thinking that i will not need to rebuild entire sections of my late factorys in order to be ready for what is coming next, making me lose much time just thinking on posibilities and solutions to evoid doing that, XD
BIggest mistake I made was trying to prebuild my entire rail network before building out factories, spent 120 hours on the whole project only to end up ultimately realizing, it will not work because of some basic mistakes that ran throughout the entire infrastructure. Mistake number one: Trying to pre-build infrastructure before you know how much capacity and versatility that infrastructure needs XD MIstake number two: have a need for at least 7 trains on the network, but only have rail lines that can fit 4 -.-'
I made a 780/min battery factory and did almost the same thing as you. 4 banks of Sulfuric acid/alumina/water all mixed up between the stages. Took me an incredible amount of time and lots of rebuilding to fix the issues.
I think that videos on "how to unscrew a screw-up" is very much worth watching, as I run into this often enough to where I think about abandoning the save or reverting to older saves to try again.
However it is doable, I finished it several times in 850H And now, a new challenge after a one-year break, I'm launching with the Satisfactory Plus mod
@TotalXclipse I'd love to, but I don't think Coffee Stain will ever take it out of early access! Remember, Jace was just out of school when he joined them, and he's since retired! 😂😂
@@TotalXclipse Next time I will leave more room. The hard part is building aesthetically while remaining flexible for expansion and reworking logistics. Next time I will really focus on building with large internal vertical busses with redundancy even if they aren't used straight away. Like a 3 x 3 or 4 x 4 square that is continuous from the base to the top. Leaving room on the base floor for truck stations, above that a sub-floor for logistics from adjacent train platforms. Leave room for additional train platforms and expansion of the trains before any curves in the tracks. Leave room in the factory floors to expand on either end of each specific section. So the elevator can be at the top and additional floors just get added on top for more complex components. The only part I need to really figure out is the storage area that can remain stationary on a near top floor. Then receive the parts from above and below. While automatically spilling excess product into recycling without getting totally backlogged with parts. It's so hard to balance compact aesthetic with convenient organization for late stage planning and changes.
lol no need to apologize for building something broken. I bet just as many people like seeing the problem solving as opposed to smooth sailing. I like seeing others bring up pitfalls that I can learn from :)
Never turn down a chance to learn from an expert. I learn more from the debugging and working out how to fix something than the initial building myself. Really looking forward to this.
Xclipse: "I'm going to need hundreds of water extractors, packagers/unpackagers, and refineries for this project." Also Xcliplse: "I had no idea this project was going to be this complex!"
TotalXclipse you ran into the age old problem in Software Engineering of modular versus monolithic builds. Always keep hard dependencies close and local, and build to decouple everything. Also building in smaller modular units that can be scaled up horizontally helps a lot.
Hence why I always test run a segment before connecting up the next. Takes a little longer spending an extra 10-15mins checking everything over and sending it into sinks, but it's much easier to identify points of failure and mistakes when you know the previous segment runs at 100%.
My biggest mistake when it comes to Satisfactory was buying the game 😅 I tend to build the building before I put down the machines - it ends how it has to end - never enough space
Almost every building I build is too small. I have learned the hard way. Build first, decorate second.. Otherwise all of a sudden the second floor is bigger than the first floor. Hahaha
My dad was cooking for thanksgiving and noticed his huge mixing bowl was too full and started to laugh. He told me he initially looked at the to full bowl and thought oh, I should have gotten a bigger bowl, before realizing that actually if he had gotten a bigger bowl, he would have just made even more, and the bowl would still be a little to full. Kinda like building, we build into the space we give ourselves; make the initial building bigger and the it will still be too full
I remember working with these recipes in my factory, only on a much smaller scale. it is super fun to make rubber then turn it into plastic, and make plastic to then turn it into rubber, and the maths works out so that it's even. but I had like 16 refineries total... 200 (ish) refineries is toooooo many lol
Another solution would be to build reasonable sized factories. I rather spend some minutes waiting for items than building giant factories because while we build another factory, the production continues.
@@hannessteffenhagen61 The fun is to not have vast areas of foundations laying around. My biggest factory spans currently an area of 40x30 foundations. There is always a Z level many forget about.
tip for if you want to play this game a long long time... adaptive control units are the single biggest speedbump in this game. If you can swing it i would make like 30+ buildings making those
I am glad you opted to reveal this big blunder. It shows that even the big named pros can still make mistakes when it comes to the game. My biggest blunder that wasn't really a blunder I feel like was my first ever fuel plant. Spending 300+ HOURS trying to figure out what in the world was going on. On one end, I had heavy oil residue being made out of 1800 oil. That worked fine. On the other, it was being made directly into fuel. Resin was being sunk, Yet some how, even with the pipes all on the same level the HOR was backing up as it wasn't being consumed fast enough. Yet the refineries taking the HOR and turning it into fuel were STARVING for HOR. That in turn starved my fuel generators as all the fuel refineries were making a fraction of the 1600 fuel they should have been making. Redoing the pipes did nothing, adding tanks did nothing, using pumps that should have been uneeded with everything on the same level, did nothing. Replacing refineries, did nothing. The only part that was working 100% was oil into HOR, flush the system and that worked flawlessly. But HOR into Fuel? Nope. I also loved how one answer some gave when I looked for help was 'well if your HOR is backing up, then you don't have enough refineries turning it into fuel.' Ignoring that all the fuel refineries were STARVING barely running at 40% uptime each, and the fuel side was empty as they were not running. Then the remark "well then you have too many" that makes me face plant as that isn't fixing the HOR backing up. Sent the save to 3 people offering to look at it, and even they had issues sorting it out. In the end, the whole factory got deleted. Loaded into the calc site, and wiped from existence. It was just an enigma. My redo is thankfully working fine. Same area, same amount of refineries, just laid out different and underfloor fed. Yet this time I have 100% working through out. Sometimes, the blunder can be on your end, others, it seems the game just goes NOPE.
Recently i heard the developers explain that the fluid dynamics can feel bugged, although in most cases it's not really a bug but intended behavior. They implemented physic phenomenon like water hammering. Although this is realistic behavior, i doubt if it's a desirable feature to implement in Satisfactory, since the majority of people have difficulty understanding what is going on. I played with some smaller plants, and even with those plants i did not seem to understand why the efficiency wouldn't be 100%. Also closed loop plants (where section A depends on the output of section B , and vise versa) almost always get stuck in my saves. Backing up of section B leads to no output of section A leads to no output of section B ... and there a negative feedback loop is born. In the end all my plants require some sort of sink + extra input to get rid of access output / complete shortages -> basically breaking the closed loop. I hope in 1.0 they simplify the fluid dynamics a little bit, or at least give some clear guidances.
@@AMARFPV I'm aware. I replied to that post with my own frustrations. Myself and a few agree if this realism or whatever setup they have trumps people having fun, as you need to apparently find just the right setup following a set of unknown rules... then maybe they arnt worth having.
@@TAiiNE I totally agree. Either explain the rules or remove them. Especially since the hard-core Satisfactory fans tend to be a little OCD-y about their builds, we have to keep the guesswork out. I mean; ain't the whole purpose of the game to build satisfying perfect working setups :) I will reply on that post as well. let's start an anti-waterhammer movement.
@@AMARFPV I am one of those OCD people :P Trying fuel for the first time I had a very nice stunning setup taking inspiration from several creators... Yet... it failed in such away that 2400 HOR was being produced, but only a small fraction of it made it to the refineries turning it into fuel... HOR backed up, while fuel refineries starved. All because some unknown rules that I was somehow breaking. I would also recommend making a topic on the Q and A site as well, as that's where they look for peoples input. I've even lessened my play as pipes have been a frustrating mess. The only thing I feel we should have to worry about is head lift.
It's good to see that even the experts can paint themselves into a corner! :-) I have made this exact mistake before, albeit on a MUCH smaller scale! Keep up the good content! As I tell EVERYBODY, good engineers don't stop with a failure, they engineer their way out of it! Looking forward to seeing your end result!
I actually remember similar problems in my first oil power plant, back in the pre blender days. One half of the solution was to integrate buffers (ISCs) into the empty canister line and produce enough canisters that both extreme states were covered. So enough to have still empty canisters even if all machines are stalled, and enough free buffer space to take all canisters is all machines run low on input. Interconnecting different canister loops should work (they should form bigger loops), you just have to put overflow sinks at all outputs so the factory never stops. Since I use mixed belts, all my factories work that way.
Oh, NO! I don't envy you the upcoming fix-it project, neighbor. I think my biggest mistake so far was in my current save, when I placed a train station & freight bays facing the wrong way, then didn't dismantle ALL of those buildings when facing it the right way 'round. It broke the train pathing because the freight bay that was from the "wrong way" placement seems to have retained its directional data. Result? A literally "unreachable" train station (because the "points the other way" platform was right next to the actual named station). I lost HOURS trying to suss that out, walking the rail lines and triple-checking signals, etc.
Yea this game tends to get ruff with large builds dont worry total you will figure it out , maybe add some sinks in certain places with overflow splitters just to keep the lines flowing and everything running , keep at it total you got this mate
Personally, I wish this game had a flying vehicle to traverse the huge map, search for nodes, and plan logistical layouts. I know god mode enables that too. But it would be more immersive if we could fly. Would be ever cooler if we had a hanger type building with an assembly area that lets you build your own design with procedural components. Also, would be cool if the parts being manufactured could be used in vehicles as upgrades. Like turbo motors, different engines (Fuel, electric, nuclear), power supply types (Battery, nuclear, fuel), lighter frames, enhanced scanning, potentially resource harvesting drill, and improved handling with advanced parts. Even a weapon would be cool. Nobody would complain if we could take out spiders without exiting the vehicle. It would just be cool to have a helipad on the roof of the base with a built in fuel depot. Fully automated of course. I know drones do that. But it would be cool to have control over the flight and be able to pilot vehicles. It's easier to build flight mechanics than rolling vehicles or walking character skeletons. Flight is super simple. CHANGE YOUR MIND Coffee Stain! Minds aren't meant to be set in stone! Change is good! Challenge is fun! Quality of life is good! The game would be even more epic!
mk3-mk5 belt input using slide jump with the springy boots + jetpack with biofuel. or if poor/early game, zoop up 8m wall sections very high, use parachute, glide up, traverse map. poor man's HTL+JP. Worked for me. A mk.2 Jetpack that continuously pulls fuel from stack would be nice, too.
Your graphic explained the problem as the lines were just connected to the wrong intakes. But your words described the problem as the production cyccle depends on a continous loop, which isnt continous due to too large logistic ways (like a cooling system that has not enough fluid in it to work). In the second case, it should be working if you just connect a train input of one of the required products and gurantee loop continuation trough overflow sinks. additionally, even though the throughput isnt that good, it could be fun to have the belt connections between the different factories substituted by short range train systems.
Edit: It has been fixed. The issues was a combo of (primarily) 2 bugs. Rounding errors from 1->3 junctions, and the inability for mk2 pipes being able to actually handle 600m3/min for extended periods of time over long distances. Mk2 pipes, however, can handle 600m3/min in special circumstances. The secret sauce? Drop it down into the middle of the feed pipe, specifically the top input of a junction leading into 2 mk2 pipes, not allowing either to fill (almost certain needing to be within a handful of pipe segments.) It's fully running now. Resume original comment: So far, my biggest mistake, has been tied, as of like, 10 hours ago. My 20gigawatt fuel facility, refuses to run full out, seemingly deleting nearly 100m3/m of fuel every ten or so minutes. It's a steady, 600m3/m doing in. And only about 450m3/m coming out. And to make matters worse, I love using pipes, specifically mk1 pipes, I have never ever ever had a problem splitting one of those lines 3 ways multiple times over, combing and mixing used pipes, and even using only 2 regular pumps to lift water nearly 150 meters. Ironically, my first ever playthrough, died once I hit nuclear because, the sole tower I had built litterally everything in prior, suddenly became to tight width wise. I did aluminum proccessing on the very top levels, fed by said pipe. I have litterally never once gotten pipes that refused to work, but here I am, putting off rerouting pipes (at the very least) in logistic floors that were not made for linear fluid transfers, nor designed for gravity feed, trying to fix it and keep the even 4 way symmetry that matches the fuel plant it's right besides. It irritates me because I have always been able to get backflow to stop messing things up and even using it to my advantage, since keeping a pipe full stops it from flowing into that pipe, via valves and priority. Mk2 pipes however, don't seem to work like that. Maybe they implemented fluid adhesion, where let's say you use a straw to suck up water, and then seal one side: It stays in the straw if left undisturbed. If you use a tube, let's say one you can fit your hand into to suck up water and then seal one side, it flows back down the center of the pipe (either stopping at the bottom and flowinh back up, creating a current within itself if the bottom was sealed or spilling out of the pipe with a distinctive pop sound as the vacuum above it is rapidly filled with air from the center out). Part of me, as difficult as that would be to implement, wants to think is intentional. Why? Because nitrogen exists and flows up naturally, not down. It's a fluid, that has entirely different properties and obeys them near 1-1 as it does IRL. It's always possible they grabbed some equation for fluid dynamics, or even multiple of them, from a research paper, however... No, no... Seeing as the entirety of the game is highly complex equations, even modular at that, that work down to the millienths (as far as I've seen), it's almost guaranteed they ripped it. It's *possible* It's just a bug, or a happy little accident that stemmed from an equation already in use... Can i just add filters into my pipes? Like, grates to function similar to capillaries? Give the fluid something to adhere to, even at the cost of some flow rate? Cause that would be preferable.
Why would I build everything into one giant factory? Logistics costs. The more something has to travel, the less effiencent, either via resources, power, or time. I built the way I did because of power, as I wanted everything running at all times, always. I am now building the way I am because of space, at the cost of power. Power, which is the where this mistake lies, makes it as bad as it is. It's like they put a a damn "kick me, I'll give you candy" tag on a demon core.
For me it was building a massive central factory that was meant to receive resources from trucks, but then not providing enough space for the trucks to corner from their depots. Took about 100 hrs before I realized what was causing my supply lines shortages.
This is why I try not to rely on trucks unless it's a pretty short run, or low capacity route (like the Uranium in the caves for example). I much prefer trains for such things!
shhhhtaaaaap lol im trying to resist playing this until 1.0 and you showing me it is not helping dammit! lol this setup is my biggest enjoyment and bain lol takes FOREVER!!!! i dont even decorate my builds, wish i could get the inspiration and patience though... i actually love going through my build and finding the problem, so satisfying IF you get it working. editing in this video was next level though nice work!
My biggest mistake was to build factories with liquid curcuits where I reuse the outgoing water for production. Doesn't matter how perfect you build, it will not work. Everytime you start, something messes with liquids and you get micro hickups that sum up big time. Got the plans from satisfactorytools and it sounds great in theory, but doesn't work. I had to rebuild my whole Aluminium plant because it wasn't running perfectly. Fluids are horrible, cause they cause a complete standstill if you can't get rid of the excess. Now I use the excess water for wet concrete and my 3600 Aluminium Ingots are produced smoothley. Unfortunately I've build my 3600 rubber and 3600 plastic plant also with fluid circutes. Same with my 300/m battery plant. I thought about packaging, but this is also insane. I'll need a couple of pure iron nodes to do so. It's a fantastic game.
I don't normally get to catch you live. but I am excited to see what you decide to do. I would probably manually feed a couple of lines and hope it balances out but I know that's probably a band aid solution to something that needs to be triaged.
Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. - Samuel Beckett 🙂 And: Every mistake is an opportunity to learn something new. 😉
...y'know... this is kind of a fun idea. Deliberately make mistakes to bork up a factory (as you definitely did here, right?) and then release the save file as a "Total Screwup Challenge!" to be fixed.
i’m assuming that some of the issues might be due to the fact that the inputs of some refinery rely on the output of another and if that line is over saturated it stops the process of the oscillation. why not sink excess amount of rubber and plastic so that the refineries never stop. i’m speaking of the inputs of the refinery. set a smart splitter that sinks excess so that the system does not halt. maybe this might not be a good solution but hopefully it helps
Epic fail! 😂 This is like almost every non-trivial factory most people build, including me. The only surprising thing is that you're surprised at all. 🤣 It's the normal expectation on first power-up: expect nothing to work, troubleshoot bad belt connections, bad pipe connections, head lift/loss bugs, sloshing (buffers always cause sloshing in my experience, unless set to zero flow output to exploit free head lift "feature" [bug]), unbalanced "balancers", etc. This is why we need a functional plutonium fuel rod based nuke, to dismantle/destroy a huge area. The troubleshooting to me is always the best part. Sure, it can be painful, but this is where you really earn that satisfaction when you finally get all that automated output. Hope you stitch together a repair video from the streams! Anyways, love the scale of this build, and seeing it built from the ground up. Wonder what the problem is. I'll bet on pipes/flow issues. You need variable flow junctions? Overflow balancers? Localized tiered overflow ring busses? Color coded/signed belts/busses? It's like solving a mystery!
Wow i feel bad becasuse ive made some big mistakes, but not to this scale 😂 the worst ive done is spent hours building a big factory only to realize that im missing a entirely seperate and hard to get material input that i forgot about since i wasnt paying attention to the recipe, never again 😂
I had this EXACT mistake. I fixed it by load balancing the infeed lines of packaged water, fuel and cannisters with some overflow splitters I just dumped my fuel into generators tho.
not as nice looking, but i made this factory for myself to create rubber and plastic as well as fuel a couple hundred fuel generators over a year ago. It was hell i cant blame your for accidentally screwing it up, i had a lot of troubleshooting
how id fix it since your already have plastic going put plastic in to the recycle rubber line with a smart splitter to take from the production and not what being brought in and it might fix it once its all filled maybe
Question, didn't coffee stain say that 1.0 will break all saves? I was waiting to start a new game until it's release, but I'd start earlier if I wasn't going to have to start over again at 1.0
if i am right all the blenders do is save you MW and a smaller blueprint of your build and blender alt for fuel and the packaged fuel makes the same fuel amount bc with packager u have to place 2x the amount and with the blenders u just have to place them one time just so u know
I'm trying very hard to get into this game because I can see how awesome it is. But coming from Factorio and DSP I just can't get used to the first person view in a factory sim. It just feels so counterintuitive.
Is there a goal? This game looks interesting but I'm struggling to find a reason why someone would build a factory for hours on end, does it amount to anything? I just found about it today and have not done any research yet
The game is still in early access with the 1.0 release coming some time in 2024. With 1.0 there will be a story element to it, and I think that might contain a proper end goal. If you're uncertain, wait for the release and check some reviews by non-fanatic Satisfactory players, to see if it's for you. Right now there are goals for unlocking new stuff, but no proper ending, so it's mainly for people who want to build bigger, more efficient, and more beautiful factories.
100 hours for a complete failure cause the blender is not yet available xD. Would have take less time to unlock the blender and build a plastic/rubber factory with blender
What's the biggest mistake you've done when it comes to Satisfactory?
Bought this game XD Had to spin up alarm not to get to work late at my night shifts IRL!
thinking that i will not need to rebuild entire sections of my late factorys in order to be ready for what is coming next, making me lose much time just thinking on posibilities and solutions to evoid doing that, XD
BIggest mistake I made was trying to prebuild my entire rail network before building out factories, spent 120 hours on the whole project only to end up ultimately realizing, it will not work because of some basic mistakes that ran throughout the entire infrastructure.
Mistake number one: Trying to pre-build infrastructure before you know how much capacity and versatility that infrastructure needs XD
MIstake number two: have a need for at least 7 trains on the network, but only have rail lines that can fit 4 -.-'
I made a 780/min battery factory and did almost the same thing as you. 4 banks of Sulfuric acid/alumina/water all mixed up between the stages. Took me an incredible amount of time and lots of rebuilding to fix the issues.
Watching these videos BEFORE I'm ready. lol You guys make my brain hurt.
I think that videos on "how to unscrew a screw-up" is very much worth watching, as I run into this often enough to where I think about abandoning the save or reverting to older saves to try again.
My biggest mistake was thinking I could actually complete the game!! 2000 playing hours later, and after 10 restarts, I know I was totally deluded. 😂
Will you attempt to complete the game in 1.0?
You can do it! Stick with it!
However it is doable, I finished it several times in 850H
And now, a new challenge after a one-year break, I'm launching with the Satisfactory Plus mod
@TotalXclipse I'd love to, but I don't think Coffee Stain will ever take it out of early access! Remember, Jace was just out of school when he joined them, and he's since retired! 😂😂
@@TotalXclipse Next time I will leave more room. The hard part is building aesthetically while remaining flexible for expansion and reworking logistics. Next time I will really focus on building with large internal vertical busses with redundancy even if they aren't used straight away. Like a 3 x 3 or 4 x 4 square that is continuous from the base to the top. Leaving room on the base floor for truck stations, above that a sub-floor for logistics from adjacent train platforms. Leave room for additional train platforms and expansion of the trains before any curves in the tracks. Leave room in the factory floors to expand on either end of each specific section. So the elevator can be at the top and additional floors just get added on top for more complex components.
The only part I need to really figure out is the storage area that can remain stationary on a near top floor. Then receive the parts from above and below. While automatically spilling excess product into recycling without getting totally backlogged with parts. It's so hard to balance compact aesthetic with convenient organization for late stage planning and changes.
lol no need to apologize for building something broken. I bet just as many people like seeing the problem solving as opposed to smooth sailing. I like seeing others bring up pitfalls that I can learn from :)
Never turn down a chance to learn from an expert. I learn more from the debugging and working out how to fix something than the initial building myself. Really looking forward to this.
Xclipse: "I'm going to need hundreds of water extractors, packagers/unpackagers, and refineries for this project."
Also Xcliplse: "I had no idea this project was going to be this complex!"
Well it's one thing to do the maths, it's another thing actioning the maths 🤣
TotalXclipse you ran into the age old problem in Software Engineering of modular versus monolithic builds. Always keep hard dependencies close and local, and build to decouple everything. Also building in smaller modular units that can be scaled up horizontally helps a lot.
Hence why I always test run a segment before connecting up the next. Takes a little longer spending an extra 10-15mins checking everything over and sending it into sinks, but it's much easier to identify points of failure and mistakes when you know the previous segment runs at 100%.
Sinks.... I keep forgetting Sinks. I've been dumping into storage containers and deleting everything after.
You should calm. Calm like we missed the storm but sounds like you are getting there. Good luck!!
Wow, your builds are always looking so great and clean. Makes one motivated to get back to satisfactory
My biggest mistake when it comes to Satisfactory was buying the game 😅 I tend to build the building before I put down the machines - it ends how it has to end - never enough space
Almost every building I build is too small. I have learned the hard way. Build first, decorate second.. Otherwise all of a sudden the second floor is bigger than the first floor. Hahaha
It helps to use one of the satisfactory calculators out there to know how much you want to fit in.
My dad was cooking for thanksgiving and noticed his huge mixing bowl was too full and started to laugh. He told me he initially looked at the to full bowl and thought oh, I should have gotten a bigger bowl, before realizing that actually if he had gotten a bigger bowl, he would have just made even more, and the bowl would still be a little to full.
Kinda like building, we build into the space we give ourselves; make the initial building bigger and the it will still be too full
I remember working with these recipes in my factory, only on a much smaller scale. it is super fun to make rubber then turn it into plastic, and make plastic to then turn it into rubber, and the maths works out so that it's even. but I had like 16 refineries total... 200 (ish) refineries is toooooo many lol
I always love the purity of your constructions
Another solution would be to build reasonable sized factories. I rather spend some minutes waiting for items than building giant factories because while we build another factory, the production continues.
"reasonable sized factories"
where's the fun in that
@@hannessteffenhagen61 The fun is to not have vast areas of foundations laying around. My biggest factory spans currently an area of 40x30 foundations. There is always a Z level many forget about.
I was thinking of doing a similar build myself in 1.0, so thank you very much for failing so others can succeed!! Love your videos
It's fun watching these old videos and spotting an ungathered somersloop
Packaged fuel is a pain in the ass it took me a bit to get the hang of it once i set up my first diluted fuel plant.
you’ve became a god at detailing love it. will be taking inspiration once i start my 1.0 factory your builds are amazing
"Hmmm - everything SHOULD be running, but it's not" - pretty much every single one of my builds 😂
tip for if you want to play this game a long long time... adaptive control units are the single biggest speedbump in this game. If you can swing it i would make like 30+ buildings making those
I am glad you opted to reveal this big blunder. It shows that even the big named pros can still make mistakes when it comes to the game.
My biggest blunder that wasn't really a blunder I feel like was my first ever fuel plant. Spending 300+ HOURS trying to figure out what in the world was going on. On one end, I had heavy oil residue being made out of 1800 oil. That worked fine. On the other, it was being made directly into fuel. Resin was being sunk, Yet some how, even with the pipes all on the same level the HOR was backing up as it wasn't being consumed fast enough. Yet the refineries taking the HOR and turning it into fuel were STARVING for HOR. That in turn starved my fuel generators as all the fuel refineries were making a fraction of the 1600 fuel they should have been making. Redoing the pipes did nothing, adding tanks did nothing, using pumps that should have been uneeded with everything on the same level, did nothing. Replacing refineries, did nothing. The only part that was working 100% was oil into HOR, flush the system and that worked flawlessly. But HOR into Fuel? Nope.
I also loved how one answer some gave when I looked for help was 'well if your HOR is backing up, then you don't have enough refineries turning it into fuel.' Ignoring that all the fuel refineries were STARVING barely running at 40% uptime each, and the fuel side was empty as they were not running. Then the remark "well then you have too many" that makes me face plant as that isn't fixing the HOR backing up. Sent the save to 3 people offering to look at it, and even they had issues sorting it out.
In the end, the whole factory got deleted. Loaded into the calc site, and wiped from existence. It was just an enigma. My redo is thankfully working fine. Same area, same amount of refineries, just laid out different and underfloor fed. Yet this time I have 100% working through out.
Sometimes, the blunder can be on your end, others, it seems the game just goes NOPE.
Recently i heard the developers explain that the fluid dynamics can feel bugged, although in most cases it's not really a bug but intended behavior. They implemented physic phenomenon like water hammering. Although this is realistic behavior, i doubt if it's a desirable feature to implement in Satisfactory, since the majority of people have difficulty understanding what is going on. I played with some smaller plants, and even with those plants i did not seem to understand why the efficiency wouldn't be 100%. Also closed loop plants (where section A depends on the output of section B , and vise versa) almost always get stuck in my saves. Backing up of section B leads to no output of section A leads to no output of section B ... and there a negative feedback loop is born. In the end all my plants require some sort of sink + extra input to get rid of access output / complete shortages -> basically breaking the closed loop. I hope in 1.0 they simplify the fluid dynamics a little bit, or at least give some clear guidances.
@@AMARFPV I'm aware. I replied to that post with my own frustrations. Myself and a few agree if this realism or whatever setup they have trumps people having fun, as you need to apparently find just the right setup following a set of unknown rules... then maybe they arnt worth having.
@@TAiiNE I totally agree. Either explain the rules or remove them. Especially since the hard-core Satisfactory fans tend to be a little OCD-y about their builds, we have to keep the guesswork out. I mean; ain't the whole purpose of the game to build satisfying perfect working setups :) I will reply on that post as well. let's start an anti-waterhammer movement.
@@AMARFPV I am one of those OCD people :P Trying fuel for the first time I had a very nice stunning setup taking inspiration from several creators... Yet... it failed in such away that 2400 HOR was being produced, but only a small fraction of it made it to the refineries turning it into fuel... HOR backed up, while fuel refineries starved. All because some unknown rules that I was somehow breaking. I would also recommend making a topic on the Q and A site as well, as that's where they look for peoples input. I've even lessened my play as pipes have been a frustrating mess. The only thing I feel we should have to worry about is head lift.
It's good to see that even the experts can paint themselves into a corner! :-)
I have made this exact mistake before, albeit on a MUCH smaller scale!
Keep up the good content! As I tell EVERYBODY, good engineers don't stop with a failure, they engineer their way out of it! Looking forward to seeing your end result!
I actually remember similar problems in my first oil power plant, back in the pre blender days. One half of the solution was to integrate buffers (ISCs) into the empty canister line and produce enough canisters that both extreme states were covered. So enough to have still empty canisters even if all machines are stalled, and enough free buffer space to take all canisters is all machines run low on input. Interconnecting different canister loops should work (they should form bigger loops), you just have to put overflow sinks at all outputs so the factory never stops. Since I use mixed belts, all my factories work that way.
Unlocking blenders (catch 22, I know) made Oil Upcycling run so nice compared to packagers always jamming somehow.
you say "I need 30 rubber" but your brain hears "I need 30-600 rubber. I'm on it!" this is amazing
Oh, NO! I don't envy you the upcoming fix-it project, neighbor. I think my biggest mistake so far was in my current save, when I placed a train station & freight bays facing the wrong way, then didn't dismantle ALL of those buildings when facing it the right way 'round. It broke the train pathing because the freight bay that was from the "wrong way" placement seems to have retained its directional data. Result? A literally "unreachable" train station (because the "points the other way" platform was right next to the actual named station). I lost HOURS trying to suss that out, walking the rail lines and triple-checking signals, etc.
Yea this game tends to get ruff with large builds dont worry total you will figure it out , maybe add some sinks in certain places with overflow splitters just to keep the lines flowing and everything running , keep at it total you got this mate
Beautiful factory. Shame it doesnt work 😂 I've been there, big bummer
I made the same mistake when worming with these recipes. MUST link the Pack/Unpack of fuel and water correctly like you said, or everything backs up.
Ha Ha Ha in the audio biz we call this matching impedence
Personally, I wish this game had a flying vehicle to traverse the huge map, search for nodes, and plan logistical layouts. I know god mode enables that too. But it would be more immersive if we could fly. Would be ever cooler if we had a hanger type building with an assembly area that lets you build your own design with procedural components. Also, would be cool if the parts being manufactured could be used in vehicles as upgrades. Like turbo motors, different engines (Fuel, electric, nuclear), power supply types (Battery, nuclear, fuel), lighter frames, enhanced scanning, potentially resource harvesting drill, and improved handling with advanced parts. Even a weapon would be cool. Nobody would complain if we could take out spiders without exiting the vehicle.
It would just be cool to have a helipad on the roof of the base with a built in fuel depot. Fully automated of course.
I know drones do that. But it would be cool to have control over the flight and be able to pilot vehicles. It's easier to build flight mechanics than rolling vehicles or walking character skeletons. Flight is super simple. CHANGE YOUR MIND Coffee Stain! Minds aren't meant to be set in stone! Change is good! Challenge is fun! Quality of life is good! The game would be even more epic!
Agreed. I don't want to use god mod or any cheats. Give us a freaking jet pack to zip around. lol
mk3-mk5 belt input using slide jump with the springy boots + jetpack with biofuel. or if poor/early game, zoop up 8m wall sections very high, use parachute, glide up, traverse map. poor man's HTL+JP. Worked for me. A mk.2 Jetpack that continuously pulls fuel from stack would be nice, too.
@@BlackCanvasAudio Hoverpack does that, you just have to run power lines.
There is a jetpack...@@BlackCanvasAudio
@@cleighud I haven't gotten that far yet. lol I'm still using hyper tubes to zing around the map. lol
It's so painful to see such a monstrous build and a blue power slug not being collected at 4:07. I vacuum those.
Very nicely edited
It still looks like an awesome build!!
Your graphic explained the problem as the lines were just connected to the wrong intakes. But your words described the problem as the production cyccle depends on a continous loop, which isnt continous due to too large logistic ways (like a cooling system that has not enough fluid in it to work).
In the second case, it should be working if you just connect a train input of one of the required products and gurantee loop continuation trough overflow sinks.
additionally, even though the throughput isnt that good, it could be fun to have the belt connections between the different factories substituted by short range train systems.
damn this is beautiful i wish i was this creative
Edit: It has been fixed.
The issues was a combo of (primarily) 2 bugs. Rounding errors from 1->3 junctions, and the inability for mk2 pipes being able to actually handle 600m3/min for extended periods of time over long distances.
Mk2 pipes, however, can handle 600m3/min in special circumstances. The secret sauce? Drop it down into the middle of the feed pipe, specifically the top input of a junction leading into 2 mk2 pipes, not allowing either to fill (almost certain needing to be within a handful of pipe segments.)
It's fully running now. Resume original comment:
So far, my biggest mistake, has been tied, as of like, 10 hours ago.
My 20gigawatt fuel facility, refuses to run full out, seemingly deleting nearly 100m3/m of fuel every ten or so minutes. It's a steady, 600m3/m doing in. And only about 450m3/m coming out.
And to make matters worse, I love using pipes, specifically mk1 pipes, I have never ever ever had a problem splitting one of those lines 3 ways multiple times over, combing and mixing used pipes, and even using only 2 regular pumps to lift water nearly 150 meters.
Ironically, my first ever playthrough, died once I hit nuclear because, the sole tower I had built litterally everything in prior, suddenly became to tight width wise. I did aluminum proccessing on the very top levels, fed by said pipe.
I have litterally never once gotten pipes that refused to work, but here I am, putting off rerouting pipes (at the very least) in logistic floors that were not made for linear fluid transfers, nor designed for gravity feed, trying to fix it and keep the even 4 way symmetry that matches the fuel plant it's right besides.
It irritates me because I have always been able to get backflow to stop messing things up and even using it to my advantage, since keeping a pipe full stops it from flowing into that pipe, via valves and priority. Mk2 pipes however, don't seem to work like that.
Maybe they implemented fluid adhesion, where let's say you use a straw to suck up water, and then seal one side: It stays in the straw if left undisturbed. If you use a tube, let's say one you can fit your hand into to suck up water and then seal one side, it flows back down the center of the pipe (either stopping at the bottom and flowinh back up, creating a current within itself if the bottom was sealed or spilling out of the pipe with a distinctive pop sound as the vacuum above it is rapidly filled with air from the center out). Part of me, as difficult as that would be to implement, wants to think is intentional.
Why? Because nitrogen exists and flows up naturally, not down. It's a fluid, that has entirely different properties and obeys them near 1-1 as it does IRL. It's always possible they grabbed some equation for fluid dynamics, or even multiple of them, from a research paper, however... No, no... Seeing as the entirety of the game is highly complex equations, even modular at that, that work down to the millienths (as far as I've seen), it's almost guaranteed they ripped it. It's *possible* It's just a bug, or a happy little accident that stemmed from an equation already in use...
Can i just add filters into my pipes? Like, grates to function similar to capillaries? Give the fluid something to adhere to, even at the cost of some flow rate? Cause that would be preferable.
Why would I build everything into one giant factory? Logistics costs.
The more something has to travel, the less effiencent, either via resources, power, or time. I built the way I did because of power, as I wanted everything running at all times, always. I am now building the way I am because of space, at the cost of power. Power, which is the where this mistake lies, makes it as bad as it is. It's like they put a a damn "kick me, I'll give you candy" tag on a demon core.
This is why i never try to perfectly 1 to 1 balance anything to do with liquids or power lol
It may not work as expected but it looks good doing it. Haha.
For me it was building a massive central factory that was meant to receive resources from trucks, but then not providing enough space for the trucks to corner from their depots. Took about 100 hrs before I realized what was causing my supply lines shortages.
This is why I try not to rely on trucks unless it's a pretty short run, or low capacity route (like the Uranium in the caves for example). I much prefer trains for such things!
Nothing ventured nothing gained! At least you know now
@@TotalXclipse Yup and I've gotten all the better for the troubleshooting. Part of the creative process.
shhhhtaaaaap lol im trying to resist playing this until 1.0 and you showing me it is not helping dammit! lol this setup is my biggest enjoyment and bain lol takes FOREVER!!!! i dont even decorate my builds, wish i could get the inspiration and patience though... i actually love going through my build and finding the problem, so satisfying IF you get it working.
editing in this video was next level though nice work!
Props to you for this build, just wish i could do this. I cannot for the life of me get mk2 pipes to work.
My biggest mistake was to build factories with liquid curcuits where I reuse the outgoing water for production. Doesn't matter how perfect you build, it will not work. Everytime you start, something messes with liquids and you get micro hickups that sum up big time. Got the plans from satisfactorytools and it sounds great in theory, but doesn't work.
I had to rebuild my whole Aluminium plant because it wasn't running perfectly. Fluids are horrible, cause they cause a complete standstill if you can't get rid of the excess. Now I use the excess water for wet concrete and my 3600 Aluminium Ingots are produced smoothley. Unfortunately I've build my 3600 rubber and 3600 plastic plant also with fluid circutes. Same with my 300/m battery plant. I thought about packaging, but this is also insane. I'll need a couple of pure iron nodes to do so. It's a fantastic game.
I don't normally get to catch you live. but I am excited to see what you decide to do. I would probably manually feed a couple of lines and hope it balances out but I know that's probably a band aid solution to something that needs to be triaged.
Yeh, that was the first thing I tried, unfortunately after 10 minutes it seized up again 😅
Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. - Samuel Beckett 🙂
And: Every mistake is an opportunity to learn something new. 😉
Samuel Beckett is not someone quoted often! I like it
...y'know... this is kind of a fun idea. Deliberately make mistakes to bork up a factory (as you definitely did here, right?) and then release the save file as a "Total Screwup Challenge!" to be fixed.
Could be interesting! Though I could do a series where you send me problem factories to fix!
i’m assuming that some of the issues might be due to the fact that the inputs of some refinery rely on the output of another and if that line is over saturated it stops the process of the oscillation. why not sink excess amount of rubber and plastic so that the refineries never stop. i’m speaking of the inputs of the refinery. set a smart splitter that sinks excess so that the system does not halt. maybe this might not be a good solution but hopefully it helps
I'm gonna need a few hundred iron plates. 400 constructors later... Hrrm
Epic fail! 😂 This is like almost every non-trivial factory most people build, including me. The only surprising thing is that you're surprised at all. 🤣 It's the normal expectation on first power-up: expect nothing to work, troubleshoot bad belt connections, bad pipe connections, head lift/loss bugs, sloshing (buffers always cause sloshing in my experience, unless set to zero flow output to exploit free head lift "feature" [bug]), unbalanced "balancers", etc. This is why we need a functional plutonium fuel rod based nuke, to dismantle/destroy a huge area. The troubleshooting to me is always the best part. Sure, it can be painful, but this is where you really earn that satisfaction when you finally get all that automated output. Hope you stitch together a repair video from the streams! Anyways, love the scale of this build, and seeing it built from the ground up. Wonder what the problem is. I'll bet on pipes/flow issues. You need variable flow junctions? Overflow balancers? Localized tiered overflow ring busses? Color coded/signed belts/busses? It's like solving a mystery!
Yeah Satis ! Rly butifully structure !❤
Wow i feel bad becasuse ive made some big mistakes, but not to this scale 😂 the worst ive done is spent hours building a big factory only to realize that im missing a entirely seperate and hard to get material input that i forgot about since i wasnt paying attention to the recipe, never again 😂
You spaghettid a belt in there to fix it, didn't you? :)
Looks nice though :)
Would look even nicer with full belts xD
I had this EXACT mistake.
I fixed it by load balancing the infeed lines of packaged water, fuel and cannisters with some overflow splitters
I just dumped my fuel into generators tho.
Hold up lol watching this just made me wanna restart my game again. Restart 10.1 here we go🤣
Then you’ll have to upgrade all those lines to mk5 when you tackle the aluminum headache
Will you be able to play your current save games on 1.0?
I consider it a factory - even if it is not working 😂
🤣🤣🤣 hopefully it'll be working before you get back!
Did you know if you increase the saturation, you can have more colours
I did :)
😂😂😂😂😂 I feel your pain
One of us! One of us!
not as nice looking, but i made this factory for myself to create rubber and plastic as well as fuel a couple hundred fuel generators over a year ago. It was hell
i cant blame your for accidentally screwing it up, i had a lot of troubleshooting
how id fix it since your already have plastic going put plastic in to the recycle rubber line with a smart splitter to take from the production and not what being brought in and it might fix it once its all filled maybe
Question, didn't coffee stain say that 1.0 will break all saves? I was waiting to start a new game until it's release, but I'd start earlier if I wasn't going to have to start over again at 1.0
Nope - they said that a lot of recipes will change but it won't break the game like U3. That being said, we'll be starting over for it!
if i am right all the blenders do is save you MW and a smaller blueprint of your build and blender alt for fuel and the packaged fuel makes the same fuel amount bc with packager u have to place 2x the amount and with the blenders u just have to place them one time just so u know
Blenders just make the chain cleaner and with fewer steps. Always preferable if you have them unlocked.
Yep - but I'm always asked, why didn't you use blenders 😅
@@TotalXclipse yeah i only use them then i have them unlocked
I'm trying very hard to get into this game because I can see how awesome it is. But coming from Factorio and DSP I just can't get used to the first person view in a factory sim. It just feels so counterintuitive.
I can appreciate that - it gets easier with the hover pack, or in the early game use the towers to get a better perspective
I actually prefer the first person view. It's one of the reasons I stopped playing DSP. More immersive to me.
You cant do a mistake, you can make a mistake.
But I do make mistakes?
A so basically instead of a few parallel closed self-dependent loops you've got one big interdependent tangled loop, oops!
Couldn't have put it better myself
Is there a goal? This game looks interesting but I'm struggling to find a reason why someone would build a factory for hours on end, does it amount to anything? I just found about it today and have not done any research yet
The game is still in early access with the 1.0 release coming some time in 2024. With 1.0 there will be a story element to it, and I think that might contain a proper end goal. If you're uncertain, wait for the release and check some reviews by non-fanatic Satisfactory players, to see if it's for you. Right now there are goals for unlocking new stuff, but no proper ending, so it's mainly for people who want to build bigger, more efficient, and more beautiful factories.
Well at least it looks nice, right?❤😂
😅 well that's a start
100 hours for a complete failure cause the blender is not yet available xD.
Would have take less time to unlock the blender and build a plastic/rubber factory with blender
you use a brazilian meme kkkkkkk
i love it.
Your factories damage my self esteem.
Wait where is the last episode?
The cave factory? Check the description there are cards to it below
@@TotalXclipse Thank you! I dont know why but I couldnt find it. Watching now :)
You sweet summer child. You have no idea just what you're in for when the release version drops next month.
Next month? I don't think so, secondly we'll be starting fresh for 1.0, looking forward to it;