Factory Failsafes YOU Need To Improve Efficiency in Satisfactory

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  • Опубліковано 26 вер 2024
  • Factory Failsafes YOU Need To Improve Efficiency in Satisfactory
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    After building a 40GW power plant and finding it not running efficiently, it's time we talk about failsafes that will save you big time and keep your factory running at top efficiency.
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    Satisfactory is a first-person open-world factory building game with a dash of exploration and combat. Pioneering for FICSIT Incorporated means charting and exploiting an alien planet, battling alien lifeforms, creating multi-story factories, entering conveyor belt heaven, automating vehicles, and researching new technologies.
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КОМЕНТАРІ • 232

  • @TotalXclipse
    @TotalXclipse  11 місяців тому +84

    Do you use Failsafes in your factories?

    • @nickryan3417
      @nickryan3417 11 місяців тому +24

      Short answer: yes.
      Longer answer: Yes, but judging by your tips I could really do with more!

    • @brianmcgill1290
      @brianmcgill1290 11 місяців тому +6

      using storage tanks helps a little with fluids.

    • @bluewonder8214
      @bluewonder8214 11 місяців тому +15

      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

    • @nickryan3417
      @nickryan3417 11 місяців тому +4

      @@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.

    • @Daffmanification
      @Daffmanification 11 місяців тому +2

      yes, i use valves on all my branching pipes, to stop backflow.

  • @TheMNWolf
    @TheMNWolf 10 місяців тому +347

    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.

    • @jasonhunter3429
      @jasonhunter3429 10 місяців тому +13

      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

    • @capthavic
      @capthavic 9 місяців тому +9

      Yeah I try to take advantage of gravity feeding when possible for liquids. Saves on space and power not having to build unnecessary pumps.

    • @kosgoth
      @kosgoth 9 місяців тому +5

      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.

    • @AnarexicSumo
      @AnarexicSumo 9 місяців тому +2

      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.

    • @penewoldahh
      @penewoldahh 8 місяців тому +7

      You have real life experience? Thats so fucking cool

  • @FuncleChuck
    @FuncleChuck 6 місяців тому +561

    We are playing different games

    • @dsoap8907
      @dsoap8907 4 місяці тому +8

      Fr

    • @gamerdweebentertainment1616
      @gamerdweebentertainment1616 3 місяці тому +3

      mods probably...

    • @jacoblussier999
      @jacoblussier999 3 місяці тому +75

      @@gamerdweebentertainment1616he just means he’s way more advanced than him

    • @MiezD
      @MiezD 3 місяці тому +24

      Bro's playing Factorio

    • @gilgosseyn6602
      @gilgosseyn6602 11 днів тому +27

      For real...... i'm over here like "hehe burn wood make iron rod"

  • @giggety6289
    @giggety6289 11 місяців тому +122

    Ah, my favorite channel that constantly reminds me of how much I suck at Satisfactory.

    • @Khedaar
      @Khedaar 2 місяці тому +11

      I played for about 100h and havent even left the starting area. I know what you mean. My constructions are efficient my ass

    • @OctyabrAprelya
      @OctyabrAprelya 22 дні тому +2

      ​@@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. 😢

  • @MotoMatt
    @MotoMatt 5 місяців тому +52

    The fact you had to "prime" the pipes adds a level of realism I really appreciate!

  • @ABaumstumpf
    @ABaumstumpf 10 місяців тому +48

    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.

    • @mechbfp3219
      @mechbfp3219 10 місяців тому +5

      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.

    • @samiraperi467
      @samiraperi467 2 місяці тому +2

      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.

    • @thedisciple20
      @thedisciple20 11 днів тому

      😊
      😊

  • @StrifeA217
    @StrifeA217 11 місяців тому +118

    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.

    • @torxe3922
      @torxe3922 11 місяців тому +5

      +1 my go to 'belt balancer' is the industrial cargo container but it's kind of limited in its usefullness

    • @galev3955
      @galev3955 11 місяців тому +1

      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).

    • @octoberfiregaming
      @octoberfiregaming 11 місяців тому

      Definitely would love a video on the balancers (and possibly blueprints?)!

    • @excrubulent
      @excrubulent 7 місяців тому +1

      ​@@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.

  • @brandonhaag52
    @brandonhaag52 10 місяців тому +69

    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

  • @SKy_the_Thunder
    @SKy_the_Thunder 10 місяців тому +42

    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.

  • @flybywire5866
    @flybywire5866 10 місяців тому +21

    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.

    • @diamondmx3076
      @diamondmx3076 2 місяці тому +11

      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.

  • @Elucidus4
    @Elucidus4 11 місяців тому +25

    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.

    • @joshuacheung6518
      @joshuacheung6518 10 місяців тому +6

      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.

    • @Neo-vz8nh
      @Neo-vz8nh 9 місяців тому +2

      I did this too, and still let some grid to be separate, but now they can be connected via priority switches.

  • @Bricejacob
    @Bricejacob 11 місяців тому +33

    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.

    • @nickryan3417
      @nickryan3417 11 місяців тому +2

      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?

    • @jaymorrison2419
      @jaymorrison2419 11 місяців тому +1

      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.

    • @MrHaggyy
      @MrHaggyy 10 місяців тому +2

      @@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.

    • @GoldMike_
      @GoldMike_ 10 місяців тому

      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.

    • @MrHaggyy
      @MrHaggyy 10 місяців тому +1

      @@GoldMike_ I don`t like having belts and pipes everywhere. One good rail system makes any resource available everywhere.

  • @86abaile
    @86abaile 11 місяців тому +72

    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).

    • @michaelhanson5773
      @michaelhanson5773 10 місяців тому +14

      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
      @Domtronic 10 місяців тому +2

      Buffers aren't necessary.

    • @BoredDan7
      @BoredDan7 10 місяців тому +1

      ​@@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
      @Domtronic 10 місяців тому +1

      @@BoredDan7 Faster lines themselves are in addition to a buffer which is not necessary. It's not nuanced.

    • @BoredDan7
      @BoredDan7 10 місяців тому +8

      @@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.

  • @NathanTaub
    @NathanTaub 6 днів тому +1

    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.

  • @t3hpwninat0r
    @t3hpwninat0r 6 місяців тому +3

    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.

  • @Dohyden2
    @Dohyden2 8 місяців тому +1

    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

  • @K162KingPin
    @K162KingPin 11 місяців тому +6

    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.

    • @marshallc6215
      @marshallc6215 10 місяців тому +2

      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.

  • @gravehearts8799
    @gravehearts8799 9 днів тому

    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

  • @scottr7683
    @scottr7683 2 дні тому

    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

  • @skargarim5094
    @skargarim5094 6 місяців тому +3

    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. 😂

  • @bcpksn
    @bcpksn 10 місяців тому +4

    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.

    • @AnarexicSumo
      @AnarexicSumo 9 місяців тому +1

      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.

  • @christopherbelanger6612
    @christopherbelanger6612 10 місяців тому +8

    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.

    • @mechbfp3219
      @mechbfp3219 10 місяців тому +1

      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.

    • @AnarexicSumo
      @AnarexicSumo 9 місяців тому

      @@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.

    • @Apollorion
      @Apollorion 5 місяців тому +1

      @@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.)

  • @wild_lee_coyote
    @wild_lee_coyote 11 місяців тому +3

    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.

  • @ColdBeat19
    @ColdBeat19 10 місяців тому +5

    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.

    • @RickTyson-n4c
      @RickTyson-n4c 11 днів тому

      He would have ended up highlighting a lot he didn’t want to delete tho I’m pretty sure he knows

    • @ColdBeat19
      @ColdBeat19 10 днів тому

      @@RickTyson-n4c Well, filtered means it only highlights the filtered stuff (belts) and avoid dismantle de floor.

  • @jwols1234
    @jwols1234 2 місяці тому +1

    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!

  • @killman369547
    @killman369547 2 місяці тому

    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.

  • @Notllamalord
    @Notllamalord 10 місяців тому +4

    Best solution is create an excess of everything

  • @ortuluna
    @ortuluna 2 місяці тому

    I highly recommend putting in buffers(storage) if you produce too much, mostly early game, but it can be a late game.

  • @jm-po6bs
    @jm-po6bs 11 місяців тому +2

    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!!

    • @frozenherolp9077
      @frozenherolp9077 6 місяців тому

      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

  • @epicgod2119
    @epicgod2119 11 місяців тому +2

    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!

  • @james2042
    @james2042 4 місяці тому

    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.

  • @NightMixBlacktune
    @NightMixBlacktune Місяць тому

    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

  • @terminalvelocityrunner2202
    @terminalvelocityrunner2202 8 місяців тому

    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

  • @tiobane
    @tiobane 17 днів тому

    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

  • @Nevir202
    @Nevir202 5 місяців тому

    Know what satisfactory needs? Item deleters.
    An item whose only function is, when loaded onto a belt, it deletes any item ahead of it, then disappears when it reaches a belt end, whether termination or inventory input.
    Loading a few stacks of these onto a ruined manifold would then unclog it.

  • @Osirus1156
    @Osirus1156 2 дні тому +1

    There should be an easy way to clear lines of items or anything really so you don't gotta re-run them.

  • @Nahrix
    @Nahrix 9 місяців тому +2

    I gotta disagree with the premise; troubleshooting is where a lot of the fun pops in. It's like a puzzle.

  • @rexholes3269
    @rexholes3269 2 місяці тому

    14,000mw. And here I was excited about my coal plant that kicks out 600mw

  • @andybrown4284
    @andybrown4284 11 місяців тому

    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.

  • @vanurp9130
    @vanurp9130 3 місяці тому +1

    Me as a factorio player who has never touched satisfactory watching this:
    Hhm Interesting, ill keep that in mind.

  • @oleksiipylypchuk6746
    @oleksiipylypchuk6746 9 місяців тому

    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 😂

  • @vencam9498
    @vencam9498 11 місяців тому +7

    Ah, failsaifes, that's certainly one useful thing...
    *Proceeds to feed a machine with raw sushi*

  • @Dave83138
    @Dave83138 11 місяців тому +1

    Unless you are way over producing in a pipe it always works best to prefill.

  • @CaptainCat23
    @CaptainCat23 11 місяців тому +3

    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!

    • @AnarexicSumo
      @AnarexicSumo 9 місяців тому

      Splitters like this
      120
      60. 60
      30 30 30 30
      |. |. |. |
      Machine Machine Machine Machine

  • @the_ttr
    @the_ttr 9 місяців тому

    @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.

  • @jeffreyspinner9720
    @jeffreyspinner9720 8 місяців тому +1

    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!

  • @Warp9pnt9
    @Warp9pnt9 8 місяців тому

    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.

  • @phalanx21860
    @phalanx21860 10 місяців тому

    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

  • @the_ttr
    @the_ttr 9 місяців тому

    @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.

  • @MeEatzLittleChildren
    @MeEatzLittleChildren 3 місяці тому

    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

  • @n085fs
    @n085fs 21 день тому

    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.

  • @Neo-vz8nh
    @Neo-vz8nh 9 місяців тому

    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.

  • @Comqromized-Greg
    @Comqromized-Greg 2 місяці тому

    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

  • @XadeGrimm
    @XadeGrimm 8 днів тому

    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.

  • @bleybourne1
    @bleybourne1 8 місяців тому +2

    Wait, how is he connecting machines power directly to each other in a daisy chain? Is that a mod?

  • @MrBwian
    @MrBwian 11 місяців тому +4

    Balancer tutorial - yes please 👍

  • @phillcom3
    @phillcom3 10 місяців тому +1

    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

  • @nickryan3417
    @nickryan3417 11 місяців тому

    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.

    • @TotalXclipse
      @TotalXclipse  11 місяців тому

      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 :)

  • @vanivari359
    @vanivari359 11 місяців тому +1

    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

  • @FarazMazhar
    @FarazMazhar 10 місяців тому

    Homie is building 23rd century factories and here I am doing the oonga boonga design.

  • @michaelhanson5773
    @michaelhanson5773 10 місяців тому +1

    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.

  • @manticser7299
    @manticser7299 11 місяців тому +2

    Really useful info this. I'm going to be coming back here.
    Belt balancer video would be handy

  • @viktorkaup
    @viktorkaup 11 місяців тому

    And I only just now learned that you can 'daisy chain' the battery cables!

  • @TeaSniffler
    @TeaSniffler 6 місяців тому

    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

  • @zarajoe1
    @zarajoe1 10 місяців тому

    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

  • @rhonin210
    @rhonin210 Місяць тому +1

    0:36 all your lights are yellow? :)

  • @kltechnerd8177
    @kltechnerd8177 11 місяців тому

    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.

  • @fasty93
    @fasty93 7 місяців тому +2

    Stupid question but why didn't
    you use fluid tanks for your train instead of plastic canisters?

    • @TotalXclipse
      @TotalXclipse  7 місяців тому

      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.

    • @fasty93
      @fasty93 7 місяців тому

      @@TotalXclipse Ah ok

    • @frozenherolp9077
      @frozenherolp9077 6 місяців тому

      @@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

  • @epicwarding
    @epicwarding 11 місяців тому

    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

  • @XtianApi
    @XtianApi 2 місяці тому

    The last thing I want is my factory running at Peak efficiency . How boring.
    Though I can appreciate this play style

  • @thestormcrafter
    @thestormcrafter 4 місяці тому

    I once needed to turn on and off like 136 of those stupid fuel burners.

  • @ongoy13
    @ongoy13 9 місяців тому

    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

  • @iluxius8216
    @iluxius8216 Місяць тому

    Instructions unclear, biters are now eating my factory

  • @CapitalTeeth
    @CapitalTeeth 9 місяців тому

    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.

  • @OldIronShops
    @OldIronShops 11 місяців тому

    Very valuable for new players

  • @Ofjkk
    @Ofjkk 11 місяців тому

    i stopped using wall pipe holes since they reduce flow

  • @Shadow62x
    @Shadow62x 10 місяців тому

    It'd be nice if Satisfactory had an in-built balancer.

  • @Revenant2023
    @Revenant2023 11 місяців тому

    More videos on belt balancers please

  • @Zxal_
    @Zxal_ Місяць тому

    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

  • @TheBlackDeck
    @TheBlackDeck 11 місяців тому

    My main file has about 1000 hours on it, all productions are dedicated to producing more power, or supplied required for more power. And I basically only build power plants.
    -e
    The world is name Shinra Electric Power Company, NeoMidgar project.

  • @johnhatheway9918
    @johnhatheway9918 19 днів тому

    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?

  • @ryanmurphy375
    @ryanmurphy375 5 місяців тому

    God damn 37k mw total consumption , here I was thinking my 700mw factory was using a lot xD

  • @epicwarding
    @epicwarding 11 місяців тому

    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

    • @epicwarding
      @epicwarding 11 місяців тому +1

      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

  • @hyperquasar
    @hyperquasar Місяць тому

    Did a video ever get made on train load balancers like mentioned at 6:55 ?

  • @undecunsunds123
    @undecunsunds123 10 місяців тому

    I just make massive battery banks. Don’t have to worry about power when you have millions of megawatts

  • @legendarynoob4689
    @legendarynoob4689 2 місяці тому

    bruh i feel so discouraged by this. Such a beatyful factory, meanwhile mines are a mess xd. I do have only 40 hours but damm this looks so good i want to build the same way.

  • @dojelnotmyrealname4018
    @dojelnotmyrealname4018 11 днів тому +1

    Half of these aren't failsafes. A failsafe is a system that allows something to fail in a non-catastrophic way. Fail safely.

  • @SirLANsalot
    @SirLANsalot 11 місяців тому

    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.

  • @CheezFruit
    @CheezFruit 7 днів тому

    did anyone else get a bug where batterys broke your powergrid into 2?

  • @SusannaSaunders
    @SusannaSaunders 10 днів тому

    Sounds like most of your problems are self inflicted due to trying to do too much too fast without enough forethought and planning. Manifolds might be quick but usually cause problems at scale.

  • @wilberforce6991
    @wilberforce6991 8 днів тому

    Plan?
    What's plan?
    Iny factory we just place stuff and pray to the spaghetti gods that the conveyor belts work

  • @MericJones
    @MericJones 10 місяців тому +1

    YOU PLAY STARFIELD it’s a good game

  • @matthewcarter919
    @matthewcarter919 10 місяців тому

    Why did you only have one power grid?

  • @markcochrane9523
    @markcochrane9523 11 місяців тому

    Good video and all, but you know that trains can transport fluids without the need for packaging, right? You could've skipped a step on each end and distributed with pipes instead of conveyer belts.

  • @Nicothesis
    @Nicothesis 10 місяців тому

    I've only played about 60 hours of this game total, still figuring out basic efficiency, so I don't understand how you have enough raw materials (coal, oil, etc) for builds of this magnitude.

    • @AnarexicSumo
      @AnarexicSumo 9 місяців тому

      One Mark 3 miner on a pure node with slugs is 1200 resources per minute.

  • @jengogonar
    @jengogonar 10 місяців тому

    I still don't understand the point of balancers, then again, I don't understand ratios and why people want things to be running at 100% efficiency.

  • @MrWwoww123
    @MrWwoww123 7 днів тому

    Where we differ is, I would see 70% efficiency and call that a job done lol

  • @janinemurdock2043
    @janinemurdock2043 Місяць тому

    Dont take this the wrong way, but is there an actual need to be producing that much fuel or did you do it just to do it? I ask because i just started the game, have about 150 hours in, and have done absolutely nothing with Phase 4 yet just because of the absolutely exorbitant item requirements (16000 computers just to make up *one* of the item requirements? 😐) Anything ive needed a manufacturer for (items for research or objectives), ive set up the manufacturers independent of any other lines and loaded the necessary components into container boxes attached to said manufacturer.
    Really looking at the phase 4 parts though, doing that feels less and less like a tenable solution. I know phase 4 is supposed to be less imposing when 1.0 is released, but still. I'm mostly wondering if X production at the level you've got here for basically a single item is more common than im realizing.

  • @T7LI
    @T7LI 9 місяців тому

    I made a massive coal powerplant 400 strong, I layered the pipes in a sort of 'ship' like form and layered two thousand batteries on top. I let that charge for a very long time and after an update I discovered that a giant mountain has formed on top of it, blocking me from re-railing the train responsible for dropping off the coal. Idk man, with the planet literally terraforming around us, trains are now derailing.. the entire world just seems doomed. I guess I should start over but my Geforce now subscription ended and I have to queue up for 6 hours just for 1 hour of play time. I think I should just quit

  • @phreeesubz
    @phreeesubz 7 місяців тому +1

    Imagine being able to afford satisfactory