You made me laugh myself, silly! I am glad I am not the only one who gets frustrated at their own factory design... Mine involves more cursing and phone calls from my neighbors asking if I am ok.... 1 mile away. Thank you, my friend. Keep up the awesome!
To prevent powergrid failure i'm just adding pack of battaries for each powerplant. That batteries is connected directly to the powerplant and once they are charged, i'm simply disconnect them. When powergrid fails, i'm just disconnect my powerplants from a main grid and connect them to the batteries. When powerplants are running again, i'm just connect them back to main grid and turn on the load, and disconnect batteries again. If you have a lot of powerplants, then it becomes a little bit more complicated. Then you need to connect all of the powerplants output to a single switch, so you can give power from all powerplants to the main grid in one place
I am crazy, but I spent weeks retrofitting priority switches to my map. Now, it's nigh impossible for my world to fail due to power. It should just shut down in some reasonable order. Eventually, if things were really bad, and they almost could not be, it will fail back to coal power. Coal power which is almost 100% self reliant. But realistically, the worst case scenario is failure of nuclear power, failing back to fuel power, with almost all my manufacturing shut down. Priority power switches could prevent power panic videos. But I admit enjoy the videos.
This is my favorite episode so far 😂 I laughed so much with all the the sand in the gears. The train crash, the load/unload panic... Really good episode.
TotalXclipse how did you do the diagonal edge down you mention in min 13:14? Would you mind to make a video teaching how to do some of this more elaborated forms?
I don't know if... "I did, clearly" (the train accident) but... I'm asking why makes so laugh to see those things... I'm not the only one. Haha! it was good one. Love you Total.
Lately I've taken to making a bootstrap sequence for every major power plant; usually goes something like a set of six biomass burners connected to a single oil extractor, two refineries (one for fuel and one to deal with byproducts) and any pumping equipment necessary, which then feeds two fuel generators which power the rest of the fuel production; have one priority power switch isolating the bootstrap equipment and a second one isolating the rest of the generators from the world at large so that you can start the bootstrap, wait until you have a power production ramped back up (and charged any onsite power storage as well) and then power the rest of the world. Alternately you could use a 20m pipe rise to block off a few tanks of reserve fuel: have a power storage bank that connects to the grid via one priority switch and the pump pushing the fuel reserves to the generators on the other switch, charge the power storage and then isolate it from everything, and only engage the fuel pump switch if you've lost main power.
Haven't played Satisfactory in a while. Did they ever fix the lag problem with signs? I saw one content creator's world completely break from over using signs for lighting areas and he had to remove them all. Coffee Stains took a copy of his world file for testing but I don't know if it was ever resolved
It's such a shame that they made fluid treight car this much underpowered so we have to package and repackage fluids like a brainless monkey who does pointless things
Fluid cars are nowhere near as efficient as packaging/unpackaging in terms of volume moved per train. I forget numbers but packaged is dozens, if not hundreds of times more efficient in time and power to move extra liquid freight cars
@@kriddius I don't believe that's true. One fluid car carries 1600 turbofuel, or 3200 packaged turbofuel, but since you need to send the empty canisters back in a second car then you need a second fluid car to compare apples to apples and you get... 3200 turbofuel. It is completely identical in terms of efficiency to transport fluids versus packaged fluids, except that packaged fluids require vast arrays of packagers and the extra logistics of making sure you don't mix your streams of empty and full canisters. The only exception to this is nitrogen gas, which is 4x more efficient to transport in canisters because it is a gas and is therefore compressed.
Psssst Ficsmas is here again, how about an insanely awesome Ficsmas factory (tour). i am curious what you can do now you know the event by heart. If you build it, ill make my first video to show you my Ficsmasfab tour.
why just dont make 100%efficient back up powerplant acros the map and use it as main powersource when main factory energy production is under maintanace🤔🤔
If you're going to send back the empty canisters, you need extra cars. Why not just transport the raw fluids at that point? Same number of cars, cars are empty for one leg, and no extra energy is spent on packagers.
You can do both in the same *station*, but not on the same *platform*. If you note the train station at the fuel plant in this very video, it's a single station with four platforms. Two are set to unload, two set to load. Also as seen in the video, this requires you to double up on freight cars, the train is always running with two empty and two loaded cars. If you want to first unload, then load the same train cars, you need two stations at each stop; to continue using this video as an example: Station with two platforms that unload, followed by a second station with two platforms set to load. These can be built directly adjacent if you wish: ->PPSPPS-> And I have to note that while this may look better having a train run fully loaded at all times, it is much less efficient, because each stop takes a set amount of time, just under 30 seconds. So if you first unload, then load, you've doubled the time the train sits in a station, at each end of the line, compared to just having four cars instead where two are loaded and two are unloaded at the same time. Secondly it's a hell of a lot more prone to problems. If for any reason a train car isn't completely unloaded, say for example the receiving platform or it's output line being backed up, you end up with full containers and empties mixed in the same load, and that'll shut down your production as soon as an already filled container arrives at a packager, or an empty at an unpackager.
Throughput for liquid train is limited to 600/s, whereas the packaged is limited to whatever belt you're using. Not to mention piping is inconsistent due to some bugs.
@@justinjenkins3708 1200/s. 600 per pipe, and train stations have two connections for each direction. The bigger limit, though, is storage capacity. Each freight car can carry 1600 cubic meters of liquid or 32 stacks of solid, which comes to 3200 cubic meters of packaged liquid. The station itself can hold 2400 or 48 stacks, respectively. The downside of using packagers, though, is that while they can improve throughput if you have enough of them, they also add extra power overhead. I, personally, would just use more train cars, but I'm not as much of an efficiency nut as, say, Eclipse or Kibitz. I don't know how practical extra tankers would be compared to fewer container cars.
@@CiaranMaxwell I mean, for one your stations have to be twice as big for the same throughput, but the big problem is that a fully loaded freight car weighs the same, 100 tons. But the fluid freight car only carries half as much for the same weight. Doesn't matter that much if you're only running flat, or even downhill with the loaded cars, but if you at any point need to pull the loaded train uphill, you end up needing more locomotives, that takes extra power and resources, real fast, or you have to accept that the train is slowing to a crawl each time you need to climb a hill, which further throttles your throughput.
@@Stukov961 I always have a helper locomotive on the back on general principle. But, yes, that would be an issue. You can run several packagers for the same power cost as one extra locomotive. Plus, each station segment also needs power, and as I discovered just last night when I checked my max consumption, that adds up REAL quick.
Do you have as many fails as I do building a factory?
What about more
That's half the fun isn't it? Perfection is built on imperfections.
No, not at all, because one of my first fails is the failure to build a factory at all. Far more efficient that way.
LOL Regularly 😂😂 Good to see I'm not alone! Thanks!!!
I get enough to where I immediately stop playing after finishing something. I love the fast progression in early game.
You made me laugh myself, silly! I am glad I am not the only one who gets frustrated at their own factory design... Mine involves more cursing and phone calls from my neighbors asking if I am ok.... 1 mile away. Thank you, my friend. Keep up the awesome!
Well guess what? You're on the verge of having a power meltdown and SOMEBODY LEFT A TRAIN IN THE TRAIN TRACKS
😂😅😂 - nah it's fine, signals and separate lines
The underground section has some nice Black Mesa vibes.
I love the lighting in this build, very good approach to lighting with Lumen enabled.
If you like the lighting here, you should see the next one!
To prevent powergrid failure i'm just adding pack of battaries for each powerplant. That batteries is connected directly to the powerplant and once they are charged, i'm simply disconnect them. When powergrid fails, i'm just disconnect my powerplants from a main grid and connect them to the batteries. When powerplants are running again, i'm just connect them back to main grid and turn on the load, and disconnect batteries again. If you have a lot of powerplants, then it becomes a little bit more complicated. Then you need to connect all of the powerplants output to a single switch, so you can give power from all powerplants to the main grid in one place
I am crazy, but I spent weeks retrofitting priority switches to my map. Now, it's nigh impossible for my world to fail due to power. It should just shut down in some reasonable order. Eventually, if things were really bad, and they almost could not be, it will fail back to coal power. Coal power which is almost 100% self reliant. But realistically, the worst case scenario is failure of nuclear power, failing back to fuel power, with almost all my manufacturing shut down. Priority power switches could prevent power panic videos. But I admit enjoy the videos.
This is my favorite episode so far 😂 I laughed so much with all the the sand in the gears. The train crash, the load/unload panic... Really good episode.
The 'feature wall' at 19:51 is rather dark for a 'feature wall.' Might be cool to light that rock up from below.
TotalXclipse how did you do the diagonal edge down you mention in min 13:14? Would you mind to make a video teaching how to do some of this more elaborated forms?
I don't know if... "I did, clearly" (the train accident) but... I'm asking why makes so laugh to see those things...
I'm not the only one.
Haha! it was good one.
Love you Total.
FWIW, I rather liked the plant feature at the end that you said you needed to clean up. Looks like a fancy hotel lobby situation :P
I think your estimate on disaster was wrong. It started immediately. Haha.
I loved seeing the human aspect of train and station issues we all have coupled with the panic of the countdown timer!
Lately I've taken to making a bootstrap sequence for every major power plant; usually goes something like a set of six biomass burners connected to a single oil extractor, two refineries (one for fuel and one to deal with byproducts) and any pumping equipment necessary, which then feeds two fuel generators which power the rest of the fuel production; have one priority power switch isolating the bootstrap equipment and a second one isolating the rest of the generators from the world at large so that you can start the bootstrap, wait until you have a power production ramped back up (and charged any onsite power storage as well) and then power the rest of the world.
Alternately you could use a 20m pipe rise to block off a few tanks of reserve fuel: have a power storage bank that connects to the grid via one priority switch and the pump pushing the fuel reserves to the generators on the other switch, charge the power storage and then isolate it from everything, and only engage the fuel pump switch if you've lost main power.
Haven't played Satisfactory in a while. Did they ever fix the lag problem with signs? I saw one content creator's world completely break from over using signs for lighting areas and he had to remove them all. Coffee Stains took a copy of his world file for testing but I don't know if it was ever resolved
WTF dude? How you get your builds to look like that out of nothing puts mine to shame! Well done.
I feel like pipes can be buggy sometimes, and troubleshooting can be difficult. I wish they had clear water-lift indication for placement of pumps.
I wish there was a button that allowed the indicator to stay on the pipes until you press the button again
"after at couple of hours" at 2:15 got me laughing since you were in such a hurry xD
5:45 I feel that double whammy
I definitely love lumen, but the performance hit on my system is very noticeable. 😩
It's such a shame that they made fluid treight car this much underpowered so we have to package and repackage fluids like a brainless monkey who does pointless things
Hello! Awesome work. Why not transport the liquid through Fluid Freight Plataforms?
Fluid cars are nowhere near as efficient as packaging/unpackaging in terms of volume moved per train. I forget numbers but packaged is dozens, if not hundreds of times more efficient in time and power to move extra liquid freight cars
@@kriddius I don't believe that's true. One fluid car carries 1600 turbofuel, or 3200 packaged turbofuel, but since you need to send the empty canisters back in a second car then you need a second fluid car to compare apples to apples and you get... 3200 turbofuel. It is completely identical in terms of efficiency to transport fluids versus packaged fluids, except that packaged fluids require vast arrays of packagers and the extra logistics of making sure you don't mix your streams of empty and full canisters. The only exception to this is nitrogen gas, which is 4x more efficient to transport in canisters because it is a gas and is therefore compressed.
Why fuel canisters packaging and unpacking is there a specific reason behind this?
Easier to transport, especially over large distances. Fluid trains have a very small storage capacity and pipes require pumps
Psssst Ficsmas is here again, how about an insanely awesome Ficsmas factory (tour).
i am curious what you can do now you know the event by heart.
If you build it, ill make my first video to show you my Ficsmasfab tour.
1:55 Goodbye fart rocks😂😂
I think I missed why you were on the clock to add fuel? If you hadn't built more power using stuff, shouldn't the usage range be constant?
why just dont make 100%efficient back up powerplant acros the map and use it as main powersource when main factory energy production is under maintanace🤔🤔
If you're going to send back the empty canisters, you need extra cars. Why not just transport the raw fluids at that point? Same number of cars, cars are empty for one leg, and no extra energy is spent on packagers.
super cool video, the light is just stunning
wait no ..... wait no ..... wait no very nice clean and organized.
Can you load and unload from the same station?
not from the same freight station :(
@@TotalXclipse that sucks but it feels like an oversight
@@TotalXclipse You do in this very video though. You can't both load and unload from the same *platform*.
You can do both in the same *station*, but not on the same *platform*. If you note the train station at the fuel plant in this very video, it's a single station with four platforms. Two are set to unload, two set to load. Also as seen in the video, this requires you to double up on freight cars, the train is always running with two empty and two loaded cars. If you want to first unload, then load the same train cars, you need two stations at each stop; to continue using this video as an example: Station with two platforms that unload, followed by a second station with two platforms set to load. These can be built directly adjacent if you wish: ->PPSPPS->
And I have to note that while this may look better having a train run fully loaded at all times, it is much less efficient, because each stop takes a set amount of time, just under 30 seconds. So if you first unload, then load, you've doubled the time the train sits in a station, at each end of the line, compared to just having four cars instead where two are loaded and two are unloaded at the same time. Secondly it's a hell of a lot more prone to problems. If for any reason a train car isn't completely unloaded, say for example the receiving platform or it's output line being backed up, you end up with full containers and empties mixed in the same load, and that'll shut down your production as soon as an already filled container arrives at a packager, or an empty at an unpackager.
Yep but I'm pretty certain they meant the same platform given I was showing that you could do it at the same station ;)@@Stukov961
Really nice, some great ideas. 🙂
I dont understand how you have this many generators being fed by one pipe? Don't those only transport 300 or 600 for mk2 at most?
Impressive work
Looks great . But i feel like im the only satisfactory player who dislikes lumen , so dark it sucks .
Such a great build!
Why not use liquid train storage though?
Throughput for liquid train is limited to 600/s, whereas the packaged is limited to whatever belt you're using. Not to mention piping is inconsistent due to some bugs.
@@justinjenkins3708 1200/s. 600 per pipe, and train stations have two connections for each direction. The bigger limit, though, is storage capacity. Each freight car can carry 1600 cubic meters of liquid or 32 stacks of solid, which comes to 3200 cubic meters of packaged liquid. The station itself can hold 2400 or 48 stacks, respectively.
The downside of using packagers, though, is that while they can improve throughput if you have enough of them, they also add extra power overhead. I, personally, would just use more train cars, but I'm not as much of an efficiency nut as, say, Eclipse or Kibitz. I don't know how practical extra tankers would be compared to fewer container cars.
@@CiaranMaxwell I mean, for one your stations have to be twice as big for the same throughput, but the big problem is that a fully loaded freight car weighs the same, 100 tons. But the fluid freight car only carries half as much for the same weight. Doesn't matter that much if you're only running flat, or even downhill with the loaded cars, but if you at any point need to pull the loaded train uphill, you end up needing more locomotives, that takes extra power and resources, real fast, or you have to accept that the train is slowing to a crawl each time you need to climb a hill, which further throttles your throughput.
@@Stukov961 I always have a helper locomotive on the back on general principle. But, yes, that would be an issue. You can run several packagers for the same power cost as one extra locomotive. Plus, each station segment also needs power, and as I discovered just last night when I checked my max consumption, that adds up REAL quick.
90% of the game engine is just intense logic directing the game to troll while auto saving.
I am definitely using that red swath.
a scuffed episode lol this was funny to watch you fail so much then again when not even expected. lol
why did you package it? why not just build it where it all was produced? am i missing something?
buen video 🤗
lol that autosave timing :D
Who leaves the train in the train station? :D omg you!
do you have a modlist anywhere
PAC for flying, skybox UI for daytime
Do u share your BPs?
I believe I mention after showing how I do the generator blueprint that the blueprints are also available on patreon
Drink every time he says lumen.
mod list?
No mods for gameplay, just Pak for flying and Skybox UI for keeping it daylight when I'm sick of the darkness
@@TotalXclipse How do you get the Horizontal - Vertical and other options popup wheel?
hold R I do believe when you have the pipe open. Or it could be E@@bill-zc1wi
Panic episode :D
1 Hour of DISASTER In Satisfactory Update 8 haha
Yeh, probably more accurate title
click baity thumbnail... gonna be a hard pass/block
What's clickbaity - if you pass or block, you'll not realise that the whole video was a constant disaster...
@@TotalXclipsehaters are gonna hate. We don’t need them. Keep doing you my man!
Love Ur videos you earned a good loyal subscriber
my problem with lumen is that its so dark and lights are very laggy so you need much more lights than you would need otherwise and thats more lag
It was honestly a little refreshing seeing you panicking and messing up while trying to get it online.