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Satisfactory fluids bug! How to fix it! 

NicoBuilds
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Hey!
Today we are talking about the current fluids bug and how to fix it.
Then taking a quick tour over my fuel power plant.
Hope you guys enjoy.
Tips to troubleshoot fluids!
1) Check how pipes are being cut (as shown in the video)
2) Check for head lift issues. Remember that buffers or valves reset head lift. Placing a pump on the pipe, and locking the hologram helps you see where the head lift ends.
3) Avoid using valves. Valves only work properly if the system is absolutely filled up. If it's not, it wont work as expected. This is not a bug, this is how valves actually behave.
4) Never mix two different types of pipes in the same system. Either all mk1 or all mk2
5) Avoid doing huge systems. Imagine you have 8 coal generators and 4 water pumps. Instead of joining all of the water pumps into 1 pipe, and then dividing that into the 8 coal generators, just do 4 independent system. (each water pump connecting to 2 coal generators)
6) Let the system fill up! This helped me several times. Meaning, activate all of your generators (like water pumps), and de-activate all consumers (like coal generators). Wait until the whole system, including all of the pipes is absolutely filled up. At that point all of your generators will stop working because they have nowhere to pump the liquids. Once then, start turning on your consumers. This makes the system start with proper pressure throughout all of your pipes and helps fixing problems.
7) Always try to build from top to bottom. Meaning, try to have the liquids going down instead of going up. Water towers are a way of doing it. Anyway, this is mostly related to the head lift tip.
8) Avoid having dead-ends in your system. Always try to design loops so that the liquid keeps on flowing instead of bouncing at an end.
Finally, the last one (which I don't like and so far, never had to implement) is never use pipes at full capacity. Meaning, it's tempting to be able to pump 600 oil, but well, maybe set it up at 580 and design accordingly.
Cheers!

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16 сен 2024

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Комментарии : 13   
@tervalas
@tervalas 8 дней назад
That isn't the only bug (as you still have problems even if you build the pipes without simply adding components onto an existing pipe...also, this happens with belts and splitters/mergers too sometimes). The Mk2 pipes have an odd bug in that they can't actually carry exactly 600 cubic meters of fluid, even if it says it is. But people were making factories based on 600 and saw that they would sometimes start idling.
@99outlaw
@99outlaw 8 дней назад
Nico, I have fought that same issue - spent 10 hours building a nice power setup and have it totally crap out with the piping. I ended up doing the exact same things it looks like you did to fix it only to figure out that the pipes terminated half way into a junction or other object. :/
@NicoBuilds-g3u
@NicoBuilds-g3u 8 дней назад
Im really hoping they fix it in 1.0. But anyway, no matter what, I think I will be checking the pipes every time I place them for the rest of my life. I spent soo many hours trying to fix that crap.
@tomoliop
@tomoliop 2 дня назад
Thanks, I think this was messing me up
@NicoBuilds-g3u
@NicoBuilds-g3u 2 дня назад
@tomoliop Hey, thanks for stopping by! Hope you can get your fluids working! I've updated the video description with a list of tips to troubleshoot them. Check them out If you are still having issues
@MUAT.H
@MUAT.H 8 дней назад
i have to test that i have over 600 fuel gen every time i try to fix fluid problem the same problem happens again and again etc
@NicoBuilds-g3u
@NicoBuilds-g3u 8 дней назад
Its most likely this bug! It mostly happens when the pipes are at max capacity, so better start by checking those. It doesn't matter what technique you use, water towers, pumps, valves, praying to 3 different gods... If one of the pipes is not properly cut, there will be backflow. Hope you manage to fix it!
@tervalas
@tervalas 8 дней назад
You won't ever be able to feed exactly 600 into machines along a single Mk 2 pipe, even if your pipes say they are pushing 600. It's an old bug. From the wiki: "Mk.2 Pipelines have issues transporting fluid at its max capacity, 600 m3/min. Despite its reading shows 600, there is s 1~3 % loss in fluid flow, so it is advised not to use its full capacity." This was a bug with floating point calculations that they accepted when they made the Mk2 pipes, and is probably why despite them about to give us another tier of conveyor belts they still haven't bothered with a Mk3 pipe.
@NicoBuilds-g3u
@NicoBuilds-g3u 8 дней назад
@@tervalas Might be hard, but not impossible. That power plant has been working nonstop at 100% for over 100 hours now. (I regularly check, because I'm a weirdo) That bug you are talking about if I recall correctly was due to floating point decimals, and I think it got fixed. Edit: I just remembered that there's still another unfixed bug (confirmed by snoop in a dev stream a couple of weeks ago). You should never mix 2 different types of pipes on the same system. They must be all either mk1 or mk2... I should have added that to the video :S
@tervalas
@tervalas 8 дней назад
@@NicoBuilds-g3u From what I remember is that there is no real fix for it (floating point calculations are all inexact on computers and the main reason it isn't an issue with the 300 m3 pipes is that the error is much less) but that some people have seen things work out fine but most don't. I don't build pipe networks by laying out a whole pipe and snapping components to it (I have the same issue with conveyor belts and snapped components not functioning at all let alone simply affecting it) and I still have flow issues when having things set to only use exactly 600.
@MUAT.H
@MUAT.H 7 дней назад
@@tervalas i m not stupid to feed 600 fuel gen with one pipe is have 12 pipes in to the machines every 50 machines has one pipe if you want i can show you the power planet i quit the game on march 29 because 1.0 to release
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