I just noticed it when I had 2x 3 sinks back to back (aka 2 rows of 3) 4 of them ran... two last ones wouldn't run, connection power, disconnecting power, clicking suspend or whatever it is called... nothing would start them... built them further away then bam they worked... it's kinda odd...
oh thank the lord for that. Its one of my biggest annoyances for pumps in particular, depending on your pipe layout its hard to see the ring where to place the headlift especially for larger sloping pipes uphill
One more blueprint combo you may find useful is what I call the power scaffolding. A set of pillars, columns or similar that have wall outlets connected. Then a secondary blueprint that connects one pillar to another at an altitude with wall outlets too. Connect each power piece to each other and to main power with cables. Perhaps for better visualization, one blueprint would be an "I" shaped piece, the other would be "_" shaped. Combine the shapes as needed for the build area and now you have power coverage for the hover pack on the construction zone. And like scaffolding for construction, delete once no longer needed.
I like a ceiling for that. One mesh is fully connected for hover, one has a lot of spare poles. On the spare poles you can hook any production you like and i usually make them switchable per floor.
Total, 5 days ago: It would be great to lock a blueprint down, and then walk around it. Jace, 1 hour ago: So coming in update 8... the ability to lock a blueprint down, and then walk around it.
This is such an awesome way to utilise the blueprint system! I can't wait until I start up my next save, I'm going to have so many ideas on what to do 😁
Blueprints are awesome, I can now build heavy modular frame factory with 3 individual blueprints that I have to place each five times and just connect main belt between each of them. And bam I have 12.5 heavy modular frames. My curent heavy frame factory is producing about 50 of them per minute, more time was spent bringing iron and coal to the factory then building it. At first, size of the blueprints was kinda concerning but if you split large factory in parts everything can be built rather easily.
The mergers on the backend are just a clean way to route overflow from the Smart Splitter (storage inlet) to the lifts to head off to the Sinks. Just to be clear, the merger is only connected to the Smart Splitter on it's left. You could eliminate the merger, add a 2 high Conveyer Pole, then connect the Lift to that and just run a conveyor belt. That being said, if you ever want to run a lift off the Sushi line up to the sink, it would be handy to have the merger.
Hey, a question, I really thought that this good work, but I think it doesn´t. I wanted to have a line of smart splitters and just sort the things out but unfortunately, it doesn´t work for me. And honestly, I want something to look nice. Now I can beginn from scratch, they really have to make something for it to work
Hi Xclipse, out of curiosity, do you connect both sides of the storage to each other (the two sides facing each other) so when you drop off an item, it filters across the entire storage network?
I'm sure there's another way but I typically put a conveyor pole down just in front of the input/output grid line and extend it up to be even with the hole, then place a very tiny conveyor to it. Delete the pole and connect the merger or splitter. Hope this helps!
Why don't you bring in all the items on a sushi belt? I bring in all the items on 4 belts, let them run through a 4:2 balancer and these two sushi belts go to storage. Both belts go through an array of smart splitters. One belt to the top input, on belt to the bottom input of the storage container. This way I can bring in 1560 items per minute which is definitely enough for storage
Early Access aims towards a stable release of the game. In Experimental they push features earlier, swap implementations and try out optimizations. It's more buggy on purpose so the devs get real player feedback on how good their work actually is.
Partly so he can add the merger between them and show the items up front. In the lategame and when you build large with blueprints you might actually need the itemspace.
What do you think is the most important feature of a working storage system in Satisfactory?
That the convaor items are in the front (also cheese)
Efficiency!
That it works lol
I just noticed it when I had 2x 3 sinks back to back (aka 2 rows of 3) 4 of them ran... two last ones wouldn't run, connection power, disconnecting power, clicking suspend or whatever it is called... nothing would start them... built them further away then bam they worked... it's kinda odd...
Accessibility
Latest coffee stain announcment is that in update 8 you can lock the hologram in place and look around it with H! Good timing for that!
oh thank the lord for that. Its one of my biggest annoyances for pumps in particular, depending on your pipe layout its hard to see the ring where to place the headlift especially for larger sloping pipes uphill
you're a satisfactory genius. your builds look like something out of a triple A game level. thanks for sharing.
That's easy. The smart splitter before with overflow to a sink...which you have already nailed!
One more blueprint combo you may find useful is what I call the power scaffolding. A set of pillars, columns or similar that have wall outlets connected. Then a secondary blueprint that connects one pillar to another at an altitude with wall outlets too. Connect each power piece to each other and to main power with cables.
Perhaps for better visualization, one blueprint would be an "I" shaped piece, the other would be "_" shaped. Combine the shapes as needed for the build area and now you have power coverage for the hover pack on the construction zone. And like scaffolding for construction, delete once no longer needed.
I like a ceiling for that. One mesh is fully connected for hover, one has a lot of spare poles. On the spare poles you can hook any production you like and i usually make them switchable per floor.
Total, 5 days ago: It would be great to lock a blueprint down, and then walk around it.
Jace, 1 hour ago: So coming in update 8... the ability to lock a blueprint down, and then walk around it.
I was thinking the same thing. I wonder if Coffiee Stain watches Total Xclips.
@@vincewilson1 They might do, but it's likely they adopted the feature from a mod like Smart! which has had these features for a long time.
if you are using mods still, infinite zoop works with experimental update 8 and it has a hold feature to hold the buildable in place (H for hold)
I am looking forward to seeing the oil build as I been struggling with that.
This is such an awesome way to utilise the blueprint system! I can't wait until I start up my next save, I'm going to have so many ideas on what to do 😁
Blueprints are awesome, I can now build heavy modular frame factory with 3 individual blueprints that I have to place each five times and just connect main belt between each of them. And bam I have 12.5 heavy modular frames. My curent heavy frame factory is producing about 50 of them per minute, more time was spent bringing iron and coal to the factory then building it. At first, size of the blueprints was kinda concerning but if you split large factory in parts everything can be built rather easily.
Just Thinking incoming resources could go under the build in the water ;)
That would actually solve a lot of issues hmmm
I laughed a lot at the part about the Mexican colors xD
when a Brit says they are "rather miffed off" that's only one step away from an actual declaration of war - Coffee Stain had better watch out!
Bienvenido a México.
It happened again 🤣 6:09 Love this
it really does look grate. :D Awesome work as always.
Hold CTRL while placing will lock it to the world grid system.
looking good!
The preview building and nudge mode is coming in update 8.
That'll be so helpful!
What is the point of the mergers? That is not explained.
The mergers on the backend are just a clean way to route overflow from the Smart Splitter (storage inlet) to the lifts to head off to the Sinks. Just to be clear, the merger is only connected to the Smart Splitter on it's left. You could eliminate the merger, add a 2 high Conveyer Pole, then connect the Lift to that and just run a conveyor belt.
That being said, if you ever want to run a lift off the Sushi line up to the sink, it would be handy to have the merger.
Hey, a question, I really thought that this good work, but I think it doesn´t. I wanted to have a line of smart splitters and just sort the things out but unfortunately, it doesn´t work for me. And honestly, I want something to look nice. Now I can beginn from scratch, they really have to make something for it to work
factory looks like the moth
noice
Hi Xclipse, out of curiosity, do you connect both sides of the storage to each other (the two sides facing each other) so when you drop off an item, it filters across the entire storage network?
interesting if you get issues with the sinks... I had issues when I placed more than 4 sinks close together... and someone wrote it was a known issue
I'm at 49 coupons and counting currently, haven't noticed any issues personally
update 8 will fix this placing blueprint and then nudge it a bit
How do you copy colors when building? Mine allways is the basic orange and default texture
how do you connect the merger or spliter directly on the in/output of the storage tank??
I'm sure there's another way but I typically put a conveyor pole down just in front of the input/output grid line and extend it up to be even with the hole, then place a very tiny conveyor to it. Delete the pole and connect the merger or splitter. Hope this helps!
Why don't you bring in all the items on a sushi belt? I bring in all the items on 4 belts, let them run through a 4:2 balancer and these two sushi belts go to storage. Both belts go through an array of smart splitters. One belt to the top input, on belt to the bottom input of the storage container. This way I can bring in 1560 items per minute which is definitely enough for storage
And before it even goes to the storage it goes through another storage system for my construction train, best decision I ever made in this game :)
There is a no z Fighting mod online in the Satisfactory mod Manager
is there a website that ppl hare their blueprints on ? obviously not TotalXclipse but others ?
You can find some on the satisfactory calculator website
@@TotalXclipse ty
Did you use Mods or how did you get those curvy things on 0:45 (on the bottom).
No mods for gameplay, just checkout my guide on creating curves 😊
Right at beginning you put up only half a foundation.... How???
You can get half foundations from the Awesome shop
what with the water?
how you can build circle foundation is it modded ?
Nope not modded, checkout my video on curves 😉
@@TotalXclipse you make my life better now i can speed all my time on satisfactory
Why there us an experimental build red strip on your screen?
because I play in experimental rather than early access.
@@TotalXclipse whats the diff ??
@@alamanax at the moment, nothing.
Early Access aims towards a stable release of the game. In Experimental they push features earlier, swap implementations and try out optimizations. It's more buggy on purpose so the devs get real player feedback on how good their work actually is.
guys how can i make a list like right side of screen in game ?
open the build menu, and whilst open click the right side shaded section of your screen when you hover over it. It'll open a notes section ;)
@@TotalXclipse ohh thx a lot best satis player ✌️✌️
The "perfect" moniker is waaaaaay overused in Satisfactory
Why is there 2 layers of storage containers per item?
Partly so he can add the merger between them and show the items up front. In the lategame and when you build large with blueprints you might actually need the itemspace.
probably just the tier 2 storage containers, with 2 in/outputs