perfect throughput with no interuptions.
@@GoldMike_ I don`t like having belts and pipes everywhere. One good rail system makes any resource available everywhere.
Just found this Video. The "Letting the pipes Fill up" could have saved me from quite a headache a couple of days ago, but i figured it out by myself After all. 😂
Before update 8, I ran a separate power system for the power systems...if that makes sense, I used different color poles to mark them. The entire supply line ran on their own power, I did this as I ran into the problem you described where I ran out of all of the power.
I did this too, though i haven't played since U2 or so. Coal plants always had the required amount for max output plus one extra, and had priority feed of coal... saved my butt so many times.
I did this too, and still let some grid to be separate, but now they can be connected via priority switches.
When creating a power station you really need a plan for how to bring it back online after a brown-out or black-out.
My tips would be:
* Build in end-to-end "slices": Work out the minimum set of machines that efficiently produce what you need. eg. for DPF - 1xOil extractor, 2xunderclocked HOR, 1xWater extractor, 2xPackaged water, 2x DPF, 2xUnpack Fuel, 10xFuel gen, 1xPower switch.
* Get this to stable running, working "live" so pipes/manifolds fill up, and there's minimal additional load on the existing power sources, and to find bugs fast.
* Measure the power needed by this self-sustaining slice. Build power storage to run it, charge it up, then disconnect the batteries ready for a cold re-start. Use a manual power switch to connect the storage to slice one for a restart. Alternatively run the first slice of geothermal with power storage for smoothing.
* Work out how many slices you will build total, and what proportion of the generated power is needed to run them.
* Build separate power grids: 1 for the first slice (that can be battery booted), one for x other slices to power the rest, and one for the load to the rest of your factories. Priority power switches are not needed as an outage on one isolated circuit can never bring down another.
* Build the remaining slices one at a time. Now you know what a working slice looks like, go to town with blueprints. It's all self sustaining so you aren't loading your main power grid by building them.
* Relax knowing you'll have reliable power, and if the worst happens it's one switch away from running again.
For liquids:
* Use gravity: arrange for liquids to flow *down* to the next machine in line, even if it means initially having to pump the crude oil up high. Always feed from above, and make sure the input pipe segment to a machine has a larger volume than the machine's "gulp" size (vol/min * 60 / cycle time in seconds). Pipe floor holes "fail" because short pipe elbows from floor to machine input don't satisfy this condition.
* Working in slices means never having to merge all the fuel (or whatever) into a single pipe. Big pipe manifolds are where you'll have all the sloshing trouble. Don't use them.
* To ensure fuel gens start and run reliably place humps (elevated pipe supports or stackabe pipe supports) between the junctions to each generator. That way the first fuel gen is completely filled before the next one starts and so on.
Also:
* No "unreliable" transport (tractors, trucks, trains, or drones) should be part of a power generation plant. The goal is to maximise steady power output!
Building the backup power system was one of the most satisfying things to me...including a podest with an elevated "valve of shame" used to flush the turbofuel plant with stored fuel from a tower in case everything went totally south and needed to be kickstarted.
Not sure 90% of that is necessary. A single generator attached to an extractor and a container of coal outputting into a merger will fix that. Bonus points if you put an elevated buffer or load balancer but they’re not necessary. Also you can totally use huge manifolds without sloshing. You just need positive pressure. It’s no different than the fuel pump in your car.
Ah, failsaifes, that's certainly one useful thing...
*Proceeds to feed a machine with raw sushi*
I don't understand the need for semi-balancing the lines in the video example at 7:50.
What problem is this supposed to fix exactly? If there aren't enough resources making it to the machine at the far end, what is splitting things at the middle accomplishing? It's the same total amount of resources being processed overall.
Yup, that tip is 100% worthless. Assuming the train can deliver items at a rate that is at least slightly greater than 100% of the items being used, then eventually it will balance itself out because of the machines at the end not running. The problem more likely is that their trains aren’t delivering the products fast enough so the end machines get starved over time anyway.
@@mechbfp3219Idk, I just had to put in a load balancer in my coal powerplant because it wasn’t getting coal past the first 4 of 8 generators. Once the splitters filled the first few they would just halve their output instead of sending the overflow down the conveyor to the next splitter. Even overclocking to 200% didn’t help. Coal just wasn’t getting past half way.
@@AnarexicSumoAre you sure that the belt that had to transport the coal to 7 of the 8 generators had the relevant capacity to do that? (i.e. was at least a Mk2 conveyor belt.)
The game really needs a "Flush conveyors" feature like it has for the pipelines. After feeding in wrong items its not just the conveyors full of wrong items, they also get stuck in mergers, splitters etc and keep coming out of there forever. A real pain to clean up.
It would solve a lot of the problem if they just fixed the bug where the front item in the belt can't be picked up.
Dependong on your belt setup (easiest on manifolds), you can route the farthest end into an awesome sink, leaves you with much less cleanup to do
Someone should make that a mod it's a good idea
We are playing different games
Fr
mods probably...
@@gamerdweebentertainment1616he just means he’s way more advanced than him
Bro's playing Factorio
For real...... i'm over here like "hehe burn wood make iron rod"
I always include a "bootstrap" section in every primary power plant I build ("primary" meaning intended specifically as a power plant; I occasionally use generators as a method of getting rid of byproducts). A bootstrap section is a section that can power all of the infrastructure necessary to get the plant going, is operable from a completely cold start (meaning my main grid is completely down and all attached power storage has run dry), and can keep going for at least five minutes.
My preference is a set of biofuel tanks that feed into a pipe which goes above their head lift level and a pump run by a normally-off switch to a biofuel generator or power storage. If the power dies, just run to the nearest priority switch, isolate the power station from the main grid, then turn on the pump -- it will push biofuel over the 'hump' and into the backup generators, which will then bootstrap the power plant back to life.
It's also possible to make a remote-start for solids by placing a smart splitter next to a sink controlled by a priority switch, leaving the switch off, adding some limestone to the belt, and setting the splitter to route limestone to the sink and undefined to another output; while the sink is unpowered, the belt is blocked, but as soon as it gets a little bit of juice it's going to clear the belt and allow items to flow. You can use this for a remote-start backup coal or nuclear plant, but be sure that the plant has water reserves as well.
I had one 2 meter long belt to a sink I forgot to connect that slowly shut down my entire turbo fuel power plant. Since 90% of my power came off this one plant it took several hours to get it running again. My big issue was getting the enough energy to power the plant to produce enough fuel to power the generators. To prevent it from happening again I created a huge fuel storage facility, this included emergency buffers for all the materials coming into the factory so that I wasn’t coming from a cold start. I also isolated a small section that would power only the machines needed for fuel production so that I didn’t have to worry about cold starting the entire factory, just a smaller plant. This all was before power storage and smart switches. Even still I design storage and fail safes in so that I never have to cold start all of my power again.
I don't use fail safes, but I am heavily into the math side of Satisfactory. For me it is not complicated to simply calculate how much I need and build on a healthy margin. I also tend to have a goal of producing twice as much power as my average use and always keep it above the max use line.
Building on healthy margins reduces efficiency, which becomes problematic for later builds where need to, for example, feedback outputs and supplement. It also makes it difficult to balance usage of the more scarce resources.
One thing you forgot to mention, make sure your power storage is always in fuse group 1, so if things are going offline, which will only happen if storage runs dry, your storage can be recharging while you fix the issue.
Batteries work great in conjunction with priority switches if you are using modular factories or modular powergrids in a megafactory. Putting a bank of batteries on the factory side of a priority switch can offer some production continuity in low priority zones (or high priority zones if things are bad) while you troubleshoot the power shortage. With the switch flipped, those batteries aren't being drained to supply the whole grid, just the cut off segment. This is particularly useful for train stations, truck stations, pump stations, and other outposts which may be lower priority but you want them to keep working as long as possible.
They may never get used, but never plan for things to always work perfectly.
Re - saturating pipes and backflows: Use Fluid Buffers. They help *a lot* in ensuring an even flow.
I agree with the idea of making the failsafe.
TL;DR: 1, agree. ALLWAYS load your system up with batteries. 2, Good idea to start using Priority Power Switches early, as when you do need it and don't have them it'll be a pain. 3, can be useful, but only really useful for belts with multiple items or large-scale factories. 4, Combining multiple outputs then splitting again can help, but the final conversion before splitting again can be a choke point and actually SLOW production. Make sure to check the belt's max speeds! 5, Really only useful for extremely large scale builds as doing this with normal builds can be accomplished by looking at which factories flash yellow occasionally on their indicator light. 6, pipes can break like that, but it's just something you need to keep in mind. 7, same as six, just keep it in mind. 8, ALLWAYS USE PUMPS IF GOING UPHILL. It's a basic mechanic of the game that the things that produce the fluids can't push the fluid uphill alone.
1. I love the first one as it saved me on multiple occasions. I build what I call in the game, Capacitors. Basically, 1 capacitor is a 3x3 grid of batteries. Capacitors are built to be stacked on top of one another to allow them to interlace. I also build a backup capacitor which is secluded with a switch that I can turn on or off at will incase of the need to jumpstart my factory again.
2. Priority Power Switches something I have not used yet, but plan to. I recently built 2 massive builds in my world, Computer and Advanced Modular Frame production. These, especially the computer production (basic recipe overclocked to %250), increased the required power a lot, causing my batteries to be in use when I had not yet configured that area. Priority Power Switches will allow me to kill these factories without killing my main production. (Hopefully I should realize the Capacitors are draining by the time this happens though).
3. I've rarely done this in factories (as I rarely make large scale ones). most of the time I put this in areas when 2 items share 1 belt. Though I do not really use this feature (I mostly use the smart splitter for overflows), I can agree this is an amazing failsafe to have.
4. Used this a couple times when I was having the same productivity issues as you. It saved my rear a plethera of times and I love this tactic. I suggest this for some builds. Key word, some. Since you are moving them all to 1 line, then splitting them again, it can slow rates as conveyors can only move so fast.
5. Never done this as I've always found it easier to do it large scale(ish). I can tell how on a massive scale it can be a huge time save though.
6. Just recently (as I was making a computer factory) had to do this. I was partially running off of another line I had already set up for something, I did that, then it didn't work as well until I replaced the pipe. Not too useful, but good thing to know and keep in the back of your mind.
7. I... Did not know that... I've never had that problem, but it makes (sorta) sense. I always thought it was weird. I mean, Convayors get dedicated wall hole structures, but the Hyper Tubes and Fluid Pipes only get holes you can place. I guess it makes sense. Just like 6, not too important but a good thing to keep in the back of your mind.
8. YES, GOD YES. If you check a pump and it's reaching maximum head lift, p l a c e , m o r e . I cannot voice how much it's saved me. Whenever you do something to your pipes, ALLWAYS check the pump afterwards along with the pipes with their flow rate.
Did I comment too much? Sorry, I like this game a lot. Nice video though!
I've literally never built a turbo fuel power plant away from the production facility, nor away from the oil pumps. When I set up my turbo fuel plants, I always set them up to be right on the spot. Huge, but more or less right next to the oil veins. I then use electrical towers to connect the electricity to wherever I need it. I've never really transported turbo fuel via packaged turbo fuel. Just piped it straight from the refineries to the generators. I typically only ever package them when I want fuel for my jetpack.
8:37 to add onto this tip, while it’s not a complete failsafe for picking out those “needles in a haystack” issues, you should remember the existence and significance of the Status Lights mounted to virtually every machine. They are the thin, tall, colored lights generally located in the uppermost part of the machine, often in a corner. They serve the word not only telling you which machine(s) in a large area are inactive, but also tell you slightly finer status information. Like which machines are overclocked (the light is white), unpowered or has no recipe selected (red light), inactive but still powered with a recipe (yellow), or actively operating at baseline efficiency (green light)
The number of times that remembering about this system has either saved me is surprisingly high. Since it helps minimize the amount of time I’ll spend looking through my factories for an issue. Be it either hunting through a complex for power shards I stupidly misplaced last session…. Or trying to root out which machine block is causing a lower output or volatile power fluctuation in a multi-floor, multi building complex with dozens of Constructors per level
i add a water tower to all liquid systems, set higher then any machine. that requires pumps only on one pipe to reach the liquid storage on top instead of all the pipes and it never stalls.
An elevated buffer is the correct answer, but if that’s not convenient you don’t need a pump on every pipe. Just the extractors. One on the output side of a buffer will work as well.
What I found works even better than switching a few of the consuming machines off entirely, is underclocking them. Just anything in the 1-25% range, not even any need to be exact about it. The reason is that a switched-off machine doesn't seem to buffer inputs, so while the pipes will fill, the machines' internal buffers will still be empty and immediately need fluid. But an underclocked machine will still fill its internal buffer at the same rate as if it were at 100%.
The big caveat with this is, don't use copy-and-paste on the machines' setup to bring things back to 100%: doing so seems to empty out the internal buffers (I *think* back into the pipes/conveyors so not destroying the resources? But if the pipe's full, it would destroy the excess anyway.) so you may as well use the switching-off strategy at that point. This worked for helping my own turbofuel plant finally stop fluctuating in output, and I plan to use the same to get the water loop up to speed in the aluminum factory I'm building.
honestly i think a video id like would be about pipes, pumps and flow control, how high pipe can go without a pump, all the bugs the pipes can get and the fixes and to check the flow properly. those are the things i struggled the most with
Each pump has 20m headlift, so max 5 foundations 4m each). I just put them every 4 foundations (4m x 4_= 16m) and it's never close to failure.
@10:00
if pipe is not full or close to full (the bubble) flow will drop - max flow is only when pipe is close to 100% fill.
So if you did not prime your pipes you will never reach max capacity if input and output is matched. This is fine and easey on local plants, but for one that can get occasional input drops, I would suggest to have output reduced so in case ot su[pplu drop happen, pipe can refill, as otherwise whole system will slowly shutdown.
Good job for doing all this wonder of a factory! It truly is a lot of work and can become a mess so easily! Even though you ran into a lot of trouble, im eager to see your next satisfactory video! Turning every defeat into a lesson is the way to go! Amazing!
One thing I do is make pipes go vertically, with a pump for a distance higher than the head lift without the pump, and then straight back down. Extra points if you put a buffer up there.
This makes fluids so, so much more reliable since they can't flow backwards
I highly recommend putting in buffers(storage) if you produce too much, mostly early game, but it can be a late game.
Nice tips, one thing that disturbed me a bit is how you were dismantle the conveyor belts 1 by 1 in 05:37 instead of use the dismantle filter which would be a lot better in comodity. Dismantle Filter + Mass dismantle would be a bit less painful to see, you probably know it now but just in case.
He would have ended up highlighting a lot he didn’t want to delete tho I’m pretty sure he knows
@@RickTyson-n4c Well, filtered means it only highlights the filtered stuff (belts) and avoid dismantle de floor.
Moral of the story, don't cut corners. But there were some really good tips. Looping your train like that was a pretty big mistake though... should have just kept it as push pull with no loops, instead of push pull with a single loop. Adding a second loop at the other end also works, then you don't need push pull at all
Heya Total! Your failsafe video came right in time for my power plant build. I have 24 refineries producing 960 heavy oil per min. I then have 25.6 refineries using 37.5 heavy oil and 4 compacted coal per min to make 768 Turbofuel per min. I divided that output by 4.5 per min to determine the amount of generators i would need. 170.666667. Anyway, i built all those, waited for everything to run at 100% after fixing several problems. At 100 % i am getting 17,100 MW, by my calculations I should be getting 25,000 MW so i just chalked that up to being on experimental until i saw this video. I built a 10 by 10 and a 3 by 10 grid of power storage devices, waited for them to charge and then systematically turned off each generator. I waited for my pipes to over saturate and then turned everyone back on. Everything is running at 100% but i’m still only getting 17,100 MW. Can you possibly give me any idea as to why i cant reach full production? Thanx for your time and love your vids!!
First of, don´t use "Turbo Heavy Fuel" it´s the least efficient recipe for Turbo fuel. Secondly, do you have enough Generators build? It´s true you produce enough for 170,666 Generators, alhough 8500 MW is 56.6666 Generators and it´s kinda hard to forget 1/3 of the Generators you have to build. Wich would be more understandable if you overclock your Generators. Thirdly, if you have a certain number of Sulfur (and coal) available, the standart recipe for TF mixed with normal Fuel is the most Energie gaining, if my math works out.
From what you said it seems you have 720 Oil and 768 Sulfur/Coal. With Turbo Heavy Fuel you get 768 TF wich is 25.600 MW. Now reducing the production cost you´re at a net gain of 23.655,013 MW.
If you use the "Turbo Blend Fuel" recipe, wich is the most sulfur efficient one of the 3, you get 960 TF out of 720 Oil and only use 480 Sulfur. 960 TF is 32.000 MW, but it´s a net gain of 29.333,513 MW, wich is 5.678,5 MW more and you still have 272 sulfur more. But Blenders are a Tier 7 maschine, so you might not have excess to them, although you can very easily get around that with Blueprints.
If you were to go max TF with 768 Sulfur you´d get 1190,4 TF, but that requires the standart and the Blender recipe and is "only" a net gain of 36.002,9 MW.
For the biggest net gain of Energie with 720 Oil and 768 Sulfur (and Coal), you´d use the standart recipe to make 960 TF and use the remaining Fuel (768) in extra Fuel generators. This results in a net gain of 37.452,775 MW.
If your wondering about the Sulfur efficiency of the recipes:
Turbo Heavy : 1 Sulfur = 1 TF
Turbo : 1 Sulfur = 1,25 TF
Turbo Blend : 1 Sulfur = 2 TF
@7:30
So you split one manifold into two.
Prupoese of U shape manifold is to see inefficiency in input of output by seeing drop on ennd machines or clogs on belt (the S-manifold will show inefficiency by machines only).
If you split into two manifolds you didn't solve issue, you mask it by fact that two smallet manifolds will gave smaller total buffer, and in youre example input ratio suddenly was in threshold.
But yes, it helps for output ratios as in effect You feed two smaller production lines now. Ultimate version of this is non-manifold setup.
I learned the hard way: Avoid MK2 pipes, they showed a flow of 598m3 instead 300. Two mk1 just did the trick. Maybe it was because of three fluid inputs with different amount of input. I tested Valves and pumps with no effect. In 1.0 that is
Thank you for doing this video and providing all this valuable information as well as your insight on a lot of stuff in the game.
Also sorry I haven't commented much on any of your videos because I've been kind of preoccupied with personal items and the fact that I had stepped away from the game for quite some time and now I am finally getting back into it.
and with power issues u have main switches that throttle parts of my factory so if i do start running close i can shut sections of it off or least half my production until i can get better power going it has saved me so many times doing that way with careful power grid planning
A good rule of thumb for power storage backups that i live by is i build them as large as necessary in order to match the full output of my power plant for 1 hour. So if i have a 30 gigawatt fuel power plant i will have a 30 gigawatt/hour power storage facility. There are two mods that i think are utterly essential for making a large power storage array. the Smart mod (for building lots of stuff at once) and daisy chain everything. Without them building these large arrays, and doing the cable management for them is a real pain in the nuts.
My last tf 40GW build was a mess, dropping the efficiency by 3-5% costantly.
After an hours of debugging and trying to solve this, I gave up.
And rebuild the thing from scratch, dividing the liquid into sections equally.
So far it’s working grate 😂
Usually I just kickstart a new powerplant setup with a single bioburner and progressively activate more and more buildings to full potential.
(Yeah, forgot to build a powerline at first, and I couldn't be bothered running back across the map :P)
10:15 This is unfortunately still an issue in 1.0, and I think it's less a bug and more just a quirk in how fluids work in this game. The best thing to do is to start everything on your pipe network turned off - build it, then immediately turn it off before connecting it, then connect everything up with pipes, then wait for the network to fully saturate so every pipe is full. Once that happens, turn each building on one by one, letting them fill and the pipe network to refill before going to the next one.
Can be tedious with really large factories, but it prevents any weirdness with pipes not filling completely and causing surges in production.
Me happy I got 16 coal power plants up and running earlier and pumped the water to them upwards :)
Unless you are way over producing in a pipe it always works best to prefill.
I usually build things in stages or modules that can be progressively activated. In the early game, often because I need the product of the line I'm building to build the line (plates, rods, mod frames) or the power plant has to bootstrap itself (It's real fun getting a coal plant primed with water). In the later game, mostly because there's a limit to the belt capacity for ingredients so building components larger than a mk 2 pipe or a mk 5 belt doesn't make any sense.
Because of the rail network, I always end up with one global power grid, and I often just don't build big enough to have power problems before I install something new. I build a coal plant at the inlet between the northern forest and the rocky desert, both plastic and rubber produce HOR as a byproduct, which get burned for power, then about the time it's time to start making nuclear pasta I build a nuclear power plant and often a coal plant in that grotto near the giant waterfall. Oh, and geothermal. And that pretty much powers a factory.
Stupid question but why didn't
you use fluid tanks for your train instead of plastic canisters?
It's not a stupid question. Unless it's changed, you can transport more liquid by packaging it first than by transporting fluid by freight.
@@TotalXclipse Ah ok
@@fasty93 1 Packaged Liquid = 1 Unit of liquid
Fluid Train has a Capacity of 1600 Units
Item Cart has a Capacity of 32 Stacks wich in case of Fuel etc. is 100. So 32 * 100 = 3200 units, double that of the Fluid Carts.
You need more Power to unpackage them, but you have less/shorter Trains moving.
A small tip: if you want Packaged Fuel, either to Transport it or to use it, "Diluted Package Fuel" is more Energie efficient than "Diluted Fuel".
Example: 100 PF
DPF: 2,916666 Refinerys, 1,6666 Packager = 98.203 MW
DF: 1 Blender, 2.5 Packager, 1.25 Refinerys = 133.8 MW
Place the power storage batteries in the power priority group one along with power plants. In this way when the power fails, the batteries will be empty, and the priority group will be cut. So the still working power plants will charge the batteries as long as the problem is solved. When it is solved, they will be charged and will have enough power to kickstart the non working plants.
The way ive made trains work flawless is having every train dump into an industrial storage with 2 mk5 belts, and plan for using AT MOST an mk5 and mk4 belt leaving the storage. This allows for the contents to empty out from the train station faster than the line can possibly take, and the result is you can prime the system with the storage so the manifold is alwsys full. And even if somehow your line is disrupted, repriming it isnt the end of the world.
I also do this in reverse for loading trains, as i always like to match my belts going into and out of to make a virtual belt on the train car.
Same logic applies to fluid cars if youre not going the packaging route, just make sure you use less than 1200/min so you can dump your fluids into 2 storages and have them flow out as needed.
Thanks for making such a good tutorial!
I always isolate the power supply required to run the power generation from the main line meaning that even if the main power supply goes down the power required to run my power generation is still running perfectly
I would assume the manifold saturation problem is due to train throughput or the lack of buffer, which makes the machines run out, same with fuel gens, it takes pipes much longer to properly saturate in a manifold so gens burn fuel faster than it happens. My failsafe in both cases would be use of storages and buffers nit to rely on the belt/pipe system alone
Whoa, belt balancers! I haven't seen you play Factorio... ... ... did someone from Factorio give you the skinny on belt balancers?
Either way, bravo, first Ficsit engineer I've seen on ytube to do it!
I had a headlift situation that was short by 1....ONE meter....caused 1/3 of my power plant (3rd floor) to run at 20%.
Thank you. Would love a detailed video about the train station load balancer and them overall. Pretty new player here, and until here, all your videos were great and detailed enough to understand them with a bit of logic thinking, but bigger load balancers still scare me a bit :D
i use a custom pillar support for my generator spam which has batterys that are charged then removed from the network if i need em i have em for rebooting the power plant.
Balancer tutorial - yes please 👍
can you do a video for the balancers, cuz for me personaly its whould be great because i dont even know how to create a balancer!
Splitters like this
120
60. 60
30 30 30 30
|. |. |. |
Machine Machine Machine Machine
I bought the game two days ago and atm have 11 hours on it. When I see videos like these I think I bought the game for the wrong reasons. But I am having so much fun satisfying my OCD :D
Great tips, thanks. I really need to put the priority power systems in place for my factory. I'm thinking that protecting entire self enclosed power generation setups as one unit, so in the case of my oil one that's the two oil wells and everything that hangs off them, including a sink overflow channel.
Which is relevant as while your tips are great, you missed the sink overflow output. When storage is full, everything backs up, therefore if you really don't want the factory to backup then a smart splitter with the sink is essential to handle when the output storage gets full. Where a factory produces multiple goods this becomes more important, but a single output factory it's just a way to get more sink points otherwise doesn't really matter. For a power generating setup such as an oil one then it's pretty much essential just in case the removal of the "waste" products, such as plastics, doesn't happen fast enough. It's a good failsafe for something like an aluminium processing plant too.
Glad you found the video useful, we did talk about an overflow splitter in the video, but not in regards to storage as that's IMO not a failsafe situation - though you're right, we should all have resource over flows for the storage to gain tickets :)
Two things I do with my factories these days is:
One: slightly over produce required components so the end product can be made at 100% regardless of any little loading bugs/hiccups that may change things. The components being slightly over produced (I'm talking 0.05-0.1%) can be sinked or left to back up
Two: Is the opposite of your not concerned about light variations in the end product production but want the rest of the system to run at a consistent 100% slightly overclock the end product production by a bees dick.
I use both these methods in combination in my builds to great success
Best solution is create an excess of everything
How far back in Ur videos do I need to go for the most recent update vieios or do u have a playlist now of good and still useful from all updates? IV not played in about a year
when starting up a liquid of gas line i sloop some of the producijg machines for a little while to fill the pipes faster
14,000mw. And here I was excited about my coal plant that kicks out 600mw
I recently built a factory to produce 1200 Portable Miner per minute but I suppose 1200 Turbofuel is a big project too. Looking forward to it. My plan is to store 1200 items per minute of every item, no matter which ones. And no failsafe in there (dont know what that would be, but might need to built it in the lines)
The pipe floor hole bug sucks... Took me forever to figure it out. Has to do with putting a pump on a pipe within a certain distance of the floor hole... I also did notice the issue where i had to turn off my power plants to fill the pipes first... It is weird how that works.
Excellent video. About smart splitters to safeguard manifolds, sure, but avoid sushi lines or sushi stations as much as possible. Or do sorting immediately at the station. But sill, a final smart splitter is much easier to fix than hundreds of feeder belts. Definitely. About pipes. *sigh*deep-breath* Placing things on pipes then removing ends sometimes leaves slivers inside the pump/valve/junction (pipe device). I always and only connect pipes to supports, delete supports, add pipe device, connect from pipe device to support. Pipe floor holes are broken badly. On the mild side, a floor hole through 1m or 2m foundation always eats 4m lift. On the harsh side, they just don't work at all. You mostly rightly omit fluid storage entirely, as they just slosh infinitely and eat flow rate. The only fluid storage that works is a fill pipe to one side, and key pipe to low side with a valve set to zero to pressurize another pipe. It's self priming, mostly. Except in case of a pipe flush or pump power loss, then you must open the valve to establish pressure, then close it, and do so for all valves on the line. gl w/tht. Usually still worth it. For floor holes, sometimes I just submerge (about 0.3 or 0.4m, I forget) a pipe support. then bend it horizontally. There should be enough of a nub protruding from a foundation to attach pipes from both sides without dismantling foundation. time consuming and ugly, though I try to hide the vertical support in the rear and it's somewhat ok. But doesn't suffer head lift wonk. Sometimes you must go up or down a lot and have little choice. Can also plant junctions in 2m fountations I guess. Really like the balancer discussion. Encountered this when thinking of a train fed global wet concrete build out in the swamp (by the broken ocean water). Trying to design an overflow balancer chain loop so that any single station excess goes to the next and around to the start as needed. 8 station outputs to 7.5 belts used per line, but 10 belt (5 car) stations ... 5 of them, perhaps. Pre-filling machine's internal fluid buffers doesn't so much eliminate backflow as prevent sputtering from starvation. You never quite fully fill everything so there shouldn't be backflow.
Really useful info this. I'm going to be coming back here.
Belt balancer video would be handy
Very valuable for new players
0:36 all your lights are yellow? :)
Valves. Use them. Don't rely on ratios of pipe junctions and consumers. Just dictate how much flow goes into your consumers with a valve. The biggest problem with pipes is that when liquid is sent down a junction, the overflow is not sent the other path.
So use valves.
Also doubles as a check valve when you need to be function in that explicit way
The isssue at 7.40 and anyhting similar to "factories not runing at their intended full potential" can literally be fixed by, power switch on , power switch off. after it gets 1 item in, the items keep going in even if the powers off, once the conveyrbelts are fully loaded and cant move more forward. power back on ,tadaa fully perfectly working again if everyhting else is set correct
problem lies in trying to start running the factory while there converbelts arent full of items, similar to starting coal power plant before water is fully in pipes syndrome/issue
I know all about that issue with wrong resources. Happened to me multiple times in a big messy problematic way. First was my computer factory which got caterium instead of copper. I build and connected the miner on the wrong deposit. The deposits were close to each other so I didn't notice it. And I had a long spaghetti conveyor belt filled with caterium ore instead of copper. So i had to clean the caterium from the main belt first. I used a smart splitter with a storage container attached where only the caterium would go into and copper would pass through. That alone was several hundred caterium ore that went in there. After cleaning the main belt I had to go into the factory and had to rebuild every end point and obviously also pick up all the caterium that was sill on the belt.
Painful process and it happened again twice when I started to use trains and wanted to do multi stage trains where the same containers are filled and emptied with different materials at each station. I didn't set a filter what was supposed to be dropped of at which station and ended up with a huge mess once trains were filled with multiple cargo types due to problems with the initial delivery numbers (initial drop to small creating shortages and overflow on other factories). Whenever I have an excess somwhere I usually try to use a sink to reduce the numbers until it is sensible. Also for me the fail safe with trains is now that every cargo container has one type of cargo intended for one specific stations. I can still have multiple pickups and drop off points but I do it in a way so that material always reaches the correct destination and I reduced the number of stops trains have to do.
Homie is building 23rd century factories and here I am doing the oonga boonga design.
In my nuclear power plant I have an overdrive mode for when I need more fuel rods. Then It has a meltdown mode so I can get rid of built up waste.
balancing train loading/unloading with throughput unlimited balancers is very high on my Wishlist for the game... the inability to balance stuff without a giant ugly construction is unfortunately a flaw which is hard to remove
Me as a factorio player who has never touched satisfactory watching this:
Hhm Interesting, ill keep that in mind.
And I only just now learned that you can 'daisy chain' the battery cables!
Did a video ever get made on train load balancers like mentioned at 6:55 ?
Just curious. I have rarely packaged fuel. It seem less efficient than just running a pipeline. Is it just a personal choice (ie, not having a huge pipeline running across your map), or is it more efficient?
u can learn alot from accidently accidently placing copper ore to iron ignot smelter, so u wont need to run in to these kind of if fails later
While yes some of these are indeed important failsaffes, some of them are just temporary help to an already broken system. Basically some of these arent failsafes, just hiding the initial problem, fx. At 07.30 he talks about semi balancing the input to help get the factory up and working faster when a train is slow to deliver, the real problem there would be a lack of buffers which are essential with trains since they have that annoying little forced pause when a train is loading/unloading :D
Créât vidéo ! Also can you do a video about thé Belt balancing ? It seems interesting but i Think we need a more in depth vidéo on that subject in order to understand. Thanks a lot for your vidéos
I want them to hire an electrician and math out making a positive and negative terminal on the battery backups.
I want to increase the voltage to send longer distance and then step it down and wire for max capacity.
Got a weird, unrelated question, How do you make it so the billboard/screen signs illuminate light? Even if I put it on glossy lvl 3 it doesnt emit any light on the ground or surface
You need to change the background colour of the sign. I have a few videos on lighting that may help you out if you're still not sure
They still don't produce light, they'll only glow. So you can backlight something cause it will create contrast, but no light is actually emitted to light up other things around
There should be an easy way to clear lines of items or anything really so you don't gotta re-run them.
I just genuinely prefer building power plants so I've made a lot of them
Safe to say that I don't think I'll have any power issues with a 15,000 mega watt overhead
I am not sure what will happen in this viedeo but my theorie with the fuel generator is that its bugged it uses more then you see i think arround 10-5% or it needs just 10 h to balace itself out
More videos on belt balancers please
Did you make a video on balancers yet? I only implemented them on my previous play, and not a lot, so it'd be nice to see how you go about it before I get too far into my playthrough. I'm at five hours so far.
People who play multiplayer probably know that there's nothing you can do once the conveyor line is bugged and items won't go on it. Gotta demolish and rebuild the entire fricking line, fam.
Wait, did they change how power works? You linked all the batteries to each other at the start, I thought they worked the same as other buildings needing power poles connected.... Have I been doing that wrong all this time?
The batteries have always been chainlinkable, but the other buildings not unfortunately
@@TotalXclipse Never knew, good feature because those are a pain to build in mass.
Makes it super easy with blueprints now!@@kosgoth
the inefficiency was moving liquid....by packaging it? See the problem with moving things by packaging it is you need your trains to be TWICE as long (or moving half as much), since you need half to unload the loaded fuel, the other half loading the empties. Stack this against just normal fuel cars allowing you to move at whatever size trains your running. Distance just means you need more trains moving, and with a proper mainline setup, won't be a problem.
i made a turbo fuel factory ...but got the math wrong on comp coal ...now im having to run around and fix it lol
Instructions unclear, biters are now eating my factory
Best failsafe is a pencil & paper, note down things turned on/off and other changes or phases during a project so that when inevitably you need to stop and comeback you have a record of what was or needs to be done.
Wait, how is he connecting machines power directly to each other in a daisy chain? Is that a mod?
They aren't daisy chained to each other, he has wall or ceiling connectors between each instead of poles. They work just like poles but tiny. Buy them in the shop.