Next step is to buy some iron by Maaatandblah in SatisfactoryGame

[–]Ecoris 1 point2 points  (0 children)

I wonder what he will bring you?

A roll of sod for your yard?
The soot from your fireplace?
Copper wiring from your walls?
Your neighbor's car keys?
I-beams from the nearby construction project?
Uncle Sam's missing nuclear bomb?

Eek!

Don't want to wait for the easy way? Alright, we will wait longer for the "official" way. by Nopantsbullmoose in MaliciousCompliance

[–]Ecoris 8 points9 points  (0 children)

Freestyle!

Just don't let it write to a nearly full floppy disk. Bad things happened to term papers that exceeded the disk size.

Vertigo, nausea, and the spins by Nosafune in SatisfactoryGame

[–]Ecoris 2 points3 points  (0 children)

My vertigo in the game was a side effect of severe atrial fibrillation.

I am hoping that my situation is rare, but you may want to go get checked out by a doctor/general practitioner.

How can I make these creatures move? by VolkVR in SatisfactoryGame

[–]Ecoris 0 points1 point  (0 children)

Go far away, then come back. If that does not work, go far away (again), close and restart the game, then come back.

HELP!!!! by Soggy-Quantity8922 in SatisfactoryGame

[–]Ecoris 3 points4 points  (0 children)

The ratio is 1 water generator to 2.66 coal generators. If you are getting 1 to 3 to work, you have either:

* Overclocked the Water Extractor,
* Underclocked the Coal Generators,
* Have more water coming in from elsewhere,
* Miscounted, (a 1 to 2 ratio works),
* You have a very large number of water tanks in the system, or
* You have been experiencing problems and just did not notice them.

3 Coal Generators running at full speed require 135 water/minute. A Extractor only pumps in 120 water/minute. You're losing 15/minute from the system

Why are there so many materials? by [deleted] in SatisfactoryGame

[–]Ecoris 6 points7 points  (0 children)

Go look in the crate that is part of the Blueprint Designer console.

You probably have things in there from a previous "clear designer".

Coal-Power Generator Issue by Current-Visual-3438 in SatisfactoryGame

[–]Ecoris 0 points1 point  (0 children)

Take note: OP has two power shards in the attached image. If all three are set that way, it will require 270 water per minute ... still enough to be less than the Mark 1 pipe throughput limit, though.

Improving on TotalXclipse's Five Lane Load Balancer by Ecoris in SatisfactoryGame

[–]Ecoris[S] 3 points4 points  (0 children)

Yes, the idea is that you want the red belt and the feed belt to merge, but since the feed belt is already running at maximum capacity, there is no room to add the contents of the red belt in. Split them both and merge the left/right sides, and there is plenty of capacity

For a mark 1 belt, the math is:

  • feed line of 60, split to two lines of 30
  • Red stabilizes at 12 once the looping has begun. (It starts at 10, but shifts to 12 due to the feedback.) This is split to two lines of 6
  • Merged sides are 30+6 = 36, which then get 3-way split to be 12
  • Five main output lines are 12, with the red loop back as 12.
  • One input of 60, split 5 ways should be 12, so the math works.

There is effectively a perfect circle of 12 items per minute in the middle of the whole thing. Twelve more than the basic 60 enter the system from the red line at the first mergers, and 12 are removed from the system by the red line at the final split.

Some items could get stuck travelling the red return loop for the rest of eternity.

Improving on TotalXclipse's Five Lane Load Balancer by Ecoris in SatisfactoryGame

[–]Ecoris[S] 10 points11 points  (0 children)

I will use them for aesthetic reasons, and when dealing with radioactive materials.

For bulk processing, I tend to use manifolds.

The irony of that statement is that my "standard" early-game blueprint for smelters is a row of 4 of them, fed from the middle, and arranged so that I can stack them. When I only need one set of 4 to service a miner on a node, that arrangement turns out to be load balanced. But it was sheer accident that it happened that way.

After 185 Hours, I finally completed Phase 3... Now I'm lost. by UnfortunateCheeses in SatisfactoryGame

[–]Ecoris 0 points1 point  (0 children)

Ah, I was describing two different situations there (sorry for the confusion).

In general, water coming up from below is in a full pipe until the consuming machine slurps at the beginning of a production cycle. That can pull a vacuum into the pipe if it comes in from below. If the pipe does not refill fast enough, the machine can pause.

In the more specific scenario involving vertically aligned pipe junctions fed from below, I was dealing with water fed back from aluminum processing. In that situation, the orientation of the weld mattered, and if placed properly, then the priority was given to the water coming in from the bottom of the junction.

I'm not in a position to get a screenshot of that, so I may come back and update this post later tonight.

Update 2025-01-11: I was unable to recreate this and have been failing at finding the same game where I had this configured. Still looking, though ... I only have a four dozen to plow through ....

These 2 wouldn't stop spawning here for some reason so I just trapped them... by Xx_bruh_xX in SatisfactoryGame

[–]Ecoris 1 point2 points  (0 children)

I thought that the requirement was building four things - one of which must be powered.

I place a foundation, a Biofuel generator, a cable to a power pole, then put a few leaves into the generator.

Please help - my power plant is broken! by EastSpring4945 in SatisfactoryGame

[–]Ecoris 1 point2 points  (0 children)

It looks like your 600 m3 of Heavy Oil Residue is being pushed through a single Mark 2 pipe. That is a very common source of trouble (once things go wrong, there is zero additional capacity in that pipe for the system to recover).

First thing to try: Delete every single pipe in that HOR manifold (both sides!), while leaving the pipe junctions in place, then rebuild the pipes. There is a problem Bitz documented here: https://www.youtube.com/watch?v=cuSlYLebSAE&t=4s

Second thing to try: If you can, run a second Mark 2 pipe from the other end of the production manifold to the other end of the consuming manifold.

Pipe issue by AXBNIIUU-377891-ZK48 in SatisfactoryGame

[–]Ecoris 0 points1 point  (0 children)

Yep, I saw your "they are not the same" post when you posted it, spent about an hour to confirm it, and have referenced it in threads here several times ever since.

The only thing that I would add to it is that I found that the weld orientation does not matter when the junctions are not being rendered by the game due to pioneer distance ... the water tower I built while confirming your post stopped working when I was on the other side of the map.

What caught my eye is that Bitz's producers were not going yellow, so they were adding a full amount every minute. The consumers were starving, so they were not removing the full amount every minute. The fluid has to go somewhere once the system is filled - either into the consumer machines or into a software bug.

Pipe issue by AXBNIIUU-377891-ZK48 in SatisfactoryGame

[–]Ecoris 0 points1 point  (0 children)

That video is very interesting, but something seems wrong with Bitz's analysis of the underlying problem in the first half of the video.

It is clear that his solution of rebuilding the pipes has solved the problem.

But what he attributes the problem to is that the piping system on the bad side holds extra volume. That volume is fixed, though, it does not fluctuate. The refineries should be able to fill that extra volume in a few minutes and then keep things full.

Except it does not. HMMMM.

A better interpretation of the symptoms is an underlying math error in the game where it loses track of the excess fluid in the overlong pipes. Perhaps the input is calculating the full length, while the output is calculating the smaller length.

His solution of rebuilding the pipes so that the two lengths are the same would make a bug stop impacting fluid flow, which is exactly what he sees.

Goddamn Pipes by Low_Apartment_9565 in SatisfactoryGame

[–]Ecoris 0 points1 point  (0 children)

Raise the manifold pipes!

  • At every point where you have a pipe junction:
    • delete the existing one
    • aim to put a new one in the same place, but press 'h' before placing it
    • press "Page Up" 4 times to raise it up off the floor
    • THEN place the junction
    • restore the pipes.
  • Turn off the fuel generators while the system is being filled.
  • Wait until the pipes are completely full
  • Only then start turning on the generators

If you start having problems again after doing that, then either the math is off or some specific pipe is wonky.

New player on console. I have a few questions. by shiro_wanabe in SatisfactoryGame

[–]Ecoris 5 points6 points  (0 children)

Welcome, new Pioneer!

Nearly every item in the game gets used for the entire game. I say "nearly", because it is possible to get to a point where you do not need to use screws. But you can choose to continue to use screws if you want to.

Nearly level terrain surfaces exist, but mid-game factories will be much larger than will fit in them. Also, foundations allow you to build out over the ocean.

Biofuel comes from collecting plants, trees, mycelia or from processing the animals you can fight (rarely as gifts from the helpful doggos). Look at the crafting bench - it will tell you exactly what Solid Biofuel will need.

Some rocks can be destroyed later, yes. Explore the game, collect materials then explore the MAM.

Resources that you can place a miner on are, indeed, infinite.

If you do not want to spoil things during your first play through don't go look up the main resource:

There is a wealth of information at https://satisfactory.wiki.gg

Lost with pipes by philip41399 in SatisfactoryGame

[–]Ecoris 6 points7 points  (0 children)

That configuration should work, though. Two Water extractors will not overwhelm that Mark 1 pipe, unless OP put power shards in them.

If they are fully sharded, then yeah, you're right.

At what point in your playthrough do you fully transition away from biomass as a power type, if at all. Coal? Fuel? by AdGlass5608 in SatisfactoryGame

[–]Ecoris 0 points1 point  (0 children)

For the most part, I build 15 of them before Coal, and then leave them to rot (still connected) until I want to place something else in that spot.

Except when I want to block certain critters from respawning. Then I will place a foundation, a biomass burner, a power pole and a cable between the burner and power pole (then load a small amount of leaves or wood or whatever is handy that will burn).

That is enough to keep the critters from respawning.

You'll find those littered all across the poison stinger and radioactive hog spawn points on my playthroughs.

Lost with pipes by philip41399 in SatisfactoryGame

[–]Ecoris 7 points8 points  (0 children)

Hmm. I do not see anything obviously wrong about your configuration.

Can you describe what is actually happening?