Your instructional videos are so to-the-point and helpful compared to others. And you don't use the hyper-emotive voice tones that others have adopted. Thank you for being chill. You're a breath of fresh air on 2024 RUclips.
I have to say that so far you have the best tips and explanation of those small early things. Easy to follow, no bs, straight to the thing. I also like 4x more :) maybe version on mk2 designer will be better. I just watched previous tutorial and tips for early game and it is awesome. Thank you! :)
Yes, I particularly like his designs because they are adapted to the stated stage of the game (early game), i.e. they're not over-engineered and use the parts available.
10:00 and 10:38 you can shorten the Conveyor Lift entrance to fit the bp bounds and reduce clipping by building down to the merger output. Personally, I find Conveyor Floor Holes the easiest and cleanest solution: throw down 3m of foundation, add one more 1m foundation, put a floor hole above the merger, and then delete the foundations.
At 12:20 you can probably reduce the clipping of the lift with the constructor by connecting the lift from top to bottom instead. The starting point of the lift is always a set distance from whatever you click first but it can be closer to the end point. So here, you click down first which puts it a little closer to the constructor than it needs to be. Really neat designs ! thanks for sharing them :)
This approach can also help with the middle row of mergers, e.g. the problem of the lift from the last merger sticking out of the BP Designer. So for the lift to fit in the BP Designer one needs to put a merger (for example) above the last merger but 1 meter off of it, and then put a lift from top to bottom merger. Then one needs to figure out how to connect the top one to the output line =) PS: I see that people have already wrote about this =) PPS: Krydax has accidentally baited ppl for the comments =)
By the way, on the 4X constructors, I like stacking the splitters on top of the mergers on the "output" side of the machine. You have to use a belt to connect across to the input lifts BUT the advantages are that you can climb up the ladder on the machine with headroom under the belt and you can place a power pole diagonally next to the power connection of each constructor without any clipping!
This is amazing. Hopefully the RUclips algorithm blesses you someday. I had to search a few times for "Satisfactory compact blueprints" but I finally found your videos, and its exactly what I needed! I'm going to watch the smelter video next. I just got done building my own BP for 8 smelters on a 2x3 Blueprint, just so I can see how small I could get the footprint with it. Was a fun project.
I totally love these videos. I had an idea at 10:11 I‘ve watched a video where he built the mergers and splitters without the accordion looking thing. Maybe that works without exceeding the mk1 blueprint limitations
This one and your previous video on using blueprints have been invaluable. Thanks so much for sharing. Next time I play, I’ll definitely be making these machines, as I have a lot more complex stuff to be making now!
It looks soooooooo clean. I suppose when you have blueprints we're expect to fill whole with one material but at begining it might be nice setup for "initializing factory" plus in future it can use sushi belt. Love it
Just a tip for when you were lost if you had a belt connected or not, check the bottom of the "output/input" you'll see the base of the belt that is connected.
I don't normally go for videos like this, like to figure out my own ways etc but this and the smelter compact are really neat and I think I'm going to incorporate them into my build. looking forward to seeeing how you tackled Assemblers.
This series is terrific, thank you! I'm still a little unclear about how these should get deployed in a "real-world" application, even something relatively simple like motors.... How would you cleanly/modularly string together these smelter/constructor/assembler/etc building blocks into an actual factory? Would be a great addition once you've finished covering the building blocks themselves.
I mean how you utilize them is going to differ wildly by player. I am using a sort of bus in my base. And one nice thing is you can add more stackable poles on top of the ones already there to carry other materials to/from things further away. So you could for example plop down 12 smelters in a line, leave a space, and then 12 more, all in a line. And then use extra stackable poles on top of the first set of smelters to bring stuff to/from the second set.
I'm getting back into the game myself. It's a lot of relearning and thinking outside the box. The Smelter video helped me a lot and earned a Sub. Nice pace, explanation, and presentation. Keep it going, Bud!
my only changes to your incredible early BP's is to add an injector merger halfway between all of the blueprints that way you evenly distribute the product to the machines further down the line. Unfortunately with the way they currently stand the first machine ends up working fine with some overhead while the latter half barely scrape by. Fantastic videos regardless please keep em coming!
@@hiddendsyr865 what you're referring to is manifold design. In super slow applications, what you're referring to can help (think, you're feeding 10 machines with only a few items per minute). In most cases, the input buffers will fill within minutes and everything will run at 100% efficiency quite quickly. The only cost to a manifold is the input buffers. So for 8 constructors, that just means once you've filled 6 input stacks, then things run at 100% efficiency. That generally takes like, a few minutes. So, in most cases, manifolds are great and require no help. Once in a blue moon, some more balancing or "injectors" as you say, could be handy, but I think most players are better off just ignoring that, tbh.
Nice video, i built similar buildings with walls and conveyor wall input and outputs. With Mark 2 designer i fit 14x smelters, 10x constructors, 8x assemblers, 6x foundries
On the 8X, if you connected the top lift first, it would get rid of some, if not all of the clipping with the constructor :) You can also use the same method to fit the lift into the end of the path, rather than facing the mergers towards each other!
Love this series!! Excellent presentation and explanations. Can you describe how you could convert this BP into a single constructor BP and now worry about the margins (so you can just line them up)?
well, set up the 4x constructor version but with only one constructor, and then remove the belts coming in and out of the splitters/mergers. So you just have the lifts connected to the splitters/mergers. And the power pole connected to the constructor. Then those can be linked together with just the belts + a power line.
heres a build tip if you want them stacked. constructor on bottom then do the normal way to do the splitters and mergers then put another splitter and merger on top of them. you then put a frame foundation lined up with the edge and place a constructor lined up with the splitter. now after that you press ctrl on the edge of constructor the holo will be red. Press h to lock and then you can place it and you now have clean stacked 8 or if mk2 10 constructors. just realized how rammabley my thing was 1 do all start steps where it has the constructors and belts done 2 add a second layer of mergers and splitters 3 get frame foundation and place it 3 high it should perfectly align with no or minimal clipping in a mk2 not sure about mk 1(just tried and it works with mk 1 perfectly) 4 get a constructor placed on top of the frame 5 press ctrl and h to align up with splitters and remove the 1st used to line it up best done on the edge of the bp 6 press ctrl on the new constructor it will have a red holo press h and place it 7 do step 6 till all are placed and connect lifts and done was inspired to play around with it by your vids so thx
I'm certain that you can connect a lift to the end of the merger line, albeit with some minor clipping. Maybe if you lay down the lift first, then nudge the merger into it?
I was wondering why you left the stackable conveyor poles and belt stubs in the BP instead of just removing them so you could belt all the way across between blueprints. But I think I might see why now. Without the stackable conveyor poles, you couldn't easy snap on some conveyor lifts to the input/output side if you wanted to come up from ground level. I'm curious if that's the correct explanation.
Yeah it's for the 1st one in a line. If you wanted, you could make two versions, so that subsequent tileings don't have it. But I like having that there to align things for the front of the build. And its nice because in most cases, when you tile them, the stackables end up being fine, and then you can add more stackables on top to carry other resources "above" the build (such as another ore to another line of smelters even further down). So it kinda automatically puts a nice set of stackables in a straight line for you to expand vertically if you want.
I kinda wish for an Undo button. I know I can just rebuild it, but sometimes you made it perfect and don't want to redo it over and over again. A build history and an Undo and Redo would be Amazing 😀🤩
@@matthewcarrellful undo and redo would be great! 100% agree. It took factorio forever to implement this and that was in two dimensions and a simpler engine, so we'll see if that ever happens for satisfactory!
I get that for some parts of your factory, having small segments is best, but sometimes the segments you want to make are so big that only having the current blueprint sizes is impractical, like anything involving refineries.
Yes and no. I made a refineries x3 BP and just finished my 20GW turbofuel factory just using those. Yeah I had to paste 5 of them together, but hooking up 5 BPs together takes a pretty small amount of time, tbh. Because all the manifolds and power are already hooked up. So you're only hooking up 1 belt and maybe 1 or 2 pipes and the power pole for each, and you're done. So even for 15 refineries, you're talking only 15 clicks or whatever. That being said, yeah having the bigger BPs is nice, for example, fuel power gens you can only do 1x at a time in a mk1 BP, whereas with some finagleing, you can do 4x in a mk2!
I really like this video, i just don't know the need for so many constructors on the same line. Tbf, im only just gotten to trains, and I don't understand how efficient those are yet, or how to build nice railways
They way you have these splitters doesn't cause loss per splitter for items going in? like the first one splits down to 60/60 then 30/30, 15,15 by the last one?
@@PS-bc5qt once you have a stack of inputs in the first building, then that belt backs up and you no longer have the issue. It generally just takes a few minutes for everything to back up and achieve 100% efficiency
9:35 The way you can tell if a belt is connected: If you don't see any arrows, there's no connection points available. no need to check if you can snap something to it.
Good video, but the input manifold on each quad is going to kill your efficiency early game compared to using two separate splitters and tracks. Should be a fairly simple change, but would love to see your take on using a direct split on the quad in addition to using on clusters of 8
Holy crap I knew I missed something. They're just two meters tall. You can see the placement location in the video. And the one where you put the wall-mount to connect through the build is 4 meters tall.
@@yosharian oh. Just the normal setting works fine to go straight up. You just have to stand at a 45 degree angle. It's weird. If you're standing in a cardinal direction from where you're building, it likes to lay flat
@12:18 when you clip the merger onto the line after putting the dummy merger on the head of the conveyor lift mine won't snap properly. It always snaps one point away no matter what angle I can stand at. I've done it about 10x times not with no luck. That trick worked with the smelters when I it didn't quick line up. Any tips?
I will have to give this a try but spacing it out so nothing clips. Can't stand constructors touch each other because of the moving parts hitting into each other. Great idea though.
to add to what Krydax said, the main difference between manifolds and load balancers/balancing is just startup time, and the fact you need to let buffers fill, so maybe don't do manifolds with your nuclear power (cause the radioactive material on the belts), but like, for production lines it's a matter of space vs time. load balancing takes space, but when you start your factory everything starts at once, whereas manifolds take less space, but you have to give it a while to get started (depending on the line could be upto 30min-1hr)
when do I know to upgrade my belt? like If the machine only makes 30 or sth things thn I'l use a mk1 cause it doesn't exceed the limit of 60, am I missing sth?
well you wouldn't need to upgrade the lifts past mk1 if the machines don't make/use >60 of something, that is correct. The belts along the manifold though will carry the materials for ALL the smelters, so those need to be upgraded.
The only case is probably (in line with what Krydax wrote) for some item that is being produced or consumed at more than 60 items per second. It may be bulk items, such as screws, maybe with alt recipes, maybe with an overcklocked machine, or (now that we have a doubling production feature) with the doubled output.
Yeah you can build this with mk3 belts too. That part is irrelevant to the build so you dont need to worry. I have download links for mk3 belts as well as mk4. And by the time you have the blueprint designer, you have steel, so you should have mk3.
lift issue around 10:00 - you can solve this by preplacing a floor hole closer to the merger, or even manually nudging the lift closer and placing a belt (since it won't autoconnect).
Your instructional videos are so to-the-point and helpful compared to others. And you don't use the hyper-emotive voice tones that others have adopted. Thank you for being chill. You're a breath of fresh air on 2024 RUclips.
I have to say that so far you have the best tips and explanation of those small early things. Easy to follow, no bs, straight to the thing. I also like 4x more :) maybe version on mk2 designer will be better. I just watched previous tutorial and tips for early game and it is awesome. Thank you! :)
You're welcome! Glad it's helpful :)
Yes, I particularly like his designs because they are adapted to the stated stage of the game (early game), i.e. they're not over-engineered and use the parts available.
10:00 and 10:38 you can shorten the Conveyor Lift entrance to fit the bp bounds and reduce clipping by building down to the merger output. Personally, I find Conveyor Floor Holes the easiest and cleanest solution: throw down 3m of foundation, add one more 1m foundation, put a floor hole above the merger, and then delete the foundations.
At 12:20 you can probably reduce the clipping of the lift with the constructor by connecting the lift from top to bottom instead. The starting point of the lift is always a set distance from whatever you click first but it can be closer to the end point. So here, you click down first which puts it a little closer to the constructor than it needs to be.
Really neat designs ! thanks for sharing them :)
This approach can also help with the middle row of mergers, e.g. the problem of the lift from the last merger sticking out of the BP Designer. So for the lift to fit in the BP Designer one needs to put a merger (for example) above the last merger but 1 meter off of it, and then put a lift from top to bottom merger. Then one needs to figure out how to connect the top one to the output line =)
PS: I see that people have already wrote about this =)
PPS: Krydax has accidentally baited ppl for the comments =)
These videos are so good! I’m just learning satisfactory and loving it so much. Can’t wait to try your blueprints, almost unlocked them in the game.
I'll echo what others have said about the high quality of your tip videos. They are easy to follow, concise, and respect the viewer's time. Well done.
By the way, on the 4X constructors, I like stacking the splitters on top of the mergers on the "output" side of the machine. You have to use a belt to connect across to the input lifts BUT the advantages are that you can climb up the ladder on the machine with headroom under the belt and you can place a power pole diagonally next to the power connection of each constructor without any clipping!
My only regret is not finding you sooner. Liked & subscribed, please keep this great content coming, it's super helpful!
This is amazing. Hopefully the RUclips algorithm blesses you someday. I had to search a few times for "Satisfactory compact blueprints" but I finally found your videos, and its exactly what I needed! I'm going to watch the smelter video next. I just got done building my own BP for 8 smelters on a 2x3 Blueprint, just so I can see how small I could get the footprint with it. Was a fun project.
Thanks! This series of blueprint videos have actually done quite well for me, in fact, so I feel quite blessed already! But I'll always take more :)
already finished the smelter build you did before. works amazing. now just finished the constructor build. a saturday well spent!
Just stumbled upon this series, and boy, isn’t it awesome! Thank you for creating these and showing the power of the blueprint designer!!
I totally love these videos. I had an idea at 10:11
I‘ve watched a video where he built the mergers and splitters without the accordion looking thing. Maybe that works without exceeding the mk1 blueprint limitations
This one and your previous video on using blueprints have been invaluable. Thanks so much for sharing. Next time I play, I’ll definitely be making these machines, as I have a lot more complex stuff to be making now!
It looks soooooooo clean. I suppose when you have blueprints we're expect to fill whole with one material but at begining it might be nice setup for "initializing factory" plus in future it can use sushi belt. Love it
Just a tip for when you were lost if you had a belt connected or not, check the bottom of the "output/input" you'll see the base of the belt that is connected.
I don't normally go for videos like this, like to figure out my own ways etc but this and the smelter compact are really neat and I think I'm going to incorporate them into my build.
looking forward to seeeing how you tackled Assemblers.
This is what i was waiting for!!! ty for the tutorial!
This series is terrific, thank you! I'm still a little unclear about how these should get deployed in a "real-world" application, even something relatively simple like motors.... How would you cleanly/modularly string together these smelter/constructor/assembler/etc building blocks into an actual factory? Would be a great addition once you've finished covering the building blocks themselves.
I mean how you utilize them is going to differ wildly by player. I am using a sort of bus in my base. And one nice thing is you can add more stackable poles on top of the ones already there to carry other materials to/from things further away. So you could for example plop down 12 smelters in a line, leave a space, and then 12 more, all in a line. And then use extra stackable poles on top of the first set of smelters to bring stuff to/from the second set.
Didnt know about the confirmation "click" sound. Ive always disliked having to guess by eye. Good to know you can actually hear it.
So would you use all of these for the same product or can you run different items mixed ?
Thanks. Best explanation of the blueprint designer I've ever seen.
At 10:30ish timing. You CAN fit a lift. Use a foundation and place a floor hole, snap the lift to that merger and build.
I played with it, and yeah, you can make it work. I may release a v2 of the constructors BP someday :D
I'm getting back into the game myself. It's a lot of relearning and thinking outside the box. The Smelter video helped me a lot and earned a Sub. Nice pace, explanation, and presentation. Keep it going, Bud!
Thanks! Glad it was helpful for you.
my only changes to your incredible early BP's is to add an injector merger halfway between all of the blueprints that way you evenly distribute the product to the machines further down the line. Unfortunately with the way they currently stand the first machine ends up working fine with some overhead while the latter half barely scrape by. Fantastic videos regardless please keep em coming!
@@hiddendsyr865 what you're referring to is manifold design. In super slow applications, what you're referring to can help (think, you're feeding 10 machines with only a few items per minute). In most cases, the input buffers will fill within minutes and everything will run at 100% efficiency quite quickly. The only cost to a manifold is the input buffers. So for 8 constructors, that just means once you've filled 6 input stacks, then things run at 100% efficiency. That generally takes like, a few minutes. So, in most cases, manifolds are great and require no help. Once in a blue moon, some more balancing or "injectors" as you say, could be handy, but I think most players are better off just ignoring that, tbh.
Nice video, i built similar buildings with walls and conveyor wall input and outputs. With Mark 2 designer i fit 14x smelters, 10x constructors, 8x assemblers, 6x foundries
tha best place to learn about this nice game, thank you
On the 8X, if you connected the top lift first, it would get rid of some, if not all of the clipping with the constructor :)
You can also use the same method to fit the lift into the end of the path, rather than facing the mergers towards each other!
Love this series!! Excellent presentation and explanations. Can you describe how you could convert this BP into a single constructor BP and now worry about the margins (so you can just line them up)?
well, set up the 4x constructor version but with only one constructor, and then remove the belts coming in and out of the splitters/mergers. So you just have the lifts connected to the splitters/mergers. And the power pole connected to the constructor.
Then those can be linked together with just the belts + a power line.
heres a build tip if you want them stacked. constructor on bottom then do the normal way to do the splitters and mergers then put another splitter and merger on top of them. you then put a frame foundation lined up with the edge and place a constructor lined up with the splitter. now after that you press ctrl on the edge of constructor the holo will be red. Press h to lock and then you can place it and you now have clean stacked 8 or if mk2 10 constructors.
just realized how rammabley my thing was
1 do all start steps where it has the constructors and belts done
2 add a second layer of mergers and splitters
3 get frame foundation and place it 3 high it should perfectly align with no or minimal clipping in a mk2 not sure about mk 1(just tried and it works with mk 1 perfectly)
4 get a constructor placed on top of the frame
5 press ctrl and h to align up with splitters and remove the 1st used to line it up best done on the edge of the bp
6 press ctrl on the new constructor it will have a red holo press h and place it
7 do step 6 till all are placed and connect lifts and done
was inspired to play around with it by your vids so thx
I'm certain that you can connect a lift to the end of the merger line, albeit with some minor clipping. Maybe if you lay down the lift first, then nudge the merger into it?
I was wondering why you left the stackable conveyor poles and belt stubs in the BP instead of just removing them so you could belt all the way across between blueprints. But I think I might see why now. Without the stackable conveyor poles, you couldn't easy snap on some conveyor lifts to the input/output side if you wanted to come up from ground level. I'm curious if that's the correct explanation.
Yeah it's for the 1st one in a line. If you wanted, you could make two versions, so that subsequent tileings don't have it. But I like having that there to align things for the front of the build. And its nice because in most cases, when you tile them, the stackables end up being fine, and then you can add more stackables on top to carry other resources "above" the build (such as another ore to another line of smelters even further down). So it kinda automatically puts a nice set of stackables in a straight line for you to expand vertically if you want.
i think ill just do the 4x and keep them chained together... nice blueprints!
I kinda wish for an Undo button. I know I can just rebuild it, but sometimes you made it perfect and don't want to redo it over and over again. A build history and an Undo and Redo would be Amazing 😀🤩
@@matthewcarrellful undo and redo would be great! 100% agree. It took factorio forever to implement this and that was in two dimensions and a simpler engine, so we'll see if that ever happens for satisfactory!
I get that for some parts of your factory, having small segments is best, but sometimes the segments you want to make are so big that only having the current blueprint sizes is impractical, like anything involving refineries.
Yes and no. I made a refineries x3 BP and just finished my 20GW turbofuel factory just using those. Yeah I had to paste 5 of them together, but hooking up 5 BPs together takes a pretty small amount of time, tbh. Because all the manifolds and power are already hooked up. So you're only hooking up 1 belt and maybe 1 or 2 pipes and the power pole for each, and you're done. So even for 15 refineries, you're talking only 15 clicks or whatever.
That being said, yeah having the bigger BPs is nice, for example, fuel power gens you can only do 1x at a time in a mk1 BP, whereas with some finagleing, you can do 4x in a mk2!
I really like this video, i just don't know the need for so many constructors on the same line. Tbf, im only just gotten to trains, and I don't understand how efficient those are yet, or how to build nice railways
really? I've had quite a few situations where even the full set of 8 wasn't enough and I needed 16!
Awesome video love the designs.
They way you have these splitters doesn't cause loss per splitter for items going in? like the first one splits down to 60/60 then 30/30, 15,15 by the last one?
@@PS-bc5qt once you have a stack of inputs in the first building, then that belt backs up and you no longer have the issue. It generally just takes a few minutes for everything to back up and achieve 100% efficiency
9:35 The way you can tell if a belt is connected: If you don't see any arrows, there's no connection points available. no need to check if you can snap something to it.
cheers :) - this is definitely helping thanks
thanks Krydax helps alot
Thanks Jace helps alot
Another valuable video. Thanks so much
Awesome work! Thank you
14:00 you know, i completely circumvented that problem, by saving the 4x, then using the blueprint to build the other 4 in front.
Perfect!
Good video, but the input manifold on each quad is going to kill your efficiency early game compared to using two separate splitters and tracks. Should be a fairly simple change, but would love to see your take on using a direct split on the quad in addition to using on clusters of 8
Not really. You pay for the buffer once which is often a few minutes of production of your input.
You didn't explain how to do the vertical painted beams?
Holy crap I knew I missed something. They're just two meters tall. You can see the placement location in the video. And the one where you put the wall-mount to connect through the build is 4 meters tall.
@@Krydax8 It's not the placement that's the issue, it's getting them oriented vertically. I managed to do it using the diagonal placement setting.
@@yosharian oh. Just the normal setting works fine to go straight up. You just have to stand at a 45 degree angle. It's weird. If you're standing in a cardinal direction from where you're building, it likes to lay flat
@@Krydax8 Oh I see.
@@yosharian press R to change construction mode
@12:18 when you clip the merger onto the line after putting the dummy merger on the head of the conveyor lift mine won't snap properly. It always snaps one point away no matter what angle I can stand at. I've done it about 10x times not with no luck. That trick worked with the smelters when I it didn't quick line up. Any tips?
Honestly no idea. Maybe try a new blueprint constructor in a different spot? This game his weird stuff going on with snapping!
@@Krydax8 I saved my game and slept on it. I had to jump all over to get the right clipping and it finally worked.
I will have to give this a try but spacing it out so nothing clips. Can't stand constructors touch each other because of the moving parts hitting into each other. Great idea though.
hey nice bleup how to instal ?
I notice you set all these up with a manifolds, does this cause issues in late game with production?
@@Skidd007 not at all. Manifolds work fine, you just give it a few minutes to fill up the buffers!
@@Skidd007 unless there's something new or different with mk6 belts. But I've never heard of manifolds causing problems!
to add to what Krydax said, the main difference between manifolds and load balancers/balancing is just startup time, and the fact you need to let buffers fill, so maybe don't do manifolds with your nuclear power (cause the radioactive material on the belts), but like, for production lines it's a matter of space vs time. load balancing takes space, but when you start your factory everything starts at once, whereas manifolds take less space, but you have to give it a while to get started (depending on the line could be upto 30min-1hr)
Thanks again, I prefer the 4x version though
Yeah the 4x is a lot cleaner visually.
They are all on the BP site now, link in the description!
when do I know to upgrade my belt? like If the machine only makes 30 or sth things thn I'l use a mk1 cause it doesn't exceed the limit of 60, am I missing sth?
well you wouldn't need to upgrade the lifts past mk1 if the machines don't make/use >60 of something, that is correct. The belts along the manifold though will carry the materials for ALL the smelters, so those need to be upgraded.
The only case is probably (in line with what Krydax wrote) for some item that is being produced or consumed at more than 60 items per second. It may be bulk items, such as screws, maybe with alt recipes, maybe with an overcklocked machine, or (now that we have a doubling production feature) with the doubled output.
nice blueprint but Mk.4 belts are not Really Early Game
Yeah you can build this with mk3 belts too. That part is irrelevant to the build so you dont need to worry. I have download links for mk3 belts as well as mk4. And by the time you have the blueprint designer, you have steel, so you should have mk3.
Can i just download your endgame save, see factory and quit a game? What a point to use other people's constructions in this type of games
I think you're missing the point
lift issue around 10:00 - you can solve this by preplacing a floor hole closer to the merger, or even manually nudging the lift closer and placing a belt (since it won't autoconnect).
I'll have to try that out, that's an interesting idea!