[OBSOLETE] Basic Fluid Dynamics + flow rate issues (mk 2 pipe bug)
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- Опубликовано: 1 ноя 2024
- NEW UPDATED VIDEO: • Guide for Fluid Mechan...
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Wonder how the pipe systems work in the game? The Coal Power Plant not working like you want it to? Having problem with flow rate and other fluid dynamics, is the mk 2 pipe bug messing you up? This is the video for you.
Remember to have fun and plan for 1.0. If you want to have a crowd to chat with come on over to the discord and let's all help each other figure out cool plans for the full release worlds!
Snutt talking about fluid mechanics in the game:
• Q&A: Mk.2 Pipe bug?
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The more I play it the better Satisfactory gets! It is truly one of the best beginner friendly factory games out there. It is really fun to make a guide in this game and I am thinking that in the future I could make quick tutorials in Shorts form as well. We will see how well this series goes first!
I am an avid gamer who loves all kinds of games but there is a special place in my heart for factory, logistics and management games. I want to share that love with the world and other fans of the genres!
I have made an updated video for this, you can find it here:
ruclips.net/video/hIr1OY0VE-s/видео.html
At first I was like "Oh yay he made the video shorter and gets the the point quicker" but no, that's not what happened.
@@Boxman5 lol, the new video has more information, better delivered and has chapters to make sure people can go find the exact thing they are looking for, i could have split it into two videos, it would have been better for my stats and everything, but I want it gathered in one place. If you were looking for TikToks or shorts, this aint the channel for you.
@@jackblade281 lol 🙂 One question, I see in your other video you are not mentioning anything about long pipeline manifolds.
I'm currently designing a large fuel generator array (rocket fuel). In the past, I did get bit by the sloshing with long manifolds (like in update 3~4). I know it's a long while ago, but I remember I had turbofuel powered fuel generators, and the last few always kept running out of turbofuel, even though the math was correct. And I think that's what you covered in this "obsolete" video. I remember also kind of helping the issue by having a second pipeline connecting the beginning of the array directly to the end (similar to what you have here).
The question is, since you did not mention anything about that in the new video, is that something that is fixed in 1.0?
Note that I always redo the pipe sections when I add a pipeline junction/pump/etc. as you mention in your new video, and that I can assert that it's 100% true that this solves many of the flow issues! I don't remember when I had issue in update 3/4 if I did that. Maybe it's just because I did not trim the pipes at the time.
Regards.
@@bigboy074 I think I just off hand mention having shorter manifolds in the new one but you are correct, shorter manifolds equals less problems! And happy you have solved your flow rate problems!
My tips are 1) if you think you need a valve, think again.
2) Get those pipes up. Fluids should always be fed down into machines, never level or up.
3) If pipes are approaching full, run a loop back to the beginning so it can be fed from both ends. and
4) Just like pipes, there's no need to consider directional flow in a buffer. You only need a single port on any buffer.
5) Quit using junctions unnecessarily. The last pipe in the manifold should curve into a machine directly without going through a junction.
Really good tips!
The loop does nothing. It only moves the problem from the end of the "manifold" to the middle. You will have the same issues.
@@Ecliptor. I tried the loop on the turbofuel refineries in the beginner series, it does seem to work, 4 lines x 600, going into 96 refineries, and they are all running at 100%. Without the loop issues started to happen, put it back in, issues disappear. Make of that what you will ^^
I've had great success with loops that have an open valve on both sides of the loop.
In other words, (1) a valve on the pipe entering the manifold to prevent backflow to the source; then (2) construct the return loop so it comes back to the source just prior to that valve; and (3) place a second valve on the loop pipe to prevent it backflowing to the source.
Result: system immediately finds balance. For example, 202 flowing through one valve and 98 flowing through the other, for a system that demands 300 m³ per minute. It's like magic.
I think it works because thanks to the valves, both sides of the loop are flowing FORWARD. It might be a mistake to think of the loop as "returning" the fluid: two fluids with opposite vectors meeting in a pipe cause a collision, and flow stops. So you don't want to ever send the fluid back against the flow, you always want to direct it toward machines.
Why that mistake still works sometimes, is cases where the loop doesn't cause a collision. For example, if the loop returns the fluid to a junction that still has available outflow and/or volume.
I had a teacher in High School tell us that when it came to pipe fitting, there was two things needed to know. Shit rolls down hill and Payday is Friday!
Important lessons XD
Based
@@jackbarton4789 1982
FLOWS, not ROLLS. lmao. ;)
@@DataType-X singing: "they see me rollin, they hatin!"
I want to clarify some things to prevent frustration with this:
1. Floating point numbers are not the cause of these problems. It's "water hammer" as the community is calling it.
2. Longer segments would only help with floating point issues because of fewer nodes, not because they are longer. 15:30 is all incorrect. Floating points isn't the issue you're seeing anyway.
3. 18:10 is mostly correct, but you only need to send it to two or more parts of the manifold away from each other. It works best when each entrance splits both directions right away.
4. The buffer stops helping the moment it is full or above the head lift. The valves are only making it worse.
5. 22:30 Spacing the machines like this outside of the first split from the input pipe isn't doing anything other than delaying the problems.
6. 23:20 is helpful, but the machine's internal buffer is enough to compensate for it. You can improve local flows by keeping the pipes above the inputs, but it not required to get full efficiency flow on the source pipe. All you have to do is never expect a pipe to do full capacity between the source and the first machine input, buffer, valve, etc. Split the pipe before that.
7. 28:35 changes nothing. Attaching it to the junction above it, closer to the source, would be better. That junction splits two ways instead of feeding one machine and not splitting out.
8. 35:40 You can do ten. Just use more than one pipe or split the pipe two or more times before entering the next manifold.
9. 33:10 A nuclear reactor at full overclock doesn't need a manifold, so there is nothing you need to do.
10. 34:35 All this work means you don't understand the source of the problem. The biggest problem is at the entrance to the manifold, unless you have abysmal fps.
Totally underrated comment. I agree with every point. This comment needs its own video!
But guess what? My nuclear reactors STILL turn on and off even with fuel backed up and 5 water extractors feeding into 1 reactor. So the fluid dynamics are still an issue.
Hey Scott, thank you for writing this up - it's incredibly helpful. I feel like youtube is missing a truly factual video on this topic. Would you consider uploading one for the community?
1:10 You’re wrong. I’m not here for either of those reasons. I’m here so I can have something to watch while I’m not playing Satisfactory!😂
damn, guess I will have to redo the entire video now, with the line "Also for @austin111gaming to have something to watch while not playing Satisfactory." 🤣
Great video.
I find turning off all machines and fully saturatinmg all pipes before drawing on the system helps too.
Yepp, that works really well, I find I might have to remake this video at some point, so much more has been learned and we don't know what changes with 1.0 yet XD
The fix for many flow issues into manifolds is the same as belt manifolds.
Let production run a while with the output disconnected. Use the machine buffers for finished product and input products to ensure belts and pipes are "buffered" to handle any brief flow problems.
Once the machine input and output buffers are full, then connect the output and the monifolds will be trouble free forever.
Tends to not work with recipes like diluted fuel and the nuclear powerplants, but in all other cases, definitely
I can't articulate what's different about you from other Satisfactory tip channels but your videos just click in my brain better where I feel like I actually understand the problem
thats good! I hope it helps!
Definitely a good provider. A few of the other guys just laugh their heads off all the time with this weird, fake personality, and spam RUclips with so much garbage videos that never seem to get to the point.
My number one trick to remedy flow issues without knowing wtf I'm doing is to just overproduce. Or under consume, depending on your point of reference. 5 refiners making 200 fuel should be exactly enough for 10 fuel plants but what ends up happening is the last one or 2 plants on the manifold start short cycling and making your power prouction unstable. Building 9 power plants keeps them all full at the expense of the refiners coming on intermittently.
YEapp, exactly, and thats a small price to pay, and any unstable refineries can be solved with a well placed fluid buffer :P
With regards to the described water hammering issue, a whole loop of pipes isn't necessary. If the exact issue is that a fluid is bouncing back from a dead end, then just placing a small liquid tank on that end will solve it (that's how it works for me anyway). If the liquid tank is allowed to be prefilled then it will also provide flow back in the other direction which will help keep pipes full and stabilize long production lines.
Yea, if it works it's just as viable a solution as anything else!
I love that there is so many ways of solving the challenges posed by the fluid dynamics!
The fluid buffer is like having the loop, the buffer is just a big pipe. You don't have issues when you use it because it's full, so it shares the fluid with the pipes. But it will run out at some point and create more issues because the pipes will try to fill the buffer as well as the machines.
Neither the loop or adding a buffer are solutions. From my experience anyways. The only solution is overproducing the fluid.
@@Ecliptor. yea, I tend t otry that as much as possible, to just brute force the problem to compensate for the floating point number issue as well as any issue with water hammering, I have 3 lines producing 600 each in the 50k MW powerplant in the beginner series, but the generators only need about 506 each.
@@Ecliptor. The machines consume exactly the amount the recipe says. When their internal buffers are full and demand lowers, the excess production should go to refilling the external buffer tank and reach equilibrium. If they're running out in your setup then I'm stumped. Ive only ever seen my buffers drain slowly due to a (presumed) rounding error when under clocking, and yes slightly overproducing fixed it.
Thx for this video it helped me a lot
that is good!
NOOOOOOOO THE BEANNNN!!!!!!!
😈
this is a great video, one of the best i have seen on the subject. you should experiment with the unpowered pump as a better version of the valve. it only allows flow in one direction, but it also resets head lift (pressure) so you don't need to loop back around or use a tank (the tank also resets lift so is why it works here). the pump works great at the end of a run to prevent starvation, and even better where you are trying to join lines with different inputs, like with aluminum processing. but the single most important thing with fluids is still and always, build your factory upside down, so all the fluids flow downhill.😄
Awesome tips! Yea I used to use unpowered pumps, but I don't like the aesthetic of random pumps for no reason (I think like, why would this be here if it was a real factory?) so it makes it harder for me, I like challenges :P
thanks for the tip about the floor holes. i was following a tutorial to setup a massive power setup and was having the worst time with getting water up through the floor. been messing with pumps and replacing pipes but thought the whole system was bugged I didn't realize that it was just the holes in the floor. will have to go back to that save and give the power plant another look
No problem, happy to help!
If you have used any blueprints in that build that has floor holes they are most likely the culprit before anything else :P
@@jackblade281 no i just started using blueprints on my latest game. the old game It was new so I didn't bother messing with them. the pipes were hard enough. although I realized everyone else is making sections of floors with blueprints while I was cramming everying into buildings that fit in that space. lol
@@criticalchai the blueprinter is really powerful if you learn to use it for modular sections of factory :P But yea, I hope you figure out the pipes!
Interesting, I didnt realize water hammer was modeled in the game. Makes sense.
Yea, really messes with me though, my entire Beginners Guide series design philosophy turns out to be wrong XD
You only need the loop or the buffer, but you need it so it will flow back into the line because of another glitch. When you load the game the machines have to restart.
That's interesting, That the machines restart when loading the game. Yea, I will experiment with this as well in the Beginner series, currently recording the episode where I feed all the fuel generators of a 50GW power plant with turbofuel, so it will be interesting to see.
thank you, my problem with pipes was fixed!
that is great!
~ 24:00 be careful with the Valves in one of these kind of looped systems. Valves do not carry headlift through them. It straight up blocks it. The only reason it would work in the system shown is because the bit at the end is connected in such a way it loops to the main input, which is at a greater height. The section between the exit Valve and the Buffer, though, has no increase to headlift from it's current height.
Yepp! realized this later as well XD
Since when do valves block headlift? Are you thinking of pumps?
@@ivocanevo Since... always? When a pipe passes through a valve, the headlift of the pipe is reset to the altitude of the valve. Pumps explicitly add headlift -- they've never blocked it.
@@PhailRaptor nope. Valves do not reset head lift. Look anywhere. Any wiki, guide, anywhere. Or you can test it yourself.
And pumps reset headlift. After the pump, the headlift becomes that which is provided by the pump.
So an Mk 1 pump on a pipe sourcing from a 100 m water tower actually causes the headlift to drop to 20 m. A pump that is unpowered resets headlift to zero (or 1.3 m, the headlift of a pipe).
None of this really explains how to for sure squeeze 100% efficiency out of the oil nodes when making turbo fuel plants and generator arrays. I keep seeing people talk about how easy it is on the steam discussion pages, but it aint easy. I naturally learned all the stuff you have here, but thought maybe you know something I didn't.
The only sure fire way I've found to rid systems of flow rate issues is to not try to squeeze out 100% efficiency, and even then I have problems with vertical pump consistency when moving fluids up to a holding tank to let gravity feed them down. The tank is full, the pipe reads 600 m3 a min, but down stream machines are not getting that 600, not even 500 of it sometimes. I spent all day dicking around with pipes and dismantling everything trying to figure it out but I can't.
They need to fix this stuff.
yea its sorcery at this point and if I could i would never use any fluids in Satisfactory XD But I will update this video, I am not happy with the structure or rather lack thereof, and I feel like I can debunk some of the stuff I said as well as give better tips.
@@jackblade281 Yeah I don't mind a challenge or solving problems. I love it, that's why I play games like this. But, when there's no clear solution for flow rate problems, and the best tips out there are basically don't use 100%, I get frustrated.
There's no problem here to solve, the flow rate issues can't be solved without downclocking or removing a couple machines at the end of the chain to accommodate a certain percentage of loss or flowrate wiggle room.
It's not at all satisfying to build fluid systems with this strategy in mind. Not at all. I really do expect to be able to squeeze out 100% efficiency from liquid nodes and not have to sacrifice a percentage of them to achieve a pseudo 100% efficiency.
@@ysonokosan yea I understand, I feel the same way and it is super frustrating... I am happy I manage to solve the problem most of the time now though.
The issue is back flow and time. equipment takes x amount of time to produce the liquid plus any time Stopped when it's output is full. For example if you let the Pipes fill full before connecting to the generators the refineries are full and the pipes are full, for a macro example lets assume you could connect all generators at the same time. The liquid would go in the generators creating space in the pipes that space is not filled immediately from the refineries because they just turned back on and are going through the production cycle before dumping in more liquid to the pipes. Pipes on the same horizontal plane act like tanks not actual pressurized flowing pipes like say water in ur home they will instantly try to balance out by flowing into both the pipe ahead of it and the pipe behind it plus feed any inputs(generators etc). they are always trying to fill the pipe segments and put liquid into inputs (generators). this is why when the tail end of your pipe line is empty and the gens are starving the top end near the refineries pipe system will be full and hardly flowing because they fill the empty time gap or inputs(generators) in the pipe first always, which is why height works because it negates the back flow and creates the pressurized "flow" into the lower pipe plane. I use height to make the system the best it can be and if im on one horizontal plane i use a fluid buffer to balance the time gap and back flow valves at every junction so the liquid can only ever move to the next pipe segment down the line (no back flow)
Very informative and interesting solutions to fluid issues.
I didn't see you experiment with vertical junctions. I believe they are like using a smart splitter. The lowest output gets highest priority due to gravity.
Have you tried placing inverted U bends between machines? You highlighted they act as an overflow valve and prevent backflow, therefore preventing hammer effect.
I use overhead manifolds with an elevated fluid buffer at the feed end.
I also feed the fluid buffer from above its height to prevent backflow from the buffer. Do this with an inverted U just before it.
I didn't include vertical junctions because I barely ever use them and did not feel confident that I would be able to talk about them ^^ If they work that way I will 100% test it and see what results I get :P
The inverted U bend is also a great solution and I use it for fluid buses most of the time.
The flowrate problem only occurs when the flowrate needs to be exactly 600. Underclocking my machines by 1% has so far solved every such problem.
normally underclocking solves most problems in pipes XD
32:05 if you weren't going to get the full flow rate then setups that use the full flow rate wouldn't work, and they do. 8 coal gens use 360 water from 3 pumps. using mark 1 pipes with 1 pipe from a single pump entering the first pipe from the other 2 pumps in the middle of the 8 coal gens so it flows both directions works fine. hence, full flow rate.
I understand and appreciate what you are doing here trying to explain things and help, but after watching your video I'm not so sure you actually understand how it works, yourself. Heck, I am more confused than I was previous to watching the video.
Yea, I do understand it, the problem for me making this video has more to do with my ADHD and lack of experience with content creation, and less with the game. I am going to make a updated version of this video so keep an eye out ^^
I wonder if these will work as expected in 1.0 🤔
Thanks for sharing!
some of it yes, some of it no, basically, try it and if it dont work, time for science!
Want to know the real secret to solving all of your pipe issues? PRIME YOUR SYSTEM BEFORE TURNING IT ON. If pipes are full literally all of these issues disappear, not even joking. Power your extractors first and completely fill the system. Then turn on the next set of machines and let them completely fill the next set of pipes. If pipes are full, all they do is flow. The vast majority of these problems are caused by fluid attempting to fill the system. Make sure your input is equal to output, prime the system, turn on the machines, and forget.
does not always help, like with fuel generators or aluminium water recycling loops and such
Good info, but...
You missed a very important, and often unknown, bug, and that is placing junctions, valves, or pumps directly onto an existing pipe which can cause a piece of pipe to become segmented within junction/valve/pump which can cause throughput throttling which really screws up flow. Here's a copy & paste from the wiki page to explain it:
"Placing pumps, valves or junctions directly on pipes can cause a transient throughput throttling, somewhere around 1 m3/min. additionally, occasionally, even when the junction is placed, then re-connected after deconstructing the original pipe, a small segment of pipe can get stuck inside the junction, this will also cause throughput throttling. this issue affects both Mk.1 and Mk.2 pipes. the workaround is to either place the junction first, then connect pipes, or, if you must place them on a pipe for placement purposes, or in the case of valves and pumps, place junctions, pumps and valves on pipes, then delete the original pipe and reconnect. avoid placing junctions, pumps or valves on points where different lengths of pipes connect, as this is believed to be the cause of the small segment of pipe stuck inside junctions. when searching for these choke points in an existing factory, highlight the pipes entering the affected objects. if they show as being halfway inside the object, and not just stopping at the mouth of the object, that object was placed directly on a pipe and the connecting pipes should be deconstructed and new ones connected."
🙂
excellent, collecting all the wisdom in one place!
The comments of Protoborg was deleted and reported as spam, as they were generally just spamming contrarian responses. Your reply to them however is great ^^
@@jackblade281 Thanks!
Yea, it still sucks in 1.0
Your section starting around 19:00 is one of the reasons I HATE this game. Fluid systems do NOT work this way in real life, in no way, shape or form.
Engineers would be jobless that designed systems like this.
The only thing this game takes into account is flow and head lift. PRESSURE is the #1 thing to monitor in any fluid system. Fluid pressure isn't a thing in this game, which is why the fluid system SUCKS.
Once you get your pressure built up, you have flow. Period. Flow just doesn't stop because of fluids sloshing around. Rediculous!
Great video though! Thanks!!
yea they pick and choose the stuff that is in there and whats not, I really should make an updated video on this XD I have so much better understanding of this now and can help so much better
Basicly, use gravity to your advantage, make sure the end of an pipe goes into a machine, and underclock the destination just a few precent so the pipes is "full" at all times?
Definitely a viable option!
i think the issue if deciding to put air into pipes in the first place, hammering doesn't really happen too much on pressured pipe (only when a fast flow is immediately shut off). if the pipes had a pressure instead this will be much easier... 4th time im playing again and its still a problem..
yea, I am still early enough in the 1.0 playthrough that I haven't really had to deal with any complex fluid systems yet, but man, I am dreading the advanced oil processing and aluminium loops
Game without gravity that you can build midair with no single pillar
Then when you use a pipe you have to be a physics scientist
😂
I mean it fits in with the absurdist humor used by ADA when talking about Ficsit XD
Still bugged like hell in 1.0 it seems I can’t have neither a simple coal setup working without wasting hours to tweak and adjust things.
If you just follow this guide for the coalsetup you can have power, just skip over the Biomass Power part and you will get a simple foolproof coal power setup, its has never failed me!
ruclips.net/video/moWRzInDPV4/видео.html
@24:40 - Doesn’t putting a valve reset all head lift?
it does, I have learned this fact after this video came out XD ultimately, if what you do works for you, keep doing it ♥
I have never had any of these issues simply using a water tower (with a fluid buffer at the top) and feeding from a lower level up to my machines *shrug*
Yea for some it just works out :P
@@jackblade281 the other thing is (especially if you are using manifolds) is to preloading the solid matter and then starting each machine one at a time starting at the end of the line allowing it to fill up with fluid. once everything is filled it tends to be good
@@kingjames1308 I go the reverese route, fill with fluid first and then connect up the solids, letting the solid manifold fill like normal
@@jackblade281 the problem with that is it will take forever for your line to normalize since all of the solids will be hogged by the ones before in your line. The same is true for fluids. If you want your production line to start full blast and not be starved for a good while its better to start machines starting at the end of the line and letting them fill up first then slowly starting the ones closer to where the manifold starts. I also run solids into a small storage (coal etc.) and let that fill up while im building then i just take the stacknout of that and prefill all the machines in the manifold with those stacks. Then when it comes time to start turning things ok it goes so much faster. Letting the end of the line fill with fluid is seconds… then slowly turning on each one closer to manifold start is quick and everything starts at 100% prod rate
My problem is the pipes to my machines get “overflowed” and I have to flush all the time while segments down the line are empty. Frustrating
Wait wha tdo you mean? that they fiill up? on the output you mean, not the input?
@@jackblade281 the machines stops.. just like it stops when the output on the other end is full.. but in this case the output is empty. When looking at the line leading into the machine, the line is full the glass bubble gauge.. completely full. The flow numbers do not move. Machine doesn’t run. Next segment down the line leading to next machine is almost empty. I’m going to try replacing those T junctions. But why the machine stops when the line is full and nothing blocking the output.. is beyond me. As soon as I flush .. the liquid in that pipe drops and the machine runs again.
@@noahhill5741 Sounds like the pipes on the output side are messed up or not connecting properly. The video coming on tuesday is an updated version of this, when it drops see if there is any steps there you are not doing or have missed currently and hopefully that fixes it ^^
@@jackblade281 👍🏻👍🏻 I managed to get it working by ripping out all the pipes and putting it all back together. So sounds like something was buggy. I wasn’t patient enough to try individual pieces to see which one was the problem.
@@noahhill5741 hey as long as it works now, that’s perfect 👌
Do gasses behave the same as liquids?
no, they don't have hammering and they don't need headlift, tips is still t olet all pipes and machines fill up with gas before turning on the machines though
@@jackblade281 so does that mean gasses don't "flow" at all, they just fill the volume of the pipes?
@@fritzywolf Yepp, pretty much
To compress the space for machines again I’m thinking of placing them next to each other but having 3 or 4 pipes feeding every 3rd or 4th machine.
Not sure I completely get the visualisation of what you mean? Is it like "Refinery -> Constructor -> constructor -> Assembler -> Refinery" you mean?
@@jackblade281I think he means placing the machines close but have several pipelines that skip machines, only connecting to every 3rd or 4th machine.
@@marcbennett9232 aaah, yea that is also a possibility
@@jackblade281 due to the need to space out the refineries there’s a lot of gaps. But these gaps can be filled by refineries, just that they need to draw from separate pipes. Instead of having the first group draw from the first pipe, the second from the second and so on. Every 1+(group size)*(n-1) draws from the first pipe, then 2+(group size)*(n-1) from the second and so on.
Thus filling in the gaps and large factories barely gets larger.
@@judas1337 very nice solution ^^ will try that one as well at some point
Could you make a tesla valve? and have it work like it does IRL?
That would be a cool experiment, but I think there would be complications because the split in a junction is always 50/50 or 33/33/33, so instead of overflow being used to slow down the flow rate they would probably just cancel each other out entirely
Were I can find Pipeline Mk.1 (no indicator)? I can't find it
It is unlocked in the Awesome Shop!
@@jackblade281 Thanks!
No problem, if it's not in the M.A.M or the Space Elevator/Hub unlocks, it's always in the Awesome Shop and vice versa :P
that fluid buffer at 23:48 is not going to work effectively (and possibly not at all). You spent an entire episode talking about head lift how to avoid backflow and yet here you have created a situation where that fluid buffer will be full at all times because the pipe behind it is the same height as the top of the fluid buffer. The fluid buffer will fill before the raised pipe behind it fills. It would have made more sense to raise the pipe first and then place the fluid buffer. Surely fluid buffers should be at the highest point of any system, or at the end of a system ideally with only a single pipe acting as the in or out for the fluid buffer not have the in AND out pipes in your system
Yea, I realized that a few days after the episode went up, good catch though :P
These physics sound made up. Like, the amount of complication and detail just seems fake and going against the common sense.
Yeah the fluid dynamics in this game are like a made up uncanny version of real fluid dynamics. There isn't even pressure in the game.
They should just scrap it and make it simple since they have been unable to fix this shit for 5 years.
@@Ecliptor. I mean they do seem to have some fix in mind, just not for 1.0, aside from some of the bugs I imagine.
Headlift is almost pressure
@@matteofeyaerts *is shooketh*
u need a script
Just to add theres also a great pdf thats a good guideline, altought it is not perfect it gives great overview drive.google.com/file/d/1MdZ8Xr8P_SF_FL7B6WDjCZGS-x9Cwt-x/view
thats really good!
You are a bit confusing. I cant follow. I Would suggest maybe be more clear what you are pointing to or in what direction, i suspect it may sound clear on your end because you already know what you mean but for some of us it looks like you were skipping word assuming we know what you mean. Just a feedback that is all
Great feedback! I am remaking this video so it should go live around oct 8
@@jackblade281 thanks and good luck with the new one.
Y U so bad @ gaem lol? 😂
It's a learning experience, trolling not necessary
9:57 what the hell are you talking about the first junction evenly splits the pressure until it's filled........
Yea but that only happens when the system is actually filled, until then the junctions acts just like any splitter