Do you think there'll be big changes to blueprints come 1.0? BTW I miss say 65 items for the foundry inputs - Its 45 items per input... apologies I didn't catch that! Also grab my pre- 1.0 Blueprints on Patreon now!
Looking at the quantum tech videos, they deffo won't fit in the currently (unmodded) blueprints. I reckon / hope we'll have a 6x6 at least at a later tier.
I hope that Blueprints can finally be moved vertically. And please, also in the Blueprint Builder. Currently, if you place a Blueprint there that is floating in the air, you can't move it down. You have to rebuild it. Larger Blueprints would, of course, be even cooler.
1. Foundations 1:36 a. 4x4 2m 1:38 b. Right/Left Hand Curves 1:49 c. Easy Two-way Rail 3:29 d. Nicer Two-way Rail 4:14 2. Logistics 6:03 a. Two Freight Train Balancer 6:03 b. Smart Splitter Sinking Line Failsafe 7:19 3. Storage 8:03 c. Normal version 8:24 d. Lit version upgrades 9:49 4. Manifold Lines 14:10 a. Basic Smelter Manifold 14:36 b. Basic Constructor Manifold 15:05 c. Basic Assembler Manifold 15:14 d. Basic Foundry Manifold 15:35 5. Decorational Pieces 18:06 a. Slotted Wall 18:30 b. Slotted Cieling 18:58 c. Pillar Support 19:11 6. Lights 21:07 a. Lit Sign 4m 21:08 b. Large Ceiling Light 21:27
I am ready for 1.0. Took a year long vacation from the game, deciding to wait for full release. Lets do this. Thank you for all the content and inspiration Total.
My manifold blueprints include floor pieces with wired wall outlets half out of the floor at each end, and outlets powering the machines from the bottom. Then when I place the blueprint next to an existing one, it's a simple connection to the other. Means no ugly wires going thru the air.
Creative Bleuprint mode has been my Satisfactory play for the last month.... I learned so much and now I can build my best blueprints from memory and more importantly my building has improved dramatically. Great Video.
Quick 2 tips with the storage blueprint: If you build the storage containers and the regular splitters (10:41) 1 step closer together so that it says its clipping but doesn't look like it, there's enough room on the 4x4 grid to actually place the conveyor lifts for the single item overflow lines. Also, if you start the final overflow lines (where he's placing the raised poles at 12:25) further back by 1 foundation, you can fit an awesome sink inside the blueprint and fully hook it up
I just finished my playthrough with all vertical manifold factories. I'm not sure if I'll continue to use that building style for 1.0 or not, but I'm planning on all new blueprints either way. (I'll have to, since I updated my blueprints with new belts every time I got a tier unlocked) One thing I do know - I'll be recreating my short lift with mergers (maybe clipped) on the input and output blueprint now that blueprints within blueprints don't crash the game.
I built my storage in 4 blueprint parts 1: the front face small containers that I pull items from plus 3 stacked large containers with a roof 2:3 stacked large containers for extra storage with a roof for a total of 7 containers with smart splitters to dedicated awesome sinks 3: 2 awesome sinks with power lined up so it's compact for both directions on the roof 4: the main hallway with signs noteing the item in the container I have the storage on both side of the main hall for every item produced in game. It's the only thing I can build that actually looks cool lol
One quick question about the storage blueprints... when you actually build them to use them, I'm guesing it requires a lift going from the right output of the bottom smart splitter leading to input of the top smart splitter, with both sides outputting what is going into those particular containers, but they can't be put into the blueprint at this stage due to the 4x4 limit. While it's not too difficult to work out, it might be good to put a note of it somewhere.
I lost so much time to update 8. Not as much as many but it's when Satisfactory clicked for me. I can't wait for next Tuesday and I can finally try and complete this amazing game.
Complete Wipe, no previous items or anything. Starting in the Forest for nostalgia reasons. Where I start is where I’m going to get my build on. See where the journey takes me. Rock on Builders! ❤🤘
I watched this when it came out and just came back for the curve tutorial at 2:15. Everytime I hold ctrl or ctrl+alt and use the scroll wheel, it snaps by catwalk center to the corner of the previous one. I cannot for the life of me replicate what you're doing. Any help from anyone would be amazing! EDIT. Just like everything else in life. I just have to ask the question to figure it out. It does snap to the corner, but once I rotate the part 90 degrees it doesn't rotate on center axis, so it gets to where it needs to be.
Same here. I was just going to comment the exact same problem. And I started to look for similar ones in the comments to see if there is a fix for it. Edit: After many attemts I've made it. It's tricky You have to snap it to the catwalk's side and then using Ctrl + MMB to rotate it.
A few questions: Do you add a conveyor to the second set of smart splitters on top? how do you feed those to have overflow? I don't know if you mentioned it in the video, what do i do with the far line, end line, on the first set of smart splitters.
I'd already prepped this video a few weeks ago - The nuclear plant I show off in this video is about 20 hours into a 130 hour build :D I just hope I don't have to remove the video if it's totally changed
I like this game so much, I'm still playing every opportunity I get. I'll also start from scratch with 1.0. I'm a huge fan of your channel - really like most of your designs & tips.
Great video - I'd been meaning to make some blueprints and you got me in the mood! Thanks for sharing those complicated ones (the storage and foundry)... super nice of you to do so 🙂
i think a early game guide would be helpful for a lot of people new and old to the game. You know tips what you need a lot of, few of, like screws. where to build with the nexus changes. or to fast track coal power etc. just help full stuff like that
I like that compact foundry one. The only thing I might change is adding support for the "floating" splitters. Personally i like using conveyor stacker supports. they kinda clip into the splitters/mergers and look like support legs. Just have to be careful that when you hook up belts you are hooking up to the splitter/merger and NOT accidentally hooking up to the belt support thats clipped inside it.
Thank you very much Mister X, for the little blueprint instructions. I will try to build them for fun in my current save and maybe add a little personnal touch and do my own blueprint for 1.0
I find it easier to use walls placed on the starting angle on the curve rather than having to nudge, this way you won't have to nudge at all while being a lot easier to line up. Your placement will be a lot quicker, you will be able to add decoration to the curve without having to do it two seperate times and the only downside is removing the walls afterward, but since they're tall and stick out from the bridge it takes barely a second for a massive section. PC is out for repair, but if you'd like a demonstration i can show you by the time it returns
@@TotalXclipse it's for snapping them in place starting at an odd angle, so basically if you have a long straight 2x4 section you would have the starting point have a wall on the right side, and the end point on the left side, then when placing the next section, aim at the last end point, shift, and it should snap in besides the last end wall, this allows you to build so much faster and makes you able to start builds on an angle with the wall starting point dictating the starting angle
I love how compact the Foundry one is but I'm always using solid steel every time no matter what and the output for that is usually 1:1 or 1:2 for beams or pipes so having all of them merge is not something I ever need to do. Really cool BPs though can't wait to see what you do with 1.0 materials and a 5x5 designer
Been prepping our server world for 1.0 so basic (very basic) setups up until stopping just before unlocking battery's. so everything is easy to fix/tweak if needs be. That Steel manifold has got me tempted to redo my entire setup now :D
I hope to use my train track subway sections for straight, ascending, descending, left/right, tee, four way that also double as a road on top because it took a while to finally get it right.
That compact foundry is impressive, might have to steal it, that and the manifold constructors and smelters surprised I didn't think of those. Normally I have a tendency to stay away from blueprints and free-hand factories, the only thing I've consistently used blueprints for are roads and not exactly pretty ones (concrete sidewalks with catwalk railings and asphalt with 90 degree turns and 2 meter ramps) simplistic to the point of almost being brutal, only thing cosmetic is the dotted line running down the middle of the road to differentiate traffic lanes for vehicles moving resources.
Don't quote me on this, but on your "curve" blueprints, if you delete the first foundation placed so that the remaining foundations are all at an angle, you should be able to place them without needing to nudge/overlap the initial placement. I have 4 blueprints; a left/right "starter" and then left/right "curve" pieces. YMMV, but give it a shot.
@@caesarius00 If you start on the grid, you can always return to the grid using my beam trick that I discuss in one of the most recent build tip videos after 1.0 :)
@@TotalXclipse yes, I watched that earlier, I just wonder if it is possible to turn right/left using this method and be back on grid there, where the turn ends. I think that's not possible sadly
I wonder if they're going to make blueprints cross-save or importable through some kind of tool. Personally I plan to make a bunch of new blueprints, because my building style was usually to build each production line or factory from the ground up, but I'm definitely making some basic manifolds first, although I would always attempt to vertical stack them. Which does remind me, one thing I'm definitely doing again (or perhaps importing) is Hypertube Towers. Essentially, I had a hypertube balcony that I could just stack on top of itself and I designed it to fit neatly onto the edge of a 4x4 grid (so that it would snap to any blueprinted foundation.) I also might retry some of my "cursed blueprints". Something I learned from watching Epitome's streams, is that, you can stack manufacturers on top of eachother. You can actually fit up to three into the blueprint designer by: making a blueprint of a manufacturer, with a set of 4 power poles around the perimeter, then placing that blueprint into the blueprint designer, and snapping another one on top. It ends up looking very cursed, belting them all together is a mess, I ended up going for something significantly less cursed when I got around to actually building manufacturer lines, but if your just trying to cram the most machines into the least space, that is *a* way to smoosh those huge manufacturers together.
Well we did get the instructions on how to import them from one save to another though a in game transfer would be so much more simpler.... And you are able to go beyond the blueprints limits by applying other blueprints so that they have their center inside the blueprint machine so it will still save the added blueprint as part of the new one making you able to go beyond the current size limit... But yeah just making bigger blueprint machines would be a nice addition for making larger things...
I always thought you chose a balanced smelter feeder layout not a simple linier trickle down smelter feed manifold. Especially for more than 3 smelters. One thing I can't argue with is, your smelter line has half the floor area of mine
I wish there was a better explanation of what that storage blueprint is supposed to do. You go through building all these without really explaining what they do and what they are good for. I'd like to start using cleaner storage in 1.0 versus the massive stacks of storage containers I was using before.
@@TotalXclipse I just watched that video because I was just as unsure as OP, and unfortunately I am still just as lost. It appears you made this for multiple inputs with logistics elsewhere in addition to a manual drop off? I wish there was quite a bit more context here.
Best blueprint for adventuring is the biomass converter. Just have the 4 different xeno remains getting turned into dna capslues to get sinked. Then if you need more materials to keep traveling you can just spend those tickets.
I built a partially nice looking factory in 3.0 and since then I just build spagetti. I do not use trains....... I just belt everything all around the world :) I build in a certain area completely ruin the scenery get the resources then belt all resources to the other area build a new mess and move on.... For 1.0 I do have a plan to build in the voids... and leave all the world intact just tap in to the resources.. Because of the fog the factory is hidden and you can build a nice house at the islands
Satisfactory concurrent players on steam will peak hard. As many others I took a brake from the game and can't wait to come back to it on 1.0 premiere.
How do you build the 1m walls so close to each other without it snapping to the edge of the grid? I seem to have to lock my each wall hologram in place and nudge with the arrow keys.
10:50 Why do we send the items off to the elevator? I don't get it. The items will show up on the front for me? Am I doing something wrong? Are the belts to the elevetors really neccessary?
Surely you can use one curve blueprint for both types of turns? You only need to change whether you're connecting to the near end or the far end of the existing construction.
I think BPs kill a lot of the game but each to their own. I do like some of the ideas BUT don't see why everything has to be crammed up. I like building factories that are sort of realistic and accessable. (I also try to build to the landscape, not a floating block above but thats another story.)
While trying to build your second train road blueprint, I am getting "Building cannot be nudged" when rebuilding the vertical small frame pillars to be aligned with the painted beams. It snaps to the middle of the horizontal frame pillar on the top, and I cant nudge it left or right, just get the error message. Any ideas?
Hold CTRL Whilst placing the large billboards on the underside of a foundation (you don't need the barrier- only just found out) Then place framed floors or framed glass foundations under that :)
Started playing a few days ago and would benefit greatly from your blueprints, however they are not free as you've said in this video and in the description. You have every right to charge for access to them, so I guess I will need to go find a free source of blueprints.
@@TotalXclipse Awesome! Thanks for replying, my SatisMaster 🙂Completed phase 2 in my current fresh 1.0 game and started creating blueprints and the first one that came into my mind were these ones you presented 2 weeks ago. BTW, this answer allows me to thank you for the fantastic work you did before and after launch. Kudos to you (and Bitz, obviously). Should I mention you are my favorite 'tubers? And truly inspiring players. Warm regards from France!
Would be nice with an explanation of what some of these are even for 😅 the one with the belts, splitters and mergers, is that to ensure x input/output or is it just an esthetic thing?
That radial menu I kept seeing, is that a ‘creative’ thing or is it in survival? I know about ones for guns and ore scanning, but I didn’t recognize that one
For curves, can I ask why you use a barrier and nudge instead of just connecting the catwalk piece to the end of the last straight foundation? Does this make a cleaner curve?
If you use my original method with the catwalks on the end, you can't fit as many into the blueprint designer, so we've had to compact it down a little and nudge. It's the same 10 degree turn though.
Just start normally just like any game, you would naturally start to understand the concepts of the game, it looks intimidating cause you aren't familiar with it yet, as your understanding grows, easier it gets, just like everything else in life
@@TotalXclipse Oh wow, could have seen that coming... But wouldn't have dreamed about getting an answer from the man himself! Thanks for all of your content. It is truly inspiring. On a different note, what I intended my question to be: Is there any way to rotate my blueprint in less than 45° angles? Like machines or foundations?
@@reconshunter I don't believe you can turn it on a grid like machines, but if you rotate the foundations beneath the blueprint then place the blueprint on those foundations it should orientate to them :)
At the end of the last teaser he was going to talk about the blueprints So I think they will have abandoned the current system to allow like in all the other games to create a selection then save it Will the old ones still be compatible?
this is just a hunch but I have a feeling that snutt mentioning blueprints in that teaser was just a convenient setup for the scene that came after with that laser machine and the somersloop. I might be wrong but I don't see why they'd want to change blueprints now when the current system is already great
I think we will receive blueprint changes. But they'll be in the form of a larger tier blueprint, better nudging and connecting of belts and pipes. Can't see them scrapping the whole system
TotalXclipse, please help! I want to create a blueprint for a factory built around a miner that uses a huge sign to show what is being mined (ultimately I want to put one on every node and attach a drone port). Unfortunately, my artistic skills end at putting up orange walls with some windows. 🤷♂️
Some google searching reveals some answers. "Working in multiples of 2 is just easier and more components like ramps and catwalk, work better and are based on 2m intervals". Also many people agree that 2m or 4m helps to cover the space in between the ground and the foundation. Even though my question is answered, I'll leave it here for anyone else wondering the same thing.
still dont uderstand how your 4m signs with lights work, for me they refuse to snap to anything but like 0.5 meters from stuff, and i cant nudge them...
How do you know? 😅 I think blueprint change will add blueprint designer tier and allow auto connecting of belts. If so, shouldn't be effected, but who knows
@@TotalXclipse Yea, I definitely expect something to be done with the size of blueprints. Great chat with Bitz by the way. Glad you're as peeved as me about the six connections on the Space Elevator. I too always assumed they would have some kind of challenge mode where you would need to be producing a set amount per minute of something, and make it hard!
Do you think there'll be big changes to blueprints come 1.0? BTW I miss say 65 items for the foundry inputs - Its 45 items per input... apologies I didn't catch that!
Also grab my pre- 1.0 Blueprints on Patreon now!
Looking at the quantum tech videos, they deffo won't fit in the currently (unmodded) blueprints. I reckon / hope we'll have a 6x6 at least at a later tier.
Yes I think they will not be compatible
Sadly no. I would greatly appreciate bigger blueprints, but I don't think that they'll finally change their minds.
I hope that Blueprints can finally be moved vertically. And please, also in the Blueprint Builder. Currently, if you place a Blueprint there that is floating in the air, you can't move it down. You have to rebuild it. Larger Blueprints would, of course, be even cooler.
Incoming 6x6 blueprint ... surely lets game it out will use it
1.0 will be a thoroughly fresh start for me. No carrying blueprints over.
Same here.
same. I will come back to this video when I will need to create blueprints
I always like to design my blueprints per build anyway.
Agreed
Yup. Also not looking at any node changes. Try to go in as blind as possible.
1. Foundations 1:36
a. 4x4 2m 1:38
b. Right/Left Hand Curves 1:49
c. Easy Two-way Rail 3:29
d. Nicer Two-way Rail 4:14
2. Logistics 6:03
a. Two Freight Train Balancer 6:03
b. Smart Splitter Sinking Line Failsafe 7:19
3. Storage 8:03
c. Normal version 8:24
d. Lit version upgrades 9:49
4. Manifold Lines 14:10
a. Basic Smelter Manifold 14:36
b. Basic Constructor Manifold 15:05
c. Basic Assembler Manifold 15:14
d. Basic Foundry Manifold 15:35
5. Decorational Pieces 18:06
a. Slotted Wall 18:30
b. Slotted Cieling 18:58
c. Pillar Support 19:11
6. Lights 21:07
a. Lit Sign 4m 21:08
b. Large Ceiling Light 21:27
I am ready for 1.0. Took a year long vacation from the game, deciding to wait for full release. Lets do this. Thank you for all the content and inspiration Total.
Haha, I read "Took a year long vacation FOR the game". That´d be very dedicated! 😀
@@InExile101 Haha yeah you'd have to have a lot of savings and VERY understanding employer 😆
My manifold blueprints include floor pieces with wired wall outlets half out of the floor at each end, and outlets powering the machines from the bottom. Then when I place the blueprint next to an existing one, it's a simple connection to the other. Means no ugly wires going thru the air.
Creative Bleuprint mode has been my Satisfactory play for the last month.... I learned so much and now I can build my best blueprints from memory and more importantly my building has improved dramatically. Great Video.
Quick 2 tips with the storage blueprint: If you build the storage containers and the regular splitters (10:41) 1 step closer together so that it says its clipping but doesn't look like it, there's enough room on the 4x4 grid to actually place the conveyor lifts for the single item overflow lines. Also, if you start the final overflow lines (where he's placing the raised poles at 12:25) further back by 1 foundation, you can fit an awesome sink inside the blueprint and fully hook it up
Never fail to put a smile on my face ... I'm literally at work watching your video 😂😂😂
I just finished my playthrough with all vertical manifold factories. I'm not sure if I'll continue to use that building style for 1.0 or not, but I'm planning on all new blueprints either way. (I'll have to, since I updated my blueprints with new belts every time I got a tier unlocked) One thing I do know - I'll be recreating my short lift with mergers (maybe clipped) on the input and output blueprint now that blueprints within blueprints don't crash the game.
I built my storage in 4 blueprint parts
1: the front face small containers that I pull items from plus 3 stacked large containers with a roof
2:3 stacked large containers for extra storage with a roof for a total of 7 containers with smart splitters to dedicated awesome sinks
3: 2 awesome sinks with power lined up so it's compact for both directions on the roof
4: the main hallway with signs noteing the item in the container
I have the storage on both side of the main hall for every item produced in game. It's the only thing I can build that actually looks cool lol
Nahh, the realest eay to play 1.0 is to go from scratch, no blueprints, just suffering
Yeah same
If you want suffering, just fix your current saves :p
@@TotalXclipse If you want suffering, fix my first ever Satisfactory save. (trust me, it's BADDDDDDD)
@@fertileplanet7756 🤣
Thinking I might just go in fresh/blind at first then maybe see if I can fix my main.
One quick question about the storage blueprints... when you actually build them to use them, I'm guesing it requires a lift going from the right output of the bottom smart splitter leading to input of the top smart splitter, with both sides outputting what is going into those particular containers, but they can't be put into the blueprint at this stage due to the 4x4 limit. While it's not too difficult to work out, it might be good to put a note of it somewhere.
This lol, my dumbass was so confused for way longer than I should have been
that foundry manifold setup is genius !! thankk you for sharing !
I lost so much time to update 8. Not as much as many but it's when Satisfactory clicked for me. I can't wait for next Tuesday and I can finally try and complete this amazing game.
Complete Wipe, no previous items or anything. Starting in the Forest for nostalgia reasons. Where I start is where I’m going to get my build on. See where the journey takes me. Rock on Builders! ❤🤘
I watched this when it came out and just came back for the curve tutorial at 2:15. Everytime I hold ctrl or ctrl+alt and use the scroll wheel, it snaps by catwalk center to the corner of the previous one. I cannot for the life of me replicate what you're doing. Any help from anyone would be amazing! EDIT. Just like everything else in life. I just have to ask the question to figure it out. It does snap to the corner, but once I rotate the part 90 degrees it doesn't rotate on center axis, so it gets to where it needs to be.
Same here. I was just going to comment the exact same problem. And I started to look for similar ones in the comments to see if there is a fix for it.
Edit:
After many attemts I've made it. It's tricky You have to snap it to the catwalk's side and then using Ctrl + MMB to rotate it.
A few questions: Do you add a conveyor to the second set of smart splitters on top? how do you feed those to have overflow? I don't know if you mentioned it in the video, what do i do with the far line, end line, on the first set of smart splitters.
A step by step guide to copying blueprint files into the new worlds folder would be useful. Thanks
Good idea!
This is so much gold information in so little time, thank you very much!
This exactly what I've been working on my rail and road prints, especially
I was gonna prep some blueprints, but I'm holding off until we see what blueprint changes are that were hinted at last video
I'd already prepped this video a few weeks ago - The nuclear plant I show off in this video is about 20 hours into a 130 hour build :D I just hope I don't have to remove the video if it's totally changed
I like this game so much, I'm still playing every opportunity I get.
I'll also start from scratch with 1.0.
I'm a huge fan of your channel - really like most of your designs & tips.
I'm putting together some blueprints in preparation for 1.0. Certainly will make the new game much faster.
Looking forward to 1.0, long break for me since it got mentioned but watching these blueprints has got me excited to start a fresh start.
Great video - I'd been meaning to make some blueprints and you got me in the mood!
Thanks for sharing those complicated ones (the storage and foundry)... super nice of you to do so 🙂
i think a early game guide would be helpful for a lot of people new and old to the game. You know tips what you need a lot of, few of, like screws. where to build with the nexus changes. or to fast track coal power etc. just help full stuff like that
Already On it
I like that compact foundry one. The only thing I might change is adding support for the "floating" splitters. Personally i like using conveyor stacker supports. they kinda clip into the splitters/mergers and look like support legs. Just have to be careful that when you hook up belts you are hooking up to the splitter/merger and NOT accidentally hooking up to the belt support thats clipped inside it.
Thank you very much Mister X, for the little blueprint instructions. I will try to build them for fun in my current save and maybe add a little personnal touch and do my own blueprint for 1.0
I find it easier to use walls placed on the starting angle on the curve rather than having to nudge, this way you won't have to nudge at all while being a lot easier to line up. Your placement will be a lot quicker, you will be able to add decoration to the curve without having to do it two seperate times and the only downside is removing the walls afterward, but since they're tall and stick out from the bridge it takes barely a second for a massive section. PC is out for repair, but if you'd like a demonstration i can show you by the time it returns
Not sure what you mean by the walls on the starting angle is this for building the curves or snapping the curves in place
@@TotalXclipse it's for snapping them in place starting at an odd angle, so basically if you have a long straight 2x4 section you would have the starting point have a wall on the right side, and the end point on the left side, then when placing the next section, aim at the last end point, shift, and it should snap in besides the last end wall, this allows you to build so much faster and makes you able to start builds on an angle with the wall starting point dictating the starting angle
I love how compact the Foundry one is but I'm always using solid steel every time no matter what and the output for that is usually 1:1 or 1:2 for beams or pipes so having all of them merge is not something I ever need to do. Really cool BPs though can't wait to see what you do with 1.0 materials and a 5x5 designer
Been prepping our server world for 1.0 so basic (very basic) setups up until stopping just before unlocking battery's. so everything is easy to fix/tweak if needs be. That Steel manifold has got me tempted to redo my entire setup now :D
Some manifolds could be more compact if splitters/mergers were underneath the machines. The bigger blueprint maker really helps.
I hope to use my train track subway sections for straight, ascending, descending, left/right, tee, four way that also double as a road on top because it took a while to finally get it right.
That compact foundry is impressive, might have to steal it, that and the manifold constructors and smelters surprised I didn't think of those. Normally I have a tendency to stay away from blueprints and free-hand factories, the only thing I've consistently used blueprints for are roads and not exactly pretty ones (concrete sidewalks with catwalk railings and asphalt with 90 degree turns and 2 meter ramps) simplistic to the point of almost being brutal, only thing cosmetic is the dotted line running down the middle of the road to differentiate traffic lanes for vehicles moving resources.
Leaving everything behind and making new blueprints with lessons learned.
TotalXclipse, awesome content my guy
Don't quote me on this, but on your "curve" blueprints, if you delete the first foundation placed so that the remaining foundations are all at an angle, you should be able to place them without needing to nudge/overlap the initial placement. I have 4 blueprints; a left/right "starter" and then left/right "curve" pieces. YMMV, but give it a shot.
I will do, thanks!
How you then go back to the world grid after turning 90* right/left?
@@caesarius00 If you start on the grid, you can always return to the grid using my beam trick that I discuss in one of the most recent build tip videos after 1.0 :)
@@TotalXclipse yes, I watched that earlier, I just wonder if it is possible to turn right/left using this method and be back on grid there, where the turn ends. I think that's not possible sadly
I'm gonna be doing everything from scratch! No premade blueprints for me.
Thanks for your teaching and showing us how to build things in a better way.
For me it is very easy to get lost in satisfactory 😂
I wonder if they're going to make blueprints cross-save or importable through some kind of tool.
Personally I plan to make a bunch of new blueprints, because my building style was usually to build each production line or factory from the ground up, but I'm definitely making some basic manifolds first, although I would always attempt to vertical stack them. Which does remind me, one thing I'm definitely doing again (or perhaps importing) is Hypertube Towers. Essentially, I had a hypertube balcony that I could just stack on top of itself and I designed it to fit neatly onto the edge of a 4x4 grid (so that it would snap to any blueprinted foundation.) I also might retry some of my "cursed blueprints". Something I learned from watching Epitome's streams, is that, you can stack manufacturers on top of eachother. You can actually fit up to three into the blueprint designer by: making a blueprint of a manufacturer, with a set of 4 power poles around the perimeter, then placing that blueprint into the blueprint designer, and snapping another one on top. It ends up looking very cursed, belting them all together is a mess, I ended up going for something significantly less cursed when I got around to actually building manufacturer lines, but if your just trying to cram the most machines into the least space, that is *a* way to smoosh those huge manufacturers together.
Well we did get the instructions on how to import them from one save to another though a in game transfer would be so much more simpler....
And you are able to go beyond the blueprints limits by applying other blueprints so that they have their center inside the blueprint machine so it will still save the added blueprint as part of the new one making you able to go beyond the current size limit...
But yeah just making bigger blueprint machines would be a nice addition for making larger things...
I always thought you chose a balanced smelter feeder layout not a simple linier trickle down smelter feed manifold. Especially for more than 3 smelters. One thing I can't argue with is, your smelter line has half the floor area of mine
Coming into this video post 1.0 launch is great
I wish there was a better explanation of what that storage blueprint is supposed to do. You go through building all these without really explaining what they do and what they are good for. I'd like to start using cleaner storage in 1.0 versus the massive stacks of storage containers I was using before.
Checkout the dedicated storage guide video - Covers everything
@@TotalXclipse I just watched that video because I was just as unsure as OP, and unfortunately I am still just as lost. It appears you made this for multiple inputs with logistics elsewhere in addition to a manual drop off? I wish there was quite a bit more context here.
Its quite simple. U can dumb all ur inv items in one container and the system will sort ur itmes
Best blueprint for adventuring is the biomass converter. Just have the 4 different xeno remains getting turned into dna capslues to get sinked.
Then if you need more materials to keep traveling you can just spend those tickets.
It should be mentioned I mainly travel via hoverpack & power towers, making my global grid at the same time.
I built a partially nice looking factory in 3.0 and since then I just build spagetti. I do not use trains....... I just belt everything all around the world :) I build in a certain area completely ruin the scenery get the resources then belt all resources to the other area build a new mess and move on....
For 1.0 I do have a plan to build in the voids... and leave all the world intact just tap in to the resources.. Because of the fog the factory is hidden and you can build a nice house at the islands
Guys, keep in mind that Snutt hinted at changes to blueprints. I don't expect them to make your prepared ones useless, but is possilbe, I guess.
BP size got upgraded to 5x5x5 is the only change that I'm aware of. Any other changes?
Satisfactory concurrent players on steam will peak hard. As many others I took a brake from the game and can't wait to come back to it on 1.0 premiere.
This is what I've been working on as I wait for 1.0
Wait, the awesome sink line in the back is at an input on the storage container so how does the container overflow into it through an input ???
Hey, these are great, thanks!
How do you build the 1m walls so close to each other without it snapping to the edge of the grid? I seem to have to lock my each wall hologram in place and nudge with the arrow keys.
Thank you for this.
10:50 Why do we send the items off to the elevator? I don't get it. The items will show up on the front for me? Am I doing something wrong? Are the belts to the elevetors really neccessary?
Love the train line blueprint but how the heck do you do ramp up/down while keeping aesthetics?
Not easily
@@TotalXclipse 😏 hehe thought as much, I'm sure eventually there might be a mod for allowing barriers to snap to an incline
Surely you can use one curve blueprint for both types of turns? You only need to change whether you're connecting to the near end or the far end of the existing construction.
You'd think that, but it doesn't work that way due to how the blueprint snap works
When I built the Pillar Support, the painted beam constantly flickered. Any suggestions to correct this?
For some reason when I try to build the struts at 19:13 I get z fighting on the painted beams on all sides. Any ideas why?
I'll do a fresh start for story, achieves, play experience. Then I want to necro my dead saves and try to get them working.
I think BPs kill a lot of the game but each to their own. I do like some of the ideas BUT don't see why everything has to be crammed up. I like building factories that are sort of realistic and accessable. (I also try to build to the landscape, not a floating block above but thats another story.)
Can you make a video with these in action i want to see what they look like all connected up
While trying to build your second train road blueprint, I am getting "Building cannot be nudged" when rebuilding the vertical small frame pillars to be aligned with the painted beams. It snaps to the middle of the horizontal frame pillar on the top, and I cant nudge it left or right, just get the error message. Any ideas?
How do you make the ceiling lights that you showed at the end?
Hold CTRL Whilst placing the large billboards on the underside of a foundation (you don't need the barrier- only just found out) Then place framed floors or framed glass foundations under that :)
@@TotalXclipse THANK YOU, Sir! I'm honored for your detailed reply, sincerely. Keep up the great work, my friend!
Started playing a few days ago and would benefit greatly from your blueprints, however they are not free as you've said in this video and in the description. You have every right to charge for access to them, so I guess I will need to go find a free source of blueprints.
I wasn't able to follow the tutorial for the storage system in 1.0. It disallows you to make the conveyor lifts because they overlap the bp designer.
The Bob Ross of Satisfactory
Placing the 2nd catwalk intersection is a pain. Any tips?
There's a bug currently that makes catwalk turning difficult, deselect the catwalk and select it again to try and get it to start working
@@TotalXclipse Awesome! Thanks for replying, my SatisMaster 🙂Completed phase 2 in my current fresh 1.0 game and started creating blueprints and the first one that came into my mind were these ones you presented 2 weeks ago.
BTW, this answer allows me to thank you for the fantastic work you did before and after launch. Kudos to you (and Bitz, obviously). Should I mention you are my favorite 'tubers? And truly inspiring players. Warm regards from France!
Would be nice with an explanation of what some of these are even for 😅 the one with the belts, splitters and mergers, is that to ensure x input/output or is it just an esthetic thing?
Load balancers, balance the inputs to the outputs to ensure everything distributes evenly :) not needed, but can be useful
That radial menu I kept seeing, is that a ‘creative’ thing or is it in survival? I know about ones for guns and ore scanning, but I didn’t recognize that one
You can access radial dials by holding down R and E depending on build mode and snap mode. It's not creative.
For curves, can I ask why you use a barrier and nudge instead of just connecting the catwalk piece to the end of the last straight foundation? Does this make a cleaner curve?
If you use my original method with the catwalks on the end, you can't fit as many into the blueprint designer, so we've had to compact it down a little and nudge. It's the same 10 degree turn though.
@@TotalXclipsevery cool. Thank you!
Will steal blueprints!
Steal away
I wonder if the storage blueprint will turn obsolete with the new "Cloud" storage.
3:01 Where do I find this "disengage blueprint mode" button? What am I not understanding
No way, it's R? Now I understand why I've struggled so hard to get blueprints into the right position!
R allows you to snap via the blueprint edges or default way (free place) If you're struggling use H to lock the blueprint and nudge into position :)
And today they revealed that the blueprints are 5x5!
how do you even add external blueprints to your game?
slightly updated method for the 10° turn? oooh
Great inspiration!
At 12:26 where is the top smart splitter getting the input from.
Your Dedicated factory line :)
Great idea, maybe you can add some timestamps to your video?
i just discovered satisfactory today and this looks so intimidating, like where would i even start?? i dont even know what hes doing here lol
Just start normally just like any game, you would naturally start to understand the concepts of the game, it looks intimidating cause you aren't familiar with it yet, as your understanding grows, easier it gets, just like everything else in life
i am having big issues with the blueprints.. is it currently bugged ?
Me, who finished the v8 space elevator without ever touching trains, seeing all those train blueprints: "interesting".
Friday can't come fast enough
Am I missing something? No links to actually download these blueprints?
3:01 How do you "disengage" blueprint mode?
Press "R"
@@TotalXclipse Oh wow, could have seen that coming...
But wouldn't have dreamed about getting an answer from the man himself! Thanks for all of your content. It is truly inspiring.
On a different note, what I intended my question to be: Is there any way to rotate my blueprint in less than 45° angles? Like machines or foundations?
@@reconshunter I don't believe you can turn it on a grid like machines, but if you rotate the foundations beneath the blueprint then place the blueprint on those foundations it should orientate to them :)
At the end of the last teaser he was going to talk about the blueprints
So I think they will have abandoned the current system to allow like in all the other games to create a selection then save it
Will the old ones still be compatible?
this is just a hunch but I have a feeling that snutt mentioning blueprints in that teaser was just a convenient setup for the scene that came after with that laser machine and the somersloop. I might be wrong but I don't see why they'd want to change blueprints now when the current system is already great
I think we will receive blueprint changes. But they'll be in the form of a larger tier blueprint, better nudging and connecting of belts and pipes. Can't see them scrapping the whole system
when did they add the h button nudge?!
5 years in early access and you still need to fiddle around with catwalks for curves.... lol
I just started playing myself. I am surprised at how much fun I am having, especially after I got to coal power.
where do i get the blueprints
TotalXclipse, please help!
I want to create a blueprint for a factory built around a miner that uses a huge sign to show what is being mined (ultimately I want to put one on every node and attach a drone port). Unfortunately, my artistic skills end at putting up orange walls with some windows. 🤷♂️
Is there any reason to favor 2m foundations over 1m foundations? I see mainly 2m foundations being used here, but I typically default to 1m.
Some google searching reveals some answers. "Working in multiples of 2 is just easier and more components like ramps and catwalk, work better and are based on 2m intervals". Also many people agree that 2m or 4m helps to cover the space in between the ground and the foundation. Even though my question is answered, I'll leave it here for anyone else wondering the same thing.
Also if you snap to the world grid with a 1m foundation, they don't align with 2m or 4m foundations on the grid, but it's not a major issue
How do you create this shortcut menu at 14:27? Is it a mod?
I got it. This is E once blueprint is selected
ready to restart
The only blueprint I’ll need for a loooong time in 1.0 is the Hypertube Cannon x4.
If it still works :D
still dont uderstand how your 4m signs with lights work, for me they refuse to snap to anything but like 0.5 meters from stuff, and i cant nudge them...
Took a bit of inspiration from your Steel setup, but made it properly balanced as well. Thanks!
could never get to grips with blueprints they seem to small im always building in the other direction etc
This weeks update... new blueprints system and all old blueprints are, unfortunately, not going to work in 1.0 😂
How do you know? 😅 I think blueprint change will add blueprint designer tier and allow auto connecting of belts. If so, shouldn't be effected, but who knows
@@TotalXclipse Yea, I definitely expect something to be done with the size of blueprints. Great chat with Bitz by the way. Glad you're as peeved as me about the six connections on the Space Elevator. I too always assumed they would have some kind of challenge mode where you would need to be producing a set amount per minute of something, and make it hard!
Can blueprints be exported and imported by other players?
Yes
Yeah
We're i can download it