HEADS UP - I was WRONG about Valves resetting headlift! The blue indicator after pumps stops at Valves, so I assumed they stopped headlift but THEY DON'T! Sorry about that, learned something new today!
@@That_nobody43 it does, it means you can in theory not pump stuff up to the tower more than once (i.e. use one pipe to pump up, then valve at the bottom, set to 0 and remove the pumps - so it "flows" back at 0 speed... problem is every time the game reloads some gets lost somehow, so eventually it'd have to be refilled, so one pipe up staying is the most effective for sure.
Given how many times I've watched you Chernobyl the living bejeezus out of your builds, it's honestly astonishing that the first sarcophagus you build, isn't to wall off radiation strong enough to make you grow wings.
One other thing. You can raise just one of your pipe systems up high per fluid type and use it to pressurize all the other ones in the entire biome, possibly in the whole map. On Mk1 pipe can feed into dozens of Mk2 systems in lieu of a pump. You just need to introduce the pressure at the point you start lifting using a pipe junction. So long as you don't drain the fluid storage at the outlet of the tower, you have pressure. In the case of the train station outlet, you could immediately bring one outlet pipe up to the top of an 80m tower and back down into a junction. One outlet filling the lower storage, and the other pressurizing the second fluid outlet.
@@JustinDavis90 this is the real way to have free gains with less material and time. One pipe can be exploited to pump to the desired elevation of any factory, place a small water tower, and connect it to a network of pipes that can reach that altitude anywhere. The only downside is that you need to network all pies together at some point, at ground level, to get the effect. You can even put a valve on the pipe and feed in 1M fluid/m to push thousands M fluid/m up to the height of the water tower. Other than this useful exploit, the fluid dynamics are very true to nature.
the pipe water tower thing is nothing out of the ordinary, it's how real world fluids work. Its a simple way to provide water service to many customers at once while centralizing all the pumps and such, which is why many cities used to have giant water tanks in the middle connected to all the houses
The fluid freight trains are actually the same efficiency as the solid containers. That is because you have to package the fluids with containers, which once they are unloaded and unpackaged, you have to send them back by train to get packaged again, which uses twice the amount of freight trains. And a fluid freight train can hold exactly half a solid one can. So that means that they are the same efficiency. Either that, or you use more oil and refineries to continually make containers and sink them once you unpackage them, which would be wasting some oil. And with solid transportation if you send the containers back, it's a large process to put in all of the packagers and fill the system up with containers compared to just using a liquid train. So not only are they the same efficiency, but a liquid train would be easer to set up.
Yeah, fluids in general are a inefficient to transport via vehicles. The best way to deal with them is to turn them into solids before transporting them, like locally making rubber and plastic from oil, which also usually have bigger stack sizes, which makes it four times as efficient. Or just build long pipelines, like in case of nitrogen or water
Are the trains not complex enough to go to four different stations, letting you send it with packaged fluid to one location, then pick up empty containers, then drop them off and pick up more packaged fluid? In shipping it's always more efficient to use the vehicles both ways where possible.
@@ultmateragnarok8376 you can absolutely use the same train to send the empty stuff back. that is how I do it. But fluid train do look better and give some variety to the trains.
@@ultmateragnarok8376 it can get complicated though. If items backup, either the train waits or items start to mix within the train. Also if for some reason you don't get rid of the containers, the process stops. Soo... it really does not make a lot of sense except that it's more "fun" because it's more complex. The old plastic refinery setup before mixers was more fun too...
@@vanivari359 remember that you can set the train to wait to load/unload fully; this can easily be used to prevent the trains from ever mixing goods. Next, it's just a matter of having sufficient buffers for a back-up to not occur, and in the case of canisters, having carefully calculated the amount of canisters needed in the system. It's really not that complicated, I'd say.
I absolutely adore brutalist and industrial scenes, and this factorio-esc setting with the industrial sprawl you're going for is just amazing. Love the vibes Kibz
So, I went back to the very, very beginning of your Satisfactory playthroughs so I can see an expert start from Square One. And young, naive, adorable Kibz keeps talking about building his factories vertically instead of horizontally. Now, modern-day Kibz just literally paves an entire biome. 😄
This madman's done it again. Great work kibz! I've been following you since your first cities: skylines playthrough, and your quality has improved. Keep it up!
27:40 I see a bigtrain station style factory building over these tracks, integrated with the natural terrain it could look awesome... Loving this build
Kibz, please, please, please do an aesthetic playthrough where you colour code you factories and make cool, unique systems like you did in this video. They are so cool, and it's awesome to see the colourful buildings on top of the brutalist concrete floors.
FYI headlift in game is still representative of real life. This is partially why Water towers are a thing. Headlift only cares about difference in height of the inlet and outlet, the path it takes is mostly irrelevant (until you are start to consider air bubbles).
Kibz has created an average American suburb. Edit: This actually has significantly more, higher quality public transit than an average American suburb.
i always get so inspired by your builds haha! i just cant seem to pull it off to the same scale though haha! i just crested 1100 hours in my game though, so ill get there eventually :) cheers Mr. Kibs!
I actually miss the red highlights on the trim of the final renovation, but black is a solid alternative. I think only a bare metal look would be more realistic to that black. Looking fantastic!
To people who want to do a new Satisfactory play but feel like they have done everything, mods are easy and you don't have to go ham with them, just two simple mods drastically change the game. 300 more inventory space and early hover pack. Those two simple mods change everything. I am doing a no vehicles save, I am in the grass biome building a mega factory with no trucks, trains or anything, belts only and I set a rule, no belts just running everywhere so I built belt bridges going out of my factory in a spider web design. Its really cool, the dumb poison area I built a cube around and my player area is on top of it with my factory surrounding it. Having the hover pack early changes everything, makes building big and beautiful designs possible from the start.
Valves DO NOT reset head lift, that is the entire point of valves. Pumps WILL reset head lift! I use fluid towers a lot. I've used one to power a global water line. Just send a key pipe with valve set to zero to each factory, and it pressurizes it, pumpless. 2 x Mk.2 pumps to fill a single tower at the highest point in game. For water, the highest point is on the plateau above the dune desert, although the plateau just north/west of the titan forest is +/- 1-2m. There's also an oil well not far from this water, not far from the normal bauxite node. That oil well has 1350 oil if overclocked, and it's next to a huge plateau. It IS the highest oil node in game, and next to one of the top-5 or top-10 highest plateaus in game, on which I put a big tower. Then you can pressurize all global oil lines. Possible, not always practical. Just an idea I tested.
Valves 100% reset headlift, shown in this very video when looking at the fuel/ plastic problem Perhaps there's a mechanic where fluid tower mechanics work differently then normal headlift though
Sorry @ImKibitz! Right from the wiki: "Unlike Pipeline Pumps, Valves don't block the head lift, even when their limit is set to zero m3/min." Though I think they did nerf the zero m3/min part though.
Double checked this and YOU'RE RIGHT! The headlift indicator 'blue marker' that shows headlift stops at Valves so I thought it reset headlift but it actually doesn't! Thanks for the heads up!
Seriously impressive. I used to play this every now and again but had a 2 week vacation and got bored so got stuck into a new world.... after much faffing to get it running smoothly on my laptop I sunk about 16 hours straight into just getting a basic base up and running. Only using biofuel atm as there's lots of that and saving the coal will be useful. Then I saw this build and realised ny tiny base is nothing by comparison. Still using mk1 belts and haven't even started feeding the space lift yet. I can't play just one game though, have to switch things around or I get bored. But really enjoying it. Your neatness is definitely something I would like to emulate.
@ImKibitz, not sure if you know about it, but I had a base out in the Red Desert and tapped the Lake at the top of the big waterfall to get my water for my base. It's the highest point in the entire map so I never had to worry about head-lift anywhere in my base. Getting the power and Water Extractors up there was fun though 😉
@@Mini_Celeste Yea, although I imagine people would just ignore terrain and only build on foundation as they do now. But if laying track would clear terrain some how, that could be pretty interesting. Or if you would manipulate terrain yourself, so trains could have smooth good track.
Question: If you package the fluids you are shipping by train, you will have to get the containers back to the fluid source somehow to be refilled. Since a train station only has one inventory and either loads or unloads, not both, that means you will need a second freight car to bring your packages back. So, wouldn't that be exactly the same number of freight cars as you would need to haul the same amount of fluid unpackaged? Then there's the power and machine space taken up by the packagers to consider, that wouldn't be necessary if you just shipped in a fluid freight car. Where's the inefficiency? What am I missing?
I think the biggest takeaway here is that fluid cars need a buff to be on par with normal freight. Not that big of a deal for that area though. You should absolutely be able to use one or two fluid stations to utilize the full output potential of those 4 nodes (I just use 3 mk.2 pipes - essentially the equivalent to 1 pipe per normal node - in my world)
Valves do not reset headlift! Problem must be elsewhere. Can be weird junctions or weird snapping when building causing missed connections. I've also just rebuilt pumps to fix headlift issues. Also you're using water towers normally, not the hack that some people use to avoid pumps entirely. Definitely smart for this area.
The hack to avoid pumps? What hack, if I might ask? I know the concept of "ram pumps" from real life physics was coded in here at one point, and building with those concepts could use real science to eliminate pumps at the cost of reduced output... But that's the only "trick" I know of outside of mods. Is there something else pioneers are trying to avoid pumps?
Interesting thing: You don't actually need to pump all Water/Oil up. If you have multiple 600 pipes, you can just pump up one pipe and re-connect them at the bottom and all will have the better headlift. Although I'm not sure if that works when mixing 600/300 pipes.
20:20. THIS is a perfect example of what I'm looking for. I would really appreciate a tips and tricks video that's current. I'm trying to get extra plastic for my base and automating smokeless powder is part of what I want to do there. I don't quite understand how they all work together. I want to ensure my system has 100% of its effective output going towards plastic, and the literal overflow of HOR would go into making my powder, but I haven't quite figured that one out yet.
2:40 I think the ladder gotta go. A little to... human accessible. 5:30 :) 9:18 Is called flying buttress. Is good detail. :) If you actually read this comment, conglaturations on wasting your time! :)
Hi Kibitz just watching you with the shear size of your factory's just blows my mind I love starting the desert as so many res are there and I have tried several times to make a mega factory from the word go but keep messing up input output ratio lol love the vids great work buddie
This is going to look wicked man!! I have visions if the movie “total recall” the ne version. Lots of dark buildings twisted together with led advertising everywhere!!! Beautiful
Kibits - I was so surprised you didn't do the water tower for your nuclear - you don't need one tower per pipe - just need to make alle the pipes "touch" once. So you can have one little water tower "powering" all the headlift of everything else, as long as it connects to every pipe once.
Past Kibs: Imagine setting up all the packagers and unpackagers, can you imagine? Future Kibs standing before a massive 1.0 turbofuel plant: Oh, i can imagine it...
I don't think the headlift thing is a bug, either, because real water towers are constructed for the exact same reason. It's a feature that I really love, but I wasn't aware it worked for fluid tanks, too. I thought it only worked with natural bodies of fluid.
19:40ish it's using gravity to feed. It will feed fluid up to almost the same point in elevation as the tank. That's how most water towers work irl anyways.
I've lost count of how many worlds I've started. But ever time I start getting to Steel production I get over whelmed and stuck. I wish I could get this far.
when water is higher than its destination it creates pressure through the decline and will want to return to its original height (simple explanation), thats why the water tower works im assuming bc thats how it works irl
Even though I have followed this build for a few months now, it still seems like this game has a huge learning curve. 😮 It’s what keeps me from starting Cities: Skylines.
The learning curve is the best part of this game! The early game is fantastically simple and great for learning how to play. If i could wipe my knowledge of this game and restart I 100% would!
Yo with blueprints you can now just build self-contained little diluted packaged fuel machines with 1 refinery and 2 packagers that run in a loop with only fluid input/output for each blueprint. All you have to do is prime each with a couple stacks of empty containers and it will run just like the blender recipe.
I gotta be honest I think that the really creative enclosed stuff people make that's really beautiful is awesome, but open air industrial hellscape is what this game screams to me. Maybe it's just because my hometown has several refinery, other petrochemical and LNG complexes spanning massive areas across more than one state sometimes.
(~) 6:30 from afar, whatever texture you had on the sloped roof looked like solar panels. I know they're not a thing in the game (for some asinine reason the devs gave), but maybe you could incorporate it as a design thing for a desert structure. ;)
Kibitz: "I'm getting rid of the box surrounding the starter base." Me: 😀 Kibitz: "But it definitely doesn't match the rest and can't be red." Me: 😢 I liked the fact that it *did* stand out, it makes the building look more like... I dunno, the place where you're supposed to go to. The rest of the area isn't hospitible for regular people to traverse and this structure was designed to be appealing vs. the bleak gray landscape. That aside, I like the redesign too.
Oh man I'm right there with you man, I really did try my best to keep it. On a Twitch stream I spent 2 hours or something doing everything I could to make it work, but I could make it look good enough to stand out that much. The red would just attract my eye away from the hellscape and see a 'mediocre' looking barn thing. I think this was a good middleground with the upgraded exterior and original interior 😁
Thats kinda how fluid mechanics work in real life thats why most towns and cities have large water towers and the city doesn't have to spend money installing and maintaining pumps throughout the city and the higher the water tower is the higher the water pressure (its an oversimplification but its good enough for govt work lol)
You can 100% get away with shared use train station as long as the combined throughput of the items you're sharing is under 780 per platform. But you can't let anything back up because at some point you'll end up with a train that dumps an entire load of material into the station, fills the whole buffer and another train will come along with a different item and it won't be able to unload. But if you need like 100/min of one item and 200/min of another, it's going to work perfectly.
HEADS UP - I was WRONG about Valves resetting headlift!
The blue indicator after pumps stops at Valves, so I assumed they stopped headlift but THEY DON'T!
Sorry about that, learned something new today!
stell 10:50
@@That_nobody43 it does, it means you can in theory not pump stuff up to the tower more than once (i.e. use one pipe to pump up, then valve at the bottom, set to 0 and remove the pumps - so it "flows" back at 0 speed... problem is every time the game reloads some gets lost somehow, so eventually it'd have to be refilled, so one pipe up staying is the most effective for sure.
Given how many times I've watched you Chernobyl the living bejeezus out of your builds, it's honestly astonishing that the first sarcophagus you build, isn't to wall off radiation strong enough to make you grow wings.
One other thing. You can raise just one of your pipe systems up high per fluid type and use it to pressurize all the other ones in the entire biome, possibly in the whole map. On Mk1 pipe can feed into dozens of Mk2 systems in lieu of a pump. You just need to introduce the pressure at the point you start lifting using a pipe junction. So long as you don't drain the fluid storage at the outlet of the tower, you have pressure. In the case of the train station outlet, you could immediately bring one outlet pipe up to the top of an 80m tower and back down into a junction. One outlet filling the lower storage, and the other pressurizing the second fluid outlet.
@@JustinDavis90 this is the real way to have free gains with less material and time. One pipe can be exploited to pump to the desired elevation of any factory, place a small water tower, and connect it to a network of pipes that can reach that altitude anywhere. The only downside is that you need to network all pies together at some point, at ground level, to get the effect. You can even put a valve on the pipe and feed in 1M fluid/m to push thousands M fluid/m up to the height of the water tower. Other than this useful exploit, the fluid dynamics are very true to nature.
The way he says "industrial, open-air, hellscape" like it's a nice, comfortable cottage.
Love ya, Kibz.
the pipe water tower thing is nothing out of the ordinary, it's how real world fluids work. Its a simple way to provide water service to many customers at once while centralizing all the pumps and such, which is why many cities used to have giant water tanks in the middle connected to all the houses
i realised this shit at an age of 11 xD
I live by one!
I’m so excited to see how this all ties together in the end!
Kibitz's industrial desert sounds like it might be similar to the machine halls of Metropolis
The fluid freight trains are actually the same efficiency as the solid containers. That is because you have to package the fluids with containers, which once they are unloaded and unpackaged, you have to send them back by train to get packaged again, which uses twice the amount of freight trains. And a fluid freight train can hold exactly half a solid one can. So that means that they are the same efficiency. Either that, or you use more oil and refineries to continually make containers and sink them once you unpackage them, which would be wasting some oil. And with solid transportation if you send the containers back, it's a large process to put in all of the packagers and fill the system up with containers compared to just using a liquid train. So not only are they the same efficiency, but a liquid train would be easer to set up.
Yeah, fluids in general are a inefficient to transport via vehicles. The best way to deal with them is to turn them into solids before transporting them, like locally making rubber and plastic from oil, which also usually have bigger stack sizes, which makes it four times as efficient. Or just build long pipelines, like in case of nitrogen or water
Are the trains not complex enough to go to four different stations, letting you send it with packaged fluid to one location, then pick up empty containers, then drop them off and pick up more packaged fluid? In shipping it's always more efficient to use the vehicles both ways where possible.
@@ultmateragnarok8376 you can absolutely use the same train to send the empty stuff back. that is how I do it. But fluid train do look better and give some variety to the trains.
@@ultmateragnarok8376 it can get complicated though. If items backup, either the train waits or items start to mix within the train. Also if for some reason you don't get rid of the containers, the process stops. Soo... it really does not make a lot of sense except that it's more "fun" because it's more complex. The old plastic refinery setup before mixers was more fun too...
@@vanivari359 remember that you can set the train to wait to load/unload fully; this can easily be used to prevent the trains from ever mixing goods. Next, it's just a matter of having sufficient buffers for a back-up to not occur, and in the case of canisters, having carefully calculated the amount of canisters needed in the system. It's really not that complicated, I'd say.
I absolutely adore brutalist and industrial scenes, and this factorio-esc setting with the industrial sprawl you're going for is just amazing. Love the vibes Kibz
His channel color is red, and he uses a lot of gray. That sounds a bit familiar.
So, I went back to the very, very beginning of your Satisfactory playthroughs so I can see an expert start from Square One. And young, naive, adorable Kibz keeps talking about building his factories vertically instead of horizontally. Now, modern-day Kibz just literally paves an entire biome. 😄
he did not realize how bad it was lag wise to centralise lmao
This madman's done it again. Great work kibz! I've been following you since your first cities: skylines playthrough, and your quality has improved. Keep it up!
Agree
27:40 I see a bigtrain station style factory building over these tracks, integrated with the natural terrain it could look awesome... Loving this build
Definitely gonna have to try a “train trench” of mine own after seeing this
Kibz, please, please, please do an aesthetic playthrough where you colour code you factories and make cool, unique systems like you did in this video. They are so cool, and it's awesome to see the colourful buildings on top of the brutalist concrete floors.
Kibs reinventing water towers for the exact reasons water towers exist is a vibe.
FYI headlift in game is still representative of real life. This is partially why Water towers are a thing. Headlift only cares about difference in height of the inlet and outlet, the path it takes is mostly irrelevant (until you are start to consider air bubbles).
11:50 kibz turnt into one of those super mutants who have footbals and give free hugs in fallout 4
The spaghetti has begun
Mmmm spaghetti, yumm
Now the sauce with parmesan on the side.
Good.
I ate spaghetti for dinner tonight that’s funny to find this
Now you made me hungry... :( XD
Kibz has created an average American suburb.
Edit: This actually has significantly more, higher quality public transit than an average American suburb.
So an Australian Suburb?
I've learned so much! I have enjoyed this series so much! Thank you for all of your effort and time! What a magnificent world!
i always get so inspired by your builds haha! i just cant seem to pull it off to the same scale though haha! i just crested 1100 hours in my game though, so ill get there eventually :) cheers Mr. Kibs!
I actually miss the red highlights on the trim of the final renovation, but black is a solid alternative. I think only a bare metal look would be more realistic to that black. Looking fantastic!
To people who want to do a new Satisfactory play but feel like they have done everything, mods are easy and you don't have to go ham with them, just two simple mods drastically change the game. 300 more inventory space and early hover pack. Those two simple mods change everything. I am doing a no vehicles save, I am in the grass biome building a mega factory with no trucks, trains or anything, belts only and I set a rule, no belts just running everywhere so I built belt bridges going out of my factory in a spider web design. Its really cool, the dumb poison area I built a cube around and my player area is on top of it with my factory surrounding it. Having the hover pack early changes everything, makes building big and beautiful designs possible from the start.
dang your insane lol
Great episode Kibz. Love the way the look of this project is coming along, very cool idea.
I dig how you treat past Kib'z ideas. No need to beat yourself up for over-planning in the past.
"I see a start barn and I want to paint it blaaaack." - Rolling Stones
heheheh
Valves DO NOT reset head lift, that is the entire point of valves. Pumps WILL reset head lift! I use fluid towers a lot. I've used one to power a global water line. Just send a key pipe with valve set to zero to each factory, and it pressurizes it, pumpless. 2 x Mk.2 pumps to fill a single tower at the highest point in game. For water, the highest point is on the plateau above the dune desert, although the plateau just north/west of the titan forest is +/- 1-2m. There's also an oil well not far from this water, not far from the normal bauxite node. That oil well has 1350 oil if overclocked, and it's next to a huge plateau. It IS the highest oil node in game, and next to one of the top-5 or top-10 highest plateaus in game, on which I put a big tower. Then you can pressurize all global oil lines. Possible, not always practical. Just an idea I tested.
Valves 100% reset headlift, shown in this very video when looking at the fuel/ plastic problem
Perhaps there's a mechanic where fluid tower mechanics work differently then normal headlift though
Sorry @ImKibitz! Right from the wiki: "Unlike Pipeline Pumps, Valves don't block the head lift, even when their limit is set to zero m3/min." Though I think they did nerf the zero m3/min part though.
Double checked this and YOU'RE RIGHT!
The headlift indicator 'blue marker' that shows headlift stops at Valves so I thought it reset headlift but it actually doesn't!
Thanks for the heads up!
It's only a hellscape if it's from the Hellé region of France; otherwise, it's just a sparkling dystopia
Seriously impressive. I used to play this every now and again but had a 2 week vacation and got bored so got stuck into a new world.... after much faffing to get it running smoothly on my laptop I sunk about 16 hours straight into just getting a basic base up and running. Only using biofuel atm as there's lots of that and saving the coal will be useful. Then I saw this build and realised ny tiny base is nothing by comparison. Still using mk1 belts and haven't even started feeding the space lift yet. I can't play just one game though, have to switch things around or I get bored. But really enjoying it. Your neatness is definitely something I would like to emulate.
@ImKibitz, not sure if you know about it, but I had a base out in the Red Desert and tapped the Lake at the top of the big waterfall to get my water for my base. It's the highest point in the entire map so I never had to worry about head-lift anywhere in my base. Getting the power and Water Extractors up there was fun though 😉
I wish there was an option to have trains work like real trains, coupling would be such an interesting feature.
Having to actually have very shallow grades and work with the terrain to get places would be quite the challenge.
@@Mini_Celeste Yea, although I imagine people would just ignore terrain and only build on foundation as they do now. But if laying track would clear terrain some how, that could be pretty interesting. Or if you would manipulate terrain yourself, so trains could have smooth good track.
@@MegaLokopo to bad CSS is firmly putting there foot down on terraforming it would be nice to terraform the world around your factory
@@abominablesnowman646 Yea, I hope modders will be able to make alternate maps after the game is released and updates stop resetting modding progress.
I could see some fun stuff being done with this, such as using height to ship cars around
11:55 ooof! and at a 26:02 a biggle oof! imkibits messed around with headlift and funny thing he just talked of it before the plastics facotory ooof!
@11:52 Well I guess even us veterans have the occasional noob experience every now and then! 😁
It is amazing how much hours and effort goes into these videos
Question: If you package the fluids you are shipping by train, you will have to get the containers back to the fluid source somehow to be refilled. Since a train station only has one inventory and either loads or unloads, not both, that means you will need a second freight car to bring your packages back. So, wouldn't that be exactly the same number of freight cars as you would need to haul the same amount of fluid unpackaged? Then there's the power and machine space taken up by the packagers to consider, that wouldn't be necessary if you just shipped in a fluid freight car. Where's the inefficiency? What am I missing?
I think the biggest takeaway here is that fluid cars need a buff to be on par with normal freight. Not that big of a deal for that area though. You should absolutely be able to use one or two fluid stations to utilize the full output potential of those 4 nodes (I just use 3 mk.2 pipes - essentially the equivalent to 1 pipe per normal node - in my world)
All the funky colours against the black is a great look
Valves do not reset headlift! Problem must be elsewhere. Can be weird junctions or weird snapping when building causing missed connections. I've also just rebuilt pumps to fix headlift issues.
Also you're using water towers normally, not the hack that some people use to avoid pumps entirely. Definitely smart for this area.
The hack to avoid pumps? What hack, if I might ask? I know the concept of "ram pumps" from real life physics was coded in here at one point, and building with those concepts could use real science to eliminate pumps at the cost of reduced output... But that's the only "trick" I know of outside of mods. Is there something else pioneers are trying to avoid pumps?
20:00 it works because its latterly why water towers exist...... fluid mechanics
Gorgeous train station design as always :)
Interesting thing:
You don't actually need to pump all Water/Oil up. If you have multiple 600 pipes, you can just pump up one pipe and re-connect them at the bottom and all will have the better headlift. Although I'm not sure if that works when mixing 600/300 pipes.
I am not happy with how much enjoyment this gave me @0:29
13:28 NEW Knowledge acquire.. thumbs up man..
Kibz: *wastes however much time to make pathways and make them aesthetically pleasing*
Also Kibz: *USES JETPACK EVERYWHERE TO GET EVERYWHERE*
"Logic."
Damn Kibitz you are a crazy man, and I love it. Hope to see you finish your 2 year playthrough
20:20. THIS is a perfect example of what I'm looking for. I would really appreciate a tips and tricks video that's current. I'm trying to get extra plastic for my base and automating smokeless powder is part of what I want to do there. I don't quite understand how they all work together.
I want to ensure my system has 100% of its effective output going towards plastic, and the literal overflow of HOR would go into making my powder, but I haven't quite figured that one out yet.
Looks like satisfactory needs some freedom🦅🦅🇺🇲🇺🇲🇺🇲
So excited for this build!
@13:13 - Sounds like a fantastic opportunity for a mod! I might have to message Mayor Aquilla and see if i can tackle this one!
2:40 I think the ladder gotta go. A little to... human accessible.
5:30 :)
9:18 Is called flying buttress. Is good detail. :)
If you actually read this comment, conglaturations on wasting your time! :)
I like how he refers to past and future kibitz as different people
Lookin good! Can’t wait to see how it turns out!
So cool. I like the Coruscant look
Hi Kibitz just watching you with the shear size of your factory's just blows my mind I love starting the desert as so many res are there and I have tried several times to make a mega factory from the word go but keep messing up input output ratio lol love the vids great work buddie
This is going to look wicked man!! I have visions if the movie “total recall” the ne version. Lots of dark buildings twisted together with led advertising everywhere!!! Beautiful
Kibits - I was so surprised you didn't do the water tower for your nuclear - you don't need one tower per pipe - just need to make alle the pipes "touch" once. So you can have one little water tower "powering" all the headlift of everything else, as long as it connects to every pipe once.
Past Kibs: Imagine setting up all the packagers and unpackagers, can you imagine?
Future Kibs standing before a massive 1.0 turbofuel plant: Oh, i can imagine it...
I want a dystopian landscape of only water towers now all over the map
Kibs has gotten basic physics figured out! Having all the liquid up high and running down is why we have water towers in towns…
I don't think the headlift thing is a bug, either, because real water towers are constructed for the exact same reason.
It's a feature that I really love, but I wasn't aware it worked for fluid tanks, too. I thought it only worked with natural bodies of fluid.
19:40ish it's using gravity to feed. It will feed fluid up to almost the same point in elevation as the tank. That's how most water towers work irl anyways.
(14:40)
That Station name lol.
Honestly at 9:00 timestamp it reminds me kinda Half-Life 2 :D. Nice work Kibitz, keep it up.
"It's not very cute or provide any value and it's just inside an ugly box!"
"So no more box!"
Quite the efficient shape you have in that thumbnail. Should include a bridge to go with it.
kibz must be Harkonnen, trying to rebuild Giedi Prime 😂
nice train setup
Love the chaos.
Thanks Kibz!
I've lost count of how many worlds I've started. But ever time I start getting to Steel production I get over whelmed and stuck. I wish I could get this far.
I love your content a lot i well be supporting you always
Finally another video cant wait for the next one
2:17 Yes a great name for a station... "UwU Station" (Bottom right)
I am sure you get this all the time, but this is the best episode of satisfactory you have ever made sir.
I still remember the end of your last play through. Didn't feel like over two years.
7:55 where color cartridge
when water is higher than its destination it creates pressure through the decline and will want to return to its original height (simple explanation), thats why the water tower works im assuming bc thats how it works irl
4:25 A TRAINCH!
Even though I have followed this build for a few months now, it still seems like this game has a huge learning curve. 😮 It’s what keeps me from starting Cities: Skylines.
The learning curve is the best part of this game! The early game is fantastically simple and great for learning how to play. If i could wipe my knowledge of this game and restart I 100% would!
Hi Kibitz really love you video's just wondering if you could do a video on how the train signals work thanks
Is anyone else thinking about how this is starting to become Kibz's second deathstar project
That was awesome at 12 minutes.
Yo with blueprints you can now just build self-contained little diluted packaged fuel machines with 1 refinery and 2 packagers that run in a loop with only fluid input/output for each blueprint. All you have to do is prime each with a couple stacks of empty containers and it will run just like the blender recipe.
I wasn't paying attention a whole lot and then I just heard "And it has a BEAN! :D"
counterpoint to the fluid freight car efficiency: it look cool :)
I gotta be honest I think that the really creative enclosed stuff people make that's really beautiful is awesome, but open air industrial hellscape is what this game screams to me. Maybe it's just because my hometown has several refinery, other petrochemical and LNG complexes spanning massive areas across more than one state sometimes.
5:17 probably predicting his future
Just like „ i see a red Door and i want to paint ist blck“ 😂
You should add some details to the slab I think
9:04 Yeah, that's a lot better than taking the chernobyl approach to put it all into a tomb
Nice work!
(~) 6:30 from afar, whatever texture you had on the sloped roof looked like solar panels. I know they're not a thing in the game (for some asinine reason the devs gave), but maybe you could incorporate it as a design thing for a desert structure. ;)
there was more fear in that "OH MY-" than I have ever heard in a game before
Kibitz: "I'm getting rid of the box surrounding the starter base."
Me: 😀
Kibitz: "But it definitely doesn't match the rest and can't be red."
Me: 😢
I liked the fact that it *did* stand out, it makes the building look more like... I dunno, the place where you're supposed to go to. The rest of the area isn't hospitible for regular people to traverse and this structure was designed to be appealing vs. the bleak gray landscape. That aside, I like the redesign too.
Oh man I'm right there with you man, I really did try my best to keep it.
On a Twitch stream I spent 2 hours or something doing everything I could to make it work, but I could make it look good enough to stand out that much.
The red would just attract my eye away from the hellscape and see a 'mediocre' looking barn thing.
I think this was a good middleground with the upgraded exterior and original interior 😁
@ImKibitz Your efforts to make things aestetically pleasing and entertaining for us are appreciated!
you only need to do it with one pipe i think. then link the to pipes togeather. Ull still have the same throughput but do not need to lift it.
Thats kinda how fluid mechanics work in real life thats why most towns and cities have large water towers and the city doesn't have to spend money installing and maintaining pumps throughout the city and the higher the water tower is the higher the water pressure (its an oversimplification but its good enough for govt work lol)
Evetime i see crazy spaghetti pipes on reddit and always say... learn to water tower. Makes liquid management simple as heck for water and oil.
You can 100% get away with shared use train station as long as the combined throughput of the items you're sharing is under 780 per platform. But you can't let anything back up because at some point you'll end up with a train that dumps an entire load of material into the station, fills the whole buffer and another train will come along with a different item and it won't be able to unload.
But if you need like 100/min of one item and 200/min of another, it's going to work perfectly.
Sick af
21:52 mega Corparation CEO when they are asked about why their carbon emmision was through-the-roof
“Nothing could EVER happen there, right?” Famous last words of Kibitz.
Progress! Here is hoping the ice cream & little sleep worked out.