How I FIXED The 100 Hour Plastic Factory
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- čas přidán 20. 08. 2024
- How I FIXED The 100 Hour Plastic Factory
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It's time to fix the 100 hour factory and show you how I troubleshoot my factories to work out the problem!
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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!
#TotalXclipse #Satisfactoryupdate8 #Satisfactoryletsplay
Do you fix factories if they aren't working efficiently? Or Let them run inefficiently?
inefficiently? what kinda brute do you think we are? either stuff runs 100% or we are working to FICSIT!
Depends how inefficient it is 😃
Btw: most fluid bugs can be solved by building a ring system for all outputs and feeding in from different points. so if u have a line, fed from both sides, often it bugs and the middle doesnt get enough. solved this by adding another parallel line, connecting the inputs, effectively making an O out of an U
I always optimize. I can't just not. If it doesn't work at 99% efficiency, it's broken.
Pragmatically -- sometimes I wait until I have enough of the stuff it's making that I don't have to worry . . . but I ALWAYS have to fix it.
eh sometimes if i don't plan on leaving it up for long because i'm getting a new way of making it
Protip: it's ALWAYS the liquids. Even if your factory doesn't have any liquids as part of the production, somewhere out in the world, a liquid is watching your factory...plotting...
Fr
It's always DNS.
LIQUIDS . . . not DNS . . . sorry . . . slipped into Network Engineer mode!
It's always the LIQUIDS!
Even worse if it's a full mk2 pipe or pipes going through ceilings -.-
Actual.
@@nathannelson463 Double actual.
in a Test&Verification lesson, i learned that an error has different cost if discovered at a different moment of your work :
- during implementation it cost 1
- during implementation/conception it cost 10
- during specification (what your thing should do, take as input and give as output) it cost 100
- during exploitation (like when you turn your factory on :D) it cost 1000
an other example of the similarities between the IT industry and the automatisation game niche
This . . . this is REAL engineering! Build the perfect system, and it FAILS -- then you go back and make it beautiful again.
. . . And always ALWAYS live in terror that you missed something that'll make it fail again.
I love the idea of this video. I've gotten a few friends into Satisfactory, and it's easy to watch Let's Play videos and get disheartened feeling like the the streamers don't ever run into problems, when in fact it can be a integral, if sometimes frustrating, part of the genre. Especially at the scale of this particular factory, learning to track and troubleshoot issues like this is one of the most important skills that you can acquire.
Yesterday i lost 3 hours because 1 of my 3 truck stations has lack of resources.
I thought it was because of the not-so-reliable trucks, so I converted everything to trains only to realize it was the same problem with trains.
The reason was: 1 of 6 miners was not overclocked🤦♂
I love the shots of Factory Inspector Bean taking a stroll on the roof
I think this is a really important video to see. When I first got into factory building games I wanted everything to be as efficient as possible, so I’d research layouts, ratios and techniques to achieve that, which took the puzzles out of a puzzle solving game. All because I didn’t want to make a mistake due to my inexperience.
Actually seeing someone redo a completed factory is a great refresher to make especially new players realise that the first iteration can simply make the output, even if it isn’t optimal, and it’s entirely possible to redo things without hassle.
My perfectionism took away the fun for the longest time, embracing this almost ‘artistic sketch’ mindset definitely makes them more fun :D
There's just something so satisfying seeing all those belts in action.
Oh my god I suffered so much with this, even killed my mood for playing satisfactory. When you start off really nice and organized and the more you do the more spaghetti will be created eventually. And it happened to me, The spaghetti was slowly creeping into my factory and cause of confusion, I made mistakes and a lot of things broke after some time. Mood ruined after realizing I will have to troubleshoot a lot of stuff. This vid helped a bit, also gave motivation so thanks!
I always rush to trains to avoid exactly that. With modular factories you at least have to solve a few small plates of spaghetti, instead of a one giant bowl
@@TheKrilliys I did the entire space elevator parts with 0 trains. Lots of belts and drones. Do you have any train recommendations or tips for when I return fresh on 1.0?
@@drewk5972decide what type of trains you will use in advance (unidurectional or bidirectional), learn how to make junctions and how to use signals, build the train stations high and transport resourses down to the factories if you dont want to fight the terrain
Oh, the ultra efficient plastic & rubber loop system using packagers / unpackagers is A LOT of spaghetti no matter how you do it. I have been at this game about 900 hours and I just built a 3rd one of these systems and its STILL just a bit of a bear to get everything working.
@@drewk5972your goal should be to have a round trip track around the entire map (with lines for both directions) That way you can more easily build up factories or resource stations and connect them to this system. When you need more throughput, that is the time to build an isolated line. But single item, single trains, can use the system
Pioneer: "I love my job so much I do it twice."
Only twice though? If you really love it, you do it 10x right even when it's the laws of physics that are broken.
Thank you, for bringing us this content while we wait for 1.0. Literally the only way to live through these weeks!
I once build a 6 heavy mod frames /min just to realise i miscalculated the amount of screws by a order of magnitude 😭
I made similar mistakes before, at least I went off to the other side, so I made 10x more than I needed...
that's why I always triple check my math of inputs/ratios before I start building, too many times stupid math error has made me have to fix a factory after it was already built
This is why you should test small bits at a time, prevents stuff like this.
Exactly, if you make a big mistake, you could end up needing to completely rebuild whole sections of the production chain. If you've already built the whole production chain this could cause significant headaches with space or quantity of input/output. Testing at the end feels like a terrible idea.
This would help if YOU the player were the ONLY source of bugs. However, in this game, even after doing everything right, you get bit by developer bugs, meaning the small bits can not guarantee avoiding problems.
@@Warp9pnt9 due to you having already tested these small bits you don't have to rebuild half your pipeline, since you already know than that it works.
Very useful. It goes to show, even the accomplished hit similar issues as us mortals.
I made a nuclear power plant factory with 24 power plants that I was going to run at 250% and to challenge myself and use trains I put it where there was no water close. I wanted to package it in the spire coast and use trains to transport it to UN-packagers, then use the same train to take the empty canisters back to be refilled. Very quickly after turning everything on it all started to go south, I found out my trains weren't able to completely unload at both sides because the stations couldn't unload fast enough, this caused full canisters to pollute my empty canister lines and empty canisters to pollute my full canister lines. Fixing it was kind of frantic at 1st but after I got it all sorted, it was a lot of fun.
I'd add a couple of things from a "Fail fast" approach - find your mistakes *early* when they're *cheap* to fix:
First, build one "slice" from initial resouce to output (end to end). Your factory may need, say, 80 refineries when complete at full capacity, but one of each recipe will sufice to prove it works in principle and you haven't missed anything.
Second, build with the machines powered. Follow each item through the process. You won't make the mistake of thinking a belt should have item A on it if it clearly has item B waiting right there.
Once you have the concept proven, build/connect additional "slices" one at a time. Keep an eye on your power as you do.
This is for us regular players. If you're streaming then I can understand wanting the *big reveal* when you throw the power switch and it all bursts into life, but that has risks as demonstrated. Of couse if the big power on is your thing, enjoy that.
So glad you showed off how you troubleshot your amazing and beautiful builds.
One great way to keep an eye on, or see problems before the power starts to turn on and off, is to use buffers in between each different lines and let them get filled up (at least partially) before starting the line it will feed.
For starters, it will help your manifold fill up faster if you consume less than the belt's max output. Screw ups in belts where you mix wrong items/recipes is easy to spot that way.
You can then note with a sign where the level of items (or fluid) is in the buffer once the line is fully started. If there isn't much machines you can boost it manually by putting items in the machines directly. Some time later you can check the current level of items with the one you noted and if there are a lot of differences, that means there is a problem to fix.
One last advice ? KISS. Keep It Simple and Stupid. It's easier to maintain 10 lines doing the same thing than maintaining one line doing 10x the size.
I actually do the opposite, and avoid buffers wherever I can. I've had factories that were running perfectly fine in the distance for 6 or so hours... and then a buffer runs out.
And then it crashed the power system.
Full factory reboot, that could of been avoided if I'd seen the problem generating early on, and not once I was at the point where I was secure in "this thing works and will continue to work, so I can work on the other side of the map".
Obviously I still use them for things like transportation. But middle of the line buffers have hidden one to many problems.
@@jasam01 it's as i said. If you check your levels some times later you can see if there's a delta and thus prevent problem before they occur. If you don't do this extra work they are, as you said, detrimental to your factory as problems will arise when the buffer will be empty, which can be a lot of time.
@@clnetrooper Yeah, I prefer the obvious visuals and the problems poping up as soon as possable rather then going around checking storage levels, because the latter is just something I know doesn't work well with how I play.
I've gotten lucky sometimes (noticed battery power being used), and the switches a couple hours ago allow much more rebust factories, but goth, if I have to deal with (sometimes a friend) setting up a buffer that failed literraly 10+hours later one more time I will probably cry XD
@@jasam01 that's fair enough. I play solo so no trouble with friends messing up and i like watching my machines running, so checking the storage level is great for me
When i build a factory i always do the math first, and at least a few times (mainly because i forget how much item X i needed to make item Y even tho i checked it 5 seconds ago lol) And i never make a factory that makes a lot of advanced items. Let's say, Computers, 3 Computers per minute are enough because by the time i'll finish the Crystal Oscillator production, it'll take me ~3 hours, so i'll have ~540 Computers, and that's more than enough for a couple of hours. So, if you want your factory to run efficiently, do the math, use over/underclocking and even a little overproduction is okay.
yeah, they put those production numbers on the machines for a reason. Doing the math ahead of time really helps. Though, like happened in the video, if you connect things to the wrong belt or get hit with a pipe bug, it can be tough to figure out where it is going wrong. Especially in multi-level, enclosed builds.
"I'm going to build a large factory for X. It'll save me so much time and I'll have a plentiful supply for a long time!"
*Spends the rest of eternity trying to figure out why the factory doesn't work right*
I have a confession to make. For whatever reason, I don't really know why, I like troubleshooting. Going around trying to find where things are nominal and where the anomalies lie is kind of fun in my mind.
That's why I dont like closed off factories where you can't see anything. Open spaces where you can always hover over the belts or pipes is so much easier to troubleshoot.
If I don't close the factory in some realistic shape with windows, doors, walkways and stuff I'm not moving on with a game. No belts can go thru the obstacles and nothing can float in air without pillars or foundations. Just the way I enjoy the game, and it looks nicer!
@@msdriving3134 I like to avoid clipping and make things look structuly secure, but I usually also have open walls and roofs. I wanna see all the cool machines doing their thing for a start, and being able to see problems from a distance is a nice perk.
Its like you're playing an entirely different game, man!
I find that trying to recycle stuff and creating a circular system always causes problems. It can work, but it’s so finicky. Classic example is waste water from something like aluminium, which also needs water as an ingredient. I tried to recycle the water but it was so buggy I ended up just using it to create wet concrete and sinking it, solved everything instantly.
Had one that drove me nuts. Upgraded my pipes, and instead of replacing the T1 pipe, it put a T2 around it, so it was an invisible choke point.
My guy… the frustration I felt just watching this…
There is a precisely 0% chance I would not use Satisfactory-Calculator when deleting an entire section of the map.
Your pipes were doing something like what mine did when I made my very first fuel plant. (sit back and enjoy my headbanging first time experience with fuel)
I created it on the west cost, having those 4 oil nodes, giving me 4 lines of 300, that today is now 3 lines of 600 (and yes with some know how you can get full 600 pipes working fine) and starting from the source I did the whole item/fluid divide by how much the refinery was asking for to get the total amount the input could support. I was going for heavy oil right into fuel. I thought of doing the packaged stuff but.. it was a bit complex for me at that time.
A side note, I never feed or try and run more fluid then the pipes could hold. I found early game with water that 99% of my issues were trying to connect whole sections of machines on one pipe like tutorials showed in those 'perfect starter Coal Generator Setup' vids like the one connecting 16 coal gens... on a single mk 1 pipe and have extractors every so often along the line. a.k.a trying to force 700+ water in a 300 flow pipe. Once I stopped doing that and just keeping lines isolated in groups, as in if a setup needed 400 total, it would be in two isolated groups of 200. I never had an issue setting up water.
So I did that, got the heavy oil residue pipes sorted split between 300 pipes (didn't have 600 at the time) and calked how much I would be making and made the amount of fuel refineries I needed. Then up to the gen's. Started it all up in sections so liquid lines could saturate.... I had sinks in place to deal with the resin until I made sure the liquids were going and yet...
My refineries making heavy oil were making it fine, but the pip's taking it off were backing up. This suggested I wasn't turning it into fuel fast enough.
Yet the fuel refineries were idling, getting a trickle of heavy oil residue so they were not getting enough.
Now the only 'head lift' I had to worry about was the oil, and that was an easy pump on each line before it went into the factory. Flushing the system the oil side was working flawlessly. The pipes from the heavy oil to fuel... while they were underfloor fed they remained on the same level. HOR would drop down, trail along the ceiling on the foundations that the refineries sat on, ran across and came back up to the fuel refineries. The pipes looked full, but the fuel refineries starved.
I re-did the whole pipe setup several times, even removing floor holes and direct connecting the pipes, same issue. I then rebuilt the refineries... same issue. I added pumps, same issue. Redid all the pipes to say eff underfloor so they were 100% all on the same level with no up and down... SAME ISSUE.
I sent the save to two users who offered to help. They could only offer suggestions as they couldn't figure it out either. It was to the point I had more game time trying to troubleshoot it then I did progressing to that point.
It got to where I was so done with it I took my save into the calc site and yeeted the whole thing. Made extra coal gens that I never had issues with and worked on my pure ingot factory, that yep... lot of water and pipe fun... that never had issues with the water.
I would come back and re-do the fuel plant setup, with the only diff being using coupons to get enough for mk. 2 pipes and enough to run them from the oil pumps to the refineries, this condensing 4 lines of fuel into 3 lines of 600. From there double checking math, same amount of refineries were placed... and it worked fine. Same underfloor fed as I did at the start, heavy oil flowed fine, all in their own individual lines like I did before, and it just worked... To this day I have no clue why in the world the old one had plenty of HOR yet fuel was starving for it.
So sometimes, if you can't find the fix by troubleshooting, sometimes its best to just yeet it all and start over from scratch.
Do you have a video covering How you unload materials into these factories? I feel like unloading the train station is such a bottleneck.
No hours wasted, lets start 1.0 as fresh so we get whole storyline...
And the full conveyor, and having to replace pipe bugs… praying they’re fixed for 1.0.
Very insightful !
"In your case, you might have something much more simple than this (shot pans over thousands of perfectly arranged machines)... Yes. Yes it is. :)
loved this
It’s always liquids, or that one meter of conveyer you forgot to connect between a smelter and a constructor.
I have a splitter for my excess plastic etc so it doesn't clog up the oil.
I wonder if someone will make a scenario mod or something where you start a new save with an exisiting broken factory and have to get it back up and running again
Should be the tutorial
Step 1) Rerun all numbers for all machines, belts, splitters, and pipes, 10 times, from scratch. Step 2) Never ever ever split a belt or lift by placing a splitter or merger directly on it, nor split a pipe by placing a junction, pump, or valve directly on it. Step 3) Check power lights, clock speeds, backed up, empty, or surprise sushi belts. Step 4) It's always your pipe bugs. Step 5) Pipe floor hole head lift bugs. Step 6) Pipe pump head lift bugs. Step 7) Pipe junction flow bugs. Step 8) Pipe randomly disconnects bugs. Step 9) Pipe and possibly belt blueprint disconnect bugs. Step 0) It's always pipe bugs, yes even when you already fixed the pipes and it worked yesterday all day and there wasn't any update or anything.
Step 10) Make things robust with balancers, especially overflow mergers, tiered ring busses, awesome sink outlets and choke points, variable input or output priority pipes, etc, and test various failure conditions like belt disconnect or power outage.
So for step 2, you’re saying you need to put the splitter or merger down first, then connect the belts to it? Why? I’ve never seen a problem after plopping them right on the belt. Same for pipes. Can you even place a valve or pump without placing it on a pipe?
Heh. I've had to do this several times. Turns out I have a fluid buffer that doesn't get emptied fast enough. Makes me wish for a fluid Awesome Sink.
Kibitz coop for 1.0????
Pls i have been wanting this for so damn long
funny thing my ENTIRE base is in the blue crater (horrible idea)
5:25 that was hard to explain? Lol.
sounds like a sushi-belt skill-issue
Couldn't you have just manually loaded the system to capacity? Once full you would have no problems.
No. This wasn't explained well in the video. But as I understood it, his empty cannisters were mostly being diverted from line 1 and backing up line 2, causing line 1 to starve, which cascaded to cause line 2 to starve, etc. It's a cross line dependency with no load balancing to redistribute empty cannisters to where they were needed. Or as described, connect all line 1 things together to isolate from line 2. Or go modular and make many small loops vs one large loop. Either way, no amount of manual intervention can fix a bad design.
👌👌👌👍👍👍👍👍
What did the valve say to the unpowered pump? You're trying too hard.
When i was making my first steel factory i wanted to use trucks to give iron to stell fatrory and then to my main base as i was connecting station to iron
i didnt remember if it was ore or ingnots and though ingnots make more sence (you get where its going)
After a while i wondered why is still not comming but just iron ingnots then i hit me and i spend 15 clearing the system
And then i unlocked alternative recepi that used iron ignots and required less iron and had to clear system of iron ore this time
How i love making problems for myself 🫠