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Factory Failsafes YOU Need To Improve Efficiency in Satisfactory 

TotalXclipse
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Factory Failsafes YOU Need To Improve Efficiency in Satisfactory
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After building a 40GW power plant and finding it not running efficiently, it's time we talk about failsafes that will save you big time and keep your factory running at top efficiency.
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About: Satisfactory
Satisfactory is a first-person open-world factory building game with a dash of exploration and combat. Pioneering for FICSIT Incorporated means charting and exploiting an alien planet, battling alien lifeforms, creating multi-story factories, entering conveyor belt heaven, automating vehicles, and researching new technologies.
This Factorio like game has heavy automation, with automated mining, crafting, and you can even automate movement!
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Комментарии : 161   
@TotalXclipse
@TotalXclipse 7 месяцев назад
Do you use Failsafes in your factories?
@nickryan3417
@nickryan3417 7 месяцев назад
Short answer: yes. Longer answer: Yes, but judging by your tips I could really do with more!
@brianmcgill1290
@brianmcgill1290 7 месяцев назад
using storage tanks helps a little with fluids.
@bluewonder8214
@bluewonder8214 7 месяцев назад
I always add a "Receiving" room between my trains and factory. Smart splitters, containers and a Sink. If there is a mistake in the cargo, it takes 15 seconds to clear the lines, and nothing ever clogs the main production line. This is also where I balance
@nickryan3417
@nickryan3417 7 месяцев назад
@@bluewonder8214 I have the same, it means I don't have to think so much about the train scheduling and the output of remote factories. Any excess is stored and anything in excess of storage is sunk.
@Daffmanification
@Daffmanification 7 месяцев назад
yes, i use valves on all my branching pipes, to stop backflow.
@TheMNWolf
@TheMNWolf 6 месяцев назад
I have noticed that liquids in pipes behave surprisingly realistically. You can build in a buffer if you ensure that your liquids always flow downwards right before they go into something. That way you're not running into the issue of liquid sloshing around in a pipe, meaning that whatever needs that liquid is occasionally not getting any flow. Because I worked in a factory where many of our resources were fed in from the ceiling (water, pressurized air, argon, nitrogen, coolant, power), I tend to build my factories this way anyway.
@jasonhunter3429
@jasonhunter3429 5 месяцев назад
thanks for this, I am going to make sure I put all the pipes coming in from the roof from now on to save a lot of headaches
@capthavic
@capthavic 5 месяцев назад
Yeah I try to take advantage of gravity feeding when possible for liquids. Saves on space and power not having to build unnecessary pumps.
@kosgoth
@kosgoth 5 месяцев назад
That probably also helps with the way they work on pressure, you always have a buffer already in the system so it doesn't take time to re push, or has 2 sources to push that buffer back into the system.
@AnarexicSumo
@AnarexicSumo 5 месяцев назад
Or just put one pump almost anywhere near the input of your build if elevation isn’t convenient. The only thing that’s frustrating is they don’t let you make pressure tanks or air release valves.
@penewoldahh
@penewoldahh 4 месяца назад
You have real life experience? Thats so fucking cool
@MotoMatt
@MotoMatt Месяц назад
The fact you had to "prime" the pipes adds a level of realism I really appreciate!
@FuncleChuck
@FuncleChuck 2 месяца назад
We are playing different games
@brandonhaag52
@brandonhaag52 6 месяцев назад
I ALWAYS recommend using a “water tower” type of fluid buffer prior to starting up fuel generators. The process can be made much easier by filling up that fluid buffer as you set up all the pipes and build the genny’s with valves built between each section and then opening it up each section and waiting for the lines to fill before opening the next
@StrifeA217
@StrifeA217 7 месяцев назад
Yes please cover the belt balancers! I was working one out for concrete but for some reason the first of the 3 lines was backing up to the machines. I thought I had done my math correctly but it appears the mergers will take them 1-1 from each input I semi fixed it by putting a lower tier belt between the smart splitter and merger but I was still having back up issues. So I would love a proper vid on that. its always great to watch your vids and I cant wait to upgrade my GPU to get back to Satisfactory.
@torxe3922
@torxe3922 7 месяцев назад
+1 my go to 'belt balancer' is the industrial cargo container but it's kind of limited in its usefullness
@galev3955
@galev3955 7 месяцев назад
Yeah balancers would be nice to hear more on. I also just had a problem today with a new save where total production of screws should hae 100% satisfied rotors and reinforced plates, but the rotor assembler was not getting enough and all the constructors were backed up with screws (belt speed was fine on paper).
@octoberfiregaming
@octoberfiregaming 6 месяцев назад
Definitely would love a video on the balancers (and possibly blueprints?)!
@excrubulent
@excrubulent 3 месяца назад
​@@torxe3922Something I've noticed about the cargo containers is if they're empty then they stop acting as balancers. If they have one item inside, then that item always goes to the top output. I haven't tested this extensively, but I just remember watching a container I'd been using to balance just spewing all of its items out of the top output because it had run dry. They also don't work as splitters for this same reason. I guess otherwise they'd be a bit OP as the only merger+splitter object in the game.
@giggety6289
@giggety6289 7 месяцев назад
Ah, my favorite channel that constantly reminds me of how much I suck at Satisfactory.
@SKy_the_Thunder
@SKy_the_Thunder 6 месяцев назад
Don't be stingy with Valves. Placing one at the top after a lift will prevent any backflow falling back down if for some reason production slows, and if you ever merge larger pipe sections, set valves on any input so they won't push into each other. The fluid behavior can be unpredictable, so just restrict it any way you can to limit those options.
@Elucidus4
@Elucidus4 7 месяцев назад
Before update 8, I ran a separate power system for the power systems...if that makes sense, I used different color poles to mark them. The entire supply line ran on their own power, I did this as I ran into the problem you described where I ran out of all of the power.
@joshuacheung6518
@joshuacheung6518 6 месяцев назад
I did this too, though i haven't played since U2 or so. Coal plants always had the required amount for max output plus one extra, and had priority feed of coal... saved my butt so many times.
@Neo-vz8nh
@Neo-vz8nh 5 месяцев назад
I did this too, and still let some grid to be separate, but now they can be connected via priority switches.
@Bricejacob
@Bricejacob 7 месяцев назад
One fail safe I use is smart splitters for the full manifold. It dramatically smooths out power spikes as the manifold fills one machine at a time. It also allows for interesting designs like my steel factory that can build entirely pipes or beams depending on need. Balanced if both are needed, fully one or the other if one is backstuffed.
@nickryan3417
@nickryan3417 7 месяцев назад
Oooh, now that's a very nice and clever use of things to add efficiency and using smart splitters like that is obvious now you mention it and takes no more space than normal splitters! Thanks. I take it that your steel factory has interleaved pipe/beam manufacturing therefore the flow just happens depending on what is backed up on the outputs? Or have you also separated out the power for each so you can turn or or other off as necessary?
@jaymorrison2419
@jaymorrison2419 7 месяцев назад
I have something like that set up with my oil packer / unpacker lines for my belts between the NW oil field and green fields. With 4 lines of 15 machines, and enough buffer on each end to hold the entire loop of product (wild overkill, 68k in cross balanced storage on each end for what is 'only' 1800 per/min in belts). If there is an in input failure, Id much rather them start shutting off one at a time, rather then roughly all at once.
@MrHaggyy
@MrHaggyy 6 месяцев назад
@@nickryan3417 well the trick is a container that runs full and smart splitter on the input. You build machines for 100% of the input resource. If both containers are not full it will produce 50-50. As soon as one container is full it will only produce the other item. You could add power switches in case you run out of one item but the other is not full jet. I like this for my buildable items.
@GoldMike_
@GoldMike_ 6 месяцев назад
Nah. I think its more fun to do the math and perfect split to all your machines. Also why would anyone use trains when you can just run belts and/or pipes the whole way. Takes a while I grant you but perfect throughput with no interuptions.
@MrHaggyy
@MrHaggyy 6 месяцев назад
@@GoldMike_ I don`t like having belts and pipes everywhere. One good rail system makes any resource available everywhere.
@86abaile
@86abaile 7 месяцев назад
One very basic efficiency you're missing out on is input and output buffer containers on stations. If for example you had 2 nodes feeding a station with 240/min each and a train pulls into the station. Well the station then stops accepting items, the belts fill up and eventually after enough cycles, the miner fills up and stops producing. This means that the average rate of production over time will drop below 240/min. Similarly, if a factory relies on a belt being saturated all the time, the moment a train pulls into the station, the belt starts depleting and the throughput on that belt will also be less than nominal over time. Lastly, it's important that they both be used at either end so that items per minute are balanced on both input and output for the entire system. Essentially the only bottleneck of the system then becomes the throughput capacity of the journey itself (total car capacity/trip time); as long as that's higher than the input and output capacity, the entire trainline can be ignored as a bottle neck (providing you let it fill up a little bit first). Items seemingly go in and come out the other end without any interruption in between. VERY IMPORTANT: the belt connection between the station and the container must have faster throughput than the intended nominal input or output to make up for lost time during the loading/unloading animations. As an aside, using another equation (total line capacity (i.e. all trains on a line carrying that specific cargo)/input output capacity) gives us the maximum average interval time for a given station. If you have a very large distance to cover, you can use that equation to add either more trains, or split the journey with cargo stations in between effectively creating multiple buffered train routes with balanced inputs and outputs (as above, it can then be discounted as a source of bottle necking since the input and output are balanced and continuous).
@michaelhanson5773
@michaelhanson5773 6 месяцев назад
A lot less writing... Stations stop accepting materials when loading/unloading. Use industrial storage. If you are shipping ore for example, single belt into storage, 2 belts from storage to station. On receiving/unloading station, 2 belts from station to storage and single belt out. This keeps things running and stops things like miners from backing up and ensures your station empties quickly into a boxes so your belts dont starve.
@Domtronic
@Domtronic 6 месяцев назад
Buffers aren't necessary.
@BoredDan7
@BoredDan7 6 месяцев назад
​@@Domtronic Depends how you define buffer. A section of faster line could be called a buffer. Whatever the case if you want to deliver X items/min you need to be able to move amount > X items/min out of the station and have enough of it available to feed your X item/min bottleneck for the duration of the unload. Same idea for loading.
@Domtronic
@Domtronic 6 месяцев назад
@@BoredDan7 Faster lines themselves are in addition to a buffer which is not necessary. It's not nuanced.
@BoredDan7
@BoredDan7 6 месяцев назад
@@Domtronic If you want to have 100% efficiency a buffer IS needed for train loading and unloading. When a train is loading or unloading NO items go in or out of the station via belts. This means there is "dead" time which requires a buffer of some sort. A line that is long enough and faster then required does act as a buffer. For example if you were say pumping 240 ore/min on mk.2 belts into a station and using two mk.2 belts on the unload station, you would not be able to use 240 ore/min on the other side because you would have time during load where the belts going in are backed up and time during unload where the belts going aren't being fed. Trains need buffers because they have a variable rate intake and outake, that variation being 0/min during load/unload. You don't need buffer in other areas because the rate is constant.
@skargarim5094
@skargarim5094 2 месяца назад
Just found this Video. The "Letting the pipes Fill up" could have saved me from quite a headache a couple of days ago, but i figured it out by myself After all. 😂
@DavidCookeZ80
@DavidCookeZ80 7 месяцев назад
When creating a power station you really need a plan for how to bring it back online after a brown-out or black-out. My tips would be: * Build in end-to-end "slices": Work out the minimum set of machines that efficiently produce what you need. eg. for DPF - 1xOil extractor, 2xunderclocked HOR, 1xWater extractor, 2xPackaged water, 2x DPF, 2xUnpack Fuel, 10xFuel gen, 1xPower switch. * Get this to stable running, working "live" so pipes/manifolds fill up, and there's minimal additional load on the existing power sources, and to find bugs fast. * Measure the power needed by this self-sustaining slice. Build power storage to run it, charge it up, then disconnect the batteries ready for a cold re-start. Use a manual power switch to connect the storage to slice one for a restart. Alternatively run the first slice of geothermal with power storage for smoothing. * Work out how many slices you will build total, and what proportion of the generated power is needed to run them. * Build separate power grids: 1 for the first slice (that can be battery booted), one for x other slices to power the rest, and one for the load to the rest of your factories. Priority power switches are not needed as an outage on one isolated circuit can never bring down another. * Build the remaining slices one at a time. Now you know what a working slice looks like, go to town with blueprints. It's all self sustaining so you aren't loading your main power grid by building them. * Relax knowing you'll have reliable power, and if the worst happens it's one switch away from running again. For liquids: * Use gravity: arrange for liquids to flow *down* to the next machine in line, even if it means initially having to pump the crude oil up high. Always feed from above, and make sure the input pipe segment to a machine has a larger volume than the machine's "gulp" size (vol/min * 60 / cycle time in seconds). Pipe floor holes "fail" because short pipe elbows from floor to machine input don't satisfy this condition. * Working in slices means never having to merge all the fuel (or whatever) into a single pipe. Big pipe manifolds are where you'll have all the sloshing trouble. Don't use them. * To ensure fuel gens start and run reliably place humps (elevated pipe supports or stackabe pipe supports) between the junctions to each generator. That way the first fuel gen is completely filled before the next one starts and so on. Also: * No "unreliable" transport (tractors, trucks, trains, or drones) should be part of a power generation plant. The goal is to maximise steady power output!
@jenswurm
@jenswurm 7 месяцев назад
Building the backup power system was one of the most satisfying things to me...including a podest with an elevated "valve of shame" used to flush the turbofuel plant with stored fuel from a tower in case everything went totally south and needed to be kickstarted.
@AnarexicSumo
@AnarexicSumo 5 месяцев назад
Not sure 90% of that is necessary. A single generator attached to an extractor and a container of coal outputting into a merger will fix that. Bonus points if you put an elevated buffer or load balancer but they’re not necessary. Also you can totally use huge manifolds without sloshing. You just need positive pressure. It’s no different than the fuel pump in your car.
@epicgod2119
@epicgod2119 7 месяцев назад
Good job for doing all this wonder of a factory! It truly is a lot of work and can become a mess so easily! Even though you ran into a lot of trouble, im eager to see your next satisfactory video! Turning every defeat into a lesson is the way to go! Amazing!
@vencam9498
@vencam9498 7 месяцев назад
Ah, failsaifes, that's certainly one useful thing... *Proceeds to feed a machine with raw sushi*
@flybywire5866
@flybywire5866 5 месяцев назад
The game really needs a "Flush conveyors" feature like it has for the pipelines. After feeding in wrong items its not just the conveyors full of wrong items, they also get stuck in mergers, splitters etc and keep coming out of there forever. A real pain to clean up.
@t3hpwninat0r
@t3hpwninat0r Месяц назад
When you remember that a pipe has to fill up before something can escape the top of it, things get much simpler. When a machine consumes fluid it does so INSTANTLY and it does that every cycle which means that, for a short time each cycle, the pipe is no longer full. In my factories, pipes going into a machine go downwards. Pipes coming out of a machine go upwards. This also makes refinery manifolds easier to build because I can build splitters/mergers on the floor with their hologram arrows overlapping the refinery arrows and the pipes won't do any nasty clipping. When I have two rows in a manifold, I line up the rows of refineries by their belt connections and use a 2m foundation to place the pipe junctions first, then I have the splitters/mergers stacked with the junctions and the belts are flat and I maintain my rule of pipe inputs flowing down and pipe outputs flowing up. I never build a junction on an existing pipe unless there is no other option. In the rare cases when I am forced to build a junction on a pipe, I immediately dismantle the pipes and rebuild them. Building a junction on the end of a pipe is fine though, but be careful because it should ACTUALLY be on the end and should not cut the existing pipe. If I'm making a huge fluid manifold like fuel generators, and I can't wait to turn them on for whatever reason, at the end of the build I can manually switch off a few of the consuming machines at the end of the line and wait for the pipes to fill. Then I'd check the fluid production machines and wait for them to start backing up (at least half of them with yellow lights) and then finally I can switch those consumers back on. When building a large manifold of fuel generators it usually works best to let the pipes fill up first and then start connecting the power cables because when doing that the generators don't have their cycles synchronised and their consumption is less spikey. Stop making power connections and check the levels after every 20 or so generators. Let them fill. This is also the reason why pipes cannot provide fluid at their max throughput and remain full at the same time - if you need exactly 300 fluid every 60 seconds, that means on average the pipe was emptying for half the time and filling for half the time. If the pipe was both emptying and filling it would remain at the same level and if that level is empty, it remains empty. If the pipe is full it can remain full, but that won't happen in practise because the production machines take a short while to start up. The pipes themselves act as a buffer and the machines also have built-in buffer (50m³) which you should make the most of by giving all the things time to fill up.
@bcpksn
@bcpksn 6 месяцев назад
i add a water tower to all liquid systems, set higher then any machine. that requires pumps only on one pipe to reach the liquid storage on top instead of all the pipes and it never stalls.
@AnarexicSumo
@AnarexicSumo 5 месяцев назад
An elevated buffer is the correct answer, but if that’s not convenient you don’t need a pump on every pipe. Just the extractors. One on the output side of a buffer will work as well.
@wild_lee_coyote
@wild_lee_coyote 7 месяцев назад
I had one 2 meter long belt to a sink I forgot to connect that slowly shut down my entire turbo fuel power plant. Since 90% of my power came off this one plant it took several hours to get it running again. My big issue was getting the enough energy to power the plant to produce enough fuel to power the generators. To prevent it from happening again I created a huge fuel storage facility, this included emergency buffers for all the materials coming into the factory so that I wasn’t coming from a cold start. I also isolated a small section that would power only the machines needed for fuel production so that I didn’t have to worry about cold starting the entire factory, just a smaller plant. This all was before power storage and smart switches. Even still I design storage and fail safes in so that I never have to cold start all of my power again.
@christopherbelanger6612
@christopherbelanger6612 6 месяцев назад
I don't understand the need for semi-balancing the lines in the video example at 7:50. What problem is this supposed to fix exactly? If there aren't enough resources making it to the machine at the far end, what is splitting things at the middle accomplishing? It's the same total amount of resources being processed overall.
@mechbfp3219
@mechbfp3219 6 месяцев назад
Yup, that tip is 100% worthless. Assuming the train can deliver items at a rate that is at least slightly greater than 100% of the items being used, then eventually it will balance itself out because of the machines at the end not running. The problem more likely is that their trains aren’t delivering the products fast enough so the end machines get starved over time anyway.
@AnarexicSumo
@AnarexicSumo 5 месяцев назад
@@mechbfp3219Idk, I just had to put in a load balancer in my coal powerplant because it wasn’t getting coal past the first 4 of 8 generators. Once the splitters filled the first few they would just halve their output instead of sending the overflow down the conveyor to the next splitter. Even overclocking to 200% didn’t help. Coal just wasn’t getting past half way.
@Apollorion
@Apollorion Месяц назад
@@AnarexicSumoAre you sure that the belt that had to transport the coal to 7 of the 8 generators had the relevant capacity to do that? (i.e. was at least a Mk2 conveyor belt.)
@Nevir202
@Nevir202 Месяц назад
Know what satisfactory needs? Item deleters. An item whose only function is, when loaded onto a belt, it deletes any item ahead of it, then disappears when it reaches a belt end, whether termination or inventory input. Loading a few stacks of these onto a ruined manifold would then unclog it.
@jeffreyspinner9720
@jeffreyspinner9720 3 месяца назад
Whoa, belt balancers! I haven't seen you play Factorio... ... ... did someone from Factorio give you the skinny on belt balancers? Either way, bravo, first Ficsit engineer I've seen on ytube to do it!
@ColdBeat19
@ColdBeat19 6 месяцев назад
Nice tips, one thing that disturbed me a bit is how you were dismantle the conveyor belts 1 by 1 in 05:37 instead of use the dismantle filter which would be a lot better in comodity. Dismantle Filter + Mass dismantle would be a bit less painful to see, you probably know it now but just in case.
@K162KingPin
@K162KingPin 7 месяцев назад
I don't use fail safes, but I am heavily into the math side of Satisfactory. For me it is not complicated to simply calculate how much I need and build on a healthy margin. I also tend to have a goal of producing twice as much power as my average use and always keep it above the max use line.
@marshallc6215
@marshallc6215 6 месяцев назад
Building on healthy margins reduces efficiency, which becomes problematic for later builds where need to, for example, feedback outputs and supplement. It also makes it difficult to balance usage of the more scarce resources.
@Kedzie_
@Kedzie_ 9 дней назад
I had a headlift situation that was short by 1....ONE meter....caused 1/3 of my power plant (3rd floor) to run at 20%.
@SeedlingNL
@SeedlingNL 6 месяцев назад
Usually I just kickstart a new powerplant setup with a single bioburner and progressively activate more and more buildings to full potential. (Yeah, forgot to build a powerline at first, and I couldn't be bothered running back across the map :P)
@Dohyden2
@Dohyden2 4 месяца назад
Moral of the story, don't cut corners. But there were some really good tips. Looping your train like that was a pretty big mistake though... should have just kept it as push pull with no loops, instead of push pull with a single loop. Adding a second loop at the other end also works, then you don't need push pull at all
@james2042
@james2042 9 дней назад
The way ive made trains work flawless is having every train dump into an industrial storage with 2 mk5 belts, and plan for using AT MOST an mk5 and mk4 belt leaving the storage. This allows for the contents to empty out from the train station faster than the line can possibly take, and the result is you can prime the system with the storage so the manifold is alwsys full. And even if somehow your line is disrupted, repriming it isnt the end of the world. I also do this in reverse for loading trains, as i always like to match my belts going into and out of to make a virtual belt on the train car. Same logic applies to fluid cars if youre not going the packaging route, just make sure you use less than 1200/min so you can dump your fluids into 2 storages and have them flow out as needed.
@jm-po6bs
@jm-po6bs 7 месяцев назад
Heya Total! Your failsafe video came right in time for my power plant build. I have 24 refineries producing 960 heavy oil per min. I then have 25.6 refineries using 37.5 heavy oil and 4 compacted coal per min to make 768 Turbofuel per min. I divided that output by 4.5 per min to determine the amount of generators i would need. 170.666667. Anyway, i built all those, waited for everything to run at 100% after fixing several problems. At 100 % i am getting 17,100 MW, by my calculations I should be getting 25,000 MW so i just chalked that up to being on experimental until i saw this video. I built a 10 by 10 and a 3 by 10 grid of power storage devices, waited for them to charge and then systematically turned off each generator. I waited for my pipes to over saturate and then turned everyone back on. Everything is running at 100% but i’m still only getting 17,100 MW. Can you possibly give me any idea as to why i cant reach full production? Thanx for your time and love your vids!!
@frozenherolp9077
@frozenherolp9077 Месяц назад
First of, don´t use "Turbo Heavy Fuel" it´s the least efficient recipe for Turbo fuel. Secondly, do you have enough Generators build? It´s true you produce enough for 170,666 Generators, alhough 8500 MW is 56.6666 Generators and it´s kinda hard to forget 1/3 of the Generators you have to build. Wich would be more understandable if you overclock your Generators. Thirdly, if you have a certain number of Sulfur (and coal) available, the standart recipe for TF mixed with normal Fuel is the most Energie gaining, if my math works out. From what you said it seems you have 720 Oil and 768 Sulfur/Coal. With Turbo Heavy Fuel you get 768 TF wich is 25.600 MW. Now reducing the production cost you´re at a net gain of 23.655,013 MW. If you use the "Turbo Blend Fuel" recipe, wich is the most sulfur efficient one of the 3, you get 960 TF out of 720 Oil and only use 480 Sulfur. 960 TF is 32.000 MW, but it´s a net gain of 29.333,513 MW, wich is 5.678,5 MW more and you still have 272 sulfur more. But Blenders are a Tier 7 maschine, so you might not have excess to them, although you can very easily get around that with Blueprints. If you were to go max TF with 768 Sulfur you´d get 1190,4 TF, but that requires the standart and the Blender recipe and is "only" a net gain of 36.002,9 MW. For the biggest net gain of Energie with 720 Oil and 768 Sulfur (and Coal), you´d use the standart recipe to make 960 TF and use the remaining Fuel (768) in extra Fuel generators. This results in a net gain of 37.452,775 MW. If your wondering about the Sulfur efficiency of the recipes: Turbo Heavy : 1 Sulfur = 1 TF Turbo : 1 Sulfur = 1,25 TF Turbo Blend : 1 Sulfur = 2 TF
@phillcom3
@phillcom3 5 месяцев назад
How far back in Ur videos do I need to go for the most recent update vieios or do u have a playlist now of good and still useful from all updates? IV not played in about a year
@FarazMazhar
@FarazMazhar 5 месяцев назад
Homie is building 23rd century factories and here I am doing the oonga boonga design.
@andybrown4284
@andybrown4284 7 месяцев назад
Best failsafe is a pencil & paper, note down things turned on/off and other changes or phases during a project so that when inevitably you need to stop and comeback you have a record of what was or needs to be done.
@OldIronShops
@OldIronShops 7 месяцев назад
Very valuable for new players
@whoasked1975
@whoasked1975 7 месяцев назад
can you do a video for the balancers, cuz for me personaly its whould be great because i dont even know how to create a balancer!
@AnarexicSumo
@AnarexicSumo 5 месяцев назад
Splitters like this 120 60. 60 30 30 30 30 |. |. |. | Machine Machine Machine Machine
@the_ttr
@the_ttr 5 месяцев назад
@10:00 if pipe is not full or close to full (the bubble) flow will drop - max flow is only when pipe is close to 100% fill. So if you did not prime your pipes you will never reach max capacity if input and output is matched. This is fine and easey on local plants, but for one that can get occasional input drops, I would suggest to have output reduced so in case ot su[pplu drop happen, pipe can refill, as otherwise whole system will slowly shutdown.
@oleksiipylypchuk6746
@oleksiipylypchuk6746 4 месяца назад
My last tf 40GW build was a mess, dropping the efficiency by 3-5% costantly. After an hours of debugging and trying to solve this, I gave up. And rebuild the thing from scratch, dividing the liquid into sections equally. So far it’s working grate 😂
@terminalvelocityrunner2202
@terminalvelocityrunner2202 4 месяца назад
8:37 to add onto this tip, while it’s not a complete failsafe for picking out those “needles in a haystack” issues, you should remember the existence and significance of the Status Lights mounted to virtually every machine. They are the thin, tall, colored lights generally located in the uppermost part of the machine, often in a corner. They serve the word not only telling you which machine(s) in a large area are inactive, but also tell you slightly finer status information. Like which machines are overclocked (the light is white), unpowered or has no recipe selected (red light), inactive but still powered with a recipe (yellow), or actively operating at baseline efficiency (green light) The number of times that remembering about this system has either saved me is surprisingly high. Since it helps minimize the amount of time I’ll spend looking through my factories for an issue. Be it either hunting through a complex for power shards I stupidly misplaced last session…. Or trying to root out which machine block is causing a lower output or volatile power fluctuation in a multi-floor, multi building complex with dozens of Constructors per level
@thegardenofeatin5965
@thegardenofeatin5965 6 месяцев назад
I usually build things in stages or modules that can be progressively activated. In the early game, often because I need the product of the line I'm building to build the line (plates, rods, mod frames) or the power plant has to bootstrap itself (It's real fun getting a coal plant primed with water). In the later game, mostly because there's a limit to the belt capacity for ingredients so building components larger than a mk 2 pipe or a mk 5 belt doesn't make any sense. Because of the rail network, I always end up with one global power grid, and I often just don't build big enough to have power problems before I install something new. I build a coal plant at the inlet between the northern forest and the rocky desert, both plastic and rubber produce HOR as a byproduct, which get burned for power, then about the time it's time to start making nuclear pasta I build a nuclear power plant and often a coal plant in that grotto near the giant waterfall. Oh, and geothermal. And that pretty much powers a factory.
@phalanx21860
@phalanx21860 6 месяцев назад
I always isolate the power supply required to run the power generation from the main line meaning that even if the main power supply goes down the power required to run my power generation is still running perfectly
@nickryan3417
@nickryan3417 7 месяцев назад
Great tips, thanks. I really need to put the priority power systems in place for my factory. I'm thinking that protecting entire self enclosed power generation setups as one unit, so in the case of my oil one that's the two oil wells and everything that hangs off them, including a sink overflow channel. Which is relevant as while your tips are great, you missed the sink overflow output. When storage is full, everything backs up, therefore if you really don't want the factory to backup then a smart splitter with the sink is essential to handle when the output storage gets full. Where a factory produces multiple goods this becomes more important, but a single output factory it's just a way to get more sink points otherwise doesn't really matter. For a power generating setup such as an oil one then it's pretty much essential just in case the removal of the "waste" products, such as plastics, doesn't happen fast enough. It's a good failsafe for something like an aluminium processing plant too.
@TotalXclipse
@TotalXclipse 7 месяцев назад
Glad you found the video useful, we did talk about an overflow splitter in the video, but not in regards to storage as that's IMO not a failsafe situation - though you're right, we should all have resource over flows for the storage to gain tickets :)
@the_ttr
@the_ttr 5 месяцев назад
@7:30 So you split one manifold into two. Prupoese of U shape manifold is to see inefficiency in input of output by seeing drop on ennd machines or clogs on belt (the S-manifold will show inefficiency by machines only). If you split into two manifolds you didn't solve issue, you mask it by fact that two smallet manifolds will gave smaller total buffer, and in youre example input ratio suddenly was in threshold. But yes, it helps for output ratios as in effect You feed two smaller production lines now. Ultimate version of this is non-manifold setup.
@Revenant2023
@Revenant2023 7 месяцев назад
More videos on belt balancers please
@Warp9pnt9
@Warp9pnt9 4 месяца назад
Excellent video. About smart splitters to safeguard manifolds, sure, but avoid sushi lines or sushi stations as much as possible. Or do sorting immediately at the station. But sill, a final smart splitter is much easier to fix than hundreds of feeder belts. Definitely. About pipes. *sigh*deep-breath* Placing things on pipes then removing ends sometimes leaves slivers inside the pump/valve/junction (pipe device). I always and only connect pipes to supports, delete supports, add pipe device, connect from pipe device to support. Pipe floor holes are broken badly. On the mild side, a floor hole through 1m or 2m foundation always eats 4m lift. On the harsh side, they just don't work at all. You mostly rightly omit fluid storage entirely, as they just slosh infinitely and eat flow rate. The only fluid storage that works is a fill pipe to one side, and key pipe to low side with a valve set to zero to pressurize another pipe. It's self priming, mostly. Except in case of a pipe flush or pump power loss, then you must open the valve to establish pressure, then close it, and do so for all valves on the line. gl w/tht. Usually still worth it. For floor holes, sometimes I just submerge (about 0.3 or 0.4m, I forget) a pipe support. then bend it horizontally. There should be enough of a nub protruding from a foundation to attach pipes from both sides without dismantling foundation. time consuming and ugly, though I try to hide the vertical support in the rear and it's somewhat ok. But doesn't suffer head lift wonk. Sometimes you must go up or down a lot and have little choice. Can also plant junctions in 2m fountations I guess. Really like the balancer discussion. Encountered this when thinking of a train fed global wet concrete build out in the swamp (by the broken ocean water). Trying to design an overflow balancer chain loop so that any single station excess goes to the next and around to the start as needed. 8 station outputs to 7.5 belts used per line, but 10 belt (5 car) stations ... 5 of them, perhaps. Pre-filling machine's internal fluid buffers doesn't so much eliminate backflow as prevent sputtering from starvation. You never quite fully fill everything so there shouldn't be backflow.
@ongoy13
@ongoy13 5 месяцев назад
Créât vidéo ! Also can you do a video about thé Belt balancing ? It seems interesting but i Think we need a more in depth vidéo on that subject in order to understand. Thanks a lot for your vidéos
@Dave83138
@Dave83138 7 месяцев назад
Unless you are way over producing in a pipe it always works best to prefill.
@kltechnerd8177
@kltechnerd8177 7 месяцев назад
In my nuclear power plant I have an overdrive mode for when I need more fuel rods. Then It has a meltdown mode so I can get rid of built up waste.
@michaelhanson5773
@michaelhanson5773 6 месяцев назад
The pipe floor hole bug sucks... Took me forever to figure it out. Has to do with putting a pump on a pipe within a certain distance of the floor hole... I also did notice the issue where i had to turn off my power plants to fill the pipes first... It is weird how that works.
@CapitalTeeth
@CapitalTeeth 5 месяцев назад
People who play multiplayer probably know that there's nothing you can do once the conveyor line is bugged and items won't go on it. Gotta demolish and rebuild the entire fricking line, fam.
@vanivari359
@vanivari359 7 месяцев назад
balancing train loading/unloading with throughput unlimited balancers is very high on my Wishlist for the game... the inability to balance stuff without a giant ugly construction is unfortunately a flaw which is hard to remove
@viktorkaup
@viktorkaup 7 месяцев назад
And I only just now learned that you can 'daisy chain' the battery cables!
@MrBwian
@MrBwian 7 месяцев назад
Balancer tutorial - yes please 👍
@epicwarding
@epicwarding 7 месяцев назад
u can learn alot from accidently accidently placing copper ore to iron ignot smelter, so u wont need to run in to these kind of if fails later
@Neo-vz8nh
@Neo-vz8nh 5 месяцев назад
Place the power storage batteries in the power priority group one along with power plants. In this way when the power fails, the batteries will be empty, and the priority group will be cut. So the still working power plants will charge the batteries as long as the problem is solved. When it is solved, they will be charged and will have enough power to kickstart the non working plants.
@yoavco
@yoavco 6 месяцев назад
Got a weird, unrelated question, How do you make it so the billboard/screen signs illuminate light? Even if I put it on glossy lvl 3 it doesnt emit any light on the ground or surface
@TotalXclipse
@TotalXclipse 6 месяцев назад
You need to change the background colour of the sign. I have a few videos on lighting that may help you out if you're still not sure
@dirtdart81
@dirtdart81 3 месяца назад
They still don't produce light, they'll only glow. So you can backlight something cause it will create contrast, but no light is actually emitted to light up other things around
@zarajoe1
@zarajoe1 6 месяцев назад
Two things I do with my factories these days is: One: slightly over produce required components so the end product can be made at 100% regardless of any little loading bugs/hiccups that may change things. The components being slightly over produced (I'm talking 0.05-0.1%) can be sinked or left to back up Two: Is the opposite of your not concerned about light variations in the end product production but want the rest of the system to run at a consistent 100% slightly overclock the end product production by a bees dick. I use both these methods in combination in my builds to great success
@TeaSniffler
@TeaSniffler Месяц назад
I just genuinely prefer building power plants so I've made a lot of them Safe to say that I don't think I'll have any power issues with a 15,000 mega watt overhead
@fasty93
@fasty93 3 месяца назад
Stupid question but why didn't you use fluid tanks for your train instead of plastic canisters?
@TotalXclipse
@TotalXclipse 3 месяца назад
It's not a stupid question. Unless it's changed, you can transport more liquid by packaging it first than by transporting fluid by freight.
@fasty93
@fasty93 3 месяца назад
@@TotalXclipse Ah ok
@frozenherolp9077
@frozenherolp9077 Месяц назад
@@fasty93 1 Packaged Liquid = 1 Unit of liquid Fluid Train has a Capacity of 1600 Units Item Cart has a Capacity of 32 Stacks wich in case of Fuel etc. is 100. So 32 * 100 = 3200 units, double that of the Fluid Carts. You need more Power to unpackage them, but you have less/shorter Trains moving. A small tip: if you want Packaged Fuel, either to Transport it or to use it, "Diluted Package Fuel" is more Energie efficient than "Diluted Fuel". Example: 100 PF DPF: 2,916666 Refinerys, 1,6666 Packager = 98.203 MW DF: 1 Blender, 2.5 Packager, 1.25 Refinerys = 133.8 MW
@Triple38
@Triple38 5 месяцев назад
Wow you'd think those idiots would have a sticky somewhere to remind them to fix the pipes.
@ABaumstumpf
@ABaumstumpf 6 месяцев назад
So the video can be summed up in: "Do not rely on just-in-time production - it is only a tiny bit cheaper to build but will fail spectacularly if even the tiniest bit goes wrong". In 2021 we had seen just how stupid that concept is in the real world - a single ship caused international problems cause nobody had any reserves and nobody could coop with the loss of transportation of a single route.
@mechbfp3219
@mechbfp3219 6 месяцев назад
Yup exactly. Over produce everything that gets used anywhere else and you basically eliminate most of these problems, and real problems are much easier to find because you just need to look for empty belts or pipes.
@bleybourne1
@bleybourne1 3 месяца назад
Wait, how is he connecting machines power directly to each other in a daisy chain? Is that a mod?
@thestormcrafter
@thestormcrafter 7 дней назад
I once needed to turn on and off like 136 of those stupid fuel burners.
@epicwarding
@epicwarding 7 месяцев назад
The isssue at 7.40 and anyhting similar to "factories not runing at their intended full potential" can literally be fixed by, power switch on , power switch off. after it gets 1 item in, the items keep going in even if the powers off, once the conveyrbelts are fully loaded and cant move more forward. power back on ,tadaa fully perfectly working again if everyhting else is set correct
@epicwarding
@epicwarding 7 месяцев назад
problem lies in trying to start running the factory while there converbelts arent full of items, similar to starting coal power plant before water is fully in pipes syndrome/issue
@manticser7299
@manticser7299 7 месяцев назад
Really useful info this. I'm going to be coming back here. Belt balancer video would be handy
@Ofjkk
@Ofjkk 7 месяцев назад
i stopped using wall pipe holes since they reduce flow
@undecunsunds123
@undecunsunds123 6 месяцев назад
I just make massive battery banks. Don’t have to worry about power when you have millions of megawatts
@Shadow62x
@Shadow62x 5 месяцев назад
It'd be nice if Satisfactory had an in-built balancer.
@matthewcarter919
@matthewcarter919 6 месяцев назад
Why did you only have one power grid?
@ryanmurphy375
@ryanmurphy375 Месяц назад
God damn 37k mw total consumption , here I was thinking my 700mw factory was using a lot xD
@Notllamalord
@Notllamalord 6 месяцев назад
Best solution is create an excess of everything
@TheBlackDeck
@TheBlackDeck 7 месяцев назад
My main file has about 1000 hours on it, all productions are dedicated to producing more power, or supplied required for more power. And I basically only build power plants. -e The world is name Shinra Electric Power Company, NeoMidgar project.
@kosgoth
@kosgoth 5 месяцев назад
Wait, did they change how power works? You linked all the batteries to each other at the start, I thought they worked the same as other buildings needing power poles connected.... Have I been doing that wrong all this time?
@TotalXclipse
@TotalXclipse 5 месяцев назад
The batteries have always been chainlinkable, but the other buildings not unfortunately
@kosgoth
@kosgoth 5 месяцев назад
@@TotalXclipse Never knew, good feature because those are a pain to build in mass.
@TotalXclipse
@TotalXclipse 5 месяцев назад
Makes it super easy with blueprints now!@@kosgoth
@mihaiciornei5648
@mihaiciornei5648 5 месяцев назад
how many hours of gameplay ?
@markcochrane9523
@markcochrane9523 6 месяцев назад
Good video and all, but you know that trains can transport fluids without the need for packaging, right? You could've skipped a step on each end and distributed with pipes instead of conveyer belts.
@SirLANsalot
@SirLANsalot 7 месяцев назад
the inefficiency was moving liquid....by packaging it? See the problem with moving things by packaging it is you need your trains to be TWICE as long (or moving half as much), since you need half to unload the loaded fuel, the other half loading the empties. Stack this against just normal fuel cars allowing you to move at whatever size trains your running. Distance just means you need more trains moving, and with a proper mainline setup, won't be a problem.
@phreeesubz
@phreeesubz 2 месяца назад
Imagine being able to afford satisfactory
@jengogonar
@jengogonar 6 месяцев назад
I still don't understand the point of balancers, then again, I don't understand ratios and why people want things to be running at 100% efficiency.
@grzegorzt6987
@grzegorzt6987 7 месяцев назад
Wow, pipes still have bugs? sad times
@Nahrix
@Nahrix 4 месяца назад
I gotta disagree with the premise; troubleshooting is where a lot of the fun pops in. It's like a puzzle.
@Nicothesis
@Nicothesis 6 месяцев назад
I've only played about 60 hours of this game total, still figuring out basic efficiency, so I don't understand how you have enough raw materials (coal, oil, etc) for builds of this magnitude.
@AnarexicSumo
@AnarexicSumo 5 месяцев назад
One Mark 3 miner on a pure node with slugs is 1200 resources per minute.
@user-um1hi2qj4m
@user-um1hi2qj4m 6 месяцев назад
YOU PLAY STARFIELD it’s a good game
@Darigar
@Darigar 6 месяцев назад
why not using the mod - Modular Load Balancers?
@TotalXclipse
@TotalXclipse 6 месяцев назад
Mods don't work atm :D
@T7LI
@T7LI 5 месяцев назад
I made a massive coal powerplant 400 strong, I layered the pipes in a sort of 'ship' like form and layered two thousand batteries on top. I let that charge for a very long time and after an update I discovered that a giant mountain has formed on top of it, blocking me from re-railing the train responsible for dropping off the coal. Idk man, with the planet literally terraforming around us, trains are now derailing.. the entire world just seems doomed. I guess I should start over but my Geforce now subscription ended and I have to queue up for 6 hours just for 1 hour of play time. I think I should just quit
@magburner
@magburner 7 месяцев назад
What happened to Pappa Snoozy??
@bikehunter82
@bikehunter82 7 месяцев назад
...when does 8 go to normal servers?
@Gunth0r
@Gunth0r 6 месяцев назад
now
@collinprange1274
@collinprange1274 Месяц назад
i Have a Big Problem with you Sounds in the Background. Its seems to be a knocknocevery few seconds....
@snowed6713
@snowed6713 6 месяцев назад
This guy sounds like hes about to have a mental breakdown each word
@Mriya6
@Mriya6 6 месяцев назад
Did you wear a leather jacket while recording the audio or are you squirming around in a gamer chair? I can hear it creaking constantly and it's really triggering me. Consider sitting in a non leather chair while recording, perhaps
@calhta
@calhta 7 месяцев назад
Hey, you have like a 200 - 500hz ish lobe on your vocal that makes you a little challanging to listen to. Would be great if you could correct that, if you're able.
@TotalXclipse
@TotalXclipse 7 месяцев назад
I don't know what you mean 😅
@Gunth0r
@Gunth0r 6 месяцев назад
For some reason, this is hilarious to me.
@SeniorRed1337
@SeniorRed1337 6 месяцев назад
i will never understand why people use train and cars and stuff.. belt all the way xD i let everythiung ship around the whole world
@nathanielalderson9111
@nathanielalderson9111 5 месяцев назад
Something is wrong in your audio mixing. Everytime there's a new title or impact, it's distorting my speakers. This isn't an issue with my speakers, it's an issue with the audio mixing. It's supposed to be an impact sound, I get that, but it's a really horrible sound and isn't working the way intended.
@AnarexicSumo
@AnarexicSumo 5 месяцев назад
I feel like if that were true I’d have the issue and I don’t.
@StraightJacket5150
@StraightJacket5150 7 месяцев назад
I got Satisfactory a few months ago. It has become boring and unfun. I no longer play this game. It gets old real quick.
@Gunth0r
@Gunth0r 6 месяцев назад
You too, bro, you too.
@albertotognoni4819
@albertotognoni4819 7 месяцев назад
Great Channel content, keep it up totalXclipse!
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