I personally like make a form of control room/office in factories. Where also main breaker is usually located. And you already have nice sport for that.
You've done a great job overall, and awesome work polishing the editing and flow of the videos itself! Little things like attaching belts to pre-placed conveyor mounts really helps keep everything moving along without being jarring or detractive. The cosmetics also look great, especially considering the small time investment, and I always enjoy watching those because while I like cosmetics, I don't have the time/interest to spend hours getting a perfect curve. The only thoughts I have on the shelter roof glass is that the outside sections are great, but maybe the inner 2x2 window panels get to be a bit much or that the pattern is too square (like, either a 2x1 or a 2x3 perhaps?). You do a great job explaining your theory behind cosmetic choices, like the pillars embedded in the walls to break up the monotony, considering the glass walkway over the splitter to see the split for the coal, etc. Understanding these concepts lets me adapt the ideas for my own builds, and strategies like the blueprinted pillars to allow for quick construction later are great thoughts for efficient designs. All-in-all, I love the way your series is going thus far, and I hope you have a wonderful day!
Hey Darren, discovered your channel and this series a week ago and have eagerly awaited your next video since. Wanting to get better at Satisfactory, I took to RUclips. Of all the Satisfactory RUclipsrs I've watched, I've found your videos to be the best balance of helpful and entertaining. Appreciate you, keep up the great work.
i've been watching you for about a year and a half, you've questioned your vid style recently... i'd say you smashed this one out of the park! i love the outro, the build is solid! great work man! keep it up!
@35:50 the output of the storage box will always go, whether it's full or not. Put the depot on its output and single overflow smart splitter on its input.
You need multiple splitters to ensure the correct prioritization: Production > Depot > Buffer > Sink There are multiple ways to set this up but they each require more than one splitter. His setup is correct for what he's trying to accomplish.
@@Munxcub If there were no further production needing the product that would be fine, but the goal is to have throughput go to the further production chains first, before overflowing into the depot (even though he has nothing set up yet, he's future-proofing). Without the second overflow splitter, there could be a situation where those chains down the line get starved if the buffer ever empties entirely and the next chains require more than half the total throughput, since the industrial storage output acts as a regular splitter.
Man the pillars seperating sections of the walls looks really good, Im definitely going to have to borrow that design idea for some of my factories. I was trying to figure out how to place beams diagonally so thanks for showing that as well! Great series so far and really looking forward to the insane builds to come
For your double smart splitter question, I would use 1 smart splitter to prioritize the 1st input for the trucks. Overflow that to a container. Put a dimensional depot on top and use an elevator to connect to the top container output. Send the bottom output on the container to the 2nd input of the truck station to use it as an over flow/fast refill. Edit: I realized I forgot the sink. I can't get around needing a 2nd smart splitter.
I just put the dimensional depot on top of the industrial container and the container acts as buffer for the station and the depot. I can’t remember if the container’s outputs have a certain priority but I wouldn’t mind since I’d never use the full container buffer in the depot so both outputs would remain unchanged.
Great series... Really enjoy it. What I was thinking is, that (for "realism" sake) maybe a little cover over the top of the "hole" in the roof would make sense. And you could keep it in the same open cover style as you did your top floors.
It would be so cool, if traffic signs where a thing in the game, so trucks would independently stop at intersections, if they would crash with another truck. You could designate main roads, lanes, highways, railroad crossings with signals to stop and go. Even a simple version of this would be really cool
the actually most underrated transporter in the game is the factory cart since most people don't even know you can automate it to use the truck stations and its absolutely hilarious to have them hauling fuel rods to your nuclear power plants and also for transporting the waste since the burn rates are really long and the cart can only haul 1 stack at a time so you can do a loop where it delivers the rod and collects the waste and drops it somewhere before going back to getting the new fuel rod.... also works excellently on transferring pasta thanks to its slow production rate and since almost nobody uses it to transport stuff you pretty much never see the thing driving around even among all the content creators.
Thats hilarious! Im going to have to use factory carts in my playthrough for some logistics now. Imagine a factory where instead of belts you have factory carts delivering everything in single stacks lmao
Ha yeah that's true, we'll have to get a few of those moving around later on for sure. They work well when you have some very high tier, low volume item as you mentioned
Around the 30:00 mark you mentioned carefully turning the corners. In the last series, I found no matter how carefully I turned the trucks on the corners, they still played up and crashed or didnt follow the same turn I recorded. That was version 8 and the larger trucks, so will be interesting to see if the tractors in 1.0 behave themselves :)
Oh yeah for sure Trucks have a much wider turning radius, and the Pathfinding that follows the nodes goes a bit wider, its almost like its actions are 1 second delayed or something so its turns are late and it turns wider. So it just needs wider roads. I was waiting for the 5 x 5 designer to build wider roads for trucks and also for rail later to make it easier
Hey Darren, I put your video on today with my own music and subtitles. For some reason it felt like your production quality went up just by selling your beautiful cinematic intro shots.
For the sink overflow modules if you put the dimensional depot on top of the industrial container with a mk. 3 lift connecting them you can remove the 2nd smart splitter from the setup and have the lower output of the container feeding the truck stop.
The problem with your design is that the dimensional depot has a very good chance of never getting any items, since they will be used from the delivery, presumably. Usually I place them on top of the container with a connection, but then you have the problem that your delivery may never get any items. It's a toughy. Unless you have another way of getting motors, rotors and wire into dimensional depots, I'd say the setup you have now, makes those dd's redundant.
As long as you use a short pickup time and a long dropoff time the balance is normally pretty even. Obviously once your DD gets backed up you can swap them back (long pickup time, short delivery time) to increase the delivery throughput as well.
@@GCOSBenbow Oh interesting, I'll have a play with that. I tried what Darren did before, and my poor DD never got any items :) But I never really tried to optimise it much.
You probably won’t see this but you’re my favourite RUclipsr. Your videos have been an escape for me for the last few months and I wish you all the success you deserve. May God bless you in 2025.
So you are saying tractors and trucks no longer just end up crashing at each other if you use more than one or two within a 100 mile radius? :D I know I built one fairly complex factory back in... Update 7? using trucks and it just died in a fire as trucks ended up in a traffic jam. After that I've used them only for very limited point-to-point replacement-of-a-belt and never ever putting more than one truck in one area of the map so they might cross each other's path. And when trains are unlocked, trucks are instantly obsoleted.
Just have to give them enough space to manoeuvre around each other. It can be helpful to remove some nodes in overlapping areas as well, just let them figure it out. Trains are definitely more reliable though.
I'd honestly say I never had an issue with them in update 7. I'm not sure if they've changed that much, but with Update 8, the switch to unreal 5 their physics was improved and the turning radius is much better. They also seem to stop behind each other better now too, rather than bumping and flinging eachother really far. I think that's because of the physics change primarily.
Yep, that's why I mention "stay in your lane!" a lot :P But also if you do drive through a truck stop you can just hop out after the route is complete and remove the gold node under the station you didn't want it to interact with. Then it'll just drive straight through no issue.
I'm trying. It's in my best interest to have them be more frequent, but I really don't know how to speed up without the quality of the video dropping tbh.
The blueprints and save are available now -> whatdarrenplays.com/satisfactory
I absolutely hate covering deposits, until it is literally not avoidable. They look good off grid anyway.
I personally like make a form of control room/office in factories. Where also main breaker is usually located. And you already have nice sport for that.
Was so ready for this. Main water line to our house burst so I got something to listen to while I make repairs
Oof, hope not yoo much damage. We had a leak recently but got super lucky as I had a huntch about it and spotted it early before it accumulated
1:07:06 don't you go thinking I didn't notice that swipe transition. that was awesome!
Wow the quality here is insane, that’s for sharing your building techniques! Definitely insightful and informative!
You've done a great job overall, and awesome work polishing the editing and flow of the videos itself! Little things like attaching belts to pre-placed conveyor mounts really helps keep everything moving along without being jarring or detractive. The cosmetics also look great, especially considering the small time investment, and I always enjoy watching those because while I like cosmetics, I don't have the time/interest to spend hours getting a perfect curve. The only thoughts I have on the shelter roof glass is that the outside sections are great, but maybe the inner 2x2 window panels get to be a bit much or that the pattern is too square (like, either a 2x1 or a 2x3 perhaps?).
You do a great job explaining your theory behind cosmetic choices, like the pillars embedded in the walls to break up the monotony, considering the glass walkway over the splitter to see the split for the coal, etc. Understanding these concepts lets me adapt the ideas for my own builds, and strategies like the blueprinted pillars to allow for quick construction later are great thoughts for efficient designs.
All-in-all, I love the way your series is going thus far, and I hope you have a wonderful day!
Great timing! I was just wondering what should I watch. Thanks Darren
Hey Darren, discovered your channel and this series a week ago and have eagerly awaited your next video since.
Wanting to get better at Satisfactory, I took to RUclips. Of all the Satisfactory RUclipsrs I've watched, I've found your videos to be the best balance of helpful and entertaining. Appreciate you, keep up the great work.
One of your best episodes. Great balance of not having to show everything and Timelapse. Still an hour episode but that’s satisfactory for ya.
Having a blast with this series so far! Keep it up! :D
i've been watching you for about a year and a half, you've questioned your vid style recently... i'd say you smashed this one out of the park! i love the outro, the build is solid! great work man! keep it up!
@35:50 the output of the storage box will always go, whether it's full or not. Put the depot on its output and single overflow smart splitter on its input.
Yup, stack it on top with a lift
You need multiple splitters to ensure the correct prioritization: Production > Depot > Buffer > Sink
There are multiple ways to set this up but they each require more than one splitter. His setup is correct for what he's trying to accomplish.
@@ConflictZv with the depot on the box with a lift and a smart splitter in front of the box. When depot fills, box fills, overflow to sink.
@@Munxcub If there were no further production needing the product that would be fine, but the goal is to have throughput go to the further production chains first, before overflowing into the depot (even though he has nothing set up yet, he's future-proofing). Without the second overflow splitter, there could be a situation where those chains down the line get starved if the buffer ever empties entirely and the next chains require more than half the total throughput, since the industrial storage output acts as a regular splitter.
Man the pillars seperating sections of the walls looks really good, Im definitely going to have to borrow that design idea for some of my factories. I was trying to figure out how to place beams diagonally so thanks for showing that as well! Great series so far and really looking forward to the insane builds to come
I love the 'How it's made' style outro you did. The motor on the pillar is typical of 'How it's made' style clips. Good work on the factory!
Thanks! I actually cut it from the video, but that Motor was the first one the factory produced.
I really enjoyed that cinematic outro /summary, well done :)
For your double smart splitter question, I would use 1 smart splitter to prioritize the 1st input for the trucks. Overflow that to a container. Put a dimensional depot on top and use an elevator to connect to the top container output. Send the bottom output on the container to the 2nd input of the truck station to use it as an over flow/fast refill.
Edit: I realized I forgot the sink. I can't get around needing a 2nd smart splitter.
I just put the dimensional depot on top of the industrial container and the container acts as buffer for the station and the depot. I can’t remember if the container’s outputs have a certain priority but I wouldn’t mind since I’d never use the full container buffer in the depot so both outputs would remain unchanged.
Great series... Really enjoy it. What I was thinking is, that (for "realism" sake) maybe a little cover over the top of the "hole" in the roof would make sense. And you could keep it in the same open cover style as you did your top floors.
Oh yeah, so a shelter over that part too, I like it!
It would be so cool, if traffic signs where a thing in the game, so trucks would independently stop at intersections, if they would crash with another truck. You could designate main roads, lanes, highways, railroad crossings with signals to stop and go. Even a simple version of this would be really cool
the actually most underrated transporter in the game is the factory cart since most people don't even know you can automate it to use the truck stations and its absolutely hilarious to have them hauling fuel rods to your nuclear power plants and also for transporting the waste since the burn rates are really long and the cart can only haul 1 stack at a time so you can do a loop where it delivers the rod and collects the waste and drops it somewhere before going back to getting the new fuel rod....
also works excellently on transferring pasta thanks to its slow production rate
and since almost nobody uses it to transport stuff you pretty much never see the thing driving around even among all the content creators.
Thats hilarious! Im going to have to use factory carts in my playthrough for some logistics now. Imagine a factory where instead of belts you have factory carts delivering everything in single stacks lmao
Ha yeah that's true, we'll have to get a few of those moving around later on for sure. They work well when you have some very high tier, low volume item as you mentioned
this is very aesthetically appealing to view, nice base so far. I hope I can get mine to look as nice as yours some day
Shapez 2 really has an awesome soundtrack
Around the 30:00 mark you mentioned carefully turning the corners. In the last series, I found no matter how carefully I turned the trucks on the corners, they still played up and crashed or didnt follow the same turn I recorded. That was version 8 and the larger trucks, so will be interesting to see if the tractors in 1.0 behave themselves :)
Oh yeah for sure Trucks have a much wider turning radius, and the Pathfinding that follows the nodes goes a bit wider, its almost like its actions are 1 second delayed or something so its turns are late and it turns wider. So it just needs wider roads. I was waiting for the 5 x 5 designer to build wider roads for trucks and also for rail later to make it easier
Hey Darren, I put your video on today with my own music and subtitles. For some reason it felt like your production quality went up just by selling your beautiful cinematic intro shots.
Thanks! Check out the very end if you want to see the "main" cinematic shots!
the quality of your builds are amazing!
For the sink overflow modules if you put the dimensional depot on top of the industrial container with a mk. 3 lift connecting them you can remove the 2nd smart splitter from the setup and have the lower output of the container feeding the truck stop.
Great series! Keep it up!
Thanks for the upload. This is a great series.
Thank you!
Good looking factoty as usual
keep it up Darren! loving this play though!
Just finished the last episode :D
Dude its awesome! Great job. Like.
Why did the pioneer cross the road?
Cause they didn't build a bridge over it!
Very nice, love to see it!
Amazing video, i had so much fun watching this ❤
Love the Video you always have some idea that i would never think of keep up the good work
The problem with your design is that the dimensional depot has a very good chance of never getting any items, since they will be used from the delivery, presumably. Usually I place them on top of the container with a connection, but then you have the problem that your delivery may never get any items. It's a toughy. Unless you have another way of getting motors, rotors and wire into dimensional depots, I'd say the setup you have now, makes those dd's redundant.
As long as you use a short pickup time and a long dropoff time the balance is normally pretty even. Obviously once your DD gets backed up you can swap them back (long pickup time, short delivery time) to increase the delivery throughput as well.
@@GCOSBenbow Oh interesting, I'll have a play with that. I tried what Darren did before, and my poor DD never got any items :) But I never really tried to optimise it much.
Thanks for the video! Great content. Give us mooore!
Darren Video, How I know Today's a good day
Why didnt you use the iron deposit right outside the factory?
Its a pure node, better saved for more advanced factories and greater belt speeds.
You probably won’t see this but you’re my favourite RUclipsr. Your videos have been an escape for me for the last few months and I wish you all the success you deserve. May God bless you in 2025.
I’ve been playing this and manor lords a ton
So you are saying tractors and trucks no longer just end up crashing at each other if you use more than one or two within a 100 mile radius? :D I know I built one fairly complex factory back in... Update 7? using trucks and it just died in a fire as trucks ended up in a traffic jam. After that I've used them only for very limited point-to-point replacement-of-a-belt and never ever putting more than one truck in one area of the map so they might cross each other's path. And when trains are unlocked, trucks are instantly obsoleted.
Just have to give them enough space to manoeuvre around each other. It can be helpful to remove some nodes in overlapping areas as well, just let them figure it out.
Trains are definitely more reliable though.
I'd honestly say I never had an issue with them in update 7. I'm not sure if they've changed that much, but with Update 8, the switch to unreal 5 their physics was improved and the turning radius is much better. They also seem to stop behind each other better now too, rather than bumping and flinging eachother really far. I think that's because of the physics change primarily.
Hope you finally beat the game with this series 🤣🤣
Me too!
How often are you posting this series?
As fast as I can, I guess best has been about 4 days, longest has been 10
You need to be careful having tractors drive through the lot space of other truck stops or they'll try and autoload/unload.
Yep, that's why I mention "stay in your lane!" a lot :P
But also if you do drive through a truck stop you can just hop out after the route is complete and remove the gold node under the station you didn't want it to interact with. Then it'll just drive straight through no issue.
4 those of us who r playing along can we get more frequent uploads
I'm trying. It's in my best interest to have them be more frequent, but I really don't know how to speed up without the quality of the video dropping tbh.
Day 1 of asking if you can bring The Minecraft music back
It was copyright claimed, I'd love to, but recently it's been cracked down on for some reason.
😢
talk too muchj speed up the progress