Do you know if its possible to sort or reognaize the Dimensional Depot list? Its just a running tally in the order of what i first uploaded, and it would really help to be able to sort the list, either by name or by resource type like the crafting bench. As it stands its kinda a cluttered mess and i dont see any way to fix it (besides starting a new save). Also, despite having played for years, i feel like a LOT of your fantastic past guides are due for a 1.0 refresh. I think your content pipeline has quite a bit in it....
@@dustinyoung3069things are ordered by when you first uploaded them, even when pinned. They really need to patch this to enable custom sorting and hiding of resources.
I'd like to see more of this type of video. Please annotate the chapters with the actual questions so it's easier to jump back to specific answers on rewatch.
@@cork1576 Honestly the only reason I didn't do question Titles was because I couldn't make them simple enough to fit in a single line - certainly the plan in the future though - providing we have more questions
I swear, after you finish 1.0, you should totally do a "Can we fix it?" series where you take the community's saves and work on a factory they claim is doomed or messed up and see how you manage to make it work. Like "Idk how to make my adaptive control units factory clean and distribute to storage" and they give you the save file showing maybe it's not done yet, outputs are spaghetti'd, etc and see how to make it look pretty and solve the issue.
@@Reptonious are you using it only for items? Because when you craft them, and there's nothing left in it, it auto-hides since there's nothing to show. But if you added some text in there as well, it should stay always on. (At least it does for me.)
I prefer using the Google Sheet on my second monitor. The todo list is great, but the extra power of a spreadsheet can't be beat. I have one tab showing everything going into, being consumed, and being produced in my factory so I can easy see where shortages will arise and update for them.
For the question about "how to remember what you were doing" if you can only play a few hours at a time / few hours every week, I don't remember sadly who was the content creator, but I've seen a video about making it easier to finish games and/or pick up a game save back up after several days (mostly open world / non-story driven games) I found that idea really cool and I've been trying it the past few weeks, and it changed how I play games (I play a LOT of crafting, survival, open world games, etc, that don't necessarily hold your hand on what to do) so I thought I'd share it, someone might find it useful What the creator was suggesting, is keeping a small / short "diary" of your gaming sessions (just in notepad++ or something similar) every time you play, with things like: what I've discovered what I wanted to do that session what I actually did any big "plot" or story points if there's a storyline involved what "big project" I was in the middle of when I had to stop playing (for open-world / crafting games, applies very well to Satisfactory) what I planned to do next It can be just a few sentences, a few bullet points, nothing complicated. Then, when you have 2-3 hours free 5 days later, you can just read what you wrote and it helps with staying motived. Strangely enough, it also makes it weirdly therapeutic to go over my gaming sessions before shutting the PC off Hope that can help someone out there :)
underrated, can even be applied at work, studies, or even anything tbh. this is actually a thing called "second brain" Edit : this thing is life changing!
If you play on steam, the steam overlay has a per-game "notes" feature, use that. You can even make notes transparent and overlay them onto the game if you're REALLY forgetful (like me).
I think I’m totally gonna use this since I’m just getting deeper into satisfactory and having all these thoughts about factories I want to build, delete, rework, or plans on what to do. Thanks a bunch!
Dimensional depots are a game changer, while working my way through phase 2 and 3 I automated and fed every building material i needed to have a basically infinite creative mode xD Took some running around collecting mercer spheres but man it was worth it, now i can just relax, fly around in my hoverpack and grow the factory wherever i want.
To add on to this, depots upload rate is on a per depot basis. So you can have multiple depots uploading a single resource, typically something with high use like iron plates, concrete, and steel beam.
They were just what the game needed. I just build my second power plant on the crater lake (started in Northern Forest so it wasn't the closest). Never having to go back to my base to get more concrete, rods or whatever else would normally have run out was amazing.
@@johnwc06oh my god, thanks for this comment. I didn't know this, I assumed it was only possible through one depot at a time. Time to revamp my playthrough...
I have never bothered with anything other than manifolds, i know balancers are great but so is seeting up and running your factory stage by stage to let everything backup before the next layer
I've found that load balancing is only really needed for things like nuclear reactors where you have a very low production rate of rods. It would take forever for a manifold to saturate with those. Other than that, it's all manifold. Like you mentioned, powering a factory as your build saturates the machines ahead of time, and has the added benefit of showing your products on belts, which makes belt pathing way easier.
I use a combination of both. On-site production of small quantities of items greatly reduces the traffic between factories. Especially if you set some kind of an endgame goal.
For keeping track of what you were doing: use signs for indicating item count at input/output. It saves you so much headscratching if you can pick up where you left off and know exactly how much stuff you have
Use both of them! I haven’t tested in 1.0 but in early access the notes did have a max character limit. I like to use signs especially for when I need to leave while in the middle of something or when I plan on taking a break from the game for a few months.
Nice to have chapters, but it would be more useful to see the actual question/topic instead of "Question number". Great video!! There's more to explore here!
@@TotalXclipse I don't think that's an excuse. You could have written timecodes in a pinned comment or made a segment at the beginning of a video with all timecodes. This is just disrespectful to new audience.
@@TotalXclipse I don't think that's an excuse. You could have written timecodes in a pinned comment or made a segment at the beginning of a video with all timecodes. This is just disrespectful to new audience.
IMO there is a reason to do at least 1 assembler worth of automation for space elevator parts: They're worth a lot of AWESOME Shop points compared to other early automated products. Set up a line that automatically produces smart plating and dumps it into a storage container, then every so often dump the contents into an AWESOME Sink.
I think the DNA capsules now are vastly better than anything else for coupons. The points per coupon with them scale separately to other items and they scale linearly - increasing by only 1000 (1 capsule's worth) per coupon every 3 coupons. And with Somersloops you can turn 1 alien into 4 capsules for only ~32mw.
@@WobblyBits_X Totally, but it requires manual feeding of a limited resource, and the Somersloop thing requires a fair bit of research. You can just leave an Assembler running making Smart Plating for 520 points per plate. It's not really one or the other, either. You can leave a Smart Plating Assembler running forever, dumping anything you don't need for the Space Elevator into the Sink, and also produce and sink Alien DNA.
I just pick up a few lizard doggos early game and make a pen for them. They´ll feed a few slugs that are great for early game, as well as some resources that aren´t readily available for you to dump into research or something. And, very importantly, a few endgame items that are worth hundreds of thousands of shop points. I mean, they´ll drop stacks of 9 turbo motors. Each is worth 240k points. Makes all other early game sinks obsolete as far as points go.
SAM components are far cheaper, much easier to mass produce and worth a huge amount of points. Using space elevator parts is a waste of time and unnecessarily complex.
So many people talk about load balancing, but I've always just gone with overproduction and send overflow to the awesome sink. I can't be the only one doing this
I think the only time I really used load balancing was when loading nuclear fuel into reactors because I was only producing a very small amount and a manifold would have taken like 100 hours to fill
Overproduction is something you can do regardless of load balancing or not. When people say Load Balancing they're talking "evenly splitting the inputs" vs Manafolds "Putting all the inputs in a line". TBH, for most things Manafolds just mean a bit more spin up time (earlier machines buffers need to reach the stack cap before 100% production speed). While Load Balancing means a /lot/ more (fiddly) belt work. I tend to Manafold nearly everything. Also, on Overproduction.... There's also the option to overproduce and /not/ sink. That causes the machines to run less often and save on power. (which could be spent making higher tier resources that sink for more points). And there's also the 3rd option which is to always have more machines consuming then your output, till you reach the end product. (IE, make as much as possable with what you have). I tend to go for that If I don't wanna math something out.
On keeping track of what you were doing, one method I've been experimenting with is putting down signs in-game. If I have some factory that requires a specific input, I put the belt down, and then put a sign up saying "Needs 837/m coal". That way when I come back I don't have to think of the math, I just have an idea of what I need to add.
To build on this, I also use signs to remind myself how much a belt is lugging. Just where the belts meet my intake I put up something like iron 240 or copper 360 so I can quickly connect them up or reroute them if I don't need an old factory anymore.
I just finished my automation of heavy frames and computers to make the modular assembly controller things, or whatever they're called. While building the whole system I actually ran out of iron rods, because I had eliminated their use in every step. Modular frames with steel pipes, cast screws, copper rotors, and whatever else just to avoid making rods. Then at one point I had to make a single constructor into the dimensional depot to have some rods available.
once I realized how powerful the dimensional depot was, I got myself the jetpack and blade runners then put a stop on expanding my factory until I had the DD completely upgraded and I think I will do that on every save I play. It's too convenient to not. I takes a 150 some-odd mercer spheres to upgrade it all and they're pretty easy to find, then just keep a supply of 20-30 so you can build DD when ever you want.
I found that even just the first couple speed and stack upgrades is more than enough to get me past Tier 6. Basically I built my bootstrap factory until I had foundations. Then I went out and explored and picked up spheres and sloops. I built depots for building materials as I automated them, and I found that as I ran out of spheres I was reaching a point where I needed a break from factory building. It turned into a lovely little back and forth where exploration offered a break from factory building and factory building offered a break from exploration. I'm currently in tier 8 with only the particle themed unlock still locked, two of the four assembly parts fulfilled, and I still haven't unlocked the fourth stack upgrade or the third speed upgrade and it's been more than enough. I even have something like 30 spheres in my inventory right now which means I could afford to unlock either one, but I don't need to. The depots are powerful enough without fully upgrading them. Concrete has two depots, everything else I care about has one.
I have found that if I have a long manifold, like 8+ machines, it is beneficial to just add a splitter to the front and send half the mats from one side and half from the other, and merge them at a machine somewhere in the middle. That seems to distribute items enough to keep them from taking FOREVER to get backed up and come fully online. Also, RE: permanent factories, the first factory I always wind up putting real time into organizing and keeping clean is my late-early game factory, which spits out r. iron plats, rotors, mod frames, and smart plates. Before that I do try to keep spaghetti to a minimum, but I don't REALLY fret much about it.
I was psycho about getting tons of mercer spheres, sam ore, and all the alt recipes to remove screws and copper ore from my motor and encased heavy frame production, and ended up making my first "starter" factory produce 7 heavy frames and 4 motors a minute(along with all the other lower tier items overflowed) and all going to dimensional depots. It is weird to not have central storage, or even a reason to go back to the factory since it all just uploads to my inventory...like whatever I need.
You can run a 3/4 way splitter on a 1 tile area, then feed it from a manifold, which you can also split 3-4 ways if you'd like more accurate load balancing and shorter startup times. Once blueprinted it's super simple. A factory that would take an hour to start up now only takes 2 minutes.
Instead of 1 line being split into a manifold of 8, you load balanced and have 2 lines being split into manifolds of 4. That's load balancing. You could go further and have the initial split be split again into 4 and feed that into a manifold of 2, or just load balance completely.
Definately agree on biomass. I make 12(easy to balance), gather every bit of leaves and wood that I run across while exploring for early hard drives and slugs, and stock them up as heavy as I can. When I get coal online, I leave them set up. 12 bio burners are a 360MW reserve that can keep your grid from crashing if you have a feed issue at your coal plants or if you get carried away on a build and run over your stable power. I only take them down when I can mass deploy batteries as a replacement.
it's crazy how much having belt fed biomass burners changes the game progression feel. I just finished phase 2 without bothering with my coal plant yet, something I never would have dreamed of doing before
@@Red49er85 Agree, I always hated dealing with biomass power and rushed to coal as quickly as possible. Now that the biomass burner is belt fed I feel like there's actually gameplay around it. I ended up with a power storage facility of 2 floors with 36 biomass burners each (72 total) and plan on keeping it even as I add a third floor for batteries.
What I learned about power production this playthrough is that power storage is your greatest asset! I think you can build them much earlier than you used to (not 100% about that point…) and you should! They’re cheap super useful, not having your circuit break trip at any random production spike is divine! Also yes, I would leave the solid biofuel setup in place for liquid biofuel later, which is arguably the best jetpack fuel for a very long time.
Why does biomass need to be load balanced? I found that just automating the production and just sending it to a splitter Infront of the generator seems to work. Given enough leaves/wood/mycelia it would eventually top off each generator at 200 biomass. (I only needed 6x generators before I got to coal)
@@meatpocketsit doesn't. As long as you are even slightly on top of making sure your biomass production/supply is adaquately built up to work for a few hours... manifolds will be perfectly functional.
I guess most people who just started the game, but managed to understand the basics, will find quite the challenge with the rafinery, and what to do and how to do, and the time consuming. A video dedicated to it would be amazing. Not just the layout, also pipes, backflow, byproducts and alt rec needed to make it worth.
I feel like the question of "how much should I be making?" is referring to quantity of items, no variety of items. They were probably asking, how many of X should I be producing? I'd say the final product should be made at 100% efficient from that machine, like 15 iron rods or 30 cables.
I usually aim for about 15-25% of an item’s stack size. 100 (cast) screws, 30 rods, 40 Plates, usually works out to about 2 machines at the end of a production line but sometimes I’ll over/underclock to get a cleaner input number for the ore. I always overclock normal limestone for example, so I can get 2 or 4 constructors at 100% off just 1 node.
The general truth about balancers vs. manifolds is that it's dependent on stack size and throughput. If you have large amounts of items coming through with a tiny stack size, any manifold will saturate pretty much instantly. If you have an item coming through every other minute and they stack to 500, yeah that's going to take a while. So you probably really want to balance your nuclear power plants, and you probably don't want to balance things like smelting lines as they're prone to be saturated before you build the rest of the factory, anyway. Between that there's a huge span, and where your exact cutoff is is a more personal question. Oh there's also manifold length, and in some cases the neatest option is to feed your manifold from the centre to cut it in two. Like with a coal power plant, four plants to each side, the two manifolds will saturate much quicker than if you had a single eight-long one. As to storage: You can double your upload rate with an additional depot. The beginner rate of 15/m is going to suffice for rotors for a *loooong* time, if not indefinitely, but concrete is another matter once the stacks in your depot run out it's painful... OTOH, if you're going out to build, concrete is a thing that's hard to forget to bring with you, much different from having to make a trip because you're short one rod for a power pole. Also consider build time, it doesn't make sense to build cross-map logistics when all you need is 30 stacks once every elevator tier, better invest in a hypertube cannon network. Which you can take off the network, btw, have a battery in there, flip a switch for a couple of seconds to charge, flip it off, weeee.
My philosophy is: Get a trash setup going first, terrible ratios, just getting some kind of production working. After that, then make a larger/prettier facility based on what your experience was with the "proof of concept" while you are getting an initial trickle of product going in the background. Don't worry about ratios and efficiency early on. 1:1 those screws straight into the plate assemblers. Getting a job done takes priority over efficiency.
Reasonable. The only way doing that could hurt is if the smelting recipe made more ingots than there is ore, making the ingots less efficient to transport than the ore. But this is practically never the case, (often it's the other way around, like for caterium, or any alloy), so making the ingots at a dedicated smelting/foundry array as near to the source(s) as possible often helps and can pretty much never hurt. The only time you really might need to transport ore is if you want to use a smelting recipe that requires something else that is harder to transport than that ore is (like water for a 'pure ingot' recipe if your ore node is nowhere near water, for example) EDIT: forgot about the somersloops, he didn't touch on that... thanks to them, I think it is possible now for smelting to make up to 4 times as many ingots as ore, so, if you are duplicating ingots that way, that would be another reason not to smelt them at the source.
The point for me that changes thing is tier 4 I get blueprints unlocked u get power line towers and u get MK2 miners that is where I start to redesign my first base as u also have by now access to hole for belts on floor and wall along with pipes. U should by now have ladders stairs and catwalks that allow easy up and down movement.
something i have found super useful early on now that we can double our power shards, is your first coal plant just set up as 2 fully overclocked generators to get you off biomass, then for your first big boy coal plant, build it with the intention you are gonna overclock it when you get mk 2 miners and knowing you will eventually switch it to compacted coal so you can divert half the coal to other stuff later.
Put a dimensional depot on top of your industrial container and feed it from the top output, that way you can have both a storage and a depot that gets filled up quickly and keep your awesome sentral storage!
I also dont get a lot of regular play time and given up on slow building. So spending my short sessions going nuts with the blueprint designer or hunting hard drives. Don't know when I'll get the time, but when I do i want an entire megafactory built in seconds so i can spend the rest of my life fixing all the little issues i mass produced.
As someone who has only really dove in at 1.0's release, your content has been a godsend. I was able to set up Oil production without a hitch thanks to your guides.
For new players you probably don't need a central storage early game as we construct stuff slower and mostly without blueprints and if you need extra bulk materials you can just run around your starting production lines. If you get a buffer of SAM filling up early and a decent amount of exploration done early (you want to be researching a batch of harddrives for stuff like cast screws right off the bat, and then get all the steel alternates anyways) you can have the depot unlocked and 1-2 rate upgrades done before you even get advanced steel production If anything you might want to make a video on how to quickly get MAM research done ahead of time, Crashsite scavenging basics, early SAM locations for each starting biome, etc.
Regarding remembering what you were supposed to be doing when coming back after a break: use billboards (or any other display size) It's a fancy in-game do-to list that's more than just notes, it's a physical thing that also makes your factory look more alive.
@@wolfyoogamesYes! The "to-do list" has been a Godsend for me. Especially because I would _always_ run miles away to set up something and forget at least one material.
Have you tried the 0.5m signs? Set to text only, they're a really space efficient way to create reminders, instructions, or communicate factory details to team mates.
When i move from the starter to my main factory i do that as soon as i have access to blueprints, large containers, 2X2 screens, smart splitters, floor holes, awesome sinks and power switches oh and lights
I've been playing since week 1 of the game. I struggle with Perfection over Progress. 1. Get the line running. is it perfect? No. Doesn't matter. Its progress. And you learn why it isn't 'good' and what you can do to make it better. Your design philosophy will evolve over time. 2. SIGNS! I use signs for to-do lists wen I log out. I list what I was doing and why, and I list what I need to do in the future.
I would rather use the early cheap coupons for functional stuff rather than consumables. Different foundations, wall mounts, walls, etc. unlocking early milestones easy either way. A bit of exploration and automation and you'll find stuff you need to east Milestone unlocks.
One thing to consider now when thinking about resource scarcity as well is Somersloops. I opted for the crystal computer alt recipe for my first computer production line as it meant I only needed to use 2 Somersloops to double the production in an assembler rather than 4 in a manufacturer
Great video as always. I aspire to some of your factory creations I just don't have the creativity and/or the patience! Just a note on early fuel. Yes, balancing is almost always better, however I find with early fuel if you just add 2 more burners to your setup well before you need them, in a manifold situation, they'll be full and ready when you do, then add 2 more, let them fill as you grow etc.
Hard agree on the biomass. I am just starting out, but have some experience with factorio. It was very easy to take your biomass setup, switch it to a vertical layout and feed two converters making biomass from the leaves and wood I was gathering when exploring for nodes. The whole system is stocked, with a storage container buffer, that I don't have to think about my energy at all as I play with how I want to design my layouts.
for question 6 we rushed to the end of the game and unlocked everything (just some stuff left like portals and 2-3 mam research) we're planning to make a single, huge factory that has a large powerplant and since this is our objective "speedrunning" the game was the best option to start the main stuff as soon as we could i'd say only rush if you already played the game before. you should just enjoy your first playthru as normal.
New player here. I am coming from DSP and Factorio so I am trying to figure out what's the best way to expand while being logical and organized and consistent. Should I build a main bus? Should I try for modular factories all connected via trains? Is there another way in Satisfactory? How should I build stuff so that they are all in the same 'network' so if I need some item at an area I can easily bring it?
I've also played factorio, and personally, building a main bus never seems to work for me in Satisfactory. I recently beat the game (239 hour playthrough) and what worked best for me is just setting up bespoke factories that got input from nearby raw miners and produced a specific product. I didn't have belts upon belts transporting iron rods or circuits or stators, I made a brand new factory near a brand new Iron/Copper/Oil source and made a whole new factory there to produce Versatile Frameworks, to give you a random example, I would then transport the whole thing back to base to dump it into the Space Elevator. Generally, I wrote down the products that the current tier I was at unlocked, and went down the line backwards seeing if there were common intermediate products. For example, I wouldn't make 2 distinct separate factories to produce Steel Beams and Encased Beams, I would just look for a place with Limestone, Coal and Iron and make my new factory there, producing both products. Late game, you start to notice that some raw materials RARELY are near each other, namely Nitrogen and Bauxite. At that point, I was just setting up drones or trucks to transport the finished Bauxite or Nitrogen product to the factory that needed it. Bauxite is specially annoying to get anywhere without drones.
Only skimmed so far but this looks great. Would be awesome to see the content of the questions next to the timestamps in the description, so we can jump around!
I mostly just use dimensional storage for ammo and jetpack fuel. It makes exploration so much nicer. I guess I never even thought about using it for building supplies.
What's really great about it is you don't even have to add the items to your inventory for the build tool to use it from your dimensional storage. It's a great buffer when you're trying to pave over all the beautiful natural landscape.
One really nice part about it for exploration is having the materials for opening drop pods available when you need them. After I ventured far away and couldn't grab a hard drive that needed Heavy Modular Frames, I realized I should just dump all my miscellaneous parts from crash sites in a catch-all depot. Now I can frequently open any pods that aren't the big power sinks just by pulling the parts out of my dimensional storage. Made it WAY easier when I was hunting for some specific alt recipes.
In my recent save with my friends we've been uploading everything we can into dimensional storage, makes it so you can build anything from anywhere on the map without having the items handy, such a huge QoL not having to figure out which materials you need to carry with you for a factory.
So fun fact about dimensional storage - not only is it the building the same size as a regular storage, it snaps onto it. That lets you build industrial storage, put dimensional storage on top rotated 180 degrees, connect its input to the upper industrial storage output with a cheapo steel lift (270 / min isn't a limitation when the max upload is 240 / min anyway, so using anything beyond tier 3 is just gold plating it) and you have a nice, compact and convenient way to feed your dimensional storage with whatever resource you want while also having a big buffer that won't get wasted since you can also use the lower output to distribute the resource for further factory use.
Honestly my brain checks out when learning how to load balance and under lock and over clock. I’m trying my best but rn I’m just having fun building factories that look cool and trying my best to make it XD
5:07 as someone who pushed through to tier 4 without placing down a single foundation for a factory, I'm really regretting it. Now I've been struggling to even find the motivation to play to scrap all my spaghetti and build an actual factory
Ideal starter factory imo: 15 biomass burners Basic limestone (120) - concrete Basic iron (120) - plates, rods, screws Basic copper (120) - sheets, wire, cable Phase 1 components (240 iron) - Reinforced plates, modular frames, rotors, & smart plating All of this can run on the 15 biomass burners and will see you through to the beginning of phase 2 tier 3 with coal and steel production.
For the last question (how not to forget what you were working on), I really like to use displays and signs to make plans, write to-dos, note throughputs and so on. It's great to visualize something ingame or make you remember when you come back after a while. Also nice for multiplayer, too :)
I just cleared all the milestones (not yet the space elevator) today (first play of the game) and I think so far there's only a few things that really stick out to me as "stuff you likely would not realize if someone didn't mention it": - A viewer mentioned the "you don't need to hold space on the manual construction", probably the single most time-saving thing. - A youtuber (ImKibitz) mentioned various alternative recipes by name on a video series which was at the same point I was in the game, which otherwise I had not gone looking for any of the hard drives until the very last milestone in the game (literately I had found only 6 or so by then and had only used the ones needed to unlock turbofuel, also around milestone 9.) I pretty much spent the entire stream just reverse-engineering the ratios of things I needed (Alumina, Water, etc) - Overlock resource nodes when you need it and not before you have belts to use it. I also didn't do any of this till Tier 9 because the closest sulfur to where I built the turbofuel only spat out a paltry 60, and the next closest one was down 300 meters. - Label blueprints with an input/output, cause good gawd I build all my blueprints backwards, every time. Yes, I know there is an arrow pointing to the "Front", ... - Three lines | | | input, ) bracket side, output. This I did not realize until the nth time I built a blueprint backwards. - The Awesome shop purchases are in another tab in the shop... after I bought the same item twice. - Water Geyser's are not for water extractors (cause somehow I found this well before trying to build the extractor anywhere else.) - Bottomless pits, falling off the ocean if you swim out far enough. Overall I didn't have a single crash in the game until today, which is amazing since the game is almost finished.
i upgrade my starter factory when i've unlocked the jet pack with electricity. Which works out well because i already have trains, tubes, more custom assets from the shop.
Q1: 100% agreed. There is no need to produce massive factories and attach all your T1 resource nodes. You can get most of that list up and running with 5 or 6 irons nodes, couple of copper and a few of coal (Note not including your power coal! DO NOT SHARE THOSE BELTS) Early-early game I do straight 1->1->1->1 factories, end to end resulting in a bin of stuff for me. Mid-Early game the first "plant" I redesign/rework is the reinforced plates. I bring that up to 1 output assembler. It then get repurposed to make smart plating which cause a bit of austerity on RIPs for building, but it's managable. I do a similar thing for modular frames being doubled up for producing adaptive frameworks. Late early I tend to have all of what you mention automated to at least 1 output factor per "pocket" building resource. The next phase is arming yourself via the MAM and going exploring for SAM ore. Even (as where I am in this play through) I "draft" my initial oil factory just to produce plastic and rubber to unlock stuff in the hub. Around this point your coal plant reaches it's limits, so diesel generators tend to cause me to resedesign the oil platforms pretty quickly. First I gotta unlock T2 pipes. Again I am going to avoid sharing crude between factory and power plants. Doing so means as you factory expands pulling more oil, you get less fuel and power black outs.
I’m the same about taking my time and doing things neat and tidy this play through. Finally have played it enough now to be confident in what to do and how to do it all neatly from the get go.
ive picked back up satisfactory a couple weeks ago after a large gap of not playing it when i got it but im over 100h in and im still at Tier 4 and im having the time of my life, i have yet to experience what mid-late game is like but i’ve had alota fun learning and fully designing small factories and highways between them and all the stuff. my favorite was learning to min max belts and setting up coal factories
If you have both the iron wire and iron pipe recipes, you can automate Reanimated SAM with just an iron and SAM node. Sloppy Al and Pure Al ingot also work well together. There are lot of recipes that simplify production, and those are the ones that I hold out for. (Cast Screw is another one that's great for the early game). Later on, the ingot maximizing recipes help with mass production.
Man this last tip with this notice function is such a game changer i would never have fond it my self. Would be nice if there would be some kind of hint in the game to tell you about this useful function. Thx for the nice video
19:52 I had no clue you could take notes ingame 😮. What I do, is I create markers on the map to indicate what I am making there. I also make them visible on the compass if I am nearby. For things I am still working on I prefix the name with "TODO: ", make them visible for a longer distance, and highlight them. This works as a great reminder, and also shows a big beam of light in the world making it hard to miss what you were doing, or at the very least where that was.
Q4: I made it the whole way to tier 7 while still using the same factories for "pocket stuff" like wire, cable, plates, rods. This was pre-uploader portal thing. Still working it out now. So I did do some belt work and bring all the bins into one storage area, but it was the same old T1 factories on T2 belts making the iron plate I used after 100+ hours. They work. They produce enough. The bin is always full. They idle mostly. When you get smart splitters and abundant power, you can sink the overflow.
When using dimensional storage, make sure you put a storage buffer in, ideally with a smart splitter before it, leading off to a sink. That way you keep continuous production (no spikey power), you also then have a build up of resources constantly topping up your dimensional storage.
For a central storage, I really like 8 item types per freight car. Except for concrete, I don’t tend to outpace 60 items/minute. Since this is the case, if you have a mk1 belt running to a train station buffer, as long as the train time table can handle more than 480 items/minute, you’ll never have a backup on the factory end with mk 4 belts
Hopefully you might see this and answer this for me! I've never been a big fan of trucks or trains since I find it too hard to calculate, but how do you build an efficient train network? I've always felt like trains or trucks would always make you lose "efficiency" since they need to travel, unload, they might need to wait for another train to pass, etcetc. Any help on this?
this was touched on but in other words for less thinky think, transport the densest of the output chain. 3:2 for iron, take the iron, 4:1 steel, take the steel. This makes micro factories everywhere but if you're already the person to run vehicular logistics everywhere, this'll work wonders
Excellent tips video Total!! Very Nicely done!! I just wanted to send a quick little THANK You out to you also, for the very helpful and well done Satisfactory Tips site!! I especially like the Fuel and Turbofuel layout and design tips! In my 1.0 playthrough I just got Fuel Gen's yesterday and used the Satisfactory Tips layout for the (regular) Fuel Build. When I tech up to Turbofuel I'll use the design tips for that build also!! Also - Just a request on this. With Ver 1.0 they enhanced the Fuel Gen's to 250Mw (instead of 150Mw) so the Fuel Build designs will support correspondingly LESS numbers of Fuel Gen's for each of the builds. Example: The Heavy Residual Oil to Fuel build (which is what I'm currently using), produces 106.7 Fuel, which supports 5 Fuel Gen's (plus a little extra). So, can you update the site to accurately describe this please?? I'll probably (most likely) use some of the other builds you show on the Tips site also.. Like The Heavy Modular Frames, and also the Aluminum Build (Very tricky, with the water byproduct!). Thanks for the excellent videos and most especially the super-helpful Satisfactory Tips site!! Keep up the Greatness and remember, *Stay Effective*
Personally, I don't wait Mark IV to build big factories. I build them quite soon, and make all the building produce at 25%. 2 advantages: you build final factories sooner, and you consume way less power to produce your first items. Once you get the mark IV and V, you simply update the parts of your belts which need them, and turn back your buildings to 100%.
I play on a dedicated server with some friends. We ended up starting a Trello board to keep track of our efforts. It's a little overkill, but the added organization really helps! We're also not constrained by the character limit of the in game notepad.
About the last question. I tend to put down a large Billboard sign, write in it what i am in the middle of doing (and sometimes also the next step). Then i face the sign and save the game and exits.
With the dimensional storage once you unlock the uploading feature you dont need a container for an item, you can upload new items straight from inventory.
I just did a 50x50 building and found 4 maxed depots to be fine. You could always add more. I still have 65 mercer spheres after using like 15 and maxing the research tree
@@JasonEllingsworth It's all dependent on how fast you're building. Using a 5x5 foundation blueprint I've found it's quite easy to burn through 5 stacks of concrete. It's still plenty fast for not having to ever go to a storage container...except if you want to pave over Blue Crater for various oil product production. For that you should probably grab an inventory of concrete, which is fine because the depot has all the other building items in it!!😁
That last thing about keeping notes: Hit Shift+Tab to open the Steam overlay. There’s a button along the bottom that opens a notepad. You can make multiple separate notes and it’ll show only the notes for the game you are playing
@TotalXclipse can you do a detailed video on manifolds? Showing how exactly they work, how to use them when starting out in the game like your first nodes, how you would a set up where you do a manifold iron rods but extending it to also make screws as well as upgrading it again to make reinforced iron plates etc. it so confusing trying to do manifolds but at the same time seems easier to use once you understand them.
i am new to the game and I know I could do the first part of assembly, but I just built de space elevator and stopped here for now. Right now I 'm redesigning my entire factory until the logistic pleases me, doing a logistic platform above, and making a big hub with each ressource being stocked once and a BIG central foundry to smelt all the basic materials in a satisfying huge stacked track. If I unlock better stuff, I can replace the stuff below the logistic at any time, I think I will have the space to compact and redo it later
Can we get a video on tractors? I remember I was supremely frustrated with how many belt highways I was making before the vehicles were fixed. My 1.0 play through has been pure bliss! I feel so free in the early game now because instead of belt highways, i'm making multi-lane foundation highways that drive the resources directly to the base. Having this infrastructure in place makes navigating the map a breeze. My favorite part is the base feels alive as the vehicles zoom around. It's also hilarious when they fall 100 feet off of the highway and I don't have to get angry at that anymore because they just teleport back on track.
We do this differently, I work from the desired output and desired output rate then backwards to the input, one or two machines in each stage as placeholders to plan the space and logistics (manifolds) and set clock rates. When I get to the input side I'll know exactly what basic resources are needed and in what throughputs. Then I decide on things like train stations or belt highways to supply the inputs (this is an educated decision based on experience, throughput needed and distance from the resources). I only go the other way on setups where I already know the numbers (then it's the other way around I'm building a factory to process a known 600 bauxite in that case I know the input number and have to work towards the outputs).
This is my first play through. I just unlocked nuclear, havent used it, but i got to the point where everything was so badly optimized and a huge mess building around rocks and hills. Ive spent the last FOUR days planning everything out, deleting everything ive built excelt power (for hover pack) which im also going to re build. Ive laid down massive foundation blocks, train to oil, adter 4 days i am finally ready to start planning and building production. Im not sure why i was so resistant to this game for so long. I played shapez 2 and basically beat it, tried satisfactory. This is now my favorite game of all time.
The five basic things to automate before leaving base: iron plates, iron rods, wire, cable, concrete. For 1.0 also automate solid biofuel (if you don't have obstacle clearing milestone unlocked it needed to be unlocked yesterday, the sooner you have this unlocked the more efficiently leaves and wood power the factory by first being processed into solid biofuel). With those going to stockpile storages, now build some portable miners and head out looking for mercer spheres, placing portable miners on any SAM node(s) found along the way, the goal here is to unlock dimensional storage and get at least enough spheres and SAM to make 5 dimensional storages upon returning to base. Now put the first five dimensional storages atop the storages of iron plates, iron rods, wire, cable and concrete, rotating so the input to the dimensional storage is over the output of the storage bin below, connecting with a conveyor lift. These five materials make all the basic outpost constructs such as foundations, ramps, power poles and power lines (and guard rails when you purchase them from the shop) and having them automated and belted to dimensional storages means a steady income for building outposts and a minimum of trips back to base just to restock basics. You also gain 5 inventory slots not needing to keep these items on hand since you can build directly from dimensional storage.
If you use the Steam Overlay, there's a notes function that saves what you type for future play sessions. This is a thing for all games on Steam, not just Satisfactory.
At the 11:00 mark: That is insane! Is there enough crude to keep up with the demand of that many refineries? Or is that all refineries (crude, acid, aluminum, nitrogen)? That is amazing.
Refineries are actually one of the best buildings to do, and they arent exclusive to oil. Concrete, Quartz crystals, Caterium Ingots, Copper Ingots and Iron Ingots. They can all be made in refineries combining them with water, giving you way more output vs the raw input. It consumer more energy, but still, I think is extremely worth it. Almost every factory I make starts with refineries.
I mostly use mid sized fabs that make every more simple item direct from ore nodes that are close to the facility itself. Mostly iron, copper, limestone, maybe coal. Only the more "advanced" things like quartz crystals, plastic, rubber, steel beams and pipes, alclad aluminium sheets come from central facilities. So I hardly have to transport ingot or ore.
I made a blue print of a modular dashboard with signs. As i start a new factory, i stamp it down at the entrance and write my todo on these signs. Pretty usefull. This blueprint also hace a power switch, a workbench and an equipement workshop and finaly a hypertube arrival. Helps alot !
Im 40hrs into my 1.0 save and im still on tier 3-4 lol, spent the whole time gathering all the nodes into one factory, I really need to get on and actually make something, still loving it so far!
I wanted to try doing it with fewer nodes at the start and am at tier 6 now. I’m considering taking half my factory apart, collect every single node within 750 meters and to just start producing fully on ingots of each kind in mass, write down the total production capacity and got from there in the further layers of production, I do need more power for that though cause I have 2400MW right now with 32 coal plants but need at least 6000
I'm still on tier 2. I've kinda challenged myself to see how far I can go without building the space elevator. I used to rush coal, but now that biomass generation is *mostly* automated you can go a lot further with just that, though there's still caveats.
Tip - save meats, once you get the ability to add somersloop to machines. Put the meats into machines to double the steaks and then another machine to double it again for DNA Capsules. 4x more Awesome points from animal parts in this case.
i have a question When do you upgrade your miner from level 1 to level 2 asking because all my miners are 300 - 800 meters from my factory and rebuilding /upgrading the ugly line are kind of hard.
I have played this game for years and didn't know you could click on the right hand side to open the to-do list. I always just added something to it and then edited it how I wanted. that tip alone was worth the 20 like and subscribe.
On permanent factories: IMO, anything before you get the MK2 miner is temporary. Usable for building the larger factories...but not feeding them. Take the starter steel factory for example. At 120/min on the limestone node, you're limited to 6.67 encased beams per min. That is enough for personal usage, but if used to feed a heavy modular frame factory, it caps production to just over 1 HMF per minute. With mk2 miners overclocked and mk4 belts, it's up to 480/min. That's where you start sucking real power and getting usable quantities of mid-tier components. For me, I had my 1. starting iron, concrete, and copper factories. Those basics are good enough for a basic building supply over time. Then use 2 coal nodes for power. And a (2.) basic steel plant of like 3 foundries. That gets you the belts needed to make your first permanent factories. 3. An Iron-only factory should supply your rotors and modular frames, while tapping off to supply reinforced iron plates, rods and plates. If you get lucky with the Iron Pipes, then also stators and motors. This will be the first factory where you won't tear it down, though you might reconfigure the top later to make it into purely a motor or modular frame factory. 4. Then the first half of your oil supply for power; permanent, though possibly expand once you get mk2 pipes. 5. A second iron factory; specialize one iron factory for motors, and the other for modular frames; both likely will stay untouched from here on out. 6 A petrochemical factory using the other half of your oil supply; rubber, plastic, explosives, etc. This will feed future factories; you can complete the story without tapping another oil biome. 7, revamp the steel and starter factories. 8. use that all to feed the late tier items. Then you're into end/post-game stuff, where approaches will vary wildly
I like to use a 3 way manifold that uses all the outlets of the conveyor splitter. I take the far outlet and loop it back around to the next machine, while the main trunk goes straight. It looks really funky and also it seems to saturate way faster than a regular manifold
So are you merging that "far" outlet into what the next machine would've gotten (the near outlet on the next splitter) or does the "main trunk" skip that machine (which is basically equivalent to having twice the machines, split into two rows on either side of the trunk) ? 🤔
Dimensional storage - I'd recommend at least 3 for just concrete, even just building foundations without blueprints can be too much for the upload rate to handle with only 1 or 2 uploading, even with the maxed upload rate. And their list order in your inventory depends on when you first upload them and they can't (as far as I can tell) be removed. So, if you want to avoid clutter there, only put things in that you actually want remote access to such as your common build materials and items used from inventory (concrete, plates, rods, ammo, nobelisks, etc) at least to start with. You can pin items to the top of the list, but they will still only be in the order in which they were first entered.
Total! I started a fresh save I. 1.0 and I’ve just finished phase 4! The thermal prop and nuclear pasta were pretty tough. I’m gonna finish the same for the first time ever soon
You dont need to load balance, if have a line if 60 raw mat, going into 4 constructorts needing 15 raw mat each. As it'll eventually fill up the constructers to the point each machine gets what it needs, its just really bad on start up. Load balancing is good practice and be something you should just do anyways, as its ficist way to make efficient factories. Also on another point, dimentional storeage would be a upgrade to central storage, as youd just have a line going into the central storage, then feed that storage into dimensional storage. Turning central storage into a storage you can access anywhere
it works fir central storage. mk6 makes it even more usefull. Just use 2 since you have 2 Inputs in Containers means you can put in 2400 Items per minute
My central storage has been rendered obsolete by connecting a dimensional storage to the end of every product line. I always have a stack of everything at my fingertips. Start by doing this with reanimated SAM, and you'll always have materials on hand for another dimensional storage. ;)
Sushi lines work and are great! But that doesn't mean they are easy to do properly. Sushi lines have the risk of "jamming" if all of a sudden you can't deal with one of the items on the belt, not letting the rest go through. But if properly planned, using smartsplitters to handle any type of overflow, they are the way to go!
I do ingots at source. Even with aluminum and steel. One exception is if my finished product factory happens to be right next to the source anyway. But of course, it's totally up the player, so make your own call.
For Q8, creating ingots at factory location is better. That is until you come across the alernate ore refining recipes which require water to double your resources (Always go for it).
Hope you found this useful! Would you like another video like this with your follow up questions?
Do you know if its possible to sort or reognaize the Dimensional Depot list? Its just a running tally in the order of what i first uploaded, and it would really help to be able to sort the list, either by name or by resource type like the crafting bench. As it stands its kinda a cluttered mess and i dont see any way to fix it (besides starting a new save).
Also, despite having played for years, i feel like a LOT of your fantastic past guides are due for a 1.0 refresh. I think your content pipeline has quite a bit in it....
@@dustinyoung3069things are ordered by when you first uploaded them, even when pinned. They really need to patch this to enable custom sorting and hiding of resources.
I'd like to see more of this type of video. Please annotate the chapters with the actual questions so it's easier to jump back to specific answers on rewatch.
@@cork1576 Honestly the only reason I didn't do question Titles was because I couldn't make them simple enough to fit in a single line - certainly the plan in the future though - providing we have more questions
What do you transport by train and what do you transport by drone (no trucks right?)?
I swear, after you finish 1.0, you should totally do a "Can we fix it?" series where you take the community's saves and work on a factory they claim is doomed or messed up and see how you manage to make it work. Like "Idk how to make my adaptive control units factory clean and distribute to storage" and they give you the save file showing maybe it's not done yet, outputs are spaghetti'd, etc and see how to make it look pretty and solve the issue.
Oh that would be brilliant! I'd eagerly watch that and be very interested to see that worked through!!
long as he starts at mine
Bro is desperate for someone to fix his save
I have a update 6 save that broke during update 8
"Finish"? Oh, you mean 100% efficiency, in the smallest footprint possible, right.
The built-in todo list is the single greatest addition to the game.
It was in the game for a long time already.
Bugs out and disappears on me =(
@@Reptonious are you using it only for items? Because when you craft them, and there's nothing left in it, it auto-hides since there's nothing to show. But if you added some text in there as well, it should stay always on. (At least it does for me.)
If u open the search funtion with N u can use the searchbar as a calculator aswell.
Thats on the same level in my eyes.
I prefer using the Google Sheet on my second monitor.
The todo list is great, but the extra power of a spreadsheet can't be beat.
I have one tab showing everything going into, being consumed, and being produced in my factory so I can easy see where shortages will arise and update for them.
"You should be able to get those resources pretty early"
Me on my 3rd save getting my first steel beams on hour 54:
Same haha
bruh how
For the question about "how to remember what you were doing" if you can only play a few hours at a time / few hours every week, I don't remember sadly who was the content creator, but I've seen a video about making it easier to finish games and/or pick up a game save back up after several days (mostly open world / non-story driven games)
I found that idea really cool and I've been trying it the past few weeks, and it changed how I play games (I play a LOT of crafting, survival, open world games, etc, that don't necessarily hold your hand on what to do) so I thought I'd share it, someone might find it useful
What the creator was suggesting, is keeping a small / short "diary" of your gaming sessions (just in notepad++ or something similar) every time you play, with things like:
what I've discovered
what I wanted to do that session
what I actually did
any big "plot" or story points if there's a storyline involved
what "big project" I was in the middle of when I had to stop playing (for open-world / crafting games, applies very well to Satisfactory)
what I planned to do next
It can be just a few sentences, a few bullet points, nothing complicated. Then, when you have 2-3 hours free 5 days later, you can just read what you wrote and it helps with staying motived. Strangely enough, it also makes it weirdly therapeutic to go over my gaming sessions before shutting the PC off
Hope that can help someone out there :)
Daryl Talks Games! Absolutely incredible creator.
underrated, can even be applied at work, studies, or even anything tbh. this is actually a thing called "second brain"
Edit : this thing is life changing!
If you play on steam, the steam overlay has a per-game "notes" feature, use that. You can even make notes transparent and overlay them onto the game if you're REALLY forgetful (like me).
@@niwohit does?? Thanks that could be really helpful
I think I’m totally gonna use this since I’m just getting deeper into satisfactory and having all these thoughts about factories I want to build, delete, rework, or plans on what to do. Thanks a bunch!
Dimensional depots are a game changer, while working my way through phase 2 and 3 I automated and fed every building material i needed to have a basically infinite creative mode xD Took some running around collecting mercer spheres but man it was worth it, now i can just relax, fly around in my hoverpack and grow the factory wherever i want.
To add on to this, depots upload rate is on a per depot basis. So you can have multiple depots uploading a single resource, typically something with high use like iron plates, concrete, and steel beam.
They were just what the game needed. I just build my second power plant on the crater lake (started in Northern Forest so it wasn't the closest). Never having to go back to my base to get more concrete, rods or whatever else would normally have run out was amazing.
@@johnwc06oh my god, thanks for this comment. I didn't know this, I assumed it was only possible through one depot at a time. Time to revamp my playthrough...
@@johnwc06 I... I didn't think of it damn xD time to hunt for some more spheres, thank you for the tip!
True but i would rather recommed putting a storage infront of it and upgrade the speed to 60/min...you will never run out of stuff.@@johnwc06
I have never bothered with anything other than manifolds, i know balancers are great but so is seeting up and running your factory stage by stage to let everything backup before the next layer
I tried load balancing in my steel factory in 1.0.
2x 1 into 11 load balancers later and I'm never doing it again 😂
I've found that load balancing is only really needed for things like nuclear reactors where you have a very low production rate of rods. It would take forever for a manifold to saturate with those. Other than that, it's all manifold.
Like you mentioned, powering a factory as your build saturates the machines ahead of time, and has the added benefit of showing your products on belts, which makes belt pathing way easier.
I try balancing blueprints. For things I set up manually - manifolds
that.. that "is" is messing me up i.. i don't know why
I use a combination of both.
On-site production of small quantities of items greatly reduces the traffic between factories. Especially if you set some kind of an endgame goal.
For keeping track of what you were doing: use signs for indicating item count at input/output. It saves you so much headscratching if you can pick up where you left off and know exactly how much stuff you have
You to do list also has a notes section!
@LunarrMyst I swear one day I'll actually use that feature...
Absolutely! I have signs everywhere telling me how many PPM (parts per minute) are flowing through any which point
Use both of them! I haven’t tested in 1.0 but in early access the notes did have a max character limit. I like to use signs especially for when I need to leave while in the middle of something or when I plan on taking a break from the game for a few months.
I waited far too long to do this and now I wanna tear down my spaghetti and redo it all.
Nice to have chapters, but it would be more useful to see the actual question/topic instead of "Question number".
Great video!! There's more to explore here!
It's 100% so he gets more time visualized, which is kinda predatory.
Actually it was because I couldn't find a short enough title for each question 😅
@@DavidUtau Hey bro, it is NOT that deep. Go outside
@@TotalXclipse I don't think that's an excuse. You could have written timecodes in a pinned comment or made a segment at the beginning of a video with all timecodes. This is just disrespectful to new audience.
@@TotalXclipse I don't think that's an excuse. You could have written timecodes in a pinned comment or made a segment at the beginning of a video with all timecodes. This is just disrespectful to new audience.
IMO there is a reason to do at least 1 assembler worth of automation for space elevator parts: They're worth a lot of AWESOME Shop points compared to other early automated products. Set up a line that automatically produces smart plating and dumps it into a storage container, then every so often dump the contents into an AWESOME Sink.
I think the DNA capsules now are vastly better than anything else for coupons. The points per coupon with them scale separately to other items and they scale linearly - increasing by only 1000 (1 capsule's worth) per coupon every 3 coupons. And with Somersloops you can turn 1 alien into 4 capsules for only ~32mw.
@@WobblyBits_X Totally, but it requires manual feeding of a limited resource, and the Somersloop thing requires a fair bit of research. You can just leave an Assembler running making Smart Plating for 520 points per plate. It's not really one or the other, either. You can leave a Smart Plating Assembler running forever, dumping anything you don't need for the Space Elevator into the Sink, and also produce and sink Alien DNA.
thats brilliant, i have no reason to pause the production of the smart plating while going through tier 4 , i can just feed it to the sink!
I just pick up a few lizard doggos early game and make a pen for them. They´ll feed a few slugs that are great for early game, as well as some resources that aren´t readily available for you to dump into research or something. And, very importantly, a few endgame items that are worth hundreds of thousands of shop points. I mean, they´ll drop stacks of 9 turbo motors. Each is worth 240k points. Makes all other early game sinks obsolete as far as points go.
SAM components are far cheaper, much easier to mass produce and worth a huge amount of points. Using space elevator parts is a waste of time and unnecessarily complex.
So many people talk about load balancing, but I've always just gone with overproduction and send overflow to the awesome sink. I can't be the only one doing this
definitely seems to be the best way to avoid a head ache with balancing
That’s the point of it so why wouldn’t a lot of people do this haha
I do that too. I throw enough at it I don't have to worry about lags
I think the only time I really used load balancing was when loading nuclear fuel into reactors because I was only producing a very small amount and a manifold would have taken like 100 hours to fill
Overproduction is something you can do regardless of load balancing or not.
When people say Load Balancing they're talking "evenly splitting the inputs" vs Manafolds "Putting all the inputs in a line".
TBH, for most things Manafolds just mean a bit more spin up time (earlier machines buffers need to reach the stack cap before 100% production speed). While Load Balancing means a /lot/ more (fiddly) belt work.
I tend to Manafold nearly everything.
Also, on Overproduction.... There's also the option to overproduce and /not/ sink. That causes the machines to run less often and save on power. (which could be spent making higher tier resources that sink for more points).
And there's also the 3rd option which is to always have more machines consuming then your output, till you reach the end product. (IE, make as much as possable with what you have). I tend to go for that If I don't wanna math something out.
for question 12: screw screws. if you can get rid of them in your recipes, you will be happier
On keeping track of what you were doing, one method I've been experimenting with is putting down signs in-game. If I have some factory that requires a specific input, I put the belt down, and then put a sign up saying "Needs 837/m coal". That way when I come back I don't have to think of the math, I just have an idea of what I need to add.
Smart, just started a fresh save, will be using that for inputs
To build on this, I also use signs to remind myself how much a belt is lugging. Just where the belts meet my intake I put up something like iron 240 or copper 360 so I can quickly connect them up or reroute them if I don't need an old factory anymore.
837/m coal. Hopefully that's not a real example from your save. 😄
I just finished my automation of heavy frames and computers to make the modular assembly controller things, or whatever they're called. While building the whole system I actually ran out of iron rods, because I had eliminated their use in every step.
Modular frames with steel pipes, cast screws, copper rotors, and whatever else just to avoid making rods. Then at one point I had to make a single constructor into the dimensional depot to have some rods available.
once I realized how powerful the dimensional depot was, I got myself the jetpack and blade runners then put a stop on expanding my factory until I had the DD completely upgraded and I think I will do that on every save I play. It's too convenient to not. I takes a 150 some-odd mercer spheres to upgrade it all and they're pretty easy to find, then just keep a supply of 20-30 so you can build DD when ever you want.
I found that even just the first couple speed and stack upgrades is more than enough to get me past Tier 6.
Basically I built my bootstrap factory until I had foundations. Then I went out and explored and picked up spheres and sloops. I built depots for building materials as I automated them, and I found that as I ran out of spheres I was reaching a point where I needed a break from factory building.
It turned into a lovely little back and forth where exploration offered a break from factory building and factory building offered a break from exploration.
I'm currently in tier 8 with only the particle themed unlock still locked, two of the four assembly parts fulfilled, and I still haven't unlocked the fourth stack upgrade or the third speed upgrade and it's been more than enough.
I even have something like 30 spheres in my inventory right now which means I could afford to unlock either one, but I don't need to. The depots are powerful enough without fully upgrading them. Concrete has two depots, everything else I care about has one.
@@Moleculor Fair point. I haven't even come close to running into any issues with DD supply yet, so I may have over done it in my excitement 😁
it takes like 97-98 for all research I believe, defenitly not 150
@@PyroYeet Yea, that's right... where'd I get 150? Was that the number of MS available prior to 1.0?
@@thehuggz-i9k it's the achievement or spheres :D
I have found that if I have a long manifold, like 8+ machines, it is beneficial to just add a splitter to the front and send half the mats from one side and half from the other, and merge them at a machine somewhere in the middle. That seems to distribute items enough to keep them from taking FOREVER to get backed up and come fully online. Also, RE: permanent factories, the first factory I always wind up putting real time into organizing and keeping clean is my late-early game factory, which spits out r. iron plats, rotors, mod frames, and smart plates. Before that I do try to keep spaghetti to a minimum, but I don't REALLY fret much about it.
I was psycho about getting tons of mercer spheres, sam ore, and all the alt recipes to remove screws and copper ore from my motor and encased heavy frame production, and ended up making my first "starter" factory produce 7 heavy frames and 4 motors a minute(along with all the other lower tier items overflowed) and all going to dimensional depots. It is weird to not have central storage, or even a reason to go back to the factory since it all just uploads to my inventory...like whatever I need.
You can run a 3/4 way splitter on a 1 tile area, then feed it from a manifold, which you can also split 3-4 ways if you'd like more accurate load balancing and shorter startup times. Once blueprinted it's super simple. A factory that would take an hour to start up now only takes 2 minutes.
Feeding input from both ends like that also does wonders for fluids!
That's called load balancing. You load balanced your manifold.
Instead of 1 line being split into a manifold of 8, you load balanced and have 2 lines being split into manifolds of 4. That's load balancing. You could go further and have the initial split be split again into 4 and feed that into a manifold of 2, or just load balance completely.
Definately agree on biomass. I make 12(easy to balance), gather every bit of leaves and wood that I run across while exploring for early hard drives and slugs, and stock them up as heavy as I can. When I get coal online, I leave them set up. 12 bio burners are a 360MW reserve that can keep your grid from crashing if you have a feed issue at your coal plants or if you get carried away on a build and run over your stable power. I only take them down when I can mass deploy batteries as a replacement.
it's crazy how much having belt fed biomass burners changes the game progression feel. I just finished phase 2 without bothering with my coal plant yet, something I never would have dreamed of doing before
@@Red49er85 Agree, I always hated dealing with biomass power and rushed to coal as quickly as possible. Now that the biomass burner is belt fed I feel like there's actually gameplay around it. I ended up with a power storage facility of 2 floors with 36 biomass burners each (72 total) and plan on keeping it even as I add a third floor for batteries.
What I learned about power production this playthrough is that power storage is your greatest asset! I think you can build them much earlier than you used to (not 100% about that point…) and you should! They’re cheap super useful, not having your circuit break trip at any random production spike is divine! Also yes, I would leave the solid biofuel setup in place for liquid biofuel later, which is arguably the best jetpack fuel for a very long time.
Why does biomass need to be load balanced? I found that just automating the production and just sending it to a splitter Infront of the generator seems to work. Given enough leaves/wood/mycelia it would eventually top off each generator at 200 biomass. (I only needed 6x generators before I got to coal)
@@meatpocketsit doesn't. As long as you are even slightly on top of making sure your biomass production/supply is adaquately built up to work for a few hours... manifolds will be perfectly functional.
I guess most people who just started the game, but managed to understand the basics, will find quite the challenge with the rafinery, and what to do and how to do, and the time consuming. A video dedicated to it would be amazing. Not just the layout, also pipes, backflow, byproducts and alt rec needed to make it worth.
I feel like the question of "how much should I be making?" is referring to quantity of items, no variety of items. They were probably asking, how many of X should I be producing? I'd say the final product should be made at 100% efficient from that machine, like 15 iron rods or 30 cables.
I usually aim for about 15-25% of an item’s stack size. 100 (cast) screws, 30 rods, 40 Plates, usually works out to about 2 machines at the end of a production line but sometimes I’ll over/underclock to get a cleaner input number for the ore. I always overclock normal limestone for example, so I can get 2 or 4 constructors at 100% off just 1 node.
The general truth about balancers vs. manifolds is that it's dependent on stack size and throughput. If you have large amounts of items coming through with a tiny stack size, any manifold will saturate pretty much instantly. If you have an item coming through every other minute and they stack to 500, yeah that's going to take a while. So you probably really want to balance your nuclear power plants, and you probably don't want to balance things like smelting lines as they're prone to be saturated before you build the rest of the factory, anyway. Between that there's a huge span, and where your exact cutoff is is a more personal question. Oh there's also manifold length, and in some cases the neatest option is to feed your manifold from the centre to cut it in two. Like with a coal power plant, four plants to each side, the two manifolds will saturate much quicker than if you had a single eight-long one.
As to storage: You can double your upload rate with an additional depot. The beginner rate of 15/m is going to suffice for rotors for a *loooong* time, if not indefinitely, but concrete is another matter once the stacks in your depot run out it's painful... OTOH, if you're going out to build, concrete is a thing that's hard to forget to bring with you, much different from having to make a trip because you're short one rod for a power pole. Also consider build time, it doesn't make sense to build cross-map logistics when all you need is 30 stacks once every elevator tier, better invest in a hypertube cannon network. Which you can take off the network, btw, have a battery in there, flip a switch for a couple of seconds to charge, flip it off, weeee.
Nice. Great nuance here.
My philosophy is: Get a trash setup going first, terrible ratios, just getting some kind of production working. After that, then make a larger/prettier facility based on what your experience was with the "proof of concept" while you are getting an initial trickle of product going in the background. Don't worry about ratios and efficiency early on. 1:1 those screws straight into the plate assemblers. Getting a job done takes priority over efficiency.
Whenever I'm smelting stuff, im always doing so at the source. It helps make the world more spread out so that I have more space at the main factory.
Reasonable. The only way doing that could hurt is if the smelting recipe made more ingots than there is ore, making the ingots less efficient to transport than the ore. But this is practically never the case, (often it's the other way around, like for caterium, or any alloy), so making the ingots at a dedicated smelting/foundry array as near to the source(s) as possible often helps and can pretty much never hurt. The only time you really might need to transport ore is if you want to use a smelting recipe that requires something else that is harder to transport than that ore is (like water for a 'pure ingot' recipe if your ore node is nowhere near water, for example)
EDIT: forgot about the somersloops, he didn't touch on that... thanks to them, I think it is possible now for smelting to make up to 4 times as many ingots as ore, so, if you are duplicating ingots that way, that would be another reason not to smelt them at the source.
The point for me that changes thing is tier 4 I get blueprints unlocked u get power line towers and u get MK2 miners that is where I start to redesign my first base as u also have by now access to hole for belts on floor and wall along with pipes. U should by now have ladders stairs and catwalks that allow easy up and down movement.
something i have found super useful early on now that we can double our power shards, is your first coal plant just set up as 2 fully overclocked generators to get you off biomass, then for your first big boy coal plant, build it with the intention you are gonna overclock it when you get mk 2 miners and knowing you will eventually switch it to compacted coal so you can divert half the coal to other stuff later.
Put a dimensional depot on top of your industrial container and feed it from the top output, that way you can have both a storage and a depot that gets filled up quickly and keep your awesome sentral storage!
Thank you for answering my question. Glad to have some advice!
I also dont get a lot of regular play time and given up on slow building. So spending my short sessions going nuts with the blueprint designer or hunting hard drives. Don't know when I'll get the time, but when I do i want an entire megafactory built in seconds so i can spend the rest of my life fixing all the little issues i mass produced.
Just getting into Satisfactory, and your videos have been so helpful! Thank you!
chapters:
question 1
question 2
question 3
...
very fucking usable thanks
Haha, thanks for saying this. I facepalmed
As someone who has only really dove in at 1.0's release, your content has been a godsend. I was able to set up Oil production without a hitch thanks to your guides.
For new players you probably don't need a central storage early game as we construct stuff slower and mostly without blueprints and if you need extra bulk materials you can just run around your starting production lines. If you get a buffer of SAM filling up early and a decent amount of exploration done early (you want to be researching a batch of harddrives for stuff like cast screws right off the bat, and then get all the steel alternates anyways) you can have the depot unlocked and 1-2 rate upgrades done before you even get advanced steel production
If anything you might want to make a video on how to quickly get MAM research done ahead of time, Crashsite scavenging basics, early SAM locations for each starting biome, etc.
Regarding remembering what you were supposed to be doing when coming back after a break: use billboards (or any other display size)
It's a fancy in-game do-to list that's more than just notes, it's a physical thing that also makes your factory look more alive.
I used to do this but now I just use the actual fancy in game to do list they added in 1.0!
@wolfyoogames it's been in the game since before update 8. They even teach you how to code it
@@wolfyoogamesYes! The "to-do list" has been a Godsend for me. Especially because I would _always_ run miles away to set up something and forget at least one material.
@@wolfyoogamesthat's been there for quite a lot longer than 1.0
Have you tried the 0.5m signs? Set to text only, they're a really space efficient way to create reminders, instructions, or communicate factory details to team mates.
When i move from the starter to my main factory i do that as soon as i have access to blueprints, large containers, 2X2 screens, smart splitters, floor holes, awesome sinks and power switches oh and lights
I've been playing since week 1 of the game. I struggle with Perfection over Progress.
1. Get the line running. is it perfect? No. Doesn't matter. Its progress. And you learn why it isn't 'good' and what you can do to make it better. Your design philosophy will evolve over time.
2. SIGNS! I use signs for to-do lists wen I log out. I list what I was doing and why, and I list what I need to do in the future.
People underestimate the ability of the awesome shop to unlock milestones. Until tier 5 at least is OP cheap
I would rather use the early cheap coupons for functional stuff rather than consumables. Different foundations, wall mounts, walls, etc. unlocking early milestones easy either way. A bit of exploration and automation and you'll find stuff you need to east Milestone unlocks.
Loved the Q&A, it's very useful and informative.
One thing to consider now when thinking about resource scarcity as well is Somersloops. I opted for the crystal computer alt recipe for my first computer production line as it meant I only needed to use 2 Somersloops to double the production in an assembler rather than 4 in a manufacturer
Great video as always. I aspire to some of your factory creations I just don't have the creativity and/or the patience! Just a note on early fuel. Yes, balancing is almost always better, however I find with early fuel if you just add 2 more burners to your setup well before you need them, in a manifold situation, they'll be full and ready when you do, then add 2 more, let them fill as you grow etc.
Hard agree on the biomass. I am just starting out, but have some experience with factorio. It was very easy to take your biomass setup, switch it to a vertical layout and feed two converters making biomass from the leaves and wood I was gathering when exploring for nodes. The whole system is stocked, with a storage container buffer, that I don't have to think about my energy at all as I play with how I want to design my layouts.
for question 6
we rushed to the end of the game and unlocked everything (just some stuff left like portals and 2-3 mam research)
we're planning to make a single, huge factory that has a large powerplant and since this is our objective "speedrunning" the game was the best option to start the main stuff as soon as we could
i'd say only rush if you already played the game before. you should just enjoy your first playthru as normal.
New player here. I am coming from DSP and Factorio so I am trying to figure out what's the best way to expand while being logical and organized and consistent.
Should I build a main bus? Should I try for modular factories all connected via trains? Is there another way in Satisfactory?
How should I build stuff so that they are all in the same 'network' so if I need some item at an area I can easily bring it?
I've also played factorio, and personally, building a main bus never seems to work for me in Satisfactory. I recently beat the game (239 hour playthrough) and what worked best for me is just setting up bespoke factories that got input from nearby raw miners and produced a specific product. I didn't have belts upon belts transporting iron rods or circuits or stators, I made a brand new factory near a brand new Iron/Copper/Oil source and made a whole new factory there to produce Versatile Frameworks, to give you a random example, I would then transport the whole thing back to base to dump it into the Space Elevator.
Generally, I wrote down the products that the current tier I was at unlocked, and went down the line backwards seeing if there were common intermediate products. For example, I wouldn't make 2 distinct separate factories to produce Steel Beams and Encased Beams, I would just look for a place with Limestone, Coal and Iron and make my new factory there, producing both products.
Late game, you start to notice that some raw materials RARELY are near each other, namely Nitrogen and Bauxite. At that point, I was just setting up drones or trucks to transport the finished Bauxite or Nitrogen product to the factory that needed it. Bauxite is specially annoying to get anywhere without drones.
Thank you for this video! Very helpful for my first time in satisfactory!
Only skimmed so far but this looks great. Would be awesome to see the content of the questions next to the timestamps in the description, so we can jump around!
I mostly just use dimensional storage for ammo and jetpack fuel. It makes exploration so much nicer. I guess I never even thought about using it for building supplies.
What's really great about it is you don't even have to add the items to your inventory for the build tool to use it from your dimensional storage. It's a great buffer when you're trying to pave over all the beautiful natural landscape.
One really nice part about it for exploration is having the materials for opening drop pods available when you need them. After I ventured far away and couldn't grab a hard drive that needed Heavy Modular Frames, I realized I should just dump all my miscellaneous parts from crash sites in a catch-all depot. Now I can frequently open any pods that aren't the big power sinks just by pulling the parts out of my dimensional storage. Made it WAY easier when I was hunting for some specific alt recipes.
In my recent save with my friends we've been uploading everything we can into dimensional storage, makes it so you can build anything from anywhere on the map without having the items handy, such a huge QoL not having to figure out which materials you need to carry with you for a factory.
So fun fact about dimensional storage - not only is it the building the same size as a regular storage, it snaps onto it. That lets you build industrial storage, put dimensional storage on top rotated 180 degrees, connect its input to the upper industrial storage output with a cheapo steel lift (270 / min isn't a limitation when the max upload is 240 / min anyway, so using anything beyond tier 3 is just gold plating it) and you have a nice, compact and convenient way to feed your dimensional storage with whatever resource you want while also having a big buffer that won't get wasted since you can also use the lower output to distribute the resource for further factory use.
Once I have all the basic stuff running, I start constructing my 8 x8 modular factories so I can start producing things on a larger scale.
Honestly my brain checks out when learning how to load balance and under lock and over clock. I’m trying my best but rn I’m just having fun building factories that look cool and trying my best to make it XD
5:07 as someone who pushed through to tier 4 without placing down a single foundation for a factory, I'm really regretting it. Now I've been struggling to even find the motivation to play to scrap all my spaghetti and build an actual factory
Ideal starter factory imo:
15 biomass burners
Basic limestone (120) - concrete
Basic iron (120) - plates, rods, screws
Basic copper (120) - sheets, wire, cable
Phase 1 components (240 iron) - Reinforced plates, modular frames, rotors, & smart plating
All of this can run on the 15 biomass burners and will see you through to the beginning of phase 2 tier 3 with coal and steel production.
I'd very much appreciate a revamped central storage guide with trains and maybe even drones.
For the last question (how not to forget what you were working on), I really like to use displays and signs to make plans, write to-dos, note throughputs and so on. It's great to visualize something ingame or make you remember when you come back after a while. Also nice for multiplayer, too :)
I just cleared all the milestones (not yet the space elevator) today (first play of the game) and I think so far there's only a few things that really stick out to me as "stuff you likely would not realize if someone didn't mention it":
- A viewer mentioned the "you don't need to hold space on the manual construction", probably the single most time-saving thing.
- A youtuber (ImKibitz) mentioned various alternative recipes by name on a video series which was at the same point I was in the game, which otherwise I had not gone looking for any of the hard drives until the very last milestone in the game (literately I had found only 6 or so by then and had only used the ones needed to unlock turbofuel, also around milestone 9.) I pretty much spent the entire stream just reverse-engineering the ratios of things I needed (Alumina, Water, etc)
- Overlock resource nodes when you need it and not before you have belts to use it. I also didn't do any of this till Tier 9 because the closest sulfur to where I built the turbofuel only spat out a paltry 60, and the next closest one was down 300 meters.
- Label blueprints with an input/output, cause good gawd I build all my blueprints backwards, every time. Yes, I know there is an arrow pointing to the "Front", ...
- Three lines | | | input, ) bracket side, output. This I did not realize until the nth time I built a blueprint backwards.
- The Awesome shop purchases are in another tab in the shop... after I bought the same item twice.
- Water Geyser's are not for water extractors (cause somehow I found this well before trying to build the extractor anywhere else.)
- Bottomless pits, falling off the ocean if you swim out far enough.
Overall I didn't have a single crash in the game until today, which is amazing since the game is almost finished.
i upgrade my starter factory when i've unlocked the jet pack with electricity. Which works out well because i already have trains, tubes, more custom assets from the shop.
Q1: 100% agreed. There is no need to produce massive factories and attach all your T1 resource nodes. You can get most of that list up and running with 5 or 6 irons nodes, couple of copper and a few of coal (Note not including your power coal! DO NOT SHARE THOSE BELTS)
Early-early game I do straight 1->1->1->1 factories, end to end resulting in a bin of stuff for me.
Mid-Early game the first "plant" I redesign/rework is the reinforced plates. I bring that up to 1 output assembler. It then get repurposed to make smart plating which cause a bit of austerity on RIPs for building, but it's managable.
I do a similar thing for modular frames being doubled up for producing adaptive frameworks.
Late early I tend to have all of what you mention automated to at least 1 output factor per "pocket" building resource.
The next phase is arming yourself via the MAM and going exploring for SAM ore.
Even (as where I am in this play through) I "draft" my initial oil factory just to produce plastic and rubber to unlock stuff in the hub.
Around this point your coal plant reaches it's limits, so diesel generators tend to cause me to resedesign the oil platforms pretty quickly. First I gotta unlock T2 pipes.
Again I am going to avoid sharing crude between factory and power plants. Doing so means as you factory expands pulling more oil, you get less fuel and power black outs.
I’m the same about taking my time and doing things neat and tidy this play through. Finally have played it enough now to be confident in what to do and how to do it all neatly from the get go.
ive picked back up satisfactory a couple weeks ago after a large gap of not playing it when i got it but im over 100h in and im still at Tier 4 and im having the time of my life, i have yet to experience what mid-late game is like but i’ve had alota fun learning and fully designing small factories and highways between them and all the stuff. my favorite was learning to min max belts and setting up coal factories
If you have both the iron wire and iron pipe recipes, you can automate Reanimated SAM with just an iron and SAM node. Sloppy Al and Pure Al ingot also work well together. There are lot of recipes that simplify production, and those are the ones that I hold out for. (Cast Screw is another one that's great for the early game). Later on, the ingot maximizing recipes help with mass production.
Man this last tip with this notice function is such a game changer i would never have fond it my self. Would be nice if there would be some kind of hint in the game to tell you about this useful function. Thx for the nice video
1:10 limestone into concrete is also a huge must if you are wanting to build foundations and walls as well.
19:52 I had no clue you could take notes ingame 😮. What I do, is I create markers on the map to indicate what I am making there. I also make them visible on the compass if I am nearby. For things I am still working on I prefix the name with "TODO: ", make them visible for a longer distance, and highlight them. This works as a great reminder, and also shows a big beam of light in the world making it hard to miss what you were doing, or at the very least where that was.
Q4: I made it the whole way to tier 7 while still using the same factories for "pocket stuff" like wire, cable, plates, rods.
This was pre-uploader portal thing. Still working it out now. So I did do some belt work and bring all the bins into one storage area, but it was the same old T1 factories on T2 belts making the iron plate I used after 100+ hours.
They work. They produce enough. The bin is always full. They idle mostly. When you get smart splitters and abundant power, you can sink the overflow.
When using dimensional storage, make sure you put a storage buffer in, ideally with a smart splitter before it, leading off to a sink. That way you keep continuous production (no spikey power), you also then have a build up of resources constantly topping up your dimensional storage.
Oh, also, dimension storage conveniently stacks on top of storage containers.
For a central storage, I really like 8 item types per freight car. Except for concrete, I don’t tend to outpace 60 items/minute. Since this is the case, if you have a mk1 belt running to a train station buffer, as long as the train time table can handle more than 480 items/minute, you’ll never have a backup on the factory end with mk 4 belts
Hopefully you might see this and answer this for me! I've never been a big fan of trucks or trains since I find it too hard to calculate, but how do you build an efficient train network? I've always felt like trains or trucks would always make you lose "efficiency" since they need to travel, unload, they might need to wait for another train to pass, etcetc. Any help on this?
this was touched on but in other words for less thinky think, transport the densest of the output chain. 3:2 for iron, take the iron, 4:1 steel, take the steel. This makes micro factories everywhere but if you're already the person to run vehicular logistics everywhere, this'll work wonders
in my playthru im thinking about making central storage but then adding in a dim depo above the containers that i might need more often
Excellent tips video Total!! Very Nicely done!!
I just wanted to send a quick little THANK You out to you also, for the very helpful and well done Satisfactory Tips site!! I especially like the Fuel and Turbofuel layout and design tips! In my 1.0 playthrough I just got Fuel Gen's yesterday and used the Satisfactory Tips layout for the (regular) Fuel Build. When I tech up to Turbofuel I'll use the design tips for that build also!!
Also - Just a request on this. With Ver 1.0 they enhanced the Fuel Gen's to 250Mw (instead of 150Mw) so the Fuel Build designs will support correspondingly LESS numbers of Fuel Gen's for each of the builds.
Example: The Heavy Residual Oil to Fuel build (which is what I'm currently using), produces 106.7 Fuel, which supports 5 Fuel Gen's (plus a little extra). So, can you update the site to accurately describe this please??
I'll probably (most likely) use some of the other builds you show on the Tips site also.. Like The Heavy Modular Frames, and also the Aluminum Build (Very tricky, with the water byproduct!).
Thanks for the excellent videos and most especially the super-helpful Satisfactory Tips site!! Keep up the Greatness and remember, *Stay Effective*
Personally, I don't wait Mark IV to build big factories. I build them quite soon, and make all the building produce at 25%. 2 advantages: you build final factories sooner, and you consume way less power to produce your first items. Once you get the mark IV and V, you simply update the parts of your belts which need them, and turn back your buildings to 100%.
I play on a dedicated server with some friends. We ended up starting a Trello board to keep track of our efforts. It's a little overkill, but the added organization really helps! We're also not constrained by the character limit of the in game notepad.
About the last question. I tend to put down a large Billboard sign, write in it what i am in the middle of doing (and sometimes also the next step). Then i face the sign and save the game and exits.
Amazing content as always! Any update on the central storage video mentioned? I am currently debating this in my save :)
With the dimensional storage once you unlock the uploading feature you dont need a container for an item, you can upload new items straight from inventory.
If you're building large areas of foundations I've found that 4 maxed depots are still not fast enough, once you run through the 5 stacks.
I just did a 50x50 building and found 4 maxed depots to be fine. You could always add more. I still have 65 mercer spheres after using like 15 and maxing the research tree
@@JasonEllingsworth It's all dependent on how fast you're building. Using a 5x5 foundation blueprint I've found it's quite easy to burn through 5 stacks of concrete.
It's still plenty fast for not having to ever go to a storage container...except if you want to pave over Blue Crater for various oil product production. For that you should probably grab an inventory of concrete, which is fine because the depot has all the other building items in it!!😁
That last thing about keeping notes:
Hit Shift+Tab to open the Steam overlay. There’s a button along the bottom that opens a notepad. You can make multiple separate notes and it’ll show only the notes for the game you are playing
I feel this feature is underrated. So useful for so many games.
@TotalXclipse can you do a detailed video on manifolds? Showing how exactly they work, how to use them when starting out in the game like your first nodes, how you would a set up where you do a manifold iron rods but extending it to also make screws as well as upgrading it again to make reinforced iron plates etc. it so confusing trying to do manifolds but at the same time seems easier to use once you understand them.
Funnily enough I'm doing one now that will cover the basics for tomorrow :)
i am new to the game and I know I could do the first part of assembly, but I just built de space elevator and stopped here for now. Right now I 'm redesigning my entire factory until the logistic pleases me, doing a logistic platform above, and making a big hub with each ressource being stocked once and a BIG central foundry to smelt all the basic materials in a satisfying huge stacked track.
If I unlock better stuff, I can replace the stuff below the logistic at any time, I think I will have the space to compact and redo it later
Can we get a video on tractors? I remember I was supremely frustrated with how many belt highways I was making before the vehicles were fixed. My 1.0 play through has been pure bliss! I feel so free in the early game now because instead of belt highways, i'm making multi-lane foundation highways that drive the resources directly to the base. Having this infrastructure in place makes navigating the map a breeze. My favorite part is the base feels alive as the vehicles zoom around. It's also hilarious when they fall 100 feet off of the highway and I don't have to get angry at that anymore because they just teleport back on track.
Trains and Drones make tractors obsolete imo. Fun to use before that though!
This was SO helpful. Thank you!
I wouldn't bother with permanent factories at all until the hoverpack is unlocked - makes building so much quicker and easier.
I'm looking forward to a vid on central storage. Thanks for great vids.
We do this differently, I work from the desired output and desired output rate then backwards to the input, one or two machines in each stage as placeholders to plan the space and logistics (manifolds) and set clock rates. When I get to the input side I'll know exactly what basic resources are needed and in what throughputs. Then I decide on things like train stations or belt highways to supply the inputs (this is an educated decision based on experience, throughput needed and distance from the resources). I only go the other way on setups where I already know the numbers (then it's the other way around I'm building a factory to process a known 600 bauxite in that case I know the input number and have to work towards the outputs).
This is my first play through. I just unlocked nuclear, havent used it, but i got to the point where everything was so badly optimized and a huge mess building around rocks and hills. Ive spent the last FOUR days planning everything out, deleting everything ive built excelt power (for hover pack) which im also going to re build. Ive laid down massive foundation blocks, train to oil, adter 4 days i am finally ready to start planning and building production. Im not sure why i was so resistant to this game for so long. I played shapez 2 and basically beat it, tried satisfactory.
This is now my favorite game of all time.
The five basic things to automate before leaving base: iron plates, iron rods, wire, cable, concrete. For 1.0 also automate solid biofuel (if you don't have obstacle clearing milestone unlocked it needed to be unlocked yesterday, the sooner you have this unlocked the more efficiently leaves and wood power the factory by first being processed into solid biofuel). With those going to stockpile storages, now build some portable miners and head out looking for mercer spheres, placing portable miners on any SAM node(s) found along the way, the goal here is to unlock dimensional storage and get at least enough spheres and SAM to make 5 dimensional storages upon returning to base. Now put the first five dimensional storages atop the storages of iron plates, iron rods, wire, cable and concrete, rotating so the input to the dimensional storage is over the output of the storage bin below, connecting with a conveyor lift. These five materials make all the basic outpost constructs such as foundations, ramps, power poles and power lines (and guard rails when you purchase them from the shop) and having them automated and belted to dimensional storages means a steady income for building outposts and a minimum of trips back to base just to restock basics. You also gain 5 inventory slots not needing to keep these items on hand since you can build directly from dimensional storage.
If you use the Steam Overlay, there's a notes function that saves what you type for future play sessions.
This is a thing for all games on Steam, not just Satisfactory.
At the 11:00 mark: That is insane! Is there enough crude to keep up with the demand of that many refineries? Or is that all refineries (crude, acid, aluminum, nitrogen)? That is amazing.
Refineries are actually one of the best buildings to do, and they arent exclusive to oil. Concrete, Quartz crystals, Caterium Ingots, Copper Ingots and Iron Ingots. They can all be made in refineries combining them with water, giving you way more output vs the raw input. It consumer more energy, but still, I think is extremely worth it. Almost every factory I make starts with refineries.
I mostly use mid sized fabs that make every more simple item direct from ore nodes that are close to the facility itself. Mostly iron, copper, limestone, maybe coal.
Only the more "advanced" things like quartz crystals, plastic, rubber, steel beams and pipes, alclad aluminium sheets come from central facilities.
So I hardly have to transport ingot or ore.
I made a blue print of a modular dashboard with signs. As i start a new factory, i stamp it down at the entrance and write my todo on these signs. Pretty usefull. This blueprint also hace a power switch, a workbench and an equipement workshop and finaly a hypertube arrival. Helps alot !
Im 40hrs into my 1.0 save and im still on tier 3-4 lol, spent the whole time gathering all the nodes into one factory, I really need to get on and actually make something, still loving it so far!
I wanted to try doing it with fewer nodes at the start and am at tier 6 now. I’m considering taking half my factory apart, collect every single node within 750 meters and to just start producing fully on ingots of each kind in mass, write down the total production capacity and got from there in the further layers of production, I do need more power for that though cause I have 2400MW right now with 32 coal plants but need at least 6000
I'm still on tier 2. I've kinda challenged myself to see how far I can go without building the space elevator.
I used to rush coal, but now that biomass generation is *mostly* automated you can go a lot further with just that, though there's still caveats.
My philosophy is, "if you're having fun, you're doing it right!" It's a GAME, not a contest. It's meant to be fun.
Tip - save meats, once you get the ability to add somersloop to machines. Put the meats into machines to double the steaks and then another machine to double it again for DNA Capsules. 4x more Awesome points from animal parts in this case.
i have a question
When do you upgrade your miner from level 1 to level 2 asking because all my miners are 300 - 800 meters from my factory and rebuilding /upgrading the ugly line are kind of hard.
Seeing all these lovely manufacturies and power plants that I'll eventually be able to make (barely started steel) gives me a gamer stiffy
I have played this game for years and didn't know you could click on the right hand side to open the to-do list. I always just added something to it and then edited it how I wanted. that tip alone was worth the 20 like and subscribe.
On permanent factories: IMO, anything before you get the MK2 miner is temporary. Usable for building the larger factories...but not feeding them. Take the starter steel factory for example. At 120/min on the limestone node, you're limited to 6.67 encased beams per min. That is enough for personal usage, but if used to feed a heavy modular frame factory, it caps production to just over 1 HMF per minute. With mk2 miners overclocked and mk4 belts, it's up to 480/min. That's where you start sucking real power and getting usable quantities of mid-tier components.
For me, I had my 1. starting iron, concrete, and copper factories. Those basics are good enough for a basic building supply over time. Then use 2 coal nodes for power. And a (2.) basic steel plant of like 3 foundries. That gets you the belts needed to make your first permanent factories. 3. An Iron-only factory should supply your rotors and modular frames, while tapping off to supply reinforced iron plates, rods and plates. If you get lucky with the Iron Pipes, then also stators and motors. This will be the first factory where you won't tear it down, though you might reconfigure the top later to make it into purely a motor or modular frame factory. 4. Then the first half of your oil supply for power; permanent, though possibly expand once you get mk2 pipes. 5. A second iron factory; specialize one iron factory for motors, and the other for modular frames; both likely will stay untouched from here on out. 6 A petrochemical factory using the other half of your oil supply; rubber, plastic, explosives, etc. This will feed future factories; you can complete the story without tapping another oil biome. 7, revamp the steel and starter factories. 8. use that all to feed the late tier items. Then you're into end/post-game stuff, where approaches will vary wildly
I like to use a 3 way manifold that uses all the outlets of the conveyor splitter. I take the far outlet and loop it back around to the next machine, while the main trunk goes straight. It looks really funky and also it seems to saturate way faster than a regular manifold
So are you merging that "far" outlet into what the next machine would've gotten (the near outlet on the next splitter) or does the "main trunk" skip that machine (which is basically equivalent to having twice the machines, split into two rows on either side of the trunk) ? 🤔
Dimensional storage - I'd recommend at least 3 for just concrete, even just building foundations without blueprints can be too much for the upload rate to handle with only 1 or 2 uploading, even with the maxed upload rate.
And their list order in your inventory depends on when you first upload them and they can't (as far as I can tell) be removed. So, if you want to avoid clutter there, only put things in that you actually want remote access to such as your common build materials and items used from inventory (concrete, plates, rods, ammo, nobelisks, etc) at least to start with. You can pin items to the top of the list, but they will still only be in the order in which they were first entered.
Total! I started a fresh save I. 1.0 and I’ve just finished phase 4! The thermal prop and nuclear pasta were pretty tough.
I’m gonna finish the same for the first time ever soon
You dont need to load balance, if have a line if 60 raw mat, going into 4 constructorts needing 15 raw mat each. As it'll eventually fill up the constructers to the point each machine gets what it needs, its just really bad on start up.
Load balancing is good practice and be something you should just do anyways, as its ficist way to make efficient factories.
Also on another point, dimentional storeage would be a upgrade to central storage, as youd just have a line going into the central storage, then feed that storage into dimensional storage. Turning central storage into a storage you can access anywhere
"Don't make sushi lines"
(Me sweating profusely for using the sushi line for central storage and Assembler crafting)
it works fir central storage. mk6 makes it even more usefull. Just use 2 since you have 2 Inputs in Containers means you can put in 2400 Items per minute
My central storage has been rendered obsolete by connecting a dimensional storage to the end of every product line. I always have a stack of everything at my fingertips. Start by doing this with reanimated SAM, and you'll always have materials on hand for another dimensional storage. ;)
Sushi lines work and are great! But that doesn't mean they are easy to do properly. Sushi lines have the risk of "jamming" if all of a sudden you can't deal with one of the items on the belt, not letting the rest go through. But if properly planned, using smartsplitters to handle any type of overflow, they are the way to go!
I do ingots at source. Even with aluminum and steel. One exception is if my finished product factory happens to be right next to the source anyway. But of course, it's totally up the player, so make your own call.
For Q8, creating ingots at factory location is better. That is until you come across the alernate ore refining recipes which require water to double your resources (Always go for it).